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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/opengl/gl_texture.cc
parent41db8f2fce1763c312a7fa47ed3aa338e6d77124 (diff)
Cleanup: Clang-Tidy, modernize-redundant-void-arg
Diffstat (limited to 'source/blender/gpu/opengl/gl_texture.cc')
-rw-r--r--source/blender/gpu/opengl/gl_texture.cc16
1 files changed, 8 insertions, 8 deletions
diff --git a/source/blender/gpu/opengl/gl_texture.cc b/source/blender/gpu/opengl/gl_texture.cc
index 070a86509ff..993bb56612c 100644
--- a/source/blender/gpu/opengl/gl_texture.cc
+++ b/source/blender/gpu/opengl/gl_texture.cc
@@ -63,7 +63,7 @@ GLTexture::~GLTexture()
}
/* Return true on success. */
-bool GLTexture::init_internal(void)
+bool GLTexture::init_internal()
{
if ((format_ == GPU_DEPTH24_STENCIL8) && GPU_depth_blitting_workaround()) {
/* MacOS + Radeon Pro fails to blit depth on GPU_DEPTH24_STENCIL8
@@ -294,7 +294,7 @@ void GLTexture::update_sub(
* WARNING: Depth textures are not populated but they have their mips correctly defined.
* WARNING: This resets the mipmap range.
*/
-void GLTexture::generate_mipmap(void)
+void GLTexture::generate_mipmap()
{
this->ensure_mipmaps(9999);
/* Some drivers have bugs when using glGenerateMipmap with depth textures (see T56789).
@@ -440,7 +440,7 @@ void GLTexture::mip_range_set(int min, int max)
}
}
-struct GPUFrameBuffer *GLTexture::framebuffer_get(void)
+struct GPUFrameBuffer *GLTexture::framebuffer_get()
{
if (framebuffer_) {
return framebuffer_;
@@ -461,7 +461,7 @@ struct GPUFrameBuffer *GLTexture::framebuffer_get(void)
GLuint GLTexture::samplers_[GPU_SAMPLER_MAX] = {0};
-void GLTexture::samplers_init(void)
+void GLTexture::samplers_init()
{
glGenSamplers(GPU_SAMPLER_MAX, samplers_);
for (int i = 0; i <= GPU_SAMPLER_ICON - 1; i++) {
@@ -517,7 +517,7 @@ void GLTexture::samplers_init(void)
debug::object_label(GL_SAMPLER, icon_sampler, "icons");
}
-void GLTexture::samplers_update(void)
+void GLTexture::samplers_update()
{
if (!GLContext::texture_filter_anisotropic_support) {
return;
@@ -536,7 +536,7 @@ void GLTexture::samplers_update(void)
}
}
-void GLTexture::samplers_free(void)
+void GLTexture::samplers_free()
{
glDeleteSamplers(GPU_SAMPLER_MAX, samplers_);
}
@@ -649,7 +649,7 @@ bool GLTexture::proxy_check(int mip)
/** \} */
-void GLTexture::check_feedback_loop(void)
+void GLTexture::check_feedback_loop()
{
/* Recursive down sample workaround break this check.
* See #recursive_downsample() for more information. */
@@ -679,7 +679,7 @@ void GLTexture::check_feedback_loop(void)
}
/* TODO(fclem): Legacy. Should be removed at some point. */
-uint GLTexture::gl_bindcode_get(void) const
+uint GLTexture::gl_bindcode_get() const
{
return tex_id_;
}