ClangFormat: apply to source, most of intern

Apply clang format as proposed in T53211.

For details on usage and instructions for migrating branches
without conflicts, see:

https://wiki.blender.org/wiki/Tools/ClangFormat
This commit is contained in:
Campbell Barton
2019-04-17 06:17:24 +02:00
parent b3dabc200a
commit e12c08e8d1
4481 changed files with 1230080 additions and 1155401 deletions

View File

@@ -18,69 +18,72 @@ CCL_NAMESPACE_BEGIN
ccl_device ShaderClosure *closure_alloc(ShaderData *sd, int size, ClosureType type, float3 weight)
{
kernel_assert(size <= sizeof(ShaderClosure));
kernel_assert(size <= sizeof(ShaderClosure));
if(sd->num_closure_left == 0)
return NULL;
if (sd->num_closure_left == 0)
return NULL;
ShaderClosure *sc = &sd->closure[sd->num_closure];
ShaderClosure *sc = &sd->closure[sd->num_closure];
sc->type = type;
sc->weight = weight;
sc->type = type;
sc->weight = weight;
sd->num_closure++;
sd->num_closure_left--;
sd->num_closure++;
sd->num_closure_left--;
return sc;
return sc;
}
ccl_device ccl_addr_space void *closure_alloc_extra(ShaderData *sd, int size)
{
/* Allocate extra space for closure that need more parameters. We allocate
* in chunks of sizeof(ShaderClosure) starting from the end of the closure
* array.
*
* This lets us keep the same fast array iteration over closures, as we
* found linked list iteration and iteration with skipping to be slower. */
int num_extra = ((size + sizeof(ShaderClosure) - 1) / sizeof(ShaderClosure));
/* Allocate extra space for closure that need more parameters. We allocate
* in chunks of sizeof(ShaderClosure) starting from the end of the closure
* array.
*
* This lets us keep the same fast array iteration over closures, as we
* found linked list iteration and iteration with skipping to be slower. */
int num_extra = ((size + sizeof(ShaderClosure) - 1) / sizeof(ShaderClosure));
if(num_extra > sd->num_closure_left) {
/* Remove previous closure if it was allocated. */
sd->num_closure--;
sd->num_closure_left++;
return NULL;
}
if (num_extra > sd->num_closure_left) {
/* Remove previous closure if it was allocated. */
sd->num_closure--;
sd->num_closure_left++;
return NULL;
}
sd->num_closure_left -= num_extra;
return (ccl_addr_space void*)(sd->closure + sd->num_closure + sd->num_closure_left);
sd->num_closure_left -= num_extra;
return (ccl_addr_space void *)(sd->closure + sd->num_closure + sd->num_closure_left);
}
ccl_device_inline ShaderClosure *bsdf_alloc(ShaderData *sd, int size, float3 weight)
{
ShaderClosure *sc = closure_alloc(sd, size, CLOSURE_NONE_ID, weight);
ShaderClosure *sc = closure_alloc(sd, size, CLOSURE_NONE_ID, weight);
if(sc == NULL)
return NULL;
if (sc == NULL)
return NULL;
float sample_weight = fabsf(average(weight));
sc->sample_weight = sample_weight;
return (sample_weight >= CLOSURE_WEIGHT_CUTOFF) ? sc : NULL;
float sample_weight = fabsf(average(weight));
sc->sample_weight = sample_weight;
return (sample_weight >= CLOSURE_WEIGHT_CUTOFF) ? sc : NULL;
}
#ifdef __OSL__
ccl_device_inline ShaderClosure *bsdf_alloc_osl(ShaderData *sd, int size, float3 weight, void *data)
ccl_device_inline ShaderClosure *bsdf_alloc_osl(ShaderData *sd,
int size,
float3 weight,
void *data)
{
ShaderClosure *sc = closure_alloc(sd, size, CLOSURE_NONE_ID, weight);
ShaderClosure *sc = closure_alloc(sd, size, CLOSURE_NONE_ID, weight);
if(!sc)
return NULL;
if (!sc)
return NULL;
memcpy((void *)sc, data, size);
memcpy((void *)sc, data, size);
float sample_weight = fabsf(average(weight));
sc->weight = weight;
sc->sample_weight = sample_weight;
return (sample_weight >= CLOSURE_WEIGHT_CUTOFF) ? sc : NULL;
float sample_weight = fabsf(average(weight));
sc->weight = weight;
sc->sample_weight = sample_weight;
return (sample_weight >= CLOSURE_WEIGHT_CUTOFF) ? sc : NULL;
}
#endif