wiiu: render: Be consistent about tabs/spaces

This commit is contained in:
Ash
2018-10-16 14:10:17 +11:00
committed by Dave Murphy
parent f1fe385a18
commit 12d755761c

View File

@@ -101,9 +101,9 @@ typedef struct
GX2Sampler sampler;
GX2ColorBuffer cbuf;
GX2ContextState ctx;
GX2RBuffer texPositionBuffer;
GX2RBuffer texCoordBuffer;
GX2RBuffer texColourBuffer;
GX2RBuffer texPositionBuffer;
GX2RBuffer texCoordBuffer;
GX2RBuffer texColourBuffer;
} WIIU_RenderData;
static Uint32
@@ -177,7 +177,7 @@ WIIU_CreateRenderer(SDL_Window * window, Uint32 flags)
renderer->driverdata = data;
renderer->window = window;
// Setup texture shader attribute buffers
// Setup texture shader attribute buffers
data->texPositionBuffer.flags =
data->texCoordBuffer.flags =
data->texColourBuffer.flags =
@@ -191,12 +191,12 @@ WIIU_CreateRenderer(SDL_Window * window, Uint32 flags)
data->texPositionBuffer.elemCount =
data->texCoordBuffer.elemCount =
data->texColourBuffer.elemCount = 4;
GX2RCreateBuffer(&data->texPositionBuffer);
GX2RCreateBuffer(&data->texCoordBuffer);
GX2RCreateBuffer(&data->texColourBuffer);
// Prepare texture color buffer data (it's costant between textures)
// Prepare texture color buffer data (it's costant between textures)
float aColourDefault[] = {
1.0f, 1.0f, 1.0f, 1.0f,
1.0f, 1.0f, 1.0f, 1.0f,
@@ -214,7 +214,7 @@ WIIU_CreateRenderer(SDL_Window * window, Uint32 flags)
memcpy(&data->cbuf.surface, &wdata->texture.surface, sizeof(GX2Surface));
data->cbuf.surface.use = GX2_SURFACE_USE_TEXTURE | GX2_SURFACE_USE_COLOR_BUFFER;
data->cbuf.viewNumSlices = 1;
GX2InitColorBufferRegs(&data->cbuf);
GX2InitColorBufferRegs(&data->cbuf);
// Setup context state
GX2SetupContextStateEx(&data->ctx, TRUE);
@@ -238,7 +238,7 @@ WIIU_WindowEvent(SDL_Renderer * renderer, const SDL_WindowEvent *event)
memcpy(&data->cbuf.surface, &wdata->texture.surface, sizeof(GX2Surface));
data->cbuf.surface.use = GX2_SURFACE_USE_TEXTURE | GX2_SURFACE_USE_COLOR_BUFFER;
data->cbuf.viewNumSlices = 1;
GX2InitColorBufferRegs(&data->cbuf);
GX2InitColorBufferRegs(&data->cbuf);
// Update context state
GX2SetContextState(&data->ctx);
@@ -312,7 +312,7 @@ WIIU_SetRenderTarget(SDL_Renderer * renderer, SDL_Texture * texture)
GX2Texture *wiiu_tex = (GX2Texture *) texture->driverdata;
target = wiiu_tex->surface;
} else {
// Set window texture as target
// Set window texture as target
WIIU_WindowData *wdata = (WIIU_WindowData *) SDL_GetWindowData(window, WIIU_WINDOW_DATA);
target = &wdata->texture.surface;
}
@@ -337,10 +337,10 @@ static int
WIIU_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
const SDL_Rect * srcrect, const SDL_FRect * dstrect)
{
WIIU_RenderData *data = (WIIU_RenderData *) renderer->driverdata;
WIIU_RenderData *data = (WIIU_RenderData *) renderer->driverdata;
GX2Texture *wiiu_tex = (GX2Texture*) texture->driverdata;
//TODO: Move texCoord/pos math to shader
//TODO: Move texCoord/pos math to shader
float transform_x, transform_y;
if (renderer->viewport.x || renderer->viewport.y) {
transform_x = (((renderer->viewport.x + dstrect->x) / (float)data->cbuf.surface.width) * 2.0f)-1.0f;
@@ -348,7 +348,7 @@ WIIU_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
} else {
transform_x = ((dstrect->x / (float)data->cbuf.surface.width) * 2.0f)-1.0f;
transform_y = ((dstrect->y / (float)data->cbuf.surface.height) * 2.0f)-1.0f;
}
}
float transform_width = (dstrect->w / (float)data->cbuf.surface.width) * 2.0f;
float transform_height = (dstrect->h / (float)data->cbuf.surface.height) * 2.0f;
@@ -395,23 +395,23 @@ WIIU_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
GX2RSetAttributeBuffer(&data->texCoordBuffer, 1, data->texCoordBuffer.elemSize, 0);
GX2RSetAttributeBuffer(&data->texColourBuffer, 2, data->texColourBuffer.elemSize, 0);
GX2DrawEx(GX2_PRIMITIVE_MODE_QUADS, 4, 0, 1);
GX2DrawEx(GX2_PRIMITIVE_MODE_QUADS, 4, 0, 1);
}
static void
WIIU_RenderPresent(SDL_Renderer * renderer)
{
WIIU_RenderData *data = (WIIU_RenderData *) renderer->driverdata;
SDL_Window *window = renderer->window;
WIIU_RenderData *data = (WIIU_RenderData *) renderer->driverdata;
SDL_Window *window = renderer->window;
GX2Invalidate(GX2_INVALIDATE_MODE_CPU | GX2_INVALIDATE_MODE_TEXTURE, data->cbuf.surface.image, data->cbuf.surface.imageSize);
GX2Invalidate(GX2_INVALIDATE_MODE_CPU | GX2_INVALIDATE_MODE_TEXTURE, data->cbuf.surface.image, data->cbuf.surface.imageSize);
if (window) {
SDL_UpdateWindowSurface(window);
}
if (window) {
SDL_UpdateWindowSurface(window);
}
}
#endif /* SDL_VIDEO_RENDER_WIIU */
/* vi: set ts=4 sw=4 expandtab: */
/* vi: set ts=4 sw=4 expandtab: */