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authorCampbell Barton <ideasman42@gmail.com>2019-01-24 23:10:13 +0300
committerCampbell Barton <ideasman42@gmail.com>2019-01-24 23:12:13 +0300
commita4fe338dd8c6822d27b8858bae5fa9a54972719c (patch)
tree9a6b671702a7cf41e98efef72e78c7cc54974111 /source/blender/draw/engines/eevee
parentb1f3a86d999b6742d783de5a11d7de0c54cf5891 (diff)
Cleanup: add missing braces to draw manager
Diffstat (limited to 'source/blender/draw/engines/eevee')
-rw-r--r--source/blender/draw/engines/eevee/eevee_lightcache.c3
-rw-r--r--source/blender/draw/engines/eevee/eevee_lightprobes.c9
-rw-r--r--source/blender/draw/engines/eevee/eevee_lights.c6
-rw-r--r--source/blender/draw/engines/eevee/eevee_materials.c9
-rw-r--r--source/blender/draw/engines/eevee/eevee_render.c6
-rw-r--r--source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl3
-rw-r--r--source/blender/draw/engines/eevee/shaders/effect_dof_frag.glsl9
-rw-r--r--source/blender/draw/engines/eevee/shaders/effect_ssr_frag.glsl15
-rw-r--r--source/blender/draw/engines/eevee/shaders/lamps_lib.glsl3
-rw-r--r--source/blender/draw/engines/eevee/shaders/lightprobe_cube_display_frag.glsl3
-rw-r--r--source/blender/draw/engines/eevee/shaders/lightprobe_grid_display_frag.glsl3
-rw-r--r--source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl3
-rw-r--r--source/blender/draw/engines/eevee/shaders/ltc_lib.glsl9
-rw-r--r--source/blender/draw/engines/eevee/shaders/prepass_frag.glsl6
14 files changed, 58 insertions, 29 deletions
diff --git a/source/blender/draw/engines/eevee/eevee_lightcache.c b/source/blender/draw/engines/eevee/eevee_lightcache.c
index 93162c6eae2..0420e85ee70 100644
--- a/source/blender/draw/engines/eevee/eevee_lightcache.c
+++ b/source/blender/draw/engines/eevee/eevee_lightcache.c
@@ -514,8 +514,9 @@ wmJob *EEVEE_lightbake_job_create(
EEVEE_LightBake *lbake = NULL;
/* only one render job at a time */
- if (WM_jobs_test(wm, scene, WM_JOB_TYPE_RENDER))
+ if (WM_jobs_test(wm, scene, WM_JOB_TYPE_RENDER)) {
return NULL;
+ }
wmJob *wm_job = WM_jobs_get(wm, win, scene, "Bake Lighting",
WM_JOB_EXCL_RENDER | WM_JOB_PRIORITY | WM_JOB_PROGRESS, WM_JOB_TYPE_LIGHT_BAKE);
diff --git a/source/blender/draw/engines/eevee/eevee_lightprobes.c b/source/blender/draw/engines/eevee/eevee_lightprobes.c
index 3199fc430cf..601073a7be2 100644
--- a/source/blender/draw/engines/eevee/eevee_lightprobes.c
+++ b/source/blender/draw/engines/eevee/eevee_lightprobes.c
@@ -78,15 +78,18 @@ bool EEVEE_lightprobes_obj_visibility_cb(bool vis_in, void *user_data)
EEVEE_ObjectEngineData *oed = (EEVEE_ObjectEngineData *)user_data;
/* test disabled if group is NULL */
- if (oed->test_data->collection == NULL)
+ if (oed->test_data->collection == NULL) {
return vis_in;
+ }
- if (oed->test_data->cached == false)
+ if (oed->test_data->cached == false) {
oed->ob_vis_dirty = true;
+ }
/* early out, don't need to compute ob_vis yet. */
- if (vis_in == false)
+ if (vis_in == false) {
return vis_in;
+ }
if (oed->ob_vis_dirty) {
oed->ob_vis_dirty = false;
diff --git a/source/blender/draw/engines/eevee/eevee_lights.c b/source/blender/draw/engines/eevee/eevee_lights.c
index af3531e9a6c..57a93a27ca0 100644
--- a/source/blender/draw/engines/eevee/eevee_lights.c
+++ b/source/blender/draw/engines/eevee/eevee_lights.c
@@ -457,8 +457,9 @@ void EEVEE_lights_cache_shcaster_material_add(
DRW_shgroup_uniform_block(grp, "shadow_block", sldata->shadow_ubo);
DRW_shgroup_uniform_block(grp, "common_block", sldata->common_ubo);
- if (alpha_threshold != NULL)
+ if (alpha_threshold != NULL) {
DRW_shgroup_uniform_float(grp, "alphaThreshold", alpha_threshold, 1);
+ }
DRW_shgroup_call_object_add(grp, geom, ob);
}
@@ -599,8 +600,9 @@ void EEVEE_lights_cache_finish(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
float light_attenuation_radius_get(Lamp *la, float light_threshold)
{
- if (la->mode & LA_CUSTOM_ATTENUATION)
+ if (la->mode & LA_CUSTOM_ATTENUATION) {
return la->att_dist;
+ }
/* Compute max light power. */
float power = max_fff(la->r, la->g, la->b);
diff --git a/source/blender/draw/engines/eevee/eevee_materials.c b/source/blender/draw/engines/eevee/eevee_materials.c
index 6786bf7e911..527fa515deb 100644
--- a/source/blender/draw/engines/eevee/eevee_materials.c
+++ b/source/blender/draw/engines/eevee/eevee_materials.c
@@ -784,8 +784,9 @@ struct GPUMaterial *EEVEE_material_mesh_depth_get(
options |= VAR_MAT_CLIP;
}
- if (is_shadow)
+ if (is_shadow) {
options |= VAR_MAT_SHADOW;
+ }
GPUMaterial *mat = DRW_shader_find_from_material(ma, engine, options, true);
if (mat) {
@@ -1485,8 +1486,9 @@ void EEVEE_materials_cache_populate(EEVEE_Data *vedata, EEVEE_ViewLayerData *sld
shgrp_depth_array[i] = NULL;
shgrp_depth_clip_array[i] = NULL;
- if (ma == NULL)
+ if (ma == NULL) {
ma = &defmaterial;
+ }
switch (ma->blend_method) {
case MA_BM_SOLID:
@@ -1536,8 +1538,9 @@ void EEVEE_materials_cache_populate(EEVEE_Data *vedata, EEVEE_ViewLayerData *sld
EEVEE_ObjectEngineData *oedata = NULL;
Material *ma = give_current_material(ob, i + 1);
- if (ma == NULL)
+ if (ma == NULL) {
ma = &defmaterial;
+ }
/* Do not render surface if we are rendering a volume object
* and do not have a surface closure. */
diff --git a/source/blender/draw/engines/eevee/eevee_render.c b/source/blender/draw/engines/eevee/eevee_render.c
index 373618102e5..6e2cac6dbce 100644
--- a/source/blender/draw/engines/eevee/eevee_render.c
+++ b/source/blender/draw/engines/eevee/eevee_render.c
@@ -288,8 +288,9 @@ static void eevee_render_result_normal(
EEVEE_PrivateData *g_data = stl->g_data;
/* Only read the center texel. */
- if (stl->effects->taa_current_sample > 1)
+ if (stl->effects->taa_current_sample > 1) {
return;
+ }
if ((view_layer->passflag & SCE_PASS_NORMAL) != 0) {
RenderPass *rp = RE_pass_find_by_name(rl, RE_PASSNAME_NORMAL, viewname);
@@ -336,8 +337,9 @@ static void eevee_render_result_z(
EEVEE_PrivateData *g_data = stl->g_data;
/* Only read the center texel. */
- if (stl->effects->taa_current_sample > 1)
+ if (stl->effects->taa_current_sample > 1) {
return;
+ }
if ((view_layer->passflag & SCE_PASS_Z) != 0) {
RenderPass *rp = RE_pass_find_by_name(rl, RE_PASSNAME_Z, viewname);
diff --git a/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl b/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl
index a54cefc5b85..28ffe37abf1 100644
--- a/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl
+++ b/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl
@@ -244,8 +244,9 @@ float line_unit_sphere_intersect_dist(vec3 lineorigin, vec3 linedirection)
float dist = 1e15;
float determinant = b * b - a * c;
- if (determinant >= 0)
+ if (determinant >= 0) {
dist = (sqrt(determinant) - b) / a;
+ }
return dist;
}
diff --git a/source/blender/draw/engines/eevee/shaders/effect_dof_frag.glsl b/source/blender/draw/engines/eevee/shaders/effect_dof_frag.glsl
index 27517ebd86e..067b0786e34 100644
--- a/source/blender/draw/engines/eevee/shaders/effect_dof_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/effect_dof_frag.glsl
@@ -108,15 +108,17 @@ layout(location = 1) out float fragAlpha;
void main(void)
{
/* Discard to avoid bleeding onto the next layer */
- if (int(gl_FragCoord.x) * edge.x + edge.y > 0)
+ if (int(gl_FragCoord.x) * edge.x + edge.y > 0) {
discard;
+ }
/* Circle Dof */
float dist = length(particlecoord);
/* Ouside of bokeh shape */
- if (dist > 1.0)
+ if (dist > 1.0) {
discard;
+ }
/* Regular Polygon Dof */
if (bokeh_sides.x > 0.0) {
@@ -134,8 +136,9 @@ void main(void)
dist /= r;
/* Ouside of bokeh shape */
- if (dist > 1.0)
+ if (dist > 1.0) {
discard;
+ }
}
fragColor = color;
diff --git a/source/blender/draw/engines/eevee/shaders/effect_ssr_frag.glsl b/source/blender/draw/engines/eevee/shaders/effect_ssr_frag.glsl
index b8a86f8d742..d44cf5e3518 100644
--- a/source/blender/draw/engines/eevee/shaders/effect_ssr_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/effect_ssr_frag.glsl
@@ -91,8 +91,9 @@ void main()
/* Early out */
/* We can't do discard because we don't clear the render target. */
- if (depth == 1.0)
+ if (depth == 1.0) {
return;
+ }
vec2 uvs = vec2(fullres_texel) / vec2(textureSize(depthBuffer, 0));
@@ -105,16 +106,18 @@ void main()
vec4 speccol_roughness = texelFetch(specroughBuffer, fullres_texel, 0).rgba;
/* Early out */
- if (dot(speccol_roughness.rgb, vec3(1.0)) == 0.0)
+ if (dot(speccol_roughness.rgb, vec3(1.0)) == 0.0) {
return;
+ }
float roughness = speccol_roughness.a;
float roughnessSquared = max(1e-3, roughness * roughness);
float a2 = roughnessSquared * roughnessSquared;
/* Early out */
- if (roughness > ssrMaxRoughness + 0.2)
+ if (roughness > ssrMaxRoughness + 0.2) {
return;
+ }
vec4 rand = texelFetch(utilTex, ivec3(halfres_texel % LUT_SIZE, 2), 0);
@@ -394,8 +397,9 @@ void main()
float depth = textureLod(depthBuffer, uvs, 0.0).r;
/* Early out */
- if (depth == 1.0)
+ if (depth == 1.0) {
discard;
+ }
/* Using world space */
vec3 viewPosition = get_view_space_from_depth(uvs, depth); /* Needed for viewCameraVec */
@@ -406,8 +410,9 @@ void main()
vec4 speccol_roughness = texelFetch(specroughBuffer, fullres_texel, 0).rgba;
/* Early out */
- if (dot(speccol_roughness.rgb, vec3(1.0)) == 0.0)
+ if (dot(speccol_roughness.rgb, vec3(1.0)) == 0.0) {
discard;
+ }
float roughness = speccol_roughness.a;
float roughnessSquared = max(1e-3, roughness * roughness);
diff --git a/source/blender/draw/engines/eevee/shaders/lamps_lib.glsl b/source/blender/draw/engines/eevee/shaders/lamps_lib.glsl
index fb18af494b4..5a73950746d 100644
--- a/source/blender/draw/engines/eevee/shaders/lamps_lib.glsl
+++ b/source/blender/draw/engines/eevee/shaders/lamps_lib.glsl
@@ -52,8 +52,9 @@ float shadow_test(ShadowSample moments, float dist, ShadowData sd)
{
float p = 0.0;
- if (dist <= moments.x)
+ if (dist <= moments.x) {
p = 1.0;
+ }
float variance = moments.y - (moments.x * moments.x);
variance = max(variance, sd.sh_bias / 10.0);
diff --git a/source/blender/draw/engines/eevee/shaders/lightprobe_cube_display_frag.glsl b/source/blender/draw/engines/eevee/shaders/lightprobe_cube_display_frag.glsl
index 5a72244cfbe..bd51546eadf 100644
--- a/source/blender/draw/engines/eevee/shaders/lightprobe_cube_display_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/lightprobe_cube_display_frag.glsl
@@ -9,8 +9,9 @@ void main()
float dist_sqr = dot(quadCoord, quadCoord);
/* Discard outside the circle. */
- if (dist_sqr > 1.0)
+ if (dist_sqr > 1.0) {
discard;
+ }
vec3 view_nor = vec3(quadCoord, sqrt(max(0.0, 1.0 - dist_sqr)));
vec3 world_ref = mat3(ViewMatrixInverse) * reflect(vec3(0.0, 0.0, -1.0), view_nor);
diff --git a/source/blender/draw/engines/eevee/shaders/lightprobe_grid_display_frag.glsl b/source/blender/draw/engines/eevee/shaders/lightprobe_grid_display_frag.glsl
index fd8eb157aa5..fe0e173ba3d 100644
--- a/source/blender/draw/engines/eevee/shaders/lightprobe_grid_display_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/lightprobe_grid_display_frag.glsl
@@ -9,8 +9,9 @@ void main()
float dist_sqr = dot(quadCoord, quadCoord);
/* Discard outside the circle. */
- if (dist_sqr > 1.0)
+ if (dist_sqr > 1.0) {
discard;
+ }
vec3 view_nor = vec3(quadCoord, sqrt(max(0.0, 1.0 - dist_sqr)));
vec3 world_nor = mat3(ViewMatrixInverse) * view_nor;
diff --git a/source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl b/source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl
index 5631957ca31..6fb8ebc719e 100644
--- a/source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl
@@ -217,8 +217,9 @@ void CLOSURE_NAME(
float l_vis = light_visibility(ld, worldPosition, viewPosition, viewNormal, l_vector);
- if (l_vis < 1e-8)
+ if (l_vis < 1e-8) {
continue;
+ }
vec3 l_color_vis = ld.l_color * l_vis;
diff --git a/source/blender/draw/engines/eevee/shaders/ltc_lib.glsl b/source/blender/draw/engines/eevee/shaders/ltc_lib.glsl
index 11c223a45d6..b042b7fab45 100644
--- a/source/blender/draw/engines/eevee/shaders/ltc_lib.glsl
+++ b/source/blender/draw/engines/eevee/shaders/ltc_lib.glsl
@@ -93,10 +93,12 @@ vec3 solve_cubic(vec4 coefs)
float x_3d = 2.0 * sqrt(-C_d) * cos(theta + (2.0 / 3.0) * M_PI);
float xs;
- if (x_1d + x_3d < 2.0 * C)
+ if (x_1d + x_3d < 2.0 * C) {
xs = x_1d;
- else
+ }
+ else {
xs = x_3d;
+ }
xsc = vec2(-D, xs + C);
}
@@ -279,8 +281,9 @@ float ltc_evaluate_disk(vec3 N, vec3 V, mat3 Minv, vec3 disk_points[3])
/* Now find front facing ellipse with same solid angle. */
vec3 V3 = normalize(cross(V1, V2));
- if (dot(C, V3) < 0.0)
+ if (dot(C, V3) < 0.0) {
V3 *= -1.0;
+ }
float L = dot(V3, C);
float x0 = dot(V1, C) / L;
diff --git a/source/blender/draw/engines/eevee/shaders/prepass_frag.glsl b/source/blender/draw/engines/eevee/shaders/prepass_frag.glsl
index 6b6ab0c0bcc..bbc49fea6ba 100644
--- a/source/blender/draw/engines/eevee/shaders/prepass_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/prepass_frag.glsl
@@ -75,12 +75,14 @@ void main()
#if defined(USE_ALPHA_HASH)
/* Hashed Alpha Testing */
- if (cl.opacity < hashed_alpha_threshold(worldPosition))
+ if (cl.opacity < hashed_alpha_threshold(worldPosition)) {
discard;
+ }
#elif defined(USE_ALPHA_CLIP)
/* Alpha clip */
- if (cl.opacity <= alphaThreshold)
+ if (cl.opacity <= alphaThreshold) {
discard;
+ }
#endif
#endif
}