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Pica/VertexShader: Coding style fixes.

This commit is contained in:
Tony Wasserka 2014-12-31 15:02:48 +01:00
parent 323a56f898
commit 40c7200841

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@ -39,38 +39,31 @@ static struct {
static std::array<u32, 1024> shader_memory;
static std::array<u32, 1024> swizzle_data;
void SubmitShaderMemoryChange(u32 addr, u32 value)
{
void SubmitShaderMemoryChange(u32 addr, u32 value) {
shader_memory[addr] = value;
}
void SubmitSwizzleDataChange(u32 addr, u32 value)
{
void SubmitSwizzleDataChange(u32 addr, u32 value) {
swizzle_data[addr] = value;
}
Math::Vec4<float24>& GetFloatUniform(u32 index)
{
Math::Vec4<float24>& GetFloatUniform(u32 index) {
return shader_uniforms.f[index];
}
bool& GetBoolUniform(u32 index)
{
bool& GetBoolUniform(u32 index) {
return shader_uniforms.b[index];
}
Math::Vec4<u8>& GetIntUniform(u32 index)
{
Math::Vec4<u8>& GetIntUniform(u32 index) {
return shader_uniforms.i[index];
}
const std::array<u32, 1024>& GetShaderBinary()
{
const std::array<u32, 1024>& GetShaderBinary() {
return shader_memory;
}
const std::array<u32, 1024>& GetSwizzlePatterns()
{
const std::array<u32, 1024>& GetSwizzlePatterns() {
return swizzle_data;
}
@ -444,8 +437,7 @@ static void ProcessShaderCode(VertexShaderState& state) {
}
}
OutputVertex RunShader(const InputVertex& input, int num_attributes)
{
OutputVertex RunShader(const InputVertex& input, int num_attributes) {
VertexShaderState state;
const u32* main = &shader_memory[registers.vs_main_offset];