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https://github.com/hyprwm/Hyprland.git
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internal: refactor to use empty() (#10599)
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@@ -415,7 +415,7 @@ std::optional<std::vector<uint64_t>> CHyprOpenGLImpl::getModsForFormat(EGLint fo
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}
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// if the driver doesn't mark linear as external, add it. It's allowed unless the driver says otherwise. (e.g. nvidia)
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if (!linearIsExternal && std::ranges::find(mods, DRM_FORMAT_MOD_LINEAR) == mods.end() && mods.size() == 0)
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if (!linearIsExternal && std::ranges::find(mods, DRM_FORMAT_MOD_LINEAR) == mods.end() && mods.empty())
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mods.push_back(DRM_FORMAT_MOD_LINEAR);
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return result;
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@@ -444,7 +444,7 @@ void CHyprOpenGLImpl::initDRMFormats() {
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m_proc.eglQueryDmaBufFormatsEXT(m_eglDisplay, len, formats.data(), &len);
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}
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if (formats.size() == 0) {
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if (formats.empty()) {
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Debug::log(ERR, "EGL: Failed to get formats, DMABufs will not work.");
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return;
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}
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@@ -466,7 +466,7 @@ void CHyprOpenGLImpl::initDRMFormats() {
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} else
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mods = {DRM_FORMAT_MOD_LINEAR};
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m_hasModifiers = m_hasModifiers || mods.size() > 0;
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m_hasModifiers = m_hasModifiers || !mods.empty();
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// EGL can always do implicit modifiers.
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mods.push_back(DRM_FORMAT_MOD_INVALID);
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@@ -506,7 +506,7 @@ void CHyprOpenGLImpl::initDRMFormats() {
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Debug::log(LOG, "EGL: {} formats found in total. Some modifiers may be omitted as they are external-only.", dmaFormats.size());
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if (dmaFormats.size() == 0)
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if (dmaFormats.empty())
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Debug::log(WARN,
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"EGL: WARNING: No dmabuf formats were found, dmabuf will be disabled. This will degrade performance, but is most likely a driver issue or a very old GPU.");
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@@ -1193,7 +1193,7 @@ void CHyprOpenGLImpl::applyScreenShader(const std::string& path) {
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m_finalScreenShader.destroy();
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if (path == "" || path == STRVAL_EMPTY)
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if (path.empty() || path == STRVAL_EMPTY)
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return;
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std::ifstream infile(absolutePath(path, g_pConfigManager->getMainConfigPath()));
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@@ -2362,7 +2362,7 @@ void CHyprOpenGLImpl::renderBorder(const CBox& box, const CGradientValueData& gr
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glUniform4fv(m_shaders->m_shBORDER1.gradient, grad1.m_colorsOkLabA.size() / 4, (float*)grad1.m_colorsOkLabA.data());
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glUniform1i(m_shaders->m_shBORDER1.gradientLength, grad1.m_colorsOkLabA.size() / 4);
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glUniform1f(m_shaders->m_shBORDER1.angle, (int)(grad1.m_angle / (PI / 180.0)) % 360 * (PI / 180.0));
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if (grad2.m_colorsOkLabA.size() > 0)
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if (!grad2.m_colorsOkLabA.empty())
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glUniform4fv(m_shaders->m_shBORDER1.gradient2, grad2.m_colorsOkLabA.size() / 4, (float*)grad2.m_colorsOkLabA.data());
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glUniform1i(m_shaders->m_shBORDER1.gradient2Length, grad2.m_colorsOkLabA.size() / 4);
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glUniform1f(m_shaders->m_shBORDER1.angle2, (int)(grad2.m_angle / (PI / 180.0)) % 360 * (PI / 180.0));
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