From 560d63548d4e9bc6c01ed2c6569e2c1129b26ee9 Mon Sep 17 00:00:00 2001 From: Henri Verbeet Date: Thu, 27 Aug 2009 10:04:56 +0200 Subject: [PATCH] wined3d: Remove trailing spaces. --- dlls/wined3d/arb_program_shader.c | 9 +++--- dlls/wined3d/device.c | 5 ++-- dlls/wined3d/directx.c | 15 +++++----- dlls/wined3d/drawprim.c | 2 +- dlls/wined3d/glsl_shader.c | 50 +++++++++++++++---------------- dlls/wined3d/stateblock.c | 15 ++++------ dlls/wined3d/surface.c | 2 +- dlls/wined3d/vertexshader.c | 2 +- dlls/wined3d/wined3d_main.c | 2 +- dlls/wined3d/wined3d_private.h | 32 ++++++++++---------- 10 files changed, 63 insertions(+), 71 deletions(-) diff --git a/dlls/wined3d/arb_program_shader.c b/dlls/wined3d/arb_program_shader.c index edef1075902..dd3511314d3 100644 --- a/dlls/wined3d/arb_program_shader.c +++ b/dlls/wined3d/arb_program_shader.c @@ -265,10 +265,9 @@ struct shader_arb_priv * ARB_[vertex/fragment]_program helper functions follow ********************************************************/ -/** - * Loads floating point constants into the currently set ARB_vertex/fragment_program. +/* Loads floating point constants into the currently set ARB_vertex/fragment_program. * When constant_list == NULL, it will load all the constants. - * + * * @target_type should be either GL_VERTEX_PROGRAM_ARB (for vertex shaders) * or GL_FRAGMENT_PROGRAM_ARB (for pixel shaders) */ @@ -529,8 +528,8 @@ static inline void shader_arb_vs_local_constants(IWineD3DDeviceImpl* deviceImpl) /** * Loads the app-supplied constants into the currently set ARB_[vertex/fragment]_programs. - * - * We only support float constants in ARB at the moment, so don't + * + * We only support float constants in ARB at the moment, so don't * worry about the Integers or Booleans */ /* GL locking is done by the caller (state handler) */ diff --git a/dlls/wined3d/device.c b/dlls/wined3d/device.c index edfe62767f8..58e3b699d95 100644 --- a/dlls/wined3d/device.c +++ b/dlls/wined3d/device.c @@ -4178,7 +4178,7 @@ static HRESULT process_vertices_strided(IWineD3DDeviceImpl *This, DWORD dwDestIn if( !doClip || ( (-rhw -eps < x) && (-rhw -eps < y) && ( -eps < z) && - (x <= rhw + eps) && (y <= rhw + eps ) && (z <= rhw + eps) && + (x <= rhw + eps) && (y <= rhw + eps ) && (z <= rhw + eps) && ( rhw > eps ) ) ) { /* "Normal" viewport transformation (not clipped) @@ -4303,7 +4303,8 @@ static HRESULT process_vertices_strided(IWineD3DDeviceImpl *This, DWORD dwDestIn } } - if (DestFVF & WINED3DFVF_SPECULAR) { + if (DestFVF & WINED3DFVF_SPECULAR) + { /* What's the color value in the feedback buffer? */ const struct wined3d_stream_info_element *element = &stream_info->elements[WINED3D_FFP_SPECULAR]; const DWORD *color_s = (const DWORD *)(element->data + i * element->stride); diff --git a/dlls/wined3d/directx.c b/dlls/wined3d/directx.c index 8d1995da859..b971855e644 100644 --- a/dlls/wined3d/directx.c +++ b/dlls/wined3d/directx.c @@ -2358,10 +2358,9 @@ static HRESULT WINAPI IWineD3DImpl_CheckDepthStencilMatch(IWineD3D *iface, UINT return WINED3DERR_NOTAVAILABLE; } -static HRESULT WINAPI IWineD3DImpl_CheckDeviceMultiSampleType(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, - WINED3DFORMAT SurfaceFormat, - BOOL Windowed, WINED3DMULTISAMPLE_TYPE MultiSampleType, DWORD* pQualityLevels) { - +static HRESULT WINAPI IWineD3DImpl_CheckDeviceMultiSampleType(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, + WINED3DFORMAT SurfaceFormat, BOOL Windowed, WINED3DMULTISAMPLE_TYPE MultiSampleType, DWORD *pQualityLevels) +{ IWineD3DImpl *This = (IWineD3DImpl *)iface; const struct GlPixelFormatDesc *glDesc; const struct WineD3DAdapter *adapter; @@ -3045,9 +3044,10 @@ static BOOL CheckVertexTextureCapability(struct WineD3DAdapter *adapter, const s return FALSE; } -static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, +static HRESULT WINAPI IWineD3DImpl_CheckDeviceFormat(IWineD3D *iface, UINT Adapter, WINED3DDEVTYPE DeviceType, WINED3DFORMAT AdapterFormat, DWORD Usage, WINED3DRESOURCETYPE RType, WINED3DFORMAT CheckFormat, - WINED3DSURFTYPE SurfaceType) { + WINED3DSURFTYPE SurfaceType) +{ IWineD3DImpl *This = (IWineD3DImpl *)iface; struct WineD3DAdapter *adapter = &This->adapters[Adapter]; const struct wined3d_gl_info *gl_info = &adapter->gl_info; @@ -3951,14 +3951,13 @@ static HRESULT WINAPI IWineD3DImpl_GetDeviceCaps(IWineD3D *iface, UINT Adapter, pCaps->MaxPointSize = GL_LIMITS(pointsize); + /* FIXME: Add D3DVTXPCAPS_TWEENING, D3DVTXPCAPS_TEXGEN_SPHEREMAP */ pCaps->VertexProcessingCaps = WINED3DVTXPCAPS_DIRECTIONALLIGHTS | WINED3DVTXPCAPS_MATERIALSOURCE7 | WINED3DVTXPCAPS_POSITIONALLIGHTS | WINED3DVTXPCAPS_LOCALVIEWER | WINED3DVTXPCAPS_VERTEXFOG | WINED3DVTXPCAPS_TEXGEN; - /* FIXME: Add - D3DVTXPCAPS_TWEENING, D3DVTXPCAPS_TEXGEN_SPHEREMAP */ pCaps->MaxPrimitiveCount = 0xFFFFF; /* For now set 2^20-1 which is used by most >=Geforce3/Radeon8500 cards */ pCaps->MaxVertexIndex = 0xFFFFF; diff --git a/dlls/wined3d/drawprim.c b/dlls/wined3d/drawprim.c index 5627b908109..5a2c7e7aac4 100644 --- a/dlls/wined3d/drawprim.c +++ b/dlls/wined3d/drawprim.c @@ -699,7 +699,7 @@ void drawPrimitive(IWineD3DDevice *iface, UINT index_count, UINT numberOfVertice #ifdef SHOW_FRAME_MAKEUP { static long int primCounter = 0; - /* NOTE: set primCounter to the value reported by drawprim + /* NOTE: set primCounter to the value reported by drawprim before you want to to write frame makeup to /tmp */ if (primCounter >= 0) { WINED3DLOCKED_RECT r; diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c index bc9b4f5f6ca..8aae5f5165d 100644 --- a/dlls/wined3d/glsl_shader.c +++ b/dlls/wined3d/glsl_shader.c @@ -1,7 +1,7 @@ /* * GLSL pixel and vertex shader implementation * - * Copyright 2006 Jason Green + * Copyright 2006 Jason Green * Copyright 2006-2007 Henri Verbeet * Copyright 2007-2008 Stefan Dösinger for CodeWeavers * Copyright 2009 Henri Verbeet for CodeWeavers @@ -940,7 +940,7 @@ static void shader_generate_glsl_declarations(const struct wined3d_context *cont } } - /* Declare texture samplers */ + /* Declare texture samplers */ for (i = 0; i < This->baseShader.limits.sampler; i++) { if (reg_maps->sampler_type[i]) { @@ -1104,22 +1104,22 @@ static void shader_glsl_add_src_param(const struct wined3d_shader_instruction *i /** Used for opcode modifiers - They multiply the result by the specified amount */ static const char * const shift_glsl_tab[] = { - "", /* 0 (none) */ - "2.0 * ", /* 1 (x2) */ - "4.0 * ", /* 2 (x4) */ - "8.0 * ", /* 3 (x8) */ - "16.0 * ", /* 4 (x16) */ - "32.0 * ", /* 5 (x32) */ - "", /* 6 (x64) */ - "", /* 7 (x128) */ - "", /* 8 (d256) */ - "", /* 9 (d128) */ - "", /* 10 (d64) */ - "", /* 11 (d32) */ - "0.0625 * ", /* 12 (d16) */ - "0.125 * ", /* 13 (d8) */ - "0.25 * ", /* 14 (d4) */ - "0.5 * " /* 15 (d2) */ + "", /* 0 (none) */ + "2.0 * ", /* 1 (x2) */ + "4.0 * ", /* 2 (x4) */ + "8.0 * ", /* 3 (x8) */ + "16.0 * ", /* 4 (x16) */ + "32.0 * ", /* 5 (x32) */ + "", /* 6 (x64) */ + "", /* 7 (x128) */ + "", /* 8 (d256) */ + "", /* 9 (d128) */ + "", /* 10 (d64) */ + "", /* 11 (d32) */ + "0.0625 * ", /* 12 (d16) */ + "0.125 * ", /* 13 (d8) */ + "0.25 * ", /* 14 (d4) */ + "0.5 * " /* 15 (d2) */ }; /* Generate a GLSL parameter that does the input modifier computation and return the input register/mask to use */ @@ -1777,9 +1777,7 @@ static void PRINTF_ATTR(8, 9) shader_glsl_gen_sample_code(const struct wined3d_s } /***************************************************************************** - * * Begin processing individual instruction opcodes - * ****************************************************************************/ /* Generate GLSL arithmetic functions (dst = src1 + src2) */ @@ -2264,8 +2262,8 @@ static void shader_glsl_mad(const struct wined3d_shader_instruction *ins) src0_param.param_str, src1_param.param_str, src2_param.param_str); } -/** Handles transforming all WINED3DSIO_M?x? opcodes for - Vertex shaders to GLSL codes */ +/* Handles transforming all WINED3DSIO_M?x? opcodes for + Vertex shaders to GLSL codes */ static void shader_glsl_mnxn(const struct wined3d_shader_instruction *ins) { int i; @@ -2321,7 +2319,7 @@ static void shader_glsl_mnxn(const struct wined3d_shader_instruction *ins) } /** - The LRP instruction performs a component-wise linear interpolation + The LRP instruction performs a component-wise linear interpolation between the second and third operands using the first operand as the blend factor. Equation: (dst = src2 + src0 * (src1 - src2)) This is equivalent to mix(src2, src1, src0); @@ -2418,7 +2416,7 @@ static void shader_glsl_dst(const struct wined3d_shader_instruction *ins) /** Process the WINED3DSIO_SINCOS instruction in GLSL: * VS 2.0 requires that specific cosine and sine constants be passed to this instruction so the hardware * can handle it. But, these functions are built-in for GLSL, so we can just ignore the last 2 params. - * + * * dst.x = cos(src0.?) * dst.y = sin(src0.?) * dst.z = dst.z @@ -3037,7 +3035,7 @@ static void shader_glsl_texm3x3(const struct wined3d_shader_instruction *ins) current_state->current_row = 0; } -/** Process the WINED3DSIO_TEXM3X3SPEC instruction in GLSL +/* Process the WINED3DSIO_TEXM3X3SPEC instruction in GLSL * Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */ static void shader_glsl_texm3x3spec(const struct wined3d_shader_instruction *ins) { @@ -3068,7 +3066,7 @@ static void shader_glsl_texm3x3spec(const struct wined3d_shader_instruction *ins current_state->current_row = 0; } -/** Process the WINED3DSIO_TEXM3X3VSPEC instruction in GLSL +/* Process the WINED3DSIO_TEXM3X3VSPEC instruction in GLSL * Perform the final texture lookup based on the previous 2 3x3 matrix multiplies */ static void shader_glsl_texm3x3vspec(const struct wined3d_shader_instruction *ins) { diff --git a/dlls/wined3d/stateblock.c b/dlls/wined3d/stateblock.c index abdb3335481..239b777cef6 100644 --- a/dlls/wined3d/stateblock.c +++ b/dlls/wined3d/stateblock.c @@ -31,11 +31,11 @@ WINE_DEFAULT_DEBUG_CHANNEL(d3d); * Stateblock helper functions follow **************************************/ -/** Allocates the correct amount of space for pixel and vertex shader constants, +/* Allocates the correct amount of space for pixel and vertex shader constants, * along with their set/changed flags on the given stateblock object */ -HRESULT allocate_shader_constants(IWineD3DStateBlockImpl* object) { - +HRESULT allocate_shader_constants(IWineD3DStateBlockImpl* object) +{ IWineD3DStateBlockImpl *This = object; /* Allocate space for floating point constants */ @@ -113,11 +113,8 @@ static inline void stateblock_set_bits(DWORD *map, UINT map_size) } /** Set all members of a stateblock savedstate to the given value */ -void stateblock_savedstates_set( - IWineD3DStateBlock* iface, - SAVEDSTATES* states, - BOOL value) { - +void stateblock_savedstates_set(IWineD3DStateBlock *iface, SAVEDSTATES *states, BOOL value) +{ IWineD3DStateBlockImpl *This = (IWineD3DStateBlockImpl *)iface; unsigned bsize = sizeof(BOOL); @@ -228,7 +225,7 @@ void stateblock_copy( memcpy(Dest->vertexShaderConstantI, This->vertexShaderConstantI, sizeof(INT) * MAX_CONST_I * 4); memcpy(Dest->pixelShaderConstantB, This->pixelShaderConstantB, sizeof(BOOL) * MAX_CONST_B); memcpy(Dest->pixelShaderConstantI, This->pixelShaderConstantI, sizeof(INT) * MAX_CONST_I * 4); - + memcpy(Dest->streamStride, This->streamStride, sizeof(UINT) * MAX_STREAMS); memcpy(Dest->streamOffset, This->streamOffset, sizeof(UINT) * MAX_STREAMS); memcpy(Dest->streamSource, This->streamSource, sizeof(IWineD3DBuffer *) * MAX_STREAMS); diff --git a/dlls/wined3d/surface.c b/dlls/wined3d/surface.c index 670544990c1..cce613c6657 100644 --- a/dlls/wined3d/surface.c +++ b/dlls/wined3d/surface.c @@ -2973,7 +2973,7 @@ static HRESULT WINAPI IWineD3DSurfaceImpl_Flip(IWineD3DSurface *iface, IWineD3DS } if(override) { - /* DDraw sets this for the X11 surfaces, so don't confuse the user + /* DDraw sets this for the X11 surfaces, so don't confuse the user * FIXME("(%p) Target override is not supported by now\n", This); * Additionally, it isn't really possible to support triple-buffering * properly on opengl at all diff --git a/dlls/wined3d/vertexshader.c b/dlls/wined3d/vertexshader.c index 6348e1c3cd1..d24ecd6364a 100644 --- a/dlls/wined3d/vertexshader.c +++ b/dlls/wined3d/vertexshader.c @@ -186,7 +186,7 @@ static ULONG WINAPI IWineD3DVertexShaderImpl_Release(IWineD3DVertexShader *iface static HRESULT WINAPI IWineD3DVertexShaderImpl_GetParent(IWineD3DVertexShader *iface, IUnknown** parent){ IWineD3DVertexShaderImpl *This = (IWineD3DVertexShaderImpl *)iface; - + *parent = This->parent; IUnknown_AddRef(*parent); TRACE("(%p) : returning %p\n", This, *parent); diff --git a/dlls/wined3d/wined3d_main.c b/dlls/wined3d/wined3d_main.c index fa3c163487d..bdb544a200f 100644 --- a/dlls/wined3d/wined3d_main.c +++ b/dlls/wined3d/wined3d_main.c @@ -44,7 +44,7 @@ CRITICAL_SECTION wined3d_cs = {&wined3d_cs_debug, -1, 0, 0, 0, 0}; /* When updating default value here, make sure to update winecfg as well, * where appropriate. */ -wined3d_settings_t wined3d_settings = +wined3d_settings_t wined3d_settings = { VS_HW, /* Hardware by default */ PS_HW, /* Hardware by default */ diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h index e5bd086ef19..8dbac4e023d 100644 --- a/dlls/wined3d/wined3d_private.h +++ b/dlls/wined3d/wined3d_private.h @@ -242,7 +242,7 @@ static inline float float_24_to_32(DWORD in) } /** - * Settings + * Settings */ #define VS_NONE 0 #define VS_HW 1 @@ -969,8 +969,8 @@ extern const float identity[16]; /* Trace information per-vertex: (extremely high amount of trace) */ #if 0 /* NOTE: Must be 0 in cvs */ # define VTRACE(A) TRACE A -#else -# define VTRACE(A) +#else +# define VTRACE(A) #endif /* TODO: Confirm each of these works when wined3d move completed */ @@ -983,21 +983,21 @@ extern const float identity[16]; the file is deleted */ # if 1 /* NOTE: Must be 1 in cvs, as this is mostly more useful than a trace from program start */ # define SINGLE_FRAME_DEBUGGING -# endif +# endif /* The following, when enabled, lets you see the makeup of the frame, by drawprimitive calls. - It can only be enabled when FRAME_DEBUGGING is also enabled - The contents of the back buffer are written into /tmp/backbuffer_* after each primitive + It can only be enabled when FRAME_DEBUGGING is also enabled + The contents of the back buffer are written into /tmp/backbuffer_* after each primitive array is drawn. */ -# if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */ +# if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */ # define SHOW_FRAME_MAKEUP 1 -# endif +# endif /* The following, when enabled, lets you see the makeup of the all the textures used during each of the drawprimitive calls. It can only be enabled when SHOW_FRAME_MAKEUP is also enabled. - The contents of the textures assigned to each stage are written into + The contents of the textures assigned to each stage are written into /tmp/texture_*_.ppm after each primitive array is drawn. */ # if 0 /* NOTE: Must be 0 in cvs, as this give a lot of ppm files when compiled in */ # define SHOW_TEXTURE_MAKEUP 0 -# endif +# endif extern BOOL isOn; extern BOOL isDumpingFrames; extern LONG primCounter; @@ -2362,7 +2362,7 @@ typedef struct IWineD3DQueryImpl { const IWineD3DQueryVtbl *lpVtbl; LONG ref; /* Note: Ref counting not required */ - + IUnknown *parent; /*TODO: replace with iface usage */ #if 0 @@ -2376,8 +2376,6 @@ typedef struct IWineD3DQueryImpl WINED3DQUERYTYPE type; /* TODO: Think about using a IUnknown instead of a void* */ void *extendedData; - - } IWineD3DQueryImpl; extern const IWineD3DQueryVtbl IWineD3DQuery_Vtbl; @@ -2498,7 +2496,7 @@ struct wined3d_context *IWineD3DSwapChainImpl_CreateContextForThread(IWineD3DSwa #define DEFAULT_REFRESH_RATE 0 /***************************************************************************** - * Utility function prototypes + * Utility function prototypes */ /* Trace routines */ @@ -2576,8 +2574,8 @@ typedef struct SHADER_LIMITS { unsigned int label; } SHADER_LIMITS; -/** Keeps track of details for TEX_M#x# shader opcodes which need to - maintain state information between multiple codes */ +/* Keeps track of details for TEX_M#x# shader opcodes which need to + * maintain state information between multiple codes */ typedef struct SHADER_PARSE_STATE { unsigned int current_row; DWORD texcoord_w[2]; @@ -2725,7 +2723,7 @@ static inline BOOL shader_constant_is_local(IWineD3DBaseShaderImpl* This, DWORD * IDirect3DVertexShader implementation structures */ typedef struct IWineD3DVertexShaderImpl { - /* IUnknown parts*/ + /* IUnknown parts */ const IWineD3DVertexShaderVtbl *lpVtbl; /* IWineD3DBaseShader */