[Bf-blender-cvs] [c4eb70e5439] master: Cleanup: format

Campbell Barton noreply at git.blender.org
Tue Aug 16 02:51:29 CEST 2022


Commit: c4eb70e54390083a8f2d98fa1eeed68eaeafa5ff
Author: Campbell Barton
Date:   Tue Aug 16 10:30:23 2022 +1000
Branches: master
https://developer.blender.org/rBc4eb70e54390083a8f2d98fa1eeed68eaeafa5ff

Cleanup: format

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

M	source/blender/blenkernel/intern/pbvh.c
M	source/blender/draw/engines/eevee_next/eevee_depth_of_field.cc
M	source/blender/draw/engines/eevee_next/eevee_motion_blur.cc
M	source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_filter_comp.glsl
M	source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_gather_comp.glsl
M	source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_hole_fill_comp.glsl
M	source/blender/draw/engines/eevee_next/shaders/eevee_light_culling_debug_frag.glsl
M	source/blender/draw/intern/draw_manager_data.c
M	source/blender/draw/intern/shaders/draw_debug_print_display_frag.glsl
M	source/blender/draw/intern/shaders/draw_debug_print_display_vert.glsl
M	source/blender/editors/sculpt_paint/sculpt_undo.c

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

diff --git a/source/blender/blenkernel/intern/pbvh.c b/source/blender/blenkernel/intern/pbvh.c
index d7fa2ca8e32..9db6689167d 100644
--- a/source/blender/blenkernel/intern/pbvh.c
+++ b/source/blender/blenkernel/intern/pbvh.c
@@ -2899,10 +2899,13 @@ void BKE_pbvh_draw_cb(PBVH *pbvh,
   MEM_SAFE_FREE(nodes);
 }
 
-void BKE_pbvh_draw_debug_cb(
-    PBVH *pbvh,
-    void (*draw_fn)(PBVHNode *node, void *user_data, const float bmin[3], const float bmax[3], PBVHNodeFlags flag),
-    void *user_data)
+void BKE_pbvh_draw_debug_cb(PBVH *pbvh,
+                            void (*draw_fn)(PBVHNode *node,
+                                            void *user_data,
+                                            const float bmin[3],
+                                            const float bmax[3],
+                                            PBVHNodeFlags flag),
+                            void *user_data)
 {
   for (int a = 0; a < pbvh->totnode; a++) {
     PBVHNode *node = &pbvh->nodes[a];
diff --git a/source/blender/draw/engines/eevee_next/eevee_depth_of_field.cc b/source/blender/draw/engines/eevee_next/eevee_depth_of_field.cc
index 3700076153e..afabeb8b729 100644
--- a/source/blender/draw/engines/eevee_next/eevee_depth_of_field.cc
+++ b/source/blender/draw/engines/eevee_next/eevee_depth_of_field.cc
@@ -765,4 +765,4 @@ void DepthOfField::render(GPUTexture **input_tx,
 
 /** \} */
 
-}  // namespace blender::eevee
\ No newline at end of file
+}  // namespace blender::eevee
diff --git a/source/blender/draw/engines/eevee_next/eevee_motion_blur.cc b/source/blender/draw/engines/eevee_next/eevee_motion_blur.cc
index 660eb9f1e22..d9545e2e972 100644
--- a/source/blender/draw/engines/eevee_next/eevee_motion_blur.cc
+++ b/source/blender/draw/engines/eevee_next/eevee_motion_blur.cc
@@ -259,4 +259,4 @@ void MotionBlurModule::render(GPUTexture **input_tx, GPUTexture **output_tx)
 
 /** \} */
 
-}  // namespace blender::eevee
\ No newline at end of file
+}  // namespace blender::eevee
diff --git a/source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_filter_comp.glsl b/source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_filter_comp.glsl
index 67e6c8ec7d2..49c93ca63cd 100644
--- a/source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_filter_comp.glsl
+++ b/source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_filter_comp.glsl
@@ -134,8 +134,8 @@ void main()
 {
   /**
    * NOTE: We can **NOT** optimize by discarding some tiles as the result is sampled using bilinear
-   * filtering in the resolve pass. Not outputting to a tile means that border texels have undefined
-   * value and tile border will be noticeable in the final image.
+   * filtering in the resolve pass. Not outputting to a tile means that border texels have
+   * undefined value and tile border will be noticeable in the final image.
    */
 
   cache_init();
diff --git a/source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_gather_comp.glsl b/source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_gather_comp.glsl
index 201e8ac9ba1..cf8dd7a36e6 100644
--- a/source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_gather_comp.glsl
+++ b/source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_gather_comp.glsl
@@ -2,8 +2,8 @@
 /**
  * Gather pass: Convolve foreground and background parts in separate passes.
  *
- * Using the min&max CoC tile buffer, we select the best appropriate method to blur the scene color.
- * A fast gather path is taken if there is not many CoC variation inside the tile.
+ * Using the min&max CoC tile buffer, we select the best appropriate method to blur the scene
+ *color. A fast gather path is taken if there is not many CoC variation inside the tile.
  *
  * We sample using an octaweb sampling pattern. We randomize the kernel center and each ring
  * rotation to ensure maximum coverage.
diff --git a/source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_hole_fill_comp.glsl b/source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_hole_fill_comp.glsl
index 1b42d21ed65..5cdabbc2d4b 100644
--- a/source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_hole_fill_comp.glsl
+++ b/source/blender/draw/engines/eevee_next/shaders/eevee_depth_of_field_hole_fill_comp.glsl
@@ -2,8 +2,8 @@
 /**
  * Holefill pass: Gather background parts where foreground is present.
  *
- * Using the min&max CoC tile buffer, we select the best appropriate method to blur the scene color.
- * A fast gather path is taken if there is not many CoC variation inside the tile.
+ * Using the min&max CoC tile buffer, we select the best appropriate method to blur the scene
+ *color. A fast gather path is taken if there is not many CoC variation inside the tile.
  *
  * We sample using an octaweb sampling pattern. We randomize the kernel center and each ring
  * rotation to ensure maximum coverage.
diff --git a/source/blender/draw/engines/eevee_next/shaders/eevee_light_culling_debug_frag.glsl b/source/blender/draw/engines/eevee_next/shaders/eevee_light_culling_debug_frag.glsl
index 5c50a2252bd..9d231c6bd37 100644
--- a/source/blender/draw/engines/eevee_next/shaders/eevee_light_culling_debug_frag.glsl
+++ b/source/blender/draw/engines/eevee_next/shaders/eevee_light_culling_debug_frag.glsl
@@ -51,4 +51,4 @@ void main()
 
   out_debug_color_add = vec4(color.rgb, 0.0) * 0.2;
   out_debug_color_mul = color;
-}
\ No newline at end of file
+}
diff --git a/source/blender/draw/intern/draw_manager_data.c b/source/blender/draw/intern/draw_manager_data.c
index abccbd66e80..913d1b4c3f4 100644
--- a/source/blender/draw/intern/draw_manager_data.c
+++ b/source/blender/draw/intern/draw_manager_data.c
@@ -1213,7 +1213,7 @@ static void sculpt_debug_cb(
   if (flag & PBVH_Leaf) {
     int color = (*debug_node_nr)++;
     color += BKE_pbvh_debug_draw_gen_get(node);
- 
+
     DRW_debug_bbox(&bb, SCULPT_DEBUG_COLOR(color));
   }
 #endif
diff --git a/source/blender/draw/intern/shaders/draw_debug_print_display_frag.glsl b/source/blender/draw/intern/shaders/draw_debug_print_display_frag.glsl
index fe608816109..4e0d980637f 100644
--- a/source/blender/draw/intern/shaders/draw_debug_print_display_frag.glsl
+++ b/source/blender/draw/intern/shaders/draw_debug_print_display_frag.glsl
@@ -130,4 +130,4 @@ void main()
     /* Transparent Background for ease of read. */
     out_color = vec4(0, 0, 0, 0.2);
   }
-}
\ No newline at end of file
+}
diff --git a/source/blender/draw/intern/shaders/draw_debug_print_display_vert.glsl b/source/blender/draw/intern/shaders/draw_debug_print_display_vert.glsl
index c8fc3815436..f67e9d3f9e0 100644
--- a/source/blender/draw/intern/shaders/draw_debug_print_display_vert.glsl
+++ b/source/blender/draw/intern/shaders/draw_debug_print_display_vert.glsl
@@ -26,4 +26,4 @@ void main()
   gl_Position = vec4(
       pos_on_screen * drw_view.viewport_size_inverse * vec2(2.0, -2.0) - vec2(1.0, -1.0), 0, 1);
   gl_PointSize = char_size;
-}
\ No newline at end of file
+}
diff --git a/source/blender/editors/sculpt_paint/sculpt_undo.c b/source/blender/editors/sculpt_paint/sculpt_undo.c
index 8370d8fa501..283e9a1c6fa 100644
--- a/source/blender/editors/sculpt_paint/sculpt_undo.c
+++ b/source/blender/editors/sculpt_paint/sculpt_undo.c
@@ -10,12 +10,12 @@
  *
  * The sculpt undo system is a delta-based system. Each undo step stores
  * the difference with the prior one.
- * 
+ *
  * To use the sculpt undo system, you must call SCULPT_undo_push_begin
  * inside an operator exec or invoke callback (ED_sculpt_undo_geometry_begin
  * may be called if you wish to save a non-delta copy of the entire mesh).
  * This will initialize the sculpt undo stack and set up an undo step.
- * 
+ *
  * At the end of the operator you should call SCULPT_undo_push_end.
  *
  * SCULPT_undo_push_end and ED_sculpt_undo_geometry_begin both take a



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