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re indentation to follow emulators code rules in some files I'm modifying
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8e9bbdeb2f
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@ -255,10 +255,16 @@ bool VertexShaderCache::InsertByteCode(const VertexShaderUid &uid, const u8 *byt
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return false;
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}
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float VSConstantbuffer[4*C_VENVCONST_END];
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void Renderer::SetVSConstant4f(unsigned int const_number, float f1, float f2, float f3, float f4)
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{
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const float f[4] = { f1, f2, f3, f4 };
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DX9::D3D::dev->SetVertexShaderConstantF(const_number, f, 1);
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float* VSConstantbuffer_pointer = &VSConstantbuffer[const_number];
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VSConstantbuffer_pointer[0] = f1;
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VSConstantbuffer_pointer[1] = f2;
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VSConstantbuffer_pointer[2] = f3;
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VSConstantbuffer_pointer[3] = f4;
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DX9::D3D::dev->SetVertexShaderConstantF(const_number, VSConstantbuffer_pointer, 1);
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}
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void Renderer::SetVSConstant4fv(unsigned int const_number, const float *f)
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@ -268,15 +274,15 @@ void Renderer::SetVSConstant4fv(unsigned int const_number, const float *f)
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void Renderer::SetMultiVSConstant3fv(unsigned int const_number, unsigned int count, const float *f)
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{
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float buf[4*C_VENVCONST_END];
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float* VSConstantbuffer_pointer = &VSConstantbuffer[const_number];
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for (unsigned int i = 0; i < count; i++)
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{
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buf[4*i ] = *f++;
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buf[4*i+1] = *f++;
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buf[4*i+2] = *f++;
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buf[4*i+3] = 0.f;
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*VSConstantbuffer_pointer++ = *f++;
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*VSConstantbuffer_pointer++ = *f++;
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*VSConstantbuffer_pointer++ = *f++;
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*VSConstantbuffer_pointer++ = 0.f;
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}
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DX9::D3D::dev->SetVertexShaderConstantF(const_number, buf, count);
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DX9::D3D::dev->SetVertexShaderConstantF(const_number, &VSConstantbuffer[const_number], count);
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}
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void Renderer::SetMultiVSConstant4fv(unsigned int const_number, unsigned int count, const float *f)
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@ -90,7 +90,7 @@ void InitBackendInfo()
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g_Config.backend_info.bUseRGBATextures = false;
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g_Config.backend_info.bUseMinimalMipCount = true;
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g_Config.backend_info.bSupports3DVision = true;
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g_Config.backend_info.bSupportsPrimitiveRestart = false; // TODO: figure out if it does
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g_Config.backend_info.bSupportsPrimitiveRestart = false; // D3D9 does not support primitive restart
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g_Config.backend_info.bSupportsSeparateAlphaFunction = device_caps.PrimitiveMiscCaps & D3DPMISCCAPS_SEPARATEALPHABLEND;
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// Dual source blend disabled by default until a proper method to test for support is found
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g_Config.backend_info.bSupports3DVision = true;
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