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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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parent
14b902faca
commit
5750bcb174
781 changed files with 51659 additions and 55763 deletions
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@ -59,6 +59,8 @@ struct GL_ShaderContext
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GL_ShaderData shaders[NUM_SHADERS];
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};
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/* *INDENT-OFF* */ /* clang-format off */
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#define COLOR_VERTEX_SHADER \
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"varying vec4 v_color;\n" \
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"\n" \
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@ -233,8 +235,7 @@ struct GL_ShaderContext
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* NOTE: Always use sampler2D, etc here. We'll #define them to the
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* texture_rectangle versions if we choose to use that extension.
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*/
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static const char *shader_source[NUM_SHADERS][2] =
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{
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static const char *shader_source[NUM_SHADERS][2] = {
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/* SHADER_NONE */
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{ NULL, NULL },
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@ -385,8 +386,9 @@ static const char *shader_source[NUM_SHADERS][2] =
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#endif /* SDL_HAVE_YUV */
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};
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static SDL_bool
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CompileShader(GL_ShaderContext *ctx, GLhandleARB shader, const char *defines, const char *source)
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/* *INDENT-ON* */ /* clang-format on */
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static SDL_bool CompileShader(GL_ShaderContext *ctx, GLhandleARB shader, const char *defines, const char *source)
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{
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GLint status;
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const char *sources[2];
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@ -403,13 +405,13 @@ CompileShader(GL_ShaderContext *ctx, GLhandleARB shader, const char *defines, co
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char *info;
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ctx->glGetObjectParameterivARB(shader, GL_OBJECT_INFO_LOG_LENGTH_ARB, &length);
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info = SDL_small_alloc(char, length+1, &isstack);
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info = SDL_small_alloc(char, length + 1, &isstack);
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ctx->glGetInfoLogARB(shader, length, NULL, info);
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SDL_LogError(SDL_LOG_CATEGORY_RENDER,
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"Failed to compile shader:\n%s%s\n%s", defines, source, info);
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"Failed to compile shader:\n%s%s\n%s", defines, source, info);
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#ifdef DEBUG_SHADERS
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fprintf(stderr,
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"Failed to compile shader:\n%s%s\n%s", defines, source, info);
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"Failed to compile shader:\n%s%s\n%s", defines, source, info);
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#endif
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SDL_small_free(info, isstack);
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@ -419,8 +421,7 @@ CompileShader(GL_ShaderContext *ctx, GLhandleARB shader, const char *defines, co
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}
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}
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static SDL_bool
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CompileShaderProgram(GL_ShaderContext *ctx, int index, GL_ShaderData *data)
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static SDL_bool CompileShaderProgram(GL_ShaderContext *ctx, int index, GL_ShaderData *data)
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{
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const int num_tmus_bound = 4;
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const char *vert_defines = "";
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@ -437,12 +438,12 @@ CompileShaderProgram(GL_ShaderContext *ctx, int index, GL_ShaderData *data)
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/* Make sure we use the correct sampler type for our texture type */
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if (ctx->GL_ARB_texture_rectangle_supported) {
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frag_defines =
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"#define sampler2D sampler2DRect\n"
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"#define texture2D texture2DRect\n"
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"#define UVCoordScale 0.5\n";
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"#define sampler2D sampler2DRect\n"
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"#define texture2D texture2DRect\n"
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"#define UVCoordScale 0.5\n";
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} else {
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frag_defines =
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"#define UVCoordScale 1.0\n";
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frag_defines =
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"#define UVCoordScale 1.0\n";
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}
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/* Create one program object to rule them all */
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@ -480,8 +481,7 @@ CompileShaderProgram(GL_ShaderContext *ctx, int index, GL_ShaderData *data)
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return ctx->glGetError() == GL_NO_ERROR;
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}
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static void
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DestroyShaderProgram(GL_ShaderContext *ctx, GL_ShaderData *data)
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static void DestroyShaderProgram(GL_ShaderContext *ctx, GL_ShaderData *data)
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{
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ctx->glDeleteObjectARB(data->vert_shader);
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ctx->glDeleteObjectARB(data->frag_shader);
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@ -512,20 +512,20 @@ GL_CreateShaderContext(void)
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SDL_GL_ExtensionSupported("GL_ARB_shading_language_100") &&
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SDL_GL_ExtensionSupported("GL_ARB_vertex_shader") &&
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SDL_GL_ExtensionSupported("GL_ARB_fragment_shader")) {
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ctx->glGetError = (GLenum (*)(void)) SDL_GL_GetProcAddress("glGetError");
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ctx->glAttachObjectARB = (PFNGLATTACHOBJECTARBPROC) SDL_GL_GetProcAddress("glAttachObjectARB");
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ctx->glCompileShaderARB = (PFNGLCOMPILESHADERARBPROC) SDL_GL_GetProcAddress("glCompileShaderARB");
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ctx->glCreateProgramObjectARB = (PFNGLCREATEPROGRAMOBJECTARBPROC) SDL_GL_GetProcAddress("glCreateProgramObjectARB");
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ctx->glCreateShaderObjectARB = (PFNGLCREATESHADEROBJECTARBPROC) SDL_GL_GetProcAddress("glCreateShaderObjectARB");
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ctx->glDeleteObjectARB = (PFNGLDELETEOBJECTARBPROC) SDL_GL_GetProcAddress("glDeleteObjectARB");
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ctx->glGetInfoLogARB = (PFNGLGETINFOLOGARBPROC) SDL_GL_GetProcAddress("glGetInfoLogARB");
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ctx->glGetObjectParameterivARB = (PFNGLGETOBJECTPARAMETERIVARBPROC) SDL_GL_GetProcAddress("glGetObjectParameterivARB");
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ctx->glGetUniformLocationARB = (PFNGLGETUNIFORMLOCATIONARBPROC) SDL_GL_GetProcAddress("glGetUniformLocationARB");
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ctx->glLinkProgramARB = (PFNGLLINKPROGRAMARBPROC) SDL_GL_GetProcAddress("glLinkProgramARB");
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ctx->glShaderSourceARB = (PFNGLSHADERSOURCEARBPROC) SDL_GL_GetProcAddress("glShaderSourceARB");
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ctx->glUniform1iARB = (PFNGLUNIFORM1IARBPROC) SDL_GL_GetProcAddress("glUniform1iARB");
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ctx->glUniform1fARB = (PFNGLUNIFORM1FARBPROC) SDL_GL_GetProcAddress("glUniform1fARB");
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ctx->glUseProgramObjectARB = (PFNGLUSEPROGRAMOBJECTARBPROC) SDL_GL_GetProcAddress("glUseProgramObjectARB");
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ctx->glGetError = (GLenum(*)(void))SDL_GL_GetProcAddress("glGetError");
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ctx->glAttachObjectARB = (PFNGLATTACHOBJECTARBPROC)SDL_GL_GetProcAddress("glAttachObjectARB");
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ctx->glCompileShaderARB = (PFNGLCOMPILESHADERARBPROC)SDL_GL_GetProcAddress("glCompileShaderARB");
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ctx->glCreateProgramObjectARB = (PFNGLCREATEPROGRAMOBJECTARBPROC)SDL_GL_GetProcAddress("glCreateProgramObjectARB");
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ctx->glCreateShaderObjectARB = (PFNGLCREATESHADEROBJECTARBPROC)SDL_GL_GetProcAddress("glCreateShaderObjectARB");
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ctx->glDeleteObjectARB = (PFNGLDELETEOBJECTARBPROC)SDL_GL_GetProcAddress("glDeleteObjectARB");
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ctx->glGetInfoLogARB = (PFNGLGETINFOLOGARBPROC)SDL_GL_GetProcAddress("glGetInfoLogARB");
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ctx->glGetObjectParameterivARB = (PFNGLGETOBJECTPARAMETERIVARBPROC)SDL_GL_GetProcAddress("glGetObjectParameterivARB");
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ctx->glGetUniformLocationARB = (PFNGLGETUNIFORMLOCATIONARBPROC)SDL_GL_GetProcAddress("glGetUniformLocationARB");
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ctx->glLinkProgramARB = (PFNGLLINKPROGRAMARBPROC)SDL_GL_GetProcAddress("glLinkProgramARB");
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ctx->glShaderSourceARB = (PFNGLSHADERSOURCEARBPROC)SDL_GL_GetProcAddress("glShaderSourceARB");
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ctx->glUniform1iARB = (PFNGLUNIFORM1IARBPROC)SDL_GL_GetProcAddress("glUniform1iARB");
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ctx->glUniform1fARB = (PFNGLUNIFORM1FARBPROC)SDL_GL_GetProcAddress("glUniform1fARB");
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ctx->glUseProgramObjectARB = (PFNGLUSEPROGRAMOBJECTARBPROC)SDL_GL_GetProcAddress("glUseProgramObjectARB");
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if (ctx->glGetError &&
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ctx->glAttachObjectARB &&
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ctx->glCompileShaderARB &&
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@ -561,14 +561,12 @@ GL_CreateShaderContext(void)
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return ctx;
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}
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void
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GL_SelectShader(GL_ShaderContext *ctx, GL_Shader shader)
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void GL_SelectShader(GL_ShaderContext *ctx, GL_Shader shader)
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{
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ctx->glUseProgramObjectARB(ctx->shaders[shader].program);
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}
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void
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GL_DestroyShaderContext(GL_ShaderContext *ctx)
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void GL_DestroyShaderContext(GL_ShaderContext *ctx)
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{
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int i;
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