diff options
author | Iago Toral Quiroga <[email protected]> | 2017-05-18 11:43:52 +0200 |
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committer | Iago Toral Quiroga <[email protected]> | 2017-06-01 08:44:34 +0200 |
commit | 102044870042d0e5e51ef0b88e91a9d59a8fda5b (patch) | |
tree | bb6db6ee5732f53c7ceb3b3a433b5649b3971b71 /src/mesa/main/uniform_query.cpp | |
parent | 779b35bbc6166e6b2149358d5b897f07b4eb63f2 (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.cpp | 199 |
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; + } + } } } } |