diff options
Diffstat (limited to 'src/video_core/renderer_opengl/renderer_opengl.cpp')
-rw-r--r-- | src/video_core/renderer_opengl/renderer_opengl.cpp | 32 |
1 files changed, 12 insertions, 20 deletions
diff --git a/src/video_core/renderer_opengl/renderer_opengl.cpp b/src/video_core/renderer_opengl/renderer_opengl.cpp index 3cabda8f9..a1d08e04d 100644 --- a/src/video_core/renderer_opengl/renderer_opengl.cpp +++ b/src/video_core/renderer_opengl/renderer_opengl.cpp @@ -87,15 +87,13 @@ struct ScreenRectVertex { * by a 3x2 matrix. */ static std::array<GLfloat, 3 * 2> MakeOrthographicMatrix(const float width, const float height) { - std::array<GLfloat, 3 * 2> matrix; - - matrix[0] = 2.f / width; - matrix[2] = 0.f; - matrix[4] = -1.f; - matrix[1] = 0.f; - matrix[3] = -2.f / height; - matrix[5] = 1.f; + std::array<GLfloat, 3 * 2> matrix; // Laid out in column-major order + + // clang-format off + matrix[0] = 2.f / width; matrix[2] = 0.f; matrix[4] = -1.f; + matrix[1] = 0.f; matrix[3] = -2.f / height; matrix[5] = 1.f; // Last matrix row is implicitly assumed to be [0, 0, 1]. + // clang-format on return matrix; } @@ -107,8 +105,7 @@ RendererOpenGL::RendererOpenGL() { } /// RendererOpenGL destructor -RendererOpenGL::~RendererOpenGL() { -} +RendererOpenGL::~RendererOpenGL() {} /// Swap buffers (render frame) void RendererOpenGL::SwapBuffers() { @@ -215,8 +212,7 @@ void RendererOpenGL::LoadFBToScreenInfo(const GPU::Regs::FramebufferConfig& fram // Update existing texture // TODO: Test what happens on hardware when you change the framebuffer dimensions so that - // they - // differ from the LCD resolution. + // they differ from the LCD resolution. // TODO: Applications could theoretically crash Citra here by specifying too large // framebuffer sizes. We should make sure that this cannot happen. glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, framebuffer.width, framebuffer.height, @@ -231,10 +227,8 @@ void RendererOpenGL::LoadFBToScreenInfo(const GPU::Regs::FramebufferConfig& fram } /** - * Fills active OpenGL texture with the given RGB color. - * Since the color is solid, the texture can be 1x1 but will stretch across whatever it's rendered - * on. - * This has the added benefit of being *really fast*. + * Fills active OpenGL texture with the given RGB color. Since the color is solid, the texture can + * be 1x1 but will stretch across whatever it's rendered on. */ void RendererOpenGL::LoadColorToActiveGLTexture(u8 color_r, u8 color_g, u8 color_b, const TextureInfo& texture) { @@ -424,8 +418,7 @@ void RendererOpenGL::DrawScreens() { } /// Updates the framerate -void RendererOpenGL::UpdateFramerate() { -} +void RendererOpenGL::UpdateFramerate() {} /** * Set the emulator window to use for renderer @@ -513,5 +506,4 @@ bool RendererOpenGL::Init() { } /// Shutdown the renderer -void RendererOpenGL::ShutDown() { -} +void RendererOpenGL::ShutDown() {} |