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https://github.com/RGBCube/serenity
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Everywhere: Prefer {:#x} over 0x{:x} in format strings
The former automatically adapts the prefix to binary and octal output, and is what we already use in the majority of cases. Patch generated by: rg -l '0x\{' | xargs sed -i '' -e 's/0x{:/{:#/' I ran it 4 times (until it stopped changing things) since each invocation only converted one instance per line. No behavior change.
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f963bb4f36
commit
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18 changed files with 64 additions and 64 deletions
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@ -129,7 +129,7 @@ void WebGLRenderingContextBase::active_texture(GLenum texture)
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if (m_context_lost)
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return;
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dbgln_if(WEBGL_CONTEXT_DEBUG, "WebGLRenderingContextBase::active_texture(texture=0x{:08x})", texture);
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dbgln_if(WEBGL_CONTEXT_DEBUG, "WebGLRenderingContextBase::active_texture(texture={:#08x})", texture);
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m_context->gl_active_texture(texture);
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}
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@ -138,7 +138,7 @@ void WebGLRenderingContextBase::clear(GLbitfield mask)
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if (m_context_lost)
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return;
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dbgln_if(WEBGL_CONTEXT_DEBUG, "WebGLRenderingContextBase::clear(mask=0x{:08x})", mask);
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dbgln_if(WEBGL_CONTEXT_DEBUG, "WebGLRenderingContextBase::clear(mask={:#08x})", mask);
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m_context->gl_clear(mask);
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// FIXME: This should only be done if this is targeting the front buffer.
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@ -168,7 +168,7 @@ void WebGLRenderingContextBase::clear_stencil(GLint s)
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if (m_context_lost)
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return;
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dbgln_if(WEBGL_CONTEXT_DEBUG, "WebGLRenderingContextBase::clear_stencil(s=0x{:08x})", s);
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dbgln_if(WEBGL_CONTEXT_DEBUG, "WebGLRenderingContextBase::clear_stencil(s={:#08x})", s);
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m_context->gl_clear_stencil(s);
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}
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@ -186,7 +186,7 @@ void WebGLRenderingContextBase::cull_face(GLenum mode)
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if (m_context_lost)
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return;
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dbgln_if(WEBGL_CONTEXT_DEBUG, "WebGLRenderingContextBase::cull_face(mode=0x{:08x})", mode);
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dbgln_if(WEBGL_CONTEXT_DEBUG, "WebGLRenderingContextBase::cull_face(mode={:#08x})", mode);
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m_context->gl_cull_face(mode);
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}
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@ -195,7 +195,7 @@ void WebGLRenderingContextBase::depth_func(GLenum func)
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if (m_context_lost)
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return;
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dbgln_if(WEBGL_CONTEXT_DEBUG, "WebGLRenderingContextBase::depth_func(func=0x{:08x})", func);
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dbgln_if(WEBGL_CONTEXT_DEBUG, "WebGLRenderingContextBase::depth_func(func={:#08x})", func);
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m_context->gl_depth_func(func);
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}
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@ -244,7 +244,7 @@ void WebGLRenderingContextBase::front_face(GLenum mode)
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if (m_context_lost)
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return;
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dbgln_if(WEBGL_CONTEXT_DEBUG, "WebGLRenderingContextBase::front_face(mode=0x{:08x})", mode);
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dbgln_if(WEBGL_CONTEXT_DEBUG, "WebGLRenderingContextBase::front_face(mode={:#08x})", mode);
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m_context->gl_front_face(mode);
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}
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@ -300,7 +300,7 @@ void WebGLRenderingContextBase::stencil_op(GLenum fail, GLenum zfail, GLenum zpa
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if (m_context_lost)
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return;
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dbgln_if(WEBGL_CONTEXT_DEBUG, "WebGLRenderingContextBase::stencil_op(fail=0x{:08x}, zfail=0x{:08x}, zpass=0x{:08x})", fail, zfail, zpass);
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dbgln_if(WEBGL_CONTEXT_DEBUG, "WebGLRenderingContextBase::stencil_op(fail={:#08x}, zfail={:#08x}, zpass={:#08x})", fail, zfail, zpass);
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m_context->gl_stencil_op_separate(GL_FRONT_AND_BACK, fail, zfail, zpass);
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}
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@ -309,7 +309,7 @@ void WebGLRenderingContextBase::stencil_op_separate(GLenum face, GLenum fail, GL
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if (m_context_lost)
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return;
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dbgln_if(WEBGL_CONTEXT_DEBUG, "WebGLRenderingContextBase::stencil_op_separate(face=0x{:08x}, fail=0x{:08x}, zfail=0x{:08x}, zpass=0x{:08x})", face, fail, zfail, zpass);
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dbgln_if(WEBGL_CONTEXT_DEBUG, "WebGLRenderingContextBase::stencil_op_separate(face={:#08x}, fail={:#08x}, zfail={:#08x}, zpass={:#08x})", face, fail, zfail, zpass);
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m_context->gl_stencil_op_separate(face, fail, zfail, zpass);
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}
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