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authorCampbell Barton <ideasman42@gmail.com>2019-04-17 09:24:14 +0300
committerCampbell Barton <ideasman42@gmail.com>2019-04-17 09:24:14 +0300
commit41d4a1986548e66a652221e4a68c52900474eeff (patch)
tree26acf937ea0b762977f89adcc4e74a3ec9ecee62 /source/blender/gpu
parent108045faa01849115c54190ebed788faf36dcb56 (diff)
ClangFormat: format '#if 0' code in source/
Diffstat (limited to 'source/blender/gpu')
-rw-r--r--source/blender/gpu/GPU_batch.h6
-rw-r--r--source/blender/gpu/intern/gpu_codegen.c6
-rw-r--r--source/blender/gpu/intern/gpu_framebuffer.c2
-rw-r--r--source/blender/gpu/intern/gpu_select_pick.c5
4 files changed, 13 insertions, 6 deletions
diff --git a/source/blender/gpu/GPU_batch.h b/source/blender/gpu/GPU_batch.h
index b9397a61ea4..856148563f2 100644
--- a/source/blender/gpu/GPU_batch.h
+++ b/source/blender/gpu/GPU_batch.h
@@ -157,7 +157,6 @@ void GPU_draw_primitive(GPUPrimType, int v_count);
/* Can multiple batches share a GPUVertBuf? Use ref count? */
-
/* We often need a batch with its own data, to be created and discarded together. */
/* WithOwn variants reduce number of system allocations. */
@@ -179,7 +178,10 @@ typedef struct BatchWithOwnVertexBufferAndElementList {
GPUBatch *create_BatchWithOwnVertexBuffer(GPUPrimType, GPUVertFormat *, uint v_len, GPUIndexBuf *);
GPUBatch *create_BatchWithOwnElementList(GPUPrimType, GPUVertBuf *, uint prim_len);
-GPUBatch *create_BatchWithOwnVertexBufferAndElementList(GPUPrimType, GPUVertFormat *, uint v_len, uint prim_len);
+GPUBatch *create_BatchWithOwnVertexBufferAndElementList(GPUPrimType,
+ GPUVertFormat *,
+ uint v_len,
+ uint prim_len);
/* verts: shared, own */
/* elem: none, shared, own */
GPUBatch *create_BatchInGeneral(GPUPrimType, VertexBufferStuff, ElementListStuff);
diff --git a/source/blender/gpu/intern/gpu_codegen.c b/source/blender/gpu/intern/gpu_codegen.c
index 458c0d5da85..242544ec07f 100644
--- a/source/blender/gpu/intern/gpu_codegen.c
+++ b/source/blender/gpu/intern/gpu_codegen.c
@@ -840,7 +840,8 @@ static char *code_generate_fragment(GPUMaterial *material,
BLI_dynstr_free(ds);
#if 0
- if (G.debug & G_DEBUG) printf("%s\n", code);
+ if (G.debug & G_DEBUG)
+ printf("%s\n", code);
#endif
return code;
@@ -1107,7 +1108,8 @@ static char *code_generate_vertex(ListBase *nodes, const char *vert_code, bool u
BLI_dynstr_free(ds);
#if 0
- if (G.debug & G_DEBUG) printf("%s\n", code);
+ if (G.debug & G_DEBUG)
+ printf("%s\n", code);
#endif
return code;
diff --git a/source/blender/gpu/intern/gpu_framebuffer.c b/source/blender/gpu/intern/gpu_framebuffer.c
index bd4572cc643..77ecac35835 100644
--- a/source/blender/gpu/intern/gpu_framebuffer.c
+++ b/source/blender/gpu/intern/gpu_framebuffer.c
@@ -140,7 +140,7 @@ static void gpu_print_framebuffer_error(GLenum status, char err_out[256])
format_status(INCOMPLETE_ATTACHMENT) format_status(INCOMPLETE_MISSING_ATTACHMENT)
format_status(UNSUPPORTED)
#if 0 /* for OpenGL ES only */
- format_status(INCOMPLETE_DIMENSIONS)
+ format_status(INCOMPLETE_DIMENSIONS)
#else /* for desktop GL only */
format_status(INCOMPLETE_DRAW_BUFFER) format_status(INCOMPLETE_READ_BUFFER)
format_status(INCOMPLETE_MULTISAMPLE) format_status(UNDEFINED)
diff --git a/source/blender/gpu/intern/gpu_select_pick.c b/source/blender/gpu/intern/gpu_select_pick.c
index 46e450d455e..253c8703234 100644
--- a/source/blender/gpu/intern/gpu_select_pick.c
+++ b/source/blender/gpu/intern/gpu_select_pick.c
@@ -348,7 +348,10 @@ void gpu_select_pick_begin(uint (*buffer)[4], uint bufsize, const rcti *input, c
/* set initial 'far' value */
#if 0
- glReadPixels(UNPACK4(ps->gl.clip_readpixels), GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, ps->gl.rect_depth->buf);
+ glReadPixels(UNPACK4(ps->gl.clip_readpixels),
+ GL_DEPTH_COMPONENT,
+ GL_UNSIGNED_INT,
+ ps->gl.rect_depth->buf);
#else
for (uint i = 0; i < rect_len; i++) {
ps->gl.rect_depth->buf[i] = DEPTH_MAX;