Sources: Run clang-format on everything.

This commit is contained in:
Emmanuel Gil Peyrot 2016-09-18 09:38:01 +09:00
parent fe948af095
commit dc8479928c
386 changed files with 19560 additions and 18080 deletions

View file

@ -41,24 +41,32 @@ void VertexLoader::Setup(const Pica::Regs& regs) {
// TODO: What happens if a loader overwrites a previous one's data?
for (unsigned component = 0; component < loader_config.component_count; ++component) {
if (component >= 12) {
LOG_ERROR(HW_GPU, "Overflow in the vertex attribute loader %u trying to load component %u", loader, component);
LOG_ERROR(HW_GPU,
"Overflow in the vertex attribute loader %u trying to load component %u",
loader, component);
continue;
}
u32 attribute_index = loader_config.GetComponent(component);
if (attribute_index < 12) {
offset = Common::AlignUp(offset, attribute_config.GetElementSizeInBytes(attribute_index));
offset = Common::AlignUp(offset,
attribute_config.GetElementSizeInBytes(attribute_index));
vertex_attribute_sources[attribute_index] = loader_config.data_offset + offset;
vertex_attribute_strides[attribute_index] = static_cast<u32>(loader_config.byte_count);
vertex_attribute_formats[attribute_index] = attribute_config.GetFormat(attribute_index);
vertex_attribute_elements[attribute_index] = attribute_config.GetNumElements(attribute_index);
vertex_attribute_strides[attribute_index] =
static_cast<u32>(loader_config.byte_count);
vertex_attribute_formats[attribute_index] =
attribute_config.GetFormat(attribute_index);
vertex_attribute_elements[attribute_index] =
attribute_config.GetNumElements(attribute_index);
offset += attribute_config.GetStride(attribute_index);
} else if (attribute_index < 16) {
// Attribute ids 12, 13, 14 and 15 signify 4, 8, 12 and 16-byte paddings, respectively
// Attribute ids 12, 13, 14 and 15 signify 4, 8, 12 and 16-byte paddings,
// respectively
offset = Common::AlignUp(offset, 4);
offset += (attribute_index - 11) * 4;
} else {
UNREACHABLE(); // This is truly unreachable due to the number of bits for each component
UNREACHABLE(); // This is truly unreachable due to the number of bits for each
// component
}
}
}
@ -66,48 +74,55 @@ void VertexLoader::Setup(const Pica::Regs& regs) {
is_setup = true;
}
void VertexLoader::LoadVertex(u32 base_address, int index, int vertex, Shader::InputVertex& input, DebugUtils::MemoryAccessTracker& memory_accesses) {
void VertexLoader::LoadVertex(u32 base_address, int index, int vertex, Shader::InputVertex& input,
DebugUtils::MemoryAccessTracker& memory_accesses) {
ASSERT_MSG(is_setup, "A VertexLoader needs to be setup before loading vertices.");
for (int i = 0; i < num_total_attributes; ++i) {
if (vertex_attribute_elements[i] != 0) {
// Load per-vertex data from the loader arrays
u32 source_addr = base_address + vertex_attribute_sources[i] + vertex_attribute_strides[i] * vertex;
u32 source_addr =
base_address + vertex_attribute_sources[i] + vertex_attribute_strides[i] * vertex;
if (g_debug_context && Pica::g_debug_context->recorder) {
memory_accesses.AddAccess(source_addr, vertex_attribute_elements[i] * (
(vertex_attribute_formats[i] == Regs::VertexAttributeFormat::FLOAT) ? 4
: (vertex_attribute_formats[i] == Regs::VertexAttributeFormat::SHORT) ? 2 : 1));
memory_accesses.AddAccess(
source_addr,
vertex_attribute_elements[i] *
((vertex_attribute_formats[i] == Regs::VertexAttributeFormat::FLOAT)
? 4
: (vertex_attribute_formats[i] == Regs::VertexAttributeFormat::SHORT)
? 2
: 1));
}
switch (vertex_attribute_formats[i]) {
case Regs::VertexAttributeFormat::BYTE:
{
const s8* srcdata = reinterpret_cast<const s8*>(Memory::GetPhysicalPointer(source_addr));
case Regs::VertexAttributeFormat::BYTE: {
const s8* srcdata =
reinterpret_cast<const s8*>(Memory::GetPhysicalPointer(source_addr));
for (unsigned int comp = 0; comp < vertex_attribute_elements[i]; ++comp) {
input.attr[i][comp] = float24::FromFloat32(srcdata[comp]);
}
break;
}
case Regs::VertexAttributeFormat::UBYTE:
{
const u8* srcdata = reinterpret_cast<const u8*>(Memory::GetPhysicalPointer(source_addr));
case Regs::VertexAttributeFormat::UBYTE: {
const u8* srcdata =
reinterpret_cast<const u8*>(Memory::GetPhysicalPointer(source_addr));
for (unsigned int comp = 0; comp < vertex_attribute_elements[i]; ++comp) {
input.attr[i][comp] = float24::FromFloat32(srcdata[comp]);
}
break;
}
case Regs::VertexAttributeFormat::SHORT:
{
const s16* srcdata = reinterpret_cast<const s16*>(Memory::GetPhysicalPointer(source_addr));
case Regs::VertexAttributeFormat::SHORT: {
const s16* srcdata =
reinterpret_cast<const s16*>(Memory::GetPhysicalPointer(source_addr));
for (unsigned int comp = 0; comp < vertex_attribute_elements[i]; ++comp) {
input.attr[i][comp] = float24::FromFloat32(srcdata[comp]);
}
break;
}
case Regs::VertexAttributeFormat::FLOAT:
{
const float* srcdata = reinterpret_cast<const float*>(Memory::GetPhysicalPointer(source_addr));
case Regs::VertexAttributeFormat::FLOAT: {
const float* srcdata =
reinterpret_cast<const float*>(Memory::GetPhysicalPointer(source_addr));
for (unsigned int comp = 0; comp < vertex_attribute_elements[i]; ++comp) {
input.attr[i][comp] = float24::FromFloat32(srcdata[comp]);
}
@ -119,22 +134,23 @@ void VertexLoader::LoadVertex(u32 base_address, int index, int vertex, Shader::I
// is *not* carried over from the default attribute settings even if they're
// enabled for this attribute.
for (unsigned int comp = vertex_attribute_elements[i]; comp < 4; ++comp) {
input.attr[i][comp] = comp == 3 ? float24::FromFloat32(1.0f) : float24::FromFloat32(0.0f);
input.attr[i][comp] =
comp == 3 ? float24::FromFloat32(1.0f) : float24::FromFloat32(0.0f);
}
LOG_TRACE(HW_GPU, "Loaded %d components of attribute %x for vertex %x (index %x) from 0x%08x + 0x%08x + 0x%04x: %f %f %f %f",
vertex_attribute_elements[i], i, vertex, index,
base_address,
vertex_attribute_sources[i],
vertex_attribute_strides[i] * vertex,
input.attr[i][0].ToFloat32(), input.attr[i][1].ToFloat32(), input.attr[i][2].ToFloat32(), input.attr[i][3].ToFloat32());
LOG_TRACE(HW_GPU, "Loaded %d components of attribute %x for vertex %x (index %x) from "
"0x%08x + 0x%08x + 0x%04x: %f %f %f %f",
vertex_attribute_elements[i], i, vertex, index, base_address,
vertex_attribute_sources[i], vertex_attribute_strides[i] * vertex,
input.attr[i][0].ToFloat32(), input.attr[i][1].ToFloat32(),
input.attr[i][2].ToFloat32(), input.attr[i][3].ToFloat32());
} else if (vertex_attribute_is_default[i]) {
// Load the default attribute if we're configured to do so
input.attr[i] = g_state.vs_default_attributes[i];
LOG_TRACE(HW_GPU, "Loaded default attribute %x for vertex %x (index %x): (%f, %f, %f, %f)",
i, vertex, index,
input.attr[i][0].ToFloat32(), input.attr[i][1].ToFloat32(),
input.attr[i][2].ToFloat32(), input.attr[i][3].ToFloat32());
LOG_TRACE(HW_GPU,
"Loaded default attribute %x for vertex %x (index %x): (%f, %f, %f, %f)", i,
vertex, index, input.attr[i][0].ToFloat32(), input.attr[i][1].ToFloat32(),
input.attr[i][2].ToFloat32(), input.attr[i][3].ToFloat32());
} else {
// TODO(yuriks): In this case, no data gets loaded and the vertex
// remains with the last value it had. This isn't currently maintained
@ -143,4 +159,4 @@ void VertexLoader::LoadVertex(u32 base_address, int index, int vertex, Shader::I
}
}
} // namespace Pica
} // namespace Pica