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
* Add braces after if conditions
* More add braces after if conditions
* Add braces after while() conditions
* Fix compilation because of macro being modified
* Add braces to for loop
* Add braces after if/goto
* Move comments up
* Remove extra () in the 'return ...;' statements
* More remove extra () in the 'return ...;' statements
* More remove extra () in the 'return ...;' statements after merge
* Fix inconsistent patterns are xxx == NULL vs !xxx
* More "{}" for "if() break;" and "if() continue;"
* More "{}" after if() short statement
* More "{}" after "if () return;" statement
* More fix inconsistent patterns are xxx == NULL vs !xxx
* Revert some modificaion on SDL_RLEaccel.c
* SDL_RLEaccel: no short statement
* Cleanup 'if' where the bracket is in a new line
* Cleanup 'while' where the bracket is in a new line
* Cleanup 'for' where the bracket is in a new line
* Cleanup 'else' where the bracket is in a new line
I ran this script in the include directory:
```sh
sed -i '' -e 's,#include "\(SDL.*\)",#include <SDL3/\1>,' *.h
```
I ran this script in the src directory:
```sh
for i in ../include/SDL3/SDL*.h
do hdr=$(basename $i)
if [ x"$(echo $hdr | egrep 'SDL_main|SDL_name|SDL_test|SDL_syswm|SDL_opengl|SDL_egl|SDL_vulkan')" != x ]; then
find . -type f -exec sed -i '' -e 's,#include "\('$hdr'\)",#include <SDL3/\1>,' {} \;
else
find . -type f -exec sed -i '' -e '/#include "'$hdr'"/d' {} \;
fi
done
```
Fixes https://github.com/libsdl-org/SDL/issues/6575
This kicks in if the platform doesn't support vsync directly, or if the present fails for some reason (e.g. minimized on some platforms)
Fixes https://github.com/libsdl-org/SDL/issues/5134
There is supposedly an OpenGL ES2 target that does not support precision specifiers. However, the existing logic to detect this is currently broken in two ways:
1) There's a typo of the `#ifdef` as `#if`.
2) Checking for `GL_FRAGMENT_PRECISION_HIGH` can not be the correct way to detect this platform. Other targets, including some desktops, will also not have this defined (for various reasons).
Because some of the shader code is missing precision specifiers, and because a default is ONLY provided if `GL_FRAGMENT_PRECISION_HIGH` is set, these other targets break.
Instead of 'hard-coding' the prologue string into shaders in the C source, use our ability to provide a list of strings to `glShaderSource` instead, leaving the determination to run-time.
This commit closes https://github.com/libsdl-org/SDL/pull/6182
- Factorize PrepQueueCmdDraw{,DrawTexture,Solid) into one single function
- Change SDL_Texture/Renderer r,g,b,a Uint8 into an SDL_Color, so that it can be passed directly to RenderGeometry
- Don't automatically queue a SET_DRAW_COLOR cmd for RenderGeometry (and update GLES2 renderer)