diff --git a/panda/src/dxgsg9/dxGraphicsStateGuardian9.cxx b/panda/src/dxgsg9/dxGraphicsStateGuardian9.cxx index b116638c2b..d36b0ac3df 100755 --- a/panda/src/dxgsg9/dxGraphicsStateGuardian9.cxx +++ b/panda/src/dxgsg9/dxGraphicsStateGuardian9.cxx @@ -393,8 +393,7 @@ apply_vertex_buffer(VertexBufferContext *vbc, CLP(ShaderContext) *shader_context stream = 0; offset = 0; - if (_lru) - { + if (_lru) { _lru -> access_page (dvbc -> _lru_page); } @@ -440,8 +439,7 @@ apply_vertex_buffer(VertexBufferContext *vbc, CLP(ShaderContext) *shader_context if (shader_context == 0) { // FVF MODE - if (set_stream_source) - { + if (set_stream_source) { hr = _d3d_device->SetStreamSource (stream, dvbc->_vbuffer, offset, dvbc->get_data()->get_array_format()->get_stride()); if (FAILED(hr)) { @@ -465,16 +463,12 @@ apply_vertex_buffer(VertexBufferContext *vbc, CLP(ShaderContext) *shader_context else { // SHADER MODE - if (set_stream_source) - { - if (dvbc -> _direct_3d_vertex_declaration) - { - if (dvbc -> _shader_context == shader_context) - { + if (set_stream_source) { + if (dvbc -> _direct_3d_vertex_declaration) { + if (dvbc -> _shader_context == shader_context) { // same shader as before, no need to remap a new vertex declaration } - else - { + else { // need to make a new vertex declaration since the new shader may // have a different mapping dvbc -> _direct_3d_vertex_declaration -> Release ( ); @@ -483,8 +477,8 @@ apply_vertex_buffer(VertexBufferContext *vbc, CLP(ShaderContext) *shader_context } } - if (dvbc -> _direct_3d_vertex_declaration == 0 && dvbc -> _vertex_element_type_array) - { + if (dvbc -> _direct_3d_vertex_declaration == 0 && + dvbc -> _vertex_element_type_array) { VertexElementArray *vertex_element_array; vertex_element_array = shader_context -> _vertex_element_array; @@ -492,29 +486,28 @@ apply_vertex_buffer(VertexBufferContext *vbc, CLP(ShaderContext) *shader_context { int index; - for (index = 0; index < vertex_element_array -> total_elements; index++) + for (index = 0; index < vertex_element_array->total_elements; index++) { VERTEX_ELEMENT_TYPE *vertex_element_type; VERTEX_ELEMENT_TYPE *source_vertex_element_type; - vertex_element_type = &vertex_element_array -> vertex_element_type_array [index]; + vertex_element_type = + &vertex_element_array -> vertex_element_type_array [index]; // MAP VERTEX ELEMENTS to VERTEX SHADER INPUTS // get offsets from vertex data for certain types of vertex elements offset = 0; source_vertex_element_type = dvbc -> _vertex_element_type_array; - while (source_vertex_element_type -> id != VS_END) - { - if (source_vertex_element_type -> id == vertex_element_type -> id) - { + while (source_vertex_element_type -> id != VS_END) { + if (source_vertex_element_type -> id == + vertex_element_type -> id) { offset = source_vertex_element_type -> offset; break; } source_vertex_element_type++; } - if (source_vertex_element_type -> id == VS_END) - { + if (source_vertex_element_type -> id == VS_END) { dxgsg9_cat.error() << "unable to find a mapping for vertex shader input type=" << vertex_element_type -> id @@ -524,7 +517,9 @@ apply_vertex_buffer(VertexBufferContext *vbc, CLP(ShaderContext) *shader_context vertex_element_array -> set_vertex_element_offset (index, offset); } - hr = _d3d_device -> CreateVertexDeclaration (vertex_element_array -> vertex_element_array, &dvbc -> _direct_3d_vertex_declaration); + hr = _d3d_device -> CreateVertexDeclaration ( + vertex_element_array -> vertex_element_array, + &dvbc -> _direct_3d_vertex_declaration); if (FAILED (hr)) { dxgsg9_cat.error() << "CreateVertexDeclaration failed" @@ -533,8 +528,7 @@ apply_vertex_buffer(VertexBufferContext *vbc, CLP(ShaderContext) *shader_context dvbc -> _shader_context = shader_context; } - else - { + else { dxgsg9_cat.error() << "apply_vertex_buffer ( ): shader_context vertex_element_array == 0\n"; } } @@ -607,8 +601,7 @@ void DXGraphicsStateGuardian9:: apply_index_buffer(IndexBufferContext *ibc) { DXIndexBufferContext9 *dibc = DCAST(DXIndexBufferContext9, ibc); - if (_lru) - { + if (_lru) { _lru -> access_page (dibc -> _lru_page); } @@ -718,7 +711,8 @@ do_clear(const RenderBuffer &buffer) { if (buffer_type & RenderBuffer::T_stencil) { aux_flags |= D3DCLEAR_STENCIL; - nassertv(_screen->_presentation_params.EnableAutoDepthStencil && IS_STENCIL_FORMAT(_screen->_presentation_params.AutoDepthStencilFormat)); + nassertv(_screen->_presentation_params.EnableAutoDepthStencil && + IS_STENCIL_FORMAT(_screen->_presentation_params.AutoDepthStencilFormat)); } if ((main_flags | aux_flags) != 0) { @@ -788,7 +782,7 @@ prepare_display_region() { int l, u, w, h; _actual_display_region->get_region_pixels_i(l, u, w, h); -DBG_S dxgsg9_cat.debug ( ) << "display_region " << l << " " << u << " " << w << " " << h << "\n"; DBG_E + DBG_S dxgsg9_cat.debug ( ) << "display_region " << l << " " << u << " " << w << " " << h << "\n"; DBG_E // Create the viewport D3DVIEWPORT9 vp = { l, u, w, h, 0.0f, 1.0f };