[Bf-blender-cvs] [f5fc9a7edf0] master: Cleanup: compiler warnings

Campbell Barton noreply at git.blender.org
Tue Aug 9 01:46:44 CEST 2022


Commit: f5fc9a7edf01c5801ddb52d6cbd6ae9ee82b1036
Author: Campbell Barton
Date:   Tue Aug 9 09:42:02 2022 +1000
Branches: master
https://developer.blender.org/rBf5fc9a7edf01c5801ddb52d6cbd6ae9ee82b1036

Cleanup: compiler warnings

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

M	source/blender/editors/mesh/editmesh_utils.c
M	source/blender/editors/sculpt_paint/sculpt_uv.c
M	source/blender/nodes/shader/nodes/node_shader_rgb.cc
M	source/blender/nodes/shader/nodes/node_shader_value.cc

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

diff --git a/source/blender/editors/mesh/editmesh_utils.c b/source/blender/editors/mesh/editmesh_utils.c
index 195a3686b3b..2882bdfcbf2 100644
--- a/source/blender/editors/mesh/editmesh_utils.c
+++ b/source/blender/editors/mesh/editmesh_utils.c
@@ -826,10 +826,10 @@ UvElementMap *BM_uv_element_map_create(BMesh *bm,
   }
 
   /* For each BMVert, sort associated linked list into unique uvs. */
-  int i;
-  BM_ITER_MESH_INDEX (ev, &iter, bm, BM_VERTS_OF_MESH, i) {
+  int ev_index;
+  BM_ITER_MESH_INDEX (ev, &iter, bm, BM_VERTS_OF_MESH, ev_index) {
     UvElement *newvlist = NULL;
-    UvElement *vlist = element_map->vertex[i];
+    UvElement *vlist = element_map->vertex[ev_index];
     while (vlist) {
 
       /* Detach head from unsorted list. */
@@ -881,7 +881,7 @@ UvElementMap *BM_uv_element_map_create(BMesh *bm,
     }
 
     /* Write back sorted list. */
-    element_map->vertex[i] = newvlist;
+    element_map->vertex[ev_index] = newvlist;
   }
 
   MEM_SAFE_FREE(winding);
@@ -912,7 +912,7 @@ UvElementMap *BM_uv_element_map_create(BMesh *bm,
 
     /* at this point, every UvElement in vert points to a UvElement sharing the same vertex.
      * Now we should sort uv's in islands. */
-    for (i = 0; i < totuv; i++) {
+    for (int i = 0; i < totuv; i++) {
       if (element_map->storage[i].island == INVALID_ISLAND) {
         int stacksize = 0;
         element_map->storage[i].island = nislands;
@@ -965,7 +965,7 @@ UvElementMap *BM_uv_element_map_create(BMesh *bm,
     MEM_SAFE_FREE(island_number);
 
     /* remap */
-    for (i = 0; i < bm->totvert; i++) {
+    for (int i = 0; i < bm->totvert; i++) {
       /* important since we may do selection only. Some of these may be NULL */
       if (element_map->vertex[i]) {
         element_map->vertex[i] = &islandbuf[map[element_map->vertex[i] - element_map->storage]];
@@ -975,7 +975,7 @@ UvElementMap *BM_uv_element_map_create(BMesh *bm,
     element_map->islandIndices = MEM_callocN(sizeof(*element_map->islandIndices) * nislands,
                                              "UvElementMap_island_indices");
     j = 0;
-    for (i = 0; i < totuv; i++) {
+    for (int i = 0; i < totuv; i++) {
       UvElement *element = element_map->storage[i].next;
       if (element == NULL) {
         islandbuf[map[i]].next = NULL;
diff --git a/source/blender/editors/sculpt_paint/sculpt_uv.c b/source/blender/editors/sculpt_paint/sculpt_uv.c
index f2017e68b4c..2e2abd30ea2 100644
--- a/source/blender/editors/sculpt_paint/sculpt_uv.c
+++ b/source/blender/editors/sculpt_paint/sculpt_uv.c
@@ -629,11 +629,13 @@ static UvSculptData *uv_sculpt_stroke_init(bContext *C, wmOperator *op, const wm
     }
 
     /* fill the edges with data */
-    int i = 0;
-    GHASH_ITER (gh_iter, edgeHash) {
-      data->uvedges[i++] = *((UvEdge *)BLI_ghashIterator_getKey(&gh_iter));
+    {
+      int i = 0;
+      GHASH_ITER (gh_iter, edgeHash) {
+        data->uvedges[i++] = *((UvEdge *)BLI_ghashIterator_getKey(&gh_iter));
+      }
+      data->totalUvEdges = BLI_ghash_len(edgeHash);
     }
-    data->totalUvEdges = BLI_ghash_len(edgeHash);
 
     /* cleanup temporary stuff */
     BLI_ghash_free(edgeHash, NULL, NULL);
diff --git a/source/blender/nodes/shader/nodes/node_shader_rgb.cc b/source/blender/nodes/shader/nodes/node_shader_rgb.cc
index c854bc733a3..3d28f5278a2 100644
--- a/source/blender/nodes/shader/nodes/node_shader_rgb.cc
+++ b/source/blender/nodes/shader/nodes/node_shader_rgb.cc
@@ -17,7 +17,7 @@ static void node_declare(NodeDeclarationBuilder &b)
 static int gpu_shader_rgb(GPUMaterial *mat,
                           bNode *node,
                           bNodeExecData *UNUSED(execdata),
-                          GPUNodeStack *in,
+                          GPUNodeStack * /*in*/,
                           GPUNodeStack *out)
 {
   const bNodeSocket *socket = static_cast<bNodeSocket *>(node->outputs.first);
diff --git a/source/blender/nodes/shader/nodes/node_shader_value.cc b/source/blender/nodes/shader/nodes/node_shader_value.cc
index b6b7fe10cf9..14dbb3b25eb 100644
--- a/source/blender/nodes/shader/nodes/node_shader_value.cc
+++ b/source/blender/nodes/shader/nodes/node_shader_value.cc
@@ -17,7 +17,7 @@ static void sh_node_value_declare(NodeDeclarationBuilder &b)
 static int gpu_shader_value(GPUMaterial *mat,
                             bNode *node,
                             bNodeExecData *UNUSED(execdata),
-                            GPUNodeStack *in,
+                            GPUNodeStack * /*in*/,
                             GPUNodeStack *out)
 {
   const bNodeSocket *socket = static_cast<bNodeSocket *>(node->outputs.first);



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