Use consistent style for pointer declarations and casts

This commit is contained in:
Sam Lantinga
2025-06-18 09:26:51 -07:00
parent 390fe65323
commit d7939abf42
105 changed files with 339 additions and 346 deletions

View File

@@ -1210,7 +1210,7 @@ static ID3D12CommandQueue *s_CommandQueue;
#if defined(SDL_PLATFORM_XBOXONE)
// These are not defined in d3d12_x.h.
typedef HRESULT (D3DAPI* PFN_D3D12_XBOX_CREATE_DEVICE)(_In_opt_ IGraphicsUnknown*, _In_ const D3D12XBOX_CREATE_DEVICE_PARAMETERS*, _In_ REFIID, _Outptr_opt_ void**);
typedef HRESULT (D3DAPI* PFN_D3D12_XBOX_CREATE_DEVICE)(_In_opt_ IGraphicsUnknown *, _In_ const D3D12XBOX_CREATE_DEVICE_PARAMETERS*, _In_ REFIID, _Outptr_opt_ void **);
#define D3D12_STANDARD_MULTISAMPLE_PATTERN DXGI_STANDARD_MULTISAMPLE_QUALITY_PATTERN
#endif
@@ -2212,15 +2212,15 @@ static D3D12StagingDescriptorPool *D3D12_INTERNAL_CreateStagingDescriptorPool(
return NULL;
}
D3D12StagingDescriptorPool *pool = (D3D12StagingDescriptorPool*) SDL_calloc(1, sizeof(D3D12StagingDescriptorPool));
D3D12StagingDescriptorPool *pool = (D3D12StagingDescriptorPool *)SDL_calloc(1, sizeof(D3D12StagingDescriptorPool));
pool->heapCount = 1;
pool->heaps = (D3D12DescriptorHeap**) SDL_malloc(sizeof(D3D12DescriptorHeap*));
pool->heaps = (D3D12DescriptorHeap **)SDL_malloc(sizeof(D3D12DescriptorHeap *));
pool->heaps[0] = heap;
pool->freeDescriptorCapacity = STAGING_HEAP_DESCRIPTOR_COUNT;
pool->freeDescriptorCount = STAGING_HEAP_DESCRIPTOR_COUNT;
pool->freeDescriptors = (D3D12StagingDescriptor*) SDL_malloc(STAGING_HEAP_DESCRIPTOR_COUNT * sizeof(D3D12StagingDescriptor));
pool->freeDescriptors = (D3D12StagingDescriptor *)SDL_malloc(STAGING_HEAP_DESCRIPTOR_COUNT * sizeof(D3D12StagingDescriptor));
for (Uint32 i = 0; i < STAGING_HEAP_DESCRIPTOR_COUNT; i += 1) {
pool->freeDescriptors[i].pool = pool;
@@ -2250,12 +2250,12 @@ static bool D3D12_INTERNAL_ExpandStagingDescriptorPool(
}
pool->heapCount += 1;
pool->heaps = (D3D12DescriptorHeap**) SDL_realloc(pool->heaps, pool->heapCount * sizeof(D3D12DescriptorHeap*));
pool->heaps = (D3D12DescriptorHeap **)SDL_realloc(pool->heaps, pool->heapCount * sizeof(D3D12DescriptorHeap *));
pool->heaps[pool->heapCount - 1] = heap;
pool->freeDescriptorCapacity += STAGING_HEAP_DESCRIPTOR_COUNT;
pool->freeDescriptorCount += STAGING_HEAP_DESCRIPTOR_COUNT;
pool->freeDescriptors = (D3D12StagingDescriptor*) SDL_realloc(pool->freeDescriptors, pool->freeDescriptorCapacity * sizeof(D3D12StagingDescriptor));
pool->freeDescriptors = (D3D12StagingDescriptor *)SDL_realloc(pool->freeDescriptors, pool->freeDescriptorCapacity * sizeof(D3D12StagingDescriptor));
for (Uint32 i = 0; i < STAGING_HEAP_DESCRIPTOR_COUNT; i += 1) {
pool->freeDescriptors[i].pool = pool;
@@ -7521,7 +7521,7 @@ static bool D3D12_INTERNAL_AcquireSwapchainTexture(
1,
&barrierDesc);
*swapchainTexture = (SDL_GPUTexture*)&windowData->textureContainers[swapchainIndex];
*swapchainTexture = (SDL_GPUTexture *)&windowData->textureContainers[swapchainIndex];
return true;
}
@@ -7933,7 +7933,7 @@ static bool D3D12_Submit(
ID3D12Resource_Release(windowData->textureContainers[presentData->swapchainImageIndex].activeTexture->resource);
#endif
windowData->inFlightFences[windowData->frameCounter] = (SDL_GPUFence*)d3d12CommandBuffer->inFlightFence;
windowData->inFlightFences[windowData->frameCounter] = (SDL_GPUFence *)d3d12CommandBuffer->inFlightFence;
(void)SDL_AtomicIncRef(&d3d12CommandBuffer->inFlightFence->referenceCount);
windowData->frameCounter = (windowData->frameCounter + 1) % renderer->allowedFramesInFlight;
}