Update for SDL3 coding style (#6717)

I updated .clang-format and ran clang-format 14 over the src and test directories to standardize the code base.

In general I let clang-format have it's way, and added markup to prevent formatting of code that would break or be completely unreadable if formatted.

The script I ran for the src directory is added as build-scripts/clang-format-src.sh

This fixes:
#6592
#6593
#6594

(cherry picked from commit 5750bcb174)
This commit is contained in:
Sam Lantinga
2022-11-30 12:51:59 -08:00
parent 5c4bc807f7
commit b8d85c6939
764 changed files with 50598 additions and 54407 deletions

File diff suppressed because it is too large Load Diff

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@@ -42,11 +42,10 @@ using namespace Windows::Graphics::Display;
#include "SDL_render_winrt.h"
extern "C" void *
D3D11_GetCoreWindowFromSDLRenderer(SDL_Renderer * renderer)
D3D11_GetCoreWindowFromSDLRenderer(SDL_Renderer *renderer)
{
SDL_Window * sdlWindow = renderer->window;
SDL_Window *sdlWindow = renderer->window;
if (renderer->window == NULL) {
return NULL;
}
@@ -110,7 +109,6 @@ D3D11_GetCurrentRotation()
return DXGI_MODE_ROTATION_IDENTITY;
}
#endif /* SDL_VIDEO_RENDER_D3D11 && !SDL_RENDER_DISABLED */
/* vi: set ts=4 sw=4 expandtab: */

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@@ -28,7 +28,7 @@
extern "C" {
#endif
void * D3D11_GetCoreWindowFromSDLRenderer(SDL_Renderer * renderer);
void *D3D11_GetCoreWindowFromSDLRenderer(SDL_Renderer *renderer);
DXGI_MODE_ROTATION D3D11_GetCurrentRotation();
#ifdef __cplusplus

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@@ -32,7 +32,6 @@
#define SDL_COMPOSE_ERROR(str) SDL_STRINGIFY_ARG(__FUNCTION__) ", " str
/* Direct3D 11.x shaders
SDL's shaders are compiled into SDL itself, to simplify distribution.
@@ -52,7 +51,7 @@
- vs_4_0_level_9_1: Vertex shader for Windows 8+, including Windows RT
- ps_4_0_level_9_3: Pixel shader for Windows Phone 8
- vs_4_0_level_9_3: Vertex shader for Windows Phone 8
Shader object code was converted to a list of DWORDs via the following
*nix style command (available separately from Windows + MSVC):
@@ -1905,8 +1904,7 @@ static struct
int D3D11_CreateVertexShader(ID3D11Device1 *d3dDevice, ID3D11VertexShader **vertexShader, ID3D11InputLayout **inputLayout)
{
/* Declare how the input layout for SDL's vertex shader will be setup: */
const D3D11_INPUT_ELEMENT_DESC vertexDesc[] =
{
const D3D11_INPUT_ELEMENT_DESC vertexDesc[] = {
{ "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 8, D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, 16, D3D11_INPUT_PER_VERTEX_DATA, 0 },
@@ -1915,23 +1913,21 @@ int D3D11_CreateVertexShader(ID3D11Device1 *d3dDevice, ID3D11VertexShader **vert
/* Load in SDL's one and only vertex shader: */
result = ID3D11Device_CreateVertexShader(d3dDevice,
D3D11_VertexShader,
sizeof(D3D11_VertexShader),
NULL,
vertexShader
);
D3D11_VertexShader,
sizeof(D3D11_VertexShader),
NULL,
vertexShader);
if (FAILED(result)) {
return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateVertexShader"), result);
}
/* Create an input layout for SDL's vertex shader: */
result = ID3D11Device_CreateInputLayout(d3dDevice,
vertexDesc,
ARRAYSIZE(vertexDesc),
D3D11_VertexShader,
sizeof(D3D11_VertexShader),
inputLayout
);
vertexDesc,
ARRAYSIZE(vertexDesc),
D3D11_VertexShader,
sizeof(D3D11_VertexShader),
inputLayout);
if (FAILED(result)) {
return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateInputLayout"), result);
}
@@ -1943,11 +1939,10 @@ int D3D11_CreatePixelShader(ID3D11Device1 *d3dDevice, D3D11_Shader shader, ID3D1
HRESULT result;
result = ID3D11Device_CreatePixelShader(d3dDevice,
D3D11_shaders[shader].shader_data,
D3D11_shaders[shader].shader_size,
NULL,
pixelShader
);
D3D11_shaders[shader].shader_data,
D3D11_shaders[shader].shader_size,
NULL,
pixelShader);
if (FAILED(result)) {
return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreatePixelShader"), result);
}

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@@ -22,7 +22,8 @@
/* D3D11 shader implementation */
typedef enum {
typedef enum
{
SHADER_SOLID,
SHADER_RGB,
#if SDL_HAVE_YUV