mirror of
https://github.com/Lime3DS/Lime3DS
synced 2024-12-27 01:22:37 -06:00
Pica/VertexShader: Coding style fixes.
This commit is contained in:
parent
323a56f898
commit
40c7200841
1 changed files with 8 additions and 16 deletions
|
@ -39,38 +39,31 @@ static struct {
|
||||||
static std::array<u32, 1024> shader_memory;
|
static std::array<u32, 1024> shader_memory;
|
||||||
static std::array<u32, 1024> swizzle_data;
|
static std::array<u32, 1024> swizzle_data;
|
||||||
|
|
||||||
void SubmitShaderMemoryChange(u32 addr, u32 value)
|
void SubmitShaderMemoryChange(u32 addr, u32 value) {
|
||||||
{
|
|
||||||
shader_memory[addr] = value;
|
shader_memory[addr] = value;
|
||||||
}
|
}
|
||||||
|
|
||||||
void SubmitSwizzleDataChange(u32 addr, u32 value)
|
void SubmitSwizzleDataChange(u32 addr, u32 value) {
|
||||||
{
|
|
||||||
swizzle_data[addr] = value;
|
swizzle_data[addr] = value;
|
||||||
}
|
}
|
||||||
|
|
||||||
Math::Vec4<float24>& GetFloatUniform(u32 index)
|
Math::Vec4<float24>& GetFloatUniform(u32 index) {
|
||||||
{
|
|
||||||
return shader_uniforms.f[index];
|
return shader_uniforms.f[index];
|
||||||
}
|
}
|
||||||
|
|
||||||
bool& GetBoolUniform(u32 index)
|
bool& GetBoolUniform(u32 index) {
|
||||||
{
|
|
||||||
return shader_uniforms.b[index];
|
return shader_uniforms.b[index];
|
||||||
}
|
}
|
||||||
|
|
||||||
Math::Vec4<u8>& GetIntUniform(u32 index)
|
Math::Vec4<u8>& GetIntUniform(u32 index) {
|
||||||
{
|
|
||||||
return shader_uniforms.i[index];
|
return shader_uniforms.i[index];
|
||||||
}
|
}
|
||||||
|
|
||||||
const std::array<u32, 1024>& GetShaderBinary()
|
const std::array<u32, 1024>& GetShaderBinary() {
|
||||||
{
|
|
||||||
return shader_memory;
|
return shader_memory;
|
||||||
}
|
}
|
||||||
|
|
||||||
const std::array<u32, 1024>& GetSwizzlePatterns()
|
const std::array<u32, 1024>& GetSwizzlePatterns() {
|
||||||
{
|
|
||||||
return swizzle_data;
|
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;
|
VertexShaderState state;
|
||||||
|
|
||||||
const u32* main = &shader_memory[registers.vs_main_offset];
|
const u32* main = &shader_memory[registers.vs_main_offset];
|
||||||
|
|
Loading…
Reference in a new issue