Cleanup: style
This commit is contained in:
@@ -35,7 +35,7 @@
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#include <stdlib.h>
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#if GPU_VERT_ATTR_MAX_LEN != 16
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#error "attrib binding code assumes GPU_VERT_ATTR_MAX_LEN = 16"
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# error "attrib binding code assumes GPU_VERT_ATTR_MAX_LEN = 16"
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#endif
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void AttribBinding_clear(GPUAttrBinding *binding)
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@@ -35,9 +35,11 @@
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#include "GPU_vertex_format.h"
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#include "GPU_shader_interface.h"
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void AttribBinding_clear(GPUAttrBinding*);
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void AttribBinding_clear(GPUAttrBinding *binding);
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void get_attrib_locations(const GPUVertFormat*, GPUAttrBinding*, const GPUShaderInterface*);
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unsigned read_attrib_location(const GPUAttrBinding*, unsigned a_idx);
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void get_attrib_locations(
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const GPUVertFormat *format, GPUAttrBinding *binding, const GPUShaderInterface *shaderface);
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unsigned read_attrib_location(
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const GPUAttrBinding *binding, unsigned a_idx);
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#endif /* __GPU_ATTR_BINDING_PRIVATE_H__ */
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@@ -41,10 +41,10 @@ extern "C" {
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#include "GPU_context.h"
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#include "GPU_shader_interface.h"
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void gpu_batch_remove_interface_ref(GPUBatch*, const GPUShaderInterface*);
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void gpu_batch_remove_interface_ref(GPUBatch *batch, const GPUShaderInterface *interface);
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void gpu_context_add_batch(GPUContext*, GPUBatch*);
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void gpu_context_remove_batch(GPUContext*, GPUBatch*);
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void gpu_context_add_batch(GPUContext *ctx, GPUBatch *batch);
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void gpu_context_remove_batch(GPUContext *ctx, GPUBatch *batch);
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#ifdef __cplusplus
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}
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@@ -37,7 +37,7 @@
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#define ORPHAN_DEBUG 0
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#if ORPHAN_DEBUG
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#include <cstdio>
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# include <cstdio>
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#endif
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static std::vector<GLuint> orphaned_buffer_ids;
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@@ -701,17 +701,17 @@ void immVertex2iv(uint attrib_id, const int data[2])
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/* --- generic uniform functions --- */
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#if 0
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#if TRUST_NO_ONE
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#define GET_UNIFORM const GPUShaderInput* uniform = GPU_shaderinterface_uniform(imm.shader_interface, name); assert(uniform);
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#else
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#define GET_UNIFORM const GPUShaderInput* uniform = GPU_shaderinterface_uniform(imm.shader_interface, name);
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#endif
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# if TRUST_NO_ONE
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# define GET_UNIFORM const GPUShaderInput* uniform = GPU_shaderinterface_uniform(imm.shader_interface, name); assert(uniform);
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# else
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# define GET_UNIFORM const GPUShaderInput* uniform = GPU_shaderinterface_uniform(imm.shader_interface, name);
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# endif
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#else
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/* NOTE: It is possible to have uniform fully optimized out from the shader.
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* In this case we can't assert failure or allow NULL-pointer dereference.
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* TODO(sergey): How can we detect existing-but-optimized-out uniform but still
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* catch typos in uniform names passed to immUniform*() functions? */
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#define GET_UNIFORM const GPUShaderInput* uniform = GPU_shaderinterface_uniform(imm.shader_interface, name); if (uniform == NULL) return;
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# define GET_UNIFORM const GPUShaderInput* uniform = GPU_shaderinterface_uniform(imm.shader_interface, name); if (uniform == NULL) return;
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#endif
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void immUniform1f(const char *name, float x)
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@@ -18,7 +18,7 @@
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* ***** END GPL LICENSE BLOCK *****
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*/
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/** \file blender/gpu/intern/gpu_imm_util.c
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/** \file blender/gpu/intern/gpu_immediate_util.c
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* \ingroup gpu
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*
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* GPU immediate mode drawing utilities
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@@ -39,7 +39,7 @@
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#define DEBUG_SHADER_INTERFACE 0
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#if DEBUG_SHADER_INTERFACE
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#include <stdio.h>
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# include <stdio.h>
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#endif
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static const char *BuiltinUniform_name(GPUUniformBuiltin u)
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@@ -23,7 +23,7 @@
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* ***** END GPL LICENSE BLOCK *****
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*/
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/** \file blender/gpu/gpu_vertex_array_id.cpp
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/** \file blender/gpu/intern/gpu_vertex_array_id.cpp
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* \ingroup gpu
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*
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* Manage GL vertex array IDs in a thread-safe way
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@@ -58,7 +58,7 @@ static bool thread_is_main() {
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struct GPUContext {
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GLuint default_vao;
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std::unordered_set<GPUBatch*> batches; /* Batches that have VAOs from this context */
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std::unordered_set<GPUBatch *> batches; /* Batches that have VAOs from this context */
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std::vector<GLuint> orphaned_vertarray_ids;
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std::mutex orphans_mutex; /* todo: try spinlock instead */
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#if TRUST_NO_ONE
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@@ -73,12 +73,12 @@ struct GPUContext {
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#if defined(_MSC_VER) && (_MSC_VER == 1800)
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#define thread_local __declspec(thread)
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thread_local GPUContext* active_ctx = NULL;
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thread_local GPUContext *active_ctx = NULL;
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#else
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static thread_local GPUContext* active_ctx = NULL;
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static thread_local GPUContext *active_ctx = NULL;
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#endif
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static void clear_orphans(GPUContext* ctx)
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static void clear_orphans(GPUContext *ctx)
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{
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ctx->orphans_mutex.lock();
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if (!ctx->orphaned_vertarray_ids.empty()) {
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@@ -89,19 +89,19 @@ static void clear_orphans(GPUContext* ctx)
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ctx->orphans_mutex.unlock();
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}
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GPUContext* GPU_context_create(void)
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GPUContext *GPU_context_create(void)
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{
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#if TRUST_NO_ONE
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/* assert(thread_is_main()); */
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#endif
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GPUContext* ctx = new GPUContext;
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GPUContext *ctx = new GPUContext;
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glGenVertexArrays(1, &ctx->default_vao);
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GPU_context_active_set(ctx);
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return ctx;
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}
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/* to be called after GPU_context_active_set(ctx_to_destroy) */
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void GPU_context_discard(GPUContext* ctx)
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void GPU_context_discard(GPUContext *ctx)
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{
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#if TRUST_NO_ONE
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/* Make sure no other thread has locked it. */
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@@ -120,7 +120,7 @@ void GPU_context_discard(GPUContext* ctx)
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}
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/* ctx can be NULL */
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void GPU_context_active_set(GPUContext* ctx)
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void GPU_context_active_set(GPUContext *ctx)
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{
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#if TRUST_NO_ONE
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if (active_ctx) {
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@@ -140,7 +140,7 @@ void GPU_context_active_set(GPUContext* ctx)
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active_ctx = ctx;
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}
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GPUContext* GPU_context_active_get(void)
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GPUContext *GPU_context_active_get(void)
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{
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return active_ctx;
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}
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@@ -168,7 +168,7 @@ GLuint GPU_vao_alloc(void)
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}
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/* this can be called from multiple thread */
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void GPU_vao_free(GLuint vao_id, GPUContext* ctx)
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void GPU_vao_free(GLuint vao_id, GPUContext *ctx)
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{
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#if TRUST_NO_ONE
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assert(ctx);
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@@ -183,12 +183,12 @@ void GPU_vao_free(GLuint vao_id, GPUContext* ctx)
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}
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}
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void gpu_context_add_batch(GPUContext* ctx, GPUBatch* batch)
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void gpu_context_add_batch(GPUContext *ctx, GPUBatch *batch)
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{
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ctx->batches.emplace(batch);
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}
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void gpu_context_remove_batch(GPUContext* ctx, GPUBatch* batch)
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void gpu_context_remove_batch(GPUContext *ctx, GPUBatch *batch)
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{
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ctx->orphans_mutex.lock();
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ctx->batches.erase(batch);
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@@ -37,7 +37,7 @@
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#define PACK_DEBUG 0
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#if PACK_DEBUG
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#include <stdio.h>
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# include <stdio.h>
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#endif
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void GPU_vertformat_clear(GPUVertFormat *format)
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@@ -32,8 +32,8 @@
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#ifndef __GPU_VERTEX_FORMAT_PRIVATE_H__
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#define __GPU_VERTEX_FORMAT_PRIVATE_H__
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void VertexFormat_pack(GPUVertFormat*);
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void VertexFormat_pack(GPUVertFormat *format);
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uint padding(uint offset, uint alignment);
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uint vertex_buffer_size(const GPUVertFormat*, uint vertex_len);
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uint vertex_buffer_size(const GPUVertFormat *format, uint vertex_len);
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#endif /* __GPU_VERTEX_FORMAT_PRIVATE_H__ */
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