core: Add clang-tidy (#8664)

This adds a .clang-tidy file for us.

It's not a strict requirement to be compliant, but I tuned it to be alright.
This commit is contained in:
Vaxry
2024-12-07 18:51:18 +01:00
committed by GitHub
parent b1e5cc66bd
commit 8bbeee1173
118 changed files with 720 additions and 679 deletions

View File

@@ -9,8 +9,8 @@ bool CFramebuffer::alloc(int w, int h, uint32_t drmFormat) {
bool firstAlloc = false;
RASSERT((w > 1 && h > 1), "cannot alloc a FB with negative / zero size! (attempted {}x{})", w, h);
uint32_t glFormat = FormatUtils::drmFormatToGL(drmFormat);
uint32_t glType = FormatUtils::glFormatToType(glFormat);
uint32_t glFormat = NFormatUtils::drmFormatToGL(drmFormat);
uint32_t glType = NFormatUtils::glFormatToType(glFormat);
if (!m_cTex)
m_cTex = makeShared<CTexture>();
@@ -33,7 +33,7 @@ bool CFramebuffer::alloc(int w, int h, uint32_t drmFormat) {
if (firstAlloc || m_vSize != Vector2D(w, h)) {
glBindTexture(GL_TEXTURE_2D, m_cTex->m_iTexID);
glTexImage2D(GL_TEXTURE_2D, 0, glFormat, w, h, 0, GL_RGBA, glType, 0);
glTexImage2D(GL_TEXTURE_2D, 0, glFormat, w, h, 0, GL_RGBA, glType, nullptr);
glBindFramebuffer(GL_FRAMEBUFFER, m_iFb);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_cTex->m_iTexID, 0);
@@ -42,7 +42,7 @@ bool CFramebuffer::alloc(int w, int h, uint32_t drmFormat) {
#ifndef GLES2
if (m_pStencilTex) {
glBindTexture(GL_TEXTURE_2D, m_pStencilTex->m_iTexID);
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH24_STENCIL8, w, h, 0, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, 0);
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH24_STENCIL8, w, h, 0, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, nullptr);
glBindFramebuffer(GL_FRAMEBUFFER, m_iFb);
@@ -70,7 +70,7 @@ void CFramebuffer::addStencil(SP<CTexture> tex) {
#ifndef GLES2
m_pStencilTex = tex;
glBindTexture(GL_TEXTURE_2D, m_pStencilTex->m_iTexID);
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH24_STENCIL8, m_vSize.x, m_vSize.y, 0, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, 0);
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH24_STENCIL8, m_vSize.x, m_vSize.y, 0, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, nullptr);
glBindFramebuffer(GL_FRAMEBUFFER, m_iFb);