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authorJacques Lucke <jacques@blender.org>2022-03-22 15:44:15 +0300
committerJacques Lucke <jacques@blender.org>2022-03-22 15:44:15 +0300
commit2ebcb7fab3e237b7d00de3088c34780cd24f397b (patch)
treef348f5701a8e30ef9c2dcaa1628c5ac184ec4aa0 /source
parent19c793af35ea8e694c16995d115d7c9247fee81a (diff)
Cleanup: make format and fix warning
Diffstat (limited to 'source')
-rw-r--r--source/blender/gpu/GPU_context.h9
-rw-r--r--source/blender/gpu/GPU_platform.h9
-rw-r--r--source/blender/gpu/intern/gpu_context.cc19
-rw-r--r--source/blender/gpu/intern/gpu_platform.cc8
-rw-r--r--source/blender/gpu/metal/mtl_backend.mm19
-rw-r--r--source/blender/gpu/shaders/gpu_shader_image_overlays_merge_frag.glsl2
-rw-r--r--source/blender/gpu/shaders/gpu_shader_text_vert.glsl5
-rw-r--r--source/blender/gpu/shaders/material/gpu_shader_material_light_falloff.glsl7
8 files changed, 48 insertions, 30 deletions
diff --git a/source/blender/gpu/GPU_context.h b/source/blender/gpu/GPU_context.h
index 453c117501d..f3b7f8c29bf 100644
--- a/source/blender/gpu/GPU_context.h
+++ b/source/blender/gpu/GPU_context.h
@@ -47,11 +47,12 @@ void GPU_context_main_lock(void);
void GPU_context_main_unlock(void);
/* GPU Begin/end work blocks */
-void GPU_render_begin();
-void GPU_render_end();
+void GPU_render_begin(void);
+void GPU_render_end(void);
-/* For operations which need to run exactly once per frame -- even if there are no render updates. */
-void GPU_render_step();
+/* For operations which need to run exactly once per frame -- even if there are no render updates.
+ */
+void GPU_render_step(void);
#ifdef __cplusplus
}
diff --git a/source/blender/gpu/GPU_platform.h b/source/blender/gpu/GPU_platform.h
index bd20d0c7db1..d999216c7ff 100644
--- a/source/blender/gpu/GPU_platform.h
+++ b/source/blender/gpu/GPU_platform.h
@@ -58,10 +58,13 @@ extern "C" {
#endif
/* GPU Types */
-/* TODO: Verify all use-cases of GPU_type_matches to determine which graphics API it should apply to, and replace
- * with `GPU_type_matches_ex` where appropriate. */
+/* TODO: Verify all use-cases of GPU_type_matches to determine which graphics API it should apply
+ * to, and replace with `GPU_type_matches_ex` where appropriate. */
bool GPU_type_matches(eGPUDeviceType device, eGPUOSType os, eGPUDriverType driver);
-bool GPU_type_matches_ex(eGPUDeviceType device, eGPUOSType os, eGPUDriverType driver, eGPUBackendType backend);
+bool GPU_type_matches_ex(eGPUDeviceType device,
+ eGPUOSType os,
+ eGPUDriverType driver,
+ eGPUBackendType backend);
eGPUSupportLevel GPU_platform_support_level(void);
const char *GPU_platform_vendor(void);
diff --git a/source/blender/gpu/intern/gpu_context.cc b/source/blender/gpu/intern/gpu_context.cc
index 5b40d3850a5..c6eaf7defdc 100644
--- a/source/blender/gpu/intern/gpu_context.cc
+++ b/source/blender/gpu/intern/gpu_context.cc
@@ -14,7 +14,7 @@
/* TODO: Create cmake option. */
#if WITH_OPENGL
- #define WITH_OPENGL_BACKEND 1
+# define WITH_OPENGL_BACKEND 1
#endif
#include "BLI_assert.h"
@@ -152,18 +152,21 @@ void GPU_context_main_unlock()
* Used for global autoreleasepool flushing in Metal
* \{ */
-void GPU_render_begin() {
- GPUBackend* backend = GPUBackend::get();
+void GPU_render_begin()
+{
+ GPUBackend *backend = GPUBackend::get();
BLI_assert(backend);
backend->render_begin();
}
-void GPU_render_end() {
- GPUBackend* backend = GPUBackend::get();
+void GPU_render_end()
+{
+ GPUBackend *backend = GPUBackend::get();
BLI_assert(backend);
backend->render_end();
}
-void GPU_render_step() {
- GPUBackend* backend = GPUBackend::get();
+void GPU_render_step()
+{
+ GPUBackend *backend = GPUBackend::get();
BLI_assert(backend);
backend->render_step();
}
@@ -229,7 +232,7 @@ void GPU_backend_exit()
eGPUBackendType GPU_backend_get_type()
{
-
+
#ifdef WITH_OPENGL_BACKEND
if (g_backend && dynamic_cast<GLBackend *>(g_backend) != nullptr) {
return GPU_BACKEND_OPENGL;
diff --git a/source/blender/gpu/intern/gpu_platform.cc b/source/blender/gpu/intern/gpu_platform.cc
index 8d4e80abd97..d108dd468a0 100644
--- a/source/blender/gpu/intern/gpu_platform.cc
+++ b/source/blender/gpu/intern/gpu_platform.cc
@@ -148,10 +148,14 @@ bool GPU_type_matches(eGPUDeviceType device, eGPUOSType os, eGPUDriverType drive
return GPU_type_matches_ex(device, os, driver, GPU_BACKEND_ANY);
}
-bool GPU_type_matches_ex(eGPUDeviceType device, eGPUOSType os, eGPUDriverType driver, eGPUBackendType backend)
+bool GPU_type_matches_ex(eGPUDeviceType device,
+ eGPUOSType os,
+ eGPUDriverType driver,
+ eGPUBackendType backend)
{
BLI_assert(GPG.initialized);
- return (GPG.device & device) && (GPG.os & os) && (GPG.driver & driver) && (GPG.backend & backend);
+ return (GPG.device & device) && (GPG.os & os) && (GPG.driver & driver) &&
+ (GPG.backend & backend);
}
/** \} */
diff --git a/source/blender/gpu/metal/mtl_backend.mm b/source/blender/gpu/metal/mtl_backend.mm
index c4a35218158..35be99be686 100644
--- a/source/blender/gpu/metal/mtl_backend.mm
+++ b/source/blender/gpu/metal/mtl_backend.mm
@@ -318,7 +318,7 @@ void MTLBackend::capabilities_init(MTLContext *ctx)
/* Initialise Capabilities. */
MTLBackend::capabilities.supports_argument_buffers_tier2 = ([device argumentBuffersSupport] ==
- MTLArgumentBuffersTier2);
+ MTLArgumentBuffersTier2);
MTLBackend::capabilities.supports_family_mac1 = [device supportsFamily:MTLGPUFamilyMac1];
MTLBackend::capabilities.supports_family_mac2 = [device supportsFamily:MTLGPUFamilyMac2];
MTLBackend::capabilities.supports_family_mac_catalyst1 = [device
@@ -347,7 +347,7 @@ void MTLBackend::capabilities_init(MTLContext *ctx)
/* Conservative uniform data limit is 4KB per-stage -- This is the limit of setBytes.
* MTLBuffer path is also supported but not as efficient. */
- GCaps.max_uniforms_vert = 1024;
+ GCaps.max_uniforms_vert = 1024;
GCaps.max_uniforms_frag = 1024;
GCaps.max_batch_indices = 1 << 31;
@@ -364,7 +364,7 @@ void MTLBackend::capabilities_init(MTLContext *ctx)
GCaps.shader_storage_buffer_objects_support =
false; /* TODO(Metal): implement Storage Buffer support.*/
- /* Maximum buffer bindings: 31. Consider required slot for uniforms/UBOs/Vertex attributes.
+ /* Maximum buffer bindings: 31. Consider required slot for uniforms/UBOs/Vertex attributes.
* Can use argument buffers if a higher limit is required. */
GCaps.max_shader_storage_buffer_bindings = 24;
@@ -373,11 +373,13 @@ void MTLBackend::capabilities_init(MTLContext *ctx)
GCaps.max_work_group_count[1] = 65535;
GCaps.max_work_group_count[2] = 65535;
- /* In Metal, total_thread_count is 512 or 1024, such that
+ /* In Metal, total_thread_count is 512 or 1024, such that
* threadgroup `width*height*depth <= total_thread_count` */
- unsigned int max_threads_per_threadgroup_per_dim =
- ([device supportsFamily:MTLGPUFamilyApple4] ||
- MTLBackend::capabilities.supports_family_mac1) ? 1024 : 512;
+ unsigned int max_threads_per_threadgroup_per_dim =
+ ([device supportsFamily:MTLGPUFamilyApple4] ||
+ MTLBackend::capabilities.supports_family_mac1) ?
+ 1024 :
+ 512;
GCaps.max_work_group_size[0] = max_threads_per_threadgroup_per_dim;
GCaps.max_work_group_size[1] = max_threads_per_threadgroup_per_dim;
GCaps.max_work_group_size[2] = max_threads_per_threadgroup_per_dim;
@@ -394,7 +396,8 @@ void MTLBackend::capabilities_init(MTLContext *ctx)
GCaps.broken_amd_driver = false;
/* Metal related workarounds. */
- /* Minimum per-vertex stride is 4 bytes in Metal. A bound vertex buffer must contribute atleast 4 bytes per vertex. */
+ /* Minimum per-vertex stride is 4 bytes in Metal. A bound vertex buffer must contribute atleast 4
+ * bytes per vertex. */
GCaps.minimum_per_vertex_stride = 4;
}
diff --git a/source/blender/gpu/shaders/gpu_shader_image_overlays_merge_frag.glsl b/source/blender/gpu/shaders/gpu_shader_image_overlays_merge_frag.glsl
index aa182eb52be..d77f073b7de 100644
--- a/source/blender/gpu/shaders/gpu_shader_image_overlays_merge_frag.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_image_overlays_merge_frag.glsl
@@ -34,7 +34,7 @@ void main()
{
fragColor = texture(image_texture, texCoord_interp.xy);
vec4 overlay_col = texture(overlays_texture, texCoord_interp.xy);
-
+
if (overlay) {
fragColor = clamp(fragColor, 0.0, 1.0);
fragColor *= 1.0 - overlay_col.a;
diff --git a/source/blender/gpu/shaders/gpu_shader_text_vert.glsl b/source/blender/gpu/shaders/gpu_shader_text_vert.glsl
index 4221e426a3e..63d73733c2f 100644
--- a/source/blender/gpu/shaders/gpu_shader_text_vert.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_text_vert.glsl
@@ -28,8 +28,9 @@ void main()
vec2 interp_offset = float(interp_size) / abs(pos.zw - pos.xy);
texCoord_interp = mix(-interp_offset, 1.0 + interp_offset, quad);
- vec2 final_pos = mix(
- vec2(ivec2(pos.xy) + ivec2(-interp_size, interp_size)), vec2(ivec2(pos.zw) + ivec2(interp_size, -interp_size)), quad);
+ vec2 final_pos = mix(vec2(ivec2(pos.xy) + ivec2(-interp_size, interp_size)),
+ vec2(ivec2(pos.zw) + ivec2(interp_size, -interp_size)),
+ quad);
gl_Position = ModelViewProjectionMatrix * vec4(final_pos, 0.0, 1.0);
}
diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_light_falloff.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_light_falloff.glsl
index e1c7a00646f..92762db5ff4 100644
--- a/source/blender/gpu/shaders/material/gpu_shader_material_light_falloff.glsl
+++ b/source/blender/gpu/shaders/material/gpu_shader_material_light_falloff.glsl
@@ -1,5 +1,8 @@
-void node_light_falloff(
- float strength, float tsmooth, out float quadratic, out float linear, out float falloff_constant)
+void node_light_falloff(float strength,
+ float tsmooth,
+ out float quadratic,
+ out float linear,
+ out float falloff_constant)
{
quadratic = strength;
linear = strength;