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Adding manual padding to reduce warnings. This will need to be revisited for x64.

+24 -15
+24 -15
include/SDL_gpu.h
··· 331 331 float angle; 332 332 float zoom_x, zoom_y; 333 333 float z_near, z_far; // z clipping planes 334 - bool use_centered_origin; // move rotation/scaling origin to the center of the camera's view 334 + GPU_bool use_centered_origin; // move rotation/scaling origin to the center of the camera's view 335 + char _padding[3]; 335 336 } GPU_Camera; 336 337 337 338 ··· 374 375 { 375 376 /*! SDL_GLContext */ 376 377 void* context; 377 - GPU_bool failed; 378 378 379 379 /*! SDL window ID */ 380 380 Uint32 windowID; ··· 404 404 GPU_ShaderBlock default_textured_shader_block; 405 405 GPU_ShaderBlock default_untextured_shader_block; 406 406 407 - GPU_bool shapes_use_blending; 408 407 GPU_BlendMode shapes_blend_mode; 409 408 float line_thickness; 410 - GPU_bool use_texturing; 411 409 412 410 int refcount; 413 411 414 412 void* data; 413 + 414 + GPU_bool failed; 415 + GPU_bool use_texturing; 416 + GPU_bool shapes_use_blending; 417 + char _padding[1]; 415 418 } GPU_Context; 416 419 417 420 ··· 432 435 GPU_Image* image; 433 436 void* data; 434 437 Uint16 w, h; 435 - GPU_bool using_virtual_resolution; 436 438 Uint16 base_w, base_h; // The true dimensions of the underlying image or window 437 - GPU_bool use_clip_rect; 438 439 GPU_Rect clip_rect; 439 - GPU_bool use_color; 440 440 SDL_Color color; 441 441 442 442 GPU_Rect viewport; ··· 448 448 GPU_MatrixStack model_matrix; 449 449 450 450 GPU_Camera camera; 451 + 452 + GPU_bool using_virtual_resolution; 453 + GPU_bool use_clip_rect; 454 + GPU_bool use_color; 451 455 GPU_bool use_camera; 452 456 453 457 454 - GPU_bool use_depth_test; 455 - GPU_bool use_depth_write; 456 458 GPU_ComparisonEnum depth_function; 457 459 458 460 /*! Renderer context data. NULL if the target does not represent a window or rendering context. */ 459 461 GPU_Context* context; 460 462 int refcount; 463 + 464 + GPU_bool use_depth_test; 465 + GPU_bool use_depth_write; 461 466 GPU_bool is_alias; 467 + char _padding[1]; 462 468 }; 463 469 464 470 /*! \ingroup Initialization ··· 617 623 /*! \ingroup ShaderInterface */ 618 624 typedef struct GPU_AttributeFormat 619 625 { 620 - GPU_bool is_per_sprite; // Per-sprite values are expanded to 4 vertices 621 626 int num_elems_per_value; 622 627 GPU_TypeEnum type; // GPU_TYPE_FLOAT, GPU_TYPE_INT, GPU_TYPE_UNSIGNED_INT, etc. 623 - GPU_bool normalize; 624 628 int stride_bytes; // Number of bytes between two vertex specifications 625 629 int offset_bytes; // Number of bytes to skip at the beginning of 'values' 630 + GPU_bool is_per_sprite; // Per-sprite values are expanded to 4 vertices 631 + GPU_bool normalize; 632 + char _padding[2]; 626 633 } GPU_AttributeFormat; 627 634 628 635 /*! \ingroup ShaderInterface */ ··· 636 643 /*! \ingroup ShaderInterface */ 637 644 typedef struct GPU_AttributeSource 638 645 { 639 - GPU_bool enabled; 640 646 int num_values; 641 647 void* next_value; 642 648 // Automatic storage format ··· 645 651 int per_vertex_storage_size; // Over 0 means that the per-vertex storage has been automatically allocated 646 652 void* per_vertex_storage; // Could point to the attribute's values or to allocated storage 647 653 GPU_Attribute attribute; 654 + GPU_bool enabled; 655 + char _padding[3]; 648 656 } GPU_AttributeSource; 649 657 650 658 ··· 717 725 /*! Current display target */ 718 726 GPU_Target* current_context_target; 719 727 720 - /*! 0 for inverted, 1 for mathematical */ 721 - GPU_bool coordinate_mode; 722 - 723 728 /*! Default is (0.5, 0.5) - images draw centered. */ 724 729 float default_image_anchor_x; 725 730 float default_image_anchor_y; 726 731 727 732 struct GPU_RendererImpl* impl; 733 + 734 + /*! 0 for inverted, 1 for mathematical */ 735 + GPU_bool coordinate_mode; 736 + char _padding[3]; 728 737 }; 729 738 730 739