diff options
author | dec05eba <dec05eba@protonmail.com> | 2023-04-18 18:34:23 +0200 |
---|---|---|
committer | dec05eba <dec05eba@protonmail.com> | 2023-04-18 18:34:23 +0200 |
commit | 7749ba83279cd974e319e999a72705ae04997360 (patch) | |
tree | 89dec79da9c7391e03761a443cfc25811e5c471b | |
parent | e985e8e18ee735ea46b1a2807dbbab1928fb493b (diff) |
Replace tabs with 4 spaces
-rw-r--r-- | src/color_conversion.c | 36 | ||||
-rw-r--r-- | src/main.cpp | 10 | ||||
-rw-r--r-- | src/window_texture.c | 6 |
3 files changed, 26 insertions, 26 deletions
diff --git a/src/color_conversion.c b/src/color_conversion.c index 8b1590b..2752e2e 100644 --- a/src/color_conversion.c +++ b/src/color_conversion.c @@ -26,30 +26,30 @@ static int load_shader_y(gsr_shader *shader, gsr_egl *egl, float rotation) { "in vec2 texcoords; \n" "out vec2 texcoords_out; \n" ROTATE_Z - "void main() \n" - "{ \n" + "void main() \n" + "{ \n" " texcoords_out = texcoords; \n" - " gl_Position = vec4(pos.x, pos.y, 0.0, 1.0) * rotate_z(%f); \n" - "} \n", rotation); + " gl_Position = vec4(pos.x, pos.y, 0.0, 1.0) * rotate_z(%f); \n" + "} \n", rotation); char fragment_shader[] = "#version 300 es \n" - "precision mediump float; \n" + "precision mediump float; \n" "in vec2 texcoords_out; \n" "uniform sampler2D tex1; \n" "out vec4 FragColor; \n" RGB_TO_YUV - "void main() \n" - "{ \n" + "void main() \n" + "{ \n" " FragColor.x = (RGBtoYUV * vec4(texture(tex1, texcoords_out).rgb, 1.0)).x; \n" - "} \n"; + "} \n"; if(gsr_shader_init(shader, egl, vertex_shader, fragment_shader) != 0) return -1; gsr_shader_bind_attribute_location(shader, "pos", 0); gsr_shader_bind_attribute_location(shader, "texcoords", 1); - return 0; + return 0; } static unsigned int load_shader_uv(gsr_shader *shader, gsr_egl *egl, float rotation) { @@ -60,30 +60,30 @@ static unsigned int load_shader_uv(gsr_shader *shader, gsr_egl *egl, float rotat "in vec2 texcoords; \n" "out vec2 texcoords_out; \n" ROTATE_Z - "void main() \n" - "{ \n" + "void main() \n" + "{ \n" " texcoords_out = texcoords; \n" - " gl_Position = vec4(pos.x, pos.y, 0.0, 1.0) * rotate_z(%f) * vec4(0.5, 0.5, 1.0, 1.0) - vec4(0.5, 0.5, 0.0, 0.0); \n" - "} \n", rotation); + " gl_Position = vec4(pos.x, pos.y, 0.0, 1.0) * rotate_z(%f) * vec4(0.5, 0.5, 1.0, 1.0) - vec4(0.5, 0.5, 0.0, 0.0); \n" + "} \n", rotation); char fragment_shader[] = "#version 300 es \n" - "precision mediump float; \n" + "precision mediump float; \n" "in vec2 texcoords_out; \n" "uniform sampler2D tex1; \n" "out vec4 FragColor; \n" RGB_TO_YUV - "void main() \n" - "{ \n" + "void main() \n" + "{ \n" " FragColor.xy = (RGBtoYUV * vec4(texture(tex1, texcoords_out).rgb, 1.0)).zy; \n" - "} \n"; + "} \n"; if(gsr_shader_init(shader, egl, vertex_shader, fragment_shader) != 0) return -1; gsr_shader_bind_attribute_location(shader, "pos", 0); gsr_shader_bind_attribute_location(shader, "texcoords", 1); - return 0; + return 0; } static int loader_framebuffers(gsr_color_conversion *self) { diff --git a/src/main.cpp b/src/main.cpp index 0cc6922..a7db997 100644 --- a/src/main.cpp +++ b/src/main.cpp @@ -98,7 +98,7 @@ static void receive_frames(AVCodecContext *av_codec_context, int stream_index, A std::deque<AVPacket> &frame_data_queue, int replay_buffer_size_secs, bool &frames_erased, - std::mutex &write_output_mutex) { + std::mutex &write_output_mutex) { for (;;) { // TODO: Use av_packet_alloc instead because sizeof(av_packet) might not be future proof(?) AVPacket av_packet; @@ -246,7 +246,7 @@ static AVCodecContext* create_audio_codec_context(int fps, AudioCodec audio_code AVCodecContext *codec_context = avcodec_alloc_context3(codec); assert(codec->type == AVMEDIA_TYPE_AUDIO); - codec_context->codec_id = codec->id; + codec_context->codec_id = codec->id; codec_context->sample_fmt = audio_codec_get_sample_format(audio_codec, codec); codec_context->bit_rate = audio_codec_get_get_bitrate(audio_codec); codec_context->sample_rate = 48000; @@ -984,9 +984,9 @@ static int init_filter_graph(AVCodecContext *audio_codec_context, AVFilterGraph char args[512]; snprintf(args, sizeof(args), "inputs=%d", (int)num_sources); - + AVFilterContext *mix_ctx; - err = avfilter_graph_create_filter(&mix_ctx, mix_filter, "amix", + err = avfilter_graph_create_filter(&mix_ctx, mix_filter, "amix", args, NULL, filter_graph); if (err < 0) { @@ -1972,7 +1972,7 @@ int main(int argc, char **argv) { usleep(sleep_time * 1000.0 * 1000.0); } - running = 0; + running = 0; if(save_replay_thread.valid()) { save_replay_thread.get(); diff --git a/src/window_texture.c b/src/window_texture.c index 81bf053..7448323 100644 --- a/src/window_texture.c +++ b/src/window_texture.c @@ -57,9 +57,9 @@ int window_texture_on_resize(WindowTexture *self) { EGLImage image = NULL; const intptr_t pixmap_attrs[] = { - EGL_IMAGE_PRESERVED_KHR, EGL_TRUE, - EGL_NONE, - }; + EGL_IMAGE_PRESERVED_KHR, EGL_TRUE, + EGL_NONE, + }; pixmap = XCompositeNameWindowPixmap(self->display, self->window); if(!pixmap) { |