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https://github.com/libsdl-org/SDL.git
synced 2026-08-29 01:51:37 +00:00
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:
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@@ -42,11 +42,10 @@ using namespace Windows::Graphics::Display;
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#include "SDL_render_winrt.h"
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extern "C" void *
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D3D11_GetCoreWindowFromSDLRenderer(SDL_Renderer * renderer)
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D3D11_GetCoreWindowFromSDLRenderer(SDL_Renderer *renderer)
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{
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SDL_Window * sdlWindow = renderer->window;
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SDL_Window *sdlWindow = renderer->window;
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if (renderer->window == NULL) {
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return NULL;
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}
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@@ -110,7 +109,6 @@ D3D11_GetCurrentRotation()
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return DXGI_MODE_ROTATION_IDENTITY;
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}
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#endif /* SDL_VIDEO_RENDER_D3D11 && !SDL_RENDER_DISABLED */
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/* vi: set ts=4 sw=4 expandtab: */
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@@ -28,7 +28,7 @@
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extern "C" {
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#endif
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void * D3D11_GetCoreWindowFromSDLRenderer(SDL_Renderer * renderer);
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void *D3D11_GetCoreWindowFromSDLRenderer(SDL_Renderer *renderer);
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DXGI_MODE_ROTATION D3D11_GetCurrentRotation();
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#ifdef __cplusplus
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@@ -32,7 +32,6 @@
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#define SDL_COMPOSE_ERROR(str) SDL_STRINGIFY_ARG(__FUNCTION__) ", " str
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/* Direct3D 11.x shaders
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SDL's shaders are compiled into SDL itself, to simplify distribution.
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@@ -52,7 +51,7 @@
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- vs_4_0_level_9_1: Vertex shader for Windows 8+, including Windows RT
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- ps_4_0_level_9_3: Pixel shader for Windows Phone 8
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- vs_4_0_level_9_3: Vertex shader for Windows Phone 8
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Shader object code was converted to a list of DWORDs via the following
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*nix style command (available separately from Windows + MSVC):
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@@ -1905,8 +1904,7 @@ static struct
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int D3D11_CreateVertexShader(ID3D11Device1 *d3dDevice, ID3D11VertexShader **vertexShader, ID3D11InputLayout **inputLayout)
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{
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/* Declare how the input layout for SDL's vertex shader will be setup: */
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const D3D11_INPUT_ELEMENT_DESC vertexDesc[] =
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{
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const D3D11_INPUT_ELEMENT_DESC vertexDesc[] = {
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{ "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
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{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 8, D3D11_INPUT_PER_VERTEX_DATA, 0 },
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{ "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, 16, D3D11_INPUT_PER_VERTEX_DATA, 0 },
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@@ -1915,23 +1913,21 @@ int D3D11_CreateVertexShader(ID3D11Device1 *d3dDevice, ID3D11VertexShader **vert
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/* Load in SDL's one and only vertex shader: */
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result = ID3D11Device_CreateVertexShader(d3dDevice,
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D3D11_VertexShader,
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sizeof(D3D11_VertexShader),
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NULL,
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vertexShader
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);
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D3D11_VertexShader,
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sizeof(D3D11_VertexShader),
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NULL,
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vertexShader);
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if (FAILED(result)) {
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return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateVertexShader"), result);
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}
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/* Create an input layout for SDL's vertex shader: */
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result = ID3D11Device_CreateInputLayout(d3dDevice,
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vertexDesc,
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ARRAYSIZE(vertexDesc),
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D3D11_VertexShader,
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sizeof(D3D11_VertexShader),
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inputLayout
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);
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vertexDesc,
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ARRAYSIZE(vertexDesc),
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D3D11_VertexShader,
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sizeof(D3D11_VertexShader),
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inputLayout);
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if (FAILED(result)) {
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return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateInputLayout"), result);
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}
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@@ -1943,11 +1939,10 @@ int D3D11_CreatePixelShader(ID3D11Device1 *d3dDevice, D3D11_Shader shader, ID3D1
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HRESULT result;
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result = ID3D11Device_CreatePixelShader(d3dDevice,
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D3D11_shaders[shader].shader_data,
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D3D11_shaders[shader].shader_size,
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NULL,
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pixelShader
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);
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D3D11_shaders[shader].shader_data,
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D3D11_shaders[shader].shader_size,
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NULL,
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pixelShader);
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if (FAILED(result)) {
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return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreatePixelShader"), result);
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}
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@@ -22,7 +22,8 @@
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/* D3D11 shader implementation */
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typedef enum {
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typedef enum
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{
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SHADER_SOLID,
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SHADER_RGB,
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#if SDL_HAVE_YUV
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