[Bf-blender-cvs] [ffec86bb62c] master: Cleanup: clang-format

Campbell Barton noreply at git.blender.org
Sat Sep 5 18:24:18 CEST 2020


Commit: ffec86bb62c52665ef6a05770f03ab69fa6bb231
Author: Campbell Barton
Date:   Sun Sep 6 02:21:27 2020 +1000
Branches: master
https://developer.blender.org/rBffec86bb62c52665ef6a05770f03ab69fa6bb231

Cleanup: clang-format

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

M	intern/cycles/cmake/msvc_arch_flags.c
M	intern/cycles/kernel/shaders/node_voronoi_texture.osl
M	intern/cycles/render/shader.h
M	source/blender/editors/include/ED_object.h
M	source/blender/editors/object/object_modes.c
M	source/blender/freestyle/intern/stroke/StrokeRep.cpp
M	source/blender/gpu/opengl/gl_state.cc
M	source/blender/gpu/shaders/material/gpu_shader_material_tex_voronoi.glsl

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

diff --git a/intern/cycles/cmake/msvc_arch_flags.c b/intern/cycles/cmake/msvc_arch_flags.c
index 79dbd3b87ac..22fcc2c437a 100644
--- a/intern/cycles/cmake/msvc_arch_flags.c
+++ b/intern/cycles/cmake/msvc_arch_flags.c
@@ -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;
 }
diff --git a/intern/cycles/kernel/shaders/node_voronoi_texture.osl b/intern/cycles/kernel/shaders/node_voronoi_texture.osl
index b95abc7f362..e184c26aec8 100644
--- a/intern/cycles/kernel/shaders/node_voronoi_texture.osl
+++ b/intern/cycles/kernel/shaders/node_voronoi_texture.osl
@@ -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);
 }
diff --git a/intern/cycles/render/shader.h b/intern/cycles/render/shader.h
index 993b467b396..897b0984a7e 100644
--- a/intern/cycles/render/shader.h
+++ b/intern/cycles/render/shader.h
@@ -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;
 
diff --git a/source/blender/editors/include/ED_object.h b/source/blender/editors/include/ED_object.h
index bf9e30b756f..afaf11f5a8e 100644
--- a/source/blender/editors/include/ED_object.h
+++ b/source/blender/editors/include/ED_object.h
@@ -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,
diff --git a/source/blender/editors/object/object_modes.c b/source/blender/editors/object/object_modes.c
index d4dd6617c53..bc05a62759f 100644
--- a/source/blender/editors/object/object_modes.c
+++ b/source/blender/editors/object/object_modes.c
@@ -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;
diff --git a/source/blender/freestyle/intern/stroke/StrokeRep.cpp b/source/blender/freestyle/intern/stroke/StrokeRep.cpp
index 0c004e0083e..3678461253c 100644
--- a/source/blender/freestyle/intern/stroke/StrokeRep.cpp
+++ b/source/blender/freestyle/intern/stroke/StrokeRep.cpp
@@ -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"
 
diff --git a/source/blender/gpu/opengl/gl_state.cc b/source/blender/gpu/opengl/gl_state.cc
index 419cb8b0c9c..dc0317726a8 100644
--- a/source/blender/gpu/opengl/gl_state.cc
+++ b/source/blender/gpu/opengl/gl_state.cc
@@ -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
diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_tex_voronoi.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_tex_voronoi.glsl
index 470ce1a1fa7..40f76b9cacc 100644
--- a/source/blender/gpu/shaders/material/gpu_shader_material_tex_voronoi.glsl
+++ b/source/blender/gpu/shaders/material/gpu_shader_material_tex_voronoi.glsl
@@ -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);
 }



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