Code style cleanup in the GLES and GLES2 render backends.

This commit is contained in:
Alex Szpakowski 2015-05-16 17:35:36 -03:00
parent 240a3fbffe
commit fcee3e734d
3 changed files with 140 additions and 148 deletions

View File

@ -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;
}

View File

@ -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;

View File

@ -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: