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authorSebastian Parborg <darkdefende@gmail.com>2020-09-04 21:59:13 +0300
committerSebastian Parborg <darkdefende@gmail.com>2020-09-04 22:04:16 +0300
commit2115232a16d81d28dbdb8042ed8e9316858514c6 (patch)
tree1aeb7354a85b21b43a3ede7bf2980c172d4eec82 /source/blender/nodes
parente43d482cc93c64d55b1f58178db68551077e6560 (diff)
Cleanup: Clang-Tidy readability-inconsistent-declaration-parameter-name fix
No functional changes
Diffstat (limited to 'source/blender/nodes')
-rw-r--r--source/blender/nodes/composite/node_composite_tree.c16
-rw-r--r--source/blender/nodes/texture/node_texture_tree.c20
2 files changed, 17 insertions, 19 deletions
diff --git a/source/blender/nodes/composite/node_composite_tree.c b/source/blender/nodes/composite/node_composite_tree.c
index 00c279ab8f6..085b5c463b9 100644
--- a/source/blender/nodes/composite/node_composite_tree.c
+++ b/source/blender/nodes/composite/node_composite_tree.c
@@ -301,25 +301,23 @@ void ntreeCompositRegisterPass(bNodeTree *ntree,
/* called from render pipeline, to tag render input and output */
/* need to do all scenes, to prevent errors when you re-render 1 scene */
-void ntreeCompositTagRender(Scene *curscene)
+void ntreeCompositTagRender(Scene *scene)
{
- Scene *sce;
-
/* XXX Think using G_MAIN here is valid, since you want to update current file's scene nodes,
* not the ones in temp main generated for rendering?
* This is still rather weak though,
* ideally render struct would store own main AND original G_MAIN. */
- for (sce = G_MAIN->scenes.first; sce; sce = sce->id.next) {
- if (sce->nodetree) {
+ for (Scene *sce_iter = G_MAIN->scenes.first; sce_iter; sce_iter = sce_iter->id.next) {
+ if (sce_iter->nodetree) {
bNode *node;
- for (node = sce->nodetree->nodes.first; node; node = node->next) {
- if (node->id == (ID *)curscene || node->type == CMP_NODE_COMPOSITE) {
- nodeUpdate(sce->nodetree, node);
+ for (node = sce_iter->nodetree->nodes.first; node; node = node->next) {
+ if (node->id == (ID *)scene || node->type == CMP_NODE_COMPOSITE) {
+ nodeUpdate(sce_iter->nodetree, node);
}
else if (node->type == CMP_NODE_TEXTURE) /* uses scene sizex/sizey */ {
- nodeUpdate(sce->nodetree, node);
+ nodeUpdate(sce_iter->nodetree, node);
}
}
}
diff --git a/source/blender/nodes/texture/node_texture_tree.c b/source/blender/nodes/texture/node_texture_tree.c
index b3d595cc69b..d8818657e1c 100644
--- a/source/blender/nodes/texture/node_texture_tree.c
+++ b/source/blender/nodes/texture/node_texture_tree.c
@@ -275,8 +275,8 @@ void ntreeTexEndExecTree(bNodeTreeExec *exec)
}
}
-int ntreeTexExecTree(bNodeTree *nodes,
- TexResult *texres,
+int ntreeTexExecTree(bNodeTree *ntree,
+ TexResult *target,
float co[3],
float dxt[3],
float dyt[3],
@@ -289,16 +289,16 @@ int ntreeTexExecTree(bNodeTree *nodes,
MTex *mtex)
{
TexCallData data;
- float *nor = texres->nor;
+ float *nor = target->nor;
int retval = TEX_INT;
bNodeThreadStack *nts = NULL;
- bNodeTreeExec *exec = nodes->execdata;
+ bNodeTreeExec *exec = ntree->execdata;
data.co = co;
data.dxt = dxt;
data.dyt = dyt;
data.osatex = osatex;
- data.target = texres;
+ data.target = target;
data.do_preview = preview;
data.do_manage = true;
data.thread = thread;
@@ -309,26 +309,26 @@ int ntreeTexExecTree(bNodeTree *nodes,
/* ensure execdata is only initialized once */
if (!exec) {
BLI_thread_lock(LOCK_NODES);
- if (!nodes->execdata) {
- ntreeTexBeginExecTree(nodes);
+ if (!ntree->execdata) {
+ ntreeTexBeginExecTree(ntree);
}
BLI_thread_unlock(LOCK_NODES);
- exec = nodes->execdata;
+ exec = ntree->execdata;
}
nts = ntreeGetThreadStack(exec, thread);
ntreeExecThreadNodes(exec, nts, &data, thread);
ntreeReleaseThreadStack(nts);
- if (texres->nor) {
+ if (target->nor) {
retval |= TEX_NOR;
}
retval |= TEX_RGB;
/* confusing stuff; the texture output node sets this to NULL to indicate no normal socket was
* set however, the texture code checks this for other reasons
* (namely, a normal is required for material). */
- texres->nor = nor;
+ target->nor = nor;
return retval;
}