From ea2bcb44f0d860355fd60521d5fa9a37b6fb15a1 Mon Sep 17 00:00:00 2001 From: Jules Blok Date: Wed, 3 Dec 2014 22:35:34 +0100 Subject: [PATCH] Cosmetics --- Source/Core/VideoCommon/GeometryShaderGen.cpp | 14 +++++++------- 1 file changed, 7 insertions(+), 7 deletions(-) diff --git a/Source/Core/VideoCommon/GeometryShaderGen.cpp b/Source/Core/VideoCommon/GeometryShaderGen.cpp index b75eddd87a..187af8b088 100644 --- a/Source/Core/VideoCommon/GeometryShaderGen.cpp +++ b/Source/Core/VideoCommon/GeometryShaderGen.cpp @@ -85,19 +85,19 @@ static inline void GenerateGeometryShader(T& out, u32 components, API_TYPE ApiTy if (g_ActiveConfig.backend_info.bSupportsGSInstancing) { if (ApiType == API_OPENGL) - out.Write("\tint l = gl_InvocationID;\n"); + out.Write("\tint layer = gl_InvocationID;\n"); else - out.Write("\tint l = InstanceID;\n"); + out.Write("\tint layer = InstanceID;\n"); } else - out.Write("\tfor (int l = 0; l < %d; ++l) {\n", g_ActiveConfig.iStereoMode > 0 ? 2 : 1); + out.Write("\tfor (int layer = 0; layer < %d; ++layer) {\n", g_ActiveConfig.iStereoMode > 0 ? 2 : 1); out.Write("\tfor (int i = 0; i < 3; ++i) {\n"); // Select the output layer - out.Write("\t\tgs.layer = l;\n"); + out.Write("\t\tgs.layer = layer;\n"); if (ApiType == API_OPENGL) - out.Write("\t\tgl_Layer = l;\n"); + out.Write("\t\tgl_Layer = layer;\n"); out.Write("\t\tf = o[i];\n"); out.Write("\t\tfloat4 pos = o[i].pos;\n"); @@ -111,8 +111,8 @@ static inline void GenerateGeometryShader(T& out, u32 components, API_TYPE ApiTy // the depth value. This results in objects at a distance smaller than the convergence // distance to seemingly appear in front of the screen. // This formula is based on page 13 of the "Nvidia 3D Vision Automatic, Best Practices Guide" - out.Write("\t\tf.clipPos.x = o[i].clipPos.x + " I_STEREOPARAMS"[l] * (o[i].clipPos.w - " I_STEREOPARAMS"[2]);\n"); - out.Write("\t\tpos.x = o[i].pos.x + " I_STEREOPARAMS"[l] * (o[i].pos.w - " I_STEREOPARAMS"[2]);\n"); + out.Write("\t\tf.clipPos.x = o[i].clipPos.x + " I_STEREOPARAMS"[layer] * (o[i].clipPos.w - " I_STEREOPARAMS"[2]);\n"); + out.Write("\t\tpos.x = o[i].pos.x + " I_STEREOPARAMS"[layer] * (o[i].pos.w - " I_STEREOPARAMS"[2]);\n"); } out.Write("\t\tf.pos.x = pos.x;\n");