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