Cleanup: clang-format
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3a8d9198b3
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ffec86bb62
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@ -14,25 +14,25 @@
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* limitations under the License.
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*/
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#include <stdio.h>
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#include <isa_availability.h>
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#include <stdio.h>
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/* The MS CRT defines this */
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extern int __isa_available;
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const char* get_arch_flags()
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const char *get_arch_flags()
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{
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if (__isa_available >= __ISA_AVAILABLE_AVX2) {
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if (__isa_available >= __ISA_AVAILABLE_AVX2) {
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return "/arch:AVX2";
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}
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if (__isa_available >= __ISA_AVAILABLE_AVX) {
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if (__isa_available >= __ISA_AVAILABLE_AVX) {
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return "/arch:AVX";
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}
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return "";
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return "";
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}
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int main()
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{
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printf("%s\n", get_arch_flags());
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return 0;
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printf("%s\n", get_arch_flags());
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return 0;
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}
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@ -179,7 +179,8 @@ void voronoi_distance_to_edge_1d(float w, float randomness, output float outDist
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float leftPointPosition = -1.0 + hash_float_to_float(cellPosition - 1.0) * randomness;
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float rightPointPosition = 1.0 + hash_float_to_float(cellPosition + 1.0) * randomness;
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float distanceToMidLeft = distance((midPointPosition + leftPointPosition) / 2.0, localPosition);
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float distanceToMidRight = distance((midPointPosition + rightPointPosition) / 2.0, localPosition);
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float distanceToMidRight = distance((midPointPosition + rightPointPosition) / 2.0,
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localPosition);
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outDistance = min(distanceToMidLeft, distanceToMidRight);
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}
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@ -104,7 +104,7 @@ class Shader : public Node {
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* However, graph optimization might remove the volume subgraph, but
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* since the user connected something to the volume output the surface
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* should still be transparent.
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* Therefore, has_volume_connected stores whether some volume subtree
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* Therefore, has_volume_connected stores whether some volume sub-tree
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* was connected before optimization. */
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bool has_volume_connected;
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@ -353,9 +353,9 @@ void ED_object_mode_generic_exit(struct Main *bmain,
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bool ED_object_mode_generic_has_data(struct Depsgraph *depsgraph, struct Object *ob);
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void ED_object_posemode_set_for_weight_paint(struct bContext *C,
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struct Main *bmain,
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struct Object *ob,
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const bool is_mode_set);
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struct Main *bmain,
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struct Object *ob,
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const bool is_mode_set);
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/* object_modifier.c */
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enum {
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@ -387,12 +387,12 @@ bool ED_object_modifier_move_to_index(struct ReportList *reports,
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const int index);
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bool ED_object_modifier_convert(struct ReportList *reports,
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struct Main *bmain,
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struct Depsgraph *depsgraph,
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struct Scene *scene,
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struct ViewLayer *view_layer,
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struct Object *ob,
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struct ModifierData *md);
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struct Main *bmain,
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struct Depsgraph *depsgraph,
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struct Scene *scene,
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struct ViewLayer *view_layer,
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struct Object *ob,
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struct ModifierData *md);
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bool ED_object_modifier_apply(struct Main *bmain,
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struct ReportList *reports,
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struct Depsgraph *depsgraph,
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@ -315,9 +315,9 @@ static bool ed_object_mode_generic_exit_ex(struct Main *bmain,
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* This is in fits with the convention of selecting multiple objects and entering a mode.
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*/
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static void ed_object_posemode_set_for_weight_paint_ex(bContext *C,
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Main *bmain,
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Object *ob_arm,
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const bool is_mode_set)
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Main *bmain,
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Object *ob_arm,
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const bool is_mode_set)
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{
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View3D *v3d = CTX_wm_view3d(C);
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ViewLayer *view_layer = CTX_data_view_layer(C);
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@ -347,9 +347,9 @@ static void ed_object_posemode_set_for_weight_paint_ex(bContext *C,
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}
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void ED_object_posemode_set_for_weight_paint(bContext *C,
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Main *bmain,
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Object *ob,
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const bool is_mode_set)
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Main *bmain,
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Object *ob,
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const bool is_mode_set)
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{
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if (ob->type == OB_GPENCIL) {
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GpencilVirtualModifierData virtualModifierData;
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@ -21,11 +21,11 @@
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#include <cmath>
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#include "StrokeRep.h"
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#include "Stroke.h"
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#include "StrokeAdvancedIterators.h"
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#include "StrokeIterators.h"
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#include "StrokeRenderer.h"
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#include "StrokeRep.h"
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#include "BKE_global.h"
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@ -338,7 +338,7 @@ void GLStateManager::set_blend(const eGPUBlend value)
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/**
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* Factors to the equation.
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* SRC is fragment shader output.
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* DST is framebuffer color.
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* DST is frame-buffer color.
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* final.rgb = SRC.rgb * src_rgb + DST.rgb * dst_rgb;
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* final.a = SRC.a * src_alpha + DST.a * dst_alpha;
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**/
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@ -414,7 +414,8 @@ void GLStateManager::set_blend(const eGPUBlend value)
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}
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/* Always set the blend function. This avoid a rendering error when blending is disabled but
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* GPU_BLEND_CUSTOM was used just before and the framebuffer is using more than 1 color targe */
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* GPU_BLEND_CUSTOM was used just before and the frame-buffer is using more than 1 color target.
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*/
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glBlendFuncSeparate(src_rgb, dst_rgb, src_alpha, dst_alpha);
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if (value != GPU_BLEND_NONE) {
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glEnable(GL_BLEND);
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@ -427,7 +428,7 @@ void GLStateManager::set_blend(const eGPUBlend value)
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name Texture state managment
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/** \name Texture State Management
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* \{ */
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void GLStateManager::texture_bind(Texture *tex_, eGPUSamplerState sampler_type, int unit)
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@ -455,7 +456,7 @@ void GLStateManager::texture_bind_temp(GLTexture *tex)
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// BLI_assert(!GLEW_ARB_direct_state_access);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(tex->target_, tex->tex_id_);
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/* Will reset the first texture that was originaly bound to slot 0 back before drawing. */
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/* Will reset the first texture that was originally bound to slot 0 back before drawing. */
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dirty_texture_binds_ |= 1UL;
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/* NOTE: This might leave this texture attached to this target even after update.
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* In practice it is not causing problems as we have incorrect binding detection
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@ -162,7 +162,8 @@ void node_tex_voronoi_distance_to_edge_1d(vec3 coord,
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float leftPointPosition = -1.0 + hash_float_to_float(cellPosition - 1.0) * randomness;
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float rightPointPosition = 1.0 + hash_float_to_float(cellPosition + 1.0) * randomness;
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float distanceToMidLeft = distance((midPointPosition + leftPointPosition) / 2.0, localPosition);
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float distanceToMidRight = distance((midPointPosition + rightPointPosition) / 2.0, localPosition);
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float distanceToMidRight = distance((midPointPosition + rightPointPosition) / 2.0,
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localPosition);
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outDistance = min(distanceToMidLeft, distanceToMidRight);
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}
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