diff options
author | Campbell Barton <ideasman42@gmail.com> | 2019-09-07 17:12:26 +0300 |
---|---|---|
committer | Campbell Barton <ideasman42@gmail.com> | 2019-09-07 17:23:25 +0300 |
commit | 0b2d1badecc48b5cbff5ec088b29c6e9acc5e1d0 (patch) | |
tree | 0283a5c819d1e709edfd0de814636aa83a9b1033 /source/blender/draw | |
parent | ab823176d31dc155645de733f1cd4fbd6ad74592 (diff) |
Cleanup: use post increment/decrement
When the result isn't used, prefer post increment/decrement
(already used nearly everywhere in Blender).
Diffstat (limited to 'source/blender/draw')
43 files changed, 183 insertions, 183 deletions
diff --git a/source/blender/draw/engines/eevee/eevee_bloom.c b/source/blender/draw/engines/eevee/eevee_bloom.c index 14faa827be5..c6cc336db56 100644 --- a/source/blender/draw/engines/eevee/eevee_bloom.c +++ b/source/blender/draw/engines/eevee/eevee_bloom.c @@ -128,7 +128,7 @@ int EEVEE_bloom_init(EEVEE_ViewLayerData *UNUSED(sldata), EEVEE_Data *vedata) /* Downsample buffers */ copy_v2_v2_int(texsize, blitsize); - for (int i = 0; i < effects->bloom_iteration_len; ++i) { + for (int i = 0; i < effects->bloom_iteration_len; i++) { texsize[0] /= 2; texsize[1] /= 2; @@ -147,7 +147,7 @@ int EEVEE_bloom_init(EEVEE_ViewLayerData *UNUSED(sldata), EEVEE_Data *vedata) /* Upsample buffers */ copy_v2_v2_int(texsize, blitsize); - for (int i = 0; i < effects->bloom_iteration_len - 1; ++i) { + for (int i = 0; i < effects->bloom_iteration_len - 1; i++) { texsize[0] /= 2; texsize[1] /= 2; @@ -167,7 +167,7 @@ int EEVEE_bloom_init(EEVEE_ViewLayerData *UNUSED(sldata), EEVEE_Data *vedata) /* Cleanup to release memory */ GPU_FRAMEBUFFER_FREE_SAFE(fbl->bloom_blit_fb); - for (int i = 0; i < MAX_BLOOM_STEP - 1; ++i) { + for (int i = 0; i < MAX_BLOOM_STEP - 1; i++) { GPU_FRAMEBUFFER_FREE_SAFE(fbl->bloom_down_fb[i]); GPU_FRAMEBUFFER_FREE_SAFE(fbl->bloom_accum_fb[i]); } @@ -288,7 +288,7 @@ void EEVEE_bloom_draw(EEVEE_Data *vedata) last = effects->bloom_downsample[0]; - for (int i = 1; i < effects->bloom_iteration_len; ++i) { + for (int i = 1; i < effects->bloom_iteration_len; i++) { copy_v2_v2(effects->unf_source_texel_size, effects->downsamp_texel_size[i - 1]); effects->unf_source_buffer = last; @@ -300,7 +300,7 @@ void EEVEE_bloom_draw(EEVEE_Data *vedata) } /* Upsample and accumulate */ - for (int i = effects->bloom_iteration_len - 2; i >= 0; --i) { + for (int i = effects->bloom_iteration_len - 2; i >= 0; i--) { copy_v2_v2(effects->unf_source_texel_size, effects->downsamp_texel_size[i]); effects->unf_source_buffer = effects->bloom_downsample[i]; effects->unf_base_buffer = last; @@ -324,7 +324,7 @@ void EEVEE_bloom_draw(EEVEE_Data *vedata) void EEVEE_bloom_free(void) { - for (int i = 0; i < 2; ++i) { + for (int i = 0; i < 2; i++) { DRW_SHADER_FREE_SAFE(e_data.bloom_blit_sh[i]); DRW_SHADER_FREE_SAFE(e_data.bloom_downsample_sh[i]); DRW_SHADER_FREE_SAFE(e_data.bloom_upsample_sh[i]); diff --git a/source/blender/draw/engines/eevee/eevee_depth_of_field.c b/source/blender/draw/engines/eevee/eevee_depth_of_field.c index 12d70131031..572e38a9395 100644 --- a/source/blender/draw/engines/eevee/eevee_depth_of_field.c +++ b/source/blender/draw/engines/eevee/eevee_depth_of_field.c @@ -269,7 +269,7 @@ void EEVEE_depth_of_field_draw(EEVEE_Data *vedata) void EEVEE_depth_of_field_free(void) { - for (int i = 0; i < 2; ++i) { + for (int i = 0; i < 2; i++) { DRW_SHADER_FREE_SAFE(e_data.dof_downsample_sh[i]); DRW_SHADER_FREE_SAFE(e_data.dof_scatter_sh[i]); DRW_SHADER_FREE_SAFE(e_data.dof_resolve_sh[i]); diff --git a/source/blender/draw/engines/eevee/eevee_effects.c b/source/blender/draw/engines/eevee/eevee_effects.c index 0ca1e0b2858..7df1c299454 100644 --- a/source/blender/draw/engines/eevee/eevee_effects.c +++ b/source/blender/draw/engines/eevee/eevee_effects.c @@ -206,7 +206,7 @@ void EEVEE_effects_init(EEVEE_ViewLayerData *sldata, /** * Compute Mipmap texel alignment. */ - for (int i = 0; i < 10; ++i) { + for (int i = 0; i < 10; i++) { int mip_size[2]; GPU_texture_get_mipmap_size(txl->color, i, mip_size); common_data->mip_ratio[i][0] = viewport_size[0] / (mip_size[0] * powf(2.0f, i)); diff --git a/source/blender/draw/engines/eevee/eevee_lightcache.c b/source/blender/draw/engines/eevee/eevee_lightcache.c index e32194a11de..5b5bb82ef98 100644 --- a/source/blender/draw/engines/eevee/eevee_lightcache.c +++ b/source/blender/draw/engines/eevee/eevee_lightcache.c @@ -188,7 +188,7 @@ static uint eevee_lightcache_memsize_get(LightCache *lcache) } if (lcache->cube_tx.data) { size += MEM_allocN_len(lcache->cube_tx.data); - for (int mip = 0; mip < lcache->mips_len; ++mip) { + for (int mip = 0; mip < lcache->mips_len; mip++) { size += MEM_allocN_len(lcache->cube_mips[mip].data); } } @@ -199,7 +199,7 @@ static int eevee_lightcache_irradiance_sample_count(LightCache *lcache) { int total_irr_samples = 0; - for (int i = 1; i < lcache->grid_len; ++i) { + for (int i = 1; i < lcache->grid_len; i++) { EEVEE_LightGrid *egrid = lcache->grid_data + i; total_irr_samples += egrid->resolution[0] * egrid->resolution[1] * egrid->resolution[2]; } @@ -305,7 +305,7 @@ LightCache *EEVEE_lightcache_create(const int grid_len, light_cache->cube_mips = MEM_callocN(sizeof(LightCacheTexture) * light_cache->mips_len, "LightCacheTexture"); - for (int mip = 0; mip < light_cache->mips_len; ++mip) { + for (int mip = 0; mip < light_cache->mips_len; mip++) { GPU_texture_get_mipmap_size( light_cache->cube_tx.tex, mip + 1, light_cache->cube_mips[mip].tex_size); } @@ -346,7 +346,7 @@ void EEVEE_lightcache_load(LightCache *lcache) NULL); GPU_texture_bind(lcache->cube_tx.tex, 0); GPU_texture_mipmap_mode(lcache->cube_tx.tex, true, true); - for (int mip = 0; mip < lcache->mips_len; ++mip) { + for (int mip = 0; mip < lcache->mips_len; mip++) { GPU_texture_add_mipmap( lcache->cube_tx.tex, GPU_DATA_10_11_11_REV, mip + 1, lcache->cube_mips[mip].data); } @@ -369,7 +369,7 @@ static void eevee_lightbake_readback_reflections(LightCache *lcache) lcache->cube_tx.data_type = LIGHTCACHETEX_UINT; lcache->cube_tx.components = 1; - for (int mip = 0; mip < lcache->mips_len; ++mip) { + for (int mip = 0; mip < lcache->mips_len; mip++) { LightCacheTexture *cube_mip = lcache->cube_mips + mip; MEM_SAFE_FREE(cube_mip->data); GPU_texture_get_mipmap_size(lcache->cube_tx.tex, mip + 1, cube_mip->tex_size); @@ -388,7 +388,7 @@ void EEVEE_lightcache_free(LightCache *lcache) MEM_SAFE_FREE(lcache->grid_tx.data); if (lcache->cube_mips) { - for (int i = 0; i < lcache->mips_len; ++i) { + for (int i = 0; i < lcache->mips_len; i++) { MEM_SAFE_FREE(lcache->cube_mips[i].data); } MEM_SAFE_FREE(lcache->cube_mips); @@ -471,7 +471,7 @@ static void eevee_lightbake_create_render_target(EEVEE_LightBake *lbake, int rt_ lbake->rt_color = DRW_texture_create_cube( rt_res, GPU_RGBA16F, DRW_TEX_FILTER | DRW_TEX_MIPMAP, NULL); - for (int i = 0; i < 6; ++i) { + for (int i = 0; i < 6; i++) { GPU_framebuffer_ensure_config(&lbake->rt_fb[i], {GPU_ATTACHMENT_TEXTURE_CUBEFACE(lbake->rt_depth, i), GPU_ATTACHMENT_TEXTURE_CUBEFACE(lbake->rt_color, i)}); @@ -670,7 +670,7 @@ static void eevee_lightbake_delete_resources(EEVEE_LightBake *lbake) DRW_TEXTURE_FREE_SAFE(lbake->rt_color); DRW_TEXTURE_FREE_SAFE(lbake->grid_prev); GPU_FRAMEBUFFER_FREE_SAFE(lbake->store_fb); - for (int i = 0; i < 6; ++i) { + for (int i = 0; i < 6; i++) { GPU_FRAMEBUFFER_FREE_SAFE(lbake->rt_fb[i]); } @@ -875,10 +875,10 @@ static void compute_cell_id(EEVEE_LightGrid *egrid, *r_stride = 0; *r_final_idx = 0; r_local_cell[0] = r_local_cell[1] = r_local_cell[2] = 0; - for (int lvl = max_lvl; lvl >= 0; --lvl) { + for (int lvl = max_lvl; lvl >= 0; lvl--) { *r_stride = 1 << lvl; int prev_stride = *r_stride << 1; - for (int i = 0; i < cell_count; ++i) { + for (int i = 0; i < cell_count; i++) { *r_final_idx = i; cell_id_to_grid_loc(egrid, *r_final_idx, r_local_cell); if (((r_local_cell[0] % *r_stride) == 0) && ((r_local_cell[1] % *r_stride) == 0) && @@ -1210,12 +1210,12 @@ void EEVEE_lightbake_job(void *custom_data, short *stop, short *do_update, float /* Render irradiance grids */ if (lcache->flag & LIGHTCACHE_UPDATE_GRID) { - for (lbake->bounce_curr = 0; lbake->bounce_curr < lbake->bounce_len; ++lbake->bounce_curr) { + for (lbake->bounce_curr = 0; lbake->bounce_curr < lbake->bounce_len; lbake->bounce_curr++) { /* Bypass world, start at 1. */ lbake->probe = lbake->grid_prb + 1; lbake->grid = lcache->grid_data + 1; for (lbake->grid_curr = 1; lbake->grid_curr < lbake->grid_len; - ++lbake->grid_curr, ++lbake->probe, ++lbake->grid) { + lbake->grid_curr++, lbake->probe++, lbake->grid++) { LightProbe *prb = *lbake->probe; lbake->grid_sample_len = prb->grid_resolution_x * prb->grid_resolution_y * prb->grid_resolution_z; @@ -1233,7 +1233,7 @@ void EEVEE_lightbake_job(void *custom_data, short *stop, short *do_update, float lbake->probe = lbake->cube_prb + 1; lbake->cube = lcache->cube_data + 1; for (lbake->cube_offset = 1; lbake->cube_offset < lbake->cube_len; - ++lbake->cube_offset, ++lbake->probe, ++lbake->cube) { + lbake->cube_offset++, lbake->probe++, lbake->cube++) { lightbake_do_sample(lbake, eevee_lightbake_render_probe_sample); } } diff --git a/source/blender/draw/engines/eevee/eevee_lightprobes.c b/source/blender/draw/engines/eevee/eevee_lightprobes.c index 2d23359a175..19f3983998e 100644 --- a/source/blender/draw/engines/eevee/eevee_lightprobes.c +++ b/source/blender/draw/engines/eevee/eevee_lightprobes.c @@ -410,7 +410,7 @@ void EEVEE_lightprobes_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedat /* Grid Display */ if (scene_eval->eevee.flag & SCE_EEVEE_SHOW_IRRADIANCE) { EEVEE_LightGrid *egrid = lcache->grid_data + 1; - for (int p = 1; p < lcache->grid_len; ++p, egrid++) { + for (int p = 1; p < lcache->grid_len; p++, egrid++) { DRWShadingGroup *shgrp = DRW_shgroup_create(EEVEE_shaders_probe_grid_display_sh_get(), psl->probe_display); @@ -471,7 +471,7 @@ static bool eevee_lightprobes_culling_test(Object *ob) normalize_v3(tmp[2]); mul_v3_fl(tmp[2], probe->distinf); - for (int v = 0; v < 8; ++v) { + for (int v = 0; v < 8; v++) { mul_m4_v3(tmp, bbox.vec[v]); } const DRWView *default_view = DRW_view_default_get(); @@ -845,7 +845,7 @@ static void render_cubemap(void (*callback)(int face, EEVEE_BakeRenderData *user } } - for (int i = 0; i < 6; ++i) { + for (int i = 0; i < 6; i++) { DRW_view_set_active(views[i]); callback(i, user_data); } @@ -860,11 +860,11 @@ static void render_reflections(void (*callback)(int face, EEVEE_BakeRenderData * DRWView *main_view = stl->effects->taa_view; DRWView **views = stl->g_data->planar_views; /* Prepare views at the same time for faster culling. */ - for (int i = 0; i < ref_count; ++i) { + for (int i = 0; i < ref_count; i++) { lightbake_planar_ensure_view(&planar_data[i], main_view, &views[i]); } - for (int i = 0; i < ref_count; ++i) { + for (int i = 0; i < ref_count; i++) { DRW_view_set_active(views[i]); callback(i, user_data); } @@ -1217,7 +1217,7 @@ static void downsample_planar(void *vedata, int level) const float *size = DRW_viewport_size_get(); copy_v2_v2(stl->g_data->planar_texel_size, size); - for (int i = 0; i < level - 1; ++i) { + for (int i = 0; i < level - 1; i++) { stl->g_data->planar_texel_size[0] /= 2.0f; stl->g_data->planar_texel_size[1] /= 2.0f; min_ff(floorf(stl->g_data->planar_texel_size[0]), 1.0f); diff --git a/source/blender/draw/engines/eevee/eevee_materials.c b/source/blender/draw/engines/eevee/eevee_materials.c index 99bfba0d203..712bcc43f52 100644 --- a/source/blender/draw/engines/eevee/eevee_materials.c +++ b/source/blender/draw/engines/eevee/eevee_materials.c @@ -447,7 +447,7 @@ static void eevee_init_util_texture(void) texels_layer += 64 * 64; /* Copy Refraction GGX LUT in layer 5 - 21 */ - for (int j = 0; j < 16; ++j) { + for (int j = 0; j < 16; j++) { for (int i = 0; i < 64 * 64; i++) { texels_layer[i][0] = btdf_split_sum_ggx[j * 2][i]; texels_layer[i][1] = 0.0; /* UNUSED */ @@ -1457,7 +1457,7 @@ void EEVEE_materials_cache_populate(EEVEE_Data *vedata, struct GPUMaterial **gpumat_depth_array = BLI_array_alloca(gpumat_array, materials_len); struct Material **ma_array = BLI_array_alloca(ma_array, materials_len); - for (int i = 0; i < materials_len; ++i) { + for (int i = 0; i < materials_len; i++) { ma_array[i] = eevee_object_material_get(ob, i); gpumat_array[i] = NULL; gpumat_depth_array[i] = NULL; @@ -1525,7 +1525,7 @@ void EEVEE_materials_cache_populate(EEVEE_Data *vedata, /* TODO(fclem): Support shadows in sculpt mode. */ } else if (mat_geom) { - for (int i = 0; i < materials_len; ++i) { + for (int i = 0; i < materials_len; i++) { if (mat_geom[i] == NULL) { continue; } @@ -1551,7 +1551,7 @@ void EEVEE_materials_cache_populate(EEVEE_Data *vedata, ADD_SHGROUP_CALL_SAFE(shgrp_depth_clip_array[i], ob, mat_geom[i], oedata); char *name = auto_layer_names; - for (int j = 0; j < auto_layer_count; ++j) { + for (int j = 0; j < auto_layer_count; j++) { /* TODO don't add these uniform when not needed (default pass shaders). */ /* FIXME: This is broken, as it overrides any autolayers srgb bool of the previous mesh * that shares the same material. */ @@ -1728,7 +1728,7 @@ void EEVEE_materials_cache_finish(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedat void EEVEE_materials_free(void) { - for (int i = 0; i < VAR_MAT_MAX; ++i) { + for (int i = 0; i < VAR_MAT_MAX; i++) { DRW_SHADER_FREE_SAFE(e_data.default_lit[i]); } MEM_SAFE_FREE(e_data.frag_shader_lib); @@ -1747,7 +1747,7 @@ void EEVEE_materials_free(void) void EEVEE_materials_draw_opaque(EEVEE_ViewLayerData *UNUSED(sldata), EEVEE_PassList *psl) { - for (int i = 0; i < VAR_MAT_MAX; ++i) { + for (int i = 0; i < VAR_MAT_MAX; i++) { if (psl->default_pass[i]) { DRW_draw_pass(psl->default_pass[i]); } diff --git a/source/blender/draw/engines/eevee/eevee_render.c b/source/blender/draw/engines/eevee/eevee_render.c index da957239f42..75e837f140b 100644 --- a/source/blender/draw/engines/eevee/eevee_render.c +++ b/source/blender/draw/engines/eevee/eevee_render.c @@ -369,7 +369,7 @@ static void eevee_render_result_z(RenderLayer *rl, DRW_view_winmat_get(NULL, winmat, false); /* Convert ogl depth [0..1] to view Z [near..far] */ - for (int i = 0; i < rp->rectx * rp->recty; ++i) { + for (int i = 0; i < rp->rectx * rp->recty; i++) { if (rp->rect[i] == 1.0f) { rp->rect[i] = 1e10f; /* Background */ } diff --git a/source/blender/draw/engines/eevee/eevee_screen_raytrace.c b/source/blender/draw/engines/eevee/eevee_screen_raytrace.c index 3d1b64422a4..2daf2388d63 100644 --- a/source/blender/draw/engines/eevee/eevee_screen_raytrace.c +++ b/source/blender/draw/engines/eevee/eevee_screen_raytrace.c @@ -338,7 +338,7 @@ void EEVEE_reflection_compute(EEVEE_ViewLayerData *UNUSED(sldata), EEVEE_Data *v void EEVEE_screen_raytrace_free(void) { - for (int i = 0; i < SSR_MAX_SHADER; ++i) { + for (int i = 0; i < SSR_MAX_SHADER; i++) { DRW_SHADER_FREE_SAFE(e_data.ssr_sh[i]); } } diff --git a/source/blender/draw/engines/eevee/eevee_shadows.c b/source/blender/draw/engines/eevee/eevee_shadows.c index a709e668f34..284742ae149 100644 --- a/source/blender/draw/engines/eevee/eevee_shadows.c +++ b/source/blender/draw/engines/eevee/eevee_shadows.c @@ -70,7 +70,7 @@ void EEVEE_shadows_init(EEVEE_ViewLayerData *sldata) sldata->light_ubo = DRW_uniformbuffer_create(sizeof(EEVEE_Light) * MAX_LIGHT, NULL); sldata->shadow_ubo = DRW_uniformbuffer_create(shadow_ubo_size, NULL); - for (int i = 0; i < 2; ++i) { + for (int i = 0; i < 2; i++) { sldata->shcasters_buffers[i].bbox = MEM_callocN( sizeof(EEVEE_BoundBox) * SH_CASTER_ALLOC_CHUNK, __func__); sldata->shcasters_buffers[i].update = BLI_BITMAP_NEW(SH_CASTER_ALLOC_CHUNK, __func__); @@ -221,7 +221,7 @@ void EEVEE_shadows_caster_register(EEVEE_ViewLayerData *sldata, Object *ob) BoundBox *bb = BKE_object_boundbox_get(ob); float min[3], max[3]; INIT_MINMAX(min, max); - for (int i = 0; i < 8; ++i) { + for (int i = 0; i < 8; i++) { float vec[3]; copy_v3_v3(vec, bb->vec[i]); mul_m4_v3(ob->obmat, vec); @@ -316,7 +316,7 @@ void EEVEE_shadows_update(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata) EEVEE_BoundBox *bbox = backbuffer->bbox; BoundSphere *bsphere = linfo->shadow_bounds; /* Search for deleted shadow casters or if shcaster WAS in shadow radius. */ - for (int i = 0; i < backbuffer->count; ++i) { + for (int i = 0; i < backbuffer->count; i++) { /* If the shadowcaster has been deleted or updated. */ if (BLI_BITMAP_TEST(backbuffer->update, i)) { for (int j = 0; j < linfo->cube_len; j++) { diff --git a/source/blender/draw/engines/eevee/eevee_shadows_cascade.c b/source/blender/draw/engines/eevee/eevee_shadows_cascade.c index d5e038f716c..26f83a3e8e0 100644 --- a/source/blender/draw/engines/eevee/eevee_shadows_cascade.c +++ b/source/blender/draw/engines/eevee/eevee_shadows_cascade.c @@ -61,7 +61,7 @@ static void shadow_cascade_random_matrix_set(float mat[4][4], float radius, int #ifndef DEBUG_SHADOW_DISTRIBUTION EEVEE_sample_ellipse(sample_ofs, mat[0], mat[1], radius, radius, jitter); #else - for (int i = 0; i <= sample_ofs; ++i) { + for (int i = 0; i <= sample_ofs; i++) { EEVEE_sample_ellipse(i, mat[0], mat[1], radius, radius, jitter); float p[3]; add_v3_v3v3(p, jitter, mat[2]); @@ -87,7 +87,7 @@ static void frustum_min_bounding_sphere(const float corners[8][3], /* compute the bounding box */ INIT_MINMAX(minvec, maxvec); - for (int i = 0; i < 8; ++i) { + for (int i = 0; i < 8; i++) { minmax_v3v3_v3(minvec, maxvec, corners[i]); } @@ -98,14 +98,14 @@ static void frustum_min_bounding_sphere(const float corners[8][3], #else /* Find averaged center. */ zero_v3(r_center); - for (int i = 0; i < 8; ++i) { + for (int i = 0; i < 8; i++) { add_v3_v3(r_center, corners[i]); } mul_v3_fl(r_center, 1.0f / 8.0f); /* Search the largest distance from the sphere center. */ *r_radius = 0.0f; - for (int i = 0; i < 8; ++i) { + for (int i = 0; i < 8; i++) { float rad = len_squared_v3v3(corners[i], r_center); if (rad > *r_radius) { *r_radius = rad; @@ -218,7 +218,7 @@ static void eevee_shadow_cascade_setup(EEVEE_LightsInfo *linfo, } /* init near/far */ - for (int c = 0; c < MAX_CASCADE_NUM; ++c) { + for (int c = 0; c < MAX_CASCADE_NUM; c++) { csm_data->split_start[c] = csm_end; csm_data->split_end[c] = csm_end; } @@ -252,7 +252,7 @@ static void eevee_shadow_cascade_setup(EEVEE_LightsInfo *linfo, csm_data->split_start[0] = csm_start; csm_data->split_end[cascade_nbr - 1] = csm_end; - for (int c = 1; c < cascade_nbr; ++c) { + for (int c = 1; c < cascade_nbr; c++) { /* View Space */ float linear_split = lerp(((float)(c) / (float)cascade_nbr), csm_start, csm_end); float exp_split = csm_start * powf(csm_end / csm_start, (float)(c) / (float)cascade_nbr); @@ -301,7 +301,7 @@ static void eevee_shadow_cascade_setup(EEVEE_LightsInfo *linfo, csm_data->split_start[0] = lerp(cascade_fade, csm_data->split_end[cascade_nbr - 1], prev_split); /* For each cascade */ - for (int c = 0; c < cascade_nbr; ++c) { + for (int c = 0; c < cascade_nbr; c++) { float(*projmat)[4] = csm_render->projmat[c]; /* Given 8 frustum corners */ float corners[8][3] = { @@ -318,7 +318,7 @@ static void eevee_shadow_cascade_setup(EEVEE_LightsInfo *linfo, }; /* Transform them into world space */ - for (int i = 0; i < 8; ++i) { + for (int i = 0; i < 8; i++) { mul_project_m4_v3(persinv, corners[i]); } diff --git a/source/blender/draw/engines/eevee/eevee_temporal_sampling.c b/source/blender/draw/engines/eevee/eevee_temporal_sampling.c index 96924efa8bc..e5f89aab4d1 100644 --- a/source/blender/draw/engines/eevee/eevee_temporal_sampling.c +++ b/source/blender/draw/engines/eevee/eevee_temporal_sampling.c @@ -63,7 +63,7 @@ static void compute_cdf(float (*func)(float x), float cdf[FILTER_CDF_TABLE_SIZE] { cdf[0] = 0.0f; /* Actual CDF evaluation. */ - for (int u = 0; u < FILTER_CDF_TABLE_SIZE - 1; ++u) { + for (int u = 0; u < FILTER_CDF_TABLE_SIZE - 1; u++) { float x = (float)(u + 1) / (float)(FILTER_CDF_TABLE_SIZE - 1); cdf[u + 1] = cdf[u] + func(x - 0.5f); /* [-0.5..0.5]. We resize later. */ } @@ -80,7 +80,7 @@ static void invert_cdf(const float cdf[FILTER_CDF_TABLE_SIZE], { for (int u = 0; u < FILTER_CDF_TABLE_SIZE; u++) { float x = (float)u / (float)(FILTER_CDF_TABLE_SIZE - 1); - for (int i = 0; i < FILTER_CDF_TABLE_SIZE; ++i) { + for (int i = 0; i < FILTER_CDF_TABLE_SIZE; i++) { if (cdf[i] >= x) { if (i == FILTER_CDF_TABLE_SIZE - 1) { invert_cdf[u] = 1.0f; @@ -123,7 +123,7 @@ static void eevee_create_cdf_table_temporal_sampling(void) invert_cdf(cdf_table, e_data.inverted_cdf); /* Scale and offset table. */ - for (int i = 0; i < FILTER_CDF_TABLE_SIZE; ++i) { + for (int i = 0; i < FILTER_CDF_TABLE_SIZE; i++) { e_data.inverted_cdf[i] = (e_data.inverted_cdf[i] - 0.5f) * filter_width; } 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 44f22848c2f..598cc3e5183 100644 --- a/source/blender/draw/engines/eevee/shaders/effect_ssr_frag.glsl +++ b/source/blender/draw/engines/eevee/shaders/effect_ssr_frag.glsl @@ -147,7 +147,7 @@ void main() make_orthonormal_basis(N, T, B); /* Generate tangent space */ /* Planar Reflections */ - for (int i = 0; i < MAX_PLANAR && i < prbNumPlanar; ++i) { + for (int i = 0; i < MAX_PLANAR && i < prbNumPlanar; i++) { PlanarData pd = planars_data[i]; float fade = probe_attenuation_planar(pd, worldPosition, wN, 0.0); @@ -504,7 +504,7 @@ void main() /* Find Planar Reflections affecting this pixel */ PlanarData pd; float planar_index; - for (int i = 0; i < MAX_PLANAR && i < prbNumPlanar; ++i) { + for (int i = 0; i < MAX_PLANAR && i < prbNumPlanar; i++) { pd = planars_data[i]; float fade = probe_attenuation_planar(pd, worldPosition, N, 0.0); diff --git a/source/blender/draw/engines/eevee/shaders/effect_translucency_frag.glsl b/source/blender/draw/engines/eevee/shaders/effect_translucency_frag.glsl index 7edb0053da7..86f53522bc6 100644 --- a/source/blender/draw/engines/eevee/shaders/effect_translucency_frag.glsl +++ b/source/blender/draw/engines/eevee/shaders/effect_translucency_frag.glsl @@ -141,7 +141,7 @@ void main(void) rand.xy *= fast_sqrt(rand.z); vec3 accum = vec3(0.0); - for (int i = 0; i < MAX_LIGHT && i < laNumLight; ++i) { + for (int i = 0; i < MAX_LIGHT && i < laNumLight; i++) { LightData ld = lights_data[i]; /* Only shadowed light can produce translucency */ diff --git a/source/blender/draw/engines/eevee/shaders/lightprobe_filter_diffuse_frag.glsl b/source/blender/draw/engines/eevee/shaders/lightprobe_filter_diffuse_frag.glsl index 37b02a2130f..296c1581545 100644 --- a/source/blender/draw/engines/eevee/shaders/lightprobe_filter_diffuse_frag.glsl +++ b/source/blender/draw/engines/eevee/shaders/lightprobe_filter_diffuse_frag.glsl @@ -64,7 +64,7 @@ void main() float weight_accum = 0.0; vec3 sh = vec3(0.0); - for (int face = 0; face < 6; ++face) { + for (int face = 0; face < 6; face++) { for (float x = halfpix; x < 1.0; x += pixstep) { for (float y = halfpix; y < 1.0; y += pixstep) { float weight, coef; diff --git a/source/blender/draw/engines/eevee/shaders/lightprobe_geom.glsl b/source/blender/draw/engines/eevee/shaders/lightprobe_geom.glsl index e10cb5f4999..f8bc1703c66 100644 --- a/source/blender/draw/engines/eevee/shaders/lightprobe_geom.glsl +++ b/source/blender/draw/engines/eevee/shaders/lightprobe_geom.glsl @@ -37,7 +37,7 @@ void main() fFace = face[0]; gl_Layer = Layer + fFace; - for (int v = 0; v < 3; ++v) { + for (int v = 0; v < 3; v++) { gl_Position = vPos[v]; worldPosition = x_axis[fFace] * vPos[v].x + y_axis[fFace] * vPos[v].y + maj_axes[fFace]; #ifdef USE_ATTR diff --git a/source/blender/draw/engines/eevee/shaders/lightprobe_lib.glsl b/source/blender/draw/engines/eevee/shaders/lightprobe_lib.glsl index 56c05e3c036..ab205b78274 100644 --- a/source/blender/draw/engines/eevee/shaders/lightprobe_lib.glsl +++ b/source/blender/draw/engines/eevee/shaders/lightprobe_lib.glsl @@ -233,7 +233,7 @@ void fallback_cubemap(vec3 N, #endif /* Starts at 1 because 0 is world probe */ - for (int i = 1; i < MAX_PROBE && i < prbNumRenderCube && spec_accum.a < 0.999; ++i) { + for (int i = 1; i < MAX_PROBE && i < prbNumRenderCube && spec_accum.a < 0.999; i++) { float fade = probe_attenuation_cube(i, W); if (fade > 0.0) { @@ -262,7 +262,7 @@ vec3 probe_evaluate_grid(GridData gd, vec3 W, vec3 N, vec3 localpos) vec3 irradiance_accum = vec3(0.0); /* For each neighbor cells */ - for (int i = 0; i < 8; ++i) { + for (int i = 0; i < 8; i++) { ivec3 offset = ivec3(i, i >> 1, i >> 2) & ivec3(1); vec3 cell_cos = clamp(localpos_floored + vec3(offset), vec3(0.0), vec3(gd.g_resolution) - 1.0); 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 f55b42eb148..3774054659d 100644 --- a/source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl +++ b/source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl @@ -234,7 +234,7 @@ void CLOSURE_NAME(vec3 N vec3 true_normal = normalize(cross(dFdx(viewPosition), dFdy(viewPosition))); - for (int i = 0; i < MAX_LIGHT && i < laNumLight; ++i) { + for (int i = 0; i < MAX_LIGHT && i < laNumLight; i++) { LightData ld = lights_data[i]; vec4 l_vector; /* Non-Normalized Light Vector with length in last component. */ @@ -304,7 +304,7 @@ void CLOSURE_NAME(vec3 N /* Planar Reflections */ /* ---------------------------- */ - for (int i = 0; i < MAX_PLANAR && i < prbNumPlanar && spec_accum.a < 0.999; ++i) { + for (int i = 0; i < MAX_PLANAR && i < prbNumPlanar && spec_accum.a < 0.999; i++) { PlanarData pd = planars_data[i]; /* Fade on geometric normal. */ @@ -380,7 +380,7 @@ void CLOSURE_NAME(vec3 N # endif /* Starts at 1 because 0 is world probe */ - for (int i = 1; ACCUM < 0.999 && i < prbNumRenderCube && i < MAX_PROBE; ++i) { + for (int i = 1; ACCUM < 0.999 && i < prbNumRenderCube && i < MAX_PROBE; i++) { float fade = probe_attenuation_cube(i, worldPosition); if (fade > 0.0) { @@ -515,7 +515,7 @@ void CLOSURE_NAME(vec3 N /* Irradiance Grids */ /* ---------------------------- */ /* Start at 1 because 0 is world irradiance */ - for (int i = 1; i < MAX_GRID && i < prbNumRenderGrid && diff_accum.a < 0.999; ++i) { + for (int i = 1; i < MAX_GRID && i < prbNumRenderGrid && diff_accum.a < 0.999; i++) { GridData gd = grids_data[i]; vec3 localpos; diff --git a/source/blender/draw/engines/eevee/shaders/volumetric_integration_frag.glsl b/source/blender/draw/engines/eevee/shaders/volumetric_integration_frag.glsl index acd1e58ff97..1ae6a258d3d 100644 --- a/source/blender/draw/engines/eevee/shaders/volumetric_integration_frag.glsl +++ b/source/blender/draw/engines/eevee/shaders/volumetric_integration_frag.glsl @@ -39,7 +39,7 @@ void main() /* Without compute shader and arbitrary write we need to * accumulate from the beginning of the ray for each cell. */ float integration_end = float(slice); - for (int i = 0; i < slice; ++i) { + for (int i = 0; i < slice; i++) { ivec3 volume_cell = ivec3(gl_FragCoord.xy, i); vec3 Lscat = texelFetch(volumeScattering, volume_cell, 0).rgb; diff --git a/source/blender/draw/engines/eevee/shaders/volumetric_scatter_frag.glsl b/source/blender/draw/engines/eevee/shaders/volumetric_scatter_frag.glsl index d345cd5c808..9621fa1cc0d 100644 --- a/source/blender/draw/engines/eevee/shaders/volumetric_scatter_frag.glsl +++ b/source/blender/draw/engines/eevee/shaders/volumetric_scatter_frag.glsl @@ -38,7 +38,7 @@ void main() phase_function_isotropic(); #ifdef VOLUME_LIGHTING /* Lights */ - for (int i = 0; i < MAX_LIGHT && i < laNumLight; ++i) { + for (int i = 0; i < MAX_LIGHT && i < laNumLight; i++) { LightData ld = lights_data[i]; diff --git a/source/blender/draw/engines/workbench/shaders/workbench_effect_dof_frag.glsl b/source/blender/draw/engines/workbench/shaders/workbench_effect_dof_frag.glsl index 0428b0d408c..bd16189db32 100644 --- a/source/blender/draw/engines/workbench/shaders/workbench_effect_dof_frag.glsl +++ b/source/blender/draw/engines/workbench/shaders/workbench_effect_dof_frag.glsl @@ -256,7 +256,7 @@ void main() float coc = decode_coc(texelFetch(inputCocTex, texel, 0).rg); float max_radius = coc; vec2 noise = get_random_vector(noiseOffset) * 0.2 * clamp(max_radius * 0.2 - 4.0, 0.0, 1.0); - for (int i = 0; i < NUM_SAMPLES; ++i) { + for (int i = 0; i < NUM_SAMPLES; i++) { vec2 tc = uv + (noise + samples[i].xy) * invertedViewportSize * max_radius; /* decode_signed_coc return biggest coc. */ @@ -359,8 +359,8 @@ void main() vec v[9]; /* Add the pixels which make up our window to the pixel array. */ - for (int dX = -1; dX <= 1; ++dX) { - for (int dY = -1; dY <= 1; ++dY) { + for (int dX = -1; dX <= 1; dX++) { + for (int dY = -1; dY <= 1; dY++) { vec2 offset = vec2(float(dX), float(dY)); /* If a pixel in the window is located at (x+dX, y+dY), put it at index (dX + R)(2R + 1) + * (dY + R) of the pixel array. This will fill the pixel array, with the top left pixel of diff --git a/source/blender/draw/engines/workbench/shaders/workbench_volume_frag.glsl b/source/blender/draw/engines/workbench/shaders/workbench_volume_frag.glsl index fd06c85747f..4a9b0ae3b7d 100644 --- a/source/blender/draw/engines/workbench/shaders/workbench_volume_frag.glsl +++ b/source/blender/draw/engines/workbench/shaders/workbench_volume_frag.glsl @@ -172,7 +172,7 @@ vec4 volume_integration(vec3 ray_ori, vec3 ray_dir, float ray_inc, float ray_max float noise = fract(dither_mat[tx.x][tx.y] + noiseOfs); float ray_len = noise * ray_inc; - for (int i = 0; i < samplesLen && ray_len < ray_max; ++i, ray_len += ray_inc) { + for (int i = 0; i < samplesLen && ray_len < ray_max; i++, ray_len += ray_inc) { vec3 ls_pos = ray_ori + ray_dir * ray_len; vec3 Lscat; diff --git a/source/blender/draw/engines/workbench/workbench_deferred.c b/source/blender/draw/engines/workbench/workbench_deferred.c index c1c9d8b5a96..262ea7110a4 100644 --- a/source/blender/draw/engines/workbench/workbench_deferred.c +++ b/source/blender/draw/engines/workbench/workbench_deferred.c @@ -652,7 +652,7 @@ void workbench_deferred_engine_free(void) for (int index = 0; index < MAX_COMPOSITE_SHADERS; index++) { DRW_SHADER_FREE_SAFE(e_data.composite_sh_cache[index]); } - for (int index = 0; index < MAX_CAVITY_SHADERS; ++index) { + for (int index = 0; index < MAX_CAVITY_SHADERS; index++) { DRW_SHADER_FREE_SAFE(e_data.cavity_sh[index]); } DRW_SHADER_FREE_SAFE(e_data.ghost_resolve_sh); @@ -1105,7 +1105,7 @@ void workbench_deferred_solid_cache_populate(WORKBENCH_Data *vedata, Object *ob) if (use_sculpt_pbvh) { struct DRWShadingGroup **shgrps = BLI_array_alloca(shgrps, materials_len); - for (int i = 0; i < materials_len; ++i) { + for (int i = 0; i < materials_len; i++) { struct Material *mat = give_current_material(ob, i + 1); if (mat != NULL && mat->a < 1.0f) { material = workbench_forward_get_or_create_material_data( @@ -1127,7 +1127,7 @@ void workbench_deferred_solid_cache_populate(WORKBENCH_Data *vedata, Object *ob) geoms = DRW_cache_object_surface_material_get( ob, gpumat_array, materials_len, NULL, NULL, NULL); - for (int i = 0; i < materials_len; ++i) { + for (int i = 0; i < materials_len; i++) { if (geoms != NULL && geoms[i] != NULL) { Material *mat = give_current_material(ob, i + 1); if (mat != NULL && mat->a < 1.0f) { diff --git a/source/blender/draw/engines/workbench/workbench_effect_dof.c b/source/blender/draw/engines/workbench/workbench_effect_dof.c index 22840a2a756..169b91a6474 100644 --- a/source/blender/draw/engines/workbench/workbench_effect_dof.c +++ b/source/blender/draw/engines/workbench/workbench_effect_dof.c @@ -94,9 +94,9 @@ static void workbench_dof_setup_samples(struct GPUUniformBuffer **ubo, } float *samp = *data; - for (int i = 0; i <= KERNEL_RAD; ++i) { - for (int j = -KERNEL_RAD; j <= KERNEL_RAD; ++j) { - for (int k = -KERNEL_RAD; k <= KERNEL_RAD; ++k) { + for (int i = 0; i <= KERNEL_RAD; i++) { + for (int j = -KERNEL_RAD; j <= KERNEL_RAD; j++) { + for (int k = -KERNEL_RAD; k <= KERNEL_RAD; k++) { if (abs(j) > i || abs(k) > i) { continue; } diff --git a/source/blender/draw/engines/workbench/workbench_forward.c b/source/blender/draw/engines/workbench/workbench_forward.c index 824c6e7bd76..1cbc60ef858 100644 --- a/source/blender/draw/engines/workbench/workbench_forward.c +++ b/source/blender/draw/engines/workbench/workbench_forward.c @@ -701,7 +701,7 @@ void workbench_forward_cache_populate(WORKBENCH_Data *vedata, Object *ob) if (use_sculpt_pbvh) { struct DRWShadingGroup **shgrps = BLI_array_alloca(shgrps, materials_len); - for (int i = 0; i < materials_len; ++i) { + for (int i = 0; i < materials_len; i++) { struct Material *mat = give_current_material(ob, i + 1); material = workbench_forward_get_or_create_material_data( vedata, ob, mat, NULL, NULL, V3D_SHADING_MATERIAL_COLOR, 0); @@ -720,7 +720,7 @@ void workbench_forward_cache_populate(WORKBENCH_Data *vedata, Object *ob) struct GPUBatch **mat_geom = DRW_cache_object_surface_material_get( ob, gpumat_array, materials_len, NULL, NULL, NULL); if (mat_geom) { - for (int i = 0; i < materials_len; ++i) { + for (int i = 0; i < materials_len; i++) { if (mat_geom[i] == NULL) { continue; } diff --git a/source/blender/draw/engines/workbench/workbench_studiolight.c b/source/blender/draw/engines/workbench/workbench_studiolight.c index 1a09498b228..fed6ca680a7 100644 --- a/source/blender/draw/engines/workbench/workbench_studiolight.c +++ b/source/blender/draw/engines/workbench/workbench_studiolight.c @@ -77,7 +77,7 @@ void studiolight_update_world(WORKBENCH_PrivateData *wpd, /* Use Geomerics non-linear SH. */ mul_v3_v3fl(wd->spherical_harmonics_coefs[0], sl->spherical_harmonics_coefs[0], M_1_PI); /* Swizzle to make shader code simpler. */ - for (int i = 0; i < 3; ++i) { + for (int i = 0; i < 3; i++) { copy_v3_fl3(wd->spherical_harmonics_coefs[i + 1], -sl->spherical_harmonics_coefs[3][i], sl->spherical_harmonics_coefs[2][i], @@ -89,7 +89,7 @@ void studiolight_update_world(WORKBENCH_PrivateData *wpd, /* Precompute as much as we can. See shader code for derivation. */ float len_r1[3], lr1_r0[3], p[3], a[3]; - for (int i = 0; i < 3; ++i) { + for (int i = 0; i < 3; i++) { mul_v3_fl(wd->spherical_harmonics_coefs[i + 1], 0.5f); len_r1[i] = len_v3(wd->spherical_harmonics_coefs[i + 1]); mul_v3_fl(wd->spherical_harmonics_coefs[i + 1], 1.0f / len_r1[i]); @@ -179,7 +179,7 @@ void studiolight_update_light(WORKBENCH_PrivateData *wpd, const float light_dire mul_v3_mat3_m4v3(wpd->shadow_near_corners[3], wpd->shadow_inv, frustum_corners.vec[4]); INIT_MINMAX(wpd->shadow_near_min, wpd->shadow_near_max); - for (int i = 0; i < 4; ++i) { + for (int i = 0; i < 4; i++) { minmax_v3v3_v3(wpd->shadow_near_min, wpd->shadow_near_max, wpd->shadow_near_corners[i]); } @@ -206,7 +206,7 @@ static BoundBox *studiolight_object_shadow_bbox_get(WORKBENCH_PrivateData *wpd, /* From object space to shadow space */ BoundBox *bbox = BKE_object_boundbox_get(ob); - for (int i = 0; i < 8; ++i) { + for (int i = 0; i < 8; i++) { float corner[3]; mul_v3_m4v3(corner, tmp_mat, bbox->vec[i]); minmax_v3v3_v3(oed->shadow_min, oed->shadow_max, corner); @@ -217,7 +217,7 @@ static BoundBox *studiolight_object_shadow_bbox_get(WORKBENCH_PrivateData *wpd, /* Get extended AABB in world space. */ BKE_boundbox_init_from_minmax(&oed->shadow_bbox, oed->shadow_min, oed->shadow_max); - for (int i = 0; i < 8; ++i) { + for (int i = 0; i < 8; i++) { mul_m4_v3(wpd->shadow_mat, oed->shadow_bbox.vec[i]); } oed->shadow_bbox_dirty = false; @@ -243,7 +243,7 @@ float studiolight_object_shadow_distance(WORKBENCH_PrivateData *wpd, int corners[4] = {0, 3, 4, 7}; float dist = 1e4f, dist_isect; - for (int i = 0; i < 4; ++i) { + for (int i = 0; i < 4; i++) { if (isect_ray_plane_v3(shadow_bbox->vec[corners[i]], wpd->cached_shadow_direction, wpd->shadow_far_plane, @@ -291,9 +291,9 @@ bool studiolight_camera_in_object_shadow(WORKBENCH_PrivateData *wpd, {oed->shadow_max[0], oed->shadow_max[1]}, }; - for (int i = 0; i < 2; ++i) { + for (int i = 0; i < 2; i++) { float min_dst = FLT_MAX, max_dst = -FLT_MAX; - for (int j = 0; j < 4; ++j) { + for (int j = 0; j < 4; j++) { float dst = dot_v2v2(wpd->shadow_near_sides[i], pts[j]); /* Do min max */ if (min_dst > dst) { diff --git a/source/blender/draw/engines/workbench/workbench_volume.c b/source/blender/draw/engines/workbench/workbench_volume.c index 1beb02ea3a0..7ae9d90daff 100644 --- a/source/blender/draw/engines/workbench/workbench_volume.c +++ b/source/blender/draw/engines/workbench/workbench_volume.c @@ -101,7 +101,7 @@ void workbench_volume_engine_init(void) void workbench_volume_engine_free(void) { - for (int i = 0; i < VOLUME_SH_MAX; ++i) { + for (int i = 0; i < VOLUME_SH_MAX; i++) { DRW_SHADER_FREE_SAFE(e_data.volume_sh[i]); } DRW_TEXTURE_FREE_SAFE(e_data.dummy_tex); diff --git a/source/blender/draw/intern/draw_cache.c b/source/blender/draw/intern/draw_cache.c index 520932bc429..54c78fd583b 100644 --- a/source/blender/draw/intern/draw_cache.c +++ b/source/blender/draw/intern/draw_cache.c @@ -296,15 +296,15 @@ static GPUVertBuf *sphere_wire_vbo(const float rad) /* a single ring of vertices */ float p[NSEGMENTS][2]; - for (int i = 0; i < NSEGMENTS; ++i) { + for (int i = 0; i < NSEGMENTS; i++) { float angle = 2 * M_PI * ((float)i / (float)NSEGMENTS); p[i][0] = rad * cosf(angle); p[i][1] = rad * sinf(angle); } - for (int axis = 0; axis < 3; ++axis) { - for (int i = 0; i < NSEGMENTS; ++i) { - for (int j = 0; j < 2; ++j) { + for (int axis = 0; axis < 3; axis++) { + for (int i = 0; i < NSEGMENTS; i++) { + for (int j = 0; j < 2; j++) { float cv[2], v[3]; cv[0] = p[(i + j) % NSEGMENTS][0]; @@ -352,7 +352,7 @@ GPUBatch *DRW_cache_fullscreen_quad_get(void) GPUVertBuf *vbo = GPU_vertbuf_create_with_format(&format); GPU_vertbuf_data_alloc(vbo, 3); - for (int i = 0; i < 3; ++i) { + for (int i = 0; i < 3; i++) { GPU_vertbuf_attr_set(vbo, attr_id.pos, i, pos[i]); GPU_vertbuf_attr_set(vbo, attr_id.uvs, i, uvs[i]); } @@ -382,7 +382,7 @@ GPUBatch *DRW_cache_quad_get(void) GPUVertBuf *vbo = GPU_vertbuf_create_with_format(&format); GPU_vertbuf_data_alloc(vbo, 4); - for (int i = 0; i < 4; ++i) { + for (int i = 0; i < 4; i++) { GPU_vertbuf_attr_set(vbo, attr_id.pos, i, pos[i]); GPU_vertbuf_attr_set(vbo, attr_id.uvs, i, uvs[i]); } @@ -437,8 +437,8 @@ GPUBatch *DRW_cache_grid_get(void) GPU_vertbuf_data_alloc(vbo, 8 * 8 * 2 * 3); uint v_idx = 0; - for (int i = 0; i < 8; ++i) { - for (int j = 0; j < 8; ++j) { + for (int i = 0; i < 8; i++) { + for (int j = 0; j < 8; j++) { float pos0[2] = {(float)i / 8.0f, (float)j / 8.0f}; float pos1[2] = {(float)(i + 1) / 8.0f, (float)j / 8.0f}; float pos2[2] = {(float)i / 8.0f, (float)(j + 1) / 8.0f}; @@ -510,7 +510,7 @@ GPUBatch *DRW_cache_cube_get(void) GPUVertBuf *vbo = GPU_vertbuf_create_with_format(&format); GPU_vertbuf_data_alloc(vbo, 36); - for (int i = 0; i < 36; ++i) { + for (int i = 0; i < 36; i++) { GPU_vertbuf_attr_set(vbo, attr_id.pos, i, verts[indices[i]]); } @@ -549,7 +549,7 @@ GPUBatch *DRW_cache_empty_cube_get(void) GPUVertBuf *vbo = GPU_vertbuf_create_with_format(&format); GPU_vertbuf_data_alloc(vbo, 24); - for (int i = 0; i < 24; ++i) { + for (int i = 0; i < 24; i++) { GPU_vertbuf_attr_set(vbo, attr_id.pos, i, verts[indices[i]]); } @@ -751,7 +751,7 @@ GPUBatch *DRW_cache_gpencil_axes_get(void) } /* draw cube */ - for (int i = 0; i < 24; ++i) { + for (int i = 0; i < 24; i++) { GPU_vertbuf_attr_set(vbo, pos_id, i + 6, verts[indices[i]]); } @@ -982,7 +982,7 @@ GPUBatch *DRW_cache_empty_cone_get(void) if (!SHC.drw_empty_cone) { /* a single ring of vertices */ float p[NSEGMENTS][2]; - for (int i = 0; i < NSEGMENTS; ++i) { + for (int i = 0; i < NSEGMENTS; i++) { float angle = 2 * M_PI * ((float)i / (float)NSEGMENTS); p[i][0] = cosf(angle); p[i][1] = sinf(angle); @@ -1000,7 +1000,7 @@ GPUBatch *DRW_cache_empty_cone_get(void) GPUVertBuf *vbo = GPU_vertbuf_create_with_format(&format); GPU_vertbuf_data_alloc(vbo, NSEGMENTS * 4); - for (int i = 0; i < NSEGMENTS; ++i) { + for (int i = 0; i < NSEGMENTS; i++) { float cv[2], v[3]; cv[0] = p[(i) % NSEGMENTS][0]; cv[1] = p[(i) % NSEGMENTS][1]; @@ -1032,7 +1032,7 @@ GPUBatch *DRW_cache_empty_cylinder_get(void) if (!SHC.drw_empty_cylinder) { /* a single ring of vertices */ float p[NSEGMENTS][2]; - for (int i = 0; i < NSEGMENTS; ++i) { + for (int i = 0; i < NSEGMENTS; i++) { float angle = 2 * M_PI * ((float)i / (float)NSEGMENTS); p[i][0] = cosf(angle); p[i][1] = sinf(angle); @@ -1050,7 +1050,7 @@ GPUBatch *DRW_cache_empty_cylinder_get(void) GPUVertBuf *vbo = GPU_vertbuf_create_with_format(&format); GPU_vertbuf_data_alloc(vbo, NSEGMENTS * 6); - for (int i = 0; i < NSEGMENTS; ++i) { + for (int i = 0; i < NSEGMENTS; i++) { float cv[2], pv[2], v[3]; cv[0] = p[(i) % NSEGMENTS][0]; cv[1] = p[(i) % NSEGMENTS][1]; @@ -1121,7 +1121,7 @@ GPUBatch *DRW_cache_empty_capsule_cap_get(void) if (!SHC.drw_empty_capsule_cap) { /* a single ring of vertices */ float p[NSEGMENTS][2]; - for (int i = 0; i < NSEGMENTS; ++i) { + for (int i = 0; i < NSEGMENTS; i++) { float angle = 2 * M_PI * ((float)i / (float)NSEGMENTS); p[i][0] = cosf(angle); p[i][1] = sinf(angle); @@ -1141,7 +1141,7 @@ GPUBatch *DRW_cache_empty_capsule_cap_get(void) /* Base circle */ int vidx = 0; - for (int i = 0; i < NSEGMENTS; ++i) { + for (int i = 0; i < NSEGMENTS; i++) { float v[3] = {0.0f, 0.0f, 0.0f}; copy_v2_v2(v, p[(i) % NSEGMENTS]); GPU_vertbuf_attr_set(vbo, attr_id.pos, vidx++, v); @@ -1149,7 +1149,7 @@ GPUBatch *DRW_cache_empty_capsule_cap_get(void) GPU_vertbuf_attr_set(vbo, attr_id.pos, vidx++, v); } - for (int i = 0; i < NSEGMENTS / 2; ++i) { + for (int i = 0; i < NSEGMENTS / 2; i++) { float v[3] = {0.0f, 0.0f, 0.0f}; int ci = i % NSEGMENTS; int pi = (i + 1) % NSEGMENTS; @@ -1690,7 +1690,7 @@ GPUBatch *DRW_cache_light_spot_get(void) float n[NSEGMENTS][3]; float neg[NSEGMENTS][3]; float half_angle = 2 * M_PI / ((float)NSEGMENTS * 2); - for (int i = 0; i < NSEGMENTS; ++i) { + for (int i = 0; i < NSEGMENTS; i++) { float angle = 2 * M_PI * ((float)i / (float)NSEGMENTS); p[i][0] = cosf(angle); p[i][1] = sinf(angle); @@ -1715,7 +1715,7 @@ GPUBatch *DRW_cache_light_spot_get(void) GPUVertBuf *vbo = GPU_vertbuf_create_with_format(&format); GPU_vertbuf_data_alloc(vbo, NSEGMENTS * 4); - for (int i = 0; i < NSEGMENTS; ++i) { + for (int i = 0; i < NSEGMENTS; i++) { float cv[2], v[3]; cv[0] = p[i % NSEGMENTS][0]; cv[1] = p[i % NSEGMENTS][1]; @@ -1757,7 +1757,7 @@ GPUBatch *DRW_cache_light_spot_volume_get(void) if (!SHC.drw_light_spot_volume) { /* a single ring of vertices */ float p[NSEGMENTS][2]; - for (int i = 0; i < NSEGMENTS; ++i) { + for (int i = 0; i < NSEGMENTS; i++) { float angle = 2 * M_PI * ((float)i / (float)NSEGMENTS); p[i][0] = cosf(angle); p[i][1] = sinf(angle); @@ -1775,7 +1775,7 @@ GPUBatch *DRW_cache_light_spot_volume_get(void) GPU_vertbuf_data_alloc(vbo, NSEGMENTS * 3); uint v_idx = 0; - for (int i = 0; i < NSEGMENTS; ++i) { + for (int i = 0; i < NSEGMENTS; i++) { float cv[2], v[3]; ARRAY_SET_ITEMS(v, 0.0f, 0.0f, 0.0f); @@ -1824,7 +1824,7 @@ GPUBatch *DRW_cache_light_spot_square_get(void) GPU_vertbuf_data_alloc(vbo, 16); /* piramid sides */ - for (int i = 1; i <= 4; ++i) { + for (int i = 1; i <= 4; i++) { GPU_vertbuf_attr_set(vbo, attr_id.pos, v_idx++, p[0]); GPU_vertbuf_attr_set(vbo, attr_id.pos, v_idx++, p[i]); @@ -1863,7 +1863,7 @@ GPUBatch *DRW_cache_light_spot_square_volume_get(void) GPU_vertbuf_data_alloc(vbo, 12); /* piramid sides */ - for (int i = 1; i <= 4; ++i) { + for (int i = 1; i <= 4; i++) { GPU_vertbuf_attr_set(vbo, attr_id.pos, v_idx++, p[0]); GPU_vertbuf_attr_set(vbo, attr_id.pos, v_idx++, p[((i + 1) % 4) + 1]); GPU_vertbuf_attr_set(vbo, attr_id.pos, v_idx++, p[(i % 4) + 1]); @@ -1974,7 +1974,7 @@ GPUBatch *DRW_cache_lightprobe_cube_get(void) GPUVertBuf *vbo = GPU_vertbuf_create_with_format(&format); GPU_vertbuf_data_alloc(vbo, (6 + 3) * 2); - for (int i = 0; i < 6; ++i) { + for (int i = 0; i < 6; i++) { GPU_vertbuf_attr_set(vbo, attr_id.pos, v_idx++, v[i]); GPU_vertbuf_attr_set(vbo, attr_id.pos, v_idx++, v[(i + 1) % 6]); } @@ -2021,7 +2021,7 @@ GPUBatch *DRW_cache_lightprobe_grid_get(void) GPUVertBuf *vbo = GPU_vertbuf_create_with_format(&format); GPU_vertbuf_data_alloc(vbo, (6 * 2 + 3) * 2); - for (int i = 0; i < 6; ++i) { + for (int i = 0; i < 6; i++) { float tmp_v1[3], tmp_v2[3], tmp_tr[3]; copy_v3_v3(tmp_v1, v[i]); copy_v3_v3(tmp_v2, v[(i + 1) % 6]); @@ -2029,7 +2029,7 @@ GPUBatch *DRW_cache_lightprobe_grid_get(void) GPU_vertbuf_attr_set(vbo, attr_id.pos, v_idx++, tmp_v2); /* Internal wires. */ - for (int j = 1; j < 2; ++j) { + for (int j = 1; j < 2; j++) { mul_v3_v3fl(tmp_tr, v[(i / 2) * 2 + 1], -0.5f * j); add_v3_v3v3(tmp_v1, v[i], tmp_tr); add_v3_v3v3(tmp_v2, v[(i + 1) % 6], tmp_tr); @@ -2076,7 +2076,7 @@ GPUBatch *DRW_cache_lightprobe_planar_get(void) GPUVertBuf *vbo = GPU_vertbuf_create_with_format(&format); GPU_vertbuf_data_alloc(vbo, 4 * 2); - for (int i = 0; i < 4; ++i) { + for (int i = 0; i < 4; i++) { GPU_vertbuf_attr_set(vbo, attr_id.pos, v_idx++, v[i]); GPU_vertbuf_attr_set(vbo, attr_id.pos, v_idx++, v[(i + 1) % 4]); } @@ -2214,7 +2214,7 @@ GPUBatch *DRW_cache_bone_octahedral_get(void) GPU_vertbuf_data_alloc(vbo, 24); for (int i = 0; i < 8; i++) { - for (int j = 0; j < 3; ++j) { + for (int j = 0; j < 3; j++) { GPU_vertbuf_attr_set(vbo, attr_id.nor, v_idx, bone_octahedral_solid_normals[i]); GPU_vertbuf_attr_set(vbo, attr_id.snor, @@ -2710,7 +2710,7 @@ GPUBatch *DRW_cache_bone_stick_get(void) GPU_indexbuf_init_ex(&elb, GPU_PRIM_TRI_FAN, (CIRCLE_RESOL + 2) * 2 + 6 + 2, vcount); /* head/tail points */ - for (int i = 0; i < 2; ++i) { + for (int i = 0; i < 2; i++) { /* center vertex */ copy_v2_fl(pos, 0.0f); flag = (i == 0) ? POS_HEAD : POS_TAIL; @@ -2735,7 +2735,7 @@ GPUBatch *DRW_cache_bone_stick_get(void) /* Bone rectangle */ pos[0] = 0.0f; - for (int i = 0; i < 6; ++i) { + for (int i = 0; i < 6; i++) { pos[1] = (i == 0 || i == 3) ? 0.0f : ((i < 3) ? 1.0f : -1.0f); flag = ((i < 2 || i > 4) ? POS_HEAD : POS_TAIL) | ((i == 0 || i == 3) ? 0 : COL_WIRE) | COL_BONE | POS_BONE; @@ -2896,8 +2896,8 @@ GPUBatch *DRW_cache_bone_arrows_get(void) set_bone_axis_vert(vbo, attr_id.axis, attr_id.pos, attr_id.col, &v, &a, pos, c); /* Axis end marker */ - for (int j = 1; j < MARKER_FILL_LAYER + 1; ++j) { - for (int i = 0; i < MARKER_LEN; ++i) { + for (int j = 1; j < MARKER_FILL_LAYER + 1; j++) { + for (int i = 0; i < MARKER_LEN; i++) { float tmp[2]; mul_v2_v2fl(tmp, axis_marker[i], j / (float)MARKER_FILL_LAYER); set_bone_axis_vert(vbo, attr_id.axis, attr_id.pos, attr_id.col, &v, &a, tmp, c); @@ -2924,8 +2924,8 @@ GPUBatch *DRW_cache_bone_arrows_get(void) /* Axis name shadows */ copy_v3_fl(c, 0.0f); c[axis] = 0.3f; - for (int j = 0; j < SHADOW_RES; ++j) { - for (int i = 0; i < axis_v_len; ++i) { + for (int j = 0; j < SHADOW_RES; j++) { + for (int i = 0; i < axis_v_len; i++) { float tmp[2]; add_v2_v2v2(tmp, axis_verts[i], axis_name_shadow[j]); set_bone_axis_vert(vbo, attr_id.axis, attr_id.pos, attr_id.col, &v, &a, tmp, c); @@ -2935,7 +2935,7 @@ GPUBatch *DRW_cache_bone_arrows_get(void) /* Axis name */ copy_v3_fl(c, 0.1f); c[axis] = 1.0f; - for (int i = 0; i < axis_v_len; ++i) { + for (int i = 0; i < axis_v_len; i++) { set_bone_axis_vert(vbo, attr_id.axis, attr_id.pos, attr_id.col, &v, &a, axis_verts[i], c); } } @@ -2990,12 +2990,12 @@ GPUBatch *DRW_cache_bone_dof_sphere_get(void) GPU_vertbuf_data_alloc(vbo, n * n * 6 * 4); uint v = 0; - for (q = 0; q < 4; ++q) { + for (q = 0; q < 4; q++) { pz = 0.0f; - for (i = 1; i < n; ++i) { + for (i = 1; i < n; i++) { z = staticSine[i]; px = 0.0f; - for (j = 1; j <= (n - i); ++j) { + for (j = 1; j <= (n - i); j++) { x = staticSine[j]; if (j == n - i) { set_vert(px, z, q); @@ -3937,7 +3937,7 @@ GPUBatch *DRW_cache_cursor_get(bool crosshair_lines) GPU_vertbuf_data_alloc(vbo, vert_len); int v = 0; - for (int i = 0; i < segments; ++i) { + for (int i = 0; i < segments; i++) { float angle = (float)(2 * M_PI) * ((float)i / (float)segments); float x = f10 * cosf(angle); float y = f10 * sinf(angle); diff --git a/source/blender/draw/intern/draw_cache_extract_mesh.c b/source/blender/draw/intern/draw_cache_extract_mesh.c index 2518cfb399d..48c28496584 100644 --- a/source/blender/draw/intern/draw_cache_extract_mesh.c +++ b/source/blender/draw/intern/draw_cache_extract_mesh.c @@ -523,7 +523,7 @@ static void extract_tris_finish(const MeshRenderData *mr, void *ibo, void *_data /* HACK Create ibo subranges and assign them to each GPUBatch. */ if (mr->use_final_mesh && mr->cache->surface_per_mat && mr->cache->surface_per_mat[0]) { BLI_assert(mr->cache->surface_per_mat[0]->elem == ibo); - for (int i = 0; i < mr->mat_len; ++i) { + for (int i = 0; i < mr->mat_len; i++) { /* Multiply by 3 because these are triangle indices. */ int start = data->tri_mat_start[i] * 3; int len = data->tri_mat_end[i] * 3 - data->tri_mat_start[i] * 3; diff --git a/source/blender/draw/intern/draw_cache_impl_curve.c b/source/blender/draw/intern/draw_cache_impl_curve.c index 241cd68bc3a..c0cbe3266cb 100644 --- a/source/blender/draw/intern/draw_cache_impl_curve.c +++ b/source/blender/draw/intern/draw_cache_impl_curve.c @@ -464,7 +464,7 @@ static void curve_batch_cache_init(Curve *cu) cache->surf_per_mat = MEM_mallocN(sizeof(*cache->surf_per_mat) * cache->mat_len, __func__); /* TODO Might be wiser to alloc in one chunk. */ - for (int i = 0; i < cache->mat_len; ++i) { + for (int i = 0; i < cache->mat_len; i++) { cache->surf_per_mat_tris[i] = MEM_callocN(sizeof(GPUIndexBuf), "GPUIndexBuf"); cache->surf_per_mat[i] = MEM_callocN(sizeof(GPUBatch), "GPUBatch"); } @@ -516,24 +516,24 @@ static void curve_batch_cache_clear(Curve *cu) return; } - for (int i = 0; i < sizeof(cache->ordered) / sizeof(void *); ++i) { + for (int i = 0; i < sizeof(cache->ordered) / sizeof(void *); i++) { GPUVertBuf **vbo = (GPUVertBuf **)&cache->ordered; GPU_VERTBUF_DISCARD_SAFE(vbo[i]); } - for (int i = 0; i < sizeof(cache->edit) / sizeof(void *); ++i) { + for (int i = 0; i < sizeof(cache->edit) / sizeof(void *); i++) { GPUVertBuf **vbo = (GPUVertBuf **)&cache->edit; GPU_VERTBUF_DISCARD_SAFE(vbo[i]); } - for (int i = 0; i < sizeof(cache->ibo) / sizeof(void *); ++i) { + for (int i = 0; i < sizeof(cache->ibo) / sizeof(void *); i++) { GPUIndexBuf **ibo = (GPUIndexBuf **)&cache->ibo; GPU_INDEXBUF_DISCARD_SAFE(ibo[i]); } - for (int i = 0; i < sizeof(cache->batch) / sizeof(void *); ++i) { + for (int i = 0; i < sizeof(cache->batch) / sizeof(void *); i++) { GPUBatch **batch = (GPUBatch **)&cache->batch; GPU_BATCH_DISCARD_SAFE(batch[i]); } - for (int i = 0; i < cache->mat_len; ++i) { + for (int i = 0; i < cache->mat_len; i++) { GPU_INDEXBUF_DISCARD_SAFE(cache->surf_per_mat_tris[i]); GPU_BATCH_DISCARD_SAFE(cache->surf_per_mat[i]); } @@ -891,7 +891,7 @@ GPUBatch **DRW_curve_batch_cache_get_surface_shaded(struct Curve *cu, curve_cd_calc_used_gpu_layers(&cache->cd_needed, gpumat_array, gpumat_array_len); - for (int i = 0; i < cache->mat_len; ++i) { + for (int i = 0; i < cache->mat_len; i++) { DRW_batch_request(&cache->surf_per_mat[i]); } return cache->surf_per_mat; @@ -929,7 +929,7 @@ void DRW_curve_batch_cache_create_requested(Object *ob) /* Verify that all surface batches have needed attribute layers. */ /* TODO(fclem): We could be a bit smarter here and only do it per material. */ - for (int i = 0; i < cache->mat_len; ++i) { + for (int i = 0; i < cache->mat_len; i++) { if ((cache->cd_used & cache->cd_needed) != cache->cd_needed) { /* We can't discard batches at this point as they have been * referenced for drawing. Just clear them in place. */ @@ -979,7 +979,7 @@ void DRW_curve_batch_cache_create_requested(Object *ob) if (DRW_batch_requested(cache->batch.edit_normals, GPU_PRIM_LINES)) { DRW_vbo_request(cache->batch.edit_normals, &cache->edit.curves_nor); } - for (int i = 0; i < cache->mat_len; ++i) { + for (int i = 0; i < cache->mat_len; i++) { if (DRW_batch_requested(cache->surf_per_mat[i], GPU_PRIM_TRIS)) { if (cache->mat_len > 1) { DRW_ibo_request(cache->surf_per_mat[i], &cache->surf_per_mat_tris[i]); @@ -1014,7 +1014,7 @@ void DRW_curve_batch_cache_create_requested(Object *ob) DRW_ADD_FLAG_FROM_IBO_REQUEST(mr_flag, cache->ibo.edit_verts_points, CU_DATATYPE_OVERLAY); DRW_ADD_FLAG_FROM_IBO_REQUEST(mr_flag, cache->ibo.edit_lines, CU_DATATYPE_OVERLAY); - for (int i = 0; i < cache->mat_len; ++i) { + for (int i = 0; i < cache->mat_len; i++) { DRW_ADD_FLAG_FROM_IBO_REQUEST(mr_flag, cache->surf_per_mat_tris[i], CU_DATATYPE_SURFACE); } @@ -1080,7 +1080,7 @@ void DRW_curve_batch_cache_create_requested(Object *ob) #ifdef DEBUG /* Make sure all requested batches have been setup. */ - for (int i = 0; i < sizeof(cache->batch) / sizeof(void *); ++i) { + for (int i = 0; i < sizeof(cache->batch) / sizeof(void *); i++) { BLI_assert(!DRW_batch_requested(((GPUBatch **)&cache->batch)[i], 0)); } #endif diff --git a/source/blender/draw/intern/draw_cache_impl_lattice.c b/source/blender/draw/intern/draw_cache_impl_lattice.c index 8b3864684b5..01cd2b52ae3 100644 --- a/source/blender/draw/intern/draw_cache_impl_lattice.c +++ b/source/blender/draw/intern/draw_cache_impl_lattice.c @@ -420,7 +420,7 @@ static GPUVertBuf *lattice_batch_cache_get_pos(LatticeRenderData *rdata, cache->pos = GPU_vertbuf_create_with_format(&format); GPU_vertbuf_data_alloc(cache->pos, vert_len); - for (int i = 0; i < vert_len; ++i) { + for (int i = 0; i < vert_len; i++) { const BPoint *bp = lattice_render_data_vert_bpoint(rdata, i); GPU_vertbuf_attr_set(cache->pos, attr_id.pos, i, bp->vec); @@ -516,7 +516,7 @@ static void lattice_batch_cache_create_overlay_batches(Lattice *lt) GPUVertBuf *vbo = GPU_vertbuf_create_with_format(&format); GPU_vertbuf_data_alloc(vbo, vert_len); - for (int i = 0; i < vert_len; ++i) { + for (int i = 0; i < vert_len; i++) { const BPoint *bp = lattice_render_data_vert_bpoint(rdata, i); char vflag = 0; diff --git a/source/blender/draw/intern/draw_cache_impl_mesh.c b/source/blender/draw/intern/draw_cache_impl_mesh.c index 96c677dc184..f0afbe2afe5 100644 --- a/source/blender/draw/intern/draw_cache_impl_mesh.c +++ b/source/blender/draw/intern/draw_cache_impl_mesh.c @@ -603,14 +603,14 @@ static void mesh_batch_cache_clear(Mesh *me) { GPUVertBuf **vbos = (GPUVertBuf **)&mbufcache->vbo; GPUIndexBuf **ibos = (GPUIndexBuf **)&mbufcache->ibo; - for (int i = 0; i < sizeof(mbufcache->vbo) / sizeof(void *); ++i) { + for (int i = 0; i < sizeof(mbufcache->vbo) / sizeof(void *); i++) { GPU_VERTBUF_DISCARD_SAFE(vbos[i]); } - for (int i = 0; i < sizeof(mbufcache->ibo) / sizeof(void *); ++i) { + for (int i = 0; i < sizeof(mbufcache->ibo) / sizeof(void *); i++) { GPU_INDEXBUF_DISCARD_SAFE(ibos[i]); } } - for (int i = 0; i < sizeof(cache->batch) / sizeof(void *); ++i) { + for (int i = 0; i < sizeof(cache->batch) / sizeof(void *); i++) { GPUBatch **batch = (GPUBatch **)&cache->batch; GPU_BATCH_DISCARD_SAFE(batch[i]); } @@ -756,7 +756,7 @@ GPUBatch **DRW_mesh_batch_cache_get_surface_shaded(Mesh *me, *auto_layer_is_srgb = cache->auto_layer_is_srgb; *auto_layer_count = cache->auto_layer_len; } - for (int i = 0; i < cache->mat_len; ++i) { + for (int i = 0; i < cache->mat_len; i++) { DRW_batch_request(&cache->surface_per_mat[i]); } return cache->surface_per_mat; @@ -767,7 +767,7 @@ GPUBatch **DRW_mesh_batch_cache_get_surface_texpaint(Mesh *me) MeshBatchCache *cache = mesh_batch_cache_get(me); mesh_batch_cache_add_request(cache, MBC_SURF_PER_MAT); texpaint_request_active_uv(cache, me); - for (int i = 0; i < cache->mat_len; ++i) { + for (int i = 0; i < cache->mat_len; i++) { DRW_batch_request(&cache->surface_per_mat[i]); } return cache->surface_per_mat; @@ -1054,7 +1054,7 @@ void DRW_mesh_batch_cache_create_requested( * This is only if the cd_needed changes so it is ok to keep them.*/ if (cache->surface_per_mat[0] && cache->surface_per_mat[0]->elem) { saved_elem_ranges = MEM_callocN(sizeof(saved_elem_ranges) * cache->mat_len, __func__); - for (int i = 0; i < cache->mat_len; ++i) { + for (int i = 0; i < cache->mat_len; i++) { saved_elem_ranges[i] = cache->surface_per_mat[i]->elem; /* Avoid deletion as the batch is owner. */ cache->surface_per_mat[i]->elem = NULL; @@ -1063,7 +1063,7 @@ void DRW_mesh_batch_cache_create_requested( } /* We can't discard batches at this point as they have been * referenced for drawing. Just clear them in place. */ - for (int i = 0; i < cache->mat_len; ++i) { + for (int i = 0; i < cache->mat_len; i++) { GPU_BATCH_CLEAR_SAFE(cache->surface_per_mat[i]); } GPU_BATCH_CLEAR_SAFE(cache->batch.surface); @@ -1181,7 +1181,7 @@ void DRW_mesh_batch_cache_create_requested( } /* Per Material */ - for (int i = 0; i < cache->mat_len; ++i) { + for (int i = 0; i < cache->mat_len; i++) { if (DRW_batch_requested(cache->surface_per_mat[i], GPU_PRIM_TRIS)) { if (saved_elem_ranges && saved_elem_ranges[i]) { /* XXX assign old element buffer range (it did not change).*/ @@ -1325,25 +1325,25 @@ void DRW_mesh_batch_cache_create_requested( #ifdef DEBUG check: /* Make sure all requested batches have been setup. */ - for (int i = 0; i < sizeof(cache->batch) / sizeof(void *); ++i) { + for (int i = 0; i < sizeof(cache->batch) / sizeof(void *); i++) { BLI_assert(!DRW_batch_requested(((GPUBatch **)&cache->batch)[i], 0)); } - for (int i = 0; i < sizeof(cache->final.vbo) / sizeof(void *); ++i) { + for (int i = 0; i < sizeof(cache->final.vbo) / sizeof(void *); i++) { BLI_assert(!DRW_vbo_requested(((GPUVertBuf **)&cache->final.vbo)[i])); } - for (int i = 0; i < sizeof(cache->final.ibo) / sizeof(void *); ++i) { + for (int i = 0; i < sizeof(cache->final.ibo) / sizeof(void *); i++) { BLI_assert(!DRW_ibo_requested(((GPUIndexBuf **)&cache->final.ibo)[i])); } - for (int i = 0; i < sizeof(cache->cage.vbo) / sizeof(void *); ++i) { + for (int i = 0; i < sizeof(cache->cage.vbo) / sizeof(void *); i++) { BLI_assert(!DRW_vbo_requested(((GPUVertBuf **)&cache->cage.vbo)[i])); } - for (int i = 0; i < sizeof(cache->cage.ibo) / sizeof(void *); ++i) { + for (int i = 0; i < sizeof(cache->cage.ibo) / sizeof(void *); i++) { BLI_assert(!DRW_ibo_requested(((GPUIndexBuf **)&cache->cage.ibo)[i])); } - for (int i = 0; i < sizeof(cache->uv_cage.vbo) / sizeof(void *); ++i) { + for (int i = 0; i < sizeof(cache->uv_cage.vbo) / sizeof(void *); i++) { BLI_assert(!DRW_vbo_requested(((GPUVertBuf **)&cache->uv_cage.vbo)[i])); } - for (int i = 0; i < sizeof(cache->uv_cage.ibo) / sizeof(void *); ++i) { + for (int i = 0; i < sizeof(cache->uv_cage.ibo) / sizeof(void *); i++) { BLI_assert(!DRW_ibo_requested(((GPUIndexBuf **)&cache->uv_cage.ibo)[i])); } #endif diff --git a/source/blender/draw/intern/draw_cache_impl_metaball.c b/source/blender/draw/intern/draw_cache_impl_metaball.c index 60f15338412..e3bfcbde3ef 100644 --- a/source/blender/draw/intern/draw_cache_impl_metaball.c +++ b/source/blender/draw/intern/draw_cache_impl_metaball.c @@ -212,7 +212,7 @@ GPUBatch **DRW_metaball_batch_cache_get_surface_shaded(Object *ob, cache->shaded_triangles = MEM_callocN(sizeof(*cache->shaded_triangles) * cache->mat_len, __func__); cache->shaded_triangles[0] = DRW_metaball_batch_cache_get_triangles_with_normals(ob); - for (int i = 1; i < cache->mat_len; ++i) { + for (int i = 1; i < cache->mat_len; i++) { cache->shaded_triangles[i] = NULL; } } diff --git a/source/blender/draw/intern/draw_cache_impl_particles.c b/source/blender/draw/intern/draw_cache_impl_particles.c index 6cd03d14bfd..3afdd77b6a7 100644 --- a/source/blender/draw/intern/draw_cache_impl_particles.c +++ b/source/blender/draw/intern/draw_cache_impl_particles.c @@ -190,18 +190,18 @@ static void particle_batch_cache_clear_hair(ParticleHairCache *hair_cache) DRW_TEXTURE_FREE_SAFE(hair_cache->strand_tex); DRW_TEXTURE_FREE_SAFE(hair_cache->strand_seg_tex); - for (int i = 0; i < MAX_MTFACE; ++i) { + for (int i = 0; i < MAX_MTFACE; i++) { GPU_VERTBUF_DISCARD_SAFE(hair_cache->proc_uv_buf[i]); DRW_TEXTURE_FREE_SAFE(hair_cache->uv_tex[i]); } - for (int i = 0; i < MAX_MCOL; ++i) { + for (int i = 0; i < MAX_MCOL; i++) { GPU_VERTBUF_DISCARD_SAFE(hair_cache->proc_col_buf[i]); DRW_TEXTURE_FREE_SAFE(hair_cache->col_tex[i]); } - for (int i = 0; i < MAX_HAIR_SUBDIV; ++i) { + for (int i = 0; i < MAX_HAIR_SUBDIV; i++) { GPU_VERTBUF_DISCARD_SAFE(hair_cache->final[i].proc_buf); DRW_TEXTURE_FREE_SAFE(hair_cache->final[i].proc_tex); - for (int j = 0; j < MAX_THICKRES; ++j) { + for (int j = 0; j < MAX_THICKRES; j++) { GPU_BATCH_DISCARD_SAFE(hair_cache->final[i].proc_hairs[j]); } } diff --git a/source/blender/draw/intern/draw_common.c b/source/blender/draw/intern/draw_common.c index 096e1c2aeca..8e0f713add6 100644 --- a/source/blender/draw/intern/draw_common.c +++ b/source/blender/draw/intern/draw_common.c @@ -296,13 +296,13 @@ static struct { void DRW_globals_free(void) { struct GPUVertFormat **format = &g_formats.instance_screenspace; - for (int i = 0; i < sizeof(g_formats) / sizeof(void *); ++i, ++format) { + for (int i = 0; i < sizeof(g_formats) / sizeof(void *); i++, format++) { MEM_SAFE_FREE(*format); } for (int j = 0; j < GPU_SHADER_CFG_LEN; j++) { struct GPUShader **shader = &g_shaders[j].shape_outline; - for (int i = 0; i < sizeof(g_shaders[j]) / sizeof(void *); ++i, ++shader) { + for (int i = 0; i < sizeof(g_shaders[j]) / sizeof(void *); i++, shader++) { DRW_SHADER_FREE_SAFE(*shader); } } diff --git a/source/blender/draw/intern/draw_debug.c b/source/blender/draw/intern/draw_debug.c index 9681ffd9d3d..6b05bb07c0f 100644 --- a/source/blender/draw/intern/draw_debug.c +++ b/source/blender/draw/intern/draw_debug.c @@ -63,7 +63,7 @@ void DRW_debug_polygon_v3(const float (*v)[3], const int vert_len, const float c { BLI_assert(vert_len > 1); - for (int i = 0; i < vert_len; ++i) { + for (int i = 0; i < vert_len; i++) { DRW_debug_line_v3v3(v[i], v[(i + 1) % vert_len], color); } } @@ -117,7 +117,7 @@ void DRW_debug_m4_as_bbox(const float m[4][4], const float color[4], const bool } BKE_boundbox_init_from_minmax(&bb, min, max); - for (int i = 0; i < 8; ++i) { + for (int i = 0; i < 8; i++) { mul_project_m4_v3(project_matrix, bb.vec[i]); } DRW_debug_bbox(&bb, color); diff --git a/source/blender/draw/intern/draw_hair.c b/source/blender/draw/intern/draw_hair.c index 44ed01c47aa..f77243ca9f1 100644 --- a/source/blender/draw/intern/draw_hair.c +++ b/source/blender/draw/intern/draw_hair.c @@ -151,13 +151,13 @@ static DRWShadingGroup *drw_shgroup_create_hair_procedural_ex(Object *object, } /* TODO optimize this. Only bind the ones GPUMaterial needs. */ - for (int i = 0; i < hair_cache->num_uv_layers; ++i) { - for (int n = 0; n < MAX_LAYER_NAME_CT && hair_cache->uv_layer_names[i][n][0] != '\0'; ++n) { + for (int i = 0; i < hair_cache->num_uv_layers; i++) { + for (int n = 0; n < MAX_LAYER_NAME_CT && hair_cache->uv_layer_names[i][n][0] != '\0'; n++) { DRW_shgroup_uniform_texture(shgrp, hair_cache->uv_layer_names[i][n], hair_cache->uv_tex[i]); } } - for (int i = 0; i < hair_cache->num_col_layers; ++i) { - for (int n = 0; n < MAX_LAYER_NAME_CT && hair_cache->col_layer_names[i][n][0] != '\0'; ++n) { + for (int i = 0; i < hair_cache->num_col_layers; i++) { + for (int n = 0; n < MAX_LAYER_NAME_CT && hair_cache->col_layer_names[i][n][0] != '\0'; n++) { DRW_shgroup_uniform_texture( shgrp, hair_cache->col_layer_names[i][n], hair_cache->col_tex[i]); } @@ -323,7 +323,7 @@ void DRW_hair_update(void) void DRW_hair_free(void) { - for (int i = 0; i < PART_REFINE_MAX_SHADER; ++i) { + for (int i = 0; i < PART_REFINE_MAX_SHADER; i++) { DRW_SHADER_FREE_SAFE(g_refine_shaders[i]); } } diff --git a/source/blender/draw/intern/draw_instance_data.c b/source/blender/draw/intern/draw_instance_data.c index 8f26cc72a02..69756203d66 100644 --- a/source/blender/draw/intern/draw_instance_data.c +++ b/source/blender/draw/intern/draw_instance_data.c @@ -298,7 +298,7 @@ void DRW_instance_data_list_free(DRWInstanceDataList *idatalist) { DRWInstanceData *idata, *next_idata; - for (int i = 0; i < MAX_INSTANCE_DATA_SIZE; ++i) { + for (int i = 0; i < MAX_INSTANCE_DATA_SIZE; i++) { for (idata = idatalist->idata_head[i]; idata; idata = next_idata) { next_idata = idata->next; DRW_instance_data_free(idata); @@ -319,7 +319,7 @@ void DRW_instance_data_list_reset(DRWInstanceDataList *idatalist) { DRWInstanceData *idata; - for (int i = 0; i < MAX_INSTANCE_DATA_SIZE; ++i) { + for (int i = 0; i < MAX_INSTANCE_DATA_SIZE; i++) { for (idata = idatalist->idata_head[i]; idata; idata = idata->next) { idata->used = false; } @@ -331,7 +331,7 @@ void DRW_instance_data_list_free_unused(DRWInstanceDataList *idatalist) DRWInstanceData *idata, *next_idata; /* Remove unused data blocks and sanitize each list. */ - for (int i = 0; i < MAX_INSTANCE_DATA_SIZE; ++i) { + for (int i = 0; i < MAX_INSTANCE_DATA_SIZE; i++) { idatalist->idata_tail[i] = NULL; for (idata = idatalist->idata_head[i]; idata; idata = next_idata) { next_idata = idata->next; @@ -360,7 +360,7 @@ void DRW_instance_data_list_resize(DRWInstanceDataList *idatalist) { DRWInstanceData *idata; - for (int i = 0; i < MAX_INSTANCE_DATA_SIZE; ++i) { + for (int i = 0; i < MAX_INSTANCE_DATA_SIZE; i++) { for (idata = idatalist->idata_head[i]; idata; idata = idata->next) { BLI_mempool_clear_ex(idata->mempool, BLI_mempool_len(idata->mempool)); } diff --git a/source/blender/draw/intern/draw_manager_data.c b/source/blender/draw/intern/draw_manager_data.c index 8b7cb9c1dad..cd174e899d4 100644 --- a/source/blender/draw/intern/draw_manager_data.c +++ b/source/blender/draw/intern/draw_manager_data.c @@ -787,7 +787,7 @@ void DRW_buffer_add_entry_array(DRWCallBuffer *callbuf, const void *attr[], uint GPU_vertbuf_data_resize(buf, count + DRW_BUFFER_VERTS_CHUNK); } - for (int i = 0; i < attr_len; ++i) { + for (int i = 0; i < attr_len; i++) { GPU_vertbuf_attr_set(buf, i, count, attr[i]); } @@ -939,7 +939,7 @@ GPUVertFormat *DRW_shgroup_instance_format_array(const DRWInstanceAttrFormat att { GPUVertFormat *format = MEM_callocN(sizeof(GPUVertFormat), "GPUVertFormat"); - for (int i = 0; i < arraysize; ++i) { + for (int i = 0; i < arraysize; i++) { GPU_vertformat_attr_add(format, attrs[i].name, (attrs[i].type == DRW_ATTR_INT) ? GPU_COMP_I32 : GPU_COMP_F32, diff --git a/source/blender/draw/intern/draw_manager_exec.c b/source/blender/draw/intern/draw_manager_exec.c index 0d19a257cfa..9732f36e293 100644 --- a/source/blender/draw/intern/draw_manager_exec.c +++ b/source/blender/draw/intern/draw_manager_exec.c @@ -301,12 +301,12 @@ void drw_state_set(DRWState state) int test; if ((test = CHANGED_TO(DRW_STATE_CLIP_PLANES))) { if (test == 1) { - for (int i = 0; i < DST.view_active->clip_planes_len; ++i) { + for (int i = 0; i < DST.view_active->clip_planes_len; i++) { glEnable(GL_CLIP_DISTANCE0 + i); } } else { - for (int i = 0; i < MAX_CLIP_PLANES; ++i) { + for (int i = 0; i < MAX_CLIP_PLANES; i++) { glDisable(GL_CLIP_DISTANCE0 + i); } } @@ -771,7 +771,7 @@ static bool ubo_bindings_validate(DRWShadingGroup *shgroup) glGetIntegerv(GL_CURRENT_PROGRAM, &program); glGetProgramiv(program, GL_ACTIVE_UNIFORM_BLOCKS, &active_blocks); - for (uint i = 0; i < active_blocks; ++i) { + for (uint i = 0; i < active_blocks; i++) { int binding = 0; int buffer = 0; diff --git a/source/blender/draw/intern/draw_manager_profiling.c b/source/blender/draw/intern/draw_manager_profiling.c index bab69cf7a57..76382132230 100644 --- a/source/blender/draw/intern/draw_manager_profiling.c +++ b/source/blender/draw/intern/draw_manager_profiling.c @@ -63,7 +63,7 @@ static struct DRWTimerPool { void DRW_stats_free(void) { if (DTP.timers != NULL) { - for (int i = 0; i < DTP.timer_count; ++i) { + for (int i = 0; i < DTP.timer_count; i++) { DRWTimer *timer = &DTP.timers[i]; glDeleteQueries(2, timer->query); } @@ -169,7 +169,7 @@ void DRW_stats_reset(void) GLuint64 lvl_time[MAX_NESTED_TIMER] = {0}; /* Swap queries for the next frame and sum up each lvl time. */ - for (int i = DTP.timer_increment - 1; i >= 0; --i) { + for (int i = DTP.timer_increment - 1; i >= 0; i--) { DRWTimer *timer = &DTP.timers[i]; SWAP(GLuint, timer->query[0], timer->query[1]); @@ -323,7 +323,7 @@ void DRW_stats_draw(const rcti *rect) BLI_strncpy(stat_string, "GPU Render Timings", sizeof(stat_string)); draw_stat(rect, 0, v++, stat_string, sizeof(stat_string)); - for (int i = 0; i < DTP.timer_increment; ++i) { + for (int i = 0; i < DTP.timer_increment; i++) { double time_ms, time_percent; DRWTimer *timer = &DTP.timers[i]; DRWTimer *timer_parent = (timer->lvl > 0) ? &DTP.timers[lvl_index[timer->lvl - 1]] : NULL; diff --git a/source/blender/draw/modes/edit_armature_mode.c b/source/blender/draw/modes/edit_armature_mode.c index dfe5a4b7a2f..20195b7d9f9 100644 --- a/source/blender/draw/modes/edit_armature_mode.c +++ b/source/blender/draw/modes/edit_armature_mode.c @@ -74,7 +74,7 @@ static void EDIT_ARMATURE_cache_init(void *vedata) } stl->g_data->transparent_bones = (draw_ctx->v3d->shading.type == OB_WIRE); - for (int i = 0; i < 2; ++i) { + for (int i = 0; i < 2; i++) { /* Solid bones */ DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_CULL_BACK; psl->bone_solid[i] = DRW_pass_create("Bone Solid Pass", state | DRW_STATE_WRITE_DEPTH); diff --git a/source/blender/draw/modes/object_mode.c b/source/blender/draw/modes/object_mode.c index 716372560db..663624aa050 100644 --- a/source/blender/draw/modes/object_mode.c +++ b/source/blender/draw/modes/object_mode.c @@ -1517,7 +1517,7 @@ static void OBJECT_cache_init(void *vedata) psl->camera_images_front = DRW_pass_create("Camera Images Front", state); } - for (int i = 0; i < 2; ++i) { + for (int i = 0; i < 2; i++) { OBJECT_ShadingGroupList *sgl = (i == 1) ? &stl->g_data->sgl_ghost : &stl->g_data->sgl; /* Solid bones */ @@ -1540,7 +1540,7 @@ static void OBJECT_cache_init(void *vedata) sgl->bone_axes = psl->bone_axes[i] = DRW_pass_create("Bone Axes Pass", state); } - for (int i = 0; i < 2; ++i) { + for (int i = 0; i < 2; i++) { OBJECT_ShadingGroupList *sgl = (i == 1) ? &stl->g_data->sgl_ghost : &stl->g_data->sgl; /* Non Meshes Pass (Camera, empties, lights ...) */ @@ -2982,7 +2982,7 @@ static void DRW_shgroup_lightprobe(OBJECT_Shaders *sh_data, {0.0, 0.0, 0.0, 1.0}}, }; - for (int i = 0; i < 6; ++i) { + for (int i = 0; i < 6; i++) { float clipmat[4][4]; normalize_m4_m4(clipmat, ob->obmat); mul_m4_m4m4(clipmat, clipmat, cubefacemat[i]); diff --git a/source/blender/draw/modes/pose_mode.c b/source/blender/draw/modes/pose_mode.c index 3a5c87688fe..91e4e2335de 100644 --- a/source/blender/draw/modes/pose_mode.c +++ b/source/blender/draw/modes/pose_mode.c @@ -127,7 +127,7 @@ static void POSE_cache_init(void *vedata) POSE_PrivateData *ppd = stl->g_data; ppd->transparent_bones = (draw_ctx->v3d->shading.type == OB_WIRE); - for (int i = 0; i < 2; ++i) { + for (int i = 0; i < 2; i++) { /* Solid bones */ DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_DEPTH_LESS_EQUAL | DRW_STATE_CULL_BACK; psl->bone_solid[i] = DRW_pass_create("Bone Solid Pass", state | DRW_STATE_WRITE_DEPTH); |