Tidy up indentation in openvr changes

This commit is contained in:
James Urquhart 2016-07-12 23:30:11 +01:00
parent e6159a590a
commit 212ac36cc1
25 changed files with 2171 additions and 2172 deletions

View file

@ -97,9 +97,9 @@ void GFXD3D11TextureTarget::attachTexture( RenderSlot slot, GFXTextureObject *te
if( tex == GFXTextureTarget::sDefaultDepthStencil )
{
mTargets[slot] = D3D11->mDeviceDepthStencil;
mTargetViews[slot] = D3D11->mDeviceDepthStencilView;
mTargets[slot]->AddRef();
mTargetViews[slot]->AddRef();
mTargetViews[slot] = D3D11->mDeviceDepthStencilView;
mTargets[slot]->AddRef();
mTargetViews[slot]->AddRef();
}
else
{
@ -110,14 +110,14 @@ void GFXD3D11TextureTarget::attachTexture( RenderSlot slot, GFXTextureObject *te
// Grab the surface level.
if( slot == DepthStencil )
{
{
mTargets[slot] = d3dto->getSurface();
if ( mTargets[slot] )
mTargets[slot]->AddRef();
mTargetViews[slot] = d3dto->getDSView();
if( mTargetViews[slot])
mTargetViews[slot]->AddRef();
mTargetViews[slot] = d3dto->getDSView();
if( mTargetViews[slot])
mTargetViews[slot]->AddRef();
}
else
@ -126,12 +126,12 @@ void GFXD3D11TextureTarget::attachTexture( RenderSlot slot, GFXTextureObject *te
// if the surface that it needs to render to is different than the mip level
// in the actual texture. This will happen with MSAA.
if( d3dto->getSurface() == NULL )
{
{
mTargets[slot] = d3dto->get2DTex();
mTargets[slot]->AddRef();
mTargetViews[slot] = d3dto->getRTView();
mTargetViews[slot]->AddRef();
mTargets[slot] = d3dto->get2DTex();
mTargets[slot]->AddRef();
mTargetViews[slot] = d3dto->getRTView();
mTargetViews[slot]->AddRef();
}
else
{
@ -164,11 +164,11 @@ void GFXD3D11TextureTarget::attachTexture( RenderSlot slot, GFXTextureObject *te
S32 format = sd.Format;
if (format == DXGI_FORMAT_R8G8B8A8_TYPELESS || format == DXGI_FORMAT_B8G8R8A8_TYPELESS)
{
mTargetFormat = GFXFormatR8G8B8A8;
return;
}
if (format == DXGI_FORMAT_R8G8B8A8_TYPELESS || format == DXGI_FORMAT_B8G8R8A8_TYPELESS)
{
mTargetFormat = GFXFormatR8G8B8A8;
return;
}
GFXREVERSE_LOOKUP( GFXD3D11TextureFormat, GFXFormat, format );
mTargetFormat = (GFXFormat)format;
@ -283,7 +283,7 @@ void GFXD3D11TextureTarget::resolve()
if (mResolveTargets[i])
{
D3D11_TEXTURE2D_DESC desc;
mTargets[i]->GetDesc(&desc);
mTargets[i]->GetDesc(&desc);
D3D11DEVICECONTEXT->CopySubresourceRegion(mResolveTargets[i]->get2DTex(), 0, 0, 0, 0, mTargets[i], 0, NULL);
}
}
@ -407,10 +407,10 @@ void GFXD3D11WindowTarget::activate()
void GFXD3D11WindowTarget::resolveTo(GFXTextureObject *tex)
{
GFXDEBUGEVENT_SCOPE(GFXPCD3D11WindowTarget_resolveTo, ColorI::RED);
GFXDEBUGEVENT_SCOPE(GFXPCD3D11WindowTarget_resolveTo, ColorI::RED);
D3D11_TEXTURE2D_DESC desc;
ID3D11Texture2D* surf = ((GFXD3D11TextureObject*)(tex))->get2DTex();
surf->GetDesc(&desc);
D3D11DEVICECONTEXT->ResolveSubresource(surf, 0, D3D11->mDeviceBackbuffer, 0, desc.Format);
D3D11_TEXTURE2D_DESC desc;
ID3D11Texture2D* surf = ((GFXD3D11TextureObject*)(tex))->get2DTex();
surf->GetDesc(&desc);
D3D11DEVICECONTEXT->ResolveSubresource(surf, 0, D3D11->mDeviceBackbuffer, 0, desc.Format);
}