Actually remove trailing whitespace for non-header files as well.

This was SVN commit r18989.
This commit is contained in:
elexis
2016-11-23 13:02:58 +00:00
parent 944ba16eb4
commit 6149dd3841
389 changed files with 1460 additions and 1460 deletions
+13 -13
View File
@@ -373,16 +373,16 @@ void ShaderModelRenderer::Render(const RenderModifierPtr& modifier, const CShade
/*
* Rendering approach:
*
*
* m->submissions contains the list of CModels to render.
*
*
* The data we need to render a model is:
* - CShaderTechnique
* - CTexture
* - CShaderUniforms
* - CModelDef (mesh data)
* - CModel (model instance data)
*
*
* For efficient rendering, we need to batch the draw calls to minimise state changes.
* (Uniform and texture changes are assumed to be cheaper than binding new mesh data,
* and shader changes are assumed to be most expensive.)
@@ -390,35 +390,35 @@ void ShaderModelRenderer::Render(const RenderModifierPtr& modifier, const CShade
* Within those groups, sub-group by CModelDef.
* Within those sub-groups, sub-sub-group by CTexture.
* Within those sub-sub-groups, sub-sub-sub-group by CShaderUniforms.
*
*
* Alpha-blended models have to be sorted by distance from camera,
* then we can batch as long as the order is preserved.
* Non-alpha-blended models can be arbitrarily reordered to maximise batching.
*
*
* For each model, the CShaderTechnique is derived from:
* - The current global 'context' defines
* - The CModel's material's defines
* - The CModel's material's shader effect name
*
*
* There are a smallish number of materials, and a smaller number of techniques.
*
*
* To minimise technique lookups, we first group models by material,
* in 'materialBuckets' (a hash table).
*
*
* For each material bucket we then look up the appropriate shader technique.
* If the technique requires sort-by-distance, the model is added to the
* 'sortByDistItems' list with its computed distance.
* Otherwise, the bucket's list of models is sorted by modeldef+texture+uniforms,
* then the technique and model list is added to 'techBuckets'.
*
*
* 'techBuckets' is then sorted by technique, to improve batching when multiple
* materials map onto the same technique.
*
*
* (Note that this isn't perfect batching: we don't sort across models in
* multiple buckets that share a technique. In practice that shouldn't reduce
* batching much (we rarely have one mesh used with multiple materials),
* and it saves on copying and lets us sort smaller lists.)
*
*
* Extra tech buckets are added for the sorted-by-distance models without reordering.
* Finally we render by looping over each tech bucket, then looping over the model
* list in each, rebinding the GL state whenever it changes.
@@ -602,13 +602,13 @@ void ShaderModelRenderer::Render(const RenderModifierPtr& modifier, const CShade
size_t idxTechStart = 0;
// This vector keeps track of texture changes during rendering. It is kept outside the
// loops to avoid excessive reallocations. The token allocation of 64 elements
// loops to avoid excessive reallocations. The token allocation of 64 elements
// should be plenty, though it is reallocated below (at a cost) if necessary.
typedef ProxyAllocator<CTexture*, Allocators::DynamicArena> TextureListAllocator;
std::vector<CTexture*, TextureListAllocator> currentTexs((TextureListAllocator(arena)));
currentTexs.reserve(64);
// texBindings holds the identifier bindings in the shader, which can no longer be defined
// texBindings holds the identifier bindings in the shader, which can no longer be defined
// statically in the ShaderRenderModifier class. texBindingNames uses interned strings to
// keep track of when bindings need to be reevaluated.
typedef ProxyAllocator<CShaderProgram::Binding, Allocators::DynamicArena> BindingListAllocator;