Cleanup add brace (#6545)

* Add braces after if conditions

* More add braces after if conditions

* Add braces after while() conditions

* Fix compilation because of macro being modified

* Add braces to for loop

* Add braces after if/goto

* Move comments up

* Remove extra () in the 'return ...;' statements

* More remove extra () in the 'return ...;' statements

* More remove extra () in the 'return ...;' statements after merge

* Fix inconsistent patterns are xxx == NULL vs !xxx

* More "{}" for "if() break;"  and "if() continue;"

* More "{}" after if() short statement

* More "{}" after "if () return;" statement

* More fix inconsistent patterns are xxx == NULL vs !xxx

* Revert some modificaion on SDL_RLEaccel.c

* SDL_RLEaccel: no short statement

* Cleanup 'if' where the bracket is in a new line

* Cleanup 'while' where the bracket is in a new line

* Cleanup 'for' where the bracket is in a new line

* Cleanup 'else' where the bracket is in a new line
This commit is contained in:
Sylvain Becker 2022-11-27 17:38:43 +01:00 committed by GitHub
parent 4958dafdc3
commit 6a2200823c
No known key found for this signature in database
GPG key ID: 4AEE18F83AFDEB23
387 changed files with 6094 additions and 4633 deletions

View file

@ -181,19 +181,22 @@ static int
TextureNextPow2(unsigned int w)
{
unsigned int n = 2;
if(w == 0)
if (w == 0) {
return 0;
}
while(w > n)
while (w > n) {
n <<= 1;
}
return n;
}
static void psp_on_vblank(u32 sub, PSP_RenderData *data)
{
if (data)
if (data) {
data->vblank_not_reached = SDL_FALSE;
}
}
@ -217,10 +220,10 @@ PixelFormatToPSPFMT(Uint32 format)
///SECTION render target LRU management
static void
LRUTargetRelink(PSP_TextureData* psp_texture) {
if(psp_texture->prevhotw) {
if (psp_texture->prevhotw) {
psp_texture->prevhotw->nexthotw = psp_texture->nexthotw;
}
if(psp_texture->nexthotw) {
if (psp_texture->nexthotw) {
psp_texture->nexthotw->prevhotw = psp_texture->prevhotw;
}
}
@ -228,11 +231,11 @@ LRUTargetRelink(PSP_TextureData* psp_texture) {
static void
LRUTargetPushFront(PSP_RenderData* data, PSP_TextureData* psp_texture) {
psp_texture->nexthotw = data->most_recent_target;
if(data->most_recent_target) {
if (data->most_recent_target) {
data->most_recent_target->prevhotw = psp_texture;
}
data->most_recent_target = psp_texture;
if(!data->least_recent_target) {
if (!data->least_recent_target) {
data->least_recent_target = psp_texture;
}
}
@ -240,10 +243,10 @@ LRUTargetPushFront(PSP_RenderData* data, PSP_TextureData* psp_texture) {
static void
LRUTargetRemove(PSP_RenderData* data, PSP_TextureData* psp_texture) {
LRUTargetRelink(psp_texture);
if(data->most_recent_target == psp_texture) {
if (data->most_recent_target == psp_texture) {
data->most_recent_target = psp_texture->nexthotw;
}
if(data->least_recent_target == psp_texture) {
if (data->least_recent_target == psp_texture) {
data->least_recent_target = psp_texture->prevhotw;
}
psp_texture->prevhotw = NULL;
@ -252,7 +255,7 @@ LRUTargetRemove(PSP_RenderData* data, PSP_TextureData* psp_texture) {
static void
LRUTargetBringFront(PSP_RenderData* data, PSP_TextureData* psp_texture) {
if(data->most_recent_target == psp_texture) {
if (data->most_recent_target == psp_texture) {
return; //nothing to do
}
LRUTargetRemove(data, psp_texture);
@ -261,7 +264,7 @@ LRUTargetBringFront(PSP_RenderData* data, PSP_TextureData* psp_texture) {
static void
TextureStorageFree(void* storage) {
if(InVram(storage)) {
if (InVram(storage)) {
vfree(storage);
} else {
SDL_free(storage);
@ -278,8 +281,9 @@ TextureSwizzle(PSP_TextureData *psp_texture, void* dst)
unsigned int *src = NULL;
unsigned char *data = NULL;
if(psp_texture->swizzled)
if (psp_texture->swizzled) {
return 1;
}
bytewidth = psp_texture->textureWidth*(psp_texture->bits>>3);
height = psp_texture->size / bytewidth;
@ -290,21 +294,21 @@ TextureSwizzle(PSP_TextureData *psp_texture, void* dst)
src = (unsigned int*) psp_texture->data;
data = dst;
if(!data) {
if (data == NULL) {
data = SDL_malloc(psp_texture->size);
}
if(!data) {
if (data == NULL) {
return SDL_OutOfMemory();
}
for(j = 0; j < height; j++, blockaddress += 16)
for (j = 0; j < height; j++, blockaddress += 16)
{
unsigned int *block;
block = (unsigned int*)&data[blockaddress];
for(i = 0; i < rowblocks; i++)
for (i = 0; i < rowblocks; i++)
{
*block++ = *src++;
*block++ = *src++;
@ -313,8 +317,9 @@ TextureSwizzle(PSP_TextureData *psp_texture, void* dst)
block += 28;
}
if((j & 0x7) == 0x7)
if ((j & 0x7) == 0x7) {
blockaddress += rowblocksadd;
}
}
TextureStorageFree(psp_texture->data);
@ -337,8 +342,9 @@ TextureUnswizzle(PSP_TextureData *psp_texture, void* dst)
unsigned char *data = NULL;
unsigned char *ydst = NULL;
if(!psp_texture->swizzled)
if (!psp_texture->swizzled) {
return 1;
}
bytewidth = psp_texture->textureWidth*(psp_texture->bits>>3);
height = psp_texture->size / bytewidth;
@ -353,26 +359,27 @@ TextureUnswizzle(PSP_TextureData *psp_texture, void* dst)
data = dst;
if(!data) {
if (data == NULL) {
data = SDL_malloc(psp_texture->size);
}
if(!data)
if (data == NULL) {
return SDL_OutOfMemory();
}
ydst = (unsigned char *)data;
for(blocky = 0; blocky < heightblocks; ++blocky)
for (blocky = 0; blocky < heightblocks; ++blocky)
{
unsigned char *xdst = ydst;
for(blockx = 0; blockx < widthblocks; ++blockx)
for (blockx = 0; blockx < widthblocks; ++blockx)
{
unsigned int *block;
block = (unsigned int*)xdst;
for(j = 0; j < 8; ++j)
for (j = 0; j < 8; ++j)
{
*(block++) = *(src++);
*(block++) = *(src++);
@ -401,10 +408,10 @@ static int
TextureSpillToSram(PSP_RenderData* data, PSP_TextureData* psp_texture)
{
// Assumes the texture is in VRAM
if(psp_texture->swizzled) {
if (psp_texture->swizzled) {
//Texture was swizzled in vram, just copy to system memory
void* sdata = SDL_malloc(psp_texture->size);
if(!sdata) {
if (sdata == NULL) {
return SDL_OutOfMemory();
}
@ -422,7 +429,7 @@ TexturePromoteToVram(PSP_RenderData* data, PSP_TextureData* psp_texture, SDL_boo
{
// Assumes texture in sram and a large enough continuous block in vram
void* tdata = vramalloc(psp_texture->size);
if(psp_texture->swizzled && target) {
if (psp_texture->swizzled && target) {
return TextureUnswizzle(psp_texture, tdata);
} else {
SDL_memcpy(tdata, psp_texture->data, psp_texture->size);
@ -435,8 +442,8 @@ TexturePromoteToVram(PSP_RenderData* data, PSP_TextureData* psp_texture, SDL_boo
static int
TextureSpillLRU(PSP_RenderData* data, size_t wanted) {
PSP_TextureData* lru = data->least_recent_target;
if(lru) {
if(TextureSpillToSram(data, lru) < 0) {
if (lru) {
if (TextureSpillToSram(data, lru) < 0) {
return -1;
}
LRUTargetRemove(data, lru);
@ -450,8 +457,8 @@ TextureSpillLRU(PSP_RenderData* data, size_t wanted) {
static int
TextureSpillTargetsForSpace(PSP_RenderData* data, size_t size)
{
while(vlargestblock() < size) {
if(TextureSpillLRU(data, size) < 0) {
while (vlargestblock() < size) {
if (TextureSpillLRU(data, size) < 0) {
return -1;
}
}
@ -462,12 +469,12 @@ static int
TextureBindAsTarget(PSP_RenderData* data, PSP_TextureData* psp_texture) {
unsigned int dstFormat;
if(!InVram(psp_texture->data)) {
if (!InVram(psp_texture->data)) {
// Bring back the texture in vram
if(TextureSpillTargetsForSpace(data, psp_texture->size) < 0) {
if (TextureSpillTargetsForSpace(data, psp_texture->size) < 0) {
return -1;
}
if(TexturePromoteToVram(data, psp_texture, SDL_TRUE) < 0) {
if (TexturePromoteToVram(data, psp_texture, SDL_TRUE) < 0) {
return -1;
}
}
@ -476,7 +483,7 @@ TextureBindAsTarget(PSP_RenderData* data, PSP_TextureData* psp_texture) {
// Stencil alpha dst hack
dstFormat = psp_texture->format;
if(dstFormat == GU_PSM_5551) {
if (dstFormat == GU_PSM_5551) {
sceGuEnable(GU_STENCIL_TEST);
sceGuStencilOp(GU_REPLACE, GU_REPLACE, GU_REPLACE);
sceGuStencilFunc(GU_GEQUAL, 0xff, 0xff);
@ -501,8 +508,9 @@ PSP_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture)
PSP_RenderData *data = renderer->driverdata;
PSP_TextureData* psp_texture = (PSP_TextureData*) SDL_calloc(1, sizeof(*psp_texture));
if(!psp_texture)
if (psp_texture == NULL) {
return SDL_OutOfMemory();
}
psp_texture->swizzled = SDL_FALSE;
psp_texture->width = texture->w;
@ -530,21 +538,20 @@ PSP_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture)
psp_texture->pitch = psp_texture->textureWidth * SDL_BYTESPERPIXEL(texture->format);
psp_texture->size = psp_texture->textureHeight*psp_texture->pitch;
if(texture->access & SDL_TEXTUREACCESS_TARGET) {
if(TextureSpillTargetsForSpace(renderer->driverdata, psp_texture->size) < 0){
if (texture->access & SDL_TEXTUREACCESS_TARGET) {
if (TextureSpillTargetsForSpace(renderer->driverdata, psp_texture->size) < 0) {
SDL_free(psp_texture);
return -1;
}
psp_texture->data = vramalloc(psp_texture->size);
if(psp_texture->data) {
if (psp_texture->data) {
LRUTargetPushFront(data, psp_texture);
}
} else {
psp_texture->data = SDL_calloc(1, psp_texture->size);
}
if(!psp_texture->data)
{
if (!psp_texture->data) {
SDL_free(psp_texture);
return SDL_OutOfMemory();
}
@ -568,8 +575,7 @@ TextureActivate(SDL_Texture * texture)
int scaleMode = (texture->scaleMode == SDL_ScaleModeNearest) ? GU_NEAREST : GU_LINEAR;
/* Swizzling is useless with small textures. */
if (TextureShouldSwizzle(psp_texture, texture))
{
if (TextureShouldSwizzle(psp_texture, texture)) {
TextureSwizzle(psp_texture, NULL);
}
@ -661,7 +667,7 @@ PSP_QueueDrawPoints(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_F
VertV *verts = (VertV *) SDL_AllocateRenderVertices(renderer, count * sizeof (VertV), 4, &cmd->data.draw.first);
int i;
if (!verts) {
if (verts == NULL) {
return -1;
}
@ -691,7 +697,7 @@ PSP_QueueGeometry(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL_Texture *t
if (texture == NULL) {
VertCV *verts;
verts = (VertCV *) SDL_AllocateRenderVertices(renderer, count * sizeof (VertCV), 4, &cmd->data.draw.first);
if (!verts) {
if (verts == NULL) {
return -1;
}
@ -724,7 +730,7 @@ PSP_QueueGeometry(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL_Texture *t
PSP_TextureData *psp_texture = (PSP_TextureData *) texture->driverdata;
VertTCV *verts;
verts = (VertTCV *) SDL_AllocateRenderVertices(renderer, count * sizeof (VertTCV), 4, &cmd->data.draw.first);
if (!verts) {
if (verts == NULL) {
return -1;
}
@ -770,7 +776,7 @@ PSP_QueueFillRects(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_FR
VertV *verts = (VertV *) SDL_AllocateRenderVertices(renderer, count * 2 * sizeof (VertV), 4, &cmd->data.draw.first);
int i;
if (!verts) {
if (verts == NULL) {
return -1;
}
@ -805,10 +811,9 @@ PSP_QueueCopy(SDL_Renderer * renderer, SDL_RenderCommand *cmd, SDL_Texture * tex
const float u1 = srcrect->x + srcrect->w;
const float v1 = srcrect->y + srcrect->h;
if((MathAbs(u1) - MathAbs(u0)) < 64.0f)
{
if ((MathAbs(u1) - MathAbs(u0)) < 64.0f) {
verts = (VertTV *) SDL_AllocateRenderVertices(renderer, 2 * sizeof (VertTV), 4, &cmd->data.draw.first);
if (!verts) {
if (verts == NULL) {
return -1;
}
@ -827,9 +832,7 @@ PSP_QueueCopy(SDL_Renderer * renderer, SDL_RenderCommand *cmd, SDL_Texture * tex
verts->y = y + height;
verts->z = 0;
verts++;
}
else
{
} else {
float start, end;
float curU = u0;
float curX = x;
@ -839,18 +842,19 @@ PSP_QueueCopy(SDL_Renderer * renderer, SDL_RenderCommand *cmd, SDL_Texture * tex
size_t i;
float ustep = (u1 - u0)/width * slice;
if(ustep < 0.0f)
if (ustep < 0.0f) {
ustep = -ustep;
}
cmd->data.draw.count = count;
verts = (VertTV *) SDL_AllocateRenderVertices(renderer, count * 2 * sizeof (VertTV), 4, &cmd->data.draw.first);
if (!verts) {
if (verts == NULL) {
return -1;
}
for(i = 0, start = 0, end = width; i < count; i++, start += slice)
for (i = 0, start = 0, end = width; i < count; i++, start += slice)
{
const float polyWidth = ((curX + slice) > endX) ? (endX - curX) : slice;
const float sourceWidth = ((curU + ustep) > u1) ? (u1 - curU) : ustep;
@ -899,7 +903,7 @@ PSP_QueueCopyEx(SDL_Renderer * renderer, SDL_RenderCommand *cmd, SDL_Texture * t
float u1 = srcrect->x + srcrect->w;
float v1 = srcrect->y + srcrect->h;
if (!verts) {
if (verts == NULL) {
return -1;
}
@ -985,16 +989,16 @@ StartDrawing(SDL_Renderer * renderer)
PSP_RenderData *data = (PSP_RenderData *) renderer->driverdata;
// Check if we need to start GU displaylist
if(!data->displayListAvail) {
if (!data->displayListAvail) {
sceGuStart(GU_DIRECT, DisplayList);
data->displayListAvail = SDL_TRUE;
//ResetBlendState(&data->blendState);
}
// Check if we need a draw buffer change
if(renderer->target != data->boundTarget) {
if (renderer->target != data->boundTarget) {
SDL_Texture* texture = renderer->target;
if(texture) {
if (texture) {
PSP_TextureData* psp_texture = (PSP_TextureData*) texture->driverdata;
// Set target, registering LRU
TextureBindAsTarget(data, psp_texture);
@ -1043,16 +1047,16 @@ PSP_SetBlendState(PSP_RenderData* data, PSP_BlendState* state)
}
}
if(state->color != current->color) {
if (state->color != current->color) {
sceGuColor(state->color);
}
if(state->shadeModel != current->shadeModel) {
if (state->shadeModel != current->shadeModel) {
sceGuShadeModel(state->shadeModel);
}
if(state->texture != current->texture) {
if(state->texture != NULL) {
if (state->texture != current->texture) {
if (state->texture != NULL) {
TextureActivate(state->texture);
sceGuEnable(GU_TEXTURE_2D);
} else {
@ -1077,7 +1081,7 @@ PSP_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *verti
rendering backends report a reasonable maximum, so the higher level can flush
if we appear to be exceeding that. */
gpumem = (Uint8 *) sceGuGetMemory(vertsize);
if (!gpumem) {
if (gpumem == NULL) {
return SDL_SetError("Couldn't obtain a %d-byte vertex buffer!", (int) vertsize);
}
SDL_memcpy(gpumem, vertices, vertsize);
@ -1098,7 +1102,7 @@ PSP_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *verti
case SDL_RENDERCMD_SETCLIPRECT: {
const SDL_Rect *rect = &cmd->data.cliprect.rect;
if(cmd->data.cliprect.enabled){
if (cmd->data.cliprect.enabled) {
sceGuEnable(GU_SCISSOR_TEST);
sceGuScissor(rect->x, rect->y, rect->w, rect->h);
} else {
@ -1263,8 +1267,9 @@ PSP_RenderPresent(SDL_Renderer * renderer)
sceGuFinish();
sceGuSync(0,0);
if ((data->vsync) && (data->vblank_not_reached))
if ((data->vsync) && (data->vblank_not_reached)) {
sceDisplayWaitVblankStart();
}
data->vblank_not_reached = SDL_TRUE;
data->backbuffer = data->frontbuffer;
@ -1279,11 +1284,13 @@ PSP_DestroyTexture(SDL_Renderer * renderer, SDL_Texture * texture)
PSP_RenderData *renderdata = (PSP_RenderData *) renderer->driverdata;
PSP_TextureData *psp_texture = (PSP_TextureData *) texture->driverdata;
if (renderdata == NULL)
if (renderdata == NULL) {
return;
}
if(psp_texture == NULL)
if (psp_texture == NULL) {
return;
}
LRUTargetRemove(renderdata, psp_texture);
TextureStorageFree(psp_texture->data);
@ -1296,8 +1303,9 @@ PSP_DestroyRenderer(SDL_Renderer * renderer)
{
PSP_RenderData *data = (PSP_RenderData *) renderer->driverdata;
if (data) {
if (!data->initialized)
if (!data->initialized) {
return;
}
StartDrawing(renderer);
@ -1334,13 +1342,13 @@ PSP_CreateRenderer(SDL_Window * window, Uint32 flags)
void* doublebuffer = NULL;
renderer = (SDL_Renderer *) SDL_calloc(1, sizeof(*renderer));
if (!renderer) {
if (renderer == NULL) {
SDL_OutOfMemory();
return NULL;
}
data = (PSP_RenderData *) SDL_calloc(1, sizeof(*data));
if (!data) {
if (data == NULL) {
PSP_DestroyRenderer(renderer);
SDL_OutOfMemory();
return NULL;