mesa: clean up formatting and use 'return' instead of 'break' consistantly

This commit is contained in:
Brian Paul 2009-03-25 18:16:35 -06:00
parent 1146d40b9c
commit f5a4d20e4a

View file

@ -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;
}