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:
authorSergey Sharybin <sergey@blender.org>2020-11-06 15:18:48 +0300
committerSergey Sharybin <sergey@blender.org>2020-11-06 15:40:46 +0300
commita331d5c99299c4514ca33c843b1c79b872f2728d (patch)
treeb866b7f4b272365bf32f2cb248917932672b82d5 /source/blender/gpu/intern/gpu_shader_interface.cc
parent41db8f2fce1763c312a7fa47ed3aa338e6d77124 (diff)
Cleanup: Clang-Tidy, modernize-redundant-void-arg
Diffstat (limited to 'source/blender/gpu/intern/gpu_shader_interface.cc')
-rw-r--r--source/blender/gpu/intern/gpu_shader_interface.cc8
1 files changed, 4 insertions, 4 deletions
diff --git a/source/blender/gpu/intern/gpu_shader_interface.cc b/source/blender/gpu/intern/gpu_shader_interface.cc
index e5fb8025e7f..81c1e013877 100644
--- a/source/blender/gpu/intern/gpu_shader_interface.cc
+++ b/source/blender/gpu/intern/gpu_shader_interface.cc
@@ -32,12 +32,12 @@
namespace blender::gpu {
-ShaderInterface::ShaderInterface(void)
+ShaderInterface::ShaderInterface()
{
/* TODO(fclem): add unique ID for debugging. */
}
-ShaderInterface::~ShaderInterface(void)
+ShaderInterface::~ShaderInterface()
{
/* Free memory used by name_buffer. */
MEM_freeN(name_buffer_);
@@ -70,14 +70,14 @@ static void sort_input_list(MutableSpan<ShaderInput> dst)
/* Sorts all inputs inside their respective array.
* This is to allow fast hash collision detection.
* See ShaderInterface::input_lookup for more details. */
-void ShaderInterface::sort_inputs(void)
+void ShaderInterface::sort_inputs()
{
sort_input_list(MutableSpan<ShaderInput>(inputs_, attr_len_));
sort_input_list(MutableSpan<ShaderInput>(inputs_ + attr_len_, ubo_len_));
sort_input_list(MutableSpan<ShaderInput>(inputs_ + attr_len_ + ubo_len_, uniform_len_));
}
-void ShaderInterface::debug_print(void)
+void ShaderInterface::debug_print()
{
Span<ShaderInput> attrs = Span<ShaderInput>(inputs_, attr_len_);
Span<ShaderInput> ubos = Span<ShaderInput>(inputs_ + attr_len_, ubo_len_);