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
This commit is contained in:
Sam Lantinga
2022-11-30 12:51:59 -08:00
committed by GitHub
parent 14b902faca
commit 5750bcb174
781 changed files with 51659 additions and 55763 deletions

View File

@@ -28,12 +28,11 @@
typedef struct GLES2_Context
{
#define SDL_PROC(ret,func,params) ret (APIENTRY *func) params;
#define SDL_PROC(ret, func, params) ret(APIENTRY *func) params;
#include "../src/render/opengles2/SDL_gles2funcs.h"
#undef SDL_PROC
} GLES2_Context;
static SDL_Surface *g_surf_sdf = NULL;
GLenum g_texture;
GLenum g_texture_type = GL_TEXTURE_2D;
@@ -53,17 +52,14 @@ typedef enum
GLES2_UNIFORM_COLOR,
} GLES2_Uniform;
GLint g_uniform_locations[16];
static SDLTest_CommonState *state;
static SDL_GLContext *context = NULL;
static int depth = 16;
static GLES2_Context ctx;
static int LoadContext(GLES2_Context * data)
static int LoadContext(GLES2_Context *data)
{
#if SDL_VIDEO_DRIVER_UIKIT
#define __SDL_NOGETPROCADDR__
@@ -72,15 +68,15 @@ static int LoadContext(GLES2_Context * data)
#endif
#if defined __SDL_NOGETPROCADDR__
#define SDL_PROC(ret,func,params) data->func=func;
#define SDL_PROC(ret, func, params) data->func = func;
#else
#define SDL_PROC(ret,func,params) \
do { \
data->func = SDL_GL_GetProcAddress(#func); \
if ( ! data->func ) { \
#define SDL_PROC(ret, func, params) \
do { \
data->func = SDL_GL_GetProcAddress(#func); \
if (!data->func) { \
return SDL_SetError("Couldn't load GLES2 function %s: %s", #func, SDL_GetError()); \
} \
} while ( 0 );
} \
} while (0);
#endif /* __SDL_NOGETPROCADDR__ */
#include "../src/render/opengles2/SDL_gles2funcs.h"
@@ -108,26 +104,24 @@ quit(int rc)
exit(rc);
}
#define GL_CHECK(x) \
x; \
{ \
GLenum glError = ctx.glGetError(); \
if (glError != GL_NO_ERROR) { \
#define GL_CHECK(x) \
x; \
{ \
GLenum glError = ctx.glGetError(); \
if (glError != GL_NO_ERROR) { \
SDL_Log("glGetError() = %i (0x%.8x) at line %i\n", glError, glError, __LINE__); \
quit(1); \
} \
}
quit(1); \
} \
}
/*
/*
* Create shader, load in source, compile, dump debug as necessary.
*
* shader: Pointer to return created shader ID.
* source: Passed-in shader source code.
* shader_type: Passed to GL, e.g. GL_VERTEX_SHADER.
*/
void
process_shader(GLenum *shader, const char * source, GLenum shader_type)
void process_shader(GLenum *shader, const char *source, GLenum shader_type)
{
GLint status = GL_FALSE;
const char *shaders[1] = { NULL };
@@ -237,16 +231,12 @@ static const char *GLES2_FragmentSrc_TextureABGRSrc_SDF_dbg = " \
} \
";
static float g_val = 1.0f;
static int g_use_SDF = 1;
static int g_use_SDF_debug = 0;
static int g_use_SDF = 1;
static int g_use_SDF_debug = 0;
static float g_angle = 0.0f;
static float matrix_mvp[4][4];
typedef struct shader_data
{
GLint shader_program;
@@ -258,7 +248,7 @@ typedef struct shader_data
} shader_data;
static void
Render(int width, int height, shader_data* data)
Render(int width, int height, shader_data *data)
{
float *verts = g_verts;
ctx.glViewport(0, 0, 640, 480);
@@ -268,19 +258,18 @@ Render(int width, int height, shader_data* data)
GL_CHECK(ctx.glUniformMatrix4fv(g_uniform_locations[GLES2_UNIFORM_PROJECTION], 1, GL_FALSE, (const float *)matrix_mvp));
GL_CHECK(ctx.glUniform4f(g_uniform_locations[GLES2_UNIFORM_COLOR], 1.0f, 1.0f, 1.0f, 1.0f));
GL_CHECK(ctx.glVertexAttribPointer(GLES2_ATTRIBUTE_ANGLE, 2, GL_FLOAT, GL_FALSE, 0, (const GLvoid *) (verts + 16)));
GL_CHECK(ctx.glVertexAttribPointer(GLES2_ATTRIBUTE_TEXCOORD, 2, GL_FLOAT, GL_FALSE, 0, (const GLvoid *) (verts + 8)));
GL_CHECK(ctx.glVertexAttribPointer(GLES2_ATTRIBUTE_POSITION, 2, GL_FLOAT, GL_FALSE, 0, (const GLvoid *) verts));
GL_CHECK(ctx.glVertexAttribPointer(GLES2_ATTRIBUTE_ANGLE, 2, GL_FLOAT, GL_FALSE, 0, (const GLvoid *)(verts + 16)));
GL_CHECK(ctx.glVertexAttribPointer(GLES2_ATTRIBUTE_TEXCOORD, 2, GL_FLOAT, GL_FALSE, 0, (const GLvoid *)(verts + 8)));
GL_CHECK(ctx.glVertexAttribPointer(GLES2_ATTRIBUTE_POSITION, 2, GL_FLOAT, GL_FALSE, 0, (const GLvoid *)verts));
GL_CHECK(ctx.glDrawArrays(GL_TRIANGLE_STRIP, 0, 4));
}
void renderCopy_angle(float degree_angle)
void renderCopy_angle(float degree_angle)
{
const float radian_angle = (float)(3.141592 * degree_angle) / 180.0f;
const GLfloat s = (GLfloat) SDL_sin(radian_angle);
const GLfloat c = (GLfloat) SDL_cos(radian_angle) - 1.0f;
const GLfloat s = (GLfloat)SDL_sin(radian_angle);
const GLfloat c = (GLfloat)SDL_cos(radian_angle) - 1.0f;
GLfloat *verts = g_verts + 16;
*(verts++) = s;
*(verts++) = c;
@@ -292,8 +281,7 @@ void renderCopy_angle(float degree_angle)
*(verts++) = c;
}
void renderCopy_position(SDL_Rect *srcrect, SDL_Rect *dstrect)
void renderCopy_position(SDL_Rect *srcrect, SDL_Rect *dstrect)
{
GLfloat minx, miny, maxx, maxy;
GLfloat minu, maxu, minv, maxv;
@@ -304,10 +292,10 @@ void renderCopy_position(SDL_Rect *srcrect, SDL_Rect *dstrect)
maxx = (GLfloat)(dstrect->x + dstrect->w);
maxy = (GLfloat)(dstrect->y + dstrect->h);
minu = (GLfloat) srcrect->x / (GLfloat)g_surf_sdf->w;
maxu = (GLfloat) (srcrect->x + srcrect->w) / (GLfloat)g_surf_sdf->w;
minv = (GLfloat) srcrect->y / (GLfloat)g_surf_sdf->h;
maxv = (GLfloat) (srcrect->y + srcrect->h) / (GLfloat)g_surf_sdf->h;
minu = (GLfloat)srcrect->x / (GLfloat)g_surf_sdf->w;
maxu = (GLfloat)(srcrect->x + srcrect->w) / (GLfloat)g_surf_sdf->w;
minv = (GLfloat)srcrect->y / (GLfloat)g_surf_sdf->h;
maxv = (GLfloat)(srcrect->y + srcrect->h) / (GLfloat)g_surf_sdf->h;
*(verts++) = minx;
*(verts++) = miny;
@@ -343,62 +331,57 @@ void loop()
while (SDL_PollEvent(&event) && !done) {
switch (event.type) {
case SDL_KEYDOWN:
{
const int sym = event.key.keysym.sym;
{
const int sym = event.key.keysym.sym;
if (sym == SDLK_TAB) {
SDL_Log("Tab");
}
if (sym == SDLK_LEFT) {
g_val -= 0.05f;
}
if (sym == SDLK_RIGHT) {
g_val += 0.05f;
}
if (sym == SDLK_UP) {
g_angle -= 1.0f;
}
if (sym == SDLK_DOWN) {
g_angle += 1.0f;
}
break;
if (sym == SDLK_TAB) {
SDL_Log("Tab");
}
if (sym == SDLK_LEFT) {
g_val -= 0.05f;
}
if (sym == SDLK_RIGHT) {
g_val += 0.05f;
}
if (sym == SDLK_UP) {
g_angle -= 1.0f;
}
if (sym == SDLK_DOWN) {
g_angle += 1.0f;
}
break;
}
case SDL_WINDOWEVENT:
switch (event.window.event) {
case SDL_WINDOWEVENT_RESIZED:
for (i = 0; i < state->num_windows; ++i) {
if (event.window.windowID == SDL_GetWindowID(state->windows[i])) {
int w, h;
status = SDL_GL_MakeCurrent(state->windows[i], context[i]);
if (status) {
SDL_Log("SDL_GL_MakeCurrent(): %s\n", SDL_GetError());
break;
}
/* Change view port to the new window dimensions */
SDL_GL_GetDrawableSize(state->windows[i], &w, &h);
ctx.glViewport(0, 0, w, h);
state->window_w = event.window.data1;
state->window_h = event.window.data2;
/* Update window content */
Render(event.window.data1, event.window.data2, &datas[i]);
SDL_GL_SwapWindow(state->windows[i]);
case SDL_WINDOWEVENT_RESIZED:
for (i = 0; i < state->num_windows; ++i) {
if (event.window.windowID == SDL_GetWindowID(state->windows[i])) {
int w, h;
status = SDL_GL_MakeCurrent(state->windows[i], context[i]);
if (status) {
SDL_Log("SDL_GL_MakeCurrent(): %s\n", SDL_GetError());
break;
}
/* Change view port to the new window dimensions */
SDL_GL_GetDrawableSize(state->windows[i], &w, &h);
ctx.glViewport(0, 0, w, h);
state->window_w = event.window.data1;
state->window_h = event.window.data2;
/* Update window content */
Render(event.window.data1, event.window.data2, &datas[i]);
SDL_GL_SwapWindow(state->windows[i]);
break;
}
break;
}
break;
}
}
SDLTest_CommonEvent(state, &event, &done);
}
matrix_mvp[3][0] = -1.0f;
matrix_mvp[3][3] = 1.0f;
@@ -414,25 +397,29 @@ void loop()
SDL_GL_GetDrawableSize(state->windows[0], &w, &h);
rs.x = 0; rs.y = 0; rs.w = g_surf_sdf->w; rs.h = g_surf_sdf->h;
rd.w = (int)((float)g_surf_sdf->w * g_val); rd.h = (int)((float)g_surf_sdf->h * g_val);
rd.x = (w - rd.w) / 2; rd.y = (h - rd.h) / 2;
rs.x = 0;
rs.y = 0;
rs.w = g_surf_sdf->w;
rs.h = g_surf_sdf->h;
rd.w = (int)((float)g_surf_sdf->w * g_val);
rd.h = (int)((float)g_surf_sdf->h * g_val);
rd.x = (w - rd.w) / 2;
rd.y = (h - rd.h) / 2;
renderCopy_position(&rs, &rd);
}
if (!done) {
for (i = 0; i < state->num_windows; ++i) {
status = SDL_GL_MakeCurrent(state->windows[i], context[i]);
if (status) {
SDL_Log("SDL_GL_MakeCurrent(): %s\n", SDL_GetError());
for (i = 0; i < state->num_windows; ++i) {
status = SDL_GL_MakeCurrent(state->windows[i], context[i]);
if (status) {
SDL_Log("SDL_GL_MakeCurrent(): %s\n", SDL_GetError());
/* Continue for next window */
continue;
}
Render(state->window_w, state->window_h, &datas[i]);
SDL_GL_SwapWindow(state->windows[i]);
}
/* Continue for next window */
continue;
}
Render(state->window_w, state->window_h, &datas[i]);
SDL_GL_SwapWindow(state->windows[i]);
}
}
#ifdef __EMSCRIPTEN__
else {
@@ -441,8 +428,7 @@ void loop()
#endif
}
int
main(int argc, char *argv[])
int main(int argc, char *argv[])
{
int fsaa, accel;
int value;
@@ -504,11 +490,11 @@ main(int argc, char *argv[])
state->gl_profile_mask = SDL_GL_CONTEXT_PROFILE_ES;
if (fsaa) {
state->gl_multisamplebuffers=1;
state->gl_multisamplesamples=fsaa;
state->gl_multisamplebuffers = 1;
state->gl_multisamplesamples = fsaa;
}
if (accel) {
state->gl_accelerated=1;
state->gl_accelerated = 1;
}
if (!SDLTest_CommonInit(state)) {
quit(2);
@@ -520,7 +506,7 @@ main(int argc, char *argv[])
SDL_Log("Out of memory!\n");
quit(2);
}
/* Create OpenGL ES contexts */
for (i = 0; i < state->num_windows; i++) {
context[i] = SDL_GL_CreateContext(state->windows[i]);
@@ -537,8 +523,8 @@ main(int argc, char *argv[])
return 0;
}
SDL_memset(matrix_mvp, 0, sizeof (matrix_mvp));
SDL_memset(matrix_mvp, 0, sizeof(matrix_mvp));
{
SDL_Surface *tmp;
char *f;
@@ -550,7 +536,7 @@ main(int argc, char *argv[])
} else {
f = "testgles2_sdf_img_normal.bmp";
}
SDL_Log("SDF is %s", g_use_SDF ? "enabled" : "disabled");
/* Load SDF BMP image */
@@ -578,10 +564,10 @@ main(int argc, char *argv[])
#else
/* Generate SDF image using SDL_ttf */
#include "SDL_ttf.h"
#include "SDL_ttf.h"
char *font_file = "./font/DroidSansFallback.ttf";
char *str = "Abcde";
SDL_Color color = { 0, 0,0, 255};
SDL_Color color = { 0, 0, 0, 255 };
TTF_Init();
TTF_Font *font = TTF_OpenFont(font_file, 72);
@@ -609,7 +595,6 @@ main(int argc, char *argv[])
SDL_SetSurfaceBlendMode(g_surf_sdf, SDL_BLENDMODE_BLEND);
}
if (state->render_flags & SDL_RENDERER_PRESENTVSYNC) {
SDL_GL_SetSwapInterval(1);
} else {
@@ -629,28 +614,28 @@ main(int argc, char *argv[])
if (!status) {
SDL_Log("SDL_GL_RED_SIZE: requested %d, got %d\n", 5, value);
} else {
SDL_Log( "Failed to get SDL_GL_RED_SIZE: %s\n",
SDL_Log("Failed to get SDL_GL_RED_SIZE: %s\n",
SDL_GetError());
}
status = SDL_GL_GetAttribute(SDL_GL_GREEN_SIZE, &value);
if (!status) {
SDL_Log("SDL_GL_GREEN_SIZE: requested %d, got %d\n", 5, value);
} else {
SDL_Log( "Failed to get SDL_GL_GREEN_SIZE: %s\n",
SDL_Log("Failed to get SDL_GL_GREEN_SIZE: %s\n",
SDL_GetError());
}
status = SDL_GL_GetAttribute(SDL_GL_BLUE_SIZE, &value);
if (!status) {
SDL_Log("SDL_GL_BLUE_SIZE: requested %d, got %d\n", 5, value);
} else {
SDL_Log( "Failed to get SDL_GL_BLUE_SIZE: %s\n",
SDL_Log("Failed to get SDL_GL_BLUE_SIZE: %s\n",
SDL_GetError());
}
status = SDL_GL_GetAttribute(SDL_GL_DEPTH_SIZE, &value);
if (!status) {
SDL_Log("SDL_GL_DEPTH_SIZE: requested %d, got %d\n", depth, value);
} else {
SDL_Log( "Failed to get SDL_GL_DEPTH_SIZE: %s\n",
SDL_Log("Failed to get SDL_GL_DEPTH_SIZE: %s\n",
SDL_GetError());
}
if (fsaa) {
@@ -658,15 +643,15 @@ main(int argc, char *argv[])
if (!status) {
SDL_Log("SDL_GL_MULTISAMPLEBUFFERS: requested 1, got %d\n", value);
} else {
SDL_Log( "Failed to get SDL_GL_MULTISAMPLEBUFFERS: %s\n",
SDL_Log("Failed to get SDL_GL_MULTISAMPLEBUFFERS: %s\n",
SDL_GetError());
}
status = SDL_GL_GetAttribute(SDL_GL_MULTISAMPLESAMPLES, &value);
if (!status) {
SDL_Log("SDL_GL_MULTISAMPLESAMPLES: requested %d, got %d\n", fsaa,
value);
value);
} else {
SDL_Log( "Failed to get SDL_GL_MULTISAMPLESAMPLES: %s\n",
SDL_Log("Failed to get SDL_GL_MULTISAMPLESAMPLES: %s\n",
SDL_GetError());
}
}
@@ -675,7 +660,7 @@ main(int argc, char *argv[])
if (!status) {
SDL_Log("SDL_GL_ACCELERATED_VISUAL: requested 1, got %d\n", value);
} else {
SDL_Log( "Failed to get SDL_GL_ACCELERATED_VISUAL: %s\n",
SDL_Log("Failed to get SDL_GL_ACCELERATED_VISUAL: %s\n",
SDL_GetError());
}
}
@@ -714,7 +699,6 @@ main(int argc, char *argv[])
GL_CHECK(ctx.glTexSubImage2D(g_texture_type, 0, 0 /* xoffset */, 0 /* yoffset */, g_surf_sdf->w, g_surf_sdf->h, format, type, g_surf_sdf->pixels));
}
SDL_GL_GetDrawableSize(state->windows[i], &w, &h);
ctx.glViewport(0, 0, w, h);
@@ -753,23 +737,20 @@ main(int argc, char *argv[])
GL_CHECK(ctx.glUseProgram(data->shader_program));
ctx.glEnableVertexAttribArray((GLenum) GLES2_ATTRIBUTE_ANGLE);
ctx.glDisableVertexAttribArray((GLenum) GLES2_ATTRIBUTE_CENTER);
ctx.glEnableVertexAttribArray((GLenum)GLES2_ATTRIBUTE_ANGLE);
ctx.glDisableVertexAttribArray((GLenum)GLES2_ATTRIBUTE_CENTER);
ctx.glEnableVertexAttribArray(GLES2_ATTRIBUTE_POSITION);
ctx.glEnableVertexAttribArray((GLenum) GLES2_ATTRIBUTE_TEXCOORD);
ctx.glUniform1i(g_uniform_locations[GLES2_UNIFORM_TEXTURE], 0); /* always texture unit 0. */
ctx.glActiveTexture(GL_TEXTURE0);
ctx.glBindTexture(g_texture_type, g_texture);
GL_CHECK(ctx.glClearColor(1, 1, 1, 1));
// SDL_BLENDMODE_BLEND
GL_CHECK(ctx.glEnable(GL_BLEND));
ctx.glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
ctx.glBlendEquationSeparate(GL_FUNC_ADD, GL_FUNC_ADD);
ctx.glEnableVertexAttribArray((GLenum)GLES2_ATTRIBUTE_TEXCOORD);
ctx.glUniform1i(g_uniform_locations[GLES2_UNIFORM_TEXTURE], 0); /* always texture unit 0. */
ctx.glActiveTexture(GL_TEXTURE0);
ctx.glBindTexture(g_texture_type, g_texture);
GL_CHECK(ctx.glClearColor(1, 1, 1, 1));
// SDL_BLENDMODE_BLEND
GL_CHECK(ctx.glEnable(GL_BLEND));
ctx.glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
ctx.glBlendEquationSeparate(GL_FUNC_ADD, GL_FUNC_ADD);
}
/* Main render loop */
@@ -789,7 +770,7 @@ main(int argc, char *argv[])
now = SDL_GetTicks();
if (now > then) {
SDL_Log("%2.2f frames per second\n",
((double) frames * 1000) / (now - then));
((double)frames * 1000) / (now - then));
}
#if !defined(__ANDROID__)
quit(0);
@@ -799,8 +780,7 @@ main(int argc, char *argv[])
#else /* HAVE_OPENGLES2 */
int
main(int argc, char *argv[])
int main(int argc, char *argv[])
{
SDL_Log("No OpenGL ES support on this system\n");
return 1;