diff --git a/src/renderer_gl.cpp b/src/renderer_gl.cpp index 1aa67ff0e..cd9508e61 100644 --- a/src/renderer_gl.cpp +++ b/src/renderer_gl.cpp @@ -1664,7 +1664,7 @@ namespace bgfx { namespace gl case TextureFormat::D32: // GLES3 formats without sRGB, depth textures do not support mipmaps. return !_srgb && !_mipAutogen - && (glesVersion >= 3 || emscripten_webgl_enable_extension(ctx, "WEBGL_depth_texture")) + && (glesVersion >= 3 || emscripten_webgl_enable_extension(ctx, "WEBGL_depth_texture") ) ; case TextureFormat::D16F: @@ -1769,7 +1769,7 @@ namespace bgfx { namespace gl if (_array) { glTexStorage3D(target - , 1 + GLsizei(bx::log2((int32_t)_dim) ) + , 1 + GLsizei(bx::log2( (int32_t)_dim) ) , internalFmt , _dim , _dim @@ -1890,7 +1890,7 @@ namespace bgfx { namespace gl // GLES2 float extension: case TextureFormat::RGBA16F: - if (_writeOnly && emscripten_webgl_enable_extension(ctx, "EXT_color_buffer_half_float")) + if (_writeOnly && emscripten_webgl_enable_extension(ctx, "EXT_color_buffer_half_float") ) { return true; } @@ -1904,21 +1904,21 @@ namespace bgfx { namespace gl // GLES3 formats without sRGB return !_srgb - && (glesVersion >= 3 || emscripten_webgl_enable_extension(ctx, "OES_texture_half_float")) + && (glesVersion >= 3 || emscripten_webgl_enable_extension(ctx, "OES_texture_half_float") ) ; case TextureFormat::D24: case TextureFormat::D24S8: // GLES3 formats without sRGB, depth textures do not support mipmaps. return !_srgb - && (glesVersion >= 3 || (!_writeOnly && emscripten_webgl_enable_extension(ctx, "WEBGL_depth_texture"))) + && (glesVersion >= 3 || (!_writeOnly && emscripten_webgl_enable_extension(ctx, "WEBGL_depth_texture") ) ) ; case TextureFormat::D32: // GLES3 formats without sRGB, depth textures do not support mipmaps. return !_srgb && !_writeOnly - && (glesVersion >= 3 || emscripten_webgl_enable_extension(ctx, "WEBGL_depth_texture")) + && (glesVersion >= 3 || emscripten_webgl_enable_extension(ctx, "WEBGL_depth_texture") ) ; // GLES3 textures @@ -2482,7 +2482,7 @@ namespace bgfx { namespace gl if (BX_ENABLED(BX_PLATFORM_EMSCRIPTEN) && (s_extension[Extension::WEBGL_depth_texture].m_supported || s_extension[Extension::MOZ_WEBGL_depth_texture].m_supported - || s_extension[Extension::WEBKIT_WEBGL_depth_texture].m_supported)) + || s_extension[Extension::WEBKIT_WEBGL_depth_texture].m_supported) ) { setTextureFormat(TextureFormat::D16, GL_DEPTH_COMPONENT, GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT); setTextureFormat(TextureFormat::D24, GL_DEPTH_COMPONENT, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT); // N.b. OpenGL ES does not guarantee that there are 24 bits available here, could be 16. See https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/ @@ -3108,7 +3108,7 @@ namespace bgfx { namespace gl if (m_needPresent) { // Ensure the back buffer is bound as the source of the flip - GL_CHECK(glBindFramebuffer(GL_FRAMEBUFFER, m_backBufferFbo)); + GL_CHECK(glBindFramebuffer(GL_FRAMEBUFFER, m_backBufferFbo) ); m_glctx.swap(); m_needPresent = false; @@ -4128,7 +4128,7 @@ namespace bgfx { namespace gl break; case UniformType::Vec4: if (num > 1) setUniform4fv(loc, num, (float*)data); - else setUniform4f(loc, ((float*)data)[0], ((float*)data)[1], ((float*)data)[2], ((float*)data)[3]); + else setUniform4f(loc, ( (float*)data)[0], ( (float*)data)[1], ( (float*)data)[2], ( (float*)data)[3]); break; #else CASE_IMPLEMENT_UNIFORM(Sampler, 1iv, I, int); @@ -4322,7 +4322,7 @@ namespace bgfx { namespace gl // already set to a shader program void setUniform1i(uint32_t loc, int value) { - if (m_uniformStateCache.updateUniformCache(loc, value)) + if (m_uniformStateCache.updateUniformCache(loc, value) ) { GL_CHECK(glUniform1i(loc, value) ); } @@ -4333,7 +4333,7 @@ namespace bgfx { namespace gl bool changed = false; for(int i = 0; i < num; ++i) { - if (m_uniformStateCache.updateUniformCache(loc+i, data[i])) + if (m_uniformStateCache.updateUniformCache(loc+i, data[i]) ) { changed = true; } @@ -4347,9 +4347,9 @@ namespace bgfx { namespace gl void setUniform4f(uint32_t loc, float x, float y, float z, float w) { UniformStateCache::f4 f; f.val[0] = x; f.val[1] = y; f.val[2] = z; f.val[3] = w; - if (m_uniformStateCache.updateUniformCache(loc, f)) + if (m_uniformStateCache.updateUniformCache(loc, f) ) { - GL_CHECK(glUniform4f(loc, x, y, z, w)); + GL_CHECK(glUniform4f(loc, x, y, z, w) ); } } @@ -4358,7 +4358,7 @@ namespace bgfx { namespace gl bool changed = false; for(int i = 0; i < num; ++i) { - if (m_uniformStateCache.updateUniformCache(loc+i, *(const UniformStateCache::f4*)&data[4*i])) + if (m_uniformStateCache.updateUniformCache(loc+i, *(const UniformStateCache::f4*)&data[4*i]) ) { changed = true; } @@ -4374,7 +4374,7 @@ namespace bgfx { namespace gl bool changed = false; for(int i = 0; i < num; ++i) { - if (m_uniformStateCache.updateUniformCache(loc+i, *(const UniformStateCache::f3x3*)&data[9*i])) + if (m_uniformStateCache.updateUniformCache(loc+i, *(const UniformStateCache::f3x3*)&data[9*i]) ) { changed = true; } @@ -4390,7 +4390,7 @@ namespace bgfx { namespace gl bool changed = false; for(int i = 0; i < num; ++i) { - if (m_uniformStateCache.updateUniformCache(loc+i, *(const UniformStateCache::f4x4*)&data[16*i])) + if (m_uniformStateCache.updateUniformCache(loc+i, *(const UniformStateCache::f4x4*)&data[16*i]) ) { changed = true; } @@ -5107,7 +5107,7 @@ namespace bgfx { namespace gl { for(uint32_t ii = 0, iiEnd = m_usedCount; ii < iiEnd; ++ii) { - if(Attrib::Count == m_unboundUsedAttrib[ii]) + if (Attrib::Count == m_unboundUsedAttrib[ii]) { Attrib::Enum attr = Attrib::Enum(m_used[ii]); GLint loc = m_attributes[attr]; @@ -6025,7 +6025,7 @@ namespace bgfx { namespace gl } else { - if(s_extension[Extension::EXT_shader_texture_lod].m_supported) + if (s_extension[Extension::EXT_shader_texture_lod].m_supported) { bx::write(&writer , "#extension GL_EXT_shader_texture_lod : enable\n" @@ -6591,7 +6591,7 @@ namespace bgfx { namespace gl else { if (1 < texture.m_numLayers - && !texture.isCubeMap()) + && !texture.isCubeMap() ) { GL_CHECK(glFramebufferTextureLayer(GL_FRAMEBUFFER , attachment @@ -6869,7 +6869,7 @@ namespace bgfx { namespace gl { const TextureGL& texture = s_renderGL->m_textures[at.handle.idx]; - if(0 != (texture.m_flags&BGFX_TEXTURE_COMPUTE_WRITE)) + if (0 != (texture.m_flags&BGFX_TEXTURE_COMPUTE_WRITE) ) { GL_CHECK(glBindImageTexture(ii , texture.m_id @@ -7479,7 +7479,7 @@ namespace bgfx { namespace gl { if (BGFX_STATE_FRONT_CCW & changedFlags) { - GL_CHECK(glFrontFace((BGFX_STATE_FRONT_CCW & newFlags) ? GL_CCW : GL_CW) ); + GL_CHECK(glFrontFace( (BGFX_STATE_FRONT_CCW & newFlags) ? GL_CCW : GL_CW) ); } if (BGFX_STATE_CULL_MASK & changedFlags) @@ -8059,7 +8059,7 @@ namespace bgfx { namespace gl m_occlusionQuery.end(); } - if(isValid(draw.m_instanceDataBuffer)) + if (isValid(draw.m_instanceDataBuffer) ) { program.unbindInstanceData(); }