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authorCampbell Barton <ideasman42@gmail.com>2015-02-11 10:38:41 +0300
committerCampbell Barton <ideasman42@gmail.com>2015-02-11 10:39:28 +0300
commitd4934f8f6d8d2da457adb6dd32047eb1627459a0 (patch)
tree246012077cd959563ca372767c319dbbc3345f50 /source/blender/gpu
parent387d91829d787ac96afbb2b3f86899e0e3346222 (diff)
cleanup: style/indentation
Diffstat (limited to 'source/blender/gpu')
-rw-r--r--source/blender/gpu/intern/gpu_buffers.c7
-rw-r--r--source/blender/gpu/intern/gpu_material.c18
2 files changed, 13 insertions, 12 deletions
diff --git a/source/blender/gpu/intern/gpu_buffers.c b/source/blender/gpu/intern/gpu_buffers.c
index d1102b03e9a..56167d466f1 100644
--- a/source/blender/gpu/intern/gpu_buffers.c
+++ b/source/blender/gpu/intern/gpu_buffers.c
@@ -247,8 +247,9 @@ static GPUBuffer *gpu_buffer_alloc_intern(int size, bool use_VBO)
bufsize = pool->buffers[i]->size;
/* only return a buffer that matches the VBO preference */
- if (pool->buffers[i]->use_vbo != use_VBO)
+ if (pool->buffers[i]->use_vbo != use_VBO) {
continue;
+ }
/* check for an exact size match */
if (bufsize == size) {
@@ -653,8 +654,8 @@ static GPUBuffer *gpu_buffer_setup(DerivedMesh *dm, GPUDrawObject *object,
/* attempt to map the buffer */
if (!(varray = glMapBufferARB(target, GL_WRITE_ONLY_ARB))) {
- buffer = gpu_try_realloc(pool, buffer, size, true);
-
+ buffer = gpu_try_realloc(pool, buffer, size, true);
+
/* allocation still failed; fall back
* to legacy mode */
if (!buffer) {
diff --git a/source/blender/gpu/intern/gpu_material.c b/source/blender/gpu/intern/gpu_material.c
index 41049e8430a..f8499ca2d34 100644
--- a/source/blender/gpu/intern/gpu_material.c
+++ b/source/blender/gpu/intern/gpu_material.c
@@ -2128,18 +2128,18 @@ GPUNodeLink *GPU_lamp_get_data(GPUMaterial *mat, GPULamp *lamp, GPUNodeLink **co
if (lamp->la->shadowmap_type == LA_SHADMAP_VARIANCE) {
GPU_link(mat, "shadows_only_vsm",
- GPU_builtin(GPU_VIEW_POSITION),
- GPU_dynamic_texture(lamp->tex, GPU_DYNAMIC_SAMPLER_2DSHADOW, lamp->ob),
- GPU_dynamic_uniform((float*)lamp->dynpersmat, GPU_DYNAMIC_LAMP_DYNPERSMAT, lamp->ob),
- GPU_uniform(&lamp->bias), GPU_uniform(&lamp->la->bleedbias),
- GPU_uniform(lamp->shadow_color), inp, shadow);
+ GPU_builtin(GPU_VIEW_POSITION),
+ GPU_dynamic_texture(lamp->tex, GPU_DYNAMIC_SAMPLER_2DSHADOW, lamp->ob),
+ GPU_dynamic_uniform((float*)lamp->dynpersmat, GPU_DYNAMIC_LAMP_DYNPERSMAT, lamp->ob),
+ GPU_uniform(&lamp->bias), GPU_uniform(&lamp->la->bleedbias),
+ GPU_uniform(lamp->shadow_color), inp, shadow);
}
else {
GPU_link(mat, "shadows_only",
- GPU_builtin(GPU_VIEW_POSITION),
- GPU_dynamic_texture(lamp->tex, GPU_DYNAMIC_SAMPLER_2DSHADOW, lamp->ob),
- GPU_dynamic_uniform((float*)lamp->dynpersmat, GPU_DYNAMIC_LAMP_DYNPERSMAT, lamp->ob),
- GPU_uniform(&lamp->bias), GPU_uniform(lamp->shadow_color), inp, shadow);
+ GPU_builtin(GPU_VIEW_POSITION),
+ GPU_dynamic_texture(lamp->tex, GPU_DYNAMIC_SAMPLER_2DSHADOW, lamp->ob),
+ GPU_dynamic_uniform((float*)lamp->dynpersmat, GPU_DYNAMIC_LAMP_DYNPERSMAT, lamp->ob),
+ GPU_uniform(&lamp->bias), GPU_uniform(lamp->shadow_color), inp, shadow);
}
}
else {