OSDN Git Service

Fix Clang errors on Linux.
authorNicolas Capens <capn@google.com>
Thu, 14 Jan 2016 15:45:55 +0000 (10:45 -0500)
committerNicolas Capens <capn@google.com>
Fri, 15 Jan 2016 15:18:48 +0000 (15:18 +0000)
Change-Id: I8bc812cd6c25a60dc73abc2177e8eb4a3841af21
Reviewed-on: https://swiftshader-review.googlesource.com/4551
Tested-by: Nicolas Capens <capn@google.com>
Reviewed-by: Nicolas Capens <capn@google.com>
src/OpenGL/compiler/OutputASM.cpp
src/OpenGL/libGL/VertexDataManager.cpp
src/OpenGL/libGLES_CM/VertexDataManager.cpp
src/OpenGL/libGLESv2/VertexDataManager.cpp

index 20727f8..c1a30bd 100644 (file)
@@ -466,7 +466,7 @@ namespace glsl
                const TType &leftType = left->getType();\r
                const TType &rightType = right->getType();\r
                const TType &resultType = node->getType();\r
-               \r
+\r
                switch(node->getOp())\r
                {\r
                case EOpAssign:\r
@@ -1218,7 +1218,7 @@ namespace glsl
                                        {\r
                                                TIntermTyped *argument = arguments[i]->getAsTyped();\r
                                                TIntermTyped *out = arg[i]->getAsTyped();\r
-                                                               \r
+\r
                                                if(argument->getQualifier() == EvqOut ||\r
                                                   argument->getQualifier() == EvqInOut)\r
                                                {\r
@@ -1284,7 +1284,7 @@ namespace glsl
                                                                Instruction *bias = emit(sw::Shader::OPCODE_MOV, &proj, arg[textureFunction.offset ? 3 : 2]);\r
                                                                bias->dst.mask = 0x8;\r
 \r
-                                                               Instruction *tex = emit(textureFunction.offset ? sw::Shader::OPCODE_TEXOFFSET : sw::Shader::OPCODE_TEX, \r
+                                                               Instruction *tex = emit(textureFunction.offset ? sw::Shader::OPCODE_TEXOFFSET : sw::Shader::OPCODE_TEX,\r
                                                                                        result, &proj, arg[0], offset); // FIXME: Implement an efficient TEXLDB instruction\r
                                                                tex->bias = true;\r
                                                        }\r
@@ -1725,7 +1725,7 @@ namespace glsl
                TIntermTyped *condition = node->getCondition();\r
                TIntermTyped *expression = node->getExpression();\r
                TIntermNode *body = node->getBody();\r
-               \r
+\r
                if(node->getType() == ELoopDoWhile)\r
                {\r
                        Temporary iterate(this);\r
@@ -1997,7 +1997,7 @@ namespace glsl
                {\r
                        return registers * type.registerSize();\r
                }\r
-               \r
+\r
                UNREACHABLE(0);\r
                return 0;\r
        }\r
@@ -2029,7 +2029,7 @@ namespace glsl
                        for(TFieldList::const_iterator field = fields.begin(); field != fields.end(); field++)\r
                        {\r
                                const TType &fieldType = *((*field)->type());\r
-                               \r
+\r
                                if(fieldType.totalRegisterCount() <= registers)\r
                                {\r
                                        registers -= fieldType.totalRegisterCount();\r
@@ -2045,7 +2045,7 @@ namespace glsl
                {\r
                        return registerSize(type, 0);\r
                }\r
-               \r
+\r
                UNREACHABLE(0);\r
                return 0;\r
        }\r
@@ -2166,7 +2166,7 @@ namespace glsl
                if(binary && binary->getOp() == EOpIndexIndirect && dst->isScalar())\r
                {\r
                        Instruction *insert = new Instruction(sw::Shader::OPCODE_INSERT);\r
-                       \r
+\r
                        Temporary address(this);\r
                        lvalue(insert->dst, address, dst);\r
 \r
@@ -2183,7 +2183,7 @@ namespace glsl
                        for(int offset = 0; offset < dst->totalRegisterCount(); offset++)\r
                        {\r
                                Instruction *mov = new Instruction(sw::Shader::OPCODE_MOV);\r
-                       \r
+\r
                                Temporary address(this);\r
                                int swizzle = lvalue(mov->dst, address, dst);\r
                                mov->dst.index += offset;\r
@@ -2223,7 +2223,7 @@ namespace glsl
                                        if(left->isRegister())\r
                                        {\r
                                                int leftMask = dst.mask;\r
-                                               \r
+\r
                                                dst.mask = 1;\r
                                                while((leftMask & dst.mask) == 0)\r
                                                {\r
@@ -2232,7 +2232,7 @@ namespace glsl
 \r
                                                int element = swizzleElement(leftSwizzle, rightIndex);\r
                                                dst.mask = 1 << element;\r
-                                               \r
+\r
                                                return element;\r
                                        }\r
                                        else if(left->isArray() || left->isMatrix())\r
@@ -2346,7 +2346,7 @@ namespace glsl
                                                rightMask = rightMask | (1 << element);\r
                                                swizzle = swizzle | swizzleElement(leftSwizzle, i) << (element * 2);\r
                                        }\r
-                                       \r
+\r
                                        dst.mask = leftMask & rightMask;\r
 \r
                                        return swizzle;\r
@@ -2399,7 +2399,7 @@ namespace glsl
                case EvqVertexOut:           return sw::Shader::PARAMETER_OUTPUT;\r
                case EvqFragmentIn:          return sw::Shader::PARAMETER_INPUT;\r
                case EvqInvariantVaryingIn:  return sw::Shader::PARAMETER_INPUT;    // FIXME: Guarantee invariance at the backend\r
-               case EvqInvariantVaryingOut: return sw::Shader::PARAMETER_OUTPUT;   // FIXME: Guarantee invariance at the backend \r
+               case EvqInvariantVaryingOut: return sw::Shader::PARAMETER_OUTPUT;   // FIXME: Guarantee invariance at the backend\r
                case EvqSmooth:              return sw::Shader::PARAMETER_OUTPUT;\r
                case EvqFlat:                return sw::Shader::PARAMETER_OUTPUT;\r
                case EvqCentroidOut:         return sw::Shader::PARAMETER_OUTPUT;\r
@@ -2600,7 +2600,7 @@ namespace glsl
 \r
                return 0;\r
        }\r
-       \r
+\r
        int OutputASM::temporaryRegister(TIntermTyped *temporary)\r
        {\r
                return allocate(temporaries, temporary);\r
@@ -2689,7 +2689,7 @@ namespace glsl
                        const TType &type = varying->getType();\r
                        const char *name = varying->getAsSymbolNode()->getSymbol().c_str();\r
                        VaryingList &activeVaryings = shaderObject->varyings;\r
-                       \r
+\r
                        // Check if this varying has been declared before without having a register assigned\r
                        for(VaryingList::iterator v = activeVaryings.begin(); v != activeVaryings.end(); v++)\r
                        {\r
@@ -2704,7 +2704,7 @@ namespace glsl
                                        return;\r
                                }\r
                        }\r
-                       \r
+\r
                        activeVaryings.push_back(glsl::Varying(glVariableType(type), name, varying->getArraySize(), reg, 0));\r
                }\r
        }\r
@@ -3227,7 +3227,7 @@ namespace glsl
                return matrix->getSecondarySize();\r
        }\r
 \r
-       // Returns ~0 if no loop count could be determined\r
+       // Returns ~0u if no loop count could be determined\r
        unsigned int OutputASM::loopCount(TIntermLoop *node)\r
        {\r
                // Parse loops of the form:\r
@@ -3353,16 +3353,16 @@ namespace glsl
                        else UNIMPLEMENTED();   // Falls through\r
                }\r
 \r
-               return ~0;\r
+               return ~0u;\r
        }\r
 \r
        bool DetectLoopDiscontinuity::traverse(TIntermNode *node)\r
        {\r
                loopDepth = 0;\r
                loopDiscontinuity = false;\r
-               \r
+\r
                node->traverse(this);\r
-               \r
+\r
                return loopDiscontinuity;\r
        }\r
 \r
@@ -3391,7 +3391,7 @@ namespace glsl
                {\r
                        return true;\r
                }\r
-       \r
+\r
                switch(node->getFlowOp())\r
                {\r
                case EOpKill:\r
index 1110abd..f0efce2 100644 (file)
@@ -62,7 +62,7 @@ unsigned int VertexDataManager::writeAttributeData(StreamingVertexBuffer *vertex
     unsigned int streamOffset = 0;\r
 \r
     char *output = nullptr;\r
-    \r
+\r
     if(vertexBuffer)\r
     {\r
         output = (char*)vertexBuffer->map(attribute, attribute.typeSize() * count, &streamOffset);\r
@@ -71,7 +71,7 @@ unsigned int VertexDataManager::writeAttributeData(StreamingVertexBuffer *vertex
     if(!output)\r
     {\r
         ERR("Failed to map vertex buffer.");\r
-        return UINT_MAX;\r
+        return ~0u;\r
     }\r
 \r
     const char *input = nullptr;\r
@@ -134,7 +134,7 @@ GLenum VertexDataManager::prepareVertexData(GLint start, GLsizei count, Translat
     }\r
 \r
     mStreamingBuffer->reserveRequiredSpace();\r
-    \r
+\r
     // Perform the vertex data translations\r
     for(int i = 0; i < MAX_VERTEX_ATTRIBS; i++)\r
     {\r
@@ -163,7 +163,7 @@ GLenum VertexDataManager::prepareVertexData(GLint start, GLsizei count, Translat
                 {\r
                     unsigned int streamOffset = writeAttributeData(mStreamingBuffer, start, count, attribs[i]);\r
 \r
-                                       if(streamOffset == UINT_MAX)\r
+                                       if(streamOffset == ~0u)\r
                                        {\r
                                                return GL_OUT_OF_MEMORY;\r
                                        }\r
@@ -248,7 +248,7 @@ ConstantVertexBuffer::ConstantVertexBuffer(float x, float y, float z, float w) :
     if(mVertexBuffer)\r
     {\r
                float *vector = (float*)mVertexBuffer->lock(sw::PUBLIC);\r
-     \r
+\r
         vector[0] = x;\r
         vector[1] = y;\r
         vector[2] = z;\r
@@ -286,7 +286,7 @@ void *StreamingVertexBuffer::map(const VertexAttribute &attribute, unsigned int
     {\r
                // We can use a private lock because we never overwrite the content\r
                mapPtr = (char*)mVertexBuffer->lock(sw::PRIVATE) + mWritePosition;\r
-       \r
+\r
         *offset = mWritePosition;\r
         mWritePosition += requiredSpace;\r
     }\r
index 126c55a..8e44304 100644 (file)
@@ -63,7 +63,7 @@ unsigned int VertexDataManager::writeAttributeData(StreamingVertexBuffer *vertex
     unsigned int streamOffset = 0;\r
 \r
     char *output = nullptr;\r
-    \r
+\r
     if(vertexBuffer)\r
     {\r
         output = (char*)vertexBuffer->map(attribute, attribute.typeSize() * count, &streamOffset);\r
@@ -72,7 +72,7 @@ unsigned int VertexDataManager::writeAttributeData(StreamingVertexBuffer *vertex
     if(!output)\r
     {\r
         ERR("Failed to map vertex buffer.");\r
-        return UINT_MAX;\r
+        return ~0u;\r
     }\r
 \r
     const char *input = nullptr;\r
@@ -131,7 +131,7 @@ GLenum VertexDataManager::prepareVertexData(GLint start, GLsizei count, Translat
     }\r
 \r
     mStreamingBuffer->reserveRequiredSpace();\r
-    \r
+\r
     // Perform the vertex data translations\r
     for(int i = 0; i < MAX_VERTEX_ATTRIBS; i++)\r
     {\r
@@ -158,7 +158,7 @@ GLenum VertexDataManager::prepareVertexData(GLint start, GLsizei count, Translat
             {\r
                 unsigned int streamOffset = writeAttributeData(mStreamingBuffer, start, count, attribs[i]);\r
 \r
-                               if(streamOffset == UINT_MAX)\r
+                               if(streamOffset == ~0u)\r
                                {\r
                                        return GL_OUT_OF_MEMORY;\r
                                }\r
@@ -242,7 +242,7 @@ ConstantVertexBuffer::ConstantVertexBuffer(float x, float y, float z, float w) :
     if(mVertexBuffer)\r
     {\r
                float *vector = (float*)mVertexBuffer->lock(sw::PUBLIC);\r
-     \r
+\r
         vector[0] = x;\r
         vector[1] = y;\r
         vector[2] = z;\r
index f248f6e..6e1c03c 100644 (file)
@@ -62,7 +62,7 @@ unsigned int VertexDataManager::writeAttributeData(StreamingVertexBuffer *vertex
     unsigned int streamOffset = 0;\r
 \r
     char *output = nullptr;\r
-    \r
+\r
     if(vertexBuffer)\r
     {\r
         output = (char*)vertexBuffer->map(attribute, attribute.typeSize() * count, &streamOffset);\r
@@ -71,7 +71,7 @@ unsigned int VertexDataManager::writeAttributeData(StreamingVertexBuffer *vertex
     if(!output)\r
     {\r
         ERR("Failed to map vertex buffer.");\r
-        return UINT_MAX;\r
+        return ~0u;\r
     }\r
 \r
     const char *input = nullptr;\r
@@ -135,7 +135,7 @@ GLenum VertexDataManager::prepareVertexData(GLint start, GLsizei count, Translat
     }\r
 \r
     mStreamingBuffer->reserveRequiredSpace();\r
-    \r
+\r
     // Perform the vertex data translations\r
     for(int i = 0; i < MAX_VERTEX_ATTRIBS; i++)\r
     {\r
@@ -171,7 +171,7 @@ GLenum VertexDataManager::prepareVertexData(GLint start, GLsizei count, Translat
                 {\r
                     unsigned int streamOffset = writeAttributeData(mStreamingBuffer, firstVertexIndex, isInstanced ? 1 : count, attrib);\r
 \r
-                                       if(streamOffset == UINT_MAX)\r
+                                       if(streamOffset == ~0u)\r
                                        {\r
                                                return GL_OUT_OF_MEMORY;\r
                                        }\r
@@ -256,7 +256,7 @@ ConstantVertexBuffer::ConstantVertexBuffer(float x, float y, float z, float w) :
     if(mVertexBuffer)\r
     {\r
                float *vector = (float*)mVertexBuffer->lock(sw::PUBLIC);\r
-     \r
+\r
         vector[0] = x;\r
         vector[1] = y;\r
         vector[2] = z;\r