Cleanup add brace (#6545)

* Add braces after if conditions

* More add braces after if conditions

* Add braces after while() conditions

* Fix compilation because of macro being modified

* Add braces to for loop

* Add braces after if/goto

* Move comments up

* Remove extra () in the 'return ...;' statements

* More remove extra () in the 'return ...;' statements

* More remove extra () in the 'return ...;' statements after merge

* Fix inconsistent patterns are xxx == NULL vs !xxx

* More "{}" for "if() break;"  and "if() continue;"

* More "{}" after if() short statement

* More "{}" after "if () return;" statement

* More fix inconsistent patterns are xxx == NULL vs !xxx

* Revert some modificaion on SDL_RLEaccel.c

* SDL_RLEaccel: no short statement

* Cleanup 'if' where the bracket is in a new line

* Cleanup 'while' where the bracket is in a new line

* Cleanup 'for' where the bracket is in a new line

* Cleanup 'else' where the bracket is in a new line
This commit is contained in:
Sylvain Becker
2022-11-27 17:38:43 +01:00
committed by GitHub
parent 4958dafdc3
commit 6a2200823c
387 changed files with 6094 additions and 4633 deletions

View File

@@ -418,7 +418,7 @@ GLES2_CacheProgram(GLES2_RenderData *data, GLuint vertex, GLuint fragment)
/* Create a program cache entry */
entry = (GLES2_ProgramCacheEntry *)SDL_calloc(1, sizeof(GLES2_ProgramCacheEntry));
if (!entry) {
if (entry == NULL) {
SDL_OutOfMemory();
return NULL;
}
@@ -497,7 +497,7 @@ GLES2_CacheShader(GLES2_RenderData *data, GLES2_ShaderType type, GLenum shader_t
const GLchar *shader_src_list[3];
const GLchar *shader_body = GLES2_GetShader(type);
if (!shader_body) {
if (shader_body == NULL) {
SDL_SetError("No shader body src");
return 0;
}
@@ -708,7 +708,7 @@ GLES2_SelectProgram(GLES2_RenderData *data, GLES2_ImageSource source, int w, int
/* Generate a matching program */
program = GLES2_CacheProgram(data, vertex, fragment);
if (!program) {
if (program == NULL) {
goto fault;
}
@@ -743,7 +743,7 @@ GLES2_QueueDrawPoints(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL
color.b = cmd->data.draw.b;
color.a = cmd->data.draw.a;
if (!verts) {
if (verts == NULL) {
return -1;
}
@@ -777,7 +777,7 @@ GLES2_QueueDrawLines(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_
color.b = cmd->data.draw.b;
color.a = cmd->data.draw.a;
if (!verts) {
if (verts == NULL) {
return -1;
}
@@ -836,7 +836,7 @@ GLES2_QueueGeometry(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL_Texture
if (texture) {
SDL_Vertex *verts = (SDL_Vertex *) SDL_AllocateRenderVertices(renderer, count * sizeof (*verts), 0, &cmd->data.draw.first);
if (!verts) {
if (verts == NULL) {
return -1;
}
@@ -876,7 +876,7 @@ GLES2_QueueGeometry(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL_Texture
} else {
SDL_VertexSolid *verts = (SDL_VertexSolid *) SDL_AllocateRenderVertices(renderer, count * sizeof (*verts), 0, &cmd->data.draw.first);
if (!verts) {
if (verts == NULL) {
return -1;
}
@@ -1452,7 +1452,7 @@ GLES2_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture)
/* Allocate a texture struct */
data = (GLES2_TextureData *)SDL_calloc(1, sizeof(GLES2_TextureData));
if (!data) {
if (data == NULL) {
return SDL_OutOfMemory();
}
data->texture = 0;
@@ -1588,12 +1588,11 @@ GLES2_TexSubImage2D(GLES2_RenderData *data, GLenum target, GLint xoffset, GLint
src = (Uint8 *)pixels;
if (pitch != src_pitch) {
blob = (Uint8 *)SDL_malloc(src_pitch * height);
if (!blob) {
if (blob == NULL) {
return SDL_OutOfMemory();
}
src = blob;
for (y = 0; y < height; ++y)
{
for (y = 0; y < height; ++y) {
SDL_memcpy(src, pixels, src_pitch);
src += src_pitch;
pixels = (Uint8 *)pixels + pitch;
@@ -1606,7 +1605,7 @@ GLES2_TexSubImage2D(GLES2_RenderData *data, GLenum target, GLint xoffset, GLint
int i;
Uint32 *src32 = (Uint32 *)src;
blob2 = (Uint32 *)SDL_malloc(src_pitch * height);
if (!blob2) {
if (blob2 == NULL) {
if (blob) {
SDL_free(blob);
}
@@ -1943,7 +1942,7 @@ GLES2_RenderReadPixels(SDL_Renderer * renderer, const SDL_Rect * rect,
}
temp_pixels = SDL_malloc(buflen);
if (!temp_pixels) {
if (temp_pixels == NULL) {
return SDL_OutOfMemory();
}
@@ -2107,13 +2106,13 @@ GLES2_CreateRenderer(SDL_Window *window, Uint32 flags)
/* Create the renderer struct */
renderer = (SDL_Renderer *)SDL_calloc(1, sizeof(SDL_Renderer));
if (!renderer) {
if (renderer == NULL) {
SDL_OutOfMemory();
goto error;
}
data = (GLES2_RenderData *)SDL_calloc(1, sizeof(GLES2_RenderData));
if (!data) {
if (data == NULL) {
SDL_free(renderer);
SDL_OutOfMemory();
goto error;