Commit 2576bf3d authored by Henri Verbeet's avatar Henri Verbeet Committed by Alexandre Julliard

wined3d: Fix some more indentation.

parent 46b4c15a
......@@ -120,9 +120,8 @@ static HRESULT WINAPI IWineD3DPixelShaderImpl_GetFunction(IWineD3DPixelShader*
return WINED3D_OK;
}
static void pshader_set_limits(
IWineD3DPixelShaderImpl *This) {
static void pshader_set_limits(IWineD3DPixelShaderImpl *This)
{
This->baseShader.limits.attributes = 0;
This->baseShader.limits.address = 0;
This->baseShader.limits.packed_output = 0;
......@@ -187,7 +186,8 @@ static void pshader_set_limits(
This->baseShader.limits.label = 16; /* FIXME: 2048 */
break;
default: This->baseShader.limits.temporary = 32;
default:
This->baseShader.limits.temporary = 32;
This->baseShader.limits.constant_float = 32;
This->baseShader.limits.constant_int = 16;
This->baseShader.limits.constant_bool = 16;
......
......@@ -34,9 +34,8 @@ WINE_DEFAULT_DEBUG_CHANNEL(d3d_shader);
#define GLINFO_LOCATION ((IWineD3DDeviceImpl *)This->baseShader.device)->adapter->gl_info
static void vshader_set_limits(
IWineD3DVertexShaderImpl *This) {
static void vshader_set_limits(IWineD3DVertexShaderImpl *This)
{
This->baseShader.limits.texcoord = 0;
This->baseShader.limits.attributes = 16;
This->baseShader.limits.packed_input = 0;
......@@ -53,8 +52,7 @@ static void vshader_set_limits(
This->baseShader.limits.sampler = 0;
This->baseShader.limits.label = 0;
/* TODO: vs_1_1 has a minimum of 96 constants. What happens if a vs_1_1 shader is used
* on a vs_3_0 capable card that has 256 constants?
*/
* on a vs_3_0 capable card that has 256 constants? */
This->baseShader.limits.constant_float = min(256, GL_LIMITS(vshader_constantsF));
break;
......@@ -81,12 +79,12 @@ static void vshader_set_limits(
/* DX10 cards on Windows advertise a d3d9 constant limit of 256 even though they are capable
* of supporting much more(GL drivers advertise 1024). d3d9.dll and d3d8.dll clamp the
* wined3d-advertised maximum. Clamp the constant limit for <= 3.0 shaders to 256.s
* use constant buffers
*/
* use constant buffers */
This->baseShader.limits.constant_float = min(256, GL_LIMITS(vshader_constantsF));
break;
default: This->baseShader.limits.temporary = 12;
default:
This->baseShader.limits.temporary = 12;
This->baseShader.limits.constant_bool = 16;
This->baseShader.limits.constant_int = 16;
This->baseShader.limits.address = 1;
......
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