mirror of
https://github.com/dolphin-emu/dolphin.git
synced 2025-06-19 19:00:09 +02:00
Clean up most (99.99%) of the tab/space mismatches in the VideoSoftware project.
Got rid of trailing spaces that were unnecessary too. Also update the license header for this project. We don't use SVN anymore.
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@ -12,7 +12,7 @@
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official SVN repository and contact information can be found at
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// Official Git repository and contact information can be found at
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// http://code.google.com/p/dolphin-emu/
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#include "Common.h"
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@ -118,20 +118,20 @@ void SWRenderer::DrawDebugText()
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if (g_SWVideoConfig.bShowStats)
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{
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p+=sprintf(p,"Objects: %i\n",swstats.thisFrame.numDrawnObjects);
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p+=sprintf(p,"Primitives: %i\n",swstats.thisFrame.numPrimatives);
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p+=sprintf(p,"Vertices Loaded: %i\n",swstats.thisFrame.numVerticesLoaded);
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p+=sprintf(p,"Objects: %i\n",swstats.thisFrame.numDrawnObjects);
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p+=sprintf(p,"Primitives: %i\n",swstats.thisFrame.numPrimatives);
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p+=sprintf(p,"Vertices Loaded: %i\n",swstats.thisFrame.numVerticesLoaded);
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p+=sprintf(p,"Triangles Input: %i\n",swstats.thisFrame.numTrianglesIn);
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p+=sprintf(p,"Triangles Rejected: %i\n",swstats.thisFrame.numTrianglesRejected);
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p+=sprintf(p,"Triangles Culled: %i\n",swstats.thisFrame.numTrianglesCulled);
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p+=sprintf(p,"Triangles Clipped: %i\n",swstats.thisFrame.numTrianglesClipped);
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p+=sprintf(p,"Triangles Drawn: %i\n",swstats.thisFrame.numTrianglesDrawn);
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p+=sprintf(p,"Triangles Input: %i\n",swstats.thisFrame.numTrianglesIn);
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p+=sprintf(p,"Triangles Rejected: %i\n",swstats.thisFrame.numTrianglesRejected);
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p+=sprintf(p,"Triangles Culled: %i\n",swstats.thisFrame.numTrianglesCulled);
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p+=sprintf(p,"Triangles Clipped: %i\n",swstats.thisFrame.numTrianglesClipped);
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p+=sprintf(p,"Triangles Drawn: %i\n",swstats.thisFrame.numTrianglesDrawn);
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p+=sprintf(p,"Rasterized Pix: %i\n",swstats.thisFrame.rasterizedPixels);
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p+=sprintf(p,"TEV Pix In: %i\n",swstats.thisFrame.tevPixelsIn);
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p+=sprintf(p,"TEV Pix Out: %i\n",swstats.thisFrame.tevPixelsOut);
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}
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p+=sprintf(p,"Rasterized Pix: %i\n",swstats.thisFrame.rasterizedPixels);
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p+=sprintf(p,"TEV Pix In: %i\n",swstats.thisFrame.tevPixelsIn);
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p+=sprintf(p,"TEV Pix Out: %i\n",swstats.thisFrame.tevPixelsOut);
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}
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// Render a shadow, and then the text.
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SWRenderer::RenderText(debugtext_buffer, 21, 21, 0xDD000000);
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@ -171,9 +171,9 @@ void SWRenderer::DrawTexture(u8 *texture, int width, int height)
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glVertexAttribPointer(attr_tex, 2, GL_FLOAT, GL_FALSE, 0, texverts);
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glEnableVertexAttribArray(attr_pos);
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glEnableVertexAttribArray(attr_tex);
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glUniform1i(uni_tex, 0);
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glActiveTexture(GL_TEXTURE0);
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glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
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glUniform1i(uni_tex, 0);
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glActiveTexture(GL_TEXTURE0);
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glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
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glDisableVertexAttribArray(attr_pos);
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glDisableVertexAttribArray(attr_tex);
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@ -191,7 +191,7 @@ void SWRenderer::SwapBuffer()
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glFlush();
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GLInterface->Swap();
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swstats.ResetFrame();
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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