Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
-rw-r--r--source/blender/blenkernel/intern/pbvh.c11
-rw-r--r--source/blender/draw/engines/eevee_next/eevee_depth_of_field.cc2
-rw-r--r--source/blender/draw/engines/eevee_next/eevee_motion_blur.cc2
-rw-r--r--source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_filter_comp.glsl4
-rw-r--r--source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_gather_comp.glsl4
-rw-r--r--source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_hole_fill_comp.glsl4
-rw-r--r--source/blender/draw/engines/eevee_next/shaders/eevee_light_culling_debug_frag.glsl2
-rw-r--r--source/blender/draw/intern/draw_manager_data.c2
-rw-r--r--source/blender/draw/intern/shaders/draw_debug_print_display_frag.glsl2
-rw-r--r--source/blender/draw/intern/shaders/draw_debug_print_display_vert.glsl2
-rw-r--r--source/blender/editors/sculpt_paint/sculpt_undo.c4
11 files changed, 21 insertions, 18 deletions
diff --git a/source/blender/blenkernel/intern/pbvh.c b/source/blender/blenkernel/intern/pbvh.c
index d7fa2ca8e32..9db6689167d 100644
--- a/source/blender/blenkernel/intern/pbvh.c
+++ b/source/blender/blenkernel/intern/pbvh.c
@@ -2899,10 +2899,13 @@ void BKE_pbvh_draw_cb(PBVH *pbvh,
MEM_SAFE_FREE(nodes);
}
-void BKE_pbvh_draw_debug_cb(
- PBVH *pbvh,
- void (*draw_fn)(PBVHNode *node, void *user_data, const float bmin[3], const float bmax[3], PBVHNodeFlags flag),
- void *user_data)
+void BKE_pbvh_draw_debug_cb(PBVH *pbvh,
+ void (*draw_fn)(PBVHNode *node,
+ void *user_data,
+ const float bmin[3],
+ const float bmax[3],
+ PBVHNodeFlags flag),
+ void *user_data)
{
for (int a = 0; a < pbvh->totnode; a++) {
PBVHNode *node = &pbvh->nodes[a];
diff --git a/source/blender/draw/engines/eevee_next/eevee_depth_of_field.cc b/source/blender/draw/engines/eevee_next/eevee_depth_of_field.cc
index 3700076153e..afabeb8b729 100644
--- a/source/blender/draw/engines/eevee_next/eevee_depth_of_field.cc
+++ b/source/blender/draw/engines/eevee_next/eevee_depth_of_field.cc
@@ -765,4 +765,4 @@ void DepthOfField::render(GPUTexture **input_tx,
/** \} */
-} // namespace blender::eevee \ No newline at end of file
+} // namespace blender::eevee
diff --git a/source/blender/draw/engines/eevee_next/eevee_motion_blur.cc b/source/blender/draw/engines/eevee_next/eevee_motion_blur.cc
index 660eb9f1e22..d9545e2e972 100644
--- a/source/blender/draw/engines/eevee_next/eevee_motion_blur.cc
+++ b/source/blender/draw/engines/eevee_next/eevee_motion_blur.cc
@@ -259,4 +259,4 @@ void MotionBlurModule::render(GPUTexture **input_tx, GPUTexture **output_tx)
/** \} */
-} // namespace blender::eevee \ No newline at end of file
+} // namespace blender::eevee
diff --git a/source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_filter_comp.glsl b/source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_filter_comp.glsl
index 67e6c8ec7d2..49c93ca63cd 100644
--- a/source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_filter_comp.glsl
+++ b/source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_filter_comp.glsl
@@ -134,8 +134,8 @@ void main()
{
/**
* NOTE: We can **NOT** optimize by discarding some tiles as the result is sampled using bilinear
- * filtering in the resolve pass. Not outputting to a tile means that border texels have undefined
- * value and tile border will be noticeable in the final image.
+ * filtering in the resolve pass. Not outputting to a tile means that border texels have
+ * undefined value and tile border will be noticeable in the final image.
*/
cache_init();
diff --git a/source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_gather_comp.glsl b/source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_gather_comp.glsl
index 201e8ac9ba1..cf8dd7a36e6 100644
--- a/source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_gather_comp.glsl
+++ b/source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_gather_comp.glsl
@@ -2,8 +2,8 @@
/**
* Gather pass: Convolve foreground and background parts in separate passes.
*
- * Using the min&max CoC tile buffer, we select the best appropriate method to blur the scene color.
- * A fast gather path is taken if there is not many CoC variation inside the tile.
+ * Using the min&max CoC tile buffer, we select the best appropriate method to blur the scene
+ *color. A fast gather path is taken if there is not many CoC variation inside the tile.
*
* We sample using an octaweb sampling pattern. We randomize the kernel center and each ring
* rotation to ensure maximum coverage.
diff --git a/source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_hole_fill_comp.glsl b/source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_hole_fill_comp.glsl
index 1b42d21ed65..5cdabbc2d4b 100644
--- a/source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_hole_fill_comp.glsl
+++ b/source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_hole_fill_comp.glsl
@@ -2,8 +2,8 @@
/**
* Holefill pass: Gather background parts where foreground is present.
*
- * Using the min&max CoC tile buffer, we select the best appropriate method to blur the scene color.
- * A fast gather path is taken if there is not many CoC variation inside the tile.
+ * Using the min&max CoC tile buffer, we select the best appropriate method to blur the scene
+ *color. A fast gather path is taken if there is not many CoC variation inside the tile.
*
* We sample using an octaweb sampling pattern. We randomize the kernel center and each ring
* rotation to ensure maximum coverage.
diff --git a/source/blender/draw/engines/eevee_next/shaders/eevee_light_culling_debug_frag.glsl b/source/blender/draw/engines/eevee_next/shaders/eevee_light_culling_debug_frag.glsl
index 5c50a2252bd..9d231c6bd37 100644
--- a/source/blender/draw/engines/eevee_next/shaders/eevee_light_culling_debug_frag.glsl
+++ b/source/blender/draw/engines/eevee_next/shaders/eevee_light_culling_debug_frag.glsl
@@ -51,4 +51,4 @@ void main()
out_debug_color_add = vec4(color.rgb, 0.0) * 0.2;
out_debug_color_mul = color;
-} \ No newline at end of file
+}
diff --git a/source/blender/draw/intern/draw_manager_data.c b/source/blender/draw/intern/draw_manager_data.c
index abccbd66e80..913d1b4c3f4 100644
--- a/source/blender/draw/intern/draw_manager_data.c
+++ b/source/blender/draw/intern/draw_manager_data.c
@@ -1213,7 +1213,7 @@ static void sculpt_debug_cb(
if (flag & PBVH_Leaf) {
int color = (*debug_node_nr)++;
color += BKE_pbvh_debug_draw_gen_get(node);
-
+
DRW_debug_bbox(&bb, SCULPT_DEBUG_COLOR(color));
}
#endif
diff --git a/source/blender/draw/intern/shaders/draw_debug_print_display_frag.glsl b/source/blender/draw/intern/shaders/draw_debug_print_display_frag.glsl
index fe608816109..4e0d980637f 100644
--- a/source/blender/draw/intern/shaders/draw_debug_print_display_frag.glsl
+++ b/source/blender/draw/intern/shaders/draw_debug_print_display_frag.glsl
@@ -130,4 +130,4 @@ void main()
/* Transparent Background for ease of read. */
out_color = vec4(0, 0, 0, 0.2);
}
-} \ No newline at end of file
+}
diff --git a/source/blender/draw/intern/shaders/draw_debug_print_display_vert.glsl b/source/blender/draw/intern/shaders/draw_debug_print_display_vert.glsl
index c8fc3815436..f67e9d3f9e0 100644
--- a/source/blender/draw/intern/shaders/draw_debug_print_display_vert.glsl
+++ b/source/blender/draw/intern/shaders/draw_debug_print_display_vert.glsl
@@ -26,4 +26,4 @@ void main()
gl_Position = vec4(
pos_on_screen * drw_view.viewport_size_inverse * vec2(2.0, -2.0) - vec2(1.0, -1.0), 0, 1);
gl_PointSize = char_size;
-} \ No newline at end of file
+}
diff --git a/source/blender/editors/sculpt_paint/sculpt_undo.c b/source/blender/editors/sculpt_paint/sculpt_undo.c
index 8370d8fa501..283e9a1c6fa 100644
--- a/source/blender/editors/sculpt_paint/sculpt_undo.c
+++ b/source/blender/editors/sculpt_paint/sculpt_undo.c
@@ -10,12 +10,12 @@
*
* The sculpt undo system is a delta-based system. Each undo step stores
* the difference with the prior one.
- *
+ *
* To use the sculpt undo system, you must call SCULPT_undo_push_begin
* inside an operator exec or invoke callback (ED_sculpt_undo_geometry_begin
* may be called if you wish to save a non-delta copy of the entire mesh).
* This will initialize the sculpt undo stack and set up an undo step.
- *
+ *
* At the end of the operator you should call SCULPT_undo_push_end.
*
* SCULPT_undo_push_end and ED_sculpt_undo_geometry_begin both take a