From fcee3e734d61ab5b19e57a79bc6fd7a4f7cbca84 Mon Sep 17 00:00:00 2001 From: Alex Szpakowski Date: Sat, 16 May 2015 17:35:36 -0300 Subject: [PATCH] Code style cleanup in the GLES and GLES2 render backends. --- src/render/opengles/SDL_render_gles.c | 22 +- src/render/opengles2/SDL_render_gles2.c | 248 +++++++++++------------ src/render/opengles2/SDL_shaders_gles2.c | 18 +- 3 files changed, 140 insertions(+), 148 deletions(-) diff --git a/src/render/opengles/SDL_render_gles.c b/src/render/opengles/SDL_render_gles.c index 617bf659f2b53..53f6242a8f19e 100644 --- a/src/render/opengles/SDL_render_gles.c +++ b/src/render/opengles/SDL_render_gles.c @@ -220,12 +220,10 @@ GLES_FBOList * GLES_GetFBO(GLES_RenderData *data, Uint32 w, Uint32 h) { GLES_FBOList *result = data->framebuffers; - while ((result) && ((result->w != w) || (result->h != h)) ) - { + while ((result) && ((result->w != w) || (result->h != h)) ) { result = result->next; } - if (result == NULL) - { + if (result == NULL) { result = SDL_malloc(sizeof(GLES_FBOList)); result->w = w; result->h = h; @@ -572,8 +570,9 @@ GLES_UpdateTexture(SDL_Renderer * renderer, SDL_Texture * texture, GLES_ActivateRenderer(renderer); /* Bail out if we're supposed to update an empty rectangle */ - if (rect->w <= 0 || rect->h <= 0) + if (rect->w <= 0 || rect->h <= 0) { return 0; + } /* Reformat the texture data into a tightly packed array */ srcPitch = rect->w * SDL_BYTESPERPIXEL(texture->format); @@ -608,8 +607,7 @@ GLES_UpdateTexture(SDL_Renderer * renderer, SDL_Texture * texture, src); SDL_free(blob); - if (renderdata->glGetError() != GL_NO_ERROR) - { + if (renderdata->glGetError() != GL_NO_ERROR) { return SDL_SetError("Failed to update texture"); } return 0; @@ -650,7 +648,7 @@ GLES_SetRenderTarget(SDL_Renderer * renderer, SDL_Texture * texture) GLenum status; GLES_ActivateRenderer(renderer); - + if (!data->GL_OES_framebuffer_object_supported) { return SDL_SetError("Can't enable render target support in this renderer"); } @@ -1206,8 +1204,12 @@ static int GLES_BindTexture (SDL_Renderer * renderer, SDL_Texture *texture, floa data->glEnable(GL_TEXTURE_2D); data->glBindTexture(texturedata->type, texturedata->texture); - if(texw) *texw = (float)texturedata->texw; - if(texh) *texh = (float)texturedata->texh; + if (texw) { + *texw = (float)texturedata->texw; + } + if (texh) { + *texh = (float)texturedata->texh; + } return 0; } diff --git a/src/render/opengles2/SDL_render_gles2.c b/src/render/opengles2/SDL_render_gles2.c index 05ef00af93eda..3637c2f84a8c3 100644 --- a/src/render/opengles2/SDL_render_gles2.c +++ b/src/render/opengles2/SDL_render_gles2.c @@ -224,8 +224,7 @@ GL_ClearErrors(SDL_Renderer *renderer) { GLES2_DriverContext *data = (GLES2_DriverContext *) renderer->driverdata; - if (!data->debug_enabled) - { + if (!data->debug_enabled) { return; } while (data->glGetError() != GL_NO_ERROR) { @@ -239,8 +238,7 @@ GL_CheckAllErrors (const char *prefix, SDL_Renderer *renderer, const char *file, GLES2_DriverContext *data = (GLES2_DriverContext *) renderer->driverdata; int ret = 0; - if (!data->debug_enabled) - { + if (!data->debug_enabled) { return 0; } /* check gl errors (can return multiple errors) */ @@ -313,12 +311,10 @@ GLES2_FBOList * GLES2_GetFBO(GLES2_DriverContext *data, Uint32 w, Uint32 h) { GLES2_FBOList *result = data->framebuffers; - while ((result) && ((result->w != w) || (result->h != h)) ) - { + while ((result) && ((result->w != w) || (result->h != h)) ) { result = result->next; } - if (result == NULL) - { + if (result == NULL) { result = SDL_malloc(sizeof(GLES2_FBOList)); result->w = w; result->h = h; @@ -428,8 +424,7 @@ GLES2_DestroyRenderer(SDL_Renderer *renderer) GLES2_ShaderCacheEntry *entry; GLES2_ShaderCacheEntry *next; entry = data->shader_cache.head; - while (entry) - { + while (entry) { data->glDeleteShader(entry->id); next = entry->next; SDL_free(entry); @@ -677,8 +672,9 @@ GLES2_UpdateTexture(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_Rect GLES2_ActivateRenderer(renderer); /* Bail out if we're supposed to update an empty rectangle */ - if (rect->w <= 0 || rect->h <= 0) + if (rect->w <= 0 || rect->h <= 0) { return 0; + } /* Create a texture subimage with the supplied data */ data->glBindTexture(tdata->texture_type, tdata->texture); @@ -755,8 +751,9 @@ GLES2_UpdateTextureYUV(SDL_Renderer * renderer, SDL_Texture * texture, GLES2_ActivateRenderer(renderer); /* Bail out if we're supposed to update an empty rectangle */ - if (rect->w <= 0 || rect->h <= 0) + if (rect->w <= 0 || rect->h <= 0) { return 0; + } data->glBindTexture(tdata->texture_type, tdata->texture_v); GLES2_TexSubImage2D(data, tdata->texture_type, @@ -852,8 +849,7 @@ GLES2_DestroyTexture(SDL_Renderer *renderer, SDL_Texture *texture) GLES2_ActivateRenderer(renderer); /* Destroy the texture */ - if (tdata) - { + if (tdata) { data->glDeleteTextures(1, &tdata->texture); if (tdata->texture_v) { data->glDeleteTextures(1, &tdata->texture_v); @@ -892,20 +888,20 @@ GLES2_CacheProgram(SDL_Renderer *renderer, GLES2_ShaderCacheEntry *vertex, /* Check if we've already cached this program */ entry = data->program_cache.head; - while (entry) - { - if (entry->vertex_shader == vertex && entry->fragment_shader == fragment) + while (entry) { + if (entry->vertex_shader == vertex && entry->fragment_shader == fragment) { break; + } entry = entry->next; } - if (entry) - { - if (data->program_cache.head != entry) - { - if (entry->next) + if (entry) { + if (data->program_cache.head != entry) { + if (entry->next) { entry->next->prev = entry->prev; - if (entry->prev) + } + if (entry->prev) { entry->prev->next = entry->next; + } entry->prev = NULL; entry->next = data->program_cache.head; data->program_cache.head->prev = entry; @@ -916,8 +912,7 @@ GLES2_CacheProgram(SDL_Renderer *renderer, GLES2_ShaderCacheEntry *vertex, /* Create a program cache entry */ entry = (GLES2_ProgramCacheEntry *)SDL_calloc(1, sizeof(GLES2_ProgramCacheEntry)); - if (!entry) - { + if (!entry) { SDL_OutOfMemory(); return NULL; } @@ -935,8 +930,7 @@ GLES2_CacheProgram(SDL_Renderer *renderer, GLES2_ShaderCacheEntry *vertex, data->glBindAttribLocation(entry->id, GLES2_ATTRIBUTE_CENTER, "a_center"); data->glLinkProgram(entry->id); data->glGetProgramiv(entry->id, GL_LINK_STATUS, &linkSuccessful); - if (!linkSuccessful) - { + if (!linkSuccessful) { data->glDeleteProgram(entry->id); SDL_free(entry); SDL_SetError("Failed to link shader program"); @@ -969,13 +963,10 @@ GLES2_CacheProgram(SDL_Renderer *renderer, GLES2_ShaderCacheEntry *vertex, data->glUniform4f(entry->uniform_locations[GLES2_UNIFORM_COLOR], 1.0f, 1.0f, 1.0f, 1.0f); /* Cache the linked program */ - if (data->program_cache.head) - { + if (data->program_cache.head) { entry->next = data->program_cache.head; data->program_cache.head->prev = entry; - } - else - { + } else { data->program_cache.tail = entry; } data->program_cache.head = entry; @@ -986,14 +977,15 @@ GLES2_CacheProgram(SDL_Renderer *renderer, GLES2_ShaderCacheEntry *vertex, ++fragment->references; /* Evict the last entry from the cache if we exceed the limit */ - if (data->program_cache.count > GLES2_MAX_CACHED_PROGRAMS) - { + if (data->program_cache.count > GLES2_MAX_CACHED_PROGRAMS) { shaderEntry = data->program_cache.tail->vertex_shader; - if (--shaderEntry->references <= 0) + if (--shaderEntry->references <= 0) { GLES2_EvictShader(renderer, shaderEntry); + } shaderEntry = data->program_cache.tail->fragment_shader; - if (--shaderEntry->references <= 0) + if (--shaderEntry->references <= 0) { GLES2_EvictShader(renderer, shaderEntry); + } data->glDeleteProgram(data->program_cache.tail->id); data->program_cache.tail = data->program_cache.tail->prev; SDL_free(data->program_cache.tail->next); @@ -1015,47 +1007,46 @@ GLES2_CacheShader(SDL_Renderer *renderer, GLES2_ShaderType type, SDL_BlendMode b /* Find the corresponding shader */ shader = GLES2_GetShader(type, blendMode); - if (!shader) - { + if (!shader) { SDL_SetError("No shader matching the requested characteristics was found"); return NULL; } /* Find a matching shader instance that's supported on this hardware */ - for (i = 0; i < shader->instance_count && !instance; ++i) - { - for (j = 0; j < data->shader_format_count && !instance; ++j) - { - if (!shader->instances) + for (i = 0; i < shader->instance_count && !instance; ++i) { + for (j = 0; j < data->shader_format_count && !instance; ++j) { + if (!shader->instances) { continue; - if (!shader->instances[i]) + } + if (!shader->instances[i]) { continue; - if (shader->instances[i]->format != data->shader_formats[j]) + } + if (shader->instances[i]->format != data->shader_formats[j]) { continue; + } instance = shader->instances[i]; } } - if (!instance) - { + if (!instance) { SDL_SetError("The specified shader cannot be loaded on the current platform"); return NULL; } /* Check if we've already cached this shader */ entry = data->shader_cache.head; - while (entry) - { - if (entry->instance == instance) + while (entry) { + if (entry->instance == instance) { break; + } entry = entry->next; } - if (entry) + if (entry) { return entry; + } /* Create a shader cache entry */ entry = (GLES2_ShaderCacheEntry *)SDL_calloc(1, sizeof(GLES2_ShaderCacheEntry)); - if (!entry) - { + if (!entry) { SDL_OutOfMemory(); return NULL; } @@ -1064,19 +1055,15 @@ GLES2_CacheShader(SDL_Renderer *renderer, GLES2_ShaderType type, SDL_BlendMode b /* Compile or load the selected shader instance */ entry->id = data->glCreateShader(instance->type); - if (instance->format == (GLenum)-1) - { + if (instance->format == (GLenum)-1) { data->glShaderSource(entry->id, 1, (const char **)&instance->data, NULL); data->glCompileShader(entry->id); data->glGetShaderiv(entry->id, GL_COMPILE_STATUS, &compileSuccessful); - } - else - { + } else { data->glShaderBinary(1, &entry->id, instance->format, instance->data, instance->length); compileSuccessful = GL_TRUE; } - if (!compileSuccessful) - { + if (!compileSuccessful) { char *info = NULL; int length = 0; @@ -1099,8 +1086,7 @@ GLES2_CacheShader(SDL_Renderer *renderer, GLES2_ShaderType type, SDL_BlendMode b } /* Link the shader entry in at the front of the cache */ - if (data->shader_cache.head) - { + if (data->shader_cache.head) { entry->next = data->shader_cache.head; data->shader_cache.head->prev = entry; } @@ -1115,12 +1101,15 @@ GLES2_EvictShader(SDL_Renderer *renderer, GLES2_ShaderCacheEntry *entry) GLES2_DriverContext *data = (GLES2_DriverContext *)renderer->driverdata; /* Unlink the shader from the cache */ - if (entry->next) + if (entry->next) { entry->next->prev = entry->prev; - if (entry->prev) + } + if (entry->prev) { entry->prev->next = entry->next; - if (data->shader_cache.head == entry) + } + if (data->shader_cache.head == entry) { data->shader_cache.head = entry->next; + } --data->shader_cache.count; /* Deallocate the shader */ @@ -1139,8 +1128,7 @@ GLES2_SelectProgram(SDL_Renderer *renderer, GLES2_ImageSource source, SDL_BlendM /* Select an appropriate shader pair for the specified modes */ vtype = GLES2_SHADER_VERTEX_DEFAULT; - switch (source) - { + switch (source) { case GLES2_IMAGESOURCE_SOLID: ftype = GLES2_SHADER_FRAGMENT_SOLID_SRC; break; @@ -1171,22 +1159,26 @@ GLES2_SelectProgram(SDL_Renderer *renderer, GLES2_ImageSource source, SDL_BlendM /* Load the requested shaders */ vertex = GLES2_CacheShader(renderer, vtype, blendMode); - if (!vertex) + if (!vertex) { goto fault; + } fragment = GLES2_CacheShader(renderer, ftype, blendMode); - if (!fragment) + if (!fragment) { goto fault; + } /* Check if we need to change programs at all */ if (data->current_program && data->current_program->vertex_shader == vertex && - data->current_program->fragment_shader == fragment) + data->current_program->fragment_shader == fragment) { return 0; + } /* Generate a matching program */ program = GLES2_CacheProgram(renderer, vertex, fragment, blendMode); - if (!program) + if (!program) { goto fault; + } /* Select that program in OpenGL */ data->glUseProgram(program->id); @@ -1195,16 +1187,19 @@ GLES2_SelectProgram(SDL_Renderer *renderer, GLES2_ImageSource source, SDL_BlendM data->current_program = program; /* Activate an orthographic projection */ - if (GLES2_SetOrthographicProjection(renderer) < 0) + if (GLES2_SetOrthographicProjection(renderer) < 0) { goto fault; + } /* Clean up and return */ return 0; fault: - if (vertex && vertex->references <= 0) + if (vertex && vertex->references <= 0) { GLES2_EvictShader(renderer, vertex); - if (fragment && fragment->references <= 0) + } + if (fragment && fragment->references <= 0) { GLES2_EvictShader(renderer, fragment); + } data->current_program = NULL; return -1; } @@ -1419,8 +1414,9 @@ GLES2_UpdateVertexBuffer(SDL_Renderer *renderer, GLES2_Attribute attr, #if !SDL_GLES2_USE_VBOS data->glVertexAttribPointer(attr, attr == GLES2_ATTRIBUTE_ANGLE ? 1 : 2, GL_FLOAT, GL_FALSE, 0, vertexData); #else - if (!data->vertex_buffers[attr]) + if (!data->vertex_buffers[attr]) { data->glGenBuffers(1, &data->vertex_buffers[attr]); + } data->glBindBuffer(GL_ARRAY_BUFFER, data->vertex_buffers[attr]); @@ -1548,58 +1544,53 @@ GLES2_SetupCopy(SDL_Renderer *renderer, SDL_Texture *texture) if (renderer->target) { /* Check if we need to do color mapping between the source and render target textures */ if (renderer->target->format != texture->format) { - switch (texture->format) - { + switch (texture->format) { case SDL_PIXELFORMAT_ARGB8888: - switch (renderer->target->format) - { - case SDL_PIXELFORMAT_ABGR8888: - case SDL_PIXELFORMAT_BGR888: - sourceType = GLES2_IMAGESOURCE_TEXTURE_ARGB; - break; - case SDL_PIXELFORMAT_RGB888: - sourceType = GLES2_IMAGESOURCE_TEXTURE_ABGR; - break; + switch (renderer->target->format) { + case SDL_PIXELFORMAT_ABGR8888: + case SDL_PIXELFORMAT_BGR888: + sourceType = GLES2_IMAGESOURCE_TEXTURE_ARGB; + break; + case SDL_PIXELFORMAT_RGB888: + sourceType = GLES2_IMAGESOURCE_TEXTURE_ABGR; + break; } break; case SDL_PIXELFORMAT_ABGR8888: - switch (renderer->target->format) - { - case SDL_PIXELFORMAT_ARGB8888: - case SDL_PIXELFORMAT_RGB888: - sourceType = GLES2_IMAGESOURCE_TEXTURE_ARGB; - break; - case SDL_PIXELFORMAT_BGR888: - sourceType = GLES2_IMAGESOURCE_TEXTURE_ABGR; - break; + switch (renderer->target->format) { + case SDL_PIXELFORMAT_ARGB8888: + case SDL_PIXELFORMAT_RGB888: + sourceType = GLES2_IMAGESOURCE_TEXTURE_ARGB; + break; + case SDL_PIXELFORMAT_BGR888: + sourceType = GLES2_IMAGESOURCE_TEXTURE_ABGR; + break; } break; case SDL_PIXELFORMAT_RGB888: - switch (renderer->target->format) - { - case SDL_PIXELFORMAT_ABGR8888: - sourceType = GLES2_IMAGESOURCE_TEXTURE_ARGB; - break; - case SDL_PIXELFORMAT_ARGB8888: - sourceType = GLES2_IMAGESOURCE_TEXTURE_BGR; - break; - case SDL_PIXELFORMAT_BGR888: - sourceType = GLES2_IMAGESOURCE_TEXTURE_ARGB; - break; + switch (renderer->target->format) { + case SDL_PIXELFORMAT_ABGR8888: + sourceType = GLES2_IMAGESOURCE_TEXTURE_ARGB; + break; + case SDL_PIXELFORMAT_ARGB8888: + sourceType = GLES2_IMAGESOURCE_TEXTURE_BGR; + break; + case SDL_PIXELFORMAT_BGR888: + sourceType = GLES2_IMAGESOURCE_TEXTURE_ARGB; + break; } break; case SDL_PIXELFORMAT_BGR888: - switch (renderer->target->format) - { - case SDL_PIXELFORMAT_ABGR8888: - sourceType = GLES2_IMAGESOURCE_TEXTURE_BGR; - break; - case SDL_PIXELFORMAT_ARGB8888: - sourceType = GLES2_IMAGESOURCE_TEXTURE_RGB; - break; - case SDL_PIXELFORMAT_RGB888: - sourceType = GLES2_IMAGESOURCE_TEXTURE_ARGB; - break; + switch (renderer->target->format) { + case SDL_PIXELFORMAT_ABGR8888: + sourceType = GLES2_IMAGESOURCE_TEXTURE_BGR; + break; + case SDL_PIXELFORMAT_ARGB8888: + sourceType = GLES2_IMAGESOURCE_TEXTURE_RGB; + break; + case SDL_PIXELFORMAT_RGB888: + sourceType = GLES2_IMAGESOURCE_TEXTURE_ARGB; + break; } break; case SDL_PIXELFORMAT_IYUV: @@ -1615,11 +1606,11 @@ GLES2_SetupCopy(SDL_Renderer *renderer, SDL_Texture *texture) default: return SDL_SetError("Unsupported texture format"); } + } else { + sourceType = GLES2_IMAGESOURCE_TEXTURE_ABGR; /* Texture formats match, use the non color mapping shader (even if the formats are not ABGR) */ } - else sourceType = GLES2_IMAGESOURCE_TEXTURE_ABGR; /* Texture formats match, use the non color mapping shader (even if the formats are not ABGR) */ } else { - switch (texture->format) - { + switch (texture->format) { case SDL_PIXELFORMAT_ARGB8888: sourceType = GLES2_IMAGESOURCE_TEXTURE_ARGB; break; @@ -1884,8 +1875,12 @@ static int GLES2_BindTexture (SDL_Renderer * renderer, SDL_Texture *texture, flo data->glBindTexture(texturedata->texture_type, texturedata->texture); - if(texw) *texw = 1.0; - if(texh) *texh = 1.0; + if (texw) { + *texw = 1.0; + } + if (texh) { + *texh = 1.0; + } return 0; } @@ -2041,12 +2036,12 @@ GLES2_CreateRenderer(SDL_Window *window, Uint32 flags) #else /* !ZUNE_HD */ data->glGetIntegerv(GL_NUM_SHADER_BINARY_FORMATS, &nFormats); data->glGetBooleanv(GL_SHADER_COMPILER, &hasCompiler); - if (hasCompiler) + if (hasCompiler) { ++nFormats; + } #endif /* ZUNE_HD */ data->shader_formats = (GLenum *)SDL_calloc(nFormats, sizeof(GLenum)); - if (!data->shader_formats) - { + if (!data->shader_formats) { GLES2_DestroyRenderer(renderer); SDL_OutOfMemory(); goto error; @@ -2056,8 +2051,9 @@ GLES2_CreateRenderer(SDL_Window *window, Uint32 flags) data->shader_formats[0] = GL_NVIDIA_PLATFORM_BINARY_NV; #else /* !ZUNE_HD */ data->glGetIntegerv(GL_SHADER_BINARY_FORMATS, (GLint *)data->shader_formats); - if (hasCompiler) + if (hasCompiler) { data->shader_formats[nFormats - 1] = (GLenum)-1; + } #endif /* ZUNE_HD */ data->framebuffers = NULL; diff --git a/src/render/opengles2/SDL_shaders_gles2.c b/src/render/opengles2/SDL_shaders_gles2.c index 48040f968d737..78a39561b10f4 100644 --- a/src/render/opengles2/SDL_shaders_gles2.c +++ b/src/render/opengles2/SDL_shaders_gles2.c @@ -810,13 +810,11 @@ static GLES2_Shader GLES2_FragmentShader_TextureNV21Src = { const GLES2_Shader *GLES2_GetShader(GLES2_ShaderType type, SDL_BlendMode blendMode) { - switch (type) - { + switch (type) { case GLES2_SHADER_VERTEX_DEFAULT: return &GLES2_VertexShader_Default; case GLES2_SHADER_FRAGMENT_SOLID_SRC: - switch (blendMode) - { + switch (blendMode) { case SDL_BLENDMODE_NONE: return &GLES2_FragmentShader_None_SolidSrc; case SDL_BLENDMODE_BLEND: @@ -829,8 +827,7 @@ const GLES2_Shader *GLES2_GetShader(GLES2_ShaderType type, SDL_BlendMode blendMo return NULL; } case GLES2_SHADER_FRAGMENT_TEXTURE_ABGR_SRC: - switch (blendMode) - { + switch (blendMode) { case SDL_BLENDMODE_NONE: return &GLES2_FragmentShader_None_TextureABGRSrc; case SDL_BLENDMODE_BLEND: @@ -843,8 +840,7 @@ const GLES2_Shader *GLES2_GetShader(GLES2_ShaderType type, SDL_BlendMode blendMo return NULL; } case GLES2_SHADER_FRAGMENT_TEXTURE_ARGB_SRC: - switch (blendMode) - { + switch (blendMode) { case SDL_BLENDMODE_NONE: return &GLES2_FragmentShader_None_TextureARGBSrc; case SDL_BLENDMODE_BLEND: @@ -858,8 +854,7 @@ const GLES2_Shader *GLES2_GetShader(GLES2_ShaderType type, SDL_BlendMode blendMo } case GLES2_SHADER_FRAGMENT_TEXTURE_RGB_SRC: - switch (blendMode) - { + switch (blendMode) { case SDL_BLENDMODE_NONE: return &GLES2_FragmentShader_None_TextureRGBSrc; case SDL_BLENDMODE_BLEND: @@ -873,8 +868,7 @@ const GLES2_Shader *GLES2_GetShader(GLES2_ShaderType type, SDL_BlendMode blendMo } case GLES2_SHADER_FRAGMENT_TEXTURE_BGR_SRC: - switch (blendMode) - { + switch (blendMode) { case SDL_BLENDMODE_NONE: return &GLES2_FragmentShader_None_TextureBGRSrc; case SDL_BLENDMODE_BLEND: