[Bf-blender-cvs] [14e5711d695] blender2.8: Cleanup: line length, right shift

Campbell Barton noreply at git.blender.org
Mon Nov 20 04:27:49 CET 2017


Commit: 14e5711d69548afaadadce198968b9c501e5f745
Author: Campbell Barton
Date:   Mon Nov 20 14:28:24 2017 +1100
Branches: blender2.8
https://developer.blender.org/rB14e5711d69548afaadadce198968b9c501e5f745

Cleanup: line length, right shift

===================================================================

M	source/blender/draw/engines/eevee/eevee_bloom.c
M	source/blender/draw/engines/eevee/eevee_data.c
M	source/blender/draw/engines/eevee/eevee_depth_of_field.c
M	source/blender/draw/engines/eevee/eevee_effects.c
M	source/blender/draw/engines/eevee/eevee_lights.c
M	source/blender/draw/engines/eevee/eevee_materials.c
M	source/blender/draw/engines/eevee/eevee_screen_raytrace.c
M	source/blender/draw/engines/eevee/eevee_volumes.c

===================================================================

diff --git a/source/blender/draw/engines/eevee/eevee_bloom.c b/source/blender/draw/engines/eevee/eevee_bloom.c
index 21fba216fb7..5aef1dc966c 100644
--- a/source/blender/draw/engines/eevee/eevee_bloom.c
+++ b/source/blender/draw/engines/eevee/eevee_bloom.c
@@ -47,21 +47,37 @@ extern char datatoc_effect_bloom_frag_glsl[];
 
 static void eevee_create_shader_bloom(void)
 {
-	e_data.bloom_blit_sh[0] = DRW_shader_create_fullscreen(datatoc_effect_bloom_frag_glsl, "#define STEP_BLIT\n");
-	e_data.bloom_blit_sh[1] = DRW_shader_create_fullscreen(datatoc_effect_bloom_frag_glsl, "#define STEP_BLIT\n"
-	                                                                                       "#define HIGH_QUALITY\n");
-
-	e_data.bloom_downsample_sh[0] = DRW_shader_create_fullscreen(datatoc_effect_bloom_frag_glsl, "#define STEP_DOWNSAMPLE\n");
-	e_data.bloom_downsample_sh[1] = DRW_shader_create_fullscreen(datatoc_effect_bloom_frag_glsl, "#define STEP_DOWNSAMPLE\n"
-	                                                                                             "#define HIGH_QUALITY\n");
-
-	e_data.bloom_upsample_sh[0] = DRW_shader_create_fullscreen(datatoc_effect_bloom_frag_glsl, "#define STEP_UPSAMPLE\n");
-	e_data.bloom_upsample_sh[1] = DRW_shader_create_fullscreen(datatoc_effect_bloom_frag_glsl, "#define STEP_UPSAMPLE\n"
-	                                                                                           "#define HIGH_QUALITY\n");
-
-	e_data.bloom_resolve_sh[0] = DRW_shader_create_fullscreen(datatoc_effect_bloom_frag_glsl, "#define STEP_RESOLVE\n");
-	e_data.bloom_resolve_sh[1] = DRW_shader_create_fullscreen(datatoc_effect_bloom_frag_glsl, "#define STEP_RESOLVE\n"
-	                                                                                          "#define HIGH_QUALITY\n");
+	e_data.bloom_blit_sh[0] = DRW_shader_create_fullscreen(
+	        datatoc_effect_bloom_frag_glsl,
+	        "#define STEP_BLIT\n");
+	e_data.bloom_blit_sh[1] = DRW_shader_create_fullscreen(
+	        datatoc_effect_bloom_frag_glsl,
+	        "#define STEP_BLIT\n"
+	        "#define HIGH_QUALITY\n");
+
+	e_data.bloom_downsample_sh[0] = DRW_shader_create_fullscreen(
+	        datatoc_effect_bloom_frag_glsl,
+	        "#define STEP_DOWNSAMPLE\n");
+	e_data.bloom_downsample_sh[1] = DRW_shader_create_fullscreen(
+	        datatoc_effect_bloom_frag_glsl,
+	        "#define STEP_DOWNSAMPLE\n"
+	        "#define HIGH_QUALITY\n");
+
+	e_data.bloom_upsample_sh[0] = DRW_shader_create_fullscreen(
+	        datatoc_effect_bloom_frag_glsl,
+	        "#define STEP_UPSAMPLE\n");
+	e_data.bloom_upsample_sh[1] = DRW_shader_create_fullscreen(
+	        datatoc_effect_bloom_frag_glsl,
+	        "#define STEP_UPSAMPLE\n"
+	        "#define HIGH_QUALITY\n");
+
+	e_data.bloom_resolve_sh[0] = DRW_shader_create_fullscreen(
+	        datatoc_effect_bloom_frag_glsl,
+	        "#define STEP_RESOLVE\n");
+	e_data.bloom_resolve_sh[1] = DRW_shader_create_fullscreen(
+	        datatoc_effect_bloom_frag_glsl,
+	        "#define STEP_RESOLVE\n"
+	        "#define HIGH_QUALITY\n");
 }
 
 int EEVEE_bloom_init(EEVEE_SceneLayerData *UNUSED(sldata), EEVEE_Data *vedata)
@@ -190,7 +206,8 @@ int EEVEE_bloom_init(EEVEE_SceneLayerData *UNUSED(sldata), EEVEE_Data *vedata)
 	return 0;
 }
 
-static DRWShadingGroup *eevee_create_bloom_pass(const char *name, EEVEE_EffectsInfo *effects, struct GPUShader *sh, DRWPass **pass, bool upsample)
+static DRWShadingGroup *eevee_create_bloom_pass(
+        const char *name, EEVEE_EffectsInfo *effects, struct GPUShader *sh, DRWPass **pass, bool upsample)
 {
 	struct Gwn_Batch *quad = DRW_cache_fullscreen_quad_get();
 
diff --git a/source/blender/draw/engines/eevee/eevee_data.c b/source/blender/draw/engines/eevee/eevee_data.c
index 1faffe3bb17..149a3740411 100644
--- a/source/blender/draw/engines/eevee/eevee_data.c
+++ b/source/blender/draw/engines/eevee/eevee_data.c
@@ -80,7 +80,8 @@ static void eevee_lightprobe_data_free(void *storage)
 
 EEVEE_SceneLayerData *EEVEE_scene_layer_data_get(void)
 {
-	EEVEE_SceneLayerData **sldata = (EEVEE_SceneLayerData **)DRW_scene_layer_engine_data_get(&draw_engine_eevee_type, &eevee_scene_layer_data_free);
+	EEVEE_SceneLayerData **sldata = (EEVEE_SceneLayerData **)DRW_scene_layer_engine_data_get(
+	        &draw_engine_eevee_type, &eevee_scene_layer_data_free);
 
 	if (*sldata == NULL) {
 		*sldata = MEM_callocN(sizeof(**sldata), "EEVEE_SceneLayerData");
@@ -91,7 +92,8 @@ EEVEE_SceneLayerData *EEVEE_scene_layer_data_get(void)
 
 EEVEE_ObjectEngineData *EEVEE_object_data_get(Object *ob)
 {
-	EEVEE_ObjectEngineData **oedata = (EEVEE_ObjectEngineData **)DRW_object_engine_data_get(ob, &draw_engine_eevee_type, NULL);
+	EEVEE_ObjectEngineData **oedata = (EEVEE_ObjectEngineData **)DRW_object_engine_data_get(
+	        ob, &draw_engine_eevee_type, NULL);
 
 	if (*oedata == NULL) {
 		*oedata = MEM_callocN(sizeof(**oedata), "EEVEE_ObjectEngineData");
@@ -102,7 +104,8 @@ EEVEE_ObjectEngineData *EEVEE_object_data_get(Object *ob)
 
 EEVEE_LightProbeEngineData *EEVEE_lightprobe_data_get(Object *ob)
 {
-	EEVEE_LightProbeEngineData **pedata = (EEVEE_LightProbeEngineData **)DRW_object_engine_data_get(ob, &draw_engine_eevee_type, &eevee_lightprobe_data_free);
+	EEVEE_LightProbeEngineData **pedata = (EEVEE_LightProbeEngineData **)DRW_object_engine_data_get(
+	        ob, &draw_engine_eevee_type, &eevee_lightprobe_data_free);
 
 	if (*pedata == NULL) {
 		*pedata = MEM_callocN(sizeof(**pedata), "EEVEE_LightProbeEngineData");
@@ -114,7 +117,8 @@ EEVEE_LightProbeEngineData *EEVEE_lightprobe_data_get(Object *ob)
 
 EEVEE_LampEngineData *EEVEE_lamp_data_get(Object *ob)
 {
-	EEVEE_LampEngineData **ledata = (EEVEE_LampEngineData **)DRW_object_engine_data_get(ob, &draw_engine_eevee_type, &eevee_lamp_data_free);
+	EEVEE_LampEngineData **ledata = (EEVEE_LampEngineData **)DRW_object_engine_data_get(
+	        ob, &draw_engine_eevee_type, &eevee_lamp_data_free);
 
 	if (*ledata == NULL) {
 		*ledata = MEM_callocN(sizeof(**ledata), "EEVEE_LampEngineData");
diff --git a/source/blender/draw/engines/eevee/eevee_depth_of_field.c b/source/blender/draw/engines/eevee/eevee_depth_of_field.c
index 275be6efa39..eaf4767f4a0 100644
--- a/source/blender/draw/engines/eevee/eevee_depth_of_field.c
+++ b/source/blender/draw/engines/eevee/eevee_depth_of_field.c
@@ -116,16 +116,24 @@ int EEVEE_depth_of_field_init(EEVEE_SceneLayerData *UNUSED(sldata), EEVEE_Data *
 			}
 
 			/* Setup buffers */
-			DRWFboTexture tex_down[3] = {{dof_down_near, DRW_TEX_RGB_11_11_10, DRW_TEX_FILTER}, /* filter to not interfeer with bloom */
-			                             {&txl->dof_down_far, DRW_TEX_RGB_11_11_10, 0},
-			                             {&txl->dof_coc, DRW_TEX_RG_16, 0}};
-			DRW_framebuffer_init(&fbl->dof_down_fb, &draw_engine_eevee_type, buffer_size[0], buffer_size[1], tex_down, 3);
+			DRWFboTexture tex_down[3] = {
+				{dof_down_near, DRW_TEX_RGB_11_11_10, DRW_TEX_FILTER}, /* filter to not interfeer with bloom */
+				{&txl->dof_down_far, DRW_TEX_RGB_11_11_10, 0},
+				{&txl->dof_coc, DRW_TEX_RG_16, 0},
+			};
+			DRW_framebuffer_init(
+			        &fbl->dof_down_fb, &draw_engine_eevee_type,
+			        buffer_size[0], buffer_size[1], tex_down, 3);
 
 			DRWFboTexture tex_scatter_far = {&txl->dof_far_blur, DRW_TEX_RGBA_16, DRW_TEX_FILTER};
-			DRW_framebuffer_init(&fbl->dof_scatter_far_fb, &draw_engine_eevee_type, buffer_size[0], buffer_size[1], &tex_scatter_far, 1);
+			DRW_framebuffer_init(
+			        &fbl->dof_scatter_far_fb, &draw_engine_eevee_type,
+			        buffer_size[0], buffer_size[1], &tex_scatter_far, 1);
 
 			DRWFboTexture tex_scatter_near = {&txl->dof_near_blur, DRW_TEX_RGBA_16, DRW_TEX_FILTER};
-			DRW_framebuffer_init(&fbl->dof_scatter_near_fb, &draw_engine_eevee_type, buffer_size[0], buffer_size[1], &tex_scatter_near, 1);
+			DRW_framebuffer_init(
+			        &fbl->dof_scatter_near_fb, &draw_engine_eevee_type,
+			        buffer_size[0], buffer_size[1], &tex_scatter_near, 1);
 
 			/* Parameters */
 			/* TODO UI Options */
diff --git a/source/blender/draw/engines/eevee/eevee_effects.c b/source/blender/draw/engines/eevee/eevee_effects.c
index 603fc1aa14a..1c486073818 100644
--- a/source/blender/draw/engines/eevee/eevee_effects.c
+++ b/source/blender/draw/engines/eevee/eevee_effects.c
@@ -64,28 +64,45 @@ extern char datatoc_lightprobe_geom_glsl[];
 static void eevee_create_shader_downsample(void)
 {
 	e_data.downsample_sh = DRW_shader_create_fullscreen(datatoc_effect_downsample_frag_glsl, NULL);
-	e_data.downsample_cube_sh = DRW_shader_create(datatoc_lightprobe_vert_glsl,
-	                                              datatoc_lightprobe_geom_glsl,
-	                                              datatoc_effect_downsample_cube_frag_glsl, NULL);
-
-	e_data.minz_downlevel_sh = DRW_shader_create_fullscreen(datatoc_effect_minmaxz_frag_glsl, "#define MIN_PASS\n");
-	e_data.maxz_downlevel_sh = DRW_shader_create_fullscreen(datatoc_effect_minmaxz_frag_glsl, "#define MAX_PASS\n");
-	e_data.minz_downdepth_sh = DRW_shader_create_fullscreen(datatoc_effect_minmaxz_frag_glsl, "#define MIN_PASS\n"
-	                                                                                          "#define INPUT_DEPTH\n");
-	e_data.maxz_downdepth_sh = DRW_shader_create_fullscreen(datatoc_effect_minmaxz_frag_glsl, "#define MAX_PASS\n"
-	                                                                                          "#define INPUT_DEPTH\n");
-	e_data.minz_downdepth_layer_sh = DRW_shader_create_fullscreen(datatoc_effect_minmaxz_frag_glsl, "#define MIN_PASS\n"
-	                                                                                                "#define LAYERED\n"
-	                                                                                                "#define INPUT_DEPTH\n");
-	e_data.maxz_downdepth_layer_sh = DRW_shader_create_fullscreen(datatoc_effect_minmaxz_frag_glsl, "#define MAX_PASS\n"
-	                                                                                                "#define LAYERED\n"
-	                                                                                                "#define INPUT_DEPTH\n");
-	e_data.minz_copydepth_sh = DRW_shader_create_ful

@@ Diff output truncated at 10240 characters. @@



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