Add clang-format as part of CI
This commit is contained in:
@@ -8,32 +8,33 @@
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#include <gmodule.h>
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#include <gdk/gdk.h>
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void gl_util_check_error(const char *file, int line)
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void
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gl_util_check_error(const char *file, int line)
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{
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GLenum error = glGetError();
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const char *name;
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switch (error) {
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case GL_NO_ERROR:
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return; // no error
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case GL_INVALID_ENUM:
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name = "GL_INVALID_ENUM";
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break;
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case GL_INVALID_VALUE:
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name = "GL_INVALID_VALUE";
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break;
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case GL_INVALID_OPERATION:
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name = "GL_INVALID_OPERATION";
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break;
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case GL_INVALID_FRAMEBUFFER_OPERATION:
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name = "GL_INVALID_FRAMEBUFFER_OPERATION";
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break;
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case GL_OUT_OF_MEMORY:
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name = "GL_OUT_OF_MEMORY";
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break;
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default:
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name = "UNKNOWN ERROR!";
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break;
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case GL_NO_ERROR:
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return; // no error
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case GL_INVALID_ENUM:
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name = "GL_INVALID_ENUM";
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break;
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case GL_INVALID_VALUE:
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name = "GL_INVALID_VALUE";
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break;
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case GL_INVALID_OPERATION:
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name = "GL_INVALID_OPERATION";
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break;
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case GL_INVALID_FRAMEBUFFER_OPERATION:
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name = "GL_INVALID_FRAMEBUFFER_OPERATION";
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break;
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case GL_OUT_OF_MEMORY:
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name = "GL_OUT_OF_MEMORY";
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break;
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default:
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name = "UNKNOWN ERROR!";
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break;
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}
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printf("GL error at %s:%d - %s\n", file, line, name);
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@@ -42,7 +43,8 @@ void gl_util_check_error(const char *file, int line)
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}
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GLuint
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gl_util_load_shader(const char *resource, GLenum type, const char **extra_sources, size_t num_extra)
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gl_util_load_shader(const char *resource, GLenum type, const char **extra_sources,
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size_t num_extra)
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{
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GdkGLContext *context = gdk_gl_context_get_current();
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assert(context);
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@@ -63,7 +65,9 @@ gl_util_load_shader(const char *resource, GLenum type, const char **extra_source
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int major, minor;
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gdk_gl_context_get_version(context, &major, &minor);
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char context_info_buf[128];
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snprintf(context_info_buf, 128, "#define %s\n#define GL_%d\n#define GL_%d_%d\n", is_es ? "GL_ES" : "GL_NO_ES", major, major, minor);
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snprintf(context_info_buf, 128,
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"#define %s\n#define GL_%d\n#define GL_%d_%d\n",
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is_es ? "GL_ES" : "GL_NO_ES", major, major, minor);
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gsize glib_size = 0;
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const GLchar *source = g_bytes_get_data(bytes, &glib_size);
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@@ -151,18 +155,27 @@ gl_util_link_program(GLuint *shaders, size_t num_shaders)
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static const GLfloat quad_data[] = {
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// Vertices
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-1, -1,
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1, -1,
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-1, 1,
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1, 1,
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-1,
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-1,
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1,
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-1,
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-1,
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1,
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1,
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1,
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// Texcoords
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0, 0,
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1, 0,
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0, 1,
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1, 1,
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0,
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0,
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1,
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0,
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0,
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1,
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1,
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1,
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};
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GLuint gl_util_new_quad()
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GLuint
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gl_util_new_quad()
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{
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GdkGLContext *context = gdk_gl_context_get_current();
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assert(context);
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@@ -174,7 +187,8 @@ GLuint gl_util_new_quad()
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glGenBuffers(1, &buffer);
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glBindBuffer(GL_ARRAY_BUFFER, buffer);
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glBufferData(GL_ARRAY_BUFFER, sizeof(quad_data), quad_data, GL_STATIC_DRAW);
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glBufferData(GL_ARRAY_BUFFER, sizeof(quad_data), quad_data,
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GL_STATIC_DRAW);
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check_gl();
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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@@ -184,18 +198,21 @@ GLuint gl_util_new_quad()
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}
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}
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void gl_util_bind_quad(GLuint buffer)
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void
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gl_util_bind_quad(GLuint buffer)
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{
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GdkGLContext *context = gdk_gl_context_get_current();
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assert(context);
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if (gdk_gl_context_get_use_es(context)) {
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glVertexAttribPointer(GL_UTIL_VERTEX_ATTRIBUTE, 2, GL_FLOAT, 0, 0, quad_data);
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glVertexAttribPointer(GL_UTIL_VERTEX_ATTRIBUTE, 2, GL_FLOAT, 0, 0,
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quad_data);
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check_gl();
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glEnableVertexAttribArray(GL_UTIL_VERTEX_ATTRIBUTE);
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check_gl();
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glVertexAttribPointer(GL_UTIL_TEX_COORD_ATTRIBUTE, 2, GL_FLOAT, 0, 0, quad_data + 8);
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glVertexAttribPointer(GL_UTIL_TEX_COORD_ATTRIBUTE, 2, GL_FLOAT, 0, 0,
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quad_data + 8);
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check_gl();
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glEnableVertexAttribArray(GL_UTIL_TEX_COORD_ATTRIBUTE);
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check_gl();
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@@ -203,17 +220,20 @@ void gl_util_bind_quad(GLuint buffer)
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glBindBuffer(GL_ARRAY_BUFFER, buffer);
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check_gl();
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glVertexAttribPointer(GL_UTIL_VERTEX_ATTRIBUTE, 2, GL_FLOAT, GL_FALSE, 0, 0);
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glVertexAttribPointer(GL_UTIL_VERTEX_ATTRIBUTE, 2, GL_FLOAT,
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GL_FALSE, 0, 0);
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glEnableVertexAttribArray(GL_UTIL_VERTEX_ATTRIBUTE);
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check_gl();
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glVertexAttribPointer(GL_UTIL_TEX_COORD_ATTRIBUTE, 2, GL_FLOAT, GL_FALSE, 0, (void*) (8 * sizeof(float)));
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glVertexAttribPointer(GL_UTIL_TEX_COORD_ATTRIBUTE, 2, GL_FLOAT,
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GL_FALSE, 0, (void *)(8 * sizeof(float)));
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glEnableVertexAttribArray(GL_UTIL_TEX_COORD_ATTRIBUTE);
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check_gl();
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}
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}
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void gl_util_draw_quad(GLuint buffer)
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void
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gl_util_draw_quad(GLuint buffer)
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{
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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check_gl();
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