diff options
Diffstat (limited to 'source/blender/gpu')
-rw-r--r-- | source/blender/gpu/GPU_batch.h | 2 | ||||
-rw-r--r-- | source/blender/gpu/intern/gpu_compositing.c | 2 | ||||
-rw-r--r-- | source/blender/gpu/intern/gpu_draw.c | 5 | ||||
-rw-r--r-- | source/blender/gpu/intern/gpu_framebuffer.c | 8 | ||||
-rw-r--r-- | source/blender/gpu/intern/gpu_lamp.c | 2 | ||||
-rw-r--r-- | source/blender/gpu/intern/gpu_matrix.c | 20 | ||||
-rw-r--r-- | source/blender/gpu/intern/gpu_shader.c | 2 | ||||
-rw-r--r-- | source/blender/gpu/intern/gpu_uniformbuffer.c | 7 | ||||
-rw-r--r-- | source/blender/gpu/intern/gpu_viewport.c | 4 |
9 files changed, 27 insertions, 25 deletions
diff --git a/source/blender/gpu/GPU_batch.h b/source/blender/gpu/GPU_batch.h index 27d1d1f902e..6d16092996e 100644 --- a/source/blender/gpu/GPU_batch.h +++ b/source/blender/gpu/GPU_batch.h @@ -39,7 +39,7 @@ #include "GPU_shader.h" /* Extend GWN_batch_program_set to use Blender’s library of built-in shader programs. */ -void GWN_batch_program_set_builtin(Gwn_Batch*, GPUBuiltinShader); +void GWN_batch_program_set_builtin(Gwn_Batch *, GPUBuiltinShader); /* Replacement for gluSphere */ Gwn_Batch *GPU_batch_preset_sphere(int lod); diff --git a/source/blender/gpu/intern/gpu_compositing.c b/source/blender/gpu/intern/gpu_compositing.c index 5bb9fe95099..12ed67cdf4e 100644 --- a/source/blender/gpu/intern/gpu_compositing.c +++ b/source/blender/gpu/intern/gpu_compositing.c @@ -281,7 +281,7 @@ GPUFX *GPU_fx_compositor_create(void) } Gwn_VertBuf *vbo = GWN_vertbuf_create_with_format(&format); GWN_vertbuf_data_alloc(vbo, 4); - for (int i = 0; i < 4; ++i) { + for (int i = 0; i < 4; ++i) { GWN_vertbuf_attr_set(vbo, pos, i, fullscreencos[i]); GWN_vertbuf_attr_set(vbo, uvs, i, fullscreenuvs[i]); } diff --git a/source/blender/gpu/intern/gpu_draw.c b/source/blender/gpu/intern/gpu_draw.c index 1ab1cba2504..cc6afe983ca 100644 --- a/source/blender/gpu/intern/gpu_draw.c +++ b/source/blender/gpu/intern/gpu_draw.c @@ -1280,7 +1280,7 @@ void GPU_create_smoke(SmokeModifierData *smd, int highres) } sds->tex_flame = (smoke_turbulence_has_fuel(sds->wt)) ? GPU_texture_create_3D_custom(sds->res_wt[0], sds->res_wt[1], sds->res_wt[2], 1, - GPU_R8, smoke_turbulence_get_flame(sds->wt), NULL): + GPU_R8, smoke_turbulence_get_flame(sds->wt), NULL) : NULL; } @@ -2425,7 +2425,8 @@ void gpuPushAttrib(eGPUAttribMask mask) AttribStack.top++; } -static void restore_mask(GLenum cap, const bool value) { +static void restore_mask(GLenum cap, const bool value) +{ if (value) { glEnable(cap); } diff --git a/source/blender/gpu/intern/gpu_framebuffer.c b/source/blender/gpu/intern/gpu_framebuffer.c index e7b70b70d80..6b19cea464b 100644 --- a/source/blender/gpu/intern/gpu_framebuffer.c +++ b/source/blender/gpu/intern/gpu_framebuffer.c @@ -573,7 +573,7 @@ void GPU_framebuffer_recursive_downsample( glReadBuffer(GL_COLOR_ATTACHMENT0); } - for (i=1; i < num_iter+1 && (current_dim[0] > 4 && current_dim[1] > 4); i++) { + for (i = 1; i < num_iter + 1 && (current_dim[0] > 4 && current_dim[1] > 4); i++) { /* calculate next viewport size */ current_dim[0] /= 2; @@ -587,8 +587,8 @@ void GPU_framebuffer_recursive_downsample( /* bind next level for rendering but first restrict fetches only to previous level */ GPU_texture_bind(tex, 0); - glTexParameteri(GPU_texture_target(tex), GL_TEXTURE_BASE_LEVEL, i-1); - glTexParameteri(GPU_texture_target(tex), GL_TEXTURE_MAX_LEVEL, i-1); + glTexParameteri(GPU_texture_target(tex), GL_TEXTURE_BASE_LEVEL, i - 1); + glTexParameteri(GPU_texture_target(tex), GL_TEXTURE_MAX_LEVEL, i - 1); GPU_texture_unbind(tex); glFramebufferTexture(GL_FRAMEBUFFER, attachment, GPU_texture_opengl_bindcode(tex), i); @@ -601,7 +601,7 @@ void GPU_framebuffer_recursive_downsample( /* reset mipmap level range for the depth image */ GPU_texture_bind(tex, 0); glTexParameteri(GPU_texture_target(tex), GL_TEXTURE_BASE_LEVEL, 0); - glTexParameteri(GPU_texture_target(tex), GL_TEXTURE_MAX_LEVEL, i-1); + glTexParameteri(GPU_texture_target(tex), GL_TEXTURE_MAX_LEVEL, i - 1); GPU_texture_unbind(tex); } diff --git a/source/blender/gpu/intern/gpu_lamp.c b/source/blender/gpu/intern/gpu_lamp.c index 23bfb1dfb6b..fbc1ace1292 100644 --- a/source/blender/gpu/intern/gpu_lamp.c +++ b/source/blender/gpu/intern/gpu_lamp.c @@ -376,7 +376,7 @@ GPULamp *GPU_lamp_from_blender(Scene *scene, Object *ob, Object *par) void GPU_lamp_engine_data_free(LampEngineData *led) { - for (int i = 0; i < MAX_LAMP_DATA; ++i) { + for (int i = 0; i < MAX_LAMP_DATA; ++i) { if (led->storage[i]) { MEM_freeN(led->storage[i]); led->storage[i] = NULL; diff --git a/source/blender/gpu/intern/gpu_matrix.c b/source/blender/gpu/intern/gpu_matrix.c index 11575d8062c..b6214f2778b 100644 --- a/source/blender/gpu/intern/gpu_matrix.c +++ b/source/blender/gpu/intern/gpu_matrix.c @@ -574,33 +574,33 @@ void gpuBindMatrices(const Gwn_ShaderInterface *shaderface) const Gwn_ShaderInput *P_inv = GWN_shaderinterface_uniform_builtin(shaderface, GWN_UNIFORM_PROJECTION_INV); if (MV) { - #if DEBUG_MATRIX_BIND +#if DEBUG_MATRIX_BIND puts("setting MV matrix"); - #endif +#endif glUniformMatrix4fv(MV->location, 1, GL_FALSE, (const float *)gpuGetModelViewMatrix(NULL)); } if (P) { - #if DEBUG_MATRIX_BIND +#if DEBUG_MATRIX_BIND puts("setting P matrix"); - #endif +#endif glUniformMatrix4fv(P->location, 1, GL_FALSE, (const float *)gpuGetProjectionMatrix(NULL)); } if (MVP) { - #if DEBUG_MATRIX_BIND +#if DEBUG_MATRIX_BIND puts("setting MVP matrix"); - #endif +#endif glUniformMatrix4fv(MVP->location, 1, GL_FALSE, (const float *)gpuGetModelViewProjectionMatrix(NULL)); } if (N) { - #if DEBUG_MATRIX_BIND +#if DEBUG_MATRIX_BIND puts("setting normal matrix"); - #endif +#endif glUniformMatrix3fv(N->location, 1, GL_FALSE, (const float *)gpuGetNormalMatrix(NULL)); } @@ -609,14 +609,14 @@ void gpuBindMatrices(const Gwn_ShaderInterface *shaderface) Mat4 m; gpuGetModelViewMatrix(m); invert_m4(m); - glUniformMatrix4fv(MV_inv->location, 1, GL_FALSE, (const float*) m); + glUniformMatrix4fv(MV_inv->location, 1, GL_FALSE, (const float *)m); } if (P_inv) { Mat4 m; gpuGetProjectionMatrix(m); invert_m4(m); - glUniformMatrix4fv(P_inv->location, 1, GL_FALSE, (const float*) m); + glUniformMatrix4fv(P_inv->location, 1, GL_FALSE, (const float *)m); } state.dirty = false; diff --git a/source/blender/gpu/intern/gpu_shader.c b/source/blender/gpu/intern/gpu_shader.c index 733aafd7362..66049b1d2a1 100644 --- a/source/blender/gpu/intern/gpu_shader.c +++ b/source/blender/gpu/intern/gpu_shader.c @@ -727,7 +727,7 @@ GPUShader *GPU_shader_get_builtin_shader(GPUBuiltinShader shader) [GPU_SHADER_2D_IMAGE_SHUFFLE_COLOR] = { datatoc_gpu_shader_2D_image_vert_glsl, datatoc_gpu_shader_image_shuffle_color_frag_glsl }, [GPU_SHADER_3D_UNIFORM_COLOR] = { datatoc_gpu_shader_3D_vert_glsl, datatoc_gpu_shader_uniform_color_frag_glsl }, - [GPU_SHADER_3D_UNIFORM_COLOR_U32] = { datatoc_gpu_shader_3D_vert_glsl, datatoc_gpu_shader_uniform_color_frag_glsl }, + [GPU_SHADER_3D_UNIFORM_COLOR_U32] = { datatoc_gpu_shader_3D_vert_glsl, datatoc_gpu_shader_uniform_color_frag_glsl }, [GPU_SHADER_3D_FLAT_COLOR] = { datatoc_gpu_shader_3D_flat_color_vert_glsl, datatoc_gpu_shader_flat_color_frag_glsl }, [GPU_SHADER_3D_FLAT_COLOR_U32] = { datatoc_gpu_shader_3D_flat_color_vert_glsl, diff --git a/source/blender/gpu/intern/gpu_uniformbuffer.c b/source/blender/gpu/intern/gpu_uniformbuffer.c index 3defbe1e55f..6d52dab5a1f 100644 --- a/source/blender/gpu/intern/gpu_uniformbuffer.c +++ b/source/blender/gpu/intern/gpu_uniformbuffer.c @@ -243,8 +243,8 @@ static GPUType get_padded_gpu_type(LinkData *link) /* Unless the vec3 is followed by a float we need to treat it as a vec4. */ if (gputype == GPU_VEC3 && - (link->next != NULL) && - (((GPUInput *)link->next->data)->type != GPU_FLOAT)) + (link->next != NULL) && + (((GPUInput *)link->next->data)->type != GPU_FLOAT)) { gputype = GPU_VEC4; } @@ -368,7 +368,8 @@ int GPU_uniformbuffer_bindpoint(GPUUniformBuffer *ubo) return ubo->bindpoint; } -void GPU_uniformbuffer_tag_dirty(GPUUniformBuffer *ubo_) { +void GPU_uniformbuffer_tag_dirty(GPUUniformBuffer *ubo_) +{ BLI_assert(ubo_->type == GPU_UBO_DYNAMIC); GPUUniformBufferDynamic *ubo = (GPUUniformBufferDynamic *)ubo_; ubo->flag |= GPU_UBO_FLAG_DIRTY; diff --git a/source/blender/gpu/intern/gpu_viewport.c b/source/blender/gpu/intern/gpu_viewport.c index bf255cfef6f..058f6ced40b 100644 --- a/source/blender/gpu/intern/gpu_viewport.c +++ b/source/blender/gpu/intern/gpu_viewport.c @@ -238,8 +238,8 @@ GPUTexture *GPU_viewport_texture_pool_query(GPUViewport *viewport, void *engine, for (ViewportTempTexture *tmp_tex = viewport->tex_pool.first; tmp_tex; tmp_tex = tmp_tex->next) { if ((GPU_texture_width(tmp_tex->texture) == width) && - (GPU_texture_height(tmp_tex->texture) == height) && - (GPU_texture_format(tmp_tex->texture) == format)) + (GPU_texture_height(tmp_tex->texture) == height) && + (GPU_texture_format(tmp_tex->texture) == format)) { /* Search if the engine is not already using this texture */ for (int i = 0; i < MAX_ENGINE_BUFFER_SHARING; ++i) { |