SDL: Fix declaration-after-statement and remove tabs

From cd0663e053fc1dedfa1bf2a25e6e10103e0a7679 Mon Sep 17 00:00:00 2001
From: Sylvain <[EMAIL REDACTED]>
Date: Thu, 1 Apr 2021 11:47:45 +0200
Subject: [PATCH] Fix declaration-after-statement and remove tabs

---
 src/render/SDL_render.c                  | 16 +++++-----
 src/render/direct3d11/SDL_render_d3d11.c | 39 ++++++++++++------------
 src/render/opengl/SDL_render_gl.c        |  7 +++--
 src/render/opengles2/SDL_render_gles2.c  |  6 ++--
 src/render/software/SDL_render_sw.c      | 15 ++++++---
 5 files changed, 45 insertions(+), 38 deletions(-)

diff --git a/src/render/SDL_render.c b/src/render/SDL_render.c
index 75ff941264..53e694cd64 100644
--- a/src/render/SDL_render.c
+++ b/src/render/SDL_render.c
@@ -3356,7 +3356,7 @@ remap_one_indice(
         SDL_Texture *texture,
         const float *xy, int xy_stride,
         const int *color, int color_stride,
-        const float *uv, int uv_stride) 
+        const float *uv, int uv_stride)
 {
     const float *xy0_, *xy1_, *uv0_, *uv1_;
     int col0_, col1_;
@@ -3429,7 +3429,7 @@ SDL_SW_RenderGeometryRaw(SDL_Renderer *renderer,
     int texw = 0, texh = 0;
 
     if (texture) {
-        SDL_QueryTexture(texture, NULL, NULL, &texw, &texh); 
+        SDL_QueryTexture(texture, NULL, NULL, &texw, &texh);
     }
 
     prev[0] = -1; prev[1] = -1; prev[2] = -1;
@@ -3468,7 +3468,7 @@ SDL_SW_RenderGeometryRaw(SDL_Renderer *renderer,
             prev[0] = k0;
             prev[1] = k1;
             prev[2] = k2;
-            continue; 
+            continue;
         }
 
         /* Two triangles forming a quadialateral,
@@ -3551,7 +3551,7 @@ SDL_SW_RenderGeometryRaw(SDL_Renderer *renderer,
             x1 = xy1_[0]; y1 = xy1_[1];
             x2 = xy2_[0]; y2 = xy2_[1];
 
-            /* Check if triangle A B C is rectangle */ 
+            /* Check if triangle A B C is rectangle */
             if ((x0 == x2 && y1 == y2) || (y0 == y2 && x1 == x2)){
                 /* ok */
             } else {
@@ -3562,7 +3562,7 @@ SDL_SW_RenderGeometryRaw(SDL_Renderer *renderer,
             xy2_ = (const float *)((const char*)xy + C2 * xy_stride);
             x2 = xy2_[0]; y2 = xy2_[1];
 
-            /* Check if triangle A B C2 is rectangle */ 
+            /* Check if triangle A B C2 is rectangle */
             if ((x0 == x2 && y1 == y2) || (y0 == y2 && x1 == x2)){
                 /* ok */
             } else {
@@ -3616,7 +3616,7 @@ SDL_SW_RenderGeometryRaw(SDL_Renderer *renderer,
                 SDL_RenderCopyF(renderer, texture, &s, &d);
 
                 if (debug) {
-                    SDL_Log("Rect-COPY: RGB %d %d %d - Alpha:%d - texture=%p: src=(%d,%d, %d x %d) dst (%f, %f, %f x %f)", col0_.r, col0_.g, col0_.b, col0_.a, 
+                    SDL_Log("Rect-COPY: RGB %d %d %d - Alpha:%d - texture=%p: src=(%d,%d, %d x %d) dst (%f, %f, %f x %f)", col0_.r, col0_.g, col0_.b, col0_.a,
                             (void *)texture, s.x, s.y, s.w, s.h, d.x, d.y, d.w, d.h);
                 }
             } else if (d.w != 0.0f && d.h != 0.0f) { /* Rect, no texture */
@@ -3625,12 +3625,12 @@ SDL_SW_RenderGeometryRaw(SDL_Renderer *renderer,
                 SDL_RenderFillRectF(renderer, &d);
 
                 if (debug) {
-                    SDL_Log("Rect-FILL: RGB %d %d %d - Alpha:%d - texture=%p: src=(%d,%d, %d x %d) dst (%f, %f, %f x %f)", col0_.r, col0_.g, col0_.b, col0_.a, 
+                    SDL_Log("Rect-FILL: RGB %d %d %d - Alpha:%d - texture=%p: src=(%d,%d, %d x %d) dst (%f, %f, %f x %f)", col0_.r, col0_.g, col0_.b, col0_.a,
                             (void *)texture, s.x, s.y, s.w, s.h, d.x, d.y, d.w, d.h);
                 }
             } else {
                 if (debug) {
-                    SDL_Log("Rect-DISMISS: RGB %d %d %d - Alpha:%d - texture=%p: src=(%d,%d, %d x %d) dst (%f, %f, %f x %f)", col0_.r, col0_.g, col0_.b, col0_.a, 
+                    SDL_Log("Rect-DISMISS: RGB %d %d %d - Alpha:%d - texture=%p: src=(%d,%d, %d x %d) dst (%f, %f, %f x %f)", col0_.r, col0_.g, col0_.b, col0_.a,
                             (void *)texture, s.x, s.y, s.w, s.h, d.x, d.y, d.w, d.h);
                 }
             }
diff --git a/src/render/direct3d11/SDL_render_d3d11.c b/src/render/direct3d11/SDL_render_d3d11.c
index a8136981eb..46a3ec1d6a 100644
--- a/src/render/direct3d11/SDL_render_d3d11.c
+++ b/src/render/direct3d11/SDL_render_d3d11.c
@@ -1867,9 +1867,9 @@ D3D11_QueueCopyEx(SDL_Renderer * renderer, SDL_RenderCommand *cmd, SDL_Texture *
 
 static int
 D3D11_QueueGeometry(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL_Texture *texture,
-	const float *xy, int xy_stride, const int *color, int color_stride, const float *uv, int uv_stride,
-	int num_vertices, const void *indices, int num_indices, int size_indice,
-	float scale_x, float scale_y)
+                    const float *xy, int xy_stride, const int *color, int color_stride, const float *uv, int uv_stride,
+                    int num_vertices, const void *indices, int num_indices, int size_indice,
+                    float scale_x, float scale_y)
 {
     int i;
     int count = indices ? num_indices : num_vertices;
@@ -1882,22 +1882,21 @@ D3D11_QueueGeometry(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL_Texture
     cmd->data.draw.count = count;
 
     for (i = 0; i < count; i++) {
-		int j;
-		if (size_indice == 4) {
-			j = ((const Uint32 *)indices)[i];
-		}
-		else if (size_indice == 2) {
-			j = ((const Uint16 *)indices)[i];
-		}
-		else if (size_indice == 1) {
-			j = ((const Uint8 *)indices)[i];
-		}
-		else {
-			j = i;
-		}
-
-		float *xy_ = (float *)((char*)xy + j * xy_stride);
-		SDL_Color col_ = *(SDL_Color *)((char*)color + j * color_stride);
+        int j;
+        float *xy_;
+        SDL_Color col_;
+        if (size_indice == 4) {
+            j = ((const Uint32 *)indices)[i];
+        } else if (size_indice == 2) {
+            j = ((const Uint16 *)indices)[i];
+        } else if (size_indice == 1) {
+            j = ((const Uint8 *)indices)[i];
+        } else {
+            j = i;
+        }
+
+        xy_ = (float *)((char*)xy + j * xy_stride);
+        col_ = *(SDL_Color *)((char*)color + j * color_stride);
 
         verts->pos.x = xy_[0] * scale_x;
         verts->pos.y = xy_[1] * scale_y;
@@ -1908,7 +1907,7 @@ D3D11_QueueGeometry(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL_Texture
         verts->color.w = col_.a / 255.0f;
 
         if (texture) {
-			float *uv_ = (float *)((char*)uv + j * uv_stride);
+            float *uv_ = (float *)((char*)uv + j * uv_stride);
             verts->tex.x = uv_[0];
             verts->tex.y = uv_[1];
         } else {
diff --git a/src/render/opengl/SDL_render_gl.c b/src/render/opengl/SDL_render_gl.c
index d9caf84b76..ac090bbae2 100644
--- a/src/render/opengl/SDL_render_gl.c
+++ b/src/render/opengl/SDL_render_gl.c
@@ -21,7 +21,6 @@
 #include "../../SDL_internal.h"
 
 #if SDL_VIDEO_RENDER_OGL && !SDL_RENDER_DISABLED
-
 #include "SDL_hints.h"
 #include "SDL_opengl.h"
 #include "../SDL_sysrender.h"
@@ -1077,6 +1076,8 @@ GL_QueueGeometry(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL_Texture *te
 
     for (i = 0; i < count; i++) {
         int j;
+        float *xy_;
+        SDL_Color col_;
         if (size_indice == 4) {
             j = ((const Uint32 *)indices)[i];
         } else if (size_indice == 2) {
@@ -1087,8 +1088,8 @@ GL_QueueGeometry(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL_Texture *te
             j = i;
         }
 
-        float *xy_ = (float *)((char*)xy + j * xy_stride);
-        SDL_Color col_ = *(SDL_Color *)((char*)color + j * color_stride);
+        xy_ = (float *)((char*)xy + j * xy_stride);
+        col_ = *(SDL_Color *)((char*)color + j * color_stride);
 
         *(verts++) = xy_[0] * scale_x;
         *(verts++) = xy_[1] * scale_y;
diff --git a/src/render/opengles2/SDL_render_gles2.c b/src/render/opengles2/SDL_render_gles2.c
index 6b997588be..ecd2cedd29 100644
--- a/src/render/opengles2/SDL_render_gles2.c
+++ b/src/render/opengles2/SDL_render_gles2.c
@@ -979,6 +979,8 @@ GLES2_QueueGeometry(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL_Texture
 
     for (i = 0; i < count; i++) {
         int j;
+        float *xy_;
+        SDL_Color col_;
         if (size_indice == 4) {
             j = ((const Uint32 *)indices)[i];
         } else if (size_indice == 2) {
@@ -989,8 +991,8 @@ GLES2_QueueGeometry(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL_Texture
             j = i;
         }
 
-        float *xy_ = (float *)((char*)xy + j * xy_stride);
-        SDL_Color col_ = *(SDL_Color *)((char*)color + j * color_stride);
+        xy_ = (float *)((char*)xy + j * xy_stride);
+        col_ = *(SDL_Color *)((char*)color + j * color_stride);
 
         *(verts++) = xy_[0] * scale_x;
         *(verts++) = xy_[1] * scale_y;
diff --git a/src/render/software/SDL_render_sw.c b/src/render/software/SDL_render_sw.c
index 0dcdc2adb5..9bf56981b3 100644
--- a/src/render/software/SDL_render_sw.c
+++ b/src/render/software/SDL_render_sw.c
@@ -597,6 +597,9 @@ SW_QueueGeometry(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL_Texture *te
         GeometryCopyData *ptr = (GeometryCopyData *) verts;
         for (i = 0; i < count; i++) {
             int j;
+            float *xy_;
+            SDL_Color col_;
+            float *uv_;
             if (size_indice == 4) {
                 j = ((const Uint32 *)indices)[i];
             } else if (size_indice == 2) {
@@ -607,10 +610,10 @@ SW_QueueGeometry(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL_Texture *te
                 j = i;
             }
 
-            float *xy_ = (float *)((char*)xy + j * xy_stride);
-            SDL_Color col_ = *(SDL_Color *)((char*)color + j * color_stride);
+            xy_ = (float *)((char*)xy + j * xy_stride);
+            col_ = *(SDL_Color *)((char*)color + j * color_stride);
 
-            float *uv_ = (float *)((char*)uv + j * uv_stride);
+            uv_ = (float *)((char*)uv + j * uv_stride);
 
             ptr->src.x = uv_[0] * texture->w;
             ptr->src.y = uv_[1] * texture->h;
@@ -628,6 +631,8 @@ SW_QueueGeometry(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL_Texture *te
 
         for (i = 0; i < count; i++) {
             int j;
+            float *xy_;
+            SDL_Color col_;
             if (size_indice == 4) {
                 j = ((const Uint32 *)indices)[i];
             } else if (size_indice == 2) {
@@ -638,8 +643,8 @@ SW_QueueGeometry(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL_Texture *te
                 j = i;
             }
 
-            float *xy_ = (float *)((char*)xy + j * xy_stride);
-            SDL_Color col_ = *(SDL_Color *)((char*)color + j * color_stride);
+            xy_ = (float *)((char*)xy + j * xy_stride);
+            col_ = *(SDL_Color *)((char*)color + j * color_stride);
 
             ptr->dst.x = xy_[0] * scale_x + renderer->viewport.x;
             ptr->dst.y = xy_[1] * scale_y + renderer->viewport.y;