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authorSergey Sharybin <sergey.vfx@gmail.com>2020-03-06 19:18:10 +0300
committerSergey Sharybin <sergey.vfx@gmail.com>2020-03-09 16:47:59 +0300
commit598ab525da3df3fef2033c159c570688c7282a8f (patch)
treeba2bd0b8fc6ee5d264512bf655def1a6ee5d7b31 /source/blender/gpu/intern/gpu_buffers.c
parentee5d7bc16b243f309c84bce5deddf3a86b7f4c14 (diff)
Cleanup: Replace ABS/SQUARE/CUBE with function calls
While it might be handy to have type-less functionality which is similar to how C++ math is implemented it can not be easily achieved with just preprocessor in a way which does not have side-effects on wrong usage. There macros where often used on a non-trivial expression, and there was at least one usage where it was causing an actual side effect/bug on Windows (see change around square_f(sh[index++]) in studiolight.c). For such cases it is handy to have a function which is guaranteed to have zero side-effects. The motivation behind actually removing the macros is that there is already a way to do similar calculation. Also, not having such macros is a way to guarantee that its usage is not changed in a way which have side-effects and that it's not used as an inspiration for cases where it should not be used. Differential Revision: https://developer.blender.org/D7051
Diffstat (limited to 'source/blender/gpu/intern/gpu_buffers.c')
-rw-r--r--source/blender/gpu/intern/gpu_buffers.c6
1 files changed, 3 insertions, 3 deletions
diff --git a/source/blender/gpu/intern/gpu_buffers.c b/source/blender/gpu/intern/gpu_buffers.c
index b4d18ba0928..4f02e3d9a2a 100644
--- a/source/blender/gpu/intern/gpu_buffers.c
+++ b/source/blender/gpu/intern/gpu_buffers.c
@@ -569,7 +569,7 @@ static void gpu_pbvh_grid_fill_index_buffers(
}
else {
uint offset = 0;
- const uint grid_vert_len = SQUARE(gridsize - 1) * 4;
+ const uint grid_vert_len = square_uint(gridsize - 1) * 4;
for (int i = 0; i < totgrid; i++, offset += grid_vert_len) {
bool grid_visible = false;
@@ -668,7 +668,7 @@ void GPU_pbvh_grid_buffers_update(GPU_PBVH_Buffers *buffers,
buffers->smooth = grid_flag_mats[grid_indices[0]].flag & ME_SMOOTH;
- uint vert_per_grid = (buffers->smooth) ? key->grid_area : (SQUARE(key->grid_size - 1) * 4);
+ uint vert_per_grid = (buffers->smooth) ? key->grid_area : (square_i(key->grid_size - 1) * 4);
uint vert_count = totgrid * vert_per_grid;
if (buffers->index_buf == NULL) {
@@ -784,7 +784,7 @@ void GPU_pbvh_grid_buffers_update(GPU_PBVH_Buffers *buffers,
vbo_index += 4;
}
}
- vbo_index_offset += SQUARE(key->grid_size - 1) * 4;
+ vbo_index_offset += square_i(key->grid_size - 1) * 4;
}
}