diff options
| author | Connor Thomson <blumatrikz@gmail.com> | 2026-09-10 19:34:22 -0700 |
|---|---|---|
| committer | Connor Thomson <blumatrikz@gmail.com> | 2026-09-10 19:34:22 -0700 |
| commit | f3def6247bc852d990d705edee632ad4684666f5 (patch) | |
| tree | 3fc72838bda9d4e17d18711f6ccdf2958757ed58 | |
| parent | 9419ddf6e42ccf6127c2dde7d8791c19e4511844 (diff) | |
Fix formatting in gpu.c a little bit
| -rw-r--r-- | src/gpu.c | 46 |
1 files changed, 23 insertions, 23 deletions
@@ -51,7 +51,7 @@ static void ta_gpu_resize_msaa_texture(SDL_GPUTextureFormat format) { SDL_ReleaseGPUTexture(ta_gpu_device, ta_gpu_msaa_texture); SDL_ReleaseGPUTexture(ta_gpu_device, ta_gpu_depth_texture); - ta_gpu_msaa_texture = NULL; + ta_gpu_msaa_texture = NULL; ta_gpu_depth_texture = NULL; SDL_GPUTextureCreateInfo texture_info = { @@ -64,11 +64,11 @@ static void ta_gpu_resize_msaa_texture(SDL_GPUTextureFormat format) { .num_levels = 1, .sample_count = ta_gpu_sample_count, }; - ta_gpu_msaa_texture = ta_sdl_create_gpu_texture(ta_gpu_device, &texture_info); - texture_info.format = SDL_GPU_TEXTUREFORMAT_D32_FLOAT; - texture_info.usage = SDL_GPU_TEXTUREUSAGE_DEPTH_STENCIL_TARGET; - ta_gpu_depth_texture = ta_sdl_create_gpu_texture(ta_gpu_device, &texture_info); - ta_gpu_msaa_texture_width = (Uint32)ta_window_width; + ta_gpu_msaa_texture = ta_sdl_create_gpu_texture(ta_gpu_device, &texture_info); + texture_info.format = SDL_GPU_TEXTUREFORMAT_D32_FLOAT; + texture_info.usage = SDL_GPU_TEXTUREUSAGE_DEPTH_STENCIL_TARGET; + ta_gpu_depth_texture = ta_sdl_create_gpu_texture(ta_gpu_device, &texture_info); + ta_gpu_msaa_texture_width = (Uint32)ta_window_width; ta_gpu_msaa_texture_height = (Uint32)ta_window_height; } @@ -117,18 +117,18 @@ void ta_gpu_init(void) { .blend_state = { .src_color_blendfactor = SDL_GPU_BLENDFACTOR_SRC_ALPHA, .dst_color_blendfactor = SDL_GPU_BLENDFACTOR_ONE_MINUS_SRC_ALPHA, - .color_blend_op = SDL_GPU_BLENDOP_ADD, + .color_blend_op = SDL_GPU_BLENDOP_ADD, .src_alpha_blendfactor = SDL_GPU_BLENDFACTOR_ONE, .dst_alpha_blendfactor = SDL_GPU_BLENDFACTOR_ONE_MINUS_SRC_ALPHA, - .alpha_blend_op = SDL_GPU_BLENDOP_ADD, - .enable_blend = true, + .alpha_blend_op = SDL_GPU_BLENDOP_ADD, + .enable_blend = true, }, }; SDL_GPUGraphicsPipelineCreateInfo pipeline_info = { - .vertex_shader = vertex_shader, - .fragment_shader = fragment_shader, - .primitive_type = SDL_GPU_PRIMITIVETYPE_TRIANGLELIST, - .target_info = { + .vertex_shader = vertex_shader, + .fragment_shader = fragment_shader, + .primitive_type = SDL_GPU_PRIMITIVETYPE_TRIANGLELIST, + .target_info = { .num_color_targets = 1, .color_target_descriptions = &color_target, }, @@ -141,9 +141,9 @@ void ta_gpu_init(void) { SDL_ReleaseGPUShader(ta_gpu_device, fragment_shader); SDL_GPUSamplerCreateInfo sampler_info = { - .min_filter = SDL_GPU_FILTER_LINEAR, - .mag_filter = SDL_GPU_FILTER_LINEAR, - .mipmap_mode = SDL_GPU_SAMPLERMIPMAPMODE_NEAREST, + .min_filter = SDL_GPU_FILTER_LINEAR, + .mag_filter = SDL_GPU_FILTER_LINEAR, + .mipmap_mode = SDL_GPU_SAMPLERMIPMAPMODE_NEAREST, .address_mode_u = SDL_GPU_SAMPLERADDRESSMODE_CLAMP_TO_EDGE, .address_mode_v = SDL_GPU_SAMPLERADDRESSMODE_CLAMP_TO_EDGE, .address_mode_w = SDL_GPU_SAMPLERADDRESSMODE_CLAMP_TO_EDGE, @@ -152,9 +152,9 @@ void ta_gpu_init(void) { } void ta_gpu_start_frame(void) { - ta_gpu_command_buffer = ta_sdl_acquire_gpu_command_buffer(ta_gpu_device); + ta_gpu_command_buffer = ta_sdl_acquire_gpu_command_buffer(ta_gpu_device); ta_gpu_swapchain_texture = NULL; - ta_gpu_swapchain_format = SDL_GetGPUSwapchainTextureFormat(ta_gpu_device, ta_window); + ta_gpu_swapchain_format = SDL_GetGPUSwapchainTextureFormat(ta_gpu_device, ta_window); ta_sdl_wait_and_acquire_gpu_swapchain_texture(ta_gpu_command_buffer, ta_window, &ta_gpu_swapchain_texture); if (ta_gpu_swapchain_texture) { @@ -186,11 +186,11 @@ void ta_gpu_end_frame(void) { }; SDL_GPUDepthStencilTargetInfo depth_target = { - .texture = ta_gpu_depth_texture, - .clear_depth = 1.0f, - .load_op = SDL_GPU_LOADOP_CLEAR, - .store_op = SDL_GPU_STOREOP_DONT_CARE, - .stencil_load_op = SDL_GPU_LOADOP_DONT_CARE, + .texture = ta_gpu_depth_texture, + .clear_depth = 1.0f, + .load_op = SDL_GPU_LOADOP_CLEAR, + .store_op = SDL_GPU_STOREOP_DONT_CARE, + .stencil_load_op = SDL_GPU_LOADOP_DONT_CARE, .stencil_store_op = SDL_GPU_STOREOP_DONT_CARE, }; SDL_GPURenderPass *render_pass = ta_sdl_begin_gpu_render_pass( |