Use SDL_bool instead an int return code in the SDL API

Most SDL functions used to indicate success or failure using an int return code. These functions have been changed to return SDL_bool.

Here is a coccinelle patch to change code that previously compared the return value to 0 and changes it to a boolean test:
@ bool_return_type  @
identifier func =~ "^(SDL_AddEventWatch|SDL_AddHintCallback|SDL_AddSurfaceAlternateImage|SDL_AddVulkanRenderSemaphores|SDL_BindAudioStream|SDL_BindAudioStreams|SDL_BlitSurface|SDL_BlitSurface9Grid|SDL_BlitSurfaceScaled|SDL_BlitSurfaceTiled|SDL_BlitSurfaceTiledWithScale|SDL_BlitSurfaceUnchecked|SDL_BlitSurfaceUncheckedScaled|SDL_CaptureMouse|SDL_ClearAudioStream|SDL_ClearClipboardData|SDL_ClearComposition|SDL_ClearError|SDL_ClearProperty|SDL_ClearSurface|SDL_CloseIO|SDL_CloseStorage|SDL_ConvertAudioSamples|SDL_ConvertEventToRenderCoordinates|SDL_ConvertPixels|SDL_ConvertPixelsAndColorspace|SDL_CopyFile|SDL_CopyProperties|SDL_CopyStorageFile|SDL_CreateDirectory|SDL_CreateStorageDirectory|SDL_CreateWindowAndRenderer|SDL_DateTimeToTime|SDL_DestroyWindowSurface|SDL_DetachVirtualJoystick|SDL_DisableScreenSaver|SDL_EnableScreenSaver|SDL_EnumerateDirectory|SDL_EnumerateProperties|SDL_EnumerateStorageDirectory|SDL_FillSurfaceRect|SDL_FillSurfaceRects|SDL_FlashWindow|SDL_FlipSurface|SDL_FlushAudioStream|SDL_FlushRenderer|SDL_GL_DestroyContext|SDL_GL_GetAttribute|SDL_GL_GetSwapInterval|SDL_GL_LoadLibrary|SDL_GL_MakeCurrent|SDL_GL_SetAttribute|SDL_GL_SetSwapInterval|SDL_GL_SwapWindow|SDL_GetAudioDeviceFormat|SDL_GetAudioStreamFormat|SDL_GetCameraFormat|SDL_GetClosestFullscreenDisplayMode|SDL_GetCurrentRenderOutputSize|SDL_GetCurrentTime|SDL_GetDXGIOutputInfo|SDL_GetDateTimeLocalePreferences|SDL_GetDisplayBounds|SDL_GetDisplayUsableBounds|SDL_GetGDKDefaultUser|SDL_GetGDKTaskQueue|SDL_GetGamepadSensorData|SDL_GetGamepadTouchpadFinger|SDL_GetHapticEffectStatus|SDL_GetJoystickBall|SDL_GetMasksForPixelFormat|SDL_GetPathInfo|SDL_GetRectUnion|SDL_GetRectUnionFloat|SDL_GetRenderClipRect|SDL_GetRenderColorScale|SDL_GetRenderDrawBlendMode|SDL_GetRenderDrawColor|SDL_GetRenderDrawColorFloat|SDL_GetRenderLogicalPresentation|SDL_GetRenderLogicalPresentationRect|SDL_GetRenderOutputSize|SDL_GetRenderSafeArea|SDL_GetRenderScale|SDL_GetRenderVSync|SDL_GetRenderViewport|SDL_GetSensorData|SDL_GetStorageFileSize|SDL_GetStoragePathInfo|SDL_GetSurfaceAlphaMod|SDL_GetSurfaceBlendMode|SDL_GetSurfaceClipRect|SDL_GetSurfaceColorKey|SDL_GetSurfaceColorMod|SDL_GetTextInputArea|SDL_GetTextureAlphaMod|SDL_GetTextureAlphaModFloat|SDL_GetTextureBlendMode|SDL_GetTextureColorMod|SDL_GetTextureColorModFloat|SDL_GetTextureScaleMode|SDL_GetTextureSize|SDL_GetWindowAspectRatio|SDL_GetWindowBordersSize|SDL_GetWindowMaximumSize|SDL_GetWindowMinimumSize|SDL_GetWindowPosition|SDL_GetWindowRelativeMouseMode|SDL_GetWindowSafeArea|SDL_GetWindowSize|SDL_GetWindowSizeInPixels|SDL_GetWindowSurfaceVSync|SDL_HideCursor|SDL_HideWindow|SDL_Init|SDL_InitHapticRumble|SDL_InitSubSystem|SDL_LoadWAV|SDL_LoadWAV_IO|SDL_LockAudioStream|SDL_LockProperties|SDL_LockSurface|SDL_LockTexture|SDL_LockTextureToSurface|SDL_MaximizeWindow|SDL_MinimizeWindow|SDL_MixAudio|SDL_OpenURL|SDL_OutOfMemory|SDL_PauseAudioDevice|SDL_PauseAudioStreamDevice|SDL_PauseHaptic|SDL_PlayHapticRumble|SDL_PremultiplyAlpha|SDL_PremultiplySurfaceAlpha|SDL_PushEvent|SDL_PutAudioStreamData|SDL_RaiseWindow|SDL_ReadStorageFile|SDL_ReadSurfacePixel|SDL_ReadSurfacePixelFloat|SDL_RegisterApp|SDL_ReloadGamepadMappings|SDL_RemovePath|SDL_RemoveStoragePath|SDL_RemoveTimer|SDL_RenamePath|SDL_RenameStoragePath|SDL_RenderClear|SDL_RenderCoordinatesFromWindow|SDL_RenderCoordinatesToWindow|SDL_RenderFillRect|SDL_RenderFillRects|SDL_RenderGeometry|SDL_RenderGeometryRaw|SDL_RenderLine|SDL_RenderLines|SDL_RenderPoint|SDL_RenderPoints|SDL_RenderPresent|SDL_RenderRect|SDL_RenderRects|SDL_RenderTexture|SDL_RenderTexture9Grid|SDL_RenderTextureRotated|SDL_RenderTextureTiled|SDL_RequestAndroidPermission|SDL_RestoreWindow|SDL_ResumeAudioDevice|SDL_ResumeAudioStreamDevice|SDL_ResumeHaptic|SDL_RumbleGamepad|SDL_RumbleGamepadTriggers|SDL_RumbleJoystick|SDL_RumbleJoystickTriggers|SDL_RunHapticEffect|SDL_SaveBMP|SDL_SaveBMP_IO|SDL_SendAndroidMessage|SDL_SendGamepadEffect|SDL_SendJoystickEffect|SDL_SendJoystickVirtualSensorData|SDL_SetAppMetadata|SDL_SetAppMetadataProperty|SDL_SetAudioDeviceGain|SDL_SetAudioPostmixCallback|SDL_SetAudioStreamFormat|SDL_SetAudioStreamFrequencyRatio|SDL_SetAudioStreamGain|SDL_SetAudioStreamGetCallback|SDL_SetAudioStreamInputChannelMap|SDL_SetAudioStreamOutputChannelMap|SDL_SetAudioStreamPutCallback|SDL_SetBooleanProperty|SDL_SetClipboardData|SDL_SetClipboardText|SDL_SetCursor|SDL_SetFloatProperty|SDL_SetGamepadLED|SDL_SetGamepadMapping|SDL_SetGamepadPlayerIndex|SDL_SetGamepadSensorEnabled|SDL_SetHapticAutocenter|SDL_SetHapticGain|SDL_SetJoystickLED|SDL_SetJoystickPlayerIndex|SDL_SetJoystickVirtualAxis|SDL_SetJoystickVirtualBall|SDL_SetJoystickVirtualButton|SDL_SetJoystickVirtualHat|SDL_SetJoystickVirtualTouchpad|SDL_SetLinuxThreadPriority|SDL_SetLinuxThreadPriorityAndPolicy|SDL_SetLogPriorityPrefix|SDL_SetMemoryFunctions|SDL_SetNumberProperty|SDL_SetPaletteColors|SDL_SetPointerProperty|SDL_SetPointerPropertyWithCleanup|SDL_SetPrimarySelectionText|SDL_SetRenderClipRect|SDL_SetRenderColorScale|SDL_SetRenderDrawBlendMode|SDL_SetRenderDrawColor|SDL_SetRenderDrawColorFloat|SDL_SetRenderLogicalPresentation|SDL_SetRenderScale|SDL_SetRenderTarget|SDL_SetRenderVSync|SDL_SetRenderViewport|SDL_SetScancodeName|SDL_SetStringProperty|SDL_SetSurfaceAlphaMod|SDL_SetSurfaceBlendMode|SDL_SetSurfaceColorKey|SDL_SetSurfaceColorMod|SDL_SetSurfaceColorspace|SDL_SetSurfacePalette|SDL_SetSurfaceRLE|SDL_SetTLS|SDL_SetTextInputArea|SDL_SetTextureAlphaMod|SDL_SetTextureAlphaModFloat|SDL_SetTextureBlendMode|SDL_SetTextureColorMod|SDL_SetTextureColorModFloat|SDL_SetTextureScaleMode|SDL_SetThreadPriority|SDL_SetWindowAlwaysOnTop|SDL_SetWindowAspectRatio|SDL_SetWindowBordered|SDL_SetWindowFocusable|SDL_SetWindowFullscreen|SDL_SetWindowFullscreenMode|SDL_SetWindowHitTest|SDL_SetWindowIcon|SDL_SetWindowKeyboardGrab|SDL_SetWindowMaximumSize|SDL_SetWindowMinimumSize|SDL_SetWindowModalFor|SDL_SetWindowMouseGrab|SDL_SetWindowMouseRect|SDL_SetWindowOpacity|SDL_SetWindowPosition|SDL_SetWindowRelativeMouseMode|SDL_SetWindowResizable|SDL_SetWindowShape|SDL_SetWindowSize|SDL_SetWindowSurfaceVSync|SDL_SetWindowTitle|SDL_SetiOSAnimationCallback|SDL_ShowAndroidToast|SDL_ShowCursor|SDL_ShowMessageBox|SDL_ShowSimpleMessageBox|SDL_ShowWindow|SDL_ShowWindowSystemMenu|SDL_StartTextInput|SDL_StartTextInputWithProperties|SDL_StopHapticEffect|SDL_StopHapticEffects|SDL_StopHapticRumble|SDL_StopTextInput|SDL_SyncWindow|SDL_TimeToDateTime|SDL_TryLockMutex|SDL_TryLockRWLockForReading|SDL_TryLockRWLockForWriting|SDL_TryWaitSemaphore|SDL_UnlockAudioStream|SDL_UpdateHapticEffect|SDL_UpdateNVTexture|SDL_UpdateTexture|SDL_UpdateWindowSurface|SDL_UpdateWindowSurfaceRects|SDL_UpdateYUVTexture|SDL_Vulkan_CreateSurface|SDL_Vulkan_LoadLibrary|SDL_WaitConditionTimeout|SDL_WaitSemaphoreTimeout|SDL_WarpMouseGlobal|SDL_WriteStorageFile|SDL_WriteSurfacePixel|SDL_WriteSurfacePixelFloat)$";
@@
(
  func(
  ...
  )
- == 0
|
- func(
+ !func(
  ...
  )
- < 0
|
- func(
+ !func(
  ...
  )
- != 0
|
- func(
+ !func(
  ...
  )
- == -1
)
This commit is contained in:
Sam Lantinga 2024-08-22 17:33:49 -07:00
parent d9a5ed75b9
commit 9ff3446f03
726 changed files with 11062 additions and 11472 deletions

View file

@ -196,20 +196,20 @@ static void GL_ClearErrors(SDL_Renderer *renderer)
}
}
static int GL_CheckAllErrors(const char *prefix, SDL_Renderer *renderer, const char *file, int line, const char *function)
static bool GL_CheckAllErrors(const char *prefix, SDL_Renderer *renderer, const char *file, int line, const char *function)
{
GL_RenderData *data = (GL_RenderData *)renderer->internal;
int ret = 0;
bool result = true;
if (!data->debug_enabled) {
return 0;
return true;
}
if (data->GL_ARB_debug_output_supported) {
if (data->errors) {
int i;
for (i = 0; i < data->errors; ++i) {
SDL_SetError("%s: %s (%d): %s %s", prefix, file, line, function, data->error_messages[i]);
ret = -1;
result = false;
}
GL_ClearErrors(renderer);
}
@ -222,13 +222,13 @@ static int GL_CheckAllErrors(const char *prefix, SDL_Renderer *renderer, const c
prefix = "generic";
}
SDL_SetError("%s: %s (%d): %s %s (0x%X)", prefix, file, line, function, GL_TranslateError(error), error);
ret = -1;
result = false;
} else {
break;
}
}
}
return ret;
return result;
}
#if 0
@ -237,39 +237,39 @@ static int GL_CheckAllErrors(const char *prefix, SDL_Renderer *renderer, const c
#define GL_CheckError(prefix, renderer) GL_CheckAllErrors(prefix, renderer, SDL_FILE, SDL_LINE, SDL_FUNCTION)
#endif
static int GL_LoadFunctions(GL_RenderData *data)
static bool GL_LoadFunctions(GL_RenderData *data)
{
#ifdef __SDL_NOGETPROCADDR__
#define SDL_PROC(ret, func, params) data->func = func;
#else
int retval = 0;
bool result = true;
#define SDL_PROC(ret, func, params) \
do { \
data->func = (ret (APIENTRY *) params)SDL_GL_GetProcAddress(#func); \
if (!data->func) { \
retval = SDL_SetError("Couldn't load GL function %s: %s", #func, SDL_GetError()); \
result = SDL_SetError("Couldn't load GL function %s: %s", #func, SDL_GetError()); \
} \
} while (0);
#endif // __SDL_NOGETPROCADDR__
#include "SDL_glfuncs.h"
#undef SDL_PROC
return retval;
return result;
}
static int GL_ActivateRenderer(SDL_Renderer *renderer)
static bool GL_ActivateRenderer(SDL_Renderer *renderer)
{
GL_RenderData *data = (GL_RenderData *)renderer->internal;
if (SDL_GL_GetCurrentContext() != data->context) {
if (SDL_GL_MakeCurrent(renderer->window, data->context) < 0) {
return -1;
if (!SDL_GL_MakeCurrent(renderer->window, data->context)) {
return false;
}
}
GL_ClearErrors(renderer);
return 0;
return true;
}
static void APIENTRY GL_HandleDebugMessage(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const char *message, const void *userParam)
@ -439,7 +439,7 @@ static bool convert_format(Uint32 pixel_format, GLint *internalFormat, GLenum *f
return true;
}
static int GL_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture, SDL_PropertiesID create_props)
static bool GL_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture, SDL_PropertiesID create_props)
{
GL_RenderData *renderdata = (GL_RenderData *)renderer->internal;
const GLenum textype = renderdata->textype;
@ -466,7 +466,7 @@ static int GL_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture, SDL_Pr
data = (GL_TextureData *)SDL_calloc(1, sizeof(*data));
if (!data) {
return -1;
return false;
}
if (texture->access == SDL_TEXTUREACCESS_STREAMING) {
@ -486,7 +486,7 @@ static int GL_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture, SDL_Pr
data->pixels = SDL_calloc(1, size);
if (!data->pixels) {
SDL_free(data);
return -1;
return false;
}
}
@ -502,12 +502,12 @@ static int GL_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture, SDL_Pr
} else {
GL_CheckError("", renderer);
renderdata->glGenTextures(1, &data->texture);
if (GL_CheckError("glGenTextures()", renderer) < 0) {
if (!GL_CheckError("glGenTextures()", renderer)) {
if (data->pixels) {
SDL_free(data->pixels);
}
SDL_free(data);
return -1;
return false;
}
}
texture->internal = data;
@ -573,8 +573,8 @@ static int GL_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture, SDL_Pr
texture_h, 0, format, type, NULL);
}
renderdata->glDisable(textype);
if (GL_CheckError("glTexImage2D()", renderer) < 0) {
return -1;
if (!GL_CheckError("glTexImage2D()", renderer)) {
return false;
}
#if SDL_HAVE_YUV
@ -668,7 +668,7 @@ static int GL_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture, SDL_Pr
return GL_CheckError("", renderer);
}
static int GL_UpdateTexture(SDL_Renderer *renderer, SDL_Texture *texture,
static bool GL_UpdateTexture(SDL_Renderer *renderer, SDL_Texture *texture,
const SDL_Rect *rect, const void *pixels, int pitch)
{
GL_RenderData *renderdata = (GL_RenderData *)renderer->internal;
@ -730,7 +730,7 @@ static int GL_UpdateTexture(SDL_Renderer *renderer, SDL_Texture *texture,
}
#if SDL_HAVE_YUV
static int GL_UpdateTextureYUV(SDL_Renderer *renderer, SDL_Texture *texture,
static bool GL_UpdateTextureYUV(SDL_Renderer *renderer, SDL_Texture *texture,
const SDL_Rect *rect,
const Uint8 *Yplane, int Ypitch,
const Uint8 *Uplane, int Upitch,
@ -766,7 +766,7 @@ static int GL_UpdateTextureYUV(SDL_Renderer *renderer, SDL_Texture *texture,
return GL_CheckError("glTexSubImage2D()", renderer);
}
static int GL_UpdateTextureNV(SDL_Renderer *renderer, SDL_Texture *texture,
static bool GL_UpdateTextureNV(SDL_Renderer *renderer, SDL_Texture *texture,
const SDL_Rect *rect,
const Uint8 *Yplane, int Ypitch,
const Uint8 *UVplane, int UVpitch)
@ -796,7 +796,7 @@ static int GL_UpdateTextureNV(SDL_Renderer *renderer, SDL_Texture *texture,
}
#endif
static int GL_LockTexture(SDL_Renderer *renderer, SDL_Texture *texture,
static bool GL_LockTexture(SDL_Renderer *renderer, SDL_Texture *texture,
const SDL_Rect *rect, void **pixels, int *pitch)
{
GL_TextureData *data = (GL_TextureData *)texture->internal;
@ -806,7 +806,7 @@ static int GL_LockTexture(SDL_Renderer *renderer, SDL_Texture *texture,
(void *)((Uint8 *)data->pixels + rect->y * data->pitch +
rect->x * SDL_BYTESPERPIXEL(texture->format));
*pitch = data->pitch;
return 0;
return true;
}
static void GL_UnlockTexture(SDL_Renderer *renderer, SDL_Texture *texture)
@ -854,7 +854,7 @@ static void GL_SetTextureScaleMode(SDL_Renderer *renderer, SDL_Texture *texture,
#endif
}
static int GL_SetRenderTarget(SDL_Renderer *renderer, SDL_Texture *texture)
static bool GL_SetRenderTarget(SDL_Renderer *renderer, SDL_Texture *texture)
{
GL_RenderData *data = (GL_RenderData *)renderer->internal;
GL_TextureData *texturedata;
@ -870,7 +870,7 @@ static int GL_SetRenderTarget(SDL_Renderer *renderer, SDL_Texture *texture)
if (!texture) {
data->glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
return 0;
return true;
}
texturedata = (GL_TextureData *)texture->internal;
@ -882,24 +882,24 @@ static int GL_SetRenderTarget(SDL_Renderer *renderer, SDL_Texture *texture)
if (status != GL_FRAMEBUFFER_COMPLETE_EXT) {
return SDL_SetError("glFramebufferTexture2DEXT() failed");
}
return 0;
return true;
}
/* !!! FIXME: all these Queue* calls set up the vertex buffer the way the immediate mode
!!! FIXME: renderer wants it, but this might want to operate differently if we move to
!!! FIXME: VBOs at some point. */
static int GL_QueueNoOp(SDL_Renderer *renderer, SDL_RenderCommand *cmd)
static bool GL_QueueNoOp(SDL_Renderer *renderer, SDL_RenderCommand *cmd)
{
return 0; // nothing to do in this backend.
return true; // nothing to do in this backend.
}
static int GL_QueueDrawPoints(SDL_Renderer *renderer, SDL_RenderCommand *cmd, const SDL_FPoint *points, int count)
static bool GL_QueueDrawPoints(SDL_Renderer *renderer, SDL_RenderCommand *cmd, const SDL_FPoint *points, int count)
{
GLfloat *verts = (GLfloat *)SDL_AllocateRenderVertices(renderer, count * 2 * sizeof(GLfloat), 0, &cmd->data.draw.first);
int i;
if (!verts) {
return -1;
return false;
}
cmd->data.draw.count = count;
@ -908,10 +908,10 @@ static int GL_QueueDrawPoints(SDL_Renderer *renderer, SDL_RenderCommand *cmd, co
*(verts++) = 0.5f + points[i].y;
}
return 0;
return true;
}
static int GL_QueueDrawLines(SDL_Renderer *renderer, SDL_RenderCommand *cmd, const SDL_FPoint *points, int count)
static bool GL_QueueDrawLines(SDL_Renderer *renderer, SDL_RenderCommand *cmd, const SDL_FPoint *points, int count)
{
int i;
GLfloat prevx, prevy;
@ -919,7 +919,7 @@ static int GL_QueueDrawLines(SDL_Renderer *renderer, SDL_RenderCommand *cmd, con
GLfloat *verts = (GLfloat *)SDL_AllocateRenderVertices(renderer, vertlen, 0, &cmd->data.draw.first);
if (!verts) {
return -1;
return false;
}
cmd->data.draw.count = count;
@ -948,10 +948,10 @@ static int GL_QueueDrawLines(SDL_Renderer *renderer, SDL_RenderCommand *cmd, con
*(verts++) = prevy;
}
return 0;
return true;
}
static int GL_QueueGeometry(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL_Texture *texture,
static bool GL_QueueGeometry(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL_Texture *texture,
const float *xy, int xy_stride, const SDL_FColor *color, int color_stride, const float *uv, int uv_stride,
int num_vertices, const void *indices, int num_indices, int size_indices,
float scale_x, float scale_y)
@ -965,7 +965,7 @@ static int GL_QueueGeometry(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL_
verts = (GLfloat *)SDL_AllocateRenderVertices(renderer, count * sz, 0, &cmd->data.draw.first);
if (!verts) {
return -1;
return false;
}
if (texture) {
@ -1006,10 +1006,10 @@ static int GL_QueueGeometry(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL_
*(verts++) = uv_[1] * texturedata->texh;
}
}
return 0;
return true;
}
static int SetDrawState(GL_RenderData *data, const SDL_RenderCommand *cmd, const GL_Shader shader, const float *shader_params)
static bool SetDrawState(GL_RenderData *data, const SDL_RenderCommand *cmd, const GL_Shader shader, const float *shader_params)
{
const SDL_BlendMode blend = cmd->data.draw.blend;
bool vertex_array;
@ -1117,10 +1117,10 @@ static int SetDrawState(GL_RenderData *data, const SDL_RenderCommand *cmd, const
data->drawstate.texture_array = texture_array;
}
return 0;
return true;
}
static int SetTextureAddressMode(GL_RenderData *data, GLenum textype, SDL_TextureAddressMode addressMode)
static bool SetTextureAddressMode(GL_RenderData *data, GLenum textype, SDL_TextureAddressMode addressMode)
{
switch (addressMode) {
case SDL_TEXTURE_ADDRESS_CLAMP:
@ -1134,10 +1134,10 @@ static int SetTextureAddressMode(GL_RenderData *data, GLenum textype, SDL_Textur
default:
return SDL_SetError("Unknown texture address mode: %d\n", addressMode);
}
return 0;
return true;
}
static int SetCopyState(GL_RenderData *data, const SDL_RenderCommand *cmd)
static bool SetCopyState(GL_RenderData *data, const SDL_RenderCommand *cmd)
{
SDL_Texture *texture = cmd->data.draw.texture;
const GL_TextureData *texturedata = (GL_TextureData *)texture->internal;
@ -1153,8 +1153,8 @@ static int SetCopyState(GL_RenderData *data, const SDL_RenderCommand *cmd)
}
data->glBindTexture(textype, texturedata->vtexture);
if (SetTextureAddressMode(data, textype, cmd->data.draw.texture_address_mode) < 0) {
return -1;
if (!SetTextureAddressMode(data, textype, cmd->data.draw.texture_address_mode)) {
return false;
}
if (data->GL_ARB_multitexture_supported) {
@ -1162,8 +1162,8 @@ static int SetCopyState(GL_RenderData *data, const SDL_RenderCommand *cmd)
}
data->glBindTexture(textype, texturedata->utexture);
if (SetTextureAddressMode(data, textype, cmd->data.draw.texture_address_mode) < 0) {
return -1;
if (!SetTextureAddressMode(data, textype, cmd->data.draw.texture_address_mode)) {
return false;
}
}
if (texturedata->nv12) {
@ -1172,8 +1172,8 @@ static int SetCopyState(GL_RenderData *data, const SDL_RenderCommand *cmd)
}
data->glBindTexture(textype, texturedata->utexture);
if (SetTextureAddressMode(data, textype, cmd->data.draw.texture_address_mode) < 0) {
return -1;
if (!SetTextureAddressMode(data, textype, cmd->data.draw.texture_address_mode)) {
return false;
}
}
#endif
@ -1182,14 +1182,14 @@ static int SetCopyState(GL_RenderData *data, const SDL_RenderCommand *cmd)
}
data->glBindTexture(textype, texturedata->texture);
if (SetTextureAddressMode(data, textype, cmd->data.draw.texture_address_mode) < 0) {
return -1;
if (!SetTextureAddressMode(data, textype, cmd->data.draw.texture_address_mode)) {
return false;
}
data->drawstate.texture = texture;
}
return 0;
return true;
}
static void GL_InvalidateCachedState(SDL_Renderer *renderer)
@ -1211,13 +1211,13 @@ static void GL_InvalidateCachedState(SDL_Renderer *renderer)
cache->clear_color_dirty = true;
}
static int GL_RunCommandQueue(SDL_Renderer *renderer, SDL_RenderCommand *cmd, void *vertices, size_t vertsize)
static bool GL_RunCommandQueue(SDL_Renderer *renderer, SDL_RenderCommand *cmd, void *vertices, size_t vertsize)
{
// !!! FIXME: it'd be nice to use a vertex buffer instead of immediate mode...
GL_RenderData *data = (GL_RenderData *)renderer->internal;
if (GL_ActivateRenderer(renderer) < 0) {
return -1;
if (!GL_ActivateRenderer(renderer)) {
return false;
}
data->drawstate.target = renderer->target;
@ -1327,7 +1327,7 @@ static int GL_RunCommandQueue(SDL_Renderer *renderer, SDL_RenderCommand *cmd, vo
case SDL_RENDERCMD_DRAW_LINES:
{
if (SetDrawState(data, cmd, SHADER_SOLID, NULL) == 0) {
if (SetDrawState(data, cmd, SHADER_SOLID, NULL)) {
size_t count = cmd->data.draw.count;
const GLfloat *verts = (GLfloat *)(((Uint8 *)vertices) + cmd->data.draw.first);
@ -1396,7 +1396,7 @@ static int GL_RunCommandQueue(SDL_Renderer *renderer, SDL_RenderCommand *cmd, vo
ret = SetDrawState(data, cmd, SHADER_SOLID, NULL);
}
if (ret == 0) {
if (ret) {
const GLfloat *verts = (GLfloat *)(((Uint8 *)vertices) + cmd->data.draw.first);
int op = GL_TRIANGLES; // SDL_RENDERCMD_GEOMETRY
if (thiscmdtype == SDL_RENDERCMD_DRAW_POINTS) {
@ -1488,7 +1488,7 @@ static SDL_Surface *GL_RenderReadPixels(SDL_Renderer *renderer, const SDL_Rect *
data->glReadPixels(rect->x, renderer->target ? rect->y : (h - rect->y) - rect->h,
rect->w, rect->h, targetFormat, type, surface->pixels);
if (GL_CheckError("glReadPixels()", renderer) < 0) {
if (!GL_CheckError("glReadPixels()", renderer)) {
SDL_DestroySurface(surface);
return NULL;
}
@ -1513,7 +1513,7 @@ static SDL_Surface *GL_RenderReadPixels(SDL_Renderer *renderer, const SDL_Rect *
return surface;
}
static int GL_RenderPresent(SDL_Renderer *renderer)
static bool GL_RenderPresent(SDL_Renderer *renderer)
{
GL_ActivateRenderer(renderer);
@ -1596,27 +1596,25 @@ static void GL_DestroyRenderer(SDL_Renderer *renderer)
}
}
static int GL_SetVSync(SDL_Renderer *renderer, const int vsync)
static bool GL_SetVSync(SDL_Renderer *renderer, const int vsync)
{
int retval;
int interval = 0;
retval = SDL_GL_SetSwapInterval(vsync);
if (retval < 0) {
return retval;
if (!SDL_GL_SetSwapInterval(vsync)) {
return false;
}
retval = SDL_GL_GetSwapInterval(&interval);
if (retval < 0) {
return retval;
if (!SDL_GL_GetSwapInterval(&interval)) {
return false;
}
if (interval != vsync) {
return SDL_Unsupported();
}
return 0;
return true;
}
static int GL_CreateRenderer(SDL_Renderer *renderer, SDL_Window *window, SDL_PropertiesID create_props)
static bool GL_CreateRenderer(SDL_Renderer *renderer, SDL_Window *window, SDL_PropertiesID create_props)
{
GL_RenderData *data = NULL;
GLint value;
@ -1641,7 +1639,7 @@ static int GL_CreateRenderer(SDL_Renderer *renderer, SDL_Window *window, SDL_Pro
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, RENDERER_CONTEXT_MAJOR);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, RENDERER_CONTEXT_MINOR);
if (SDL_RecreateWindow(window, (window_flags & ~(SDL_WINDOW_VULKAN | SDL_WINDOW_METAL)) | SDL_WINDOW_OPENGL) < 0) {
if (!SDL_RecreateWindow(window, (window_flags & ~(SDL_WINDOW_VULKAN | SDL_WINDOW_METAL)) | SDL_WINDOW_OPENGL)) {
goto error;
}
}
@ -1697,11 +1695,11 @@ static int GL_CreateRenderer(SDL_Renderer *renderer, SDL_Window *window, SDL_Pro
if (!data->context) {
goto error;
}
if (SDL_GL_MakeCurrent(window, data->context) < 0) {
if (!SDL_GL_MakeCurrent(window, data->context)) {
goto error;
}
if (GL_LoadFunctions(data) < 0) {
if (!GL_LoadFunctions(data)) {
goto error;
}
@ -1713,7 +1711,7 @@ static int GL_CreateRenderer(SDL_Renderer *renderer, SDL_Window *window, SDL_Pro
#endif
// Check for debug output support
if (SDL_GL_GetAttribute(SDL_GL_CONTEXT_FLAGS, &value) == 0 &&
if (SDL_GL_GetAttribute(SDL_GL_CONTEXT_FLAGS, &value) &&
(value & SDL_GL_CONTEXT_DEBUG_FLAG)) {
data->debug_enabled = true;
}
@ -1841,7 +1839,7 @@ static int GL_CreateRenderer(SDL_Renderer *renderer, SDL_Window *window, SDL_Pro
data->drawstate.clear_color.b = 1.0f;
data->drawstate.clear_color.a = 1.0f;
return 0;
return true;
error:
if (changed_window) {
@ -1854,7 +1852,7 @@ error:
SDL_SetError("%s", error);
SDL_free(error);
}
return -1;
return false;
}
SDL_RenderDriver GL_RenderDriver = {