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authorPierre Bourdon <delroth@gmail.com>2016-06-24 10:43:46 +0200
committerPierre Bourdon <delroth@gmail.com>2016-06-24 10:43:46 +0200
commit3570c7f03a2aa90aa634f96c0af1969af610f14d (patch)
tree4252e03c0e853ba7cffe022937698c854ad0eaa9 /Source/Core/VideoBackends/OGL/NativeVertexFormat.cpp
parent2115e8a4a6814e32107b5205ff5c95bbd3c6e99c (diff)
Reformat all the things. Have fun with merge conflicts.
Diffstat (limited to 'Source/Core/VideoBackends/OGL/NativeVertexFormat.cpp')
-rw-r--r--Source/Core/VideoBackends/OGL/NativeVertexFormat.cpp78
1 files changed, 39 insertions, 39 deletions
diff --git a/Source/Core/VideoBackends/OGL/NativeVertexFormat.cpp b/Source/Core/VideoBackends/OGL/NativeVertexFormat.cpp
index 68b8e1b2d6..93a8c18d40 100644
--- a/Source/Core/VideoBackends/OGL/NativeVertexFormat.cpp
+++ b/Source/Core/VideoBackends/OGL/NativeVertexFormat.cpp
@@ -3,10 +3,10 @@
// Refer to the license.txt file included.
#include "Common/Common.h"
+#include "Common/GL/GLUtil.h"
#include "Common/MemoryUtil.h"
#include "Common/x64ABI.h"
#include "Common/x64Emitter.h"
-#include "Common/GL/GLUtil.h"
#include "VideoBackends/OGL/ProgramShaderCache.h"
#include "VideoBackends/OGL/VertexManager.h"
@@ -20,73 +20,73 @@
namespace OGL
{
-
-NativeVertexFormat* VertexManager::CreateNativeVertexFormat(const PortableVertexDeclaration& vtx_decl)
+NativeVertexFormat*
+VertexManager::CreateNativeVertexFormat(const PortableVertexDeclaration& vtx_decl)
{
- return new GLVertexFormat(vtx_decl);
+ return new GLVertexFormat(vtx_decl);
}
static inline GLuint VarToGL(VarType t)
{
- static const GLuint lookup[5] = {
- GL_UNSIGNED_BYTE, GL_BYTE, GL_UNSIGNED_SHORT, GL_SHORT, GL_FLOAT
- };
- return lookup[t];
+ static const GLuint lookup[5] = {GL_UNSIGNED_BYTE, GL_BYTE, GL_UNSIGNED_SHORT, GL_SHORT,
+ GL_FLOAT};
+ return lookup[t];
}
-static void SetPointer(u32 attrib, u32 stride, const AttributeFormat &format)
+static void SetPointer(u32 attrib, u32 stride, const AttributeFormat& format)
{
- if (!format.enable)
- return;
-
- glEnableVertexAttribArray(attrib);
- if (format.integer)
- glVertexAttribIPointer(attrib, format.components, VarToGL(format.type), stride, (u8*)nullptr + format.offset);
- else
- glVertexAttribPointer(attrib, format.components, VarToGL(format.type), true, stride, (u8*)nullptr + format.offset);
+ if (!format.enable)
+ return;
+
+ glEnableVertexAttribArray(attrib);
+ if (format.integer)
+ glVertexAttribIPointer(attrib, format.components, VarToGL(format.type), stride,
+ (u8*)nullptr + format.offset);
+ else
+ glVertexAttribPointer(attrib, format.components, VarToGL(format.type), true, stride,
+ (u8*)nullptr + format.offset);
}
GLVertexFormat::GLVertexFormat(const PortableVertexDeclaration& _vtx_decl)
{
- this->vtx_decl = _vtx_decl;
- u32 vertex_stride = _vtx_decl.stride;
+ this->vtx_decl = _vtx_decl;
+ u32 vertex_stride = _vtx_decl.stride;
- // We will not allow vertex components causing uneven strides.
- if (vertex_stride & 3)
- PanicAlert("Uneven vertex stride: %i", vertex_stride);
+ // We will not allow vertex components causing uneven strides.
+ if (vertex_stride & 3)
+ PanicAlert("Uneven vertex stride: %i", vertex_stride);
- VertexManager* const vm = static_cast<VertexManager*>(g_vertex_manager.get());
+ VertexManager* const vm = static_cast<VertexManager*>(g_vertex_manager.get());
- glGenVertexArrays(1, &VAO);
- glBindVertexArray(VAO);
+ glGenVertexArrays(1, &VAO);
+ glBindVertexArray(VAO);
- // the element buffer is bound directly to the vao, so we must it set for every vao
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vm->m_index_buffers);
- glBindBuffer(GL_ARRAY_BUFFER, vm->m_vertex_buffers);
+ // the element buffer is bound directly to the vao, so we must it set for every vao
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vm->m_index_buffers);
+ glBindBuffer(GL_ARRAY_BUFFER, vm->m_vertex_buffers);
- SetPointer(SHADER_POSITION_ATTRIB, vertex_stride, _vtx_decl.position);
+ SetPointer(SHADER_POSITION_ATTRIB, vertex_stride, _vtx_decl.position);
- for (int i = 0; i < 3; i++)
- SetPointer(SHADER_NORM0_ATTRIB+i, vertex_stride, _vtx_decl.normals[i]);
+ for (int i = 0; i < 3; i++)
+ SetPointer(SHADER_NORM0_ATTRIB + i, vertex_stride, _vtx_decl.normals[i]);
- for (int i = 0; i < 2; i++)
- SetPointer(SHADER_COLOR0_ATTRIB+i, vertex_stride, _vtx_decl.colors[i]);
+ for (int i = 0; i < 2; i++)
+ SetPointer(SHADER_COLOR0_ATTRIB + i, vertex_stride, _vtx_decl.colors[i]);
- for (int i = 0; i < 8; i++)
- SetPointer(SHADER_TEXTURE0_ATTRIB+i, vertex_stride, _vtx_decl.texcoords[i]);
+ for (int i = 0; i < 8; i++)
+ SetPointer(SHADER_TEXTURE0_ATTRIB + i, vertex_stride, _vtx_decl.texcoords[i]);
- SetPointer(SHADER_POSMTX_ATTRIB, vertex_stride, _vtx_decl.posmtx);
+ SetPointer(SHADER_POSMTX_ATTRIB, vertex_stride, _vtx_decl.posmtx);
- vm->m_last_vao = VAO;
+ vm->m_last_vao = VAO;
}
GLVertexFormat::~GLVertexFormat()
{
- glDeleteVertexArrays(1, &VAO);
+ glDeleteVertexArrays(1, &VAO);
}
void GLVertexFormat::SetupVertexPointers()
{
}
-
}