[Bf-blender-cvs] [0efe89bdd81] master: Cleanup: style, use braces in GPU

Campbell Barton noreply at git.blender.org
Mon Jun 3 16:42:44 CEST 2019


Commit: 0efe89bdd810226f7474b90ab79d927eadf6746a
Author: Campbell Barton
Date:   Tue Jun 4 00:36:16 2019 +1000
Branches: master
https://developer.blender.org/rB0efe89bdd810226f7474b90ab79d927eadf6746a

Cleanup: style, use braces in GPU

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

M	source/blender/gpu/shaders/gpu_shader_2D_image_multi_rect_vert.glsl
M	source/blender/gpu/shaders/gpu_shader_2D_widget_base_vert.glsl
M	source/blender/gpu/shaders/gpu_shader_2D_widget_shadow_vert.glsl
M	source/blender/gpu/shaders/gpu_shader_flat_color_alpha_test_0_frag.glsl
M	source/blender/gpu/shaders/gpu_shader_gpencil_stroke_geom.glsl
M	source/blender/gpu/shaders/gpu_shader_image_linear_frag.glsl
M	source/blender/gpu/shaders/gpu_shader_instance_edges_variying_color_geom.glsl
M	source/blender/gpu/shaders/gpu_shader_instance_edges_variying_color_vert.glsl
M	source/blender/gpu/shaders/gpu_shader_instance_screen_aligned_vert.glsl
M	source/blender/gpu/shaders/gpu_shader_material.glsl
M	source/blender/gpu/shaders/gpu_shader_point_uniform_color_frag.glsl
M	source/blender/gpu/shaders/gpu_shader_point_varying_color_frag.glsl
M	source/blender/gpu/shaders/gpu_shader_point_varying_color_outline_aa_frag.glsl
M	source/blender/gpu/shaders/gpu_shader_point_varying_color_varying_outline_aa_frag.glsl

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

diff --git a/source/blender/gpu/shaders/gpu_shader_2D_image_multi_rect_vert.glsl b/source/blender/gpu/shaders/gpu_shader_2D_image_multi_rect_vert.glsl
index 036fc0aaeec..d25cd586e65 100644
--- a/source/blender/gpu/shaders/gpu_shader_2D_image_multi_rect_vert.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_2D_image_multi_rect_vert.glsl
@@ -22,12 +22,15 @@ void main()
   finalColor = calls_data[i * 3 + 2];
 
   /* TODO Remove this */
-  if (v == 2)
+  if (v == 2) {
     v = 4;
-  else if (v == 3)
+  }
+  else if (v == 3) {
     v = 0;
-  else if (v == 5)
+  }
+  else if (v == 5) {
     v = 2;
+  }
 
   if (v == 0) {
     pos.xy = pos.xw;
diff --git a/source/blender/gpu/shaders/gpu_shader_2D_widget_base_vert.glsl b/source/blender/gpu/shaders/gpu_shader_2D_widget_base_vert.glsl
index e17c5cda000..0b2bc08944e 100644
--- a/source/blender/gpu/shaders/gpu_shader_2D_widget_base_vert.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_2D_widget_base_vert.glsl
@@ -199,14 +199,18 @@ vec2 do_widget(void)
 
   /* Position to corner */
   vec4 rct = (is_inner) ? recti : rect;
-  if (cflag == BOTTOM_LEFT)
+  if (cflag == BOTTOM_LEFT) {
     v += rct.xz;
-  else if (cflag == BOTTOM_RIGHT)
+  }
+  else if (cflag == BOTTOM_RIGHT) {
     v += rct.yz;
-  else if (cflag == TOP_RIGHT)
+  }
+  else if (cflag == TOP_RIGHT) {
     v += rct.yw;
-  else /* (cflag == TOP_LEFT) */
+  }
+  else /* (cflag == TOP_LEFT) */ {
     v += rct.xw;
+  }
 
   vec2 uv = faci * (v - recti.xz);
 
@@ -250,10 +254,12 @@ vec2 do_tria()
 
   bool is_tria_first = (vflag & TRIA_FIRST) != 0u;
 
-  if (is_tria_first)
+  if (is_tria_first) {
     v = v * tria1Size + tria1Center;
-  else
+  }
+  else {
     v = v * tria2Size + tria2Center;
+  }
 
   return v;
 }
diff --git a/source/blender/gpu/shaders/gpu_shader_2D_widget_shadow_vert.glsl b/source/blender/gpu/shaders/gpu_shader_2D_widget_shadow_vert.glsl
index 99f80f6a7f2..dc2849c8aa9 100644
--- a/source/blender/gpu/shaders/gpu_shader_2D_widget_shadow_vert.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_2D_widget_shadow_vert.glsl
@@ -81,14 +81,18 @@ void main()
 
   /* Position to corner */
   vec4 rct = (is_inner) ? recti : rect;
-  if (cflag == BOTTOM_LEFT)
+  if (cflag == BOTTOM_LEFT) {
     v += rct.xz;
-  else if (cflag == BOTTOM_RIGHT)
+  }
+  else if (cflag == BOTTOM_RIGHT) {
     v += rct.yz;
-  else if (cflag == TOP_RIGHT)
+  }
+  else if (cflag == TOP_RIGHT) {
     v += rct.yw;
-  else /* (cflag == TOP_LEFT) */
+  }
+  else /* (cflag == TOP_LEFT) */ {
     v += rct.xw;
+  }
 
   gl_Position = ModelViewProjectionMatrix * vec4(v, 0.0, 1.0);
 }
diff --git a/source/blender/gpu/shaders/gpu_shader_flat_color_alpha_test_0_frag.glsl b/source/blender/gpu/shaders/gpu_shader_flat_color_alpha_test_0_frag.glsl
index d1a36c3ee38..6f7d68856d5 100644
--- a/source/blender/gpu/shaders/gpu_shader_flat_color_alpha_test_0_frag.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_flat_color_alpha_test_0_frag.glsl
@@ -4,8 +4,10 @@ out vec4 fragColor;
 
 void main()
 {
-  if (finalColor.a > 0.0)
+  if (finalColor.a > 0.0) {
     fragColor = finalColor;
-  else
+  }
+  else {
     discard;
+  }
 }
diff --git a/source/blender/gpu/shaders/gpu_shader_gpencil_stroke_geom.glsl b/source/blender/gpu/shaders/gpu_shader_gpencil_stroke_geom.glsl
index fcef4c266e8..21c925560b9 100644
--- a/source/blender/gpu/shaders/gpu_shader_gpencil_stroke_geom.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_gpencil_stroke_geom.glsl
@@ -76,14 +76,18 @@ void main(void)
 
   /* culling outside viewport */
   vec2 area = Viewport * 4.0;
-  if (sp1.x < -area.x || sp1.x > area.x)
+  if (sp1.x < -area.x || sp1.x > area.x) {
     return;
-  if (sp1.y < -area.y || sp1.y > area.y)
+  }
+  if (sp1.y < -area.y || sp1.y > area.y) {
     return;
-  if (sp2.x < -area.x || sp2.x > area.x)
+  }
+  if (sp2.x < -area.x || sp2.x > area.x) {
     return;
-  if (sp2.y < -area.y || sp2.y > area.y)
+  }
+  if (sp2.y < -area.y || sp2.y > area.y) {
     return;
+  }
 
   /* determine the direction of each of the 3 segments (previous, current, next) */
   vec2 v0 = normalize(sp1 - sp0);
@@ -102,16 +106,20 @@ void main(void)
   /* determine the length of the miter by projecting it onto normal and then inverse it */
   float an1 = dot(miter_a, n1);
   float bn1 = dot(miter_b, n2);
-  if (an1 == 0)
+  if (an1 == 0) {
     an1 = 1;
-  if (bn1 == 0)
+  }
+  if (bn1 == 0) {
     bn1 = 1;
+  }
   float length_a = finalThickness[1] / an1;
   float length_b = finalThickness[2] / bn1;
-  if (length_a <= 0.0)
+  if (length_a <= 0.0) {
     length_a = 0.01;
-  if (length_b <= 0.0)
+  }
+  if (length_b <= 0.0) {
     length_b = 0.01;
+  }
 
   /* prevent excessively long miters at sharp corners */
   if (dot(v0, v1) < -MiterLimit) {
diff --git a/source/blender/gpu/shaders/gpu_shader_image_linear_frag.glsl b/source/blender/gpu/shaders/gpu_shader_image_linear_frag.glsl
index d843550cd9a..e6acdd446d3 100644
--- a/source/blender/gpu/shaders/gpu_shader_image_linear_frag.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_image_linear_frag.glsl
@@ -9,10 +9,12 @@ out vec4 fragColor;
 
 float linearrgb_to_srgb(float c)
 {
-  if (c < 0.0031308)
+  if (c < 0.0031308) {
     return (c < 0.0) ? 0.0 : c * 12.92;
-  else
+  }
+  else {
     return 1.055 * pow(c, 1.0 / 2.4) - 0.055;
+  }
 }
 
 void linearrgb_to_srgb(vec4 col_from, out vec4 col_to)
diff --git a/source/blender/gpu/shaders/gpu_shader_instance_edges_variying_color_geom.glsl b/source/blender/gpu/shaders/gpu_shader_instance_edges_variying_color_geom.glsl
index f3bda2cf27d..1193e1b5b9c 100644
--- a/source/blender/gpu/shaders/gpu_shader_instance_edges_variying_color_geom.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_instance_edges_variying_color_geom.glsl
@@ -49,17 +49,20 @@ void main()
 
   if (finalEdgeClass > 0.0f) {
     // front-facing edge
-    if (drawFront)
+    if (drawFront) {
       emitLine(vec4(fCol[0], 0.75));
+    }
   }
   else if (finalEdgeClass < 0.0f) {
     // back-facing edge
-    if (drawBack)
+    if (drawBack) {
       emitLine(vec4(fCol[0], 0.5));
+    }
   }
   else {
     // exactly one face is front-facing, silhouette edge
-    if (drawSilhouette)
+    if (drawSilhouette) {
       emitLine(vec4(fCol[0], 1.0));
+    }
   }
 }
diff --git a/source/blender/gpu/shaders/gpu_shader_instance_edges_variying_color_vert.glsl b/source/blender/gpu/shaders/gpu_shader_instance_edges_variying_color_vert.glsl
index 62a526cae49..543497e890b 100644
--- a/source/blender/gpu/shaders/gpu_shader_instance_edges_variying_color_vert.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_instance_edges_variying_color_vert.glsl
@@ -53,12 +53,15 @@ void main()
   bool face_1_front = front(normal_matrix, N1, eye);
   bool face_2_front = front(normal_matrix, N2, eye);
 
-  if (face_1_front && face_2_front)
+  if (face_1_front && face_2_front) {
     edgeClass = 1.0;  // front-facing edge
-  else if (face_1_front || face_2_front)
+  }
+  else if (face_1_front || face_2_front) {
     edgeClass = 0.0;  // exactly one face is front-facing, silhouette edge
-  else
+  }
+  else {
     edgeClass = -1.0;  // back-facing edge
+  }
 
   fCol = color;
 
diff --git a/source/blender/gpu/shaders/gpu_shader_instance_screen_aligned_vert.glsl b/source/blender/gpu/shaders/gpu_shader_instance_screen_aligned_vert.glsl
index 13c4a7a310e..374dcab2415 100644
--- a/source/blender/gpu/shaders/gpu_shader_instance_screen_aligned_vert.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_instance_screen_aligned_vert.glsl
@@ -20,12 +20,15 @@ void main()
   vec3 offset = vec3(0.0);
 
 #ifdef AXIS_NAME
-  if (pos.z == 0.0)
+  if (pos.z == 0.0) {
     offset = vec3(1.125, 0.0, 0.0);
-  else if (pos.z == 1.0)
+  }
+  else if (pos.z == 1.0) {
     offset = vec3(0.0, 1.125, 0.0);
-  else
+  }
+  else {
     offset = vec3(0.0, 0.0, 1.125);
+  }
   offset *= size;
 #endif
 
diff --git a/source/blender/gpu/shaders/gpu_shader_material.glsl b/source/blender/gpu/shaders/gpu_shader_material.glsl
index 7dc3958d5b6..306edb76fa5 100644
--- a/source/blender/gpu/shaders/gpu_shader_material.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_material.glsl
@@ -13,18 +13,22 @@ float exp_blender(float f)
 
 float compatible_pow(float x, float y)
 {
-  if (y == 0.0) /* x^0 -> 1, including 0^0 */
+  if (y == 0.0) { /* x^0 -> 1, including 0^0 */
     return 1.0;
+  }
 
   /* glsl pow doesn't accept negative x */
   if (x < 0.0) {
-    if (mod(-y, 2.0) == 0.0)
+    if (mod(-y, 2.0) == 0.0) {
       return pow(-x, y);
-    else
+    }
+    else {
       return -pow(-x, y);
+    }
   }
-  else if (x == 0.0)
+  else if (x == 0.0) {
     return 0.0;
+  }
 
   return pow(x, y);
 }
@@ -39,8 +43,9 @@ void rgb_to_hsv(vec4 rgb, out vec4 outcol)
   cdelta = cmax - cmin;
 
   v = cmax;
-  if (cmax != 0.0)
+  if (cmax != 0.0) {
     s = cdelta / cmax;
+  }
   else {
     s = 0.0;
     h = 0.0;
@@ -52,17 +57,21 @@ void rgb_to_hsv(vec4 rgb, out vec4 outcol)
   else {
     c = (vec3(cmax) - rgb.xyz) / cdelta;
 
-    if (rgb.x == cmax)
+    if (rgb.x == cmax) {
       h = c[2] - c[1];
-    else if (rgb.y == cmax)
+    }
+    else if (rgb.y == cmax) {
       h = 2.0 + c[0] - c[2];
-    else
+    }
+    else {
       h = 4.0 + c[1] - c[0];
+    }
 
     h /= 6.0;
 
-    if (h < 0.0)
+    if (h < 0.0) {
       h += 1.0;
+    }
   }
 
   outcol = vec4(h, s, v, rgb.w);
@@ -81,8 +90,9 @@ void hsv_to_rgb(vec4 hsv, out vec4 outcol)
     rgb = vec3(v, v, v);
   }
   else {
-    if (h == 1.0)
+    if (h == 1.0) {
       h = 0.0;
+    }
 
     h *= 6.0;
     i = floor(h);
@@ -92,18 +102,24 @@ void hsv_to_rgb(vec4 hsv, out vec4 outcol)
     q = v * (1.0 - (s * f));
     t = v * (1.0 - (s * (1.0 - f)));
 
-    if (i == 0.0)
+    if (i == 0.0) {
       rgb = vec3(v, t, p);
-    else if (i == 1.0)
+    }
+    else if (i == 1.0) {
       rgb = vec3(q, v, p);
-    else if (i == 2.0)
+    }
+    else if (i == 2.0) {
       rgb = vec3(p, v, t);
-    else if (i == 3.0)
+    }
+    else if (i == 3.0) {
       rgb = vec3(p, q, v);
-    else if (i == 4.0)
+    }
+    else if (i == 4.0) {
       rgb = vec3(t, p, v);
-    else
+    }
+    else {
       rgb = vec3(v, p, q);
+    }
   }
 
   outcol = vec4(rgb, hsv.w);
@@ -188,15 +204,18 @@ void point_map_to_sphere(vec3 vin, out vec3 vout)
   float l

@@ Diff output truncated at 10240 characters. @@



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