Undo spacing in unchanged file

This commit is contained in:
Peter Eik 2026-01-19 19:09:55 +01:00 committed by GitHub
parent 970dee0294
commit 76dcc06545
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GPG Key ID: B5690EEEBB952194

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@ -245,11 +245,11 @@ fragment float4 main0(VertexOut in [[stage_in]], texture2d<float> textureSrc [[t
RendererOutputShader::RendererOutputShader(const std::string& vertex_source, const std::string& fragment_source)
{
std::string finalFragmentSrc;
if (g_renderer->GetType() == RendererAPI::Metal)
finalFragmentSrc = fragment_source;
else
finalFragmentSrc = PrependFragmentPreamble(fragment_source);
std::string finalFragmentSrc;
if (g_renderer->GetType() == RendererAPI::Metal)
finalFragmentSrc = fragment_source;
else
finalFragmentSrc = PrependFragmentPreamble(fragment_source);
m_vertex_shader.reset(g_renderer->shader_create(RendererShader::ShaderType::kVertex, 0, 0, vertex_source, false, false));
m_fragment_shader.reset(g_renderer->shader_create(RendererShader::ShaderType::kFragment, 0, 0, finalFragmentSrc, false, false));
@ -397,7 +397,7 @@ layout(location = 0) out vec2 passUV;
out gl_PerVertex
{
vec4 gl_Position;
vec4 gl_Position;
};
void main(){
@ -446,8 +446,8 @@ std::string RendererOutputShader::GetMetalVertexSource(bool render_upside_down)
using namespace metal;
struct VertexOut {
float4 position [[position]];
float2 uv;
float4 position [[position]];
float2 uv;
};
vertex VertexOut main0(ushort vid [[vertex_id]]) {
@ -533,43 +533,43 @@ void main()
}
void RendererOutputShader::InitializeStatic()
{
if (g_renderer->GetType() == RendererAPI::Metal)
{
std::string vertex_source = GetMetalVertexSource(false);
std::string vertex_source_ud = GetMetalVertexSource(true);
if (g_renderer->GetType() == RendererAPI::Metal)
{
std::string vertex_source = GetMetalVertexSource(false);
std::string vertex_source_ud = GetMetalVertexSource(true);
s_copy_shader = new RendererOutputShader(vertex_source, s_copy_shader_source_mtl);
s_copy_shader_ud = new RendererOutputShader(vertex_source_ud, s_copy_shader_source_mtl);
s_copy_shader = new RendererOutputShader(vertex_source, s_copy_shader_source_mtl);
s_copy_shader_ud = new RendererOutputShader(vertex_source_ud, s_copy_shader_source_mtl);
s_bicubic_shader = new RendererOutputShader(vertex_source, s_bicubic_shader_source_mtl);
s_bicubic_shader_ud = new RendererOutputShader(vertex_source_ud, s_bicubic_shader_source_mtl);
s_bicubic_shader = new RendererOutputShader(vertex_source, s_bicubic_shader_source_mtl);
s_bicubic_shader_ud = new RendererOutputShader(vertex_source_ud, s_bicubic_shader_source_mtl);
s_hermit_shader = new RendererOutputShader(vertex_source, s_hermite_shader_source_mtl);
s_hermit_shader_ud = new RendererOutputShader(vertex_source_ud, s_hermite_shader_source_mtl);
}
else
{
std::string vertex_source, vertex_source_ud;
// vertex shader
if (g_renderer->GetType() == RendererAPI::OpenGL)
{
vertex_source = GetOpenGlVertexSource(false);
vertex_source_ud = GetOpenGlVertexSource(true);
}
else if (g_renderer->GetType() == RendererAPI::Vulkan)
{
vertex_source = GetVulkanVertexSource(false);
vertex_source_ud = GetVulkanVertexSource(true);
}
s_copy_shader = new RendererOutputShader(vertex_source, s_copy_shader_source);
s_copy_shader_ud = new RendererOutputShader(vertex_source_ud, s_copy_shader_source);
s_hermit_shader = new RendererOutputShader(vertex_source, s_hermite_shader_source_mtl);
s_hermit_shader_ud = new RendererOutputShader(vertex_source_ud, s_hermite_shader_source_mtl);
}
else
{
std::string vertex_source, vertex_source_ud;
// vertex shader
if (g_renderer->GetType() == RendererAPI::OpenGL)
{
vertex_source = GetOpenGlVertexSource(false);
vertex_source_ud = GetOpenGlVertexSource(true);
}
else if (g_renderer->GetType() == RendererAPI::Vulkan)
{
vertex_source = GetVulkanVertexSource(false);
vertex_source_ud = GetVulkanVertexSource(true);
}
s_copy_shader = new RendererOutputShader(vertex_source, s_copy_shader_source);
s_copy_shader_ud = new RendererOutputShader(vertex_source_ud, s_copy_shader_source);
s_bicubic_shader = new RendererOutputShader(vertex_source, s_bicubic_shader_source);
s_bicubic_shader_ud = new RendererOutputShader(vertex_source_ud, s_bicubic_shader_source);
s_bicubic_shader = new RendererOutputShader(vertex_source, s_bicubic_shader_source);
s_bicubic_shader_ud = new RendererOutputShader(vertex_source_ud, s_bicubic_shader_source);
s_hermit_shader = new RendererOutputShader(vertex_source, s_hermite_shader_source);
s_hermit_shader_ud = new RendererOutputShader(vertex_source_ud, s_hermite_shader_source);
}
s_hermit_shader = new RendererOutputShader(vertex_source, s_hermite_shader_source);
s_hermit_shader_ud = new RendererOutputShader(vertex_source_ud, s_hermite_shader_source);
}
}
void RendererOutputShader::ShutdownStatic()
@ -582,4 +582,4 @@ void RendererOutputShader::ShutdownStatic()
delete s_hermit_shader;
delete s_hermit_shader_ud;
}
}