Cleanup: Clang tidy
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@@ -287,7 +287,7 @@ class FieldConstant : public FieldNode {
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const CPPType &output_cpp_type(int output_index) const override;
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const CPPType &type() const;
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const GPointer value() const;
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GPointer value() const;
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};
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/**
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@@ -684,7 +684,7 @@ const CPPType &FieldConstant::type() const
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return type_;
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}
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const GPointer FieldConstant::value() const
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GPointer FieldConstant::value() const
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{
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return {type_, value_};
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}
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@@ -47,7 +47,7 @@ GLShader::GLShader(const char *name) : Shader(name)
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{
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#if 0 /* Would be nice to have, but for now the Deferred compilation \
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* does not have a GPUContext. */
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BLI_assert(GLContext::get() != NULL);
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BLI_assert(GLContext::get() != nullptr);
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#endif
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shader_program_ = glCreateProgram();
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@@ -58,7 +58,7 @@ GLShader::~GLShader()
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{
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#if 0 /* Would be nice to have, but for now the Deferred compilation \
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* does not have a GPUContext. */
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BLI_assert(GLContext::get() != NULL);
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BLI_assert(GLContext::get() != nullptr);
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#endif
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/* Invalid handles are silently ignored. */
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glDeleteShader(vert_shader_);
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@@ -702,7 +702,7 @@ static Mesh *modifyMesh(ModifierData *md, const ModifierEvalContext *UNUSED(ctx)
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Object *armature_ob = mmd->ob_arm;
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/* Return input mesh if there is no armature with bones. */
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if (ELEM(NULL, armature_ob, armature_ob->pose)) {
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if (ELEM(nullptr, armature_ob, armature_ob->pose)) {
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return mesh;
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}
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@@ -71,7 +71,7 @@ void register_node_type_sh_fresnel()
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sh_node_type_base(&ntype, SH_NODE_FRESNEL, "Fresnel", NODE_CLASS_INPUT, 0);
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node_type_socket_templates(&ntype, file_ns::sh_node_fresnel_in, file_ns::sh_node_fresnel_out);
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node_type_gpu(&ntype, file_ns::node_shader_gpu_fresnel);
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node_type_exec(&ntype, NULL, NULL, file_ns::node_shader_exec_fresnel);
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node_type_exec(&ntype, nullptr, nullptr, file_ns::node_shader_exec_fresnel);
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nodeRegisterType(&ntype);
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}
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@@ -100,7 +100,7 @@ static int gpu_shader_vect_transform(GPUMaterial *mat,
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const char *vtransform = "direction_transform_m4v3";
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const char *ptransform = "point_transform_m4v3";
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const char *func_name = 0;
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const char *func_name = nullptr;
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NodeShaderVectTransform *nodeprop = (NodeShaderVectTransform *)node->storage;
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