Cleanup: Compiler warnings in new sculpt & workbench
Set but unused variables, unused arguments, unnecessary/incorrect type casting, missing static qualifier. Unused arguments are removed.
This commit is contained in:
parent
f24b9a7943
commit
79ba1a1ac8
Notes:
blender-bot
2023-02-13 23:39:48 +01:00
Referenced by commit361ebe98d5
, Draw: Workbench Next: Fix shadow culling after recent cleanup commit Referenced by commit0ad4d07f10
, Fix: Debug build compile error after recent cleanup commit
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@ -99,12 +99,8 @@ struct SplitNodePair {
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static void split_thread_job(TaskPool *__restrict pool, void *taskdata);
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static void split_pixel_node(PBVH *pbvh,
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SplitNodePair *split,
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Mesh *mesh,
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Image *image,
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ImageUser *image_user,
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SplitQueueData *tdata)
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static void split_pixel_node(
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PBVH *pbvh, SplitNodePair *split, Image *image, ImageUser *image_user, SplitQueueData *tdata)
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{
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BB cb;
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PBVHNode *node = &split->node;
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@ -304,7 +300,7 @@ static void split_thread_job(TaskPool *__restrict pool, void *taskdata)
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SplitQueueData *tdata = static_cast<SplitQueueData *>(BLI_task_pool_user_data(pool));
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SplitNodePair *split = static_cast<SplitNodePair *>(taskdata);
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split_pixel_node(tdata->pbvh, split, tdata->mesh, tdata->image, tdata->image_user, tdata);
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split_pixel_node(tdata->pbvh, split, tdata->image, tdata->image_user, tdata);
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}
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static void split_pixel_nodes(PBVH *pbvh, Mesh *mesh, Image *image, ImageUser *image_user)
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@ -225,11 +225,7 @@ static void basic_cache_populate(void *vedata, Object *ob)
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if (G.debug_value == 889 && ob->sculpt && ob->sculpt->pbvh) {
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int debug_node_nr = 0;
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DRW_debug_modelmat(ob->object_to_world);
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BKE_pbvh_draw_debug_cb(
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ob->sculpt->pbvh,
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(void (*)(void *d, const float min[3], const float max[3], PBVHNodeFlags f))
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DRW_sculpt_debug_cb,
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&debug_node_nr);
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BKE_pbvh_draw_debug_cb(ob->sculpt->pbvh, DRW_sculpt_debug_cb, &debug_node_nr);
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}
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}
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}
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@ -888,11 +888,7 @@ void EEVEE_materials_cache_populate(EEVEE_Data *vedata,
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if (G.debug_value == 889 && ob->sculpt && ob->sculpt->pbvh) {
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int debug_node_nr = 0;
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DRW_debug_modelmat(ob->object_to_world);
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BKE_pbvh_draw_debug_cb(
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ob->sculpt->pbvh,
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(void (*)(void *d, const float min[3], const float max[3], PBVHNodeFlags f))
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DRW_sculpt_debug_cb,
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&debug_node_nr);
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BKE_pbvh_draw_debug_cb(ob->sculpt->pbvh, DRW_sculpt_debug_cb, &debug_node_nr);
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}
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}
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@ -38,7 +38,7 @@ void OutlinePass::sync(SceneResources &resources)
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ps_.draw_procedural(GPU_PRIM_TRIS, 1, 3);
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}
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void OutlinePass::draw(Manager &manager, View &view, SceneResources &resources, int2 resolution)
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void OutlinePass::draw(Manager &manager, SceneResources &resources)
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{
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if (!enabled_) {
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return;
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@ -272,7 +272,7 @@ class Instance {
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}
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if (object_state.draw_shadow) {
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shadow_ps.object_sync(manager, scene_state, ob_ref, handle, has_transparent_material);
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shadow_ps.object_sync(scene_state, ob_ref, handle, has_transparent_material);
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}
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}
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@ -363,11 +363,11 @@ class Instance {
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&shadow_ps,
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transparent_ps.accumulation_ps_.is_empty());
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transparent_ps.draw(manager, view, resources, resolution);
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transparent_depth_ps.draw(manager, view, resources, resolution);
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transparent_depth_ps.draw(manager, view, resources);
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// volume_ps.draw_prepass(manager, view, resources.depth_tx);
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outline_ps.draw(manager, view, resources, resolution);
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outline_ps.draw(manager, resources);
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dof_ps.draw(manager, view, resources, resolution);
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anti_aliasing_ps.draw(manager, view, resources, resolution, depth_tx, color_tx);
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@ -216,12 +216,8 @@ void OpaquePass::draw(Manager &manager,
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}
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if (shadow_pass) {
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shadow_pass->draw(manager,
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view,
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resources,
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resolution,
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*deferred_ps_stencil_tx,
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!gbuffer_in_front_ps_.is_empty());
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shadow_pass->draw(
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manager, view, resources, *deferred_ps_stencil_tx, !gbuffer_in_front_ps_.is_empty());
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}
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opaque_fb.ensure(GPU_ATTACHMENT_NONE, GPU_ATTACHMENT_TEXTURE(resources.color_tx));
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@ -359,10 +355,7 @@ void TransparentDepthPass::sync(const SceneState &scene_state, SceneResources &r
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ePipelineType::OPAQUE, eLightingType::FLAT, clip, resources.shader_cache);
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}
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void TransparentDepthPass::draw(Manager &manager,
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View &view,
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SceneResources &resources,
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int2 resolution)
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void TransparentDepthPass::draw(Manager &manager, View &view, SceneResources &resources)
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{
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if (is_empty()) {
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return;
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@ -244,7 +244,7 @@ class TransparentDepthPass {
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Framebuffer merge_fb = {"TransparentDepth.Merge"};
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void sync(const SceneState &scene_state, SceneResources &resources);
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void draw(Manager &manager, View &view, SceneResources &resources, int2 resolution);
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void draw(Manager &manager, View &view, SceneResources &resources);
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bool is_empty() const;
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};
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@ -269,7 +269,7 @@ class ShadowPass {
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ShadowView();
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protected:
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virtual void compute_visibility(ObjectBoundsBuf &bounds, uint resource_len, bool debug_freeze);
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virtual void compute_visibility(ObjectBoundsBuf &bounds, uint resource_len);
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virtual VisibilityBuf &get_visibility_buffer();
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} view_ = {};
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@ -299,15 +299,13 @@ class ShadowPass {
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void init(const SceneState &scene_state, SceneResources &resources);
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void update();
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void sync();
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void object_sync(Manager &manager,
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SceneState &scene_state,
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void object_sync(SceneState &scene_state,
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ObjectRef &ob_ref,
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ResourceHandle handle,
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const bool has_transp_mat);
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void draw(Manager &manager,
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View &view,
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SceneResources &resources,
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int2 resolution,
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GPUTexture &depth_stencil_tx,
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/* Needed when there are opaque "In Front" objects in the scene */
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bool force_fail_method);
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@ -324,7 +322,7 @@ class OutlinePass {
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public:
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void init(const SceneState &scene_state);
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void sync(SceneResources &resources);
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void draw(Manager &manager, View &view, SceneResources &resources, int2 resolution);
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void draw(Manager &manager, SceneResources &resources);
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};
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class DofPass {
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@ -8,7 +8,7 @@
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namespace blender::workbench {
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bool get_matcap_tx(Texture &matcap_tx, const StudioLight &studio_light)
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static bool get_matcap_tx(Texture &matcap_tx, const StudioLight &studio_light)
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{
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ImBuf *matcap_diffuse = studio_light.matcap_diffuse.ibuf;
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ImBuf *matcap_specular = studio_light.matcap_specular.ibuf;
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@ -36,7 +36,7 @@ bool get_matcap_tx(Texture &matcap_tx, const StudioLight &studio_light)
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return false;
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}
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float4x4 get_world_shading_rotation_matrix(float studiolight_rot_z)
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static float4x4 get_world_shading_rotation_matrix(float studiolight_rot_z)
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{
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/* TODO(Miguel Pozo) C++ API ? */
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float V[4][4], R[4][4];
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@ -48,8 +48,8 @@ float4x4 get_world_shading_rotation_matrix(float studiolight_rot_z)
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return float4x4(R);
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}
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LightData get_light_data_from_studio_solidlight(const SolidLight *sl,
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float4x4 world_shading_rotation)
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static LightData get_light_data_from_studio_solidlight(const SolidLight *sl,
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float4x4 world_shading_rotation)
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{
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LightData light = {};
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if (sl && sl->flag) {
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@ -131,11 +131,9 @@ void ShadowPass::ShadowView::setup(View &view, float3 light_direction, bool forc
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float4 extruded_face = float4(UNPACK3(normal), math::dot(normal, corner_a));
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/* Ensure the plane faces outwards */
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bool flipped = false;
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for (float3 corner : frustum_corners.vec) {
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if (math::dot(float3(extruded_face), corner) > (extruded_face.w + 0.1)) {
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BLI_assert(!flipped);
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flipped = true;
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extruded_face *= -1;
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}
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}
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@ -201,9 +199,7 @@ void ShadowPass::ShadowView::set_mode(ShadowPass::PassType type)
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current_pass_type_ = type;
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}
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void ShadowPass::ShadowView::compute_visibility(ObjectBoundsBuf &bounds,
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uint resource_len,
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bool debug_freeze)
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void ShadowPass::ShadowView::compute_visibility(ObjectBoundsBuf &bounds, uint resource_len)
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{
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GPU_debug_group_begin("ShadowView.compute_visibility");
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@ -390,8 +386,7 @@ void ShadowPass::sync()
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}
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}
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void ShadowPass::object_sync(Manager &manager,
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SceneState &scene_state,
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void ShadowPass::object_sync(SceneState &scene_state,
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ObjectRef &ob_ref,
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ResourceHandle handle,
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const bool has_transp_mat)
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@ -436,7 +431,6 @@ void ShadowPass::object_sync(Manager &manager,
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void ShadowPass::draw(Manager &manager,
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View &view,
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SceneResources &resources,
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int2 resolution,
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GPUTexture &depth_stencil_tx,
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bool force_fail_method)
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{
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@ -1807,8 +1807,6 @@ bool SCULPT_paint_image_canvas_get(struct PaintModeSettings *paint_mode_settings
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void SCULPT_do_paint_brush_image(struct PaintModeSettings *paint_mode_settings,
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Sculpt *sd,
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Object *ob,
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PBVHNode **nodes,
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int totnode,
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PBVHNode **texnodes,
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int texnode_num) ATTR_NONNULL();
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bool SCULPT_use_image_paint_brush(struct PaintModeSettings *settings, Object *ob) ATTR_NONNULL();
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@ -258,8 +258,7 @@ void SCULPT_do_paint_brush(PaintModeSettings *paint_mode_settings,
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int texnodes_num)
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{
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if (SCULPT_use_image_paint_brush(paint_mode_settings, ob)) {
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SCULPT_do_paint_brush_image(
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paint_mode_settings, sd, ob, nodes, totnode, texnodes, texnodes_num);
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SCULPT_do_paint_brush_image(paint_mode_settings, sd, ob, texnodes, texnodes_num);
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return;
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}
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@ -552,8 +552,6 @@ bool SCULPT_use_image_paint_brush(PaintModeSettings *settings, Object *ob)
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void SCULPT_do_paint_brush_image(PaintModeSettings *paint_mode_settings,
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Sculpt *sd,
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Object *ob,
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PBVHNode **nodes,
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int totnode,
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PBVHNode **texnodes,
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int texnodes_num)
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{
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