mirror of https://github.com/encounter/SDL.git
Fix declaration-after-statement and remove tabs
This commit is contained in:
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cd4663dfcb
commit
cd0663e053
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@ -3356,7 +3356,7 @@ remap_one_indice(
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SDL_Texture *texture,
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const float *xy, int xy_stride,
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const int *color, int color_stride,
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const float *uv, int uv_stride)
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const float *uv, int uv_stride)
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{
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const float *xy0_, *xy1_, *uv0_, *uv1_;
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int col0_, col1_;
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@ -3429,7 +3429,7 @@ SDL_SW_RenderGeometryRaw(SDL_Renderer *renderer,
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int texw = 0, texh = 0;
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if (texture) {
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SDL_QueryTexture(texture, NULL, NULL, &texw, &texh);
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SDL_QueryTexture(texture, NULL, NULL, &texw, &texh);
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}
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prev[0] = -1; prev[1] = -1; prev[2] = -1;
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@ -3468,7 +3468,7 @@ SDL_SW_RenderGeometryRaw(SDL_Renderer *renderer,
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prev[0] = k0;
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prev[1] = k1;
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prev[2] = k2;
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continue;
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continue;
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}
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/* Two triangles forming a quadialateral,
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@ -3551,7 +3551,7 @@ SDL_SW_RenderGeometryRaw(SDL_Renderer *renderer,
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x1 = xy1_[0]; y1 = xy1_[1];
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x2 = xy2_[0]; y2 = xy2_[1];
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/* Check if triangle A B C is rectangle */
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/* Check if triangle A B C is rectangle */
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if ((x0 == x2 && y1 == y2) || (y0 == y2 && x1 == x2)){
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/* ok */
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} else {
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@ -3562,7 +3562,7 @@ SDL_SW_RenderGeometryRaw(SDL_Renderer *renderer,
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xy2_ = (const float *)((const char*)xy + C2 * xy_stride);
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x2 = xy2_[0]; y2 = xy2_[1];
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/* Check if triangle A B C2 is rectangle */
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/* Check if triangle A B C2 is rectangle */
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if ((x0 == x2 && y1 == y2) || (y0 == y2 && x1 == x2)){
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/* ok */
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} else {
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@ -3616,7 +3616,7 @@ SDL_SW_RenderGeometryRaw(SDL_Renderer *renderer,
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SDL_RenderCopyF(renderer, texture, &s, &d);
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if (debug) {
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SDL_Log("Rect-COPY: RGB %d %d %d - Alpha:%d - texture=%p: src=(%d,%d, %d x %d) dst (%f, %f, %f x %f)", col0_.r, col0_.g, col0_.b, col0_.a,
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SDL_Log("Rect-COPY: RGB %d %d %d - Alpha:%d - texture=%p: src=(%d,%d, %d x %d) dst (%f, %f, %f x %f)", col0_.r, col0_.g, col0_.b, col0_.a,
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(void *)texture, s.x, s.y, s.w, s.h, d.x, d.y, d.w, d.h);
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}
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} else if (d.w != 0.0f && d.h != 0.0f) { /* Rect, no texture */
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@ -3625,12 +3625,12 @@ SDL_SW_RenderGeometryRaw(SDL_Renderer *renderer,
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SDL_RenderFillRectF(renderer, &d);
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if (debug) {
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SDL_Log("Rect-FILL: RGB %d %d %d - Alpha:%d - texture=%p: src=(%d,%d, %d x %d) dst (%f, %f, %f x %f)", col0_.r, col0_.g, col0_.b, col0_.a,
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SDL_Log("Rect-FILL: RGB %d %d %d - Alpha:%d - texture=%p: src=(%d,%d, %d x %d) dst (%f, %f, %f x %f)", col0_.r, col0_.g, col0_.b, col0_.a,
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(void *)texture, s.x, s.y, s.w, s.h, d.x, d.y, d.w, d.h);
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}
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} else {
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if (debug) {
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SDL_Log("Rect-DISMISS: RGB %d %d %d - Alpha:%d - texture=%p: src=(%d,%d, %d x %d) dst (%f, %f, %f x %f)", col0_.r, col0_.g, col0_.b, col0_.a,
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SDL_Log("Rect-DISMISS: RGB %d %d %d - Alpha:%d - texture=%p: src=(%d,%d, %d x %d) dst (%f, %f, %f x %f)", col0_.r, col0_.g, col0_.b, col0_.a,
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(void *)texture, s.x, s.y, s.w, s.h, d.x, d.y, d.w, d.h);
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}
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}
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@ -1867,9 +1867,9 @@ D3D11_QueueCopyEx(SDL_Renderer * renderer, SDL_RenderCommand *cmd, SDL_Texture *
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static int
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D3D11_QueueGeometry(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL_Texture *texture,
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const float *xy, int xy_stride, const int *color, int color_stride, const float *uv, int uv_stride,
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int num_vertices, const void *indices, int num_indices, int size_indice,
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float scale_x, float scale_y)
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const float *xy, int xy_stride, const int *color, int color_stride, const float *uv, int uv_stride,
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int num_vertices, const void *indices, int num_indices, int size_indice,
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float scale_x, float scale_y)
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{
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int i;
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int count = indices ? num_indices : num_vertices;
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@ -1882,22 +1882,21 @@ D3D11_QueueGeometry(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL_Texture
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cmd->data.draw.count = count;
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for (i = 0; i < count; i++) {
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int j;
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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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j = ((const Uint16 *)indices)[i];
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}
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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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j = i;
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}
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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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j = ((const Uint16 *)indices)[i];
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} else if (size_indice == 1) {
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j = ((const Uint8 *)indices)[i];
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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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@ -1908,7 +1907,7 @@ D3D11_QueueGeometry(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL_Texture
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verts->color.w = col_.a / 255.0f;
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if (texture) {
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float *uv_ = (float *)((char*)uv + j * uv_stride);
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float *uv_ = (float *)((char*)uv + j * uv_stride);
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verts->tex.x = uv_[0];
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verts->tex.y = uv_[1];
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} else {
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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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