Cleanup: Clang-Tidy, modernize-redundant-void-arg

This commit is contained in:
Sergey Sharybin 2020-11-06 13:18:48 +01:00
parent 41db8f2fce
commit a331d5c992
27 changed files with 98 additions and 99 deletions

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@ -43,7 +43,6 @@ Checks: >
-modernize-use-emplace,
-modernize-use-nodiscard,
-modernize-use-using,
-modernize-redundant-void-arg,
-modernize-use-bool-literals,
-modernize-loop-convert,
-modernize-pass-by-value,

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@ -73,7 +73,7 @@ void DepsgraphDebug::end_graph_evaluation()
is_ever_evaluated = true;
}
bool terminal_do_color(void)
bool terminal_do_color()
{
return (G.debug & G_DEBUG_DEPSGRAPH_PRETTY) != 0;
}
@ -90,7 +90,7 @@ string color_for_pointer(const void *pointer)
return string(buffer);
}
string color_end(void)
string color_end()
{
if (!terminal_do_color()) {
return "";

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@ -188,7 +188,7 @@ BlenderStrokeRenderer::~BlenderStrokeRenderer()
BKE_main_free(freestyle_bmain);
}
float BlenderStrokeRenderer::get_stroke_vertex_z(void) const
float BlenderStrokeRenderer::get_stroke_vertex_z() const
{
float z = _z;
BlenderStrokeRenderer *self = const_cast<BlenderStrokeRenderer *>(this);
@ -199,7 +199,7 @@ float BlenderStrokeRenderer::get_stroke_vertex_z(void) const
return -z;
}
unsigned int BlenderStrokeRenderer::get_stroke_mesh_id(void) const
unsigned int BlenderStrokeRenderer::get_stroke_mesh_id() const
{
unsigned mesh_id = _mesh_id;
BlenderStrokeRenderer *self = const_cast<BlenderStrokeRenderer *>(this);

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@ -80,12 +80,12 @@ Context::~Context()
delete imm;
}
bool Context::is_active_on_thread(void)
bool Context::is_active_on_thread()
{
return (this == active_ctx) && pthread_equal(pthread_self(), thread_);
}
Context *Context::get(void)
Context *Context::get()
{
return active_ctx;
}
@ -188,7 +188,7 @@ void GPU_backend_exit(void)
g_backend = NULL;
}
GPUBackend *GPUBackend::get(void)
GPUBackend *GPUBackend::get()
{
return g_backend;
}

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@ -496,7 +496,7 @@ static void gpuPushFrameBuffer(GPUFrameBuffer *fb)
FrameBufferStack.top++;
}
static GPUFrameBuffer *gpuPopFrameBuffer(void)
static GPUFrameBuffer *gpuPopFrameBuffer()
{
BLI_assert(FrameBufferStack.top > 0);
FrameBufferStack.top--;

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@ -41,17 +41,17 @@ using namespace blender::gpu;
static thread_local Immediate *imm = NULL;
void immActivate(void)
void immActivate()
{
imm = Context::get()->imm;
}
void immDeactivate(void)
void immDeactivate()
{
imm = NULL;
}
GPUVertFormat *immVertexFormat(void)
GPUVertFormat *immVertexFormat()
{
GPU_vertformat_clear(&imm->vertex_format);
return &imm->vertex_format;
@ -81,7 +81,7 @@ void immBindBuiltinProgram(eGPUBuiltinShader shader_id)
imm->builtin_shader_bound = shader_id;
}
void immUnbindProgram(void)
void immUnbindProgram()
{
BLI_assert(imm->shader != NULL);
@ -90,7 +90,7 @@ void immUnbindProgram(void)
}
/* XXX do not use it. Special hack to use OCIO with batch API. */
GPUShader *immGetShader(void)
GPUShader *immGetShader()
{
return imm->shader;
}
@ -187,7 +187,7 @@ static void wide_line_workaround_start(GPUPrimType prim_type)
}
}
static void wide_line_workaround_end(void)
static void wide_line_workaround_end()
{
if (imm->prev_shader) {
immUnbindProgram();
@ -249,7 +249,7 @@ GPUBatch *immBeginBatchAtMost(GPUPrimType prim_type, uint vertex_len)
return immBeginBatch(prim_type, vertex_len);
}
void immEnd(void)
void immEnd()
{
BLI_assert(imm->prim_type != GPU_PRIM_NONE); /* Make sure we're between a Begin/End pair. */
BLI_assert(imm->vertex_data || imm->batch);
@ -480,7 +480,7 @@ void immAttrSkip(uint attr_id)
setAttrValueBit(attr_id);
}
static void immEndVertex(void) /* and move on to the next vertex */
static void immEndVertex() /* and move on to the next vertex */
{
BLI_assert(imm->prim_type != GPU_PRIM_NONE); /* make sure we're between a Begin/End pair */
BLI_assert(imm->vertex_idx < imm->vertex_len);

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@ -77,7 +77,7 @@ void GPUPlatformGlobal::create_gpu_name(const char *vendor,
BLI_str_replace_char(gpu_name, '\r', ' ');
}
void GPUPlatformGlobal::clear(void)
void GPUPlatformGlobal::clear()
{
MEM_SAFE_FREE(GPG.support_key);
MEM_SAFE_FREE(GPG.gpu_name);
@ -94,12 +94,12 @@ void GPUPlatformGlobal::clear(void)
using namespace blender::gpu;
eGPUSupportLevel GPU_platform_support_level(void)
eGPUSupportLevel GPU_platform_support_level()
{
return GPG.support_level;
}
const char *GPU_platform_support_level_key(void)
const char *GPU_platform_support_level_key()
{
return GPG.support_key;
}

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@ -32,12 +32,12 @@
namespace blender::gpu {
ShaderInterface::ShaderInterface(void)
ShaderInterface::ShaderInterface()
{
/* TODO(fclem): add unique ID for debugging. */
}
ShaderInterface::~ShaderInterface(void)
ShaderInterface::~ShaderInterface()
{
/* Free memory used by name_buffer. */
MEM_freeN(name_buffer_);
@ -70,14 +70,14 @@ static void sort_input_list(MutableSpan<ShaderInput> dst)
/* Sorts all inputs inside their respective array.
* This is to allow fast hash collision detection.
* See ShaderInterface::input_lookup for more details. */
void ShaderInterface::sort_inputs(void)
void ShaderInterface::sort_inputs()
{
sort_input_list(MutableSpan<ShaderInput>(inputs_, attr_len_));
sort_input_list(MutableSpan<ShaderInput>(inputs_ + attr_len_, ubo_len_));
sort_input_list(MutableSpan<ShaderInput>(inputs_ + attr_len_ + ubo_len_, uniform_len_));
}
void ShaderInterface::debug_print(void)
void ShaderInterface::debug_print()
{
Span<ShaderInput> attrs = Span<ShaderInput>(inputs_, attr_len_);
Span<ShaderInput> ubos = Span<ShaderInput>(inputs_ + attr_len_, ubo_len_);

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@ -260,7 +260,7 @@ eGPUStencilTest GPU_stencil_test_get()
}
/* NOTE: Already premultiplied by U.pixelsize. */
float GPU_line_width_get(void)
float GPU_line_width_get()
{
GPUStateMutable &state = Context::get()->state_manager->mutable_state;
return state.line_width;
@ -285,13 +285,13 @@ void GPU_viewport_size_get_i(int coords[4])
Context::get()->active_fb->viewport_get(coords);
}
bool GPU_depth_mask_get(void)
bool GPU_depth_mask_get()
{
GPUState &state = Context::get()->state_manager->state;
return (state.write_mask & GPU_WRITE_DEPTH) != 0;
}
bool GPU_mipmap_enabled(void)
bool GPU_mipmap_enabled()
{
/* TODO(fclem): this used to be a userdef option. */
return true;
@ -303,17 +303,17 @@ bool GPU_mipmap_enabled(void)
/** \name Context Utils
* \{ */
void GPU_flush(void)
void GPU_flush()
{
Context::get()->flush();
}
void GPU_finish(void)
void GPU_finish()
{
Context::get()->finish();
}
void GPU_apply_state(void)
void GPU_apply_state()
{
Context::get()->state_manager->apply_state();
}
@ -328,7 +328,7 @@ void GPU_apply_state(void)
* bgl functions.
* \{ */
void GPU_bgl_start(void)
void GPU_bgl_start()
{
Context *ctx = Context::get();
if (!(ctx && ctx->state_manager)) {
@ -345,7 +345,7 @@ void GPU_bgl_start(void)
}
/* Just turn off the bgl safeguard system. Can be called even without GPU_bgl_start. */
void GPU_bgl_end(void)
void GPU_bgl_end()
{
Context *ctx = Context::get();
if (!(ctx && ctx->state_manager)) {
@ -359,7 +359,7 @@ void GPU_bgl_end(void)
}
}
bool GPU_bgl_get(void)
bool GPU_bgl_get()
{
return Context::get()->state_manager->use_bgl;
}
@ -381,7 +381,7 @@ void GPU_memory_barrier(eGPUBarrier barrier)
/** \name Default State
* \{ */
StateManager::StateManager(void)
StateManager::StateManager()
{
/* Set default state. */
state.write_mask = GPU_WRITE_COLOR;

View File

@ -66,13 +66,13 @@ void VertBuf::init(const GPUVertFormat *format, GPUUsageType usage)
flag |= GPU_VERTBUF_INIT;
}
void VertBuf::clear(void)
void VertBuf::clear()
{
this->release_data();
flag = GPU_VERTBUF_INVALID;
}
VertBuf *VertBuf::duplicate(void)
VertBuf *VertBuf::duplicate()
{
VertBuf *dst = GPUBackend::get()->vertbuf_alloc();
/* Full copy. */
@ -107,7 +107,7 @@ void VertBuf::resize(uint vert_len)
flag |= GPU_VERTBUF_DATA_DIRTY;
}
void VertBuf::upload(void)
void VertBuf::upload()
{
this->upload_data();
}
@ -125,7 +125,7 @@ using namespace blender::gpu;
/* -------- Creation & deletion -------- */
GPUVertBuf *GPU_vertbuf_calloc(void)
GPUVertBuf *GPU_vertbuf_calloc()
{
return wrap(GPUBackend::get()->vertbuf_alloc());
}
@ -313,7 +313,7 @@ GPUVertBufStatus GPU_vertbuf_get_status(const GPUVertBuf *verts)
return unwrap(verts)->flag;
}
uint GPU_vertbuf_get_memory_usage(void)
uint GPU_vertbuf_get_memory_usage()
{
return VertBuf::memory_usage;
}

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@ -38,7 +38,7 @@ namespace blender::gpu {
/** \name Platform
* \{ */
void GLBackend::platform_init(void)
void GLBackend::platform_init()
{
BLI_assert(!GPG.initialized);
GPG.initialized = true;
@ -135,7 +135,7 @@ void GLBackend::platform_init(void)
GPG.create_gpu_name(vendor, renderer, version);
}
void GLBackend::platform_exit(void)
void GLBackend::platform_exit()
{
BLI_assert(GPG.initialized);
GPG.clear();
@ -147,7 +147,7 @@ void GLBackend::platform_exit(void)
/** \name Capabilities
* \{ */
static bool detect_mip_render_workaround(void)
static bool detect_mip_render_workaround()
{
int cube_size = 2;
float clear_color[4] = {1.0f, 0.5f, 0.0f, 0.0f};
@ -192,7 +192,7 @@ static bool detect_mip_render_workaround(void)
return enable_workaround;
}
static void detect_workarounds(void)
static void detect_workarounds()
{
const char *vendor = (const char *)glGetString(GL_VENDOR);
const char *renderer = (const char *)glGetString(GL_RENDERER);
@ -376,7 +376,7 @@ bool GLContext::debug_layer_workaround = false;
bool GLContext::unused_fb_slot_workaround = false;
float GLContext::derivative_signs[2] = {1.0f, 1.0f};
void GLBackend::capabilities_init(void)
void GLBackend::capabilities_init()
{
BLI_assert(GLEW_VERSION_3_3);
/* Common Capabilities. */

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@ -50,7 +50,7 @@ using namespace blender::gpu;
* TODO(fclem): Could be revisited to avoid so much cross references.
* \{ */
GLVaoCache::GLVaoCache(void)
GLVaoCache::GLVaoCache()
{
init();
}
@ -60,7 +60,7 @@ GLVaoCache::~GLVaoCache()
this->clear();
}
void GLVaoCache::init(void)
void GLVaoCache::init()
{
context_ = NULL;
interface_ = NULL;
@ -149,7 +149,7 @@ void GLVaoCache::remove(const GLShaderInterface *interface)
}
}
void GLVaoCache::clear(void)
void GLVaoCache::clear()
{
GLContext *ctx = GLContext::get();
const int count = (is_dynamic_vao_count) ? dynamic_vaos.count : GPU_VAO_STATIC_LEN;
@ -207,7 +207,7 @@ GLuint GLVaoCache::lookup(const GLShaderInterface *interface)
/* The GLVaoCache object is only valid for one GLContext.
* Reset the cache if trying to draw in another context; */
void GLVaoCache::context_check(void)
void GLVaoCache::context_check()
{
GLContext *ctx = GLContext::get();
BLI_assert(ctx);
@ -282,7 +282,7 @@ GLuint GLVaoCache::vao_get(GPUBatch *batch)
/** \name Creation & Deletion
* \{ */
GLBatch::GLBatch(void)
GLBatch::GLBatch()
{
}

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@ -121,7 +121,7 @@ GLContext::~GLContext()
/** \name Activate / Deactivate context
* \{ */
void GLContext::activate(void)
void GLContext::activate()
{
/* Make sure no other context is already bound to this thread. */
BLI_assert(is_active_ == false);
@ -160,7 +160,7 @@ void GLContext::activate(void)
immActivate();
}
void GLContext::deactivate(void)
void GLContext::deactivate()
{
immDeactivate();
is_active_ = false;
@ -172,12 +172,12 @@ void GLContext::deactivate(void)
/** \name Flush, Finish & sync
* \{ */
void GLContext::flush(void)
void GLContext::flush()
{
glFlush();
}
void GLContext::finish(void)
void GLContext::finish()
{
glFinish();
}
@ -191,7 +191,7 @@ void GLContext::finish(void)
* In this case we delay the deletion until the context is bound again.
* \{ */
void GLSharedOrphanLists::orphans_clear(void)
void GLSharedOrphanLists::orphans_clear()
{
/* Check if any context is active on this thread! */
BLI_assert(GLContext::get());
@ -208,7 +208,7 @@ void GLSharedOrphanLists::orphans_clear(void)
lists_mutex.unlock();
};
void GLContext::orphans_clear(void)
void GLContext::orphans_clear()
{
/* Check if context has been activated by another thread! */
BLI_assert(this->is_active_on_thread());

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@ -141,7 +141,7 @@ static void APIENTRY debug_callback(GLenum UNUSED(source),
#undef APIENTRY
/* This function needs to be called once per context. */
void init_gl_callbacks(void)
void init_gl_callbacks()
{
CLOG_ENSURE(&LOG);
@ -369,7 +369,7 @@ void GLContext::debug_group_begin(const char *name, int index)
}
}
void GLContext::debug_group_end(void)
void GLContext::debug_group_end()
{
if ((G.debug & G_DEBUG_GPU) && (GLEW_VERSION_4_3 || GLEW_KHR_debug)) {
glPopDebugGroup();

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@ -108,7 +108,7 @@ DEBUG_FUNC_DECLARE(PFNGLUSEPROGRAMPROC, void, glUseProgram, GLuint, program);
/* Init a fallback layer (to KHR_debug) that covers only some functions.
* We override the functions pointers by our own implementation that just checks glGetError.
* Some additional functions (not overridable) are covered inside the header using wrappers. */
void init_debug_layer(void)
void init_debug_layer()
{
#define DEBUG_WRAP(function) \
do { \

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@ -88,7 +88,7 @@ GLDrawList::~GLDrawList()
GLContext::buf_free(buffer_id_);
}
void GLDrawList::init(void)
void GLDrawList::init()
{
BLI_assert(GLContext::get());
BLI_assert(MDI_ENABLED);
@ -169,7 +169,7 @@ void GLDrawList::append(GPUBatch *gpu_batch, int i_first, int i_count)
}
}
void GLDrawList::submit(void)
void GLDrawList::submit()
{
if (command_len_ == 0) {
return;

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@ -92,7 +92,7 @@ GLFrameBuffer::~GLFrameBuffer()
}
}
void GLFrameBuffer::init(void)
void GLFrameBuffer::init()
{
context_ = GLContext::get();
state_manager_ = static_cast<GLStateManager *>(context_->state_manager);
@ -154,7 +154,7 @@ bool GLFrameBuffer::check(char err_out[256])
return false;
}
void GLFrameBuffer::update_attachments(void)
void GLFrameBuffer::update_attachments()
{
/* Default frame-buffers cannot have attachments. */
BLI_assert(immutable_ == false);
@ -236,7 +236,7 @@ void GLFrameBuffer::update_attachments(void)
}
}
void GLFrameBuffer::apply_state(void)
void GLFrameBuffer::apply_state()
{
if (dirty_state_ == false) {
return;

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@ -135,7 +135,7 @@ uchar *GLImmediate::begin()
return (uchar *)data;
}
void GLImmediate::end(void)
void GLImmediate::end()
{
BLI_assert(prim_type != GPU_PRIM_NONE); /* make sure we're between a Begin/End pair */

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@ -33,7 +33,7 @@ GLIndexBuf::~GLIndexBuf()
GLContext::buf_free(ibo_id_);
}
void GLIndexBuf::bind(void)
void GLIndexBuf::bind()
{
if (is_subrange_) {
static_cast<GLIndexBuf *>(src_)->bind();

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@ -48,7 +48,7 @@ void GLQueryPool::reset(GPUQueryType type)
}
#endif
void GLQueryPool::begin_query(void)
void GLQueryPool::begin_query()
{
/* TODO add assert about expected usage. */
while (query_issued_ >= query_ids_.size()) {
@ -59,7 +59,7 @@ void GLQueryPool::begin_query(void)
glBeginQuery(gl_type_, query_ids_[query_issued_++]);
}
void GLQueryPool::end_query(void)
void GLQueryPool::end_query()
{
/* TODO add assert about expected usage. */
glEndQuery(gl_type_);

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@ -53,7 +53,7 @@ GLShader::GLShader(const char *name) : Shader(name)
debug::object_label(GL_PROGRAM, shader_program_, name);
}
GLShader::~GLShader(void)
GLShader::~GLShader()
{
#if 0 /* Would be nice to have, but for now the Deferred compilation \
* does not have a GPUContext. */
@ -72,7 +72,7 @@ GLShader::~GLShader(void)
/** \name Shader stage creation
* \{ */
char *GLShader::glsl_patch_get(void)
char *GLShader::glsl_patch_get()
{
/** Used for shader patching. Init once. */
static char patch[512] = "\0";
@ -172,7 +172,7 @@ void GLShader::fragment_shader_from_glsl(MutableSpan<const char *> sources)
frag_shader_ = this->create_shader_stage(GL_FRAGMENT_SHADER, sources);
}
bool GLShader::finalize(void)
bool GLShader::finalize()
{
if (compilation_failed_) {
return false;
@ -201,13 +201,13 @@ bool GLShader::finalize(void)
/** \name Binding
* \{ */
void GLShader::bind(void)
void GLShader::bind()
{
BLI_assert(shader_program_ != 0);
glUseProgram(shader_program_);
}
void GLShader::unbind(void)
void GLShader::unbind()
{
#ifndef NDEBUG
glUseProgram(0);
@ -259,7 +259,7 @@ bool GLShader::transform_feedback_enable(GPUVertBuf *buf_)
return true;
}
void GLShader::transform_feedback_disable(void)
void GLShader::transform_feedback_disable()
{
glEndTransformFeedback();
}

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@ -42,7 +42,7 @@ namespace blender::gpu {
/** \name GLStateManager
* \{ */
GLStateManager::GLStateManager(void)
GLStateManager::GLStateManager()
{
/* Set other states that never change. */
glEnable(GL_TEXTURE_CUBE_MAP_SEAMLESS);
@ -71,7 +71,7 @@ GLStateManager::GLStateManager(void)
set_mutable_state(mutable_state);
}
void GLStateManager::apply_state(void)
void GLStateManager::apply_state()
{
if (!this->use_bgl) {
this->set_state(this->state);
@ -84,7 +84,7 @@ void GLStateManager::apply_state(void)
};
/* Will set all the states regardless of the current ones. */
void GLStateManager::force_state(void)
void GLStateManager::force_state()
{
/* Little exception for clip distances since they need to keep the old count correct. */
uint32_t clip_distances = current_.clip_distances;
@ -511,7 +511,7 @@ void GLStateManager::texture_unbind(Texture *tex_)
tex->is_bound_ = false;
}
void GLStateManager::texture_unbind_all(void)
void GLStateManager::texture_unbind_all()
{
for (int i = 0; i < ARRAY_SIZE(textures_); i++) {
if (textures_[i] != 0) {
@ -523,7 +523,7 @@ void GLStateManager::texture_unbind_all(void)
this->texture_bind_apply();
}
void GLStateManager::texture_bind_apply(void)
void GLStateManager::texture_bind_apply()
{
if (dirty_texture_binds_ == 0) {
return;
@ -555,7 +555,7 @@ void GLStateManager::texture_unpack_row_length_set(uint len)
glPixelStorei(GL_UNPACK_ROW_LENGTH, len);
}
uint64_t GLStateManager::bound_texture_slots(void)
uint64_t GLStateManager::bound_texture_slots()
{
uint64_t bound_slots = 0;
for (int i = 0; i < ARRAY_SIZE(textures_); i++) {
@ -603,7 +603,7 @@ void GLStateManager::image_unbind(Texture *tex_)
tex->is_bound_ = false;
}
void GLStateManager::image_unbind_all(void)
void GLStateManager::image_unbind_all()
{
for (int i = 0; i < ARRAY_SIZE(images_); i++) {
if (images_[i] != 0) {
@ -614,7 +614,7 @@ void GLStateManager::image_unbind_all(void)
this->image_bind_apply();
}
void GLStateManager::image_bind_apply(void)
void GLStateManager::image_bind_apply()
{
if (dirty_image_binds_ == 0) {
return;
@ -638,7 +638,7 @@ void GLStateManager::image_bind_apply(void)
}
}
uint8_t GLStateManager::bound_image_slots(void)
uint8_t GLStateManager::bound_image_slots()
{
uint8_t bound_slots = 0;
for (int i = 0; i < ARRAY_SIZE(images_); i++) {

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@ -63,7 +63,7 @@ GLTexture::~GLTexture()
}
/* Return true on success. */
bool GLTexture::init_internal(void)
bool GLTexture::init_internal()
{
if ((format_ == GPU_DEPTH24_STENCIL8) && GPU_depth_blitting_workaround()) {
/* MacOS + Radeon Pro fails to blit depth on GPU_DEPTH24_STENCIL8
@ -294,7 +294,7 @@ void GLTexture::update_sub(
* WARNING: Depth textures are not populated but they have their mips correctly defined.
* WARNING: This resets the mipmap range.
*/
void GLTexture::generate_mipmap(void)
void GLTexture::generate_mipmap()
{
this->ensure_mipmaps(9999);
/* Some drivers have bugs when using glGenerateMipmap with depth textures (see T56789).
@ -440,7 +440,7 @@ void GLTexture::mip_range_set(int min, int max)
}
}
struct GPUFrameBuffer *GLTexture::framebuffer_get(void)
struct GPUFrameBuffer *GLTexture::framebuffer_get()
{
if (framebuffer_) {
return framebuffer_;
@ -461,7 +461,7 @@ struct GPUFrameBuffer *GLTexture::framebuffer_get(void)
GLuint GLTexture::samplers_[GPU_SAMPLER_MAX] = {0};
void GLTexture::samplers_init(void)
void GLTexture::samplers_init()
{
glGenSamplers(GPU_SAMPLER_MAX, samplers_);
for (int i = 0; i <= GPU_SAMPLER_ICON - 1; i++) {
@ -517,7 +517,7 @@ void GLTexture::samplers_init(void)
debug::object_label(GL_SAMPLER, icon_sampler, "icons");
}
void GLTexture::samplers_update(void)
void GLTexture::samplers_update()
{
if (!GLContext::texture_filter_anisotropic_support) {
return;
@ -536,7 +536,7 @@ void GLTexture::samplers_update(void)
}
}
void GLTexture::samplers_free(void)
void GLTexture::samplers_free()
{
glDeleteSamplers(GPU_SAMPLER_MAX, samplers_);
}
@ -649,7 +649,7 @@ bool GLTexture::proxy_check(int mip)
/** \} */
void GLTexture::check_feedback_loop(void)
void GLTexture::check_feedback_loop()
{
/* Recursive down sample workaround break this check.
* See #recursive_downsample() for more information. */
@ -679,7 +679,7 @@ void GLTexture::check_feedback_loop(void)
}
/* TODO(fclem): Legacy. Should be removed at some point. */
uint GLTexture::gl_bindcode_get(void) const
uint GLTexture::gl_bindcode_get() const
{
return tex_id_;
}

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@ -55,7 +55,7 @@ GLUniformBuf::~GLUniformBuf()
/** \name Data upload / update
* \{ */
void GLUniformBuf::init(void)
void GLUniformBuf::init()
{
BLI_assert(GLContext::get());
@ -111,7 +111,7 @@ void GLUniformBuf::bind(int slot)
#endif
}
void GLUniformBuf::unbind(void)
void GLUniformBuf::unbind()
{
#ifdef DEBUG
/* NOTE: This only unbinds the last bound slot. */

View File

@ -27,19 +27,19 @@
namespace blender::gpu {
void GLVertBuf::acquire_data(void)
void GLVertBuf::acquire_data()
{
/* Discard previous data if any. */
MEM_SAFE_FREE(data);
data = (uchar *)MEM_mallocN(sizeof(uchar) * this->size_alloc_get(), __func__);
}
void GLVertBuf::resize_data(void)
void GLVertBuf::resize_data()
{
data = (uchar *)MEM_reallocN(data, sizeof(uchar) * this->size_alloc_get());
}
void GLVertBuf::release_data(void)
void GLVertBuf::release_data()
{
if (vbo_id_ != 0) {
GLContext::buf_free(vbo_id_);
@ -75,12 +75,12 @@ void GLVertBuf::duplicate_data(VertBuf *dst_)
}
}
void GLVertBuf::upload_data(void)
void GLVertBuf::upload_data()
{
this->bind();
}
void GLVertBuf::bind(void)
void GLVertBuf::bind()
{
BLI_assert(GLContext::get() != NULL);

View File

@ -59,7 +59,7 @@ struct ExportJobData {
bool export_ok;
};
static void ensure_usd_plugin_path_registered(void)
static void ensure_usd_plugin_path_registered()
{
static bool plugin_path_registered = false;
if (plugin_path_registered) {

View File

@ -520,7 +520,7 @@ static bNodeSocketType *make_standard_socket_type(int type, int subtype)
extern "C" void ED_init_node_socket_type_virtual(bNodeSocketType *);
static bNodeSocketType *make_socket_type_virtual(void)
static bNodeSocketType *make_socket_type_virtual()
{
const char *socket_idname = "NodeSocketVirtual";
bNodeSocketType *stype;