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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
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')
-rw-r--r--source/blender/gpu/intern/gpu_attr_binding.c4
-rw-r--r--source/blender/gpu/intern/gpu_batch.c36
-rw-r--r--source/blender/gpu/intern/gpu_buffers.c14
-rw-r--r--source/blender/gpu/intern/gpu_codegen.c2
-rw-r--r--source/blender/gpu/intern/gpu_draw.c2
-rw-r--r--source/blender/gpu/intern/gpu_element.c6
-rw-r--r--source/blender/gpu/intern/gpu_framebuffer.c8
-rw-r--r--source/blender/gpu/intern/gpu_immediate.c6
-rw-r--r--source/blender/gpu/intern/gpu_immediate_util.c20
-rw-r--r--source/blender/gpu/intern/gpu_material.c6
-rw-r--r--source/blender/gpu/intern/gpu_shader_interface.c16
-rw-r--r--source/blender/gpu/intern/gpu_texture.c12
-rw-r--r--source/blender/gpu/intern/gpu_vertex_buffer.c2
-rw-r--r--source/blender/gpu/intern/gpu_vertex_format.c8
-rw-r--r--source/blender/gpu/intern/gpu_viewport.c4
-rw-r--r--source/blender/gpu/shaders/gpu_shader_geometry.glsl2
16 files changed, 74 insertions, 74 deletions
diff --git a/source/blender/gpu/intern/gpu_attr_binding.c b/source/blender/gpu/intern/gpu_attr_binding.c
index 802b15a0c4e..6cb60884620 100644
--- a/source/blender/gpu/intern/gpu_attr_binding.c
+++ b/source/blender/gpu/intern/gpu_attr_binding.c
@@ -67,9 +67,9 @@ void get_attr_locations(const GPUVertFormat *format,
{
AttrBinding_clear(binding);
- for (uint a_idx = 0; a_idx < format->attr_len; ++a_idx) {
+ for (uint a_idx = 0; a_idx < format->attr_len; a_idx++) {
const GPUVertAttr *a = &format->attrs[a_idx];
- for (uint n_idx = 0; n_idx < a->name_len; ++n_idx) {
+ for (uint n_idx = 0; n_idx < a->name_len; n_idx++) {
const char *name = GPU_vertformat_attr_name_get(format, a, n_idx);
const GPUShaderInput *input = GPU_shaderinterface_attr(shaderface, name);
#if TRUST_NO_ONE
diff --git a/source/blender/gpu/intern/gpu_batch.c b/source/blender/gpu/intern/gpu_batch.c
index 583551e3e58..e0c0aea576c 100644
--- a/source/blender/gpu/intern/gpu_batch.c
+++ b/source/blender/gpu/intern/gpu_batch.c
@@ -48,7 +48,7 @@ void GPU_batch_vao_cache_clear(GPUBatch *batch)
return;
}
if (batch->is_dynamic_vao_count) {
- for (int i = 0; i < batch->dynamic_vaos.count; ++i) {
+ for (int i = 0; i < batch->dynamic_vaos.count; i++) {
if (batch->dynamic_vaos.vao_ids[i]) {
GPU_vao_free(batch->dynamic_vaos.vao_ids[i], batch->context);
}
@@ -61,7 +61,7 @@ void GPU_batch_vao_cache_clear(GPUBatch *batch)
MEM_freeN(batch->dynamic_vaos.vao_ids);
}
else {
- for (int i = 0; i < GPU_BATCH_VAO_STATIC_LEN; ++i) {
+ for (int i = 0; i < GPU_BATCH_VAO_STATIC_LEN; i++) {
if (batch->static_vaos.vao_ids[i]) {
GPU_vao_free(batch->static_vaos.vao_ids[i], batch->context);
}
@@ -72,7 +72,7 @@ void GPU_batch_vao_cache_clear(GPUBatch *batch)
}
}
batch->is_dynamic_vao_count = false;
- for (int i = 0; i < GPU_BATCH_VAO_STATIC_LEN; ++i) {
+ for (int i = 0; i < GPU_BATCH_VAO_STATIC_LEN; i++) {
batch->static_vaos.vao_ids[i] = 0;
batch->static_vaos.interfaces[i] = NULL;
}
@@ -98,7 +98,7 @@ void GPU_batch_init_ex(
#endif
batch->verts[0] = verts;
- for (int v = 1; v < GPU_BATCH_VBO_MAX_LEN; ++v) {
+ for (int v = 1; v < GPU_BATCH_VBO_MAX_LEN; v++) {
batch->verts[v] = NULL;
}
batch->inst = NULL;
@@ -116,7 +116,7 @@ void GPU_batch_copy(GPUBatch *batch_dst, GPUBatch *batch_src)
GPU_batch_init_ex(batch_dst, GPU_PRIM_POINTS, batch_src->verts[0], batch_src->elem, 0);
batch_dst->gl_prim_type = batch_src->gl_prim_type;
- for (int v = 1; v < GPU_BATCH_VBO_MAX_LEN; ++v) {
+ for (int v = 1; v < GPU_BATCH_VBO_MAX_LEN; v++) {
batch_dst->verts[v] = batch_src->verts[v];
}
}
@@ -130,7 +130,7 @@ void GPU_batch_clear(GPUBatch *batch)
GPU_vertbuf_discard(batch->inst);
}
if ((batch->owns_flag & ~GPU_BATCH_OWNS_INDEX) != 0) {
- for (int v = 0; v < GPU_BATCH_VBO_MAX_LEN; ++v) {
+ for (int v = 0; v < GPU_BATCH_VBO_MAX_LEN; v++) {
if (batch->verts[v] == NULL) {
break;
}
@@ -207,7 +207,7 @@ int GPU_batch_vertbuf_add_ex(GPUBatch *batch, GPUVertBuf *verts, bool own_vbo)
/* redo the bindings */
GPU_batch_vao_cache_clear(batch);
- for (uint v = 0; v < GPU_BATCH_VBO_MAX_LEN; ++v) {
+ for (uint v = 0; v < GPU_BATCH_VBO_MAX_LEN; v++) {
if (batch->verts[v] == NULL) {
#if TRUST_NO_ONE
/* for now all VertexBuffers must have same vertex_len */
@@ -233,14 +233,14 @@ static GLuint batch_vao_get(GPUBatch *batch)
{
/* Search through cache */
if (batch->is_dynamic_vao_count) {
- for (int i = 0; i < batch->dynamic_vaos.count; ++i) {
+ for (int i = 0; i < batch->dynamic_vaos.count; i++) {
if (batch->dynamic_vaos.interfaces[i] == batch->interface) {
return batch->dynamic_vaos.vao_ids[i];
}
}
}
else {
- for (int i = 0; i < GPU_BATCH_VAO_STATIC_LEN; ++i) {
+ for (int i = 0; i < GPU_BATCH_VAO_STATIC_LEN; i++) {
if (batch->static_vaos.interfaces[i] == batch->interface) {
return batch->static_vaos.vao_ids[i];
}
@@ -265,7 +265,7 @@ static GLuint batch_vao_get(GPUBatch *batch)
GLuint new_vao = 0;
if (!batch->is_dynamic_vao_count) {
int i; /* find first unused slot */
- for (i = 0; i < GPU_BATCH_VAO_STATIC_LEN; ++i) {
+ for (i = 0; i < GPU_BATCH_VAO_STATIC_LEN; i++) {
if (batch->static_vaos.vao_ids[i] == 0) {
break;
}
@@ -279,7 +279,7 @@ static GLuint batch_vao_get(GPUBatch *batch)
/* Not enough place switch to dynamic. */
batch->is_dynamic_vao_count = true;
/* Erase previous entries, they will be added back if drawn again. */
- for (int j = 0; j < GPU_BATCH_VAO_STATIC_LEN; ++j) {
+ for (int j = 0; j < GPU_BATCH_VAO_STATIC_LEN; j++) {
GPU_shaderinterface_remove_batch_ref(
(GPUShaderInterface *)batch->static_vaos.interfaces[j], batch);
GPU_vao_free(batch->static_vaos.vao_ids[j], batch->context);
@@ -295,7 +295,7 @@ static GLuint batch_vao_get(GPUBatch *batch)
if (batch->is_dynamic_vao_count) {
int i; /* find first unused slot */
- for (i = 0; i < batch->dynamic_vaos.count; ++i) {
+ for (i = 0; i < batch->dynamic_vaos.count; i++) {
if (batch->dynamic_vaos.vao_ids[i] == 0) {
break;
}
@@ -351,7 +351,7 @@ void GPU_batch_program_set(GPUBatch *batch, uint32_t program, const GPUShaderInt
void gpu_batch_remove_interface_ref(GPUBatch *batch, const GPUShaderInterface *interface)
{
if (batch->is_dynamic_vao_count) {
- for (int i = 0; i < batch->dynamic_vaos.count; ++i) {
+ for (int i = 0; i < batch->dynamic_vaos.count; i++) {
if (batch->dynamic_vaos.interfaces[i] == interface) {
GPU_vao_free(batch->dynamic_vaos.vao_ids[i], batch->context);
batch->dynamic_vaos.vao_ids[i] = 0;
@@ -362,7 +362,7 @@ void gpu_batch_remove_interface_ref(GPUBatch *batch, const GPUShaderInterface *i
}
else {
int i;
- for (i = 0; i < GPU_BATCH_VAO_STATIC_LEN; ++i) {
+ for (i = 0; i < GPU_BATCH_VAO_STATIC_LEN; i++) {
if (batch->static_vaos.interfaces[i] == interface) {
GPU_vao_free(batch->static_vaos.vao_ids[i], batch->context);
batch->static_vaos.vao_ids[i] = 0;
@@ -386,7 +386,7 @@ static void create_bindings(GPUVertBuf *verts,
GPU_vertbuf_use(verts);
- for (uint a_idx = 0; a_idx < attr_len; ++a_idx) {
+ for (uint a_idx = 0; a_idx < attr_len; a_idx++) {
const GPUVertAttr *a = &format->attrs[a_idx];
if (format->deinterleaved) {
@@ -399,7 +399,7 @@ static void create_bindings(GPUVertBuf *verts,
const GLvoid *pointer = (const GLubyte *)0 + offset + v_first * stride;
- for (uint n_idx = 0; n_idx < a->name_len; ++n_idx) {
+ for (uint n_idx = 0; n_idx < a->name_len; n_idx++) {
const char *name = GPU_vertformat_attr_name_get(format, a, n_idx);
const GPUShaderInput *input = GPU_shaderinterface_attr(interface, name);
@@ -412,7 +412,7 @@ static void create_bindings(GPUVertBuf *verts,
assert(a->fetch_mode == GPU_FETCH_FLOAT);
assert(a->gl_comp_type == GL_FLOAT);
#endif
- for (int i = 0; i < a->comp_len / 4; ++i) {
+ for (int i = 0; i < a->comp_len / 4; i++) {
glEnableVertexAttribArray(input->location + i);
glVertexAttribDivisor(input->location + i, (use_instancing) ? 1 : 0);
glVertexAttribPointer(input->location + i,
@@ -449,7 +449,7 @@ static void create_bindings(GPUVertBuf *verts,
static void batch_update_program_bindings(GPUBatch *batch, uint v_first)
{
/* Reverse order so first vbos have more prevalence (in term of attrib override). */
- for (int v = GPU_BATCH_VBO_MAX_LEN - 1; v > -1; --v) {
+ for (int v = GPU_BATCH_VBO_MAX_LEN - 1; v > -1; v--) {
if (batch->verts[v] != NULL) {
create_bindings(batch->verts[v], batch->interface, (batch->inst) ? 0 : v_first, false);
}
diff --git a/source/blender/gpu/intern/gpu_buffers.c b/source/blender/gpu/intern/gpu_buffers.c
index 6eb8c80c58e..2b7d3fb082a 100644
--- a/source/blender/gpu/intern/gpu_buffers.c
+++ b/source/blender/gpu/intern/gpu_buffers.c
@@ -204,7 +204,7 @@ void GPU_pbvh_mesh_buffers_update(GPU_PBVH_Buffers *buffers,
* copies are made for flat shading because normals
* shouldn't be shared. */
if (buffers->smooth) {
- for (uint i = 0; i < totvert; ++i) {
+ for (uint i = 0; i < totvert; i++) {
const MVert *v = &mvert[vert_indices[i]];
GPU_vertbuf_attr_set(buffers->vert_buf, g_vbo_id.pos, i, v->co);
GPU_vertbuf_attr_set(buffers->vert_buf, g_vbo_id.nor, i, v->no);
@@ -319,7 +319,7 @@ GPU_PBVH_Buffers *GPU_pbvh_mesh_buffers_build(const int (*face_vert_indices)[3],
buffers->show_mask = false;
/* Count the number of visible triangles */
- for (i = 0, tottri = 0; i < face_indices_len; ++i) {
+ for (i = 0, tottri = 0; i < face_indices_len; i++) {
const MLoopTri *lt = &looptri[face_indices[i]];
if (!paint_is_face_hidden(lt, mvert, mloop)) {
tottri++;
@@ -352,7 +352,7 @@ GPU_PBVH_Buffers *GPU_pbvh_mesh_buffers_build(const int (*face_vert_indices)[3],
GPU_indexbuf_init(&elb, GPU_PRIM_TRIS, tottri, INT_MAX);
GPU_indexbuf_init(&elb_lines, GPU_PRIM_LINES, tottri * 3, INT_MAX);
- for (i = 0; i < face_indices_len; ++i) {
+ for (i = 0; i < face_indices_len; i++) {
const MLoopTri *lt = &looptri[face_indices[i]];
/* Skip hidden faces */
@@ -376,7 +376,7 @@ GPU_PBVH_Buffers *GPU_pbvh_mesh_buffers_build(const int (*face_vert_indices)[3],
GPU_indexbuf_init(&elb_lines, GPU_PRIM_LINES, tottri * 3, INT_MAX);
int vert_idx = 0;
- for (i = 0; i < face_indices_len; ++i) {
+ for (i = 0; i < face_indices_len; i++) {
const MLoopTri *lt = &looptri[face_indices[i]];
/* Skip hidden faces */
@@ -431,8 +431,8 @@ static void gpu_pbvh_grid_fill_index_buffers(
BLI_bitmap *gh = buffers->grid_hidden[grid_indices[i]];
- for (int j = 0; j < gridsize - 1; ++j) {
- for (int k = 0; k < gridsize - 1; ++k) {
+ for (int j = 0; j < gridsize - 1; j++) {
+ for (int k = 0; k < gridsize - 1; k++) {
/* Skip hidden grid face */
if (gh && paint_is_grid_face_hidden(gh, gridsize, k, j)) {
continue;
@@ -589,7 +589,7 @@ void GPU_pbvh_grid_buffers_update(GPU_PBVH_Buffers *buffers,
GPU_indexbuf_init(&elb_lines, GPU_PRIM_LINES, totgrid * key->grid_area * 2, vert_count);
}
- for (i = 0; i < totgrid; ++i) {
+ for (i = 0; i < totgrid; i++) {
CCGElem *grid = grids[grid_indices[i]];
int vbo_index = vbo_index_offset;
diff --git a/source/blender/gpu/intern/gpu_codegen.c b/source/blender/gpu/intern/gpu_codegen.c
index 5a2b2b254a7..8b68bcd5889 100644
--- a/source/blender/gpu/intern/gpu_codegen.c
+++ b/source/blender/gpu/intern/gpu_codegen.c
@@ -2129,7 +2129,7 @@ static int count_active_texture_sampler(GPUShader *shader, char *source)
}
/* Catch duplicates. */
bool is_duplicate = false;
- for (int i = 0; i < sampler_len; ++i) {
+ for (int i = 0; i < sampler_len; i++) {
if (samplers_id[i] == id) {
is_duplicate = true;
}
diff --git a/source/blender/gpu/intern/gpu_draw.c b/source/blender/gpu/intern/gpu_draw.c
index 859b1e4a10d..94028d706df 100644
--- a/source/blender/gpu/intern/gpu_draw.c
+++ b/source/blender/gpu/intern/gpu_draw.c
@@ -794,7 +794,7 @@ bool GPU_upload_dxt_texture(ImBuf *ibuf, bool use_srgb)
}
blocksize = (ibuf->dds_data.fourcc == FOURCC_DXT1) ? 8 : 16;
- for (i = 0; i < ibuf->dds_data.nummipmaps && (width || height); ++i) {
+ for (i = 0; i < ibuf->dds_data.nummipmaps && (width || height); i++) {
if (width == 0) {
width = 1;
}
diff --git a/source/blender/gpu/intern/gpu_element.c b/source/blender/gpu/intern/gpu_element.c
index 3f3f246d6d9..166a6236893 100644
--- a/source/blender/gpu/intern/gpu_element.c
+++ b/source/blender/gpu/intern/gpu_element.c
@@ -269,7 +269,7 @@ static uint index_range(const uint values[], uint value_len, uint *min_out, uint
}
uint min_value = RESTART_INDEX;
uint max_value = 0;
- for (uint i = 0; i < value_len; ++i) {
+ for (uint i = 0; i < value_len; i++) {
const uint value = values[i];
if (value == RESTART_INDEX) {
continue;
@@ -307,13 +307,13 @@ static void squeeze_indices_short(GPUIndexBufBuilder *builder,
if (max_index >= 0xFFFF) {
elem->base_index = min_index;
- for (uint i = 0; i < index_len; ++i) {
+ for (uint i = 0; i < index_len; i++) {
data[i] = (values[i] == RESTART_INDEX) ? 0xFFFF : (GLushort)(values[i] - min_index);
}
}
else {
elem->base_index = 0;
- for (uint i = 0; i < index_len; ++i) {
+ for (uint i = 0; i < index_len; i++) {
data[i] = (GLushort)(values[i]);
}
}
diff --git a/source/blender/gpu/intern/gpu_framebuffer.c b/source/blender/gpu/intern/gpu_framebuffer.c
index 2930b6d13cc..45b4b2adc64 100644
--- a/source/blender/gpu/intern/gpu_framebuffer.c
+++ b/source/blender/gpu/intern/gpu_framebuffer.c
@@ -332,7 +332,7 @@ void GPU_framebuffer_config_array(GPUFrameBuffer *fb, const GPUAttachment *confi
}
int slot = 0;
- for (int i = 1; i < config_len; ++i, ++slot) {
+ for (int i = 1; i < config_len; i++, slot++) {
if (config[i].tex != NULL) {
BLI_assert(GPU_texture_depth(config[i].tex) == false);
gpu_framebuffer_texture_attach_ex(fb, config[i].tex, slot, config[i].layer, config[i].mip);
@@ -386,7 +386,7 @@ static void gpu_framebuffer_update_attachments(GPUFrameBuffer *fb)
BLI_assert(GPU_framebuffer_active_get() == fb);
/* Update attachments */
- for (GPUAttachmentType type = 0; type < GPU_FB_MAX_ATTACHEMENT; ++type) {
+ for (GPUAttachmentType type = 0; type < GPU_FB_MAX_ATTACHEMENT; type++) {
if (type >= GPU_FB_COLOR_ATTACHMENT0) {
if (fb->attachments[type].tex) {
@@ -757,7 +757,7 @@ void GPU_framebuffer_recursive_downsample(GPUFrameBuffer *fb,
current_dim[0] = max_ii(current_dim[0] / 2, 1);
current_dim[1] = max_ii(current_dim[1] / 2, 1);
- for (GPUAttachmentType type = 0; type < GPU_FB_MAX_ATTACHEMENT; ++type) {
+ for (GPUAttachmentType type = 0; type < GPU_FB_MAX_ATTACHEMENT; type++) {
if (fb->attachments[type].tex != NULL) {
/* Some Intel HDXXX have issue with rendering to a mipmap that is below
* the texture GL_TEXTURE_MAX_LEVEL. So even if it not correct, in this case
@@ -786,7 +786,7 @@ void GPU_framebuffer_recursive_downsample(GPUFrameBuffer *fb,
}
}
- for (GPUAttachmentType type = 0; type < GPU_FB_MAX_ATTACHEMENT; ++type) {
+ for (GPUAttachmentType type = 0; type < GPU_FB_MAX_ATTACHEMENT; type++) {
if (fb->attachments[type].tex != NULL) {
/* reset mipmap level range */
GPUTexture *tex = fb->attachments[type].tex;
diff --git a/source/blender/gpu/intern/gpu_immediate.c b/source/blender/gpu/intern/gpu_immediate.c
index 938deadaa13..bed7ab25bb9 100644
--- a/source/blender/gpu/intern/gpu_immediate.c
+++ b/source/blender/gpu/intern/gpu_immediate.c
@@ -308,7 +308,7 @@ static void immDrawSetup(void)
/* Enable/Disable vertex attributes as needed. */
if (imm.attr_binding.enabled_bits != imm.prev_enabled_attr_bits) {
- for (uint loc = 0; loc < GPU_VERT_ATTR_MAX_LEN; ++loc) {
+ for (uint loc = 0; loc < GPU_VERT_ATTR_MAX_LEN; loc++) {
bool is_enabled = imm.attr_binding.enabled_bits & (1 << loc);
bool was_enabled = imm.prev_enabled_attr_bits & (1 << loc);
@@ -325,7 +325,7 @@ static void immDrawSetup(void)
const uint stride = imm.vertex_format.stride;
- for (uint a_idx = 0; a_idx < imm.vertex_format.attr_len; ++a_idx) {
+ for (uint a_idx = 0; a_idx < imm.vertex_format.attr_len; a_idx++) {
const GPUVertAttr *a = &imm.vertex_format.attrs[a_idx];
const uint offset = imm.buffer_offset + a->offset;
@@ -650,7 +650,7 @@ static void immEndVertex(void) /* and move on to the next vertex */
#if TRUST_NO_ONE
assert(imm.vertex_idx > 0); /* first vertex must have all attributes specified */
#endif
- for (uint a_idx = 0; a_idx < imm.vertex_format.attr_len; ++a_idx) {
+ for (uint a_idx = 0; a_idx < imm.vertex_format.attr_len; a_idx++) {
if ((imm.unassigned_attr_bits >> a_idx) & 1) {
const GPUVertAttr *a = &imm.vertex_format.attrs[a_idx];
diff --git a/source/blender/gpu/intern/gpu_immediate_util.c b/source/blender/gpu/intern/gpu_immediate_util.c
index ca0c2506750..59ceeade725 100644
--- a/source/blender/gpu/intern/gpu_immediate_util.c
+++ b/source/blender/gpu/intern/gpu_immediate_util.c
@@ -167,7 +167,7 @@ static void imm_draw_circle(GPUPrimType prim_type,
int nsegments)
{
immBegin(prim_type, nsegments);
- for (int i = 0; i < nsegments; ++i) {
+ for (int i = 0; i < nsegments; i++) {
const float angle = (float)(2 * M_PI) * ((float)i / (float)nsegments);
immVertex2f(shdr_pos, x + (rad_x * cosf(angle)), y + (rad_y * sinf(angle)));
}
@@ -229,7 +229,7 @@ static void imm_draw_circle_partial(GPUPrimType prim_type,
const float angle_end = -(DEG2RADF(sweep) - angle_start);
nsegments += 1;
immBegin(prim_type, nsegments);
- for (int i = 0; i < nsegments; ++i) {
+ for (int i = 0; i < nsegments; i++) {
const float angle = interpf(angle_start, angle_end, ((float)i / (float)(nsegments - 1)));
const float angle_sin = sinf(angle);
const float angle_cos = cosf(angle);
@@ -263,7 +263,7 @@ static void imm_draw_disk_partial(GPUPrimType prim_type,
const float angle_end = -(DEG2RADF(sweep) - angle_start);
nsegments += 1;
immBegin(prim_type, nsegments * 2);
- for (int i = 0; i < nsegments; ++i) {
+ for (int i = 0; i < nsegments; i++) {
const float angle = interpf(angle_start, angle_end, ((float)i / (float)(nsegments - 1)));
const float angle_sin = sinf(angle);
const float angle_cos = cosf(angle);
@@ -305,7 +305,7 @@ static void imm_draw_circle_3D(
GPUPrimType prim_type, uint pos, float x, float y, float rad, int nsegments)
{
immBegin(prim_type, nsegments);
- for (int i = 0; i < nsegments; ++i) {
+ for (int i = 0; i < nsegments; i++) {
float angle = (float)(2 * M_PI) * ((float)i / (float)nsegments);
immVertex3f(pos, x + rad * cosf(angle), y + rad * sinf(angle), 0.0f);
}
@@ -422,7 +422,7 @@ void imm_draw_cylinder_fill_normal_3d(
uint pos, uint nor, float base, float top, float height, int slices, int stacks)
{
immBegin(GPU_PRIM_TRIS, 6 * slices * stacks);
- for (int i = 0; i < slices; ++i) {
+ for (int i = 0; i < slices; i++) {
const float angle1 = (float)(2 * M_PI) * ((float)i / (float)slices);
const float angle2 = (float)(2 * M_PI) * ((float)(i + 1) / (float)slices);
const float cos1 = cosf(angle1);
@@ -430,7 +430,7 @@ void imm_draw_cylinder_fill_normal_3d(
const float cos2 = cosf(angle2);
const float sin2 = sinf(angle2);
- for (int j = 0; j < stacks; ++j) {
+ for (int j = 0; j < stacks; j++) {
float fac1 = (float)j / (float)stacks;
float fac2 = (float)(j + 1) / (float)stacks;
float r1 = base * (1.f - fac1) + top * fac1;
@@ -478,7 +478,7 @@ void imm_draw_cylinder_wire_3d(
uint pos, float base, float top, float height, int slices, int stacks)
{
immBegin(GPU_PRIM_LINES, 6 * slices * stacks);
- for (int i = 0; i < slices; ++i) {
+ for (int i = 0; i < slices; i++) {
const float angle1 = (float)(2 * M_PI) * ((float)i / (float)slices);
const float angle2 = (float)(2 * M_PI) * ((float)(i + 1) / (float)slices);
const float cos1 = cosf(angle1);
@@ -486,7 +486,7 @@ void imm_draw_cylinder_wire_3d(
const float cos2 = cosf(angle2);
const float sin2 = sinf(angle2);
- for (int j = 0; j < stacks; ++j) {
+ for (int j = 0; j < stacks; j++) {
float fac1 = (float)j / (float)stacks;
float fac2 = (float)(j + 1) / (float)stacks;
float r1 = base * (1.f - fac1) + top * fac1;
@@ -516,7 +516,7 @@ void imm_draw_cylinder_fill_3d(
uint pos, float base, float top, float height, int slices, int stacks)
{
immBegin(GPU_PRIM_TRIS, 6 * slices * stacks);
- for (int i = 0; i < slices; ++i) {
+ for (int i = 0; i < slices; i++) {
const float angle1 = (float)(2 * M_PI) * ((float)i / (float)slices);
const float angle2 = (float)(2 * M_PI) * ((float)(i + 1) / (float)slices);
const float cos1 = cosf(angle1);
@@ -524,7 +524,7 @@ void imm_draw_cylinder_fill_3d(
const float cos2 = cosf(angle2);
const float sin2 = sinf(angle2);
- for (int j = 0; j < stacks; ++j) {
+ for (int j = 0; j < stacks; j++) {
float fac1 = (float)j / (float)stacks;
float fac2 = (float)(j + 1) / (float)stacks;
float r1 = base * (1.f - fac1) + top * fac1;
diff --git a/source/blender/gpu/intern/gpu_material.c b/source/blender/gpu/intern/gpu_material.c
index 05d991105c0..7e254d802f0 100644
--- a/source/blender/gpu/intern/gpu_material.c
+++ b/source/blender/gpu/intern/gpu_material.c
@@ -333,7 +333,7 @@ static float eval_integral(float x0, float x1, short falloff_type, float sharpne
const float step = range / INTEGRAL_RESOLUTION;
float integral = 0.0f;
- for (int i = 0; i < INTEGRAL_RESOLUTION; ++i) {
+ for (int i = 0; i < INTEGRAL_RESOLUTION; i++) {
float x = x0 + range * ((float)i + 0.5f) / (float)INTEGRAL_RESOLUTION;
float y = eval_profile(x, falloff_type, sharpness, param);
integral += y * step;
@@ -414,7 +414,7 @@ static void compute_sss_kernel(
sum[2] += kd->kernel[i][2];
}
- for (int i = 0; i < 3; ++i) {
+ for (int i = 0; i < 3; i++) {
if (sum[i] > 0.0f) {
/* Normalize */
for (int j = 0; j < sample_len; j++) {
@@ -450,7 +450,7 @@ static void compute_sss_translucence_kernel(const GPUSssKernelData *kd,
*output = (float *)texels;
/* Last texel should be black, hence the - 1. */
- for (int i = 0; i < resolution - 1; ++i) {
+ for (int i = 0; i < resolution - 1; i++) {
/* Distance from surface. */
float d = kd->max_radius * ((float)i + 0.00001f) / ((float)resolution);
diff --git a/source/blender/gpu/intern/gpu_shader_interface.c b/source/blender/gpu/intern/gpu_shader_interface.c
index f205ef31ed2..083c5bf2b60 100644
--- a/source/blender/gpu/intern/gpu_shader_interface.c
+++ b/source/blender/gpu/intern/gpu_shader_interface.c
@@ -149,7 +149,7 @@ GPU_INLINE const GPUShaderInput *buckets_lookup(
GPU_INLINE void buckets_free(GPUShaderInput *buckets[GPU_NUM_SHADERINTERFACE_BUCKETS])
{
- for (uint bucket_index = 0; bucket_index < GPU_NUM_SHADERINTERFACE_BUCKETS; ++bucket_index) {
+ for (uint bucket_index = 0; bucket_index < GPU_NUM_SHADERINTERFACE_BUCKETS; bucket_index++) {
GPUShaderInput *input = buckets[bucket_index];
while (input != NULL) {
GPUShaderInput *input_next = input->next;
@@ -164,7 +164,7 @@ static bool setup_builtin_uniform(GPUShaderInput *input, const char *name)
/* TODO: reject DOUBLE, IMAGE, ATOMIC_COUNTER gl_types */
/* detect built-in uniforms (name must match) */
- for (GPUUniformBuiltin u = GPU_UNIFORM_NONE + 1; u < GPU_UNIFORM_CUSTOM; ++u) {
+ for (GPUUniformBuiltin u = GPU_UNIFORM_NONE + 1; u < GPU_UNIFORM_CUSTOM; u++) {
const char *builtin_name = BuiltinUniform_name(u);
if (match(name, builtin_name)) {
input->builtin_type = u;
@@ -236,7 +236,7 @@ GPUShaderInterface *GPU_shaderinterface_create(int32_t program)
shaderface->name_buffer = MEM_mallocN(name_buffer_len, "name_buffer");
/* Attributes */
- for (uint32_t i = 0; i < attr_len; ++i) {
+ for (uint32_t i = 0; i < attr_len; i++) {
GPUShaderInput *input = MEM_mallocN(sizeof(GPUShaderInput), "GPUShaderInput Attr");
GLsizei remaining_buffer = name_buffer_len - shaderface->name_buffer_offset;
char *name = shaderface->name_buffer + shaderface->name_buffer_offset;
@@ -264,7 +264,7 @@ GPUShaderInterface *GPU_shaderinterface_create(int32_t program)
#endif
}
/* Uniform Blocks */
- for (uint32_t i = 0; i < ubo_len; ++i) {
+ for (uint32_t i = 0; i < ubo_len; i++) {
GPUShaderInput *input = MEM_mallocN(sizeof(GPUShaderInput), "GPUShaderInput UBO");
GLsizei remaining_buffer = name_buffer_len - shaderface->name_buffer_offset;
char *name = shaderface->name_buffer + shaderface->name_buffer_offset;
@@ -283,7 +283,7 @@ GPUShaderInterface *GPU_shaderinterface_create(int32_t program)
#endif
}
/* Builtin Uniforms */
- for (GPUUniformBuiltin u = GPU_UNIFORM_NONE + 1; u < GPU_UNIFORM_CUSTOM; ++u) {
+ for (GPUUniformBuiltin u = GPU_UNIFORM_NONE + 1; u < GPU_UNIFORM_CUSTOM; u++) {
const char *builtin_name = BuiltinUniform_name(u);
if (glGetUniformLocation(program, builtin_name) != -1) {
add_uniform((GPUShaderInterface *)shaderface, builtin_name);
@@ -306,7 +306,7 @@ void GPU_shaderinterface_discard(GPUShaderInterface *shaderface)
/* Free memory used by name_buffer. */
MEM_freeN(shaderface->name_buffer);
/* Remove this interface from all linked Batches vao cache. */
- for (int i = 0; i < shaderface->batches_len; ++i) {
+ for (int i = 0; i < shaderface->batches_len; i++) {
if (shaderface->batches[i] != NULL) {
gpu_batch_remove_interface_ref(shaderface->batches[i], shaderface);
}
@@ -374,7 +374,7 @@ const GPUShaderInput *GPU_shaderinterface_attr(const GPUShaderInterface *shaderf
void GPU_shaderinterface_add_batch_ref(GPUShaderInterface *shaderface, GPUBatch *batch)
{
int i; /* find first unused slot */
- for (i = 0; i < shaderface->batches_len; ++i) {
+ for (i = 0; i < shaderface->batches_len; i++) {
if (shaderface->batches[i] == NULL) {
break;
}
@@ -391,7 +391,7 @@ void GPU_shaderinterface_add_batch_ref(GPUShaderInterface *shaderface, GPUBatch
void GPU_shaderinterface_remove_batch_ref(GPUShaderInterface *shaderface, GPUBatch *batch)
{
- for (int i = 0; i < shaderface->batches_len; ++i) {
+ for (int i = 0; i < shaderface->batches_len; i++) {
if (shaderface->batches[i] == batch) {
shaderface->batches[i] = NULL;
break; /* cannot have duplicates */
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];
diff --git a/source/blender/gpu/intern/gpu_vertex_buffer.c b/source/blender/gpu/intern/gpu_vertex_buffer.c
index 2f854fe03ea..eecbcb9ec94 100644
--- a/source/blender/gpu/intern/gpu_vertex_buffer.c
+++ b/source/blender/gpu/intern/gpu_vertex_buffer.c
@@ -214,7 +214,7 @@ void GPU_vertbuf_attr_fill_stride(GPUVertBuf *verts, uint a_idx, uint stride, co
}
else {
/* we must copy it per vertex */
- for (uint v = 0; v < vertex_len; ++v) {
+ for (uint v = 0; v < vertex_len; v++) {
memcpy((GLubyte *)verts->data + a->offset + v * format->stride,
(const GLubyte *)data + v * stride,
a->sz);
diff --git a/source/blender/gpu/intern/gpu_vertex_format.c b/source/blender/gpu/intern/gpu_vertex_format.c
index 66e5e254734..65573b71c76 100644
--- a/source/blender/gpu/intern/gpu_vertex_format.c
+++ b/source/blender/gpu/intern/gpu_vertex_format.c
@@ -126,7 +126,7 @@ static uchar copy_attr_name(GPUVertFormat *format, const char *name)
uint available = GPU_VERT_ATTR_NAMES_BUF_LEN - name_offset;
bool terminated = false;
- for (uint i = 0; i < available; ++i) {
+ for (uint i = 0; i < available; i++) {
const char c = name[i];
name_copy[i] = c;
if (c == '\0') {
@@ -303,10 +303,10 @@ uint padding(uint offset, uint alignment)
static void show_pack(uint a_idx, uint sz, uint pad)
{
const char c = 'A' + a_idx;
- for (uint i = 0; i < pad; ++i) {
+ for (uint i = 0; i < pad; i++) {
putchar('-');
}
- for (uint i = 0; i < sz; ++i) {
+ for (uint i = 0; i < sz; i++) {
putchar(c);
}
}
@@ -330,7 +330,7 @@ void VertexFormat_pack(GPUVertFormat *format)
show_pack(0, a0->sz, 0);
#endif
- for (uint a_idx = 1; a_idx < format->attr_len; ++a_idx) {
+ for (uint a_idx = 1; a_idx < format->attr_len; a_idx++) {
GPUVertAttr *a = &format->attrs[a_idx];
uint mid_padding = padding(offset, attr_align(a));
offset += mid_padding;
diff --git a/source/blender/gpu/intern/gpu_viewport.c b/source/blender/gpu/intern/gpu_viewport.c
index e3c13b0ec14..d886ae638e3 100644
--- a/source/blender/gpu/intern/gpu_viewport.c
+++ b/source/blender/gpu/intern/gpu_viewport.c
@@ -303,7 +303,7 @@ GPUTexture *GPU_viewport_texture_pool_query(
(GPU_texture_width(tmp_tex->texture) == width) &&
(GPU_texture_height(tmp_tex->texture) == height)) {
/* Search if the engine is not already using this texture */
- for (int i = 0; i < MAX_ENGINE_BUFFER_SHARING; ++i) {
+ for (int i = 0; i < MAX_ENGINE_BUFFER_SHARING; i++) {
if (tmp_tex->user[i] == engine) {
break;
}
@@ -339,7 +339,7 @@ static void gpu_viewport_texture_pool_clear_users(GPUViewport *viewport)
for (ViewportTempTexture *tmp_tex = viewport->tex_pool.first; tmp_tex; tmp_tex = tmp_tex_next) {
tmp_tex_next = tmp_tex->next;
bool no_user = true;
- for (int i = 0; i < MAX_ENGINE_BUFFER_SHARING; ++i) {
+ for (int i = 0; i < MAX_ENGINE_BUFFER_SHARING; i++) {
if (tmp_tex->user[i] != NULL) {
tmp_tex->user[i] = NULL;
no_user = false;
diff --git a/source/blender/gpu/shaders/gpu_shader_geometry.glsl b/source/blender/gpu/shaders/gpu_shader_geometry.glsl
index f62040589e5..3b4e2e17ccc 100644
--- a/source/blender/gpu/shaders/gpu_shader_geometry.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_geometry.glsl
@@ -24,7 +24,7 @@ uniform int osd_fvar_count;
{ \
vec2 v[4]; \
int primOffset = (gl_PrimitiveID + PrimitiveIdBase) * 4; \
- for (int i = 0; i < 4; ++i) { \
+ for (int i = 0; i < 4; i++) { \
int index = (primOffset + i) * osd_fvar_count + fvarOffset; \
v[i] = vec2(texelFetch(FVarDataBuffer, index).s, texelFetch(FVarDataBuffer, index + 1).s); \
} \