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Massive style & comment cleanup of (mostly) GL plugin - also split some large files. A minor speedup for BP writes - merged the two switch()-es.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@899 8ced0084-cf51-0410-be5f-012b33b47a6e
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45 changed files with 1288 additions and 1554 deletions
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@ -19,10 +19,16 @@
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#include "Globals.h"
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#include "Profiler.h"
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#include <Cg/cg.h>
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#include <Cg/cgGL.h>
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#include <math.h>
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#include "Render.h"
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#include "VertexShader.h"
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#include "VertexShaderManager.h"
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#include "VertexManager.h"
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#include "VertexLoader.h"
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#include "BPMemory.h"
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#include "XFMemory.h"
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@ -177,7 +183,7 @@ bool VertexShaderMngr::CompileVertexShader(VERTEXSHADER& vs, const char* pstrpro
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char* pcompiledprog = (char*)cgGetProgramString(tempprog, CG_COMPILED_PROGRAM);
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char* plocal = strstr(pcompiledprog, "program.local");
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while( plocal != NULL ) {
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while (plocal != NULL) {
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const char* penv = " program.env";
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memcpy(plocal, penv, 13);
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plocal = strstr(plocal+13, "program.local");
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@ -339,11 +345,8 @@ void VertexShaderMngr::SetConstants(VERTEXSHADER& vs)
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2 * rawViewport[0], 2 * rawViewport[1],
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(rawViewport[5] - rawViewport[2]) / 16777215.0f, rawViewport[5] / 16777215.0f);*/
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// =======================================================================================
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// Keep aspect ratio at 4:3
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// -------------
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// rawViewport[0] = 320, rawViewport[1] = -240
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// -------------
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int scissorXOff = bpmem.scissorOffset.x * 2 - 342;
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int scissorYOff = bpmem.scissorOffset.y * 2 - 342;
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float fourThree = 4.0f/3.0f;
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@ -352,10 +355,10 @@ void VertexShaderMngr::SetConstants(VERTEXSHADER& vs)
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int overfl; int xoffs = 0; int yoffs = 0;
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int wid, hei, actualWid, actualHei;
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int winw = nBackbufferWidth; int winh = nBackbufferHeight;
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if(g_Config.bKeepAR)
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if (g_Config.bKeepAR)
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{
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// Check if height or width is the limiting factor
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if(ratio > 1) // then we are to wide and have to limit the width
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if (ratio > 1) // then we are to wide and have to limit the width
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{
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wAdj = ratio;
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hAdj = 1;
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