[Bf-blender-cvs] [ea31c55b08e] blender2.8: Gawain: cleanup code formatting
Mike Erwin
noreply at git.blender.org
Mon May 22 00:27:22 CEST 2017
Commit: ea31c55b08e0add843f56af0a62d030fd25606f2
Author: Mike Erwin
Date: Sun May 21 17:53:16 2017 -0400
Branches: blender2.8
https://developer.blender.org/rBea31c55b08e0add843f56af0a62d030fd25606f2
Gawain: cleanup code formatting
===================================================================
M intern/gawain/src/imm_util.c
M intern/gawain/src/immediate.c
===================================================================
diff --git a/intern/gawain/src/imm_util.c b/intern/gawain/src/imm_util.c
index 74caeb6fd3a..de50ca96907 100644
--- a/intern/gawain/src/imm_util.c
+++ b/intern/gawain/src/imm_util.c
@@ -14,33 +14,33 @@
void immRectf(unsigned pos, float x1, float y1, float x2, float y2)
-{
+ {
immBegin(PRIM_TRIANGLE_FAN, 4);
immVertex2f(pos, x1, y1);
immVertex2f(pos, x2, y1);
immVertex2f(pos, x2, y2);
immVertex2f(pos, x1, y2);
immEnd();
-}
+ }
void immRecti(unsigned pos, int x1, int y1, int x2, int y2)
-{
+ {
immBegin(PRIM_TRIANGLE_FAN, 4);
immVertex2i(pos, x1, y1);
immVertex2i(pos, x2, y1);
immVertex2i(pos, x2, y2);
immVertex2i(pos, x1, y2);
immEnd();
-}
+ }
#if 0 // more complete version in case we want that
void immRecti_complete(int x1, int y1, int x2, int y2, const float color[4])
-{
+ {
VertexFormat *format = immVertexFormat();
unsigned pos = add_attrib(format, "pos", COMP_I32, 2, CONVERT_INT_TO_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
immUniformColor4fv(color);
immRecti(pos, x1, y1, x2, y2);
immUnbindProgram();
-}
+ }
#endif
diff --git a/intern/gawain/src/immediate.c b/intern/gawain/src/immediate.c
index 7c3b0e11e92..8b6f0fdbff5 100644
--- a/intern/gawain/src/immediate.c
+++ b/intern/gawain/src/immediate.c
@@ -749,12 +749,10 @@ void immVertex2iv(unsigned attrib_id, const int data[2])
#define GET_UNIFORM const ShaderInput* uniform = ShaderInterface_uniform(imm.shader_interface, name);
#endif
#else
-/* NOTE: It is possible to have uniform fully optimized out from the shader.
- * In this case we can't assert failure or allow NULL-pointer dereference.
- *
- * TODO(sergey): How can we detect existing-but-optimized-out uniform but still
- * catch typos in uniform names passed to immUniform*() functions?
- */
+ // NOTE: It is possible to have uniform fully optimized out from the shader.
+ // In this case we can't assert failure or allow NULL-pointer dereference.
+ // TODO(sergey): How can we detect existing-but-optimized-out uniform but still
+ // catch typos in uniform names passed to immUniform*() functions?
#define GET_UNIFORM const ShaderInput* uniform = ShaderInterface_uniform(imm.shader_interface, name); if (uniform == NULL) return;
#endif
@@ -765,16 +763,16 @@ void immUniform1f(const char* name, float x)
}
void immUniform2f(const char* name, float x, float y)
-{
+ {
GET_UNIFORM
glUniform2f(uniform->location, x, y);
-}
+ }
void immUniform2fv(const char* name, const float data[2])
-{
+ {
GET_UNIFORM
glUniform2fv(uniform->location, 1, data);
-}
+ }
void immUniform3f(const char* name, float x, float y, float z)
{
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