clang-tidy
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@@ -527,7 +527,7 @@ namespace Rendering {
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// ---------------------------------------------------------------------------
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// createPipeline
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// ---------------------------------------------------------------------------
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auto SDL3GPUShader::createPipeline() -> bool {
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auto SDL3GPUShader::createPipeline() -> bool { // NOLINT(readability-function-cognitive-complexity)
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const SDL_GPUTextureFormat SWAPCHAIN_FMT = SDL_GetGPUSwapchainTextureFormat(device_, window_);
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// ---- PostFX pipeline (scene/scaled → swapchain) ----
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@@ -770,7 +770,7 @@ namespace Rendering {
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// ---------------------------------------------------------------------------
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// render — upload scene texture + PostFX pass → swapchain
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// ---------------------------------------------------------------------------
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void SDL3GPUShader::render() {
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void SDL3GPUShader::render() { // NOLINT(readability-function-cognitive-complexity)
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if (!is_initialized_) { return; }
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// Paso 0: si SS activo, calcular el factor necesario según el zoom actual y recrear si cambió.
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@@ -868,9 +868,11 @@ namespace Rendering {
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// pixel_scale: subpíxeles por pixel lógico.
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// Sin SS: vh/game_height (zoom de ventana).
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// Con SS: ss_factor_ exacto (3, 6, 9...).
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uniforms_.pixel_scale = (oversample_ > 1 && ss_factor_ > 0)
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? static_cast<float>(ss_factor_)
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: ((game_height_ > 0) ? (vh / static_cast<float>(game_height_)) : 1.0F);
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if (oversample_ > 1 && ss_factor_ > 0) {
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uniforms_.pixel_scale = static_cast<float>(ss_factor_);
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} else {
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uniforms_.pixel_scale = (game_height_ > 0) ? (vh / static_cast<float>(game_height_)) : 1.0F;
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}
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uniforms_.time = static_cast<float>(SDL_GetTicks()) / 1000.0F;
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uniforms_.oversample = (oversample_ > 1 && ss_factor_ > 0)
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? static_cast<float>(ss_factor_)
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@@ -1266,8 +1268,8 @@ namespace Rendering {
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// ---------------------------------------------------------------------------
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auto SDL3GPUShader::calcSsFactor(float zoom) -> int {
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const int MULTIPLE = 3;
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const int n = static_cast<int>(std::ceil(zoom / static_cast<float>(MULTIPLE)));
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return std::max(1, n) * MULTIPLE;
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const int N = static_cast<int>(std::ceil(zoom / static_cast<float>(MULTIPLE)));
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return std::max(1, N) * MULTIPLE;
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}
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// ---------------------------------------------------------------------------
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