mirror of https://github.com/encounter/SDL.git
Fix declaration-after-statement and remove tabs
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cd4663dfcb
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cd0663e053
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@ -1883,21 +1883,20 @@ D3D11_QueueGeometry(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL_Texture
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for (i = 0; i < count; i++) {
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int j;
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float *xy_;
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SDL_Color col_;
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if (size_indice == 4) {
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j = ((const Uint32 *)indices)[i];
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}
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else if (size_indice == 2) {
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} else if (size_indice == 2) {
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j = ((const Uint16 *)indices)[i];
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}
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else if (size_indice == 1) {
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} else if (size_indice == 1) {
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j = ((const Uint8 *)indices)[i];
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}
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else {
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} else {
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j = i;
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}
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float *xy_ = (float *)((char*)xy + j * xy_stride);
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SDL_Color col_ = *(SDL_Color *)((char*)color + j * color_stride);
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xy_ = (float *)((char*)xy + j * xy_stride);
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col_ = *(SDL_Color *)((char*)color + j * color_stride);
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verts->pos.x = xy_[0] * scale_x;
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verts->pos.y = xy_[1] * scale_y;
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@ -21,7 +21,6 @@
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#include "../../SDL_internal.h"
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#if SDL_VIDEO_RENDER_OGL && !SDL_RENDER_DISABLED
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#include "SDL_hints.h"
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#include "SDL_opengl.h"
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#include "../SDL_sysrender.h"
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@ -1077,6 +1076,8 @@ GL_QueueGeometry(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL_Texture *te
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for (i = 0; i < count; i++) {
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int j;
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float *xy_;
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SDL_Color col_;
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if (size_indice == 4) {
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j = ((const Uint32 *)indices)[i];
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} else if (size_indice == 2) {
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@ -1087,8 +1088,8 @@ GL_QueueGeometry(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL_Texture *te
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j = i;
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}
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float *xy_ = (float *)((char*)xy + j * xy_stride);
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SDL_Color col_ = *(SDL_Color *)((char*)color + j * color_stride);
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xy_ = (float *)((char*)xy + j * xy_stride);
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col_ = *(SDL_Color *)((char*)color + j * color_stride);
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*(verts++) = xy_[0] * scale_x;
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*(verts++) = xy_[1] * scale_y;
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@ -979,6 +979,8 @@ GLES2_QueueGeometry(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL_Texture
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for (i = 0; i < count; i++) {
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int j;
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float *xy_;
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SDL_Color col_;
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if (size_indice == 4) {
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j = ((const Uint32 *)indices)[i];
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} else if (size_indice == 2) {
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@ -989,8 +991,8 @@ GLES2_QueueGeometry(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL_Texture
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j = i;
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}
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float *xy_ = (float *)((char*)xy + j * xy_stride);
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SDL_Color col_ = *(SDL_Color *)((char*)color + j * color_stride);
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xy_ = (float *)((char*)xy + j * xy_stride);
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col_ = *(SDL_Color *)((char*)color + j * color_stride);
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*(verts++) = xy_[0] * scale_x;
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*(verts++) = xy_[1] * scale_y;
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@ -597,6 +597,9 @@ SW_QueueGeometry(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL_Texture *te
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GeometryCopyData *ptr = (GeometryCopyData *) verts;
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for (i = 0; i < count; i++) {
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int j;
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float *xy_;
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SDL_Color col_;
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float *uv_;
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if (size_indice == 4) {
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j = ((const Uint32 *)indices)[i];
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} else if (size_indice == 2) {
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@ -607,10 +610,10 @@ SW_QueueGeometry(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL_Texture *te
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j = i;
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}
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float *xy_ = (float *)((char*)xy + j * xy_stride);
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SDL_Color col_ = *(SDL_Color *)((char*)color + j * color_stride);
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xy_ = (float *)((char*)xy + j * xy_stride);
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col_ = *(SDL_Color *)((char*)color + j * color_stride);
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float *uv_ = (float *)((char*)uv + j * uv_stride);
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uv_ = (float *)((char*)uv + j * uv_stride);
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ptr->src.x = uv_[0] * texture->w;
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ptr->src.y = uv_[1] * texture->h;
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@ -628,6 +631,8 @@ SW_QueueGeometry(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL_Texture *te
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for (i = 0; i < count; i++) {
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int j;
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float *xy_;
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SDL_Color col_;
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if (size_indice == 4) {
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j = ((const Uint32 *)indices)[i];
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} else if (size_indice == 2) {
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@ -638,8 +643,8 @@ SW_QueueGeometry(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL_Texture *te
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j = i;
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}
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float *xy_ = (float *)((char*)xy + j * xy_stride);
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SDL_Color col_ = *(SDL_Color *)((char*)color + j * color_stride);
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xy_ = (float *)((char*)xy + j * xy_stride);
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col_ = *(SDL_Color *)((char*)color + j * color_stride);
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ptr->dst.x = xy_[0] * scale_x + renderer->viewport.x;
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ptr->dst.y = xy_[1] * scale_y + renderer->viewport.y;
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