diff options
| author | Vaxry <43317083+vaxerski@users.noreply.github.com> | 2024-12-07 18:51:18 +0100 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2024-12-07 18:51:18 +0100 |
| commit | 8bbeee11734d3ba8e2cf15d19cb3c302f8bfdbf2 (patch) | |
| tree | 5b6654818049a0743f62defc090e86d4327cccbb /src/render/Framebuffer.cpp | |
| parent | b1e5cc66bdb20b002c93479490c3a317552210b3 (diff) | |
core: Add clang-tidy (#8664)
This adds a .clang-tidy file for us.
It's not a strict requirement to be compliant, but I tuned it to be alright.
Diffstat (limited to 'src/render/Framebuffer.cpp')
| -rw-r--r-- | src/render/Framebuffer.cpp | 10 |
1 files changed, 5 insertions, 5 deletions
diff --git a/src/render/Framebuffer.cpp b/src/render/Framebuffer.cpp index bf75d414..93f8fe7f 100644 --- a/src/render/Framebuffer.cpp +++ b/src/render/Framebuffer.cpp @@ -9,8 +9,8 @@ bool CFramebuffer::alloc(int w, int h, uint32_t drmFormat) { bool firstAlloc = false; RASSERT((w > 1 && h > 1), "cannot alloc a FB with negative / zero size! (attempted {}x{})", w, h); - uint32_t glFormat = FormatUtils::drmFormatToGL(drmFormat); - uint32_t glType = FormatUtils::glFormatToType(glFormat); + uint32_t glFormat = NFormatUtils::drmFormatToGL(drmFormat); + uint32_t glType = NFormatUtils::glFormatToType(glFormat); if (!m_cTex) m_cTex = makeShared<CTexture>(); @@ -33,7 +33,7 @@ bool CFramebuffer::alloc(int w, int h, uint32_t drmFormat) { if (firstAlloc || m_vSize != Vector2D(w, h)) { glBindTexture(GL_TEXTURE_2D, m_cTex->m_iTexID); - glTexImage2D(GL_TEXTURE_2D, 0, glFormat, w, h, 0, GL_RGBA, glType, 0); + glTexImage2D(GL_TEXTURE_2D, 0, glFormat, w, h, 0, GL_RGBA, glType, nullptr); glBindFramebuffer(GL_FRAMEBUFFER, m_iFb); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_cTex->m_iTexID, 0); @@ -42,7 +42,7 @@ bool CFramebuffer::alloc(int w, int h, uint32_t drmFormat) { #ifndef GLES2 if (m_pStencilTex) { glBindTexture(GL_TEXTURE_2D, m_pStencilTex->m_iTexID); - glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH24_STENCIL8, w, h, 0, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, 0); + glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH24_STENCIL8, w, h, 0, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, nullptr); glBindFramebuffer(GL_FRAMEBUFFER, m_iFb); @@ -70,7 +70,7 @@ void CFramebuffer::addStencil(SP<CTexture> tex) { #ifndef GLES2 m_pStencilTex = tex; glBindTexture(GL_TEXTURE_2D, m_pStencilTex->m_iTexID); - glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH24_STENCIL8, m_vSize.x, m_vSize.y, 0, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, 0); + glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH24_STENCIL8, m_vSize.x, m_vSize.y, 0, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, nullptr); glBindFramebuffer(GL_FRAMEBUFFER, m_iFb); |
