Use stdbool internally in SDL

This commit is contained in:
Sam Lantinga
2024-08-29 18:54:05 -07:00
parent dfcabc3db8
commit 5518aca054
11 changed files with 698 additions and 698 deletions
+1 -1
View File
@@ -1897,7 +1897,7 @@ SDL_bool SDL_BindAudioStreams(SDL_AudioDeviceID devid, SDL_AudioStream **streams
SDL_AudioStream *stream = streams[i];
if (!stream) {
SDL_SetError("Stream #%d is NULL", i);
result = false; // to pacify the static analyzer, that doesn't realize SDL_SetError() always returns SDL_FALSE.
result = false; // to pacify the static analyzer, that doesn't realize SDL_SetError() always returns false.
} else {
SDL_LockMutex(stream->lock);
SDL_assert((stream->bound_device == NULL) == ((stream->prev_binding == NULL) || (stream->next_binding == NULL)));
+2 -2
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@@ -286,7 +286,7 @@ static SDL_bool SDLCALL windows_file_close(void *userdata)
}
SDL_free(iodata->data);
SDL_free(iodata);
return SDL_TRUE;
return true;
}
#endif // defined(SDL_PLATFORM_WIN32) || defined(SDL_PLATFORM_GDK)
@@ -514,7 +514,7 @@ static size_t SDLCALL mem_write(void *userdata, const void *ptr, size_t size, SD
static SDL_bool SDLCALL mem_close(void *userdata)
{
SDL_free(userdata);
return SDL_TRUE;
return true;
}
// Functions to create SDL_IOStream structures from various data sources
+76 -76
View File
@@ -176,7 +176,7 @@ SDL_GPUGraphicsPipeline *SDL_GPU_FetchBlitPipeline(
blitPipelineCreateInfo.attachmentInfo.colorAttachmentDescriptions = &colorAttachmentDesc;
blitPipelineCreateInfo.attachmentInfo.colorAttachmentCount = 1;
blitPipelineCreateInfo.attachmentInfo.depthStencilFormat = SDL_GPU_TEXTUREFORMAT_D16_UNORM; // arbitrary
blitPipelineCreateInfo.attachmentInfo.hasDepthStencilAttachment = SDL_FALSE;
blitPipelineCreateInfo.attachmentInfo.hasDepthStencilAttachment = false;
blitPipelineCreateInfo.vertexShader = blitVertexShader;
if (sourceTextureType == SDL_GPU_TEXTURETYPE_CUBE) {
@@ -230,7 +230,7 @@ void SDL_GPU_BlitCommon(
SDL_GPUBlitRegion *destination,
SDL_FlipMode flipMode,
SDL_GPUFilter filterMode,
SDL_bool cycle,
bool cycle,
SDL_GPUSampler *blitLinearSampler,
SDL_GPUSampler *blitNearestSampler,
SDL_GPUShader *blitVertexShader,
@@ -399,22 +399,22 @@ SDL_GPUDevice *SDL_CreateGPUDevice(
SDL_GPUDevice *result;
SDL_PropertiesID props = SDL_CreateProperties();
if (formatFlags & SDL_GPU_SHADERFORMAT_SECRET) {
SDL_SetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_SECRET_BOOL, SDL_TRUE);
SDL_SetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_SECRET_BOOL, true);
}
if (formatFlags & SDL_GPU_SHADERFORMAT_SPIRV) {
SDL_SetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_SPIRV_BOOL, SDL_TRUE);
SDL_SetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_SPIRV_BOOL, true);
}
if (formatFlags & SDL_GPU_SHADERFORMAT_DXBC) {
SDL_SetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_DXBC_BOOL, SDL_TRUE);
SDL_SetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_DXBC_BOOL, true);
}
if (formatFlags & SDL_GPU_SHADERFORMAT_DXIL) {
SDL_SetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_DXIL_BOOL, SDL_TRUE);
SDL_SetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_DXIL_BOOL, true);
}
if (formatFlags & SDL_GPU_SHADERFORMAT_MSL) {
SDL_SetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_MSL_BOOL, SDL_TRUE);
SDL_SetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_MSL_BOOL, true);
}
if (formatFlags & SDL_GPU_SHADERFORMAT_METALLIB) {
SDL_SetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_METALLIB_BOOL, SDL_TRUE);
SDL_SetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_METALLIB_BOOL, true);
}
SDL_SetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_DEBUGMODE_BOOL, debugMode);
SDL_SetStringProperty(props, SDL_PROP_GPU_DEVICE_CREATE_NAME_STRING, name);
@@ -426,8 +426,8 @@ SDL_GPUDevice *SDL_CreateGPUDevice(
SDL_GPUDevice *SDL_CreateGPUDeviceWithProperties(SDL_PropertiesID props)
{
SDL_GPUShaderFormat formatFlags = 0;
SDL_bool debugMode;
SDL_bool preferLowPower;
bool debugMode;
bool preferLowPower;
int i;
const char *gpudriver;
@@ -440,27 +440,27 @@ SDL_GPUDevice *SDL_CreateGPUDeviceWithProperties(SDL_PropertiesID props)
return NULL;
}
if (SDL_GetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_SECRET_BOOL, SDL_FALSE)) {
if (SDL_GetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_SECRET_BOOL, false)) {
formatFlags |= SDL_GPU_SHADERFORMAT_SECRET;
}
if (SDL_GetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_SPIRV_BOOL, SDL_FALSE)) {
if (SDL_GetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_SPIRV_BOOL, false)) {
formatFlags |= SDL_GPU_SHADERFORMAT_SPIRV;
}
if (SDL_GetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_DXBC_BOOL, SDL_FALSE)) {
if (SDL_GetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_DXBC_BOOL, false)) {
formatFlags |= SDL_GPU_SHADERFORMAT_DXBC;
}
if (SDL_GetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_DXIL_BOOL, SDL_FALSE)) {
if (SDL_GetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_DXIL_BOOL, false)) {
formatFlags |= SDL_GPU_SHADERFORMAT_DXIL;
}
if (SDL_GetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_MSL_BOOL, SDL_FALSE)) {
if (SDL_GetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_MSL_BOOL, false)) {
formatFlags |= SDL_GPU_SHADERFORMAT_MSL;
}
if (SDL_GetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_METALLIB_BOOL, SDL_FALSE)) {
if (SDL_GetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_SHADERS_METALLIB_BOOL, false)) {
formatFlags |= SDL_GPU_SHADERFORMAT_METALLIB;
}
debugMode = SDL_GetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_DEBUGMODE_BOOL, SDL_TRUE);
preferLowPower = SDL_GetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_PREFERLOWPOWER_BOOL, SDL_FALSE);
debugMode = SDL_GetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_DEBUGMODE_BOOL, true);
preferLowPower = SDL_GetBooleanProperty(props, SDL_PROP_GPU_DEVICE_CREATE_PREFERLOWPOWER_BOOL, false);
gpudriver = SDL_GetHint(SDL_HINT_GPU_DRIVER);
if (gpudriver == NULL) {
@@ -552,10 +552,10 @@ SDL_bool SDL_SupportsGPUTextureFormat(
SDL_GPUTextureType type,
SDL_GPUTextureUsageFlags usage)
{
CHECK_DEVICE_MAGIC(device, SDL_FALSE);
CHECK_DEVICE_MAGIC(device, false);
if (device->debugMode) {
CHECK_TEXTUREFORMAT_ENUM_INVALID(format, SDL_FALSE)
CHECK_TEXTUREFORMAT_ENUM_INVALID(format, false)
}
return device->SupportsTextureFormat(
@@ -701,7 +701,7 @@ SDL_GPUTexture *SDL_CreateGPUTexture(
}
if (device->debugMode) {
SDL_bool failed = SDL_FALSE;
bool failed = false;
const Uint32 MAX_2D_DIMENSION = 16384;
const Uint32 MAX_3D_DIMENSION = 2048;
@@ -711,86 +711,86 @@ SDL_GPUTexture *SDL_CreateGPUTexture(
if (textureCreateInfo->width <= 0 || textureCreateInfo->height <= 0 || textureCreateInfo->layerCountOrDepth <= 0) {
SDL_assert_release(!"For any texture: width, height, and layerCountOrDepth must be >= 1");
failed = SDL_TRUE;
failed = true;
}
if (textureCreateInfo->levelCount <= 0) {
SDL_assert_release(!"For any texture: levelCount must be >= 1");
failed = SDL_TRUE;
failed = true;
}
if ((textureCreateInfo->usageFlags & SDL_GPU_TEXTUREUSAGE_GRAPHICS_STORAGE_READ_BIT) && (textureCreateInfo->usageFlags & SDL_GPU_TEXTUREUSAGE_SAMPLER_BIT)) {
SDL_assert_release(!"For any texture: usageFlags cannot contain both GRAPHICS_STORAGE_READ_BIT and SAMPLER_BIT");
failed = SDL_TRUE;
failed = true;
}
if (IsDepthFormat(textureCreateInfo->format) && (textureCreateInfo->usageFlags & ~(SDL_GPU_TEXTUREUSAGE_DEPTH_STENCIL_TARGET_BIT | SDL_GPU_TEXTUREUSAGE_SAMPLER_BIT))) {
SDL_assert_release(!"For depth textures: usageFlags cannot contain any flags except for DEPTH_STENCIL_TARGET_BIT and SAMPLER_BIT");
failed = SDL_TRUE;
failed = true;
}
if (IsIntegerFormat(textureCreateInfo->format) && (textureCreateInfo->usageFlags & SDL_GPU_TEXTUREUSAGE_SAMPLER_BIT)) {
SDL_assert_release(!"For any texture: usageFlags cannot contain SAMPLER_BIT for textures with an integer format");
failed = SDL_TRUE;
failed = true;
}
if (textureCreateInfo->type == SDL_GPU_TEXTURETYPE_CUBE) {
// Cubemap validation
if (textureCreateInfo->width != textureCreateInfo->height) {
SDL_assert_release(!"For cube textures: width and height must be identical");
failed = SDL_TRUE;
failed = true;
}
if (textureCreateInfo->width > MAX_2D_DIMENSION || textureCreateInfo->height > MAX_2D_DIMENSION) {
SDL_assert_release(!"For cube textures: width and height must be <= 16384");
failed = SDL_TRUE;
failed = true;
}
if (textureCreateInfo->layerCountOrDepth != 6) {
SDL_assert_release(!"For cube textures: layerCountOrDepth must be 6");
failed = SDL_TRUE;
failed = true;
}
if (textureCreateInfo->sampleCount > SDL_GPU_SAMPLECOUNT_1) {
SDL_assert_release(!"For cube textures: sampleCount must be SDL_GPU_SAMPLECOUNT_1");
failed = SDL_TRUE;
failed = true;
}
if (!SDL_SupportsGPUTextureFormat(device, textureCreateInfo->format, SDL_GPU_TEXTURETYPE_CUBE, textureCreateInfo->usageFlags)) {
SDL_assert_release(!"For cube textures: the format is unsupported for the given usageFlags");
failed = SDL_TRUE;
failed = true;
}
} else if (textureCreateInfo->type == SDL_GPU_TEXTURETYPE_3D) {
// 3D Texture Validation
if (textureCreateInfo->width > MAX_3D_DIMENSION || textureCreateInfo->height > MAX_3D_DIMENSION || textureCreateInfo->layerCountOrDepth > MAX_3D_DIMENSION) {
SDL_assert_release(!"For 3D textures: width, height, and layerCountOrDepth must be <= 2048");
failed = SDL_TRUE;
failed = true;
}
if (textureCreateInfo->usageFlags & SDL_GPU_TEXTUREUSAGE_DEPTH_STENCIL_TARGET_BIT) {
SDL_assert_release(!"For 3D textures: usageFlags must not contain DEPTH_STENCIL_TARGET_BIT");
failed = SDL_TRUE;
failed = true;
}
if (textureCreateInfo->sampleCount > SDL_GPU_SAMPLECOUNT_1) {
SDL_assert_release(!"For 3D textures: sampleCount must be SDL_GPU_SAMPLECOUNT_1");
failed = SDL_TRUE;
failed = true;
}
if (!SDL_SupportsGPUTextureFormat(device, textureCreateInfo->format, SDL_GPU_TEXTURETYPE_3D, textureCreateInfo->usageFlags)) {
SDL_assert_release(!"For 3D textures: the format is unsupported for the given usageFlags");
failed = SDL_TRUE;
failed = true;
}
} else {
if (textureCreateInfo->type == SDL_GPU_TEXTURETYPE_2D_ARRAY) {
// Array Texture Validation
if (textureCreateInfo->usageFlags & SDL_GPU_TEXTUREUSAGE_DEPTH_STENCIL_TARGET_BIT) {
SDL_assert_release(!"For array textures: usageFlags must not contain DEPTH_STENCIL_TARGET_BIT");
failed = SDL_TRUE;
failed = true;
}
if (textureCreateInfo->sampleCount > SDL_GPU_SAMPLECOUNT_1) {
SDL_assert_release(!"For array textures: sampleCount must be SDL_GPU_SAMPLECOUNT_1");
failed = SDL_TRUE;
failed = true;
}
} else {
// 2D Texture Validation
if (textureCreateInfo->sampleCount > SDL_GPU_SAMPLECOUNT_1 && textureCreateInfo->levelCount > 1) {
SDL_assert_release(!"For 2D textures: if sampleCount is >= SDL_GPU_SAMPLECOUNT_1, then levelCount must be 1");
failed = SDL_TRUE;
failed = true;
}
}
if (!SDL_SupportsGPUTextureFormat(device, textureCreateInfo->format, SDL_GPU_TEXTURETYPE_2D, textureCreateInfo->usageFlags)) {
SDL_assert_release(!"For 2D textures: the format is unsupported for the given usageFlags");
failed = SDL_TRUE;
failed = true;
}
}
@@ -1058,14 +1058,14 @@ SDL_GPUCommandBuffer *SDL_AcquireGPUCommandBuffer(
commandBufferHeader = (CommandBufferCommonHeader *)commandBuffer;
commandBufferHeader->device = device;
commandBufferHeader->renderPass.commandBuffer = commandBuffer;
commandBufferHeader->renderPass.inProgress = SDL_FALSE;
commandBufferHeader->graphicsPipelineBound = SDL_FALSE;
commandBufferHeader->renderPass.inProgress = false;
commandBufferHeader->graphicsPipelineBound = false;
commandBufferHeader->computePass.commandBuffer = commandBuffer;
commandBufferHeader->computePass.inProgress = SDL_FALSE;
commandBufferHeader->computePipelineBound = SDL_FALSE;
commandBufferHeader->computePass.inProgress = false;
commandBufferHeader->computePipelineBound = false;
commandBufferHeader->copyPass.commandBuffer = commandBuffer;
commandBufferHeader->copyPass.inProgress = SDL_FALSE;
commandBufferHeader->submitted = SDL_FALSE;
commandBufferHeader->copyPass.inProgress = false;
commandBufferHeader->submitted = false;
return commandBuffer;
}
@@ -1196,7 +1196,7 @@ SDL_GPURenderPass *SDL_BeginGPURenderPass(
depthStencilAttachmentInfo);
commandBufferHeader = (CommandBufferCommonHeader *)commandBuffer;
commandBufferHeader->renderPass.inProgress = SDL_TRUE;
commandBufferHeader->renderPass.inProgress = true;
return (SDL_GPURenderPass *)&(commandBufferHeader->renderPass);
}
@@ -1220,7 +1220,7 @@ void SDL_BindGPUGraphicsPipeline(
graphicsPipeline);
commandBufferHeader = (CommandBufferCommonHeader *)RENDERPASS_COMMAND_BUFFER;
commandBufferHeader->graphicsPipelineBound = SDL_TRUE;
commandBufferHeader->graphicsPipelineBound = true;
}
void SDL_SetGPUViewport(
@@ -1601,8 +1601,8 @@ void SDL_EndGPURenderPass(
RENDERPASS_COMMAND_BUFFER);
commandBufferCommonHeader = (CommandBufferCommonHeader *)RENDERPASS_COMMAND_BUFFER;
commandBufferCommonHeader->renderPass.inProgress = SDL_FALSE;
commandBufferCommonHeader->graphicsPipelineBound = SDL_FALSE;
commandBufferCommonHeader->renderPass.inProgress = false;
commandBufferCommonHeader->graphicsPipelineBound = false;
}
// Compute Pass
@@ -1649,7 +1649,7 @@ SDL_GPUComputePass *SDL_BeginGPUComputePass(
storageBufferBindingCount);
commandBufferHeader = (CommandBufferCommonHeader *)commandBuffer;
commandBufferHeader->computePass.inProgress = SDL_TRUE;
commandBufferHeader->computePass.inProgress = true;
return (SDL_GPUComputePass *)&(commandBufferHeader->computePass);
}
@@ -1677,7 +1677,7 @@ void SDL_BindGPUComputePipeline(
computePipeline);
commandBufferHeader = (CommandBufferCommonHeader *)COMPUTEPASS_COMMAND_BUFFER;
commandBufferHeader->computePipelineBound = SDL_TRUE;
commandBufferHeader->computePipelineBound = true;
}
void SDL_BindGPUComputeStorageTextures(
@@ -1794,8 +1794,8 @@ void SDL_EndGPUComputePass(
COMPUTEPASS_COMMAND_BUFFER);
commandBufferCommonHeader = (CommandBufferCommonHeader *)COMPUTEPASS_COMMAND_BUFFER;
commandBufferCommonHeader->computePass.inProgress = SDL_FALSE;
commandBufferCommonHeader->computePipelineBound = SDL_FALSE;
commandBufferCommonHeader->computePass.inProgress = false;
commandBufferCommonHeader->computePipelineBound = false;
}
// TransferBuffer Data
@@ -1853,7 +1853,7 @@ SDL_GPUCopyPass *SDL_BeginGPUCopyPass(
commandBuffer);
commandBufferHeader = (CommandBufferCommonHeader *)commandBuffer;
commandBufferHeader->copyPass.inProgress = SDL_TRUE;
commandBufferHeader->copyPass.inProgress = true;
return (SDL_GPUCopyPass *)&(commandBufferHeader->copyPass);
}
@@ -2036,7 +2036,7 @@ void SDL_EndGPUCopyPass(
COPYPASS_DEVICE->EndCopyPass(
COPYPASS_COMMAND_BUFFER);
((CommandBufferCommonHeader *)COPYPASS_COMMAND_BUFFER)->copyPass.inProgress = SDL_FALSE;
((CommandBufferCommonHeader *)COPYPASS_COMMAND_BUFFER)->copyPass.inProgress = false;
}
void SDL_GenerateGPUMipmaps(
@@ -2099,7 +2099,7 @@ void SDL_BlitGPU(
CHECK_ANY_PASS_IN_PROGRESS("Cannot blit during a pass!", )
// Validation
SDL_bool failed = SDL_FALSE;
bool failed = false;
TextureCommonHeader *srcHeader = (TextureCommonHeader *)source->texture;
TextureCommonHeader *dstHeader = (TextureCommonHeader *)destination->texture;
@@ -2109,19 +2109,19 @@ void SDL_BlitGPU(
}
if ((srcHeader->info.usageFlags & SDL_GPU_TEXTUREUSAGE_SAMPLER_BIT) == 0) {
SDL_assert_release(!"Blit source texture must be created with the SAMPLER_BIT usage flag");
failed = SDL_TRUE;
failed = true;
}
if ((dstHeader->info.usageFlags & SDL_GPU_TEXTUREUSAGE_COLOR_TARGET_BIT) == 0) {
SDL_assert_release(!"Blit destination texture must be created with the COLOR_TARGET_BIT usage flag");
failed = SDL_TRUE;
failed = true;
}
if (IsDepthFormat(srcHeader->info.format)) {
SDL_assert_release(!"Blit source texture cannot have a depth format");
failed = SDL_TRUE;
failed = true;
}
if (source->w == 0 || source->h == 0 || destination->w == 0 || destination->h == 0) {
SDL_assert_release(!"Blit source/destination regions must have non-zero width, height, and depth");
failed = SDL_TRUE;
failed = true;
}
if (failed) {
@@ -2145,14 +2145,14 @@ SDL_bool SDL_SupportsGPUSwapchainComposition(
SDL_Window *window,
SDL_GPUSwapchainComposition swapchainComposition)
{
CHECK_DEVICE_MAGIC(device, SDL_FALSE);
CHECK_DEVICE_MAGIC(device, false);
if (window == NULL) {
SDL_InvalidParamError("window");
return SDL_FALSE;
return false;
}
if (device->debugMode) {
CHECK_SWAPCHAINCOMPOSITION_ENUM_INVALID(swapchainComposition, SDL_FALSE)
CHECK_SWAPCHAINCOMPOSITION_ENUM_INVALID(swapchainComposition, false)
}
return device->SupportsSwapchainComposition(
@@ -2166,14 +2166,14 @@ SDL_bool SDL_SupportsGPUPresentMode(
SDL_Window *window,
SDL_GPUPresentMode presentMode)
{
CHECK_DEVICE_MAGIC(device, SDL_FALSE);
CHECK_DEVICE_MAGIC(device, false);
if (window == NULL) {
SDL_InvalidParamError("window");
return SDL_FALSE;
return false;
}
if (device->debugMode) {
CHECK_PRESENTMODE_ENUM_INVALID(presentMode, SDL_FALSE)
CHECK_PRESENTMODE_ENUM_INVALID(presentMode, false)
}
return device->SupportsPresentMode(
@@ -2186,10 +2186,10 @@ SDL_bool SDL_ClaimGPUWindow(
SDL_GPUDevice *device,
SDL_Window *window)
{
CHECK_DEVICE_MAGIC(device, SDL_FALSE);
CHECK_DEVICE_MAGIC(device, false);
if (window == NULL) {
SDL_InvalidParamError("window");
return SDL_FALSE;
return false;
}
return device->ClaimWindow(
@@ -2218,15 +2218,15 @@ SDL_bool SDL_SetGPUSwapchainParameters(
SDL_GPUSwapchainComposition swapchainComposition,
SDL_GPUPresentMode presentMode)
{
CHECK_DEVICE_MAGIC(device, SDL_FALSE);
CHECK_DEVICE_MAGIC(device, false);
if (window == NULL) {
SDL_InvalidParamError("window");
return SDL_FALSE;
return false;
}
if (device->debugMode) {
CHECK_SWAPCHAINCOMPOSITION_ENUM_INVALID(swapchainComposition, SDL_FALSE)
CHECK_PRESENTMODE_ENUM_INVALID(presentMode, SDL_FALSE)
CHECK_SWAPCHAINCOMPOSITION_ENUM_INVALID(swapchainComposition, false)
CHECK_PRESENTMODE_ENUM_INVALID(presentMode, false)
}
return device->SetSwapchainParameters(
@@ -2307,7 +2307,7 @@ void SDL_SubmitGPU(
}
}
commandBufferHeader->submitted = SDL_TRUE;
commandBufferHeader->submitted = true;
COMMAND_BUFFER_DEVICE->Submit(
commandBuffer);
@@ -2334,7 +2334,7 @@ SDL_GPUFence *SDL_SubmitGPUAndAcquireFence(
}
}
commandBufferHeader->submitted = SDL_TRUE;
commandBufferHeader->submitted = true;
return COMMAND_BUFFER_DEVICE->SubmitAndAcquireFence(
commandBuffer);
@@ -2372,10 +2372,10 @@ SDL_bool SDL_QueryGPUFence(
SDL_GPUDevice *device,
SDL_GPUFence *fence)
{
CHECK_DEVICE_MAGIC(device, SDL_FALSE);
CHECK_DEVICE_MAGIC(device, false);
if (fence == NULL) {
SDL_InvalidParamError("fence");
return SDL_FALSE;
return false;
}
return device->QueryFence(
+31 -31
View File
@@ -29,18 +29,18 @@
typedef struct Pass
{
SDL_GPUCommandBuffer *commandBuffer;
SDL_bool inProgress;
bool inProgress;
} Pass;
typedef struct CommandBufferCommonHeader
{
SDL_GPUDevice *device;
Pass renderPass;
SDL_bool graphicsPipelineBound;
bool graphicsPipelineBound;
Pass computePass;
SDL_bool computePipelineBound;
bool computePipelineBound;
Pass copyPass;
SDL_bool submitted;
bool submitted;
} CommandBufferCommonHeader;
typedef struct TextureCommonHeader
@@ -117,7 +117,7 @@ static inline Sint32 Texture_GetBlockSize(
}
}
static inline SDL_bool IsDepthFormat(
static inline bool IsDepthFormat(
SDL_GPUTextureFormat format)
{
switch (format) {
@@ -126,27 +126,27 @@ static inline SDL_bool IsDepthFormat(
case SDL_GPU_TEXTUREFORMAT_D32_FLOAT:
case SDL_GPU_TEXTUREFORMAT_D24_UNORM_S8_UINT:
case SDL_GPU_TEXTUREFORMAT_D32_FLOAT_S8_UINT:
return SDL_TRUE;
return true;
default:
return SDL_FALSE;
return false;
}
}
static inline SDL_bool IsStencilFormat(
static inline bool IsStencilFormat(
SDL_GPUTextureFormat format)
{
switch (format) {
case SDL_GPU_TEXTUREFORMAT_D24_UNORM_S8_UINT:
case SDL_GPU_TEXTUREFORMAT_D32_FLOAT_S8_UINT:
return SDL_TRUE;
return true;
default:
return SDL_FALSE;
return false;
}
}
static inline SDL_bool IsIntegerFormat(
static inline bool IsIntegerFormat(
SDL_GPUTextureFormat format)
{
switch (format) {
@@ -156,10 +156,10 @@ static inline SDL_bool IsIntegerFormat(
case SDL_GPU_TEXTUREFORMAT_R16_UINT:
case SDL_GPU_TEXTUREFORMAT_R16G16_UINT:
case SDL_GPU_TEXTUREFORMAT_R16G16B16A16_UINT:
return SDL_TRUE;
return true;
default:
return SDL_FALSE;
return false;
}
}
@@ -252,7 +252,7 @@ void SDL_GPU_BlitCommon(
SDL_GPUBlitRegion *destination,
SDL_FlipMode flipMode,
SDL_GPUFilter filterMode,
SDL_bool cycle,
bool cycle,
SDL_GPUSampler *blitLinearSampler,
SDL_GPUSampler *blitNearestSampler,
SDL_GPUShader *blitVertexShader,
@@ -524,7 +524,7 @@ struct SDL_GPUDevice
void *(*MapTransferBuffer)(
SDL_GPURenderer *device,
SDL_GPUTransferBuffer *transferBuffer,
SDL_bool cycle);
bool cycle);
void (*UnmapTransferBuffer)(
SDL_GPURenderer *device,
@@ -539,13 +539,13 @@ struct SDL_GPUDevice
SDL_GPUCommandBuffer *commandBuffer,
SDL_GPUTextureTransferInfo *source,
SDL_GPUTextureRegion *destination,
SDL_bool cycle);
bool cycle);
void (*UploadToBuffer)(
SDL_GPUCommandBuffer *commandBuffer,
SDL_GPUTransferBufferLocation *source,
SDL_GPUBufferRegion *destination,
SDL_bool cycle);
bool cycle);
void (*CopyTextureToTexture)(
SDL_GPUCommandBuffer *commandBuffer,
@@ -554,14 +554,14 @@ struct SDL_GPUDevice
Uint32 w,
Uint32 h,
Uint32 d,
SDL_bool cycle);
bool cycle);
void (*CopyBufferToBuffer)(
SDL_GPUCommandBuffer *commandBuffer,
SDL_GPUBufferLocation *source,
SDL_GPUBufferLocation *destination,
Uint32 size,
SDL_bool cycle);
bool cycle);
void (*GenerateMipmaps)(
SDL_GPUCommandBuffer *commandBuffer,
@@ -586,21 +586,21 @@ struct SDL_GPUDevice
SDL_GPUBlitRegion *destination,
SDL_FlipMode flipMode,
SDL_GPUFilter filterMode,
SDL_bool cycle);
bool cycle);
// Submission/Presentation
SDL_bool (*SupportsSwapchainComposition)(
bool (*SupportsSwapchainComposition)(
SDL_GPURenderer *driverData,
SDL_Window *window,
SDL_GPUSwapchainComposition swapchainComposition);
SDL_bool (*SupportsPresentMode)(
bool (*SupportsPresentMode)(
SDL_GPURenderer *driverData,
SDL_Window *window,
SDL_GPUPresentMode presentMode);
SDL_bool (*ClaimWindow)(
bool (*ClaimWindow)(
SDL_GPURenderer *driverData,
SDL_Window *window);
@@ -608,7 +608,7 @@ struct SDL_GPUDevice
SDL_GPURenderer *driverData,
SDL_Window *window);
SDL_bool (*SetSwapchainParameters)(
bool (*SetSwapchainParameters)(
SDL_GPURenderer *driverData,
SDL_Window *window,
SDL_GPUSwapchainComposition swapchainComposition,
@@ -638,11 +638,11 @@ struct SDL_GPUDevice
void (*WaitForFences)(
SDL_GPURenderer *driverData,
SDL_bool waitAll,
bool waitAll,
SDL_GPUFence **pFences,
Uint32 fenceCount);
SDL_bool (*QueryFence)(
bool (*QueryFence)(
SDL_GPURenderer *driverData,
SDL_GPUFence *fence);
@@ -652,13 +652,13 @@ struct SDL_GPUDevice
// Feature Queries
SDL_bool (*SupportsTextureFormat)(
bool (*SupportsTextureFormat)(
SDL_GPURenderer *driverData,
SDL_GPUTextureFormat format,
SDL_GPUTextureType type,
SDL_GPUTextureUsageFlags usage);
SDL_bool (*SupportsSampleCount)(
bool (*SupportsSampleCount)(
SDL_GPURenderer *driverData,
SDL_GPUTextureFormat format,
SDL_GPUSampleCount desiredSampleCount);
@@ -670,7 +670,7 @@ struct SDL_GPUDevice
SDL_GPUDriver backend;
// Store this for SDL_gpu.c's debug layer
SDL_bool debugMode;
bool debugMode;
SDL_GPUShaderFormat shaderFormats;
};
@@ -758,8 +758,8 @@ typedef struct SDL_GPUBootstrap
const char *Name;
const SDL_GPUDriver backendflag;
const SDL_GPUShaderFormat shaderFormats;
SDL_bool (*PrepareDriver)(SDL_VideoDevice *_this);
SDL_GPUDevice *(*CreateDevice)(SDL_bool debugMode, SDL_bool preferLowPower, SDL_PropertiesID props);
bool (*PrepareDriver)(SDL_VideoDevice *_this);
SDL_GPUDevice *(*CreateDevice)(bool debugMode, bool preferLowPower, SDL_PropertiesID props);
} SDL_GPUBootstrap;
#ifdef __cplusplus
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+1 -1
View File
@@ -252,7 +252,7 @@ static bool SDL_WaitSemaphoreTimeoutNS_kern(SDL_Semaphore *_sem, Sint64 timeoutN
DWORD dwMilliseconds;
if (!sem) {
return SDL_TRUE;
return true;
}
if (timeoutNS < 0) {
+1 -1
View File
@@ -578,7 +578,7 @@ SDL_PixelFormat SDL_GetPixelFormatForMasks(int bpp, Uint32 Rmask, Uint32 Gmask,
static SDL_HashTable *SDL_format_details;
static SDL_Mutex *SDL_format_details_lock;
static SDL_bool SDL_InitPixelFormatDetails(SDL_PixelFormatDetails *details, SDL_PixelFormat format)
static bool SDL_InitPixelFormatDetails(SDL_PixelFormatDetails *details, SDL_PixelFormat format)
{
int bpp;
Uint32 Rmask, Gmask, Bmask, Amask;
+2 -2
View File
@@ -65,7 +65,7 @@ bool Android_CreateWindow(SDL_VideoDevice *_this, SDL_Window *window, SDL_Proper
data = (SDL_WindowData *)SDL_calloc(1, sizeof(*data));
if (!data) {
result = SDL_FALSE;
result = false;
goto endfunction;
}
@@ -86,7 +86,7 @@ bool Android_CreateWindow(SDL_VideoDevice *_this, SDL_Window *window, SDL_Proper
if (data->egl_surface == EGL_NO_SURFACE) {
ANativeWindow_release(data->native_window);
SDL_free(data);
result = SDL_FALSE;
result = false;
goto endfunction;
}
}