PixelShaderGen: Use spaces for alignment where appropriate.

This commit is contained in:
Tony Wasserka 2014-03-06 19:21:03 +01:00
parent 6e65e02c9e
commit bdd629c598

View File

@ -204,17 +204,17 @@ static inline void GeneratePixelShader(T& out, DSTALPHA_MODE dstAlphaMode, API_T
uid_data.genMode_numtexgens = bpmem.genMode.numtexgens;
// dot product for integer vectors
out.Write( "int idot(int3 x, int3 y)\n"
"{\n"
"\tint3 tmp = x * y;\n"
"\treturn tmp.x + tmp.y + tmp.z;\n"
"}\n");
out.Write("int idot(int3 x, int3 y)\n"
"{\n"
"\tint3 tmp = x * y;\n"
"\treturn tmp.x + tmp.y + tmp.z;\n"
"}\n");
out.Write( "int idot(int4 x, int4 y)\n"
"{\n"
"\tint4 tmp = x * y;\n"
"\treturn tmp.x + tmp.y + tmp.z + tmp.w;\n"
"}\n\n");
out.Write("int idot(int4 x, int4 y)\n"
"{\n"
"\tint4 tmp = x * y;\n"
"\treturn tmp.x + tmp.y + tmp.z + tmp.w;\n"
"}\n\n");
if (ApiType == API_OPENGL)
{
@ -338,12 +338,12 @@ static inline void GeneratePixelShader(T& out, DSTALPHA_MODE dstAlphaMode, API_T
out.Write(" ) {\n");
}
out.Write(" int4 ic0 = " I_COLORS"[1], ic1 = " I_COLORS"[2], ic2 = " I_COLORS"[3], iprev = " I_COLORS"[0];\n"
" int4 irastemp = int4(0, 0, 0, 0), itextemp = int4(0, 0, 0, 0), ikonsttemp = int4(0, 0, 0, 0);\n"
" int3 comp16 = int3(1, 256, 0), comp24 = int3(1, 256, 256*256);\n"
" int alphabump=0;\n"
" int3 tevcoord=int3(0, 0, 0);\n"
" int2 wrappedcoord=int2(0,0), tempcoord=int2(0,0);\n\n");
out.Write("\tint4 ic0 = " I_COLORS"[1], ic1 = " I_COLORS"[2], ic2 = " I_COLORS"[3], iprev = " I_COLORS"[0];\n"
"\tint4 irastemp = int4(0, 0, 0, 0), itextemp = int4(0, 0, 0, 0), ikonsttemp = int4(0, 0, 0, 0);\n"
"\tint3 comp16 = int3(1, 256, 0), comp24 = int3(1, 256, 256*256);\n"
"\tint alphabump=0;\n"
"\tint3 tevcoord=int3(0, 0, 0);\n"
"\tint2 wrappedcoord=int2(0,0), tempcoord=int2(0,0);\n\n");
if (ApiType == API_OPENGL)
{