Fix a few compiler warnings on OS X / clang.
Two were actual bugs, though they existed only in unused code: * In Freestyle it was unintentionally copying a scene rather than referencing it. * In BLI_array_store_is_valid there was use of uninitialized memory.
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439fe6568f
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@ -1322,7 +1322,7 @@ void scopes_update(Scopes *scopes, ImBuf *ibuf, const ColorManagedViewSettings *
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.cm_processor = cm_processor, .display_buffer = display_buffer, .ycc_mode = ycc_mode,
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.bin_lum = bin_lum, .bin_r = bin_r, .bin_g = bin_g, .bin_b = bin_b, .bin_a = bin_a,
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};
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ScopesUpdateDataChunk data_chunk = {0};
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ScopesUpdateDataChunk data_chunk = {{0}};
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INIT_MINMAX(data_chunk.min, data_chunk.max);
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BLI_task_parallel_range_finalize(0, ibuf->y, &data, &data_chunk, sizeof(data_chunk),
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@ -2195,7 +2195,7 @@ static void actcon_get_tarmat(bConstraint *con, bConstraintOb *cob, bConstraintT
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}
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else if (cob->type == CONSTRAINT_OBTYPE_BONE) {
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Object workob;
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bPose pose = {0};
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bPose pose = {{0}};
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bPoseChannel *pchan, *tchan;
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/* make a copy of the bone of interest in the temp pose before evaluating action, so that it can get set
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@ -3830,7 +3830,7 @@ static int dynamicPaint_paintMesh(DynamicPaintSurface *surface,
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const float brush_radius = brush->paint_distance * surface->radius_scale;
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int numOfVerts;
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int ii;
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Bounds3D mesh_bb = {0};
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Bounds3D mesh_bb = {{0}};
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VolumeGrid *grid = bData->grid;
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dm = CDDM_copy(brush->dm);
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@ -4100,7 +4100,7 @@ static int dynamicPaint_paintParticles(DynamicPaintSurface *surface,
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const float range = solidradius + smooth;
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Bounds3D part_bb = {0};
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Bounds3D part_bb = {{0}};
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if (psys->totpart < 1)
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return 1;
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@ -249,7 +249,7 @@ typedef struct BArrayMemory {
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/**
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* Main storage for all states
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*/
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typedef struct BArrayStore {
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struct BArrayStore {
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/* static */
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BArrayInfo info;
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@ -260,7 +260,7 @@ typedef struct BArrayStore {
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* #BArrayState may be in any order (logic should never depend on state order).
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*/
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ListBase states;
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} BArrayStore;
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};
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/**
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* A single instance of an array.
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@ -272,13 +272,13 @@ typedef struct BArrayStore {
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* While this could be moved to a memory pool,
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* it makes it easier to trace invalid usage, so leave as-is for now.
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*/
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typedef struct BArrayState {
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struct BArrayState {
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/** linked list in #BArrayStore.states */
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struct BArrayState *next, *prev;
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struct BChunkList *chunk_list; /* BChunkList's */
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} BArrayState;
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};
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typedef struct BChunkList {
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ListBase chunk_refs; /* BChunkRef's */
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@ -1750,10 +1750,11 @@ bool BLI_array_store_is_valid(
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} \
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} ((void)0)
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/* count chunk_list's */
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int totrefs = 0;
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GHash *chunk_list_map = BLI_ghash_ptr_new(__func__);
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GHash *chunk_map = BLI_ghash_ptr_new(__func__);
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int totrefs = 0;
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for (BArrayState *state = bs->states.first; state; state = state->next) {
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GHASH_PTR_ADD_USER(chunk_list_map, state->chunk_list);
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}
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@ -1771,7 +1772,6 @@ bool BLI_array_store_is_valid(
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}
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/* count chunk's */
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GHash *chunk_map = BLI_ghash_ptr_new(__func__);
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GHASH_ITER (gh_iter, chunk_list_map) {
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const struct BChunkList *chunk_list = BLI_ghashIterator_getKey(&gh_iter);
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for (const BChunkRef *cref = chunk_list->chunk_refs.first; cref; cref = cref->next) {
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@ -77,7 +77,7 @@ static struct {
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/* We could have the undo API pass in the previous state, for now store a local list */
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ListBase local_links;
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} uf_arraystore = {NULL};
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} uf_arraystore = {{NULL}};
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/**
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* \param create: When false, only free the arrays.
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@ -114,7 +114,7 @@ static struct {
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TaskPool *task_pool;
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#endif
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} um_arraystore = {NULL};
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} um_arraystore = {{NULL}};
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static void um_arraystore_cd_compact(
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struct CustomData *cdata, const size_t data_len,
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@ -52,16 +52,6 @@ public:
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return _SceneRenderLayer;
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}
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inline void setSceneRenderLayer(Scene& scene)
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{
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_Scene = scene;
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}
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inline void setSceneRenderLayer(SceneRenderLayer& srl)
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{
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_SceneRenderLayer = srl;
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}
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/*! Accept the corresponding visitor */
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virtual void accept(SceneVisitor& v);
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@ -2585,7 +2585,7 @@ int GPU_lamp_shadow_bind_code(GPULamp *lamp)
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float *GPU_lamp_dynpersmat(GPULamp *lamp)
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{
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return lamp->dynpersmat ? (float *)lamp->dynpersmat : NULL;
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return (float*)lamp->dynpersmat;
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}
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int GPU_lamp_shadow_layer(GPULamp *lamp)
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