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authorCampbell Barton <ideasman42@gmail.com>2019-09-07 17:12:26 +0300
committerCampbell Barton <ideasman42@gmail.com>2019-09-07 17:23:25 +0300
commit0b2d1badecc48b5cbff5ec088b29c6e9acc5e1d0 (patch)
tree0283a5c819d1e709edfd0de814636aa83a9b1033 /source/blender/gpu/intern/gpu_texture.c
parentab823176d31dc155645de733f1cd4fbd6ad74592 (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/gpu/intern/gpu_texture.c')
-rw-r--r--source/blender/gpu/intern/gpu_texture.c12
1 files changed, 6 insertions, 6 deletions
diff --git a/source/blender/gpu/intern/gpu_texture.c b/source/blender/gpu/intern/gpu_texture.c
index 955b11036ef..a54d90f37f5 100644
--- a/source/blender/gpu/intern/gpu_texture.c
+++ b/source/blender/gpu/intern/gpu_texture.c
@@ -1471,7 +1471,7 @@ void *GPU_texture_read(GPUTexture *tex, eGPUDataFormat gpu_data_format, int mipl
if (GPU_texture_cube(tex)) {
int cube_face_size = buf_size / 6;
- for (int i = 0; i < 6; ++i) {
+ for (int i = 0; i < 6; i++) {
glGetTexImage(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i,
miplvl,
data_format,
@@ -1540,7 +1540,7 @@ void GPU_texture_bind(GPUTexture *tex, int number)
}
if ((G.debug & G_DEBUG)) {
- for (int i = 0; i < GPU_TEX_MAX_FBO_ATTACHED; ++i) {
+ for (int i = 0; i < GPU_TEX_MAX_FBO_ATTACHED; i++) {
if (tex->fb[i] && GPU_framebuffer_bound(tex->fb[i])) {
fprintf(stderr,
"Feedback loop warning!: Attempting to bind "
@@ -1603,7 +1603,7 @@ void GPU_texture_generate_mipmap(GPUTexture *tex)
* GPU_framebuffer_recursive_downsample(). */
int levels = 1 + floor(log2(max_ii(tex->w, tex->h)));
eGPUDataFormat data_format = gpu_get_data_format_from_tex_format(tex->format);
- for (int i = 1; i < levels; ++i) {
+ for (int i = 1; i < levels; i++) {
GPU_texture_add_mipmap(tex, data_format, i, NULL);
}
glBindTexture(tex->target, tex->bindcode);
@@ -1712,7 +1712,7 @@ void GPU_texture_free(GPUTexture *tex)
}
if (tex->refcount == 0) {
- for (int i = 0; i < GPU_TEX_MAX_FBO_ATTACHED; ++i) {
+ for (int i = 0; i < GPU_TEX_MAX_FBO_ATTACHED; i++) {
if (tex->fb[i] != NULL) {
GPU_framebuffer_texture_detach_slot(tex->fb[i], tex, tex->fb_attachment[i]);
}
@@ -1806,7 +1806,7 @@ int GPU_texture_opengl_bindcode(const GPUTexture *tex)
void GPU_texture_attach_framebuffer(GPUTexture *tex, GPUFrameBuffer *fb, int attachment)
{
- for (int i = 0; i < GPU_TEX_MAX_FBO_ATTACHED; ++i) {
+ for (int i = 0; i < GPU_TEX_MAX_FBO_ATTACHED; i++) {
if (tex->fb[i] == NULL) {
tex->fb[i] = fb;
tex->fb_attachment[i] = attachment;
@@ -1820,7 +1820,7 @@ void GPU_texture_attach_framebuffer(GPUTexture *tex, GPUFrameBuffer *fb, int att
/* Return previous attachment point */
int GPU_texture_detach_framebuffer(GPUTexture *tex, GPUFrameBuffer *fb)
{
- for (int i = 0; i < GPU_TEX_MAX_FBO_ATTACHED; ++i) {
+ for (int i = 0; i < GPU_TEX_MAX_FBO_ATTACHED; i++) {
if (tex->fb[i] == fb) {
tex->fb[i] = NULL;
return tex->fb_attachment[i];