wined3d: Fix some more 3 space indentation.
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d12e489272
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375780a5a8
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@ -2996,48 +2996,48 @@ static void pshader_glsl_dp2add(const struct wined3d_shader_instruction *ins)
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static void pshader_glsl_input_pack(SHADER_BUFFER *buffer, const struct wined3d_shader_semantic *semantics_in,
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static void pshader_glsl_input_pack(SHADER_BUFFER *buffer, const struct wined3d_shader_semantic *semantics_in,
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IWineD3DPixelShader *iface, enum vertexprocessing_mode vertexprocessing)
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IWineD3DPixelShader *iface, enum vertexprocessing_mode vertexprocessing)
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{
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{
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unsigned int i;
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unsigned int i;
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IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *) iface;
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IWineD3DPixelShaderImpl *This = (IWineD3DPixelShaderImpl *)iface;
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for (i = 0; i < MAX_REG_INPUT; i++) {
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for (i = 0; i < MAX_REG_INPUT; ++i)
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{
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DWORD usage_token = semantics_in[i].usage;
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DWORD usage, usage_idx;
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char reg_mask[6];
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DWORD usage_token = semantics_in[i].usage;
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/* Uninitialized */
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DWORD usage, usage_idx;
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if (!usage_token) continue;
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char reg_mask[6];
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usage = (usage_token & WINED3DSP_DCL_USAGE_MASK) >> WINED3DSP_DCL_USAGE_SHIFT;
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usage_idx = (usage_token & WINED3DSP_DCL_USAGEINDEX_MASK) >> WINED3DSP_DCL_USAGEINDEX_SHIFT;
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shader_glsl_get_write_mask(semantics_in[i].reg.token, reg_mask);
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/* Uninitialized */
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switch (usage)
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if (!usage_token) continue;
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{
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usage = (usage_token & WINED3DSP_DCL_USAGE_MASK) >> WINED3DSP_DCL_USAGE_SHIFT;
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case WINED3DDECLUSAGE_TEXCOORD:
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usage_idx = (usage_token & WINED3DSP_DCL_USAGEINDEX_MASK) >> WINED3DSP_DCL_USAGEINDEX_SHIFT;
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if (usage_idx < 8 && vertexprocessing == pretransformed)
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shader_glsl_get_write_mask(semantics_in[i].reg.token, reg_mask);
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shader_addline(buffer, "IN[%u]%s = gl_TexCoord[%u]%s;\n",
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This->input_reg_map[i], reg_mask, usage_idx, reg_mask);
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else
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shader_addline(buffer, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
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This->input_reg_map[i], reg_mask, reg_mask);
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break;
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switch(usage) {
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case WINED3DDECLUSAGE_COLOR:
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if (usage_idx == 0)
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shader_addline(buffer, "IN[%u]%s = vec4(gl_Color)%s;\n",
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This->input_reg_map[i], reg_mask, reg_mask);
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else if (usage_idx == 1)
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shader_addline(buffer, "IN[%u]%s = vec4(gl_SecondaryColor)%s;\n",
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This->input_reg_map[i], reg_mask, reg_mask);
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else
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shader_addline(buffer, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
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This->input_reg_map[i], reg_mask, reg_mask);
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break;
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case WINED3DDECLUSAGE_TEXCOORD:
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default:
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if(usage_idx < 8 && vertexprocessing == pretransformed) {
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shader_addline(buffer, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
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shader_addline(buffer, "IN[%u]%s = gl_TexCoord[%u]%s;\n",
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This->input_reg_map[i], reg_mask, reg_mask);
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This->input_reg_map[i], reg_mask, usage_idx, reg_mask);
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break;
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} else {
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shader_addline(buffer, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
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This->input_reg_map[i], reg_mask, reg_mask);
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}
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break;
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case WINED3DDECLUSAGE_COLOR:
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if (usage_idx == 0)
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shader_addline(buffer, "IN[%u]%s = vec4(gl_Color)%s;\n",
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This->input_reg_map[i], reg_mask, reg_mask);
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else if (usage_idx == 1)
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shader_addline(buffer, "IN[%u]%s = vec4(gl_SecondaryColor)%s;\n",
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This->input_reg_map[i], reg_mask, reg_mask);
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else
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shader_addline(buffer, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
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This->input_reg_map[i], reg_mask, reg_mask);
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break;
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default:
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shader_addline(buffer, "IN[%u]%s = vec4(0.0, 0.0, 0.0, 0.0)%s;\n",
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This->input_reg_map[i], reg_mask, reg_mask);
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}
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}
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}
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}
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}
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}
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