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Diffstat (limited to 'source/blender/gpu/intern/gpu_shader_interface.c')
-rw-r--r--source/blender/gpu/intern/gpu_shader_interface.c16
1 files changed, 8 insertions, 8 deletions
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 */