diff options
author | Campbell Barton <ideasman42@gmail.com> | 2019-09-07 17:12:26 +0300 |
---|---|---|
committer | Campbell Barton <ideasman42@gmail.com> | 2019-09-07 17:23:25 +0300 |
commit | 0b2d1badecc48b5cbff5ec088b29c6e9acc5e1d0 (patch) | |
tree | 0283a5c819d1e709edfd0de814636aa83a9b1033 /source/blender/gpu | |
parent | ab823176d31dc155645de733f1cd4fbd6ad74592 (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.c | 4 | ||||
-rw-r--r-- | source/blender/gpu/intern/gpu_batch.c | 36 | ||||
-rw-r--r-- | source/blender/gpu/intern/gpu_buffers.c | 14 | ||||
-rw-r--r-- | source/blender/gpu/intern/gpu_codegen.c | 2 | ||||
-rw-r--r-- | source/blender/gpu/intern/gpu_draw.c | 2 | ||||
-rw-r--r-- | source/blender/gpu/intern/gpu_element.c | 6 | ||||
-rw-r--r-- | source/blender/gpu/intern/gpu_framebuffer.c | 8 | ||||
-rw-r--r-- | source/blender/gpu/intern/gpu_immediate.c | 6 | ||||
-rw-r--r-- | source/blender/gpu/intern/gpu_immediate_util.c | 20 | ||||
-rw-r--r-- | source/blender/gpu/intern/gpu_material.c | 6 | ||||
-rw-r--r-- | source/blender/gpu/intern/gpu_shader_interface.c | 16 | ||||
-rw-r--r-- | source/blender/gpu/intern/gpu_texture.c | 12 | ||||
-rw-r--r-- | source/blender/gpu/intern/gpu_vertex_buffer.c | 2 | ||||
-rw-r--r-- | source/blender/gpu/intern/gpu_vertex_format.c | 8 | ||||
-rw-r--r-- | source/blender/gpu/intern/gpu_viewport.c | 4 | ||||
-rw-r--r-- | source/blender/gpu/shaders/gpu_shader_geometry.glsl | 2 |
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); \ } \ |