wined3d: 11 space indent is ugly.

This commit is contained in:
H. Verbeet 2007-03-12 23:21:49 +01:00 committed by Alexandre Julliard
parent 23cd4475f6
commit b22ca33a85

View File

@ -207,25 +207,25 @@ void primitiveDeclarationConvertToStridedData(
stride_used = fixed_get_input(element->Usage, element->UsageIndex, &idx);
if (stride_used) {
TRACE("Loaded %s array %u [usage=%s, usage_idx=%u, "
"stream=%u, offset=%u, stride=%u, VBO=%u]\n",
useVertexShaderFunction? "shader": "fixed function", idx,
debug_d3ddeclusage(element->Usage), element->UsageIndex,
element->Stream, element->Offset, stride, streamVBO);
TRACE("Loaded %s array %u [usage=%s, usage_idx=%u, "
"stream=%u, offset=%u, stride=%u, VBO=%u]\n",
useVertexShaderFunction? "shader": "fixed function", idx,
debug_d3ddeclusage(element->Usage), element->UsageIndex,
element->Stream, element->Offset, stride, streamVBO);
strided->u.input[idx].lpData = data;
strided->u.input[idx].dwType = element->Type;
strided->u.input[idx].dwStride = stride;
strided->u.input[idx].VBO = streamVBO;
strided->u.input[idx].streamNo = element->Stream;
if (!useVertexShaderFunction) {
if (element->Usage == WINED3DDECLUSAGE_POSITION)
strided->u.s.position_transformed = FALSE;
else if (element->Usage == WINED3DDECLUSAGE_POSITIONT)
strided->u.s.position_transformed = TRUE;
}
strided->u.input[idx].lpData = data;
strided->u.input[idx].dwType = element->Type;
strided->u.input[idx].dwStride = stride;
strided->u.input[idx].VBO = streamVBO;
strided->u.input[idx].streamNo = element->Stream;
if (!useVertexShaderFunction) {
if (element->Usage == WINED3DDECLUSAGE_POSITION)
strided->u.s.position_transformed = FALSE;
else if (element->Usage == WINED3DDECLUSAGE_POSITIONT)
strided->u.s.position_transformed = TRUE;
}
}
};
}
/* Now call PreLoad on all the vertex buffers. In the very rare case
* that the buffers stopps converting PreLoad will dirtify the VDECL again.
* The vertex buffer can now use the strided structure in the device instead of finding its
@ -235,7 +235,7 @@ void primitiveDeclarationConvertToStridedData(
* once in there.
*/
for(i=0; i < numPreloadStreams; i++) {
IWineD3DVertexBuffer_PreLoad(This->stateBlock->streamSource[preLoadStreams[i]]);
IWineD3DVertexBuffer_PreLoad(This->stateBlock->streamSource[preLoadStreams[i]]);
}
}