8 spaces indentation -> tabs

This commit is contained in:
Pierre Bourdon 2011-12-11 11:08:18 +01:00
parent 1724385c8c
commit 014c474024
11 changed files with 468 additions and 468 deletions

View file

@ -25,39 +25,39 @@
#include "PixelShaderGen.h"
#include "VertexShaderGen.h"
union PID
{
struct {
GLuint vsid, psid;
};
u64 id;
};
union PID
{
struct {
GLuint vsid, psid;
};
u64 id;
};
class PROGRAMUID
{
public:
PID uid;
PID uid;
PROGRAMUID()
{
uid.id = 0;
}
PROGRAMUID()
{
uid.id = 0;
}
PROGRAMUID(const PROGRAMUID& r)
{
uid.id = r.uid.id;
}
PROGRAMUID(GLuint _v, GLuint _p)
{
uid.vsid = _v;
uid.psid = _p;
}
PROGRAMUID(const PROGRAMUID& r)
{
uid.id = r.uid.id;
}
PROGRAMUID(GLuint _v, GLuint _p)
{
uid.vsid = _v;
uid.psid = _p;
}
int GetNumValues() const
{
return uid.id;
}
int GetNumValues() const
{
return uid.id;
}
};
void GetProgramShaderId(PROGRAMUID *uid, GLuint _v, GLuint _p);
@ -69,43 +69,43 @@ extern const char *UniformNames[NUM_UNIFORMS];
struct PROGRAMSHADER
{
PROGRAMSHADER() : glprogid(0), vsid(0), psid(0){}
GLuint glprogid; // opengl program id
GLuint vsid, psid;
GLint attrLoc[3];
GLint UniformLocations[NUM_UNIFORMS];
PROGRAMSHADER() : glprogid(0), vsid(0), psid(0){}
GLuint glprogid; // opengl program id
GLuint vsid, psid;
GLint attrLoc[3];
GLint UniformLocations[NUM_UNIFORMS];
};
class ProgramShaderCache
{
struct PCacheEntry
{
PROGRAMSHADER program;
int frameCount;
PCacheEntry() : frameCount(0) {}
void Destroy() {
glDeleteProgram(program.glprogid);
program.glprogid = 0;
}
};
typedef std::map<std::pair<u64, u64>, PCacheEntry> PCache;
struct PCacheEntry
{
PROGRAMSHADER program;
int frameCount;
PCacheEntry() : frameCount(0) {}
void Destroy() {
glDeleteProgram(program.glprogid);
program.glprogid = 0;
}
};
typedef std::map<std::pair<u64, u64>, PCacheEntry> PCache;
static PCache pshaders;
static GLuint CurrentFShader, CurrentVShader, CurrentProgram;
static std::pair<u64, u64> CurrentShaderProgram;
static PCache pshaders;
static GLuint CurrentFShader, CurrentVShader, CurrentProgram;
static std::pair<u64, u64> CurrentShaderProgram;
// For UBOS
static GLuint UBOBuffers[2]; // PS is 0, VS is 1
// For UBOS
static GLuint UBOBuffers[2]; // PS is 0, VS is 1
public:
static PROGRAMSHADER GetShaderProgram(void);
static GLint GetAttr(int num);
static void SetBothShaders(GLuint PS, GLuint VS);
static GLuint GetCurrentProgram(void);
static void SetUniformObjects(int Buffer, unsigned int offset, const float *f, unsigned int count = 1);
static void Init(void);
static void Shutdown(void);
static PROGRAMSHADER GetShaderProgram(void);
static GLint GetAttr(int num);
static void SetBothShaders(GLuint PS, GLuint VS);
static GLuint GetCurrentProgram(void);
static void SetUniformObjects(int Buffer, unsigned int offset, const float *f, unsigned int count = 1);
static void Init(void);
static void Shutdown(void);
};