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authorCampbell Barton <ideasman42@gmail.com>2020-09-05 19:21:27 +0300
committerCampbell Barton <ideasman42@gmail.com>2020-09-05 19:21:27 +0300
commitffec86bb62c52665ef6a05770f03ab69fa6bb231 (patch)
tree6d080aee3dc00c1145b4d009de6e0c1f47366594
parent3a8d9198b33d9c90abd3a134ee26e2f68ff52002 (diff)
Cleanup: clang-format
-rw-r--r--intern/cycles/cmake/msvc_arch_flags.c14
-rw-r--r--intern/cycles/kernel/shaders/node_voronoi_texture.osl3
-rw-r--r--intern/cycles/render/shader.h2
-rw-r--r--source/blender/editors/include/ED_object.h18
-rw-r--r--source/blender/editors/object/object_modes.c12
-rw-r--r--source/blender/freestyle/intern/stroke/StrokeRep.cpp2
-rw-r--r--source/blender/gpu/opengl/gl_state.cc9
-rw-r--r--source/blender/gpu/shaders/material/gpu_shader_material_tex_voronoi.glsl3
8 files changed, 33 insertions, 30 deletions
diff --git a/intern/cycles/cmake/msvc_arch_flags.c b/intern/cycles/cmake/msvc_arch_flags.c
index 79dbd3b87ac..22fcc2c437a 100644
--- a/intern/cycles/cmake/msvc_arch_flags.c
+++ b/intern/cycles/cmake/msvc_arch_flags.c
@@ -14,25 +14,25 @@
* limitations under the License.
*/
-#include <stdio.h>
#include <isa_availability.h>
+#include <stdio.h>
/* The MS CRT defines this */
extern int __isa_available;
-const char* get_arch_flags()
+const char *get_arch_flags()
{
- if (__isa_available >= __ISA_AVAILABLE_AVX2) {
+ if (__isa_available >= __ISA_AVAILABLE_AVX2) {
return "/arch:AVX2";
}
- if (__isa_available >= __ISA_AVAILABLE_AVX) {
+ if (__isa_available >= __ISA_AVAILABLE_AVX) {
return "/arch:AVX";
}
- return "";
+ return "";
}
int main()
{
- printf("%s\n", get_arch_flags());
- return 0;
+ printf("%s\n", get_arch_flags());
+ return 0;
}
diff --git a/intern/cycles/kernel/shaders/node_voronoi_texture.osl b/intern/cycles/kernel/shaders/node_voronoi_texture.osl
index b95abc7f362..e184c26aec8 100644
--- a/intern/cycles/kernel/shaders/node_voronoi_texture.osl
+++ b/intern/cycles/kernel/shaders/node_voronoi_texture.osl
@@ -179,7 +179,8 @@ void voronoi_distance_to_edge_1d(float w, float randomness, output float outDist
float leftPointPosition = -1.0 + hash_float_to_float(cellPosition - 1.0) * randomness;
float rightPointPosition = 1.0 + hash_float_to_float(cellPosition + 1.0) * randomness;
float distanceToMidLeft = distance((midPointPosition + leftPointPosition) / 2.0, localPosition);
- float distanceToMidRight = distance((midPointPosition + rightPointPosition) / 2.0, localPosition);
+ float distanceToMidRight = distance((midPointPosition + rightPointPosition) / 2.0,
+ localPosition);
outDistance = min(distanceToMidLeft, distanceToMidRight);
}
diff --git a/intern/cycles/render/shader.h b/intern/cycles/render/shader.h
index 993b467b396..897b0984a7e 100644
--- a/intern/cycles/render/shader.h
+++ b/intern/cycles/render/shader.h
@@ -104,7 +104,7 @@ class Shader : public Node {
* However, graph optimization might remove the volume subgraph, but
* since the user connected something to the volume output the surface
* should still be transparent.
- * Therefore, has_volume_connected stores whether some volume subtree
+ * Therefore, has_volume_connected stores whether some volume sub-tree
* was connected before optimization. */
bool has_volume_connected;
diff --git a/source/blender/editors/include/ED_object.h b/source/blender/editors/include/ED_object.h
index bf9e30b756f..afaf11f5a8e 100644
--- a/source/blender/editors/include/ED_object.h
+++ b/source/blender/editors/include/ED_object.h
@@ -353,9 +353,9 @@ void ED_object_mode_generic_exit(struct Main *bmain,
bool ED_object_mode_generic_has_data(struct Depsgraph *depsgraph, struct Object *ob);
void ED_object_posemode_set_for_weight_paint(struct bContext *C,
- struct Main *bmain,
- struct Object *ob,
- const bool is_mode_set);
+ struct Main *bmain,
+ struct Object *ob,
+ const bool is_mode_set);
/* object_modifier.c */
enum {
@@ -387,12 +387,12 @@ bool ED_object_modifier_move_to_index(struct ReportList *reports,
const int index);
bool ED_object_modifier_convert(struct ReportList *reports,
- struct Main *bmain,
- struct Depsgraph *depsgraph,
- struct Scene *scene,
- struct ViewLayer *view_layer,
- struct Object *ob,
- struct ModifierData *md);
+ struct Main *bmain,
+ struct Depsgraph *depsgraph,
+ struct Scene *scene,
+ struct ViewLayer *view_layer,
+ struct Object *ob,
+ struct ModifierData *md);
bool ED_object_modifier_apply(struct Main *bmain,
struct ReportList *reports,
struct Depsgraph *depsgraph,
diff --git a/source/blender/editors/object/object_modes.c b/source/blender/editors/object/object_modes.c
index d4dd6617c53..bc05a62759f 100644
--- a/source/blender/editors/object/object_modes.c
+++ b/source/blender/editors/object/object_modes.c
@@ -315,9 +315,9 @@ static bool ed_object_mode_generic_exit_ex(struct Main *bmain,
* This is in fits with the convention of selecting multiple objects and entering a mode.
*/
static void ed_object_posemode_set_for_weight_paint_ex(bContext *C,
- Main *bmain,
- Object *ob_arm,
- const bool is_mode_set)
+ Main *bmain,
+ Object *ob_arm,
+ const bool is_mode_set)
{
View3D *v3d = CTX_wm_view3d(C);
ViewLayer *view_layer = CTX_data_view_layer(C);
@@ -347,9 +347,9 @@ static void ed_object_posemode_set_for_weight_paint_ex(bContext *C,
}
void ED_object_posemode_set_for_weight_paint(bContext *C,
- Main *bmain,
- Object *ob,
- const bool is_mode_set)
+ Main *bmain,
+ Object *ob,
+ const bool is_mode_set)
{
if (ob->type == OB_GPENCIL) {
GpencilVirtualModifierData virtualModifierData;
diff --git a/source/blender/freestyle/intern/stroke/StrokeRep.cpp b/source/blender/freestyle/intern/stroke/StrokeRep.cpp
index 0c004e0083e..3678461253c 100644
--- a/source/blender/freestyle/intern/stroke/StrokeRep.cpp
+++ b/source/blender/freestyle/intern/stroke/StrokeRep.cpp
@@ -21,11 +21,11 @@
#include <cmath>
-#include "StrokeRep.h"
#include "Stroke.h"
#include "StrokeAdvancedIterators.h"
#include "StrokeIterators.h"
#include "StrokeRenderer.h"
+#include "StrokeRep.h"
#include "BKE_global.h"
diff --git a/source/blender/gpu/opengl/gl_state.cc b/source/blender/gpu/opengl/gl_state.cc
index 419cb8b0c9c..dc0317726a8 100644
--- a/source/blender/gpu/opengl/gl_state.cc
+++ b/source/blender/gpu/opengl/gl_state.cc
@@ -338,7 +338,7 @@ void GLStateManager::set_blend(const eGPUBlend value)
/**
* Factors to the equation.
* SRC is fragment shader output.
- * DST is framebuffer color.
+ * DST is frame-buffer color.
* final.rgb = SRC.rgb * src_rgb + DST.rgb * dst_rgb;
* final.a = SRC.a * src_alpha + DST.a * dst_alpha;
**/
@@ -414,7 +414,8 @@ void GLStateManager::set_blend(const eGPUBlend value)
}
/* Always set the blend function. This avoid a rendering error when blending is disabled but
- * GPU_BLEND_CUSTOM was used just before and the framebuffer is using more than 1 color targe */
+ * GPU_BLEND_CUSTOM was used just before and the frame-buffer is using more than 1 color target.
+ */
glBlendFuncSeparate(src_rgb, dst_rgb, src_alpha, dst_alpha);
if (value != GPU_BLEND_NONE) {
glEnable(GL_BLEND);
@@ -427,7 +428,7 @@ void GLStateManager::set_blend(const eGPUBlend value)
/** \} */
/* -------------------------------------------------------------------- */
-/** \name Texture state managment
+/** \name Texture State Management
* \{ */
void GLStateManager::texture_bind(Texture *tex_, eGPUSamplerState sampler_type, int unit)
@@ -455,7 +456,7 @@ void GLStateManager::texture_bind_temp(GLTexture *tex)
// BLI_assert(!GLEW_ARB_direct_state_access);
glActiveTexture(GL_TEXTURE0);
glBindTexture(tex->target_, tex->tex_id_);
- /* Will reset the first texture that was originaly bound to slot 0 back before drawing. */
+ /* Will reset the first texture that was originally bound to slot 0 back before drawing. */
dirty_texture_binds_ |= 1UL;
/* NOTE: This might leave this texture attached to this target even after update.
* In practice it is not causing problems as we have incorrect binding detection
diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_tex_voronoi.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_tex_voronoi.glsl
index 470ce1a1fa7..40f76b9cacc 100644
--- a/source/blender/gpu/shaders/material/gpu_shader_material_tex_voronoi.glsl
+++ b/source/blender/gpu/shaders/material/gpu_shader_material_tex_voronoi.glsl
@@ -162,7 +162,8 @@ void node_tex_voronoi_distance_to_edge_1d(vec3 coord,
float leftPointPosition = -1.0 + hash_float_to_float(cellPosition - 1.0) * randomness;
float rightPointPosition = 1.0 + hash_float_to_float(cellPosition + 1.0) * randomness;
float distanceToMidLeft = distance((midPointPosition + leftPointPosition) / 2.0, localPosition);
- float distanceToMidRight = distance((midPointPosition + rightPointPosition) / 2.0, localPosition);
+ float distanceToMidRight = distance((midPointPosition + rightPointPosition) / 2.0,
+ localPosition);
outDistance = min(distanceToMidLeft, distanceToMidRight);
}