Cleanup: balance braces in pre-processor checks
While it's correct, unbalanced braces confuses some editing operations.
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@@ -236,10 +236,11 @@ class GPUShaderCreator : public OCIO::GpuShaderCreator {
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const eGPUTextureFormat texture_format = Result::gpu_texture_format(result_type, precision_);
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/* A height of 1 indicates a 1D texture according to the OCIO API. */
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# if OCIO_VERSION_HEX >= 0x02030000
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if (dimensions == OCIO::GpuShaderDesc::TEXTURE_1D) {
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if (dimensions == OCIO::GpuShaderDesc::TEXTURE_1D)
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# else
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if (height == 1) {
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if (height == 1)
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# endif
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{
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texture = GPU_texture_create_1d(
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texture_name, width, 1, texture_format, GPU_TEXTURE_USAGE_SHADER_READ, values);
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shader_create_info_.sampler(textures_.size() + 1, ImageType::FLOAT_1D, resource_name);
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@@ -54,10 +54,11 @@ void firstIntersectionGridVisitor::examineOccluder(Polygon3r *occ)
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#if 0
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Vec3d bboxdiag(_scene3d->bbox().getMax() - _scene3d->bbox().getMin());
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if ((t > 1.0e-06 * (min(min(bboxdiag.x(), bboxdiag.y()), bboxdiag.z()))) &&
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(t < raylength)) {
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(t < raylength))
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#else
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if (tmp_t < t_) {
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if (tmp_t < t_)
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#endif
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{
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occluder_ = occ;
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u_ = tmp_u;
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v_ = tmp_v;
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@@ -249,10 +249,11 @@ void MTLStorageBuf::unbind()
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* Otherwise, only perform a full unbind upon destruction
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* to ensure no lingering references. */
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#ifndef NDEBUG
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if (true) {
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if (true)
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#else
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if (G.debug & G_DEBUG_GPU) {
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if (G.debug & G_DEBUG_GPU)
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#endif
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{
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if (bound_ctx_ != nullptr && bind_slot_ > -1) {
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MTLStorageBufferBinding &ctx_ssbo_bind_slot =
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bound_ctx_->pipeline_state.ssbo_bindings[bind_slot_];
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@@ -163,10 +163,11 @@ void MTLUniformBuf::unbind()
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* Otherwise, only perform a full unbind upon destruction
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* to ensure no lingering references. */
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#ifndef NDEBUG
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if (true) {
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if (true)
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#else
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if (G.debug & G_DEBUG_GPU) {
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if (G.debug & G_DEBUG_GPU)
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#endif
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{
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if (bound_ctx_ != nullptr && bind_slot_ > -1) {
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MTLUniformBufferBinding &ctx_ubo_bind_slot =
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bound_ctx_->pipeline_state.ubo_bindings[bind_slot_];
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@@ -705,10 +705,11 @@ static void ffmpeg_decode_store_frame_pts(ImBufAnim *anim)
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anim->cur_pts = av_get_pts_from_frame(anim->pFrame);
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# ifdef FFMPEG_OLD_KEY_FRAME_QUERY_METHOD
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if (anim->pFrame->key_frame) {
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if (anim->pFrame->key_frame)
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# else
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if (anim->pFrame->flags & AV_FRAME_FLAG_KEY) {
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if (anim->pFrame->flags & AV_FRAME_FLAG_KEY)
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# endif
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{
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anim->cur_key_frame_pts = anim->cur_pts;
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}
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@@ -298,10 +298,11 @@ static uiBlock *wm_block_splash_create(bContext *C, ARegion *region, void * /*ar
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/* Displays a warning if blender is being emulated via Rosetta (macOS) or XTA (Windows) */
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#if defined(__APPLE__) || defined(_M_X64)
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# if defined(__APPLE__)
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if (is_using_macos_rosetta() > 0) {
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if (is_using_macos_rosetta() > 0)
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# elif defined(_M_X64)
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if (strncmp(BLI_getenv("PROCESSOR_IDENTIFIER"), "ARM", 3) == 0) {
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if (strncmp(BLI_getenv("PROCESSOR_IDENTIFIER"), "ARM", 3) == 0)
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# endif
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{
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uiItemS_ex(layout, 2.0f, LayoutSeparatorType::Line);
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uiLayout *split = uiLayoutSplit(layout, 0.725, true);
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