Use #ifdef/#ifndef instead of #if defined/#if \!defined

This commit is contained in:
Anonymous Maarten
2023-03-30 20:26:31 +02:00
committed by Anonymous Maarten
parent 308bcbbe76
commit b6ae281e97
129 changed files with 450 additions and 450 deletions

View File

@@ -24,7 +24,7 @@
#define COBJMACROS
#include "../../core/windows/SDL_windows.h"
#if !defined(__WINRT__)
#ifndef __WINRT__
#include "../../video/windows/SDL_windowswindow.h"
#endif
#include "../SDL_sysrender.h"
@@ -895,7 +895,7 @@ static HRESULT D3D11_CreateWindowSizeDependentResources(SDL_Renderer *renderer)
/* The width and height of the swap chain must be based on the display's
* non-rotated size.
*/
#if defined(__WINRT__)
#ifdef __WINRT__
SDL_GetWindowSize(renderer->window, &w, &h);
#else
SDL_GetWindowSizeInPixels(renderer->window, &w, &h);

View File

@@ -77,7 +77,7 @@
return input.color;
}
*/
#if defined(D3D11_USE_SHADER_MODEL_4_0_level_9_1)
#ifdef D3D11_USE_SHADER_MODEL_4_0_level_9_1
static const DWORD D3D11_PixelShader_Colors[] = {
0x43425844, 0xd74c28fe, 0xa1eb8804, 0x269d512a, 0x7699723d, 0x00000001,
0x00000240, 0x00000006, 0x00000038, 0x00000084, 0x000000c4, 0x00000140,
@@ -153,7 +153,7 @@ static const DWORD D3D11_PixelShader_Colors[] = {
return theTexture.Sample(theSampler, input.tex) * input.color;
}
*/
#if defined(D3D11_USE_SHADER_MODEL_4_0_level_9_1)
#ifdef D3D11_USE_SHADER_MODEL_4_0_level_9_1
static const DWORD D3D11_PixelShader_Textures[] = {
0x43425844, 0x6299b59f, 0x155258f2, 0x873ab86a, 0xfcbb6dcd, 0x00000001,
0x00000330, 0x00000006, 0x00000038, 0x000000c0, 0x0000015c, 0x000001d8,
@@ -270,7 +270,7 @@ static const DWORD D3D11_PixelShader_Textures[] = {
}
*/
#if defined(D3D11_USE_SHADER_MODEL_4_0_level_9_1)
#ifdef D3D11_USE_SHADER_MODEL_4_0_level_9_1
static const DWORD D3D11_PixelShader_YUV_JPEG[] = {
0x43425844, 0x10359e9c, 0x92c3d2c4, 0x00bf0cd5, 0x5ce8c499, 0x00000001,
0x000005e8, 0x00000006, 0x00000038, 0x000001dc, 0x000003bc, 0x00000438,
@@ -444,7 +444,7 @@ static const DWORD D3D11_PixelShader_YUV_JPEG[] = {
}
*/
#if defined(D3D11_USE_SHADER_MODEL_4_0_level_9_1)
#ifdef D3D11_USE_SHADER_MODEL_4_0_level_9_1
static const DWORD D3D11_PixelShader_YUV_BT601[] = {
0x43425844, 0x628ec838, 0xbe9cec6a, 0xc9ee10bb, 0x63283218, 0x00000001,
0x000005e8, 0x00000006, 0x00000038, 0x000001dc, 0x000003bc, 0x00000438,
@@ -618,7 +618,7 @@ static const DWORD D3D11_PixelShader_YUV_BT601[] = {
}
*/
#if defined(D3D11_USE_SHADER_MODEL_4_0_level_9_1)
#ifdef D3D11_USE_SHADER_MODEL_4_0_level_9_1
static const DWORD D3D11_PixelShader_YUV_BT709[] = {
0x43425844, 0x5045fa84, 0xc2908cce, 0x278dacc3, 0xd4276f8f, 0x00000001,
0x000005e8, 0x00000006, 0x00000038, 0x000001dc, 0x000003bc, 0x00000438,
@@ -790,7 +790,7 @@ static const DWORD D3D11_PixelShader_YUV_BT709[] = {
}
*/
#if defined(D3D11_USE_SHADER_MODEL_4_0_level_9_1)
#ifdef D3D11_USE_SHADER_MODEL_4_0_level_9_1
static const DWORD D3D11_PixelShader_NV12_JPEG[] = {
0x43425844, 0x8fb9c77a, 0xe9e39686, 0x62b0e0e9, 0xd2bf8183, 0x00000001,
0x00000548, 0x00000006, 0x00000038, 0x000001b0, 0x00000348, 0x000003c4,
@@ -949,7 +949,7 @@ static const DWORD D3D11_PixelShader_NV12_JPEG[] = {
}
*/
#if defined(D3D11_USE_SHADER_MODEL_4_0_level_9_1)
#ifdef D3D11_USE_SHADER_MODEL_4_0_level_9_1
static const DWORD D3D11_PixelShader_NV12_BT601[] = {
0x43425844, 0xd1d24a0c, 0x337c447a, 0x22b55cff, 0xb5c9c74b, 0x00000001,
0x00000548, 0x00000006, 0x00000038, 0x000001b0, 0x00000348, 0x000003c4,
@@ -1108,7 +1108,7 @@ static const DWORD D3D11_PixelShader_NV12_BT601[] = {
}
*/
#if defined(D3D11_USE_SHADER_MODEL_4_0_level_9_1)
#ifdef D3D11_USE_SHADER_MODEL_4_0_level_9_1
static const DWORD D3D11_PixelShader_NV12_BT709[] = {
0x43425844, 0x40d1b8d5, 0xaf4b78b5, 0x907fd0b5, 0xa2d23686, 0x00000001,
0x00000548, 0x00000006, 0x00000038, 0x000001b0, 0x00000348, 0x000003c4,
@@ -1267,7 +1267,7 @@ static const DWORD D3D11_PixelShader_NV12_BT709[] = {
}
*/
#if defined(D3D11_USE_SHADER_MODEL_4_0_level_9_1)
#ifdef D3D11_USE_SHADER_MODEL_4_0_level_9_1
static const DWORD D3D11_PixelShader_NV21_JPEG[] = {
0x43425844, 0x9c41f579, 0xfd1019d8, 0x7c27e3ae, 0x52e3a5ff, 0x00000001,
0x00000554, 0x00000006, 0x00000038, 0x000001bc, 0x00000354, 0x000003d0,
@@ -1426,7 +1426,7 @@ static const DWORD D3D11_PixelShader_NV21_JPEG[] = {
}
*/
#if defined(D3D11_USE_SHADER_MODEL_4_0_level_9_1)
#ifdef D3D11_USE_SHADER_MODEL_4_0_level_9_1
static const DWORD D3D11_PixelShader_NV21_BT601[] = {
0x43425844, 0x7fc6cfdc, 0xba87a4ff, 0xa72685a6, 0xa051b38c, 0x00000001,
0x00000554, 0x00000006, 0x00000038, 0x000001bc, 0x00000354, 0x000003d0,
@@ -1585,7 +1585,7 @@ static const DWORD D3D11_PixelShader_NV21_BT601[] = {
}
*/
#if defined(D3D11_USE_SHADER_MODEL_4_0_level_9_1)
#ifdef D3D11_USE_SHADER_MODEL_4_0_level_9_1
static const DWORD D3D11_PixelShader_NV21_BT709[] = {
0x43425844, 0x754ba6c4, 0xe321a747, 0x23680787, 0x6bb1bdcc, 0x00000001,
0x00000554, 0x00000006, 0x00000038, 0x000001bc, 0x00000354, 0x000003d0,
@@ -1749,7 +1749,7 @@ static const DWORD D3D11_PixelShader_NV21_BT709[] = {
return output;
}
*/
#if defined(D3D11_USE_SHADER_MODEL_4_0_level_9_1)
#ifdef D3D11_USE_SHADER_MODEL_4_0_level_9_1
static const DWORD D3D11_VertexShader[] = {
0x43425844, 0x62dfae5f, 0x3e8bd8df, 0x9ec97127, 0x5044eefb, 0x00000001,
0x00000598, 0x00000006, 0x00000038, 0x0000016c, 0x00000334, 0x000003b0,