From 375780a5a845baaf61bebca165008936372cb66e Mon Sep 17 00:00:00 2001 From: Henri Verbeet Date: Wed, 8 Apr 2009 08:35:06 +0200 Subject: [PATCH] wined3d: Fix some more 3 space indentation. --- dlls/wined3d/glsl_shader.c | 74 +++++++++++++++++++------------------- 1 file changed, 37 insertions(+), 37 deletions(-) diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c index f367e1f6cee..10f1b4fca72 100644 --- a/dlls/wined3d/glsl_shader.c +++ b/dlls/wined3d/glsl_shader.c @@ -2996,48 +2996,48 @@ static void pshader_glsl_dp2add(const struct wined3d_shader_instruction *ins) static void pshader_glsl_input_pack(SHADER_BUFFER *buffer, const struct wined3d_shader_semantic *semantics_in, IWineD3DPixelShader *iface, enum vertexprocessing_mode vertexprocessing) { - unsigned int i; - IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *) iface; + unsigned int i; + IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)iface; - for (i = 0; i < MAX_REG_INPUT; i++) { + for (i = 0; i < MAX_REG_INPUT; ++i) + { + DWORD usage_token = semantics_in[i].usage; + DWORD usage, usage_idx; + char reg_mask[6]; - DWORD usage_token = semantics_in[i].usage; - DWORD usage, usage_idx; - char reg_mask[6]; + /* Uninitialized */ + if (!usage_token) continue; + usage = (usage_token & WINED3DSP_DCL_USAGE_MASK) >> WINED3DSP_DCL_USAGE_SHIFT; + usage_idx = (usage_token & WINED3DSP_DCL_USAGEINDEX_MASK) >> WINED3DSP_DCL_USAGEINDEX_SHIFT; + shader_glsl_get_write_mask(semantics_in[i].reg.token, reg_mask); - /* Uninitialized */ - if (!usage_token) continue; - usage = (usage_token & WINED3DSP_DCL_USAGE_MASK) >> WINED3DSP_DCL_USAGE_SHIFT; - usage_idx = (usage_token & WINED3DSP_DCL_USAGEINDEX_MASK) >> WINED3DSP_DCL_USAGEINDEX_SHIFT; - shader_glsl_get_write_mask(semantics_in[i].reg.token, reg_mask); + switch (usage) + { + case WINED3DDECLUSAGE_TEXCOORD: + if (usage_idx < 8 && vertexprocessing == pretransformed) + shader_addline(buffer, "IN[%u]%s = gl_TexCoord[%u]%s;\n", + This->input_reg_map[i], reg_mask, usage_idx, reg_mask); + else + shader_addline(buffer, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n", + This->input_reg_map[i], reg_mask, reg_mask); + break; - switch(usage) { + case WINED3DDECLUSAGE_COLOR: + if (usage_idx == 0) + shader_addline(buffer, "IN[%u]%s = vec4(gl_Color)%s;\n", + This->input_reg_map[i], reg_mask, reg_mask); + else if (usage_idx == 1) + shader_addline(buffer, "IN[%u]%s = vec4(gl_SecondaryColor)%s;\n", + This->input_reg_map[i], reg_mask, reg_mask); + else + shader_addline(buffer, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n", + This->input_reg_map[i], reg_mask, reg_mask); + break; - case WINED3DDECLUSAGE_TEXCOORD: - if(usage_idx < 8 && vertexprocessing == pretransformed) { - shader_addline(buffer, "IN[%u]%s = gl_TexCoord[%u]%s;\n", - This->input_reg_map[i], reg_mask, usage_idx, reg_mask); - } else { - shader_addline(buffer, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n", - This->input_reg_map[i], reg_mask, reg_mask); - } - break; - - case WINED3DDECLUSAGE_COLOR: - if (usage_idx == 0) - shader_addline(buffer, "IN[%u]%s = vec4(gl_Color)%s;\n", - This->input_reg_map[i], reg_mask, reg_mask); - else if (usage_idx == 1) - shader_addline(buffer, "IN[%u]%s = vec4(gl_SecondaryColor)%s;\n", - This->input_reg_map[i], reg_mask, reg_mask); - else - shader_addline(buffer, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n", - This->input_reg_map[i], reg_mask, reg_mask); - break; - - default: - shader_addline(buffer, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n", - This->input_reg_map[i], reg_mask, reg_mask); + default: + shader_addline(buffer, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n", + This->input_reg_map[i], reg_mask, reg_mask); + break; } } }