[PATCH xserver 16/19] glamor: Clean up formatting of RepeatFix shader code.

Eric Anholt eric at anholt.net
Wed Jan 27 17:56:45 PST 2016


All sorts of weird indentation, and some cuddled conditional
statements deep in the if tree.

Signed-off-by: Eric Anholt <eric at anholt.net>
---
 glamor/glamor_render.c | 57 ++++++++++++++++++++++++++------------------------
 1 file changed, 30 insertions(+), 27 deletions(-)

diff --git a/glamor/glamor_render.c b/glamor/glamor_render.c
index 4fbf842..a2a7f4a 100644
--- a/glamor/glamor_render.c
+++ b/glamor/glamor_render.c
@@ -74,30 +74,33 @@ glamor_create_composite_fs(struct shader_key *key)
     const char *relocate_texture =
         "vec2 rel_tex_coord(vec2 texture, vec4 wh, int repeat) \n"
         "{\n"
-        "   vec2 rel_tex; \n"
-        "   rel_tex = texture * wh.xy; \n"
+        "	vec2 rel_tex; \n"
+        "	rel_tex = texture * wh.xy; \n"
         "	if (repeat == RepeatNone)\n"
         "		return rel_tex; \n"
-        "   else if (repeat == RepeatNormal) \n"
-        "   	rel_tex = floor(rel_tex) + (fract(rel_tex) / wh.xy); 	\n"
-        "   else if(repeat == RepeatPad) { \n"
-        "           if (rel_tex.x >= 1.0) rel_tex.x = 1.0 - wh.z * wh.x / 2.;  	\n"
-        "		else if(rel_tex.x < 0.0) rel_tex.x = 0.0;	  	\n"
-        "           if (rel_tex.y >= 1.0) rel_tex.y = 1.0 - wh.w * wh.y / 2.;	\n"
-        "		else if(rel_tex.y < 0.0) rel_tex.y = 0.0;	\n"
-        "   	rel_tex = rel_tex / wh.xy; \n"
-        "    } \n"
-        "   else if(repeat == RepeatReflect) {\n"
+        "	else if (repeat == RepeatNormal) \n"
+        "		rel_tex = floor(rel_tex) + (fract(rel_tex) / wh.xy); \n"
+        "	else if (repeat == RepeatPad) { \n"
+        "		if (rel_tex.x >= 1.0) \n"
+        "			rel_tex.x = 1.0 - wh.z * wh.x / 2.; \n"
+        "		else if (rel_tex.x < 0.0) \n"
+        "			rel_tex.x = 0.0; \n"
+        "		if (rel_tex.y >= 1.0) \n"
+        "			rel_tex.y = 1.0 - wh.w * wh.y / 2.; \n"
+        "		else if (rel_tex.y < 0.0) \n"
+        "			rel_tex.y = 0.0; \n"
+        "		rel_tex = rel_tex / wh.xy; \n"
+        "	} else if (repeat == RepeatReflect) {\n"
         "		if ((1.0 - mod(abs(floor(rel_tex.x)), 2.0)) < 0.001)\n"
-        "			rel_tex.x = 2.0 - (1.0 - fract(rel_tex.x))/wh.x;\n"
+        "			rel_tex.x = 2.0 - (1.0 - fract(rel_tex.x)) / wh.x;\n"
         "		else \n"
-        "			rel_tex.x = fract(rel_tex.x)/wh.x;\n"
+        "			rel_tex.x = fract(rel_tex.x) / wh.x;\n"
         "		if ((1.0 - mod(abs(floor(rel_tex.y)), 2.0)) < 0.001)\n"
-        "			rel_tex.y = 2.0 - (1.0 - fract(rel_tex.y))/wh.y;\n"
+        "			rel_tex.y = 2.0 - (1.0 - fract(rel_tex.y)) / wh.y;\n"
         "		else \n"
-        "			rel_tex.y = fract(rel_tex.y)/wh.y;\n"
-        "    } \n"
-        "   return rel_tex; \n"
+        "			rel_tex.y = fract(rel_tex.y) / wh.y;\n"
+        "	} \n"
+        "	return rel_tex; \n"
         "}\n";
     /* The texture and the pixmap size is not match eaxctly, so can't sample it directly.
      * rel_sampler will recalculate the texture coords.*/
@@ -105,7 +108,7 @@ glamor_create_composite_fs(struct shader_key *key)
         " vec4 rel_sampler(sampler2D tex_image, vec2 tex, vec4 wh, int repeat, int set_alpha)\n"
         "{\n"
         "	tex = rel_tex_coord(tex, wh, repeat - RepeatFix);\n"
-        "   if (repeat == RepeatFix) {\n"
+        "	if (repeat == RepeatFix) {\n"
         "		if (!(tex.x >= 0.0 && tex.x < 1.0 \n"
         "		    && tex.y >= 0.0 && tex.y < 1.0))\n"
         "			return vec4(0.0, 0.0, 0.0, set_alpha);\n"
@@ -129,9 +132,9 @@ glamor_create_composite_fs(struct shader_key *key)
         "uniform vec4 source_wh;"
         "vec4 get_source()\n"
         "{\n"
-        "   if (source_repeat_mode < RepeatFix)\n"
+        "	if (source_repeat_mode < RepeatFix)\n"
         "		return texture2D(source_sampler, source_texture);\n"
-        "   else \n"
+        "	else \n"
         "		return rel_sampler(source_sampler, source_texture,\n"
         "				   source_wh, source_repeat_mode, 0);\n"
         "}\n";
@@ -141,7 +144,7 @@ glamor_create_composite_fs(struct shader_key *key)
         "uniform vec4 source_wh;\n"
         "vec4 get_source()\n"
         "{\n"
-        "   if (source_repeat_mode < RepeatFix) \n"
+        "	if (source_repeat_mode < RepeatFix) \n"
         "		return vec4(texture2D(source_sampler, source_texture).rgb, 1);\n"
         "	else \n"
         "		return rel_sampler(source_sampler, source_texture,\n"
@@ -164,9 +167,9 @@ glamor_create_composite_fs(struct shader_key *key)
         "uniform vec4 mask_wh;\n"
         "vec4 get_mask()\n"
         "{\n"
-        "   if (mask_repeat_mode < RepeatFix) \n"
+        "	if (mask_repeat_mode < RepeatFix) \n"
         "		return texture2D(mask_sampler, mask_texture);\n"
-        "   else \n"
+        "	else \n"
         "		return rel_sampler(mask_sampler, mask_texture,\n"
         "				   mask_wh, mask_repeat_mode, 0);\n"
         "}\n";
@@ -176,9 +179,9 @@ glamor_create_composite_fs(struct shader_key *key)
         "uniform vec4 mask_wh;\n"
         "vec4 get_mask()\n"
         "{\n"
-        "   if (mask_repeat_mode < RepeatFix) \n"
-        "   	return vec4(texture2D(mask_sampler, mask_texture).rgb, 1);\n"
-        "   else \n"
+        "	if (mask_repeat_mode < RepeatFix) \n"
+        "		return vec4(texture2D(mask_sampler, mask_texture).rgb, 1);\n"
+        "	else \n"
         "		return rel_sampler(mask_sampler, mask_texture,\n"
         "				   mask_wh, mask_repeat_mode, 1);\n"
         "}\n";
-- 
2.6.4



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