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authorTimothy Arceri <[email protected]>2016-02-24 19:33:28 +1100
committerTimothy Arceri <[email protected]>2016-03-05 20:50:05 +1100
commite2415e84677c6e071f7bb7b002bd703bea500020 (patch)
tree71b6a0bc7837bb0e4144595bc6de55eb212de476
parent3322cb7b8d8bc1cbdd9094febd662b7b669bc6e7 (diff)
glsl: replace remaining tabs in link_uniforms.cpp
Reviewed-by: Thomas Helland <[email protected]>
-rw-r--r--src/compiler/glsl/link_uniforms.cpp138
1 files changed, 69 insertions, 69 deletions
diff --git a/src/compiler/glsl/link_uniforms.cpp b/src/compiler/glsl/link_uniforms.cpp
index fb915c9e5f1..940cc61181d 100644
--- a/src/compiler/glsl/link_uniforms.cpp
+++ b/src/compiler/glsl/link_uniforms.cpp
@@ -188,8 +188,8 @@ program_resource_visitor::recursion(const glsl_type *t, char **name,
this->enter_record(t, *name, row_major, packing);
for (unsigned i = 0; i < t->length; i++) {
- const char *field = t->fields.structure[i].name;
- size_t new_length = name_length;
+ const char *field = t->fields.structure[i].name;
+ size_t new_length = name_length;
if (t->fields.structure[i].type->is_record())
this->visit_field(&t->fields.structure[i]);
@@ -250,10 +250,10 @@ program_resource_visitor::recursion(const glsl_type *t, char **name,
record_array_count *= length;
for (unsigned i = 0; i < length; i++) {
- size_t new_length = name_length;
+ size_t new_length = name_length;
- /* Append the subscript to the current variable name */
- ralloc_asprintf_rewrite_tail(name, &new_length, "[%u]", i);
+ /* Append the subscript to the current variable name */
+ ralloc_asprintf_rewrite_tail(name, &new_length, "[%u]", i);
recursion(t->fields.array, name, new_length, row_major,
record_type,
@@ -423,19 +423,19 @@ private:
if(!is_shader_storage)
this->num_shader_uniform_components += values;
} else {
- /* Accumulate the total number of uniform slots used by this shader.
- * Note that samplers do not count against this limit because they
- * don't use any storage on current hardware.
- */
- if (!is_ubo_var && !is_shader_storage)
- this->num_shader_uniform_components += values;
+ /* Accumulate the total number of uniform slots used by this shader.
+ * Note that samplers do not count against this limit because they
+ * don't use any storage on current hardware.
+ */
+ if (!is_ubo_var && !is_shader_storage)
+ this->num_shader_uniform_components += values;
}
/* If the uniform is already in the map, there's nothing more to do.
*/
unsigned id;
if (this->map->get(id, name))
- return;
+ return;
if (this->current_var->data.how_declared == ir_var_hidden) {
this->hidden_map->put(this->num_hidden_uniforms, name);
@@ -481,8 +481,8 @@ class parcel_out_uniform_storage : public program_resource_visitor {
public:
parcel_out_uniform_storage(struct gl_shader_program *prog,
struct string_to_uint_map *map,
- struct gl_uniform_storage *uniforms,
- union gl_constant_value *values)
+ struct gl_uniform_storage *uniforms,
+ union gl_constant_value *values)
: prog(prog), map(map), uniforms(uniforms), values(values)
{
}
@@ -528,9 +528,9 @@ public:
ubo_block_index = i;
break;
}
- }
- }
- assert(ubo_block_index != -1);
+ }
+ }
+ assert(ubo_block_index != -1);
/* Uniform blocks that were specified with an instance name must be
* handled a little bit differently. The name of the variable is the
@@ -743,15 +743,15 @@ private:
assert(found);
if (!found)
- return;
+ return;
const glsl_type *base_type;
if (type->is_array()) {
- this->uniforms[id].array_elements = type->length;
- base_type = type->fields.array;
+ this->uniforms[id].array_elements = type->length;
+ base_type = type->fields.array;
} else {
- this->uniforms[id].array_elements = 0;
- base_type = type;
+ this->uniforms[id].array_elements = 0;
+ base_type = type;
}
/* Initialise opaque data */
@@ -835,11 +835,11 @@ private:
this->uniforms[id].array_stride =
glsl_align(type->without_array()->std140_size(row_major),
16);
- } else {
- this->uniforms[id].array_stride = 0;
- }
+ } else {
+ this->uniforms[id].array_stride = 0;
+ }
- if (type->without_array()->is_matrix()) {
+ if (type->without_array()->is_matrix()) {
const glsl_type *matrix = type->without_array();
const unsigned N = matrix->base_type == GLSL_TYPE_DOUBLE ? 8 : 4;
const unsigned items =
@@ -851,17 +851,17 @@ private:
glsl_align(items * N, 16);
else
this->uniforms[id].matrix_stride = glsl_align(items * N, 16);
- this->uniforms[id].row_major = row_major;
- } else {
- this->uniforms[id].matrix_stride = 0;
- this->uniforms[id].row_major = false;
- }
+ this->uniforms[id].row_major = row_major;
+ } else {
+ this->uniforms[id].matrix_stride = 0;
+ this->uniforms[id].row_major = false;
+ }
} else {
- this->uniforms[id].block_index = -1;
- this->uniforms[id].offset = -1;
- this->uniforms[id].array_stride = -1;
- this->uniforms[id].matrix_stride = -1;
- this->uniforms[id].row_major = false;
+ this->uniforms[id].block_index = -1;
+ this->uniforms[id].offset = -1;
+ this->uniforms[id].array_stride = -1;
+ this->uniforms[id].matrix_stride = -1;
+ this->uniforms[id].row_major = false;
}
this->values += values_for_type(type);
@@ -927,36 +927,36 @@ public:
*/
int
link_cross_validate_uniform_block(void *mem_ctx,
- struct gl_uniform_block **linked_blocks,
- unsigned int *num_linked_blocks,
- struct gl_uniform_block *new_block)
+ struct gl_uniform_block **linked_blocks,
+ unsigned int *num_linked_blocks,
+ struct gl_uniform_block *new_block)
{
for (unsigned int i = 0; i < *num_linked_blocks; i++) {
struct gl_uniform_block *old_block = &(*linked_blocks)[i];
if (strcmp(old_block->Name, new_block->Name) == 0)
- return link_uniform_blocks_are_compatible(old_block, new_block)
- ? i : -1;
+ return link_uniform_blocks_are_compatible(old_block, new_block)
+ ? i : -1;
}
*linked_blocks = reralloc(mem_ctx, *linked_blocks,
- struct gl_uniform_block,
- *num_linked_blocks + 1);
+ struct gl_uniform_block,
+ *num_linked_blocks + 1);
int linked_block_index = (*num_linked_blocks)++;
struct gl_uniform_block *linked_block = &(*linked_blocks)[linked_block_index];
memcpy(linked_block, new_block, sizeof(*new_block));
linked_block->Uniforms = ralloc_array(*linked_blocks,
- struct gl_uniform_buffer_variable,
- linked_block->NumUniforms);
+ struct gl_uniform_buffer_variable,
+ linked_block->NumUniforms);
memcpy(linked_block->Uniforms,
- new_block->Uniforms,
- sizeof(*linked_block->Uniforms) * linked_block->NumUniforms);
+ new_block->Uniforms,
+ sizeof(*linked_block->Uniforms) * linked_block->NumUniforms);
for (unsigned int i = 0; i < linked_block->NumUniforms; i++) {
struct gl_uniform_buffer_variable *ubo_var =
- &linked_block->Uniforms[i];
+ &linked_block->Uniforms[i];
if (ubo_var->Name == ubo_var->IndexName) {
ubo_var->Name = ralloc_strdup(*linked_blocks, ubo_var->Name);
@@ -983,7 +983,7 @@ link_update_uniform_buffer_variables(struct gl_shader *shader)
ir_variable *const var = node->as_variable();
if ((var == NULL) || !var->is_in_buffer_block())
- continue;
+ continue;
assert(var->data.mode == ir_var_uniform ||
var->data.mode == ir_var_shader_storage);
@@ -1005,7 +1005,7 @@ link_update_uniform_buffer_variables(struct gl_shader *shader)
const unsigned l = strlen(var->name);
for (unsigned i = 0; i < shader->NumBufferInterfaceBlocks; i++) {
- for (unsigned j = 0; j < shader->BufferInterfaceBlocks[i].NumUniforms; j++) {
+ for (unsigned j = 0; j < shader->BufferInterfaceBlocks[i].NumUniforms; j++) {
if (sentinel) {
const char *begin = shader->BufferInterfaceBlocks[i].Uniforms[j].Name;
const char *end = strchr(begin, sentinel);
@@ -1023,13 +1023,13 @@ link_update_uniform_buffer_variables(struct gl_shader *shader)
}
} else if (!strcmp(var->name,
shader->BufferInterfaceBlocks[i].Uniforms[j].Name)) {
- found = true;
- var->data.location = j;
- break;
- }
- }
- if (found)
- break;
+ found = true;
+ var->data.location = j;
+ break;
+ }
+ }
+ if (found)
+ break;
}
assert(found);
}
@@ -1112,7 +1112,7 @@ link_assign_uniform_locations(struct gl_shader_program *prog,
struct gl_shader *sh = prog->_LinkedShaders[i];
if (sh == NULL)
- continue;
+ continue;
/* Uniforms that lack an initializer in the shader code have an initial
* value of zero. This includes sampler uniforms.
@@ -1133,13 +1133,13 @@ link_assign_uniform_locations(struct gl_shader_program *prog,
uniform_size.start_shader();
foreach_in_list(ir_instruction, node, sh->ir) {
- ir_variable *const var = node->as_variable();
+ ir_variable *const var = node->as_variable();
- if ((var == NULL) || (var->data.mode != ir_var_uniform &&
- var->data.mode != ir_var_shader_storage))
- continue;
+ if ((var == NULL) || (var->data.mode != ir_var_uniform &&
+ var->data.mode != ir_var_shader_storage))
+ continue;
- uniform_size.process(var);
+ uniform_size.process(var);
}
sh->num_samplers = uniform_size.num_shader_samplers;
@@ -1149,8 +1149,8 @@ link_assign_uniform_locations(struct gl_shader_program *prog,
for (unsigned i = 0; i < sh->NumBufferInterfaceBlocks; i++) {
if (!sh->BufferInterfaceBlocks[i].IsShaderStorage) {
- sh->num_combined_uniform_components +=
- sh->BufferInterfaceBlocks[i].UniformBufferSize / 4;
+ sh->num_combined_uniform_components +=
+ sh->BufferInterfaceBlocks[i].UniformBufferSize / 4;
}
}
}
@@ -1183,18 +1183,18 @@ link_assign_uniform_locations(struct gl_shader_program *prog,
for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
if (prog->_LinkedShaders[i] == NULL)
- continue;
+ continue;
parcel.start_shader((gl_shader_stage)i);
foreach_in_list(ir_instruction, node, prog->_LinkedShaders[i]->ir) {
- ir_variable *const var = node->as_variable();
+ ir_variable *const var = node->as_variable();
if ((var == NULL) || (var->data.mode != ir_var_uniform &&
var->data.mode != ir_var_shader_storage))
- continue;
+ continue;
- parcel.set_and_process(var);
+ parcel.set_and_process(var);
}
prog->_LinkedShaders[i]->active_samplers = parcel.shader_samplers_used;