Cleanup: clang-format
This commit is contained in:
@@ -496,7 +496,7 @@ void ObjectManager::device_update_object_transform(UpdateObjectTransformState *s
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kobject.dupli_generated[2] = ob->dupli_generated[2];
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kobject.numkeys = (geom->geometry_type == Geometry::HAIR) ?
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static_cast<Hair *>(geom)->get_curve_keys().size() :
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(geom->geometry_type == Geometry::POINTCLOUD) ?
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(geom->geometry_type == Geometry::POINTCLOUD) ?
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static_cast<PointCloud *>(geom)->num_points() :
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0;
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kobject.dupli_uv[0] = ob->dupli_uv[0];
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@@ -116,7 +116,11 @@ GHOST_Wintab *GHOST_Wintab::loadWintab(HWND hwnd)
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}
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int sanityQueueSize = queueSizeGet(hctx.get());
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WINTAB_PRINTF("HCTX %p %s queueSize: %d, queueSizeGet: %d\n", hctx.get(), __func__, queueSize, sanityQueueSize);
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WINTAB_PRINTF("HCTX %p %s queueSize: %d, queueSizeGet: %d\n",
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hctx.get(),
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__func__,
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queueSize,
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sanityQueueSize);
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WINTAB_PRINTF("Loaded Wintab context %p\n", hctx.get());
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@@ -274,7 +278,11 @@ void GHOST_Wintab::updateCursorInfo()
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else {
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m_maxAzimuth = m_maxAltitude = 0;
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}
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WINTAB_PRINTF("HCTX %p %s maxAzimuth: %d, maxAltitude: %d\n", m_context.get(), __func__, m_maxAzimuth, m_maxAltitude);
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WINTAB_PRINTF("HCTX %p %s maxAzimuth: %d, maxAltitude: %d\n",
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m_context.get(),
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__func__,
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m_maxAzimuth,
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m_maxAltitude);
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}
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void GHOST_Wintab::processInfoChange(LPARAM lParam)
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@@ -531,10 +539,10 @@ void GHOST_Wintab::printContextDebugInfo()
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/* Print system information. */
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printf("left: %d, top: %d, width: %d, height: %d\n",
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::GetSystemMetrics(SM_XVIRTUALSCREEN),
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::GetSystemMetrics(SM_YVIRTUALSCREEN),
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::GetSystemMetrics(SM_CXVIRTUALSCREEN),
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::GetSystemMetrics(SM_CYVIRTUALSCREEN));
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::GetSystemMetrics(SM_XVIRTUALSCREEN),
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::GetSystemMetrics(SM_YVIRTUALSCREEN),
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::GetSystemMetrics(SM_CXVIRTUALSCREEN),
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::GetSystemMetrics(SM_CYVIRTUALSCREEN));
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auto printContextRanges = [](LOGCONTEXT &lc) {
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printf("lcInOrgX: %d, lcInOrgY: %d, lcInExtX: %d, lcInExtY: %d\n",
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@@ -576,7 +584,7 @@ void GHOST_Wintab::printContextDebugInfo()
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m_fpInfo(WTI_DEFSYSCTX, CTX_SYSEXTY, &lc.lcSysExtY);
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printf("WTI_DEFSYSCTX CTX_*\n");
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printContextRanges(lc);
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for (unsigned int i = 0; i < m_numDevices; i++) {
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/* Print individual device system context. */
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m_fpInfo(WTI_DSCTXS + i, 0, &lc);
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@@ -604,11 +612,11 @@ void GHOST_Wintab::printContextDebugInfo()
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m_fpInfo(WTI_DEVICES + i, DVC_X, &axis_x);
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m_fpInfo(WTI_DEVICES + i, DVC_Y, &axis_y);
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printf("WTI_DEVICES %u axis_x org: %d, axis_y org: %d axis_x ext: %d, axis_y ext: %d\n",
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i,
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axis_x.axMin,
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axis_y.axMin,
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axis_x.axMax - axis_x.axMin + 1,
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axis_y.axMax - axis_y.axMin + 1);
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i,
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axis_x.axMin,
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axis_y.axMin,
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axis_x.axMax - axis_x.axMin + 1,
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axis_y.axMax - axis_y.axMin + 1);
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}
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/* Other stuff while we have a logcontext. */
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@@ -195,8 +195,8 @@ enum {
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G_DEBUG_XR = (1 << 19), /* XR/OpenXR messages */
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G_DEBUG_XR_TIME = (1 << 20), /* XR/OpenXR timing messages */
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G_DEBUG_GHOST = (1 << 21), /* Debug GHOST module. */
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G_DEBUG_WINTAB = (1 << 22), /* Debug Wintab. */
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G_DEBUG_GHOST = (1 << 21), /* Debug GHOST module. */
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G_DEBUG_WINTAB = (1 << 22), /* Debug Wintab. */
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};
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#define G_DEBUG_ALL \
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@@ -11,10 +11,8 @@ uniform sampler3D volumeScattering; /* Result of the scatter step */
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uniform sampler3D volumeExtinction;
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#ifdef USE_VOLUME_OPTI
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uniform layout(r11f_g11f_b10f)
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writeonly restrict image3D finalScattering_img;
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uniform layout(r11f_g11f_b10f)
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writeonly restrict image3D finalTransmittance_img;
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uniform layout(r11f_g11f_b10f) writeonly restrict image3D finalScattering_img;
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uniform layout(r11f_g11f_b10f) writeonly restrict image3D finalTransmittance_img;
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vec3 finalScattering;
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vec3 finalTransmittance;
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@@ -624,7 +624,7 @@ static void drw_call_obinfos_init(DRWObjectInfos *ob_infos, Object *ob)
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drw_call_calc_orco(ob, ob_infos->orcotexfac);
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/* Random float value. */
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uint random = (DST.dupli_source) ?
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DST.dupli_source->random_id :
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DST.dupli_source->random_id :
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/* TODO(fclem): this is rather costly to do at runtime. Maybe we can
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* put it in ob->runtime and make depsgraph ensure it is up to date. */
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BLI_hash_int_2d(BLI_hash_string(ob->id.name + 2), 0);
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@@ -1,6 +1,5 @@
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#pragma BLENDER_REQUIRE(gpu_shader_material_hash.glsl)
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void node_hair_info(float hair_length,
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out float is_strand,
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out float intercept,
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@@ -1,6 +1,5 @@
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#pragma BLENDER_REQUIRE(gpu_shader_material_hash.glsl)
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void node_point_info(out vec3 position, out float radius, out float random)
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{
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#ifdef POINTCLOUD_SHADER
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@@ -1,6 +1,5 @@
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#pragma BLENDER_REQUIRE(gpu_shader_material_math_util.glsl)
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void node_tex_environment_equirectangular(vec3 co, out vec3 uv)
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{
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vec3 nco = normalize(co);
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