reformat all files with clang-format
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@@ -69,7 +69,7 @@ static void WriteUniformIntReg(Shader::ShaderSetup& setup, unsigned index,
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ASSERT(index < setup.uniforms.i.size());
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setup.uniforms.i[index] = values;
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LOG_TRACE(HW_GPU, "Set {} integer uniform {} to {:02x} {:02x} {:02x} {:02x}",
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GetShaderSetupTypeName(setup), index, values.x, values.y, values.z, values.w);
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GetShaderSetupTypeName(setup), index, values.x, values.y, values.z, values.w);
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}
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static void WriteUniformFloatReg(ShaderRegs& config, Shader::ShaderSetup& setup,
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@@ -91,7 +91,7 @@ static void WriteUniformFloatReg(ShaderRegs& config, Shader::ShaderSetup& setup,
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if (uniform_setup.index >= 96) {
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LOG_ERROR(HW_GPU, "Invalid {} float uniform index {}", GetShaderSetupTypeName(setup),
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(int)uniform_setup.index);
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(int)uniform_setup.index);
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} else {
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// NOTE: The destination component order indeed is "backwards"
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@@ -109,9 +109,9 @@ static void WriteUniformFloatReg(ShaderRegs& config, Shader::ShaderSetup& setup,
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}
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LOG_TRACE(HW_GPU, "Set {} float uniform {:x} to ({} {} {} {})",
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GetShaderSetupTypeName(setup), (int)uniform_setup.index,
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uniform.x.ToFloat32(), uniform.y.ToFloat32(), uniform.z.ToFloat32(),
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uniform.w.ToFloat32());
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GetShaderSetupTypeName(setup), (int)uniform_setup.index,
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uniform.x.ToFloat32(), uniform.y.ToFloat32(), uniform.z.ToFloat32(),
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uniform.w.ToFloat32());
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// TODO: Verify that this actually modifies the register!
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uniform_setup.index.Assign(uniform_setup.index + 1);
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@@ -199,8 +199,8 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) {
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attribute.x = float24::FromRaw(default_attr_write_buffer[2] & 0xFFFFFF);
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LOG_TRACE(HW_GPU, "Set default VS attribute {:x} to ({} {} {} {})", (int)setup.index,
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attribute.x.ToFloat32(), attribute.y.ToFloat32(), attribute.z.ToFloat32(),
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attribute.w.ToFloat32());
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attribute.x.ToFloat32(), attribute.y.ToFloat32(), attribute.z.ToFloat32(),
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attribute.w.ToFloat32());
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// TODO: Verify that this actually modifies the register!
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if (setup.index < 15) {
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