summaryrefslogtreecommitdiffstats
path: root/src/mesa/main/uniform_query.cpp
diff options
context:
space:
mode:
authorIago Toral Quiroga <[email protected]>2017-05-18 11:43:52 +0200
committerIago Toral Quiroga <[email protected]>2017-06-01 08:44:34 +0200
commit102044870042d0e5e51ef0b88e91a9d59a8fda5b (patch)
treebb6db6ee5732f53c7ceb3b3a433b5649b3971b71 /src/mesa/main/uniform_query.cpp
parent779b35bbc6166e6b2149358d5b897f07b4eb63f2 (diff)
mesa/main: fix indentation in _mesa_get_uniform()
v2: also change the style of the large conditional in that function to follow the style from most other parts of Mesa (Nicolai) Reviewed-by: Matt Turner <[email protected]>
Diffstat (limited to 'src/mesa/main/uniform_query.cpp')
-rw-r--r--src/mesa/main/uniform_query.cpp199
1 files changed, 101 insertions, 98 deletions
diff --git a/src/mesa/main/uniform_query.cpp b/src/mesa/main/uniform_query.cpp
index 16e3fe3d527..e7010adeca0 100644
--- a/src/mesa/main/uniform_query.cpp
+++ b/src/mesa/main/uniform_query.cpp
@@ -333,7 +333,7 @@ _mesa_get_uniform(struct gl_context *ctx, GLuint program, GLint location,
* account for the size of the user's buffer.
*/
const union gl_constant_value *const src =
- &uni->storage[offset * elements * dmul];
+ &uni->storage[offset * elements * dmul];
assert(returnType == GLSL_TYPE_FLOAT || returnType == GLSL_TYPE_INT ||
returnType == GLSL_TYPE_UINT || returnType == GLSL_TYPE_DOUBLE ||
@@ -342,100 +342,100 @@ _mesa_get_uniform(struct gl_context *ctx, GLuint program, GLint location,
/* doubles have a different size than the other 3 types */
unsigned bytes = sizeof(src[0]) * elements * rmul;
if (bufSize < 0 || bytes > (unsigned) bufSize) {
- _mesa_error( ctx, GL_INVALID_OPERATION,
- "glGetnUniform*vARB(out of bounds: bufSize is %d,"
- " but %u bytes are required)", bufSize, bytes );
- return;
+ _mesa_error(ctx, GL_INVALID_OPERATION,
+ "glGetnUniform*vARB(out of bounds: bufSize is %d,"
+ " but %u bytes are required)", bufSize, bytes);
+ return;
}
/* If the return type and the uniform's native type are "compatible,"
* just memcpy the data. If the types are not compatible, perform a
* slower convert-and-copy process.
*/
- if (returnType == uni->type->base_type
- || ((returnType == GLSL_TYPE_INT
- || returnType == GLSL_TYPE_UINT)
- &&
- (uni->type->base_type == GLSL_TYPE_INT
- || uni->type->base_type == GLSL_TYPE_UINT
- || uni->type->is_sampler()
- || uni->type->is_image()))
- || ((returnType == GLSL_TYPE_UINT64 ||
- returnType == GLSL_TYPE_INT64 ) &&
- (uni->type->base_type == GLSL_TYPE_UINT64 ||
- uni->type->base_type == GLSL_TYPE_INT64))) {
- memcpy(paramsOut, src, bytes);
+ if (returnType == uni->type->base_type ||
+ ((returnType == GLSL_TYPE_INT ||
+ returnType == GLSL_TYPE_UINT) &&
+ (uni->type->base_type == GLSL_TYPE_INT ||
+ uni->type->base_type == GLSL_TYPE_UINT ||
+ uni->type->is_sampler() ||
+ uni->type->is_image())) ||
+ ((returnType == GLSL_TYPE_UINT64 ||
+ returnType == GLSL_TYPE_INT64) &&
+ (uni->type->base_type == GLSL_TYPE_UINT64 ||
+ uni->type->base_type == GLSL_TYPE_INT64))) {
+ memcpy(paramsOut, src, bytes);
} else {
- union gl_constant_value *const dst =
- (union gl_constant_value *) paramsOut;
- /* This code could be optimized by putting the loop inside the switch
- * statements. However, this is not expected to be
- * performance-critical code.
- */
- for (unsigned i = 0; i < elements; i++) {
- int sidx = i * dmul;
- int didx = i * rmul;
-
- switch (returnType) {
- case GLSL_TYPE_FLOAT:
- switch (uni->type->base_type) {
- case GLSL_TYPE_UINT:
- dst[didx].f = (float) src[sidx].u;
- break;
- case GLSL_TYPE_INT:
- case GLSL_TYPE_SAMPLER:
+ union gl_constant_value *const dst =
+ (union gl_constant_value *) paramsOut;
+ /* This code could be optimized by putting the loop inside the switch
+ * statements. However, this is not expected to be
+ * performance-critical code.
+ */
+ for (unsigned i = 0; i < elements; i++) {
+ int sidx = i * dmul;
+ int didx = i * rmul;
+
+ switch (returnType) {
+ case GLSL_TYPE_FLOAT:
+ switch (uni->type->base_type) {
+ case GLSL_TYPE_UINT:
+ dst[didx].f = (float) src[sidx].u;
+ break;
+ case GLSL_TYPE_INT:
+ case GLSL_TYPE_SAMPLER:
case GLSL_TYPE_IMAGE:
- dst[didx].f = (float) src[sidx].i;
- break;
- case GLSL_TYPE_BOOL:
- dst[didx].f = src[sidx].i ? 1.0f : 0.0f;
- break;
+ dst[didx].f = (float) src[sidx].i;
+ break;
+ case GLSL_TYPE_BOOL:
+ dst[didx].f = src[sidx].i ? 1.0f : 0.0f;
+ break;
case GLSL_TYPE_DOUBLE: {
double tmp;
memcpy(&tmp, &src[sidx].f, sizeof(tmp));
dst[didx].f = tmp;
- break;
+ break;
}
case GLSL_TYPE_UINT64: {
uint64_t tmp;
memcpy(&tmp, &src[sidx].u, sizeof(tmp));
dst[didx].f = tmp;
break;
- }
+ }
case GLSL_TYPE_INT64: {
uint64_t tmp;
memcpy(&tmp, &src[sidx].i, sizeof(tmp));
dst[didx].f = tmp;
break;
}
- default:
- assert(!"Should not get here.");
- break;
- }
- break;
- case GLSL_TYPE_DOUBLE:
- switch (uni->type->base_type) {
+ default:
+ assert(!"Should not get here.");
+ break;
+ }
+ break;
+
+ case GLSL_TYPE_DOUBLE:
+ switch (uni->type->base_type) {
case GLSL_TYPE_UINT: {
double tmp = src[sidx].u;
memcpy(&dst[didx].f, &tmp, sizeof(tmp));
- break;
+ break;
}
- case GLSL_TYPE_INT:
- case GLSL_TYPE_SAMPLER:
+ case GLSL_TYPE_INT:
+ case GLSL_TYPE_SAMPLER:
case GLSL_TYPE_IMAGE: {
double tmp = src[sidx].i;
memcpy(&dst[didx].f, &tmp, sizeof(tmp));
- break;
+ break;
}
case GLSL_TYPE_BOOL: {
double tmp = src[sidx].i ? 1.0 : 0.0;
memcpy(&dst[didx].f, &tmp, sizeof(tmp));
- break;
+ break;
}
case GLSL_TYPE_FLOAT: {
double tmp = src[sidx].f;
memcpy(&dst[didx].f, &tmp, sizeof(tmp));
- break;
+ break;
}
case GLSL_TYPE_UINT64: {
uint64_t tmpu;
@@ -453,42 +453,43 @@ _mesa_get_uniform(struct gl_context *ctx, GLuint program, GLint location,
memcpy(&dst[didx].f, &tmp, sizeof(tmp));
break;
}
- default:
- assert(!"Should not get here.");
- break;
- }
- break;
- case GLSL_TYPE_INT:
- case GLSL_TYPE_UINT:
- switch (uni->type->base_type) {
- case GLSL_TYPE_FLOAT:
- /* While the GL 3.2 core spec doesn't explicitly
- * state how conversion of float uniforms to integer
- * values works, in section 6.2 "State Tables" on
- * page 267 it says:
- *
- * "Unless otherwise specified, when floating
- * point state is returned as integer values or
- * integer state is returned as floating-point
- * values it is converted in the fashion
- * described in section 6.1.2"
- *
- * That section, on page 248, says:
- *
- * "If GetIntegerv or GetInteger64v are called,
- * a floating-point value is rounded to the
- * nearest integer..."
- */
- dst[didx].i = IROUND(src[sidx].f);
- break;
- case GLSL_TYPE_BOOL:
- dst[didx].i = src[sidx].i ? 1 : 0;
- break;
+ default:
+ assert(!"Should not get here.");
+ break;
+ }
+ break;
+
+ case GLSL_TYPE_INT:
+ case GLSL_TYPE_UINT:
+ switch (uni->type->base_type) {
+ case GLSL_TYPE_FLOAT:
+ /* While the GL 3.2 core spec doesn't explicitly
+ * state how conversion of float uniforms to integer
+ * values works, in section 6.2 "State Tables" on
+ * page 267 it says:
+ *
+ * "Unless otherwise specified, when floating
+ * point state is returned as integer values or
+ * integer state is returned as floating-point
+ * values it is converted in the fashion
+ * described in section 6.1.2"
+ *
+ * That section, on page 248, says:
+ *
+ * "If GetIntegerv or GetInteger64v are called,
+ * a floating-point value is rounded to the
+ * nearest integer..."
+ */
+ dst[didx].i = IROUND(src[sidx].f);
+ break;
+ case GLSL_TYPE_BOOL:
+ dst[didx].i = src[sidx].i ? 1 : 0;
+ break;
case GLSL_TYPE_DOUBLE: {
double tmp;
memcpy(&tmp, &src[sidx].f, sizeof(tmp));
dst[didx].i = IROUNDD(tmp);
- break;
+ break;
}
case GLSL_TYPE_UINT64: {
uint64_t tmp;
@@ -502,11 +503,12 @@ _mesa_get_uniform(struct gl_context *ctx, GLuint program, GLint location,
dst[didx].i = tmp;
break;
}
- default:
- assert(!"Should not get here.");
- break;
- }
- break;
+ default:
+ assert(!"Should not get here.");
+ break;
+ }
+ break;
+
case GLSL_TYPE_INT64:
case GLSL_TYPE_UINT64:
switch (uni->type->base_type) {
@@ -537,11 +539,12 @@ _mesa_get_uniform(struct gl_context *ctx, GLuint program, GLint location,
break;
}
break;
- default:
- assert(!"Should not get here.");
- break;
- }
- }
+
+ default:
+ assert(!"Should not get here.");
+ break;
+ }
+ }
}
}
}