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https://github.com/dolphin-emu/dolphin.git
synced 2025-02-09 22:18:58 +01:00
re indentation to follow emulators code rules in some files I'm modifying
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8e9bbdeb2f
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@ -255,10 +255,16 @@ bool VertexShaderCache::InsertByteCode(const VertexShaderUid &uid, const u8 *byt
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return false;
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}
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float VSConstantbuffer[4*C_VENVCONST_END];
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void Renderer::SetVSConstant4f(unsigned int const_number, float f1, float f2, float f3, float f4)
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{
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const float f[4] = { f1, f2, f3, f4 };
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DX9::D3D::dev->SetVertexShaderConstantF(const_number, f, 1);
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float* VSConstantbuffer_pointer = &VSConstantbuffer[const_number];
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VSConstantbuffer_pointer[0] = f1;
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VSConstantbuffer_pointer[1] = f2;
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VSConstantbuffer_pointer[2] = f3;
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VSConstantbuffer_pointer[3] = f4;
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DX9::D3D::dev->SetVertexShaderConstantF(const_number, VSConstantbuffer_pointer, 1);
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}
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void Renderer::SetVSConstant4fv(unsigned int const_number, const float *f)
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@ -268,15 +274,15 @@ void Renderer::SetVSConstant4fv(unsigned int const_number, const float *f)
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void Renderer::SetMultiVSConstant3fv(unsigned int const_number, unsigned int count, const float *f)
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{
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float buf[4*C_VENVCONST_END];
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float* VSConstantbuffer_pointer = &VSConstantbuffer[const_number];
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for (unsigned int i = 0; i < count; i++)
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{
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buf[4*i ] = *f++;
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buf[4*i+1] = *f++;
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buf[4*i+2] = *f++;
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buf[4*i+3] = 0.f;
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*VSConstantbuffer_pointer++ = *f++;
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*VSConstantbuffer_pointer++ = *f++;
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*VSConstantbuffer_pointer++ = *f++;
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*VSConstantbuffer_pointer++ = 0.f;
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}
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DX9::D3D::dev->SetVertexShaderConstantF(const_number, buf, count);
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DX9::D3D::dev->SetVertexShaderConstantF(const_number, &VSConstantbuffer[const_number], count);
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}
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void Renderer::SetMultiVSConstant4fv(unsigned int const_number, unsigned int count, const float *f)
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@ -50,8 +50,8 @@
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namespace DX9
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{
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unsigned int VideoBackend::PeekMessages()
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{
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unsigned int VideoBackend::PeekMessages()
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{
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MSG msg;
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while (PeekMessage(&msg, 0, 0, 0, PM_REMOVE))
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{
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@ -61,27 +61,27 @@ unsigned int VideoBackend::PeekMessages()
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DispatchMessage(&msg);
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}
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return TRUE;
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}
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}
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void VideoBackend::UpdateFPSDisplay(const char *text)
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{
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void VideoBackend::UpdateFPSDisplay(const char *text)
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{
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TCHAR temp[512];
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swprintf_s(temp, sizeof(temp)/sizeof(TCHAR), _T("%hs | DX9 | %hs"), scm_rev_str, text);
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EmuWindow::SetWindowText(temp);
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}
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}
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std::string VideoBackend::GetName()
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{
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std::string VideoBackend::GetName()
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{
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return "DX9";
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}
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}
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std::string VideoBackend::GetDisplayName()
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{
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std::string VideoBackend::GetDisplayName()
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{
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return "Direct3D9 (deprecated)";
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}
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}
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void InitBackendInfo()
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{
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void InitBackendInfo()
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{
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DX9::D3D::Init();
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D3DCAPS9 device_caps = DX9::D3D::GetCaps();
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const int shaderModel = ((device_caps.PixelShaderVersion >> 8) & 0xFF);
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@ -90,7 +90,7 @@ void InitBackendInfo()
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g_Config.backend_info.bUseRGBATextures = false;
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g_Config.backend_info.bUseMinimalMipCount = true;
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g_Config.backend_info.bSupports3DVision = true;
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g_Config.backend_info.bSupportsPrimitiveRestart = false; // TODO: figure out if it does
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g_Config.backend_info.bSupportsPrimitiveRestart = false; // D3D9 does not support primitive restart
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g_Config.backend_info.bSupportsSeparateAlphaFunction = device_caps.PrimitiveMiscCaps & D3DPMISCCAPS_SEPARATEALPHABLEND;
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// Dual source blend disabled by default until a proper method to test for support is found
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g_Config.backend_info.bSupports3DVision = true;
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@ -131,19 +131,19 @@ void InitBackendInfo()
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g_Config.backend_info.PPShaders.clear();
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DX9::D3D::Shutdown();
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}
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}
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void VideoBackend::ShowConfig(void* parent)
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{
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void VideoBackend::ShowConfig(void* parent)
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{
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#if defined(HAVE_WX) && HAVE_WX
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InitBackendInfo();
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VideoConfigDiag diag((wxWindow*)parent, _trans("Direct3D9"), "gfx_dx9");
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diag.ShowModal();
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#endif
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}
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}
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bool VideoBackend::Initialize(void *&window_handle)
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{
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bool VideoBackend::Initialize(void *&window_handle)
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{
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InitializeShared();
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InitBackendInfo();
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@ -173,10 +173,10 @@ bool VideoBackend::Initialize(void *&window_handle)
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s_BackendInitialized = true;
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return true;
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}
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}
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void VideoBackend::Video_Prepare()
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{
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void VideoBackend::Video_Prepare()
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{
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// Better be safe...
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s_efbAccessRequested = FALSE;
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s_FifoShuttingDown = FALSE;
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@ -200,10 +200,10 @@ void VideoBackend::Video_Prepare()
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DLCache::Init();
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// Notify the core that the video backend is ready
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Host_Message(WM_USER_CREATE);
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}
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}
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void VideoBackend::Shutdown()
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{
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void VideoBackend::Shutdown()
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{
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s_BackendInitialized = false;
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// TODO: should be in Video_Cleanup
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@ -233,9 +233,9 @@ void VideoBackend::Shutdown()
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g_texture_cache = NULL;
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}
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D3D::Shutdown();
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}
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}
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void VideoBackend::Video_Cleanup() {
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}
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void VideoBackend::Video_Cleanup() {
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}
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}
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