[Bf-blender-cvs] [a4fe338dd8c] master: Cleanup: add missing braces to draw manager
Campbell Barton
noreply at git.blender.org
Thu Jan 24 21:13:35 CET 2019
Commit: a4fe338dd8c6822d27b8858bae5fa9a54972719c
Author: Campbell Barton
Date: Fri Jan 25 07:10:13 2019 +1100
Branches: master
https://developer.blender.org/rBa4fe338dd8c6822d27b8858bae5fa9a54972719c
Cleanup: add missing braces to draw manager
===================================================================
M source/blender/draw/engines/eevee/eevee_lightcache.c
M source/blender/draw/engines/eevee/eevee_lightprobes.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_render.c
M source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl
M source/blender/draw/engines/eevee/shaders/effect_dof_frag.glsl
M source/blender/draw/engines/eevee/shaders/effect_ssr_frag.glsl
M source/blender/draw/engines/eevee/shaders/lamps_lib.glsl
M source/blender/draw/engines/eevee/shaders/lightprobe_cube_display_frag.glsl
M source/blender/draw/engines/eevee/shaders/lightprobe_grid_display_frag.glsl
M source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl
M source/blender/draw/engines/eevee/shaders/ltc_lib.glsl
M source/blender/draw/engines/eevee/shaders/prepass_frag.glsl
M source/blender/draw/engines/external/external_engine.c
M source/blender/draw/engines/gpencil/gpencil_draw_utils.c
M source/blender/draw/engines/gpencil/gpencil_shader_fx.c
M source/blender/draw/engines/gpencil/shaders/fx/gpencil_fx_wave_frag.glsl
M source/blender/draw/engines/gpencil/shaders/gpencil_blend_frag.glsl
M source/blender/draw/engines/gpencil/shaders/gpencil_point_frag.glsl
M source/blender/draw/engines/gpencil/shaders/gpencil_zdepth_mix_frag.glsl
M source/blender/draw/engines/workbench/shaders/workbench_cavity_lib.glsl
M source/blender/draw/engines/workbench/shaders/workbench_common_lib.glsl
M source/blender/draw/engines/workbench/shaders/workbench_shadow_geom.glsl
M source/blender/draw/engines/workbench/workbench_data.c
M source/blender/draw/engines/workbench/workbench_deferred.c
M source/blender/draw/engines/workbench/workbench_forward.c
M source/blender/draw/intern/draw_armature.c
M source/blender/draw/intern/draw_cache.c
M source/blender/draw/intern/draw_cache_impl_mesh.c
M source/blender/draw/intern/draw_cache_impl_particles.c
M source/blender/draw/intern/draw_instance_data.c
M source/blender/draw/intern/draw_manager.c
M source/blender/draw/intern/draw_manager_data.c
M source/blender/draw/intern/draw_manager_exec.c
M source/blender/draw/modes/edit_text_mode.c
M source/blender/draw/modes/object_mode.c
M source/blender/draw/modes/shaders/armature_shape_outline_geom.glsl
M source/blender/draw/modes/shaders/edit_curve_overlay_handle_geom.glsl
M source/blender/draw/modes/shaders/edit_mesh_overlay_facedot_frag.glsl
M source/blender/draw/modes/shaders/edit_mesh_overlay_facefill_vert.glsl
M source/blender/draw/modes/shaders/edit_mesh_overlay_frag.glsl
M source/blender/draw/modes/shaders/edit_mesh_overlay_geom_tri.glsl
M source/blender/draw/modes/shaders/edit_mesh_overlay_vert.glsl
M source/blender/draw/modes/shaders/object_outline_prepass_geom.glsl
M source/blender/draw/modes/shaders/object_particle_prim_vert.glsl
M source/blender/draw/modes/shaders/paint_weight_frag.glsl
===================================================================
diff --git a/source/blender/draw/engines/eevee/eevee_lightcache.c b/source/blender/draw/engines/eevee/eevee_lightcache.c
index 93162c6eae2..0420e85ee70 100644
--- a/source/blender/draw/engines/eevee/eevee_lightcache.c
+++ b/source/blender/draw/engines/eevee/eevee_lightcache.c
@@ -514,8 +514,9 @@ wmJob *EEVEE_lightbake_job_create(
EEVEE_LightBake *lbake = NULL;
/* only one render job at a time */
- if (WM_jobs_test(wm, scene, WM_JOB_TYPE_RENDER))
+ if (WM_jobs_test(wm, scene, WM_JOB_TYPE_RENDER)) {
return NULL;
+ }
wmJob *wm_job = WM_jobs_get(wm, win, scene, "Bake Lighting",
WM_JOB_EXCL_RENDER | WM_JOB_PRIORITY | WM_JOB_PROGRESS, WM_JOB_TYPE_LIGHT_BAKE);
diff --git a/source/blender/draw/engines/eevee/eevee_lightprobes.c b/source/blender/draw/engines/eevee/eevee_lightprobes.c
index 3199fc430cf..601073a7be2 100644
--- a/source/blender/draw/engines/eevee/eevee_lightprobes.c
+++ b/source/blender/draw/engines/eevee/eevee_lightprobes.c
@@ -78,15 +78,18 @@ bool EEVEE_lightprobes_obj_visibility_cb(bool vis_in, void *user_data)
EEVEE_ObjectEngineData *oed = (EEVEE_ObjectEngineData *)user_data;
/* test disabled if group is NULL */
- if (oed->test_data->collection == NULL)
+ if (oed->test_data->collection == NULL) {
return vis_in;
+ }
- if (oed->test_data->cached == false)
+ if (oed->test_data->cached == false) {
oed->ob_vis_dirty = true;
+ }
/* early out, don't need to compute ob_vis yet. */
- if (vis_in == false)
+ if (vis_in == false) {
return vis_in;
+ }
if (oed->ob_vis_dirty) {
oed->ob_vis_dirty = false;
diff --git a/source/blender/draw/engines/eevee/eevee_lights.c b/source/blender/draw/engines/eevee/eevee_lights.c
index af3531e9a6c..57a93a27ca0 100644
--- a/source/blender/draw/engines/eevee/eevee_lights.c
+++ b/source/blender/draw/engines/eevee/eevee_lights.c
@@ -457,8 +457,9 @@ void EEVEE_lights_cache_shcaster_material_add(
DRW_shgroup_uniform_block(grp, "shadow_block", sldata->shadow_ubo);
DRW_shgroup_uniform_block(grp, "common_block", sldata->common_ubo);
- if (alpha_threshold != NULL)
+ if (alpha_threshold != NULL) {
DRW_shgroup_uniform_float(grp, "alphaThreshold", alpha_threshold, 1);
+ }
DRW_shgroup_call_object_add(grp, geom, ob);
}
@@ -599,8 +600,9 @@ void EEVEE_lights_cache_finish(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
float light_attenuation_radius_get(Lamp *la, float light_threshold)
{
- if (la->mode & LA_CUSTOM_ATTENUATION)
+ if (la->mode & LA_CUSTOM_ATTENUATION) {
return la->att_dist;
+ }
/* Compute max light power. */
float power = max_fff(la->r, la->g, la->b);
diff --git a/source/blender/draw/engines/eevee/eevee_materials.c b/source/blender/draw/engines/eevee/eevee_materials.c
index 6786bf7e911..527fa515deb 100644
--- a/source/blender/draw/engines/eevee/eevee_materials.c
+++ b/source/blender/draw/engines/eevee/eevee_materials.c
@@ -784,8 +784,9 @@ struct GPUMaterial *EEVEE_material_mesh_depth_get(
options |= VAR_MAT_CLIP;
}
- if (is_shadow)
+ if (is_shadow) {
options |= VAR_MAT_SHADOW;
+ }
GPUMaterial *mat = DRW_shader_find_from_material(ma, engine, options, true);
if (mat) {
@@ -1485,8 +1486,9 @@ void EEVEE_materials_cache_populate(EEVEE_Data *vedata, EEVEE_ViewLayerData *sld
shgrp_depth_array[i] = NULL;
shgrp_depth_clip_array[i] = NULL;
- if (ma == NULL)
+ if (ma == NULL) {
ma = &defmaterial;
+ }
switch (ma->blend_method) {
case MA_BM_SOLID:
@@ -1536,8 +1538,9 @@ void EEVEE_materials_cache_populate(EEVEE_Data *vedata, EEVEE_ViewLayerData *sld
EEVEE_ObjectEngineData *oedata = NULL;
Material *ma = give_current_material(ob, i + 1);
- if (ma == NULL)
+ if (ma == NULL) {
ma = &defmaterial;
+ }
/* Do not render surface if we are rendering a volume object
* and do not have a surface closure. */
diff --git a/source/blender/draw/engines/eevee/eevee_render.c b/source/blender/draw/engines/eevee/eevee_render.c
index 373618102e5..6e2cac6dbce 100644
--- a/source/blender/draw/engines/eevee/eevee_render.c
+++ b/source/blender/draw/engines/eevee/eevee_render.c
@@ -288,8 +288,9 @@ static void eevee_render_result_normal(
EEVEE_PrivateData *g_data = stl->g_data;
/* Only read the center texel. */
- if (stl->effects->taa_current_sample > 1)
+ if (stl->effects->taa_current_sample > 1) {
return;
+ }
if ((view_layer->passflag & SCE_PASS_NORMAL) != 0) {
RenderPass *rp = RE_pass_find_by_name(rl, RE_PASSNAME_NORMAL, viewname);
@@ -336,8 +337,9 @@ static void eevee_render_result_z(
EEVEE_PrivateData *g_data = stl->g_data;
/* Only read the center texel. */
- if (stl->effects->taa_current_sample > 1)
+ if (stl->effects->taa_current_sample > 1) {
return;
+ }
if ((view_layer->passflag & SCE_PASS_Z) != 0) {
RenderPass *rp = RE_pass_find_by_name(rl, RE_PASSNAME_Z, viewname);
diff --git a/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl b/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl
index a54cefc5b85..28ffe37abf1 100644
--- a/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl
+++ b/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl
@@ -244,8 +244,9 @@ float line_unit_sphere_intersect_dist(vec3 lineorigin, vec3 linedirection)
float dist = 1e15;
float determinant = b * b - a * c;
- if (determinant >= 0)
+ if (determinant >= 0) {
dist = (sqrt(determinant) - b) / a;
+ }
return dist;
}
diff --git a/source/blender/draw/engines/eevee/shaders/effect_dof_frag.glsl b/source/blender/draw/engines/eevee/shaders/effect_dof_frag.glsl
index 27517ebd86e..067b0786e34 100644
--- a/source/blender/draw/engines/eevee/shaders/effect_dof_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/effect_dof_frag.glsl
@@ -108,15 +108,17 @@ layout(location = 1) out float fragAlpha;
void main(void)
{
/* Discard to avoid bleeding onto the next layer */
- if (int(gl_FragCoord.x) * edge.x + edge.y > 0)
+ if (int(gl_FragCoord.x) * edge.x + edge.y > 0) {
discard;
+ }
/* Circle Dof */
float dist = length(particlecoord);
/* Ouside of bokeh shape */
- if (dist > 1.0)
+ if (dist > 1.0) {
discard;
+ }
/* Regular Polygon Dof */
if (bokeh_sides.x > 0.0) {
@@ -134,8 +136,9 @@ void main(void)
dist /= r;
/* Ouside of bokeh shape */
- if (dist > 1.0)
+ if (dist > 1.0) {
discard;
+ }
}
fragColor = color;
diff --git a/source/blender/draw/engines/eevee/shaders/effect_ssr_frag.glsl b/source/blender/draw/engines/eevee/shaders/effect_ssr_frag.glsl
index b8a86f8d742..d44cf5e3518 100644
--- a/source/blender/draw/engines/eevee/shaders/effect_ssr_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/effect_ssr_frag.glsl
@@ -91,8 +91,9 @@ void main()
/* Early out */
/* We can't do discard because we don't clear the render target. */
- if (depth == 1.0)
+ if (depth == 1.0) {
return;
+ }
vec2 uvs = vec2(fullres_texel) / vec2(textureSize(depthBuffer, 0));
@@ -105,16 +106,18 @@ void main()
vec4 speccol_roughness = texelFetch(specroughBuffer, fullres_texel, 0).rgba;
/* Early out */
- if (dot(speccol_roughness.rgb, vec3(1.0)) == 0.0)
+ if (dot(speccol_roughness.rgb, vec3(1.0)) == 0.0) {
return;
+ }
float roughness = speccol_roughness.a;
float roughnessSquared = max(1e-3, roughness * roughness);
float a2 = roughnessSquared * roughnessSquared;
/* Early out */
- if (roughness > ssrMaxRoughness + 0.2)
+ if (roughness > ssrMaxRoughness + 0.2) {
return;
+ }
vec4 rand = texelFetch(utilTex, ivec3(halfres_texel % LUT_SIZE, 2), 0);
@@ -394,8 +397,9 @@ void main()
float depth = textureLod(depthBuffer, uvs, 0.0).r;
/* Early out */
- if (depth == 1.0)
+ if (depth == 1.0) {
discard;
+ }
/* Using world space */
vec3 viewPosition = get_view_space_from_depth(uvs, depth); /* Needed for viewCameraVec */
@@ -406,8 +410,9 @@ void main()
vec4 speccol_roughness = texelFetch(specroughBuffer, fullres_texel, 0).rgba;
/* Early out */
- if (dot(speccol_roughness.rgb, vec3(1.0)) == 0.0)
+ if (dot(speccol_roughness.rgb, vec3(1.0)) == 0.0) {
discard;
+ }
float roughness = speccol_roughness.a;
float roughnessSquared = max(1e-3, roughness * roughness);
diff --git a/source/blender/draw/engines/eevee/shaders/lamps_lib.glsl b/source/blender/draw/engines/eevee/shaders/lamps_lib.glsl
index fb18af494b4..5a73950746d 100644
--- a/source/blender/draw/engines/eevee/shaders/lamps_lib.glsl
+++ b/source/blender/draw/engines/eevee/shaders/lamps_lib.glsl
@@ -52,8 +52,9 @@ float shadow_test(ShadowSample moments, float dist, ShadowData sd)
{
float p = 0.0;
- if (dist <= moments.x)
+ if (dist <= moments.x) {
p = 1.0;
+ }
float variance = moments.y - (moments.x * moments.x);
variance = max(variance, sd.sh_bias / 10.0);
diff --git a/source/blender/draw/engines/eevee/shaders/lightprobe_cube_display_frag.glsl b/source/blender/draw/engines/eevee/shaders/lightprobe_cube_display_frag.glsl
index 5a72244cfbe..bd51546eadf 100644
--- a/source/blender/draw/engines/eevee/shaders/lightprobe_cube_display_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/lightprobe_cube_display_frag.glsl
@@ -9,8 +9,9 @@ void main()
float dist_sqr = dot(quadCoord, quadCoord);
/* Discard outside the circle. */
- if (dist_sqr > 1.0)
+ if (dist_sqr > 1.0) {
discard;
+ }
vec3 view_nor = vec3(quadCoord, sqrt(max(0.0, 1.0 - dist_sqr)));
vec3 world_ref = mat3(ViewMatrixInverse) * reflect(vec3(0.0, 0.0, -1.0), view_nor);
diff --git a/source/blender/draw/engines/eevee/shaders/lightprobe_grid_display_frag.glsl b/source/blender/draw/engines/eevee/shaders/lightprobe_grid_display_frag.glsl
index fd8eb157aa5..fe0e173ba3d 100644
--- a/source/blender/draw/engines/eevee/shaders/lightprobe_grid_display_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/lightprobe_grid_display_frag.glsl
@@ -9,8 +9,9 @@ void main()
float dist_sqr = dot(quadCoord, quadCoord);
/* Discard outside the circle. */
- if (dist_sqr > 1.0)
+ if (dist_sqr > 1.0) {
discard;
+ }
vec3 view_nor = vec3(quadCoord, sqrt(max(0.0, 1.0 - dist_sqr)));
vec3 world_nor = mat3(ViewMatrixInverse) * view_nor;
diff --git a/source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl b/source/bl
@@ Diff output truncated at 10240 characters. @@
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