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
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14b902faca
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781 changed files with 51659 additions and 55763 deletions
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@ -22,7 +22,6 @@
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#if SDL_VIDEO_RENDER_D3D12 && !SDL_RENDER_DISABLED && !defined(__XBOXONE__) && !defined(__XBOXSERIES__)
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#include "../../core/windows/SDL_windows.h"
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#include <d3d12.h>
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@ -30,7 +29,6 @@
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#define SDL_COMPOSE_ERROR(str) SDL_STRINGIFY_ARG(__FUNCTION__) ", " str
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/* Direct3D 12 shaders
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SDL's shaders are compiled into SDL itself, to simplify distribution.
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@ -50,7 +48,7 @@
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Shader types:
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- ps_6_0: Pixel shader
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- vs_6_0: Vertex shader
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Shader object code was converted to unsigned chars via the following
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*nix style command (available separately from Windows + MSVC):
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@ -1728,7 +1726,7 @@ static unsigned char D3D12_PixelShader_YUV_BT601[] = {
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float2 tex : TEXCOORD0;
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float4 color : COLOR0;
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};
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#define YUVRS \
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"RootFlags ( ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT |" \
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" DENY_DOMAIN_SHADER_ROOT_ACCESS |" \
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@ -6769,7 +6767,7 @@ static unsigned char D3D12_VertexShader_NV[] = {
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/* Root signature blobs extracted from Vertex Shader
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dxc command line is:
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dxc -E <RS> -T rootsig_1_1 -rootsig-define <RS> -Fo <OUTFILE> D3D12_VertexShader.hlsl
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Variables:
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- <RS>: the root signature define
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- <OUTFILE>: the output file name.
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@ -6857,78 +6855,57 @@ static struct
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{
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const void *ps_shader_data;
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SIZE_T ps_shader_size;
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const void* vs_shader_data;
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const void *vs_shader_data;
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SIZE_T vs_shader_size;
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D3D12_RootSignature root_sig;
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} D3D12_shaders[NUM_SHADERS] = {
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{
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D3D12_PixelShader_Colors, sizeof(D3D12_PixelShader_Colors),
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D3D12_VertexShader_Colors, sizeof(D3D12_VertexShader_Colors),
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ROOTSIG_COLOR
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},
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{
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D3D12_PixelShader_Textures, sizeof(D3D12_PixelShader_Textures),
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D3D12_VertexShader_Textures, sizeof(D3D12_VertexShader_Textures),
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ROOTSIG_TEXTURE
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},
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{ D3D12_PixelShader_Colors, sizeof(D3D12_PixelShader_Colors),
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D3D12_VertexShader_Colors, sizeof(D3D12_VertexShader_Colors),
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ROOTSIG_COLOR },
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{ D3D12_PixelShader_Textures, sizeof(D3D12_PixelShader_Textures),
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D3D12_VertexShader_Textures, sizeof(D3D12_VertexShader_Textures),
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ROOTSIG_TEXTURE },
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#if SDL_HAVE_YUV
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{
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D3D12_PixelShader_YUV_JPEG, sizeof(D3D12_PixelShader_YUV_JPEG),
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D3D12_VertexShader_YUV, sizeof(D3D12_VertexShader_YUV),
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ROOTSIG_YUV
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},
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{
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D3D12_PixelShader_YUV_BT601, sizeof(D3D12_PixelShader_YUV_BT601),
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D3D12_VertexShader_YUV, sizeof(D3D12_VertexShader_YUV),
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ROOTSIG_YUV
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},
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{
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D3D12_PixelShader_YUV_BT709, sizeof(D3D12_PixelShader_YUV_BT709),
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D3D12_VertexShader_YUV, sizeof(D3D12_VertexShader_YUV),
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ROOTSIG_YUV
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},
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{
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D3D12_PixelShader_NV12_JPEG, sizeof(D3D12_PixelShader_NV12_JPEG),
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D3D12_VertexShader_NV, sizeof(D3D12_VertexShader_NV),
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ROOTSIG_NV
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},
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{
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D3D12_PixelShader_NV12_BT601, sizeof(D3D12_PixelShader_NV12_BT601),
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D3D12_VertexShader_NV, sizeof(D3D12_VertexShader_NV),
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ROOTSIG_NV
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},
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{
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D3D12_PixelShader_NV12_BT709, sizeof(D3D12_PixelShader_NV12_BT709),
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D3D12_VertexShader_NV, sizeof(D3D12_VertexShader_NV),
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ROOTSIG_NV
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},
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{
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D3D12_PixelShader_NV21_JPEG, sizeof(D3D12_PixelShader_NV21_JPEG),
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D3D12_VertexShader_NV, sizeof(D3D12_VertexShader_NV),
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ROOTSIG_NV
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},
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{
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D3D12_PixelShader_NV21_BT601, sizeof(D3D12_PixelShader_NV21_BT601),
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D3D12_VertexShader_NV, sizeof(D3D12_VertexShader_NV),
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ROOTSIG_NV
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},
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{
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D3D12_PixelShader_NV21_BT709, sizeof(D3D12_PixelShader_NV21_BT709),
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D3D12_VertexShader_NV, sizeof(D3D12_VertexShader_NV),
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ROOTSIG_NV
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},
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{ D3D12_PixelShader_YUV_JPEG, sizeof(D3D12_PixelShader_YUV_JPEG),
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D3D12_VertexShader_YUV, sizeof(D3D12_VertexShader_YUV),
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ROOTSIG_YUV },
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{ D3D12_PixelShader_YUV_BT601, sizeof(D3D12_PixelShader_YUV_BT601),
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D3D12_VertexShader_YUV, sizeof(D3D12_VertexShader_YUV),
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ROOTSIG_YUV },
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{ D3D12_PixelShader_YUV_BT709, sizeof(D3D12_PixelShader_YUV_BT709),
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D3D12_VertexShader_YUV, sizeof(D3D12_VertexShader_YUV),
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ROOTSIG_YUV },
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{ D3D12_PixelShader_NV12_JPEG, sizeof(D3D12_PixelShader_NV12_JPEG),
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D3D12_VertexShader_NV, sizeof(D3D12_VertexShader_NV),
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ROOTSIG_NV },
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{ D3D12_PixelShader_NV12_BT601, sizeof(D3D12_PixelShader_NV12_BT601),
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D3D12_VertexShader_NV, sizeof(D3D12_VertexShader_NV),
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ROOTSIG_NV },
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{ D3D12_PixelShader_NV12_BT709, sizeof(D3D12_PixelShader_NV12_BT709),
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D3D12_VertexShader_NV, sizeof(D3D12_VertexShader_NV),
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ROOTSIG_NV },
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{ D3D12_PixelShader_NV21_JPEG, sizeof(D3D12_PixelShader_NV21_JPEG),
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D3D12_VertexShader_NV, sizeof(D3D12_VertexShader_NV),
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ROOTSIG_NV },
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{ D3D12_PixelShader_NV21_BT601, sizeof(D3D12_PixelShader_NV21_BT601),
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D3D12_VertexShader_NV, sizeof(D3D12_VertexShader_NV),
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ROOTSIG_NV },
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{ D3D12_PixelShader_NV21_BT709, sizeof(D3D12_PixelShader_NV21_BT709),
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D3D12_VertexShader_NV, sizeof(D3D12_VertexShader_NV),
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ROOTSIG_NV },
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#endif
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};
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static struct {
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const void* rs_shader_data;
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static struct
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{
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const void *rs_shader_data;
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SIZE_T rs_shader_size;
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} D3D12_rootsigs[NUM_ROOTSIGS] = {
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{D3D12_RootSig_Color, sizeof(D3D12_RootSig_Color)},
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{D3D12_RootSig_Texture, sizeof(D3D12_RootSig_Texture)},
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{ D3D12_RootSig_Color, sizeof(D3D12_RootSig_Color) },
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{ D3D12_RootSig_Texture, sizeof(D3D12_RootSig_Texture) },
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#if SDL_HAVE_YUV
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{D3D12_RootSig_YUV, sizeof(D3D12_RootSig_YUV)},
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{D3D12_RootSig_NV, sizeof(D3D12_RootSig_NV)},
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{ D3D12_RootSig_YUV, sizeof(D3D12_RootSig_YUV) },
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{ D3D12_RootSig_NV, sizeof(D3D12_RootSig_NV) },
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#endif
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};
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