Cleanup: Use LISTBASE_FOREACH macro
Differential Revision: https://developer.blender.org/D9960
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@ -803,14 +803,11 @@ void GPU_material_compile(GPUMaterial *mat)
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void GPU_materials_free(Main *bmain)
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{
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Material *ma;
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World *wo;
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for (ma = bmain->materials.first; ma; ma = ma->id.next) {
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LISTBASE_FOREACH (Material *, ma, &bmain->materials) {
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GPU_material_free(&ma->gpumaterial);
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}
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for (wo = bmain->worlds.first; wo; wo = wo->id.next) {
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LISTBASE_FOREACH (World *, wo, &bmain->worlds) {
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GPU_material_free(&wo->gpumaterial);
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}
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