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
No known key found for this signature in database
GPG key ID: 4AEE18F83AFDEB23
781 changed files with 51659 additions and 55763 deletions

View file

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