Use C99 bool internally in SDL

This commit is contained in:
Sam Lantinga
2024-08-22 09:21:26 -07:00
parent 6501e90018
commit 8f546bb3c9
450 changed files with 6046 additions and 6033 deletions

View File

@@ -129,7 +129,7 @@ typedef struct
const float *YCbCr_matrix;
#if SDL_HAVE_YUV
// YV12 texture support
SDL_bool yuv;
bool yuv;
ID3D12Resource *mainTextureU;
D3D12_CPU_DESCRIPTOR_HANDLE mainTextureResourceViewU;
D3D12_RESOURCE_STATES mainResourceStateU;
@@ -140,7 +140,7 @@ typedef struct
SIZE_T mainSRVIndexV;
// NV12 texture support
SDL_bool nv12;
bool nv12;
D3D12_CPU_DESCRIPTOR_HANDLE mainTextureResourceViewNV;
SIZE_T mainSRVIndexNV;
@@ -198,7 +198,7 @@ typedef struct
UINT syncInterval;
UINT presentFlags;
DXGI_FORMAT renderTargetFormat;
SDL_bool pixelSizeChanged;
bool pixelSizeChanged;
// Descriptor heaps
ID3D12DescriptorHeap *rtvDescriptorHeap;
@@ -245,15 +245,15 @@ typedef struct
D3D12_CPU_DESCRIPTOR_HANDLE currentRenderTargetView;
D3D12_CPU_DESCRIPTOR_HANDLE currentShaderResource;
D3D12_CPU_DESCRIPTOR_HANDLE currentSampler;
SDL_bool cliprectDirty;
SDL_bool currentCliprectEnabled;
bool cliprectDirty;
bool currentCliprectEnabled;
SDL_Rect currentCliprect;
SDL_Rect currentViewport;
int currentViewportRotation;
SDL_bool viewportDirty;
bool viewportDirty;
Float4X4 identity;
int currentVertexBuffer;
SDL_bool issueBatch;
bool issueBatch;
} D3D12_RenderData;
// Define D3D GUIDs here so we don't have to include uuid.lib.
@@ -529,9 +529,9 @@ static void D3D12_ResetCommandList(D3D12_RenderData *data)
ID3D12GraphicsCommandList2_Reset(data->commandList, commandAllocator, NULL);
data->currentPipelineState = NULL;
data->currentVertexBuffer = 0;
data->issueBatch = SDL_FALSE;
data->cliprectDirty = SDL_TRUE;
data->viewportDirty = SDL_TRUE;
data->issueBatch = false;
data->cliprectDirty = true;
data->viewportDirty = true;
data->currentRenderTargetView.ptr = 0;
// FIXME should we also clear currentSampler.ptr and currentRenderTargetView.ptr ? (and use D3D12_InvalidateCachedState() instead)
@@ -774,7 +774,7 @@ static HRESULT D3D12_CreateDeviceResources(SDL_Renderer *renderer)
HRESULT result = S_OK;
UINT creationFlags = 0;
int i;
SDL_bool createDebug;
bool createDebug;
D3D12_COMMAND_QUEUE_DESC queueDesc;
D3D12_DESCRIPTOR_HEAP_DESC descriptorHeapDesc;
@@ -782,7 +782,7 @@ static HRESULT D3D12_CreateDeviceResources(SDL_Renderer *renderer)
ID3D12DescriptorHeap *rootDescriptorHeaps[2];
// See if we need debug interfaces
createDebug = SDL_GetHintBoolean(SDL_HINT_RENDER_DIRECT3D11_DEBUG, SDL_FALSE);
createDebug = SDL_GetHintBoolean(SDL_HINT_RENDER_DIRECT3D11_DEBUG, false);
#ifdef SDL_PLATFORM_GDK
CreateEventExFunc = CreateEventExW;
@@ -1473,7 +1473,7 @@ static HRESULT D3D12_CreateWindowSizeDependentResources(SDL_Renderer *renderer)
D3D12_RESOURCE_STATE_PRESENT,
D3D12_RESOURCE_STATE_RENDER_TARGET);
data->viewportDirty = SDL_TRUE;
data->viewportDirty = true;
#if defined(SDL_PLATFORM_XBOXONE) || defined(SDL_PLATFORM_XBOXSERIES)
D3D12_XBOX_StartFrame(data->d3dDevice, &data->frameToken);
@@ -1497,11 +1497,11 @@ static void D3D12_WindowEvent(SDL_Renderer *renderer, const SDL_WindowEvent *eve
D3D12_RenderData *data = (D3D12_RenderData *)renderer->internal;
if (event->type == SDL_EVENT_WINDOW_PIXEL_SIZE_CHANGED) {
data->pixelSizeChanged = SDL_TRUE;
data->pixelSizeChanged = true;
}
}
static SDL_bool D3D12_SupportsBlendMode(SDL_Renderer *renderer, SDL_BlendMode blendMode)
static bool D3D12_SupportsBlendMode(SDL_Renderer *renderer, SDL_BlendMode blendMode)
{
SDL_BlendFactor srcColorFactor = SDL_GetBlendModeSrcColorFactor(blendMode);
SDL_BlendFactor srcAlphaFactor = SDL_GetBlendModeSrcAlphaFactor(blendMode);
@@ -1514,9 +1514,9 @@ static SDL_bool D3D12_SupportsBlendMode(SDL_Renderer *renderer, SDL_BlendMode bl
!GetBlendEquation(colorOperation) ||
!GetBlendFunc(dstColorFactor) || !GetBlendFunc(dstAlphaFactor) ||
!GetBlendEquation(alphaOperation)) {
return SDL_FALSE;
return false;
}
return SDL_TRUE;
return true;
}
static SIZE_T D3D12_GetAvailableSRVIndex(SDL_Renderer *renderer)
@@ -1634,7 +1634,7 @@ static int D3D12_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture, SDL
#if SDL_HAVE_YUV
if (texture->format == SDL_PIXELFORMAT_YV12 ||
texture->format == SDL_PIXELFORMAT_IYUV) {
textureData->yuv = SDL_TRUE;
textureData->yuv = true;
textureDesc.Width = (textureDesc.Width + 1) / 2;
textureDesc.Height = (textureDesc.Height + 1) / 2;
@@ -1688,7 +1688,7 @@ static int D3D12_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture, SDL
texture->format == SDL_PIXELFORMAT_P010) {
int bits_per_pixel;
textureData->nv12 = SDL_TRUE;
textureData->nv12 = true;
switch (texture->format) {
case SDL_PIXELFORMAT_P010:
@@ -2297,7 +2297,7 @@ static int D3D12_QueueDrawPoints(SDL_Renderer *renderer, SDL_RenderCommand *cmd,
VertexPositionColor *verts = (VertexPositionColor *)SDL_AllocateRenderVertices(renderer, count * sizeof(VertexPositionColor), 0, &cmd->data.draw.first);
int i;
SDL_FColor color = cmd->data.draw.color;
SDL_bool convert_color = SDL_RenderingLinearSpace(renderer);
bool convert_color = SDL_RenderingLinearSpace(renderer);
if (!verts) {
return -1;
@@ -2329,7 +2329,7 @@ static int D3D12_QueueGeometry(SDL_Renderer *renderer, SDL_RenderCommand *cmd, S
int i;
int count = indices ? num_indices : num_vertices;
VertexPositionColor *verts = (VertexPositionColor *)SDL_AllocateRenderVertices(renderer, count * sizeof(VertexPositionColor), 0, &cmd->data.draw.first);
SDL_bool convert_color = SDL_RenderingLinearSpace(renderer);
bool convert_color = SDL_RenderingLinearSpace(renderer);
D3D12_TextureData *textureData = texture ? (D3D12_TextureData *)texture->internal : NULL;
float u_scale = textureData ? (float)texture->w / textureData->w : 0.0f;
float v_scale = textureData ? (float)texture->h / textureData->h : 0.0f;
@@ -2421,7 +2421,7 @@ static int D3D12_UpdateVertexBuffer(SDL_Renderer *renderer,
rendererData->currentVertexBuffer++;
if (rendererData->currentVertexBuffer >= SDL_D3D12_NUM_VERTEX_BUFFERS) {
rendererData->currentVertexBuffer = 0;
rendererData->issueBatch = SDL_TRUE;
rendererData->issueBatch = true;
}
return S_OK;
@@ -2513,7 +2513,7 @@ static int D3D12_UpdateViewport(SDL_Renderer *renderer)
// SDL_Log("%s: D3D viewport = {%f,%f,%f,%f}\n", __FUNCTION__, d3dviewport.TopLeftX, d3dviewport.TopLeftY, d3dviewport.Width, d3dviewport.Height);
ID3D12GraphicsCommandList_RSSetViewports(data->commandList, 1, &d3dviewport);
data->viewportDirty = SDL_FALSE;
data->viewportDirty = false;
return 0;
}
@@ -2590,7 +2590,7 @@ static int D3D12_SetDrawState(SDL_Renderer *renderer, const SDL_RenderCommand *c
const Float4X4 *newmatrix = matrix ? matrix : &rendererData->identity;
D3D12_CPU_DESCRIPTOR_HANDLE renderTargetView = D3D12_GetCurrentRenderTargetView(renderer);
const SDL_BlendMode blendMode = cmd->data.draw.blend;
SDL_bool updateSubresource = SDL_FALSE;
bool updateSubresource = false;
int i;
D3D12_CPU_DESCRIPTOR_HANDLE firstShaderResource;
DXGI_FORMAT rtvFormat = rendererData->renderTargetFormat;
@@ -2640,7 +2640,7 @@ static int D3D12_SetDrawState(SDL_Renderer *renderer, const SDL_RenderCommand *c
ID3D12GraphicsCommandList2_SetGraphicsRootSignature(rendererData->commandList,
rendererData->rootSignatures[D3D12_GetRootSignatureType(currentPipelineState->shader)]);
// When we change these we will need to re-upload the constant buffer and reset any descriptors
updateSubresource = SDL_TRUE;
updateSubresource = true;
rendererData->currentSampler.ptr = 0;
rendererData->currentShaderResource.ptr = 0;
rendererData->currentPipelineState = currentPipelineState;
@@ -2654,7 +2654,7 @@ static int D3D12_SetDrawState(SDL_Renderer *renderer, const SDL_RenderCommand *c
if (rendererData->viewportDirty) {
if (D3D12_UpdateViewport(renderer) == 0) {
// vertexShaderConstantsData.projectionAndView has changed
updateSubresource = SDL_TRUE;
updateSubresource = true;
}
}
@@ -2665,7 +2665,7 @@ static int D3D12_SetDrawState(SDL_Renderer *renderer, const SDL_RenderCommand *c
return -1;
}
ID3D12GraphicsCommandList2_RSSetScissorRects(rendererData->commandList, 1, &scissorRect);
rendererData->cliprectDirty = SDL_FALSE;
rendererData->cliprectDirty = false;
}
if (numShaderResources > 0) {
@@ -2702,7 +2702,7 @@ static int D3D12_SetDrawState(SDL_Renderer *renderer, const SDL_RenderCommand *c
rendererData->currentSampler = *sampler;
}
if (updateSubresource == SDL_TRUE || SDL_memcmp(&rendererData->vertexShaderConstantsData.model, newmatrix, sizeof(*newmatrix)) != 0) {
if (updateSubresource == true || SDL_memcmp(&rendererData->vertexShaderConstantsData.model, newmatrix, sizeof(*newmatrix)) != 0) {
SDL_memcpy(&rendererData->vertexShaderConstantsData.model, newmatrix, sizeof(*newmatrix));
ID3D12GraphicsCommandList2_SetGraphicsRoot32BitConstants(rendererData->commandList,
0,
@@ -2716,7 +2716,7 @@ static int D3D12_SetDrawState(SDL_Renderer *renderer, const SDL_RenderCommand *c
shader_constants = &solid_constants;
}
if (updateSubresource == SDL_TRUE ||
if (updateSubresource == true ||
SDL_memcmp(shader_constants, &currentPipelineState->shader_constants, sizeof(*shader_constants)) != 0) {
ID3D12GraphicsCommandList2_SetGraphicsRoot32BitConstants(rendererData->commandList,
1,
@@ -2816,8 +2816,8 @@ static void D3D12_InvalidateCachedState(SDL_Renderer *renderer)
data->currentRenderTargetView.ptr = 0;
data->currentShaderResource.ptr = 0;
data->currentSampler.ptr = 0;
data->cliprectDirty = SDL_TRUE;
data->viewportDirty = SDL_TRUE;
data->cliprectDirty = true;
data->viewportDirty = true;
}
static int D3D12_RunCommandQueue(SDL_Renderer *renderer, SDL_RenderCommand *cmd, void *vertices, size_t vertsize)
@@ -2827,12 +2827,12 @@ static int D3D12_RunCommandQueue(SDL_Renderer *renderer, SDL_RenderCommand *cmd,
if (rendererData->pixelSizeChanged) {
D3D12_UpdateForWindowSizeChange(renderer);
rendererData->pixelSizeChanged = SDL_FALSE;
rendererData->pixelSizeChanged = false;
}
if (rendererData->currentViewportRotation != viewportRotation) {
rendererData->currentViewportRotation = viewportRotation;
rendererData->viewportDirty = SDL_TRUE;
rendererData->viewportDirty = true;
}
if (D3D12_UpdateVertexBuffer(renderer, vertices, vertsize) < 0) {
@@ -2851,8 +2851,8 @@ static int D3D12_RunCommandQueue(SDL_Renderer *renderer, SDL_RenderCommand *cmd,
SDL_Rect *viewport = &rendererData->currentViewport;
if (SDL_memcmp(viewport, &cmd->data.viewport.rect, sizeof(cmd->data.viewport.rect)) != 0) {
SDL_copyp(viewport, &cmd->data.viewport.rect);
rendererData->viewportDirty = SDL_TRUE;
rendererData->cliprectDirty = SDL_TRUE;
rendererData->viewportDirty = true;
rendererData->cliprectDirty = true;
}
break;
}
@@ -2863,7 +2863,7 @@ static int D3D12_RunCommandQueue(SDL_Renderer *renderer, SDL_RenderCommand *cmd,
SDL_Rect viewport_cliprect;
if (rendererData->currentCliprectEnabled != cmd->data.cliprect.enabled) {
rendererData->currentCliprectEnabled = cmd->data.cliprect.enabled;
rendererData->cliprectDirty = SDL_TRUE;
rendererData->cliprectDirty = true;
}
if (!rendererData->currentCliprectEnabled) {
/* If the clip rect is disabled, then the scissor rect should be the whole viewport,
@@ -2876,7 +2876,7 @@ static int D3D12_RunCommandQueue(SDL_Renderer *renderer, SDL_RenderCommand *cmd,
}
if (SDL_memcmp(&rendererData->currentCliprect, rect, sizeof(*rect)) != 0) {
SDL_copyp(&rendererData->currentCliprect, rect);
rendererData->cliprectDirty = SDL_TRUE;
rendererData->cliprectDirty = true;
}
break;
}
@@ -2884,7 +2884,7 @@ static int D3D12_RunCommandQueue(SDL_Renderer *renderer, SDL_RenderCommand *cmd,
case SDL_RENDERCMD_CLEAR:
{
D3D12_CPU_DESCRIPTOR_HANDLE rtvDescriptor = D3D12_GetCurrentRenderTargetView(renderer);
SDL_bool convert_color = SDL_RenderingLinearSpace(renderer);
bool convert_color = SDL_RenderingLinearSpace(renderer);
SDL_FColor color = cmd->data.color.color;
if (convert_color) {
SDL_ConvertToLinear(&color);