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-rw-r--r--source/blender/editors/space_view3d/drawobject.c10
-rw-r--r--source/blender/editors/space_view3d/view3d_draw.c31
-rw-r--r--source/blender/gpu/GPU_viewport.h2
-rw-r--r--source/blender/gpu/intern/gpu_viewport.c2
4 files changed, 21 insertions, 24 deletions
diff --git a/source/blender/editors/space_view3d/drawobject.c b/source/blender/editors/space_view3d/drawobject.c
index 46d682233ed..b00a7346e59 100644
--- a/source/blender/editors/space_view3d/drawobject.c
+++ b/source/blender/editors/space_view3d/drawobject.c
@@ -1134,7 +1134,7 @@ static void imm_drawcircball(const float cent[3], float rad, const float tmat[4]
}
/* circle for object centers, special_color is for library or ob users */
-static void drawcentercircle(View3D *v3d, RegionView3D *rv3d, const float co[3], int selstate, bool special_color)
+static void drawcentercircle(View3D *v3d, RegionView3D *UNUSED(rv3d), const float co[3], int selstate, bool special_color)
{
const float outlineWidth = 1.0f * U.pixelsize;
const float size = U.obcenter_dia * U.pixelsize + outlineWidth;
@@ -4369,8 +4369,8 @@ static void draw_em_fancy(Scene *scene, ARegion *ar, View3D *v3d,
#endif
}
-static void draw_em_fancy_new(Scene *scene, ARegion *ar, View3D *v3d,
- Object *ob, BMEditMesh *em, DerivedMesh *cageDM, DerivedMesh *finalDM, const char dt)
+static void draw_em_fancy_new(Scene *UNUSED(scene), ARegion *ar, View3D *UNUSED(v3d),
+ Object *UNUSED(ob), BMEditMesh *UNUSED(em), DerivedMesh *cageDM, DerivedMesh *UNUSED(finalDM), const char UNUSED(dt))
{
/* for now... something simple! */
@@ -4492,7 +4492,7 @@ static void draw_mesh_object_outline_new(View3D *v3d, RegionView3D *rv3d, Object
Batch_set_builtin_program(fancy_edges, GPU_SHADER_EDGES_FRONT_BACK_ORTHO);
/* set eye vector, transformed to object coords */
float eye[3] = { 0.0f, 0.0f, 1.0f }; /* looking into the screen */
- mul_m3_v3(gpuGetNormalMatrixInverse(NULL), eye);
+ mul_m3_v3((float (*)[3])gpuGetNormalMatrixInverse(NULL), eye);
Batch_Uniform3fv(fancy_edges, "eye", eye);
}
else {
@@ -5015,7 +5015,7 @@ static void draw_mesh_fancy_new(Scene *scene, ARegion *ar, View3D *v3d, RegionVi
Batch_set_builtin_program(fancy_edges, GPU_SHADER_EDGES_FRONT_BACK_ORTHO);
/* set eye vector, transformed to object coords */
float eye[3] = { 0.0f, 0.0f, 1.0f }; /* looking into the screen */
- mul_m3_v3(gpuGetNormalMatrixInverse(NULL), eye);
+ mul_m3_v3((float (*)[3])gpuGetNormalMatrixInverse(NULL), eye);
Batch_Uniform3fv(fancy_edges, "eye", eye);
}
else {
diff --git a/source/blender/editors/space_view3d/view3d_draw.c b/source/blender/editors/space_view3d/view3d_draw.c
index 8f6bd4aaac8..0765b536d46 100644
--- a/source/blender/editors/space_view3d/view3d_draw.c
+++ b/source/blender/editors/space_view3d/view3d_draw.c
@@ -285,7 +285,7 @@ static void view3d_stereo3d_setup(Scene *scene, View3D *v3d, ARegion *ar)
#if VIEW3D_DRAW_DEBUG
-static void view3d_draw_debug_store_depth(ARegion *ar, DrawData *draw_data)
+static void view3d_draw_debug_store_depth(ARegion *UNUSED(ar), DrawData *draw_data)
{
GPUViewport *viewport = draw_data->viewport;
GLint viewport_size[4];
@@ -306,7 +306,7 @@ static void view3d_draw_debug_store_depth(ARegion *ar, DrawData *draw_data)
if (!GPU_viewport_debug_depth_is_valid(viewport)) {
char error[256];
- if (!GPU_viewport_debug_depth_create(viewport, w, h, 0, error)) {
+ if (!GPU_viewport_debug_depth_create(viewport, w, h, error)) {
fprintf(stderr, "Failed to create depth buffer for debug: %s\n", error);
return;
}
@@ -729,8 +729,8 @@ static void drawrenderborder(ARegion *ar, View3D *v3d)
/* ******************** offline engine ***************** */
static bool view3d_draw_render_draw(const bContext *C, Scene *scene,
- ARegion *ar, View3D *v3d,
- bool clip_border, const rcti *border_rect)
+ ARegion *ar, View3D *UNUSED(v3d),
+ bool clip_border, const rcti *border_rect)
{
RegionView3D *rv3d = ar->regiondata;
RenderEngineType *type;
@@ -797,7 +797,7 @@ static bool view3d_draw_render_draw(const bContext *C, Scene *scene,
/* ******************** background plates ***************** */
-static void view3d_draw_background_gradient()
+static void view3d_draw_background_gradient(void)
{
gpuMatrixBegin3D(); /* TODO: finish 2D API */
@@ -828,7 +828,7 @@ static void view3d_draw_background_gradient()
gpuMatrixEnd();
}
-static void view3d_draw_background_none()
+static void view3d_draw_background_none(void)
{
if (UI_GetThemeValue(TH_SHOW_BACK_GRAD)) {
view3d_draw_background_gradient();
@@ -908,7 +908,7 @@ static void view3d_draw_background(const bContext *C)
/**
*
*/
-static void view3d_draw_render_solid_surfaces(const bContext *C, ARegion *ar, const bool run_screen_shaders)
+static void view3d_draw_render_solid_surfaces(const bContext *C, ARegion *ar, const bool UNUSED(run_screen_shaders))
{
/* TODO viewport */
draw_all_objects(C, ar, false, use_depth(C));
@@ -917,7 +917,7 @@ static void view3d_draw_render_solid_surfaces(const bContext *C, ARegion *ar, co
/**
*
*/
-static void view3d_draw_render_transparent_surfaces(const bContext *C)
+static void view3d_draw_render_transparent_surfaces(const bContext *UNUSED(C))
{
/* TODO viewport */
}
@@ -925,7 +925,7 @@ static void view3d_draw_render_transparent_surfaces(const bContext *C)
/**
*
*/
-static void view3d_draw_post_draw(const bContext *C)
+static void view3d_draw_post_draw(const bContext *UNUSED(C))
{
/* TODO viewport */
}
@@ -935,7 +935,7 @@ static void view3d_draw_post_draw(const bContext *C)
/**
* Front/back wire frames
*/
-static void view3d_draw_wire_plates(const bContext *C)
+static void view3d_draw_wire_plates(const bContext *UNUSED(C))
{
/* TODO viewport */
}
@@ -943,7 +943,7 @@ static void view3d_draw_wire_plates(const bContext *C)
/**
* Special treatment for selected objects
*/
-static void view3d_draw_outline_plates(const bContext *C)
+static void view3d_draw_outline_plates(const bContext *UNUSED(C))
{
/* TODO viewport */
}
@@ -1846,7 +1846,7 @@ static void view3d_draw_border(const bContext *C, ARegion *ar)
/**
* Grease Pencil
*/
-static void view3d_draw_grease_pencil(const bContext *C)
+static void view3d_draw_grease_pencil(const bContext *UNUSED(C))
{
/* TODO viewport */
}
@@ -2000,9 +2000,6 @@ static void view3d_draw_non_meshes(const bContext *C, ARegion *ar)
*/
static void view3d_draw_other_elements(const bContext *C, ARegion *ar)
{
- View3D *v3d = CTX_wm_view3d(C);
- RegionView3D *rv3d = ar->regiondata;
-
view3d_draw_grid(C, ar);
#ifdef WITH_INPUT_NDOF
@@ -2015,7 +2012,7 @@ static void view3d_draw_other_elements(const bContext *C, ARegion *ar)
/**
* Paint brushes, armatures, ...
*/
-static void view3d_draw_tool_ui(const bContext *C)
+static void view3d_draw_tool_ui(const bContext *UNUSED(C))
{
/* TODO viewport */
}
@@ -2023,7 +2020,7 @@ static void view3d_draw_tool_ui(const bContext *C)
/**
* Blueprint images
*/
-static void view3d_draw_reference_images(const bContext *C)
+static void view3d_draw_reference_images(const bContext *UNUSED(C))
{
/* TODO viewport */
}
diff --git a/source/blender/gpu/GPU_viewport.h b/source/blender/gpu/GPU_viewport.h
index e2519484eb4..fce509377ab 100644
--- a/source/blender/gpu/GPU_viewport.h
+++ b/source/blender/gpu/GPU_viewport.h
@@ -41,7 +41,7 @@ GPUViewport *GPU_viewport_create(void);
void GPU_viewport_free(GPUViewport *viewport);
/* debug */
-bool GPU_viewport_debug_depth_create(GPUViewport *viewport, int width, int height, int samples, char err_out[256]);
+bool GPU_viewport_debug_depth_create(GPUViewport *viewport, int width, int height, char err_out[256]);
void GPU_viewport_debug_depth_free(GPUViewport *viewport);
void GPU_viewport_debug_depth_store(GPUViewport *viewport, const int x, const int y);
void GPU_viewport_debug_depth_draw(GPUViewport *viewport, const float znear, const float zfar);
diff --git a/source/blender/gpu/intern/gpu_viewport.c b/source/blender/gpu/intern/gpu_viewport.c
index ea54f3cc57c..2f91adde133 100644
--- a/source/blender/gpu/intern/gpu_viewport.c
+++ b/source/blender/gpu/intern/gpu_viewport.c
@@ -60,7 +60,7 @@ void GPU_viewport_free(GPUViewport *viewport)
/****************** debug ********************/
-bool GPU_viewport_debug_depth_create(GPUViewport *viewport, int width, int height, int samples, char err_out[256])
+bool GPU_viewport_debug_depth_create(GPUViewport *viewport, int width, int height, char err_out[256])
{
viewport->debug_depth = GPU_texture_create_2D(width, height, NULL, GPU_HDR_HALF_FLOAT, err_out);
return (viewport->debug_depth != NULL);