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https://github.com/libsdl-org/SDL.git
synced 2025-09-30 06:58:30 +00:00
Clang-Tidy fixes (#6725)
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@@ -1101,9 +1101,9 @@ static int D3D12_GetViewportAlignedD3DRect(SDL_Renderer *renderer, const SDL_Rec
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switch (rotation) {
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case DXGI_MODE_ROTATION_IDENTITY:
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outRect->left = sdlRect->x;
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outRect->right = sdlRect->x + sdlRect->w;
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outRect->right = (LONG)sdlRect->x + sdlRect->w;
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outRect->top = sdlRect->y;
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outRect->bottom = sdlRect->y + sdlRect->h;
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outRect->bottom = (LONG)sdlRect->y + sdlRect->h;
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if (includeViewportOffset) {
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outRect->left += viewport->x;
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outRect->right += viewport->x;
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@@ -1113,7 +1113,7 @@ static int D3D12_GetViewportAlignedD3DRect(SDL_Renderer *renderer, const SDL_Rec
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break;
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case DXGI_MODE_ROTATION_ROTATE270:
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outRect->left = sdlRect->y;
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outRect->right = sdlRect->y + sdlRect->h;
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outRect->right = (LONG)sdlRect->y + sdlRect->h;
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outRect->top = viewport->w - sdlRect->x - sdlRect->w;
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outRect->bottom = viewport->w - sdlRect->x;
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break;
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@@ -1127,7 +1127,7 @@ static int D3D12_GetViewportAlignedD3DRect(SDL_Renderer *renderer, const SDL_Rec
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outRect->left = viewport->h - sdlRect->y - sdlRect->h;
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outRect->right = viewport->h - sdlRect->y;
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outRect->top = sdlRect->x;
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outRect->bottom = sdlRect->x + sdlRect->h;
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outRect->bottom = (LONG)sdlRect->x + sdlRect->h;
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break;
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default:
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return SDL_SetError("The physical display is in an unknown or unsupported rotation");
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@@ -1299,7 +1299,7 @@ static HRESULT D3D12_CreateWindowSizeDependentResources(SDL_Renderer *renderer)
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/* Set the proper rotation for the swap chain. */
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if (WIN_IsWindows8OrGreater()) {
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if (data->swapEffect == DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL) {
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result = D3D_CALL(data->swapChain, SetRotation, data->rotation);
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result = D3D_CALL(data->swapChain, SetRotation, data->rotation); /* NOLINT(clang-analyzer-core.NullDereference) */
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if (FAILED(result)) {
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WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("IDXGISwapChain4::SetRotation"), result);
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goto done;
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@@ -1317,7 +1317,7 @@ static HRESULT D3D12_CreateWindowSizeDependentResources(SDL_Renderer *renderer)
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goto done;
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}
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#else
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result = D3D_CALL(data->swapChain, GetBuffer,
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result = D3D_CALL(data->swapChain, GetBuffer, /* NOLINT(clang-analyzer-core.NullDereference) */
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i,
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D3D_GUID(SDL_IID_ID3D12Resource),
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(void **)&data->renderTargets[i]);
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@@ -1730,7 +1730,7 @@ static int D3D12_UpdateTextureInternal(D3D12_RenderData *rendererData, ID3D12Res
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dst = textureMemory;
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length = w * bpp;
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if (length == pitch && length == pitchedDesc.RowPitch) {
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SDL_memcpy(dst, src, length * h);
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SDL_memcpy(dst, src, (size_t)length * h);
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} else {
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if (length > (UINT)pitch) {
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length = pitch;
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@@ -1903,7 +1903,7 @@ static int D3D12_LockTexture(SDL_Renderer *renderer, SDL_Texture *texture,
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}
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textureData->lockedRect = *rect;
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*pixels =
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(void *)((Uint8 *)textureData->pixels + rect->y * textureData->pitch +
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(void *)(textureData->pixels + rect->y * textureData->pitch +
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rect->x * SDL_BYTESPERPIXEL(texture->format));
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*pitch = textureData->pitch;
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return 0;
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@@ -2014,7 +2014,7 @@ static void D3D12_UnlockTexture(SDL_Renderer *renderer, SDL_Texture *texture)
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if (textureData->yuv || textureData->nv12) {
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const SDL_Rect *rect = &textureData->lockedRect;
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void *pixels =
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(void *)((Uint8 *)textureData->pixels + rect->y * textureData->pitch +
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(void *)(textureData->pixels + rect->y * textureData->pitch +
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rect->x * SDL_BYTESPERPIXEL(texture->format));
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D3D12_UpdateTexture(renderer, texture, rect, pixels, textureData->pitch);
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return;
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