diff options
author | Campbell Barton <ideasman42@gmail.com> | 2018-06-27 23:29:59 +0300 |
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committer | Campbell Barton <ideasman42@gmail.com> | 2018-06-27 23:29:59 +0300 |
commit | 31f0c9182e80bcb7062f731d8451c0c59c87050e (patch) | |
tree | bda0df115179a87ef29a6e1564ee12aa78da8d95 /source/blender/draw/engines/workbench/workbench_deferred.c | |
parent | 609805eed3eb9da2e81772279c4a501f644ac1f8 (diff) |
Cleanup: style
Diffstat (limited to 'source/blender/draw/engines/workbench/workbench_deferred.c')
-rw-r--r-- | source/blender/draw/engines/workbench/workbench_deferred.c | 20 |
1 files changed, 9 insertions, 11 deletions
diff --git a/source/blender/draw/engines/workbench/workbench_deferred.c b/source/blender/draw/engines/workbench/workbench_deferred.c index d5505bf76d0..f2fb52d96d4 100644 --- a/source/blender/draw/engines/workbench/workbench_deferred.c +++ b/source/blender/draw/engines/workbench/workbench_deferred.c @@ -216,7 +216,7 @@ static float *create_disk_samples(int num_samples, int num_iterations) { /* vec4 to ensure memory alignment. */ const int total_samples = num_samples * num_iterations; - float (*texels)[4] = MEM_mallocN(sizeof(float[4]) * total_samples, __func__); + float(*texels)[4] = MEM_mallocN(sizeof(float[4]) * total_samples, __func__); const float num_samples_inv = 1.0f / num_samples; for (int i = 0; i < total_samples; i++) { @@ -637,13 +637,13 @@ static void workbench_cache_populate_particles(WORKBENCH_Data *vedata, Object *o int color_type = workbench_material_determine_color_type(wpd, image); WORKBENCH_MaterialData *material = get_or_create_material_data(vedata, ob, mat, image, color_type); - struct GPUShader *shader = (color_type != V3D_SHADING_TEXTURE_COLOR) - ? wpd->prepass_solid_hair_sh - : wpd->prepass_texture_hair_sh; + struct GPUShader *shader = (color_type != V3D_SHADING_TEXTURE_COLOR) ? + wpd->prepass_solid_hair_sh : + wpd->prepass_texture_hair_sh; DRWShadingGroup *shgrp = DRW_shgroup_hair_create( - ob, psys, md, - psl->prepass_hair_pass, - shader); + ob, psys, md, + psl->prepass_hair_pass, + shader); DRW_shgroup_stencil_mask(shgrp, 0xFF); DRW_shgroup_uniform_int(shgrp, "object_id", &material->object_id, 1); DRW_shgroup_uniform_block(shgrp, "material_block", material->material_ubo); @@ -848,8 +848,7 @@ void workbench_deferred_draw_scene(WORKBENCH_Data *vedata) DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get(); const bool taa_enabled = TAA_ENABLED(wpd); - if (taa_enabled) - { + if (taa_enabled) { workbench_taa_draw_scene_start(vedata); } @@ -888,8 +887,7 @@ void workbench_deferred_draw_scene(WORKBENCH_Data *vedata) } GPUTexture *final_color_tx = e_data.composite_buffer_tx; - if (taa_enabled) - { + if (taa_enabled) { workbench_taa_draw_pass(effect_info, psl->effect_aa_pass); final_color_tx = effect_info->final_color_tx; workbench_taa_draw_scene_end(vedata); |