Cleanup: clang-format

This commit is contained in:
Campbell Barton 2020-09-06 02:21:27 +10:00
parent 3a8d9198b3
commit ffec86bb62
8 changed files with 33 additions and 30 deletions

View File

@ -14,25 +14,25 @@
* limitations under the License.
*/
#include <stdio.h>
#include <isa_availability.h>
#include <stdio.h>
/* The MS CRT defines this */
extern int __isa_available;
const char* get_arch_flags()
const char *get_arch_flags()
{
if (__isa_available >= __ISA_AVAILABLE_AVX2) {
if (__isa_available >= __ISA_AVAILABLE_AVX2) {
return "/arch:AVX2";
}
if (__isa_available >= __ISA_AVAILABLE_AVX) {
if (__isa_available >= __ISA_AVAILABLE_AVX) {
return "/arch:AVX";
}
return "";
return "";
}
int main()
{
printf("%s\n", get_arch_flags());
return 0;
printf("%s\n", get_arch_flags());
return 0;
}

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@ -179,7 +179,8 @@ void voronoi_distance_to_edge_1d(float w, float randomness, output float outDist
float leftPointPosition = -1.0 + hash_float_to_float(cellPosition - 1.0) * randomness;
float rightPointPosition = 1.0 + hash_float_to_float(cellPosition + 1.0) * randomness;
float distanceToMidLeft = distance((midPointPosition + leftPointPosition) / 2.0, localPosition);
float distanceToMidRight = distance((midPointPosition + rightPointPosition) / 2.0, localPosition);
float distanceToMidRight = distance((midPointPosition + rightPointPosition) / 2.0,
localPosition);
outDistance = min(distanceToMidLeft, distanceToMidRight);
}

View File

@ -104,7 +104,7 @@ class Shader : public Node {
* However, graph optimization might remove the volume subgraph, but
* since the user connected something to the volume output the surface
* should still be transparent.
* Therefore, has_volume_connected stores whether some volume subtree
* Therefore, has_volume_connected stores whether some volume sub-tree
* was connected before optimization. */
bool has_volume_connected;

View File

@ -353,9 +353,9 @@ void ED_object_mode_generic_exit(struct Main *bmain,
bool ED_object_mode_generic_has_data(struct Depsgraph *depsgraph, struct Object *ob);
void ED_object_posemode_set_for_weight_paint(struct bContext *C,
struct Main *bmain,
struct Object *ob,
const bool is_mode_set);
struct Main *bmain,
struct Object *ob,
const bool is_mode_set);
/* object_modifier.c */
enum {
@ -387,12 +387,12 @@ bool ED_object_modifier_move_to_index(struct ReportList *reports,
const int index);
bool ED_object_modifier_convert(struct ReportList *reports,
struct Main *bmain,
struct Depsgraph *depsgraph,
struct Scene *scene,
struct ViewLayer *view_layer,
struct Object *ob,
struct ModifierData *md);
struct Main *bmain,
struct Depsgraph *depsgraph,
struct Scene *scene,
struct ViewLayer *view_layer,
struct Object *ob,
struct ModifierData *md);
bool ED_object_modifier_apply(struct Main *bmain,
struct ReportList *reports,
struct Depsgraph *depsgraph,

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@ -315,9 +315,9 @@ static bool ed_object_mode_generic_exit_ex(struct Main *bmain,
* This is in fits with the convention of selecting multiple objects and entering a mode.
*/
static void ed_object_posemode_set_for_weight_paint_ex(bContext *C,
Main *bmain,
Object *ob_arm,
const bool is_mode_set)
Main *bmain,
Object *ob_arm,
const bool is_mode_set)
{
View3D *v3d = CTX_wm_view3d(C);
ViewLayer *view_layer = CTX_data_view_layer(C);
@ -347,9 +347,9 @@ static void ed_object_posemode_set_for_weight_paint_ex(bContext *C,
}
void ED_object_posemode_set_for_weight_paint(bContext *C,
Main *bmain,
Object *ob,
const bool is_mode_set)
Main *bmain,
Object *ob,
const bool is_mode_set)
{
if (ob->type == OB_GPENCIL) {
GpencilVirtualModifierData virtualModifierData;

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@ -21,11 +21,11 @@
#include <cmath>
#include "StrokeRep.h"
#include "Stroke.h"
#include "StrokeAdvancedIterators.h"
#include "StrokeIterators.h"
#include "StrokeRenderer.h"
#include "StrokeRep.h"
#include "BKE_global.h"

View File

@ -338,7 +338,7 @@ void GLStateManager::set_blend(const eGPUBlend value)
/**
* Factors to the equation.
* SRC is fragment shader output.
* DST is framebuffer color.
* DST is frame-buffer color.
* final.rgb = SRC.rgb * src_rgb + DST.rgb * dst_rgb;
* final.a = SRC.a * src_alpha + DST.a * dst_alpha;
**/
@ -414,7 +414,8 @@ void GLStateManager::set_blend(const eGPUBlend value)
}
/* Always set the blend function. This avoid a rendering error when blending is disabled but
* GPU_BLEND_CUSTOM was used just before and the framebuffer is using more than 1 color targe */
* GPU_BLEND_CUSTOM was used just before and the frame-buffer is using more than 1 color target.
*/
glBlendFuncSeparate(src_rgb, dst_rgb, src_alpha, dst_alpha);
if (value != GPU_BLEND_NONE) {
glEnable(GL_BLEND);
@ -427,7 +428,7 @@ void GLStateManager::set_blend(const eGPUBlend value)
/** \} */
/* -------------------------------------------------------------------- */
/** \name Texture state managment
/** \name Texture State Management
* \{ */
void GLStateManager::texture_bind(Texture *tex_, eGPUSamplerState sampler_type, int unit)
@ -455,7 +456,7 @@ void GLStateManager::texture_bind_temp(GLTexture *tex)
// BLI_assert(!GLEW_ARB_direct_state_access);
glActiveTexture(GL_TEXTURE0);
glBindTexture(tex->target_, tex->tex_id_);
/* Will reset the first texture that was originaly bound to slot 0 back before drawing. */
/* Will reset the first texture that was originally bound to slot 0 back before drawing. */
dirty_texture_binds_ |= 1UL;
/* NOTE: This might leave this texture attached to this target even after update.
* 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,
float leftPointPosition = -1.0 + hash_float_to_float(cellPosition - 1.0) * randomness;
float rightPointPosition = 1.0 + hash_float_to_float(cellPosition + 1.0) * randomness;
float distanceToMidLeft = distance((midPointPosition + leftPointPosition) / 2.0, localPosition);
float distanceToMidRight = distance((midPointPosition + rightPointPosition) / 2.0, localPosition);
float distanceToMidRight = distance((midPointPosition + rightPointPosition) / 2.0,
localPosition);
outDistance = min(distanceToMidLeft, distanceToMidRight);
}