From: Brian Paul Date: Thu, 26 Mar 2009 00:16:35 +0000 (-0600) Subject: mesa: clean up formatting and use 'return' instead of 'break' consistantly X-Git-Url: https://git.libre-soc.org/?a=commitdiff_plain;h=f5a4d20e4aafce04773729dc2dd6175e9538d887;p=mesa.git mesa: clean up formatting and use 'return' instead of 'break' consistantly --- diff --git a/src/mesa/shader/prog_statevars.c b/src/mesa/shader/prog_statevars.c index 9c155fbe07a..b93e987f043 100644 --- a/src/mesa/shader/prog_statevars.c +++ b/src/mesa/shader/prog_statevars.c @@ -359,10 +359,10 @@ _mesa_fetch_state(GLcontext *ctx, const gl_state_index state[], switch (state[1]) { case STATE_ENV: COPY_4V(value, ctx->FragmentProgram.Parameters[idx]); - break; + return; case STATE_LOCAL: COPY_4V(value, ctx->FragmentProgram.Current->Base.LocalParams[idx]); - break; + return; default: _mesa_problem(ctx, "Bad state switch in _mesa_fetch_state()"); return; @@ -378,10 +378,10 @@ _mesa_fetch_state(GLcontext *ctx, const gl_state_index state[], switch (state[1]) { case STATE_ENV: COPY_4V(value, ctx->VertexProgram.Parameters[idx]); - break; + return; case STATE_LOCAL: COPY_4V(value, ctx->VertexProgram.Current->Base.LocalParams[idx]); - break; + return; default: _mesa_problem(ctx, "Bad state switch in _mesa_fetch_state()"); return; @@ -395,11 +395,12 @@ _mesa_fetch_state(GLcontext *ctx, const gl_state_index state[], case STATE_INTERNAL: switch (state[1]) { - case STATE_CURRENT_ATTRIB: { - const GLuint idx = (GLuint) state[2]; - COPY_4V(value, ctx->Current.Attrib[idx]); + case STATE_CURRENT_ATTRIB: + { + const GLuint idx = (GLuint) state[2]; + COPY_4V(value, ctx->Current.Attrib[idx]); + } return; - } case STATE_NORMAL_SCALE: ASSIGN_4V(value, @@ -408,19 +409,25 @@ _mesa_fetch_state(GLcontext *ctx, const gl_state_index state[], ctx->_ModelViewInvScale, 1); return; + case STATE_TEXRECT_SCALE: + /* Value = { 1/texWidth, 1/texHeight, 0, 1 }. + * Used to convert unnormalized texcoords to normalized texcoords. + */ { const int unit = (int) state[2]; const struct gl_texture_object *texObj = ctx->Texture.Unit[unit]._Current; if (texObj) { struct gl_texture_image *texImage = texObj->Image[0][0]; - ASSIGN_4V(value, (GLfloat) (1.0 / texImage->Width), - (GLfloat)(1.0 / texImage->Height), + ASSIGN_4V(value, + (GLfloat) (1.0 / texImage->Width), + (GLfloat) (1.0 / texImage->Height), 0.0f, 1.0f); } } return; + case STATE_FOG_PARAMS_OPTIMIZED: /* for simpler per-vertex/pixel fog calcs. POW (for EXP/EXP2 fog) * might be more expensive than EX2 on some hw, plus it needs @@ -437,62 +444,69 @@ _mesa_fetch_state(GLcontext *ctx, const gl_state_index state[], value[3] = (GLfloat)(ctx->Fog.Density * ONE_DIV_SQRT_LN2); return; - case STATE_LIGHT_SPOT_DIR_NORMALIZED: { - /* here, state[2] is the light number */ - /* pre-normalize spot dir */ - const GLuint ln = (GLuint) state[2]; - COPY_3V(value, ctx->Light.Light[ln]._NormDirection); - value[3] = ctx->Light.Light[ln]._CosCutoff; + case STATE_LIGHT_SPOT_DIR_NORMALIZED: + { + /* here, state[2] is the light number */ + /* pre-normalize spot dir */ + const GLuint ln = (GLuint) state[2]; + COPY_3V(value, ctx->Light.Light[ln]._NormDirection); + value[3] = ctx->Light.Light[ln]._CosCutoff; + } return; - } - case STATE_LIGHT_POSITION: { - const GLuint ln = (GLuint) state[2]; - COPY_4V(value, ctx->Light.Light[ln]._Position); + case STATE_LIGHT_POSITION: + { + const GLuint ln = (GLuint) state[2]; + COPY_4V(value, ctx->Light.Light[ln]._Position); + } return; - } - case STATE_LIGHT_POSITION_NORMALIZED: { - const GLuint ln = (GLuint) state[2]; - COPY_4V(value, ctx->Light.Light[ln]._Position); - NORMALIZE_3FV( value ); + case STATE_LIGHT_POSITION_NORMALIZED: + { + const GLuint ln = (GLuint) state[2]; + COPY_4V(value, ctx->Light.Light[ln]._Position); + NORMALIZE_3FV( value ); + } return; - } - case STATE_LIGHT_HALF_VECTOR: { - const GLuint ln = (GLuint) state[2]; - GLfloat p[3]; - /* Compute infinite half angle vector: - * halfVector = normalize(normalize(lightPos) + (0, 0, 1)) - * light.EyePosition.w should be 0 for infinite lights. - */ - COPY_3V(p, ctx->Light.Light[ln]._Position); - NORMALIZE_3FV(p); - ADD_3V(value, p, ctx->_EyeZDir); - NORMALIZE_3FV(value); - value[3] = 1.0; + case STATE_LIGHT_HALF_VECTOR: + { + const GLuint ln = (GLuint) state[2]; + GLfloat p[3]; + /* Compute infinite half angle vector: + * halfVector = normalize(normalize(lightPos) + (0, 0, 1)) + * light.EyePosition.w should be 0 for infinite lights. + */ + COPY_3V(p, ctx->Light.Light[ln]._Position); + NORMALIZE_3FV(p); + ADD_3V(value, p, ctx->_EyeZDir); + NORMALIZE_3FV(value); + value[3] = 1.0; + } return; - } - case STATE_PT_SCALE: value[0] = ctx->Pixel.RedScale; value[1] = ctx->Pixel.GreenScale; value[2] = ctx->Pixel.BlueScale; value[3] = ctx->Pixel.AlphaScale; - break; + return; + case STATE_PT_BIAS: value[0] = ctx->Pixel.RedBias; value[1] = ctx->Pixel.GreenBias; value[2] = ctx->Pixel.BlueBias; value[3] = ctx->Pixel.AlphaBias; - break; + return; + case STATE_PCM_SCALE: COPY_4V(value, ctx->Pixel.PostColorMatrixScale); - break; + return; + case STATE_PCM_BIAS: COPY_4V(value, ctx->Pixel.PostColorMatrixBias); - break; + return; + case STATE_SHADOW_AMBIENT: { const int unit = (int) state[2]; @@ -506,6 +520,7 @@ _mesa_fetch_state(GLcontext *ctx, const gl_state_index state[], } } return; + case STATE_FB_SIZE: value[0] = (GLfloat) (ctx->DrawBuffer->Width - 1); value[1] = (GLfloat) (ctx->DrawBuffer->Height - 1); @@ -522,7 +537,8 @@ _mesa_fetch_state(GLcontext *ctx, const gl_state_index state[], value[2] = 0.0; value[3] = 0.0; } - break; + return; + case STATE_ROT_MATRIX_1: { const int unit = (int) state[2]; @@ -532,14 +548,14 @@ _mesa_fetch_state(GLcontext *ctx, const gl_state_index state[], value[2] = 0.0; value[3] = 0.0; } - break; + return; - /* XXX: make sure new tokens added here are also handled in the - * _mesa_program_state_flags() switch, below. - */ + /* XXX: make sure new tokens added here are also handled in the + * _mesa_program_state_flags() switch, below. + */ default: - /* unknown state indexes are silently ignored - * should be handled by the driver. + /* Unknown state indexes are silently ignored here. + * Drivers may do something special. */ return; }