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:
Sam Lantinga 2024-08-22 10:30:45 -07:00
parent 658fc3db0f
commit 6501e90018
743 changed files with 11882 additions and 11882 deletions

View file

@ -25,9 +25,9 @@
#include <SDL3/SDL_opengl.h>
#include "SDL_shaders_gl.h"
/* OpenGL shader implementation */
// OpenGL shader implementation
/* #define DEBUG_SHADERS */
// #define DEBUG_SHADERS
typedef struct
{
@ -61,7 +61,7 @@ struct GL_ShaderContext
const float *shader_params[NUM_SHADERS];
};
/* *INDENT-OFF* */ /* clang-format off */
/* *INDENT-OFF* */ // clang-format off
#define COLOR_VERTEX_SHADER \
"varying vec4 v_color;\n" \
@ -237,14 +237,14 @@ struct GL_ShaderContext
* texture_rectangle versions if we choose to use that extension.
*/
static const char *shader_source[NUM_SHADERS][2] = {
/* SHADER_NONE */
// SHADER_NONE
{ NULL, NULL },
/* SHADER_SOLID */
// SHADER_SOLID
{
/* vertex shader */
// vertex shader
COLOR_VERTEX_SHADER,
/* fragment shader */
// fragment shader
"varying vec4 v_color;\n"
"\n"
"void main()\n"
@ -253,11 +253,11 @@ static const char *shader_source[NUM_SHADERS][2] = {
"}"
},
/* SHADER_RGB */
// SHADER_RGB
{
/* vertex shader */
// vertex shader
TEXTURE_VERTEX_SHADER,
/* fragment shader */
// fragment shader
"varying vec4 v_color;\n"
"varying vec2 v_texCoord;\n"
"uniform sampler2D tex0;\n"
@ -270,11 +270,11 @@ static const char *shader_source[NUM_SHADERS][2] = {
"}"
},
/* SHADER_RGBA */
// SHADER_RGBA
{
/* vertex shader */
// vertex shader
TEXTURE_VERTEX_SHADER,
/* fragment shader */
// fragment shader
"varying vec4 v_color;\n"
"varying vec2 v_texCoord;\n"
"uniform sampler2D tex0;\n"
@ -285,50 +285,50 @@ static const char *shader_source[NUM_SHADERS][2] = {
"}"
},
#if SDL_HAVE_YUV
/* SHADER_YUV */
// SHADER_YUV
{
/* vertex shader */
// vertex shader
TEXTURE_VERTEX_SHADER,
/* fragment shader */
// fragment shader
YUV_SHADER_PROLOGUE
YUV_SHADER_BODY
},
/* SHADER_NV12_RA */
// SHADER_NV12_RA
{
/* vertex shader */
// vertex shader
TEXTURE_VERTEX_SHADER,
/* fragment shader */
// fragment shader
NV12_SHADER_PROLOGUE
NV12_RA_SHADER_BODY
},
/* SHADER_NV12_RG */
// SHADER_NV12_RG
{
/* vertex shader */
// vertex shader
TEXTURE_VERTEX_SHADER,
/* fragment shader */
// fragment shader
NV12_SHADER_PROLOGUE
NV12_RG_SHADER_BODY
},
/* SHADER_NV21_RA */
// SHADER_NV21_RA
{
/* vertex shader */
// vertex shader
TEXTURE_VERTEX_SHADER,
/* fragment shader */
// fragment shader
NV12_SHADER_PROLOGUE
NV21_RA_SHADER_BODY
},
/* SHADER_NV21_RG */
// SHADER_NV21_RG
{
/* vertex shader */
// vertex shader
TEXTURE_VERTEX_SHADER,
/* fragment shader */
// fragment shader
NV12_SHADER_PROLOGUE
NV21_RG_SHADER_BODY
},
#endif /* SDL_HAVE_YUV */
#endif // SDL_HAVE_YUV
};
/* *INDENT-ON* */ /* clang-format on */
/* *INDENT-ON* */ // clang-format on
static SDL_bool CompileShader(GL_ShaderContext *ctx, GLhandleARB shader, const char *defines, const char *source)
{
@ -377,7 +377,7 @@ static SDL_bool CompileShaderProgram(GL_ShaderContext *ctx, int index, GL_Shader
ctx->glGetError();
/* Make sure we use the correct sampler type for our texture type */
// Make sure we use the correct sampler type for our texture type
if (ctx->GL_ARB_texture_rectangle_supported) {
frag_defines =
"#define sampler2D sampler2DRect\n"
@ -388,27 +388,27 @@ static SDL_bool CompileShaderProgram(GL_ShaderContext *ctx, int index, GL_Shader
"#define UVCoordScale 1.0\n";
}
/* Create one program object to rule them all */
// Create one program object to rule them all
data->program = ctx->glCreateProgramObjectARB();
/* Create the vertex shader */
// Create the vertex shader
data->vert_shader = ctx->glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB);
if (!CompileShader(ctx, data->vert_shader, vert_defines, shader_source[index][0])) {
return SDL_FALSE;
}
/* Create the fragment shader */
// Create the fragment shader
data->frag_shader = ctx->glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB);
if (!CompileShader(ctx, data->frag_shader, frag_defines, shader_source[index][1])) {
return SDL_FALSE;
}
/* ... and in the darkness bind them */
// ... and in the darkness bind them
ctx->glAttachObjectARB(data->program, data->vert_shader);
ctx->glAttachObjectARB(data->program, data->frag_shader);
ctx->glLinkProgramARB(data->program);
/* Set up some uniform variables */
// Set up some uniform variables
ctx->glUseProgramObjectARB(data->program);
for (i = 0; i < num_tmus_bound; ++i) {
char tex_name[10];
@ -447,7 +447,7 @@ GL_ShaderContext *GL_CreateShaderContext(void)
ctx->GL_ARB_texture_rectangle_supported = SDL_TRUE;
}
/* Check for shader support */
// Check for shader support
shaders_supported = SDL_FALSE;
if (SDL_GL_ExtensionSupported("GL_ARB_shader_objects") &&
SDL_GL_ExtensionSupported("GL_ARB_shading_language_100") &&
@ -492,7 +492,7 @@ GL_ShaderContext *GL_CreateShaderContext(void)
return NULL;
}
/* Compile all the shaders */
// Compile all the shaders
for (i = 0; i < NUM_SHADERS; ++i) {
if (!CompileShaderProgram(ctx, i, &ctx->shaders[i])) {
GL_DestroyShaderContext(ctx);
@ -500,7 +500,7 @@ GL_ShaderContext *GL_CreateShaderContext(void)
}
}
/* We're done! */
// We're done!
return ctx;
}
@ -512,7 +512,7 @@ void GL_SelectShader(GL_ShaderContext *ctx, GL_Shader shader, const float *shade
ctx->glUseProgramObjectARB(program);
if (shader_params && shader_params != ctx->shader_params[shader]) {
/* YUV shader params are Yoffset, 0, Rcoeff, 0, Gcoeff, 0, Bcoeff, 0 */
// YUV shader params are Yoffset, 0, Rcoeff, 0, Gcoeff, 0, Bcoeff, 0
location = ctx->glGetUniformLocationARB(program, "Yoffset");
if (location >= 0) {
ctx->glUniform3fARB(location, shader_params[0], shader_params[1], shader_params[2]);
@ -543,4 +543,4 @@ void GL_DestroyShaderContext(GL_ShaderContext *ctx)
SDL_free(ctx);
}
#endif /* SDL_VIDEO_RENDER_OGL */
#endif // SDL_VIDEO_RENDER_OGL