Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
authorCampbell Barton <ideasman42@gmail.com>2019-04-17 07:17:24 +0300
committerCampbell Barton <ideasman42@gmail.com>2019-04-17 07:21:24 +0300
commite12c08e8d170b7ca40f204a5b0423c23a9fbc2c1 (patch)
tree8cf3453d12edb177a218ef8009357518ec6cab6a /source/blender/gpu/GPU_framebuffer.h
parentb3dabc200a4b0399ec6b81f2ff2730d07b44fcaa (diff)
ClangFormat: apply to source, most of intern
Apply clang format as proposed in T53211. For details on usage and instructions for migrating branches without conflicts, see: https://wiki.blender.org/wiki/Tools/ClangFormat
Diffstat (limited to 'source/blender/gpu/GPU_framebuffer.h')
-rw-r--r--source/blender/gpu/GPU_framebuffer.h130
1 files changed, 75 insertions, 55 deletions
diff --git a/source/blender/gpu/GPU_framebuffer.h b/source/blender/gpu/GPU_framebuffer.h
index 77573b80a1b..3cc972fabfb 100644
--- a/source/blender/gpu/GPU_framebuffer.h
+++ b/source/blender/gpu/GPU_framebuffer.h
@@ -31,14 +31,14 @@ extern "C" {
struct GPUTexture;
typedef struct GPUAttachment {
- struct GPUTexture *tex;
- int mip, layer;
+ struct GPUTexture *tex;
+ int mip, layer;
} GPUAttachment;
typedef enum eGPUFrameBufferBits {
- GPU_COLOR_BIT = (1 << 0),
- GPU_DEPTH_BIT = (1 << 1),
- GPU_STENCIL_BIT = (1 << 2),
+ GPU_COLOR_BIT = (1 << 0),
+ GPU_DEPTH_BIT = (1 << 1),
+ GPU_STENCIL_BIT = (1 << 2),
} eGPUFrameBufferBits;
typedef struct GPUFrameBuffer GPUFrameBuffer;
@@ -63,25 +63,24 @@ bool GPU_framebuffer_check_valid(GPUFrameBuffer *fb, char err_out[256]);
GPUFrameBuffer *GPU_framebuffer_active_get(void);
-#define GPU_FRAMEBUFFER_FREE_SAFE(fb) do { \
- if (fb != NULL) { \
- GPU_framebuffer_free(fb); \
- fb = NULL; \
- } \
-} while (0)
+#define GPU_FRAMEBUFFER_FREE_SAFE(fb) \
+ do { \
+ if (fb != NULL) { \
+ GPU_framebuffer_free(fb); \
+ fb = NULL; \
+ } \
+ } while (0)
/* Framebuffer setup : You need to call GPU_framebuffer_bind for theses
* to be effective. */
-void GPU_framebuffer_texture_attach(
- GPUFrameBuffer *fb, struct GPUTexture *tex, int slot, int mip);
+void GPU_framebuffer_texture_attach(GPUFrameBuffer *fb, struct GPUTexture *tex, int slot, int mip);
void GPU_framebuffer_texture_layer_attach(
- GPUFrameBuffer *fb, struct GPUTexture *tex, int slot, int layer, int mip);
+ GPUFrameBuffer *fb, struct GPUTexture *tex, int slot, int layer, int mip);
void GPU_framebuffer_texture_cubeface_attach(
- GPUFrameBuffer *fb, struct GPUTexture *tex, int slot, int face, int mip);
+ GPUFrameBuffer *fb, struct GPUTexture *tex, int slot, int face, int mip);
void GPU_framebuffer_texture_detach(GPUFrameBuffer *fb, struct GPUTexture *tex);
-void GPU_framebuffer_texture_detach_slot(
- GPUFrameBuffer *fb, struct GPUTexture *tex, int type);
+void GPU_framebuffer_texture_detach_slot(GPUFrameBuffer *fb, struct GPUTexture *tex, int type);
/**
* How to use #GPU_framebuffer_ensure_config().
@@ -102,79 +101,99 @@ void GPU_framebuffer_texture_detach_slot(
* \note Make sure that the dimensions of your textures matches
* otherwise you will have an invalid framebuffer error.
*/
-#define GPU_framebuffer_ensure_config(_fb, ...) do { \
- if (*(_fb) == NULL) { \
- *(_fb) = GPU_framebuffer_create(); \
- } \
- GPUAttachment config[] = __VA_ARGS__; \
- GPU_framebuffer_config_array(*(_fb), config, (sizeof(config) / sizeof(GPUAttachment))); \
-} while (0)
+#define GPU_framebuffer_ensure_config(_fb, ...) \
+ do { \
+ if (*(_fb) == NULL) { \
+ *(_fb) = GPU_framebuffer_create(); \
+ } \
+ GPUAttachment config[] = __VA_ARGS__; \
+ GPU_framebuffer_config_array(*(_fb), config, (sizeof(config) / sizeof(GPUAttachment))); \
+ } while (0)
void GPU_framebuffer_config_array(GPUFrameBuffer *fb, const GPUAttachment *config, int config_len);
#define GPU_ATTACHMENT_NONE \
- { .tex = NULL, .layer = -1, .mip = 0, }
+ { \
+ .tex = NULL, .layer = -1, .mip = 0, \
+ }
#define GPU_ATTACHMENT_LEAVE \
- { .tex = NULL, .layer = -1, .mip = -1, }
+ { \
+ .tex = NULL, .layer = -1, .mip = -1, \
+ }
#define GPU_ATTACHMENT_TEXTURE(_tex) \
- { .tex = _tex, .layer = -1, .mip = 0, }
+ { \
+ .tex = _tex, .layer = -1, .mip = 0, \
+ }
#define GPU_ATTACHMENT_TEXTURE_MIP(_tex, _mip) \
- { .tex = _tex, .layer = -1, .mip = _mip, }
+ { \
+ .tex = _tex, .layer = -1, .mip = _mip, \
+ }
#define GPU_ATTACHMENT_TEXTURE_LAYER(_tex, _layer) \
- { .tex = _tex, .layer = _layer, .mip = 0, }
+ { \
+ .tex = _tex, .layer = _layer, .mip = 0, \
+ }
#define GPU_ATTACHMENT_TEXTURE_LAYER_MIP(_tex, _layer, _mip) \
- { .tex = _tex, .layer = _layer, .mip = _mip, }
+ { \
+ .tex = _tex, .layer = _layer, .mip = _mip, \
+ }
#define GPU_ATTACHMENT_TEXTURE_CUBEFACE(_tex, _face) \
- { .tex = _tex, .layer = _face, .mip = 0, }
+ { \
+ .tex = _tex, .layer = _face, .mip = 0, \
+ }
#define GPU_ATTACHMENT_TEXTURE_CUBEFACE_MIP(_tex, _face, _mip) \
- { .tex = _tex, .layer = _face, .mip = _mip, }
+ { \
+ .tex = _tex, .layer = _face, .mip = _mip, \
+ }
/* Framebuffer operations */
void GPU_framebuffer_viewport_set(GPUFrameBuffer *fb, int x, int y, int w, int h);
-void GPU_framebuffer_clear(
- GPUFrameBuffer *fb, eGPUFrameBufferBits buffers,
- const float clear_col[4], float clear_depth, unsigned int clear_stencil);
+void GPU_framebuffer_clear(GPUFrameBuffer *fb,
+ eGPUFrameBufferBits buffers,
+ const float clear_col[4],
+ float clear_depth,
+ unsigned int clear_stencil);
#define GPU_framebuffer_clear_color(fb, col) \
- GPU_framebuffer_clear(fb, GPU_COLOR_BIT, col, 0.0f, 0x00)
+ GPU_framebuffer_clear(fb, GPU_COLOR_BIT, col, 0.0f, 0x00)
#define GPU_framebuffer_clear_depth(fb, depth) \
- GPU_framebuffer_clear(fb, GPU_DEPTH_BIT, NULL, depth, 0x00)
+ GPU_framebuffer_clear(fb, GPU_DEPTH_BIT, NULL, depth, 0x00)
#define GPU_framebuffer_clear_color_depth(fb, col, depth) \
- GPU_framebuffer_clear(fb, GPU_COLOR_BIT | GPU_DEPTH_BIT, col, depth, 0x00)
+ GPU_framebuffer_clear(fb, GPU_COLOR_BIT | GPU_DEPTH_BIT, col, depth, 0x00)
#define GPU_framebuffer_clear_stencil(fb, stencil) \
- GPU_framebuffer_clear(fb, GPU_STENCIL_BIT, NULL, 0.0f, stencil)
+ GPU_framebuffer_clear(fb, GPU_STENCIL_BIT, NULL, 0.0f, stencil)
#define GPU_framebuffer_clear_depth_stencil(fb, depth, stencil) \
- GPU_framebuffer_clear(fb, GPU_DEPTH_BIT | GPU_STENCIL_BIT, NULL, depth, stencil)
+ GPU_framebuffer_clear(fb, GPU_DEPTH_BIT | GPU_STENCIL_BIT, NULL, depth, stencil)
#define GPU_framebuffer_clear_color_depth_stencil(fb, col, depth, stencil) \
- GPU_framebuffer_clear(fb, GPU_COLOR_BIT | GPU_DEPTH_BIT | GPU_STENCIL_BIT, col, depth, stencil)
+ GPU_framebuffer_clear(fb, GPU_COLOR_BIT | GPU_DEPTH_BIT | GPU_STENCIL_BIT, col, depth, stencil)
void GPU_framebuffer_read_depth(GPUFrameBuffer *fb, int x, int y, int w, int h, float *data);
void GPU_framebuffer_read_color(
- GPUFrameBuffer *fb, int x, int y, int w, int h, int channels, int slot, float *data);
+ GPUFrameBuffer *fb, int x, int y, int w, int h, int channels, int slot, float *data);
-void GPU_framebuffer_blit(
- GPUFrameBuffer *fb_read, int read_slot,
- GPUFrameBuffer *fb_write, int write_slot,
- eGPUFrameBufferBits blit_buffers);
+void GPU_framebuffer_blit(GPUFrameBuffer *fb_read,
+ int read_slot,
+ GPUFrameBuffer *fb_write,
+ int write_slot,
+ eGPUFrameBufferBits blit_buffers);
-void GPU_framebuffer_recursive_downsample(
- GPUFrameBuffer *fb, int max_lvl,
- void (*callback)(void *userData, int level), void *userData);
+void GPU_framebuffer_recursive_downsample(GPUFrameBuffer *fb,
+ int max_lvl,
+ void (*callback)(void *userData, int level),
+ void *userData);
/* GPU OffScreen
* - wrapper around framebuffer and texture for simple offscreen drawing
*/
GPUOffScreen *GPU_offscreen_create(
- int width, int height, int samples,
- bool depth, bool high_bitdepth, char err_out[256]);
+ int width, int height, int samples, bool depth, bool high_bitdepth, char err_out[256]);
void GPU_offscreen_free(GPUOffScreen *ofs);
void GPU_offscreen_bind(GPUOffScreen *ofs, bool save);
void GPU_offscreen_unbind(GPUOffScreen *ofs, bool restore);
@@ -184,9 +203,10 @@ int GPU_offscreen_width(const GPUOffScreen *ofs);
int GPU_offscreen_height(const GPUOffScreen *ofs);
struct GPUTexture *GPU_offscreen_color_texture(const GPUOffScreen *ofs);
-void GPU_offscreen_viewport_data_get(
- GPUOffScreen *ofs,
- GPUFrameBuffer **r_fb, struct GPUTexture **r_color, struct GPUTexture **r_depth);
+void GPU_offscreen_viewport_data_get(GPUOffScreen *ofs,
+ GPUFrameBuffer **r_fb,
+ struct GPUTexture **r_color,
+ struct GPUTexture **r_depth);
void GPU_clear_color(float red, float green, float blue, float alpha);
void GPU_clear(eGPUFrameBufferBits flags);
@@ -195,4 +215,4 @@ void GPU_clear(eGPUFrameBufferBits flags);
}
#endif
-#endif /* __GPU_FRAMEBUFFER_H__ */
+#endif /* __GPU_FRAMEBUFFER_H__ */