wined3d: 11 space indent is ugly.
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@ -207,25 +207,25 @@ void primitiveDeclarationConvertToStridedData(
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stride_used = fixed_get_input(element->Usage, element->UsageIndex, &idx);
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if (stride_used) {
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TRACE("Loaded %s array %u [usage=%s, usage_idx=%u, "
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"stream=%u, offset=%u, stride=%u, VBO=%u]\n",
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useVertexShaderFunction? "shader": "fixed function", idx,
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debug_d3ddeclusage(element->Usage), element->UsageIndex,
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element->Stream, element->Offset, stride, streamVBO);
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TRACE("Loaded %s array %u [usage=%s, usage_idx=%u, "
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"stream=%u, offset=%u, stride=%u, VBO=%u]\n",
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useVertexShaderFunction? "shader": "fixed function", idx,
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debug_d3ddeclusage(element->Usage), element->UsageIndex,
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element->Stream, element->Offset, stride, streamVBO);
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strided->u.input[idx].lpData = data;
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strided->u.input[idx].dwType = element->Type;
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strided->u.input[idx].dwStride = stride;
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strided->u.input[idx].VBO = streamVBO;
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strided->u.input[idx].streamNo = element->Stream;
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if (!useVertexShaderFunction) {
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if (element->Usage == WINED3DDECLUSAGE_POSITION)
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strided->u.s.position_transformed = FALSE;
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else if (element->Usage == WINED3DDECLUSAGE_POSITIONT)
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strided->u.s.position_transformed = TRUE;
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}
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strided->u.input[idx].lpData = data;
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strided->u.input[idx].dwType = element->Type;
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strided->u.input[idx].dwStride = stride;
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strided->u.input[idx].VBO = streamVBO;
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strided->u.input[idx].streamNo = element->Stream;
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if (!useVertexShaderFunction) {
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if (element->Usage == WINED3DDECLUSAGE_POSITION)
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strided->u.s.position_transformed = FALSE;
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else if (element->Usage == WINED3DDECLUSAGE_POSITIONT)
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strided->u.s.position_transformed = TRUE;
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}
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}
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};
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}
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/* Now call PreLoad on all the vertex buffers. In the very rare case
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* that the buffers stopps converting PreLoad will dirtify the VDECL again.
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* The vertex buffer can now use the strided structure in the device instead of finding its
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@ -235,7 +235,7 @@ void primitiveDeclarationConvertToStridedData(
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* once in there.
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*/
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for(i=0; i < numPreloadStreams; i++) {
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IWineD3DVertexBuffer_PreLoad(This->stateBlock->streamSource[preLoadStreams[i]]);
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IWineD3DVertexBuffer_PreLoad(This->stateBlock->streamSource[preLoadStreams[i]]);
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}
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}
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