Use C++ style comments consistently in SDL source code
Implemented using this script:
find . -type f -exec sed -i'' -e 's,/\* *\([^*]*\)\*/ *$,// \1,' -e 's, \+$,,' {} \;
git checkout \
core/linux/SDL_evdev_kbd_default_keymap.h \
events/imKStoUCS.* \
hidapi \
joystick/controller_type.c \
joystick/controller_type.h \
joystick/hidapi/steam/controller_constants.h \
joystick/hidapi/steam/controller_structs.h \
joystick/SDL_gamepad_db.h \
libm \
render/*/*Shader*.h \
render/vitagxm/SDL_render_vita_gxm_shaders.h \
render/metal/SDL_shaders_metal_*.h \
stdlib/SDL_malloc.c \
stdlib/SDL_qsort.c \
stdlib/SDL_strtokr.c \
test/ \
video/directx/SDL_d3d12_xbox_cmacros.h \
video/directx/d3d12.h \
video/directx/d3d12sdklayers.h \
video/khronos \
video/x11/edid-parse.c \
video/x11/xsettings-client.* \
video/yuv2rgb
sed -i'' -e 's,/\* *\([^*]*\)\*/ *$,// \1,' -e 's, \+$,,' hidapi/SDL_hidapi.c
This commit is contained in:
@@ -32,10 +32,10 @@
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*/
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#define __REQUIRED_RPCNDR_H_VERSION__ 475
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/* May not be defined in winapifamily.h, can safely be ignored */
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// May not be defined in winapifamily.h, can safely be ignored
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#ifndef WINAPI_PARTITION_GAMES
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#define WINAPI_PARTITION_GAMES 0
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#endif /* WINAPI_PARTITION_GAMES */
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#endif // WINAPI_PARTITION_GAMES
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#define COBJMACROS
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#include "d3d12.h"
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@@ -55,11 +55,11 @@
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*/
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#define D3D_CALL_RET(THIS, FUNC, ...) (THIS)->lpVtbl->FUNC((THIS), ##__VA_ARGS__)
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#else /* !(defined(SDL_PLATFORM_XBOXONE) || defined(SDL_PLATFORM_XBOXSERIES)) */
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#else // !(defined(SDL_PLATFORM_XBOXONE) || defined(SDL_PLATFORM_XBOXSERIES))
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#if defined(SDL_PLATFORM_XBOXONE)
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#include <d3d12_x.h>
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#else /* SDL_PLATFORM_XBOXSERIES */
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#else // SDL_PLATFORM_XBOXSERIES
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#include <d3d12_xs.h>
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#endif
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@@ -71,15 +71,15 @@
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X = NULL; \
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}
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/* Older versions of the Xbox GDK may not have this defined */
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// Older versions of the Xbox GDK may not have this defined
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#ifndef D3D12_TEXTURE_DATA_PITCH_ALIGNMENT
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#define D3D12_TEXTURE_DATA_PITCH_ALIGNMENT 256
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#endif
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/* DXGI_PRESENT flags are removed on Xbox */
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// DXGI_PRESENT flags are removed on Xbox
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#define DXGI_PRESENT_ALLOW_TEARING 0
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/* Xbox D3D12 does not define the COBJMACROS, so we need to define them ourselves */
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// Xbox D3D12 does not define the COBJMACROS, so we need to define them ourselves
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#include "SDL_d3d12_xbox_cmacros.h"
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/* Xbox's D3D12 ABI actually varies from Windows, if a function does not exist
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@@ -87,6 +87,6 @@
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*/
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#define D3D_CALL_RET(THIS, FUNC, RETVAL, ...) *(RETVAL) = (THIS)->FUNC(__VA_ARGS__)
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#endif /* !(defined(SDL_PLATFORM_XBOXONE) || defined(SDL_PLATFORM_XBOXSERIES)) */
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#endif // !(defined(SDL_PLATFORM_XBOXONE) || defined(SDL_PLATFORM_XBOXSERIES))
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#endif /* SDL_D3D12_H */
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#endif // SDL_D3D12_H
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@@ -19,7 +19,7 @@
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3. This notice may not be removed or altered from any source distribution.
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*/
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/* Build and run this any time you update d3d12.h/d3d12sdklayers.h! */
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// Build and run this any time you update d3d12.h/d3d12sdklayers.h!
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using System.IO;
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