Cleanup: Clang-Tidy, modernize-redundant-void-arg
This commit is contained in:
parent
41db8f2fce
commit
a331d5c992
@ -43,7 +43,6 @@ Checks: >
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-modernize-use-emplace,
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-modernize-use-nodiscard,
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-modernize-use-using,
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-modernize-redundant-void-arg,
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-modernize-use-bool-literals,
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-modernize-loop-convert,
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-modernize-pass-by-value,
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@ -73,7 +73,7 @@ void DepsgraphDebug::end_graph_evaluation()
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is_ever_evaluated = true;
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}
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bool terminal_do_color(void)
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bool terminal_do_color()
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{
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return (G.debug & G_DEBUG_DEPSGRAPH_PRETTY) != 0;
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}
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@ -90,7 +90,7 @@ string color_for_pointer(const void *pointer)
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return string(buffer);
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}
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string color_end(void)
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string color_end()
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{
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if (!terminal_do_color()) {
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return "";
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@ -188,7 +188,7 @@ BlenderStrokeRenderer::~BlenderStrokeRenderer()
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BKE_main_free(freestyle_bmain);
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}
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float BlenderStrokeRenderer::get_stroke_vertex_z(void) const
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float BlenderStrokeRenderer::get_stroke_vertex_z() const
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{
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float z = _z;
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BlenderStrokeRenderer *self = const_cast<BlenderStrokeRenderer *>(this);
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@ -199,7 +199,7 @@ float BlenderStrokeRenderer::get_stroke_vertex_z(void) const
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return -z;
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}
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unsigned int BlenderStrokeRenderer::get_stroke_mesh_id(void) const
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unsigned int BlenderStrokeRenderer::get_stroke_mesh_id() const
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{
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unsigned mesh_id = _mesh_id;
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BlenderStrokeRenderer *self = const_cast<BlenderStrokeRenderer *>(this);
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@ -80,12 +80,12 @@ Context::~Context()
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delete imm;
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}
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bool Context::is_active_on_thread(void)
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bool Context::is_active_on_thread()
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{
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return (this == active_ctx) && pthread_equal(pthread_self(), thread_);
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}
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Context *Context::get(void)
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Context *Context::get()
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{
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return active_ctx;
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}
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@ -188,7 +188,7 @@ void GPU_backend_exit(void)
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g_backend = NULL;
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}
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GPUBackend *GPUBackend::get(void)
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GPUBackend *GPUBackend::get()
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{
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return g_backend;
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}
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@ -496,7 +496,7 @@ static void gpuPushFrameBuffer(GPUFrameBuffer *fb)
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FrameBufferStack.top++;
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}
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static GPUFrameBuffer *gpuPopFrameBuffer(void)
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static GPUFrameBuffer *gpuPopFrameBuffer()
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{
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BLI_assert(FrameBufferStack.top > 0);
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FrameBufferStack.top--;
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@ -41,17 +41,17 @@ using namespace blender::gpu;
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static thread_local Immediate *imm = NULL;
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void immActivate(void)
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void immActivate()
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{
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imm = Context::get()->imm;
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}
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void immDeactivate(void)
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void immDeactivate()
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{
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imm = NULL;
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}
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GPUVertFormat *immVertexFormat(void)
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GPUVertFormat *immVertexFormat()
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{
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GPU_vertformat_clear(&imm->vertex_format);
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return &imm->vertex_format;
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@ -81,7 +81,7 @@ void immBindBuiltinProgram(eGPUBuiltinShader shader_id)
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imm->builtin_shader_bound = shader_id;
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}
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void immUnbindProgram(void)
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void immUnbindProgram()
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{
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BLI_assert(imm->shader != NULL);
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@ -90,7 +90,7 @@ void immUnbindProgram(void)
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}
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/* XXX do not use it. Special hack to use OCIO with batch API. */
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GPUShader *immGetShader(void)
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GPUShader *immGetShader()
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{
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return imm->shader;
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}
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@ -187,7 +187,7 @@ static void wide_line_workaround_start(GPUPrimType prim_type)
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}
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}
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static void wide_line_workaround_end(void)
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static void wide_line_workaround_end()
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{
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if (imm->prev_shader) {
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immUnbindProgram();
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@ -249,7 +249,7 @@ GPUBatch *immBeginBatchAtMost(GPUPrimType prim_type, uint vertex_len)
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return immBeginBatch(prim_type, vertex_len);
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}
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void immEnd(void)
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void immEnd()
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{
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BLI_assert(imm->prim_type != GPU_PRIM_NONE); /* Make sure we're between a Begin/End pair. */
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BLI_assert(imm->vertex_data || imm->batch);
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@ -480,7 +480,7 @@ void immAttrSkip(uint attr_id)
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setAttrValueBit(attr_id);
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}
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static void immEndVertex(void) /* and move on to the next vertex */
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static void immEndVertex() /* and move on to the next vertex */
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{
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BLI_assert(imm->prim_type != GPU_PRIM_NONE); /* make sure we're between a Begin/End pair */
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BLI_assert(imm->vertex_idx < imm->vertex_len);
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@ -77,7 +77,7 @@ void GPUPlatformGlobal::create_gpu_name(const char *vendor,
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BLI_str_replace_char(gpu_name, '\r', ' ');
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}
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void GPUPlatformGlobal::clear(void)
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void GPUPlatformGlobal::clear()
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{
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MEM_SAFE_FREE(GPG.support_key);
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MEM_SAFE_FREE(GPG.gpu_name);
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@ -94,12 +94,12 @@ void GPUPlatformGlobal::clear(void)
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using namespace blender::gpu;
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eGPUSupportLevel GPU_platform_support_level(void)
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eGPUSupportLevel GPU_platform_support_level()
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{
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return GPG.support_level;
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}
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const char *GPU_platform_support_level_key(void)
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const char *GPU_platform_support_level_key()
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{
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return GPG.support_key;
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}
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@ -32,12 +32,12 @@
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namespace blender::gpu {
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ShaderInterface::ShaderInterface(void)
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ShaderInterface::ShaderInterface()
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{
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/* TODO(fclem): add unique ID for debugging. */
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}
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ShaderInterface::~ShaderInterface(void)
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ShaderInterface::~ShaderInterface()
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{
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/* Free memory used by name_buffer. */
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MEM_freeN(name_buffer_);
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@ -70,14 +70,14 @@ static void sort_input_list(MutableSpan<ShaderInput> dst)
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/* Sorts all inputs inside their respective array.
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* This is to allow fast hash collision detection.
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* See ShaderInterface::input_lookup for more details. */
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void ShaderInterface::sort_inputs(void)
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void ShaderInterface::sort_inputs()
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{
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sort_input_list(MutableSpan<ShaderInput>(inputs_, attr_len_));
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sort_input_list(MutableSpan<ShaderInput>(inputs_ + attr_len_, ubo_len_));
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sort_input_list(MutableSpan<ShaderInput>(inputs_ + attr_len_ + ubo_len_, uniform_len_));
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}
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void ShaderInterface::debug_print(void)
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void ShaderInterface::debug_print()
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{
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Span<ShaderInput> attrs = Span<ShaderInput>(inputs_, attr_len_);
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Span<ShaderInput> ubos = Span<ShaderInput>(inputs_ + attr_len_, ubo_len_);
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@ -260,7 +260,7 @@ eGPUStencilTest GPU_stencil_test_get()
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}
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/* NOTE: Already premultiplied by U.pixelsize. */
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float GPU_line_width_get(void)
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float GPU_line_width_get()
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{
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GPUStateMutable &state = Context::get()->state_manager->mutable_state;
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return state.line_width;
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@ -285,13 +285,13 @@ void GPU_viewport_size_get_i(int coords[4])
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Context::get()->active_fb->viewport_get(coords);
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}
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bool GPU_depth_mask_get(void)
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bool GPU_depth_mask_get()
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{
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GPUState &state = Context::get()->state_manager->state;
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return (state.write_mask & GPU_WRITE_DEPTH) != 0;
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}
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bool GPU_mipmap_enabled(void)
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bool GPU_mipmap_enabled()
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{
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/* TODO(fclem): this used to be a userdef option. */
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return true;
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@ -303,17 +303,17 @@ bool GPU_mipmap_enabled(void)
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/** \name Context Utils
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* \{ */
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void GPU_flush(void)
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void GPU_flush()
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{
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Context::get()->flush();
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}
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void GPU_finish(void)
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void GPU_finish()
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{
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Context::get()->finish();
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}
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void GPU_apply_state(void)
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void GPU_apply_state()
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{
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Context::get()->state_manager->apply_state();
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}
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@ -328,7 +328,7 @@ void GPU_apply_state(void)
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* bgl functions.
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* \{ */
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void GPU_bgl_start(void)
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void GPU_bgl_start()
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{
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Context *ctx = Context::get();
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if (!(ctx && ctx->state_manager)) {
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@ -345,7 +345,7 @@ void GPU_bgl_start(void)
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}
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/* Just turn off the bgl safeguard system. Can be called even without GPU_bgl_start. */
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void GPU_bgl_end(void)
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void GPU_bgl_end()
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{
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Context *ctx = Context::get();
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if (!(ctx && ctx->state_manager)) {
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@ -359,7 +359,7 @@ void GPU_bgl_end(void)
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}
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}
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bool GPU_bgl_get(void)
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bool GPU_bgl_get()
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{
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return Context::get()->state_manager->use_bgl;
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}
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@ -381,7 +381,7 @@ void GPU_memory_barrier(eGPUBarrier barrier)
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/** \name Default State
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* \{ */
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StateManager::StateManager(void)
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StateManager::StateManager()
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{
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/* Set default state. */
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state.write_mask = GPU_WRITE_COLOR;
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@ -66,13 +66,13 @@ void VertBuf::init(const GPUVertFormat *format, GPUUsageType usage)
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flag |= GPU_VERTBUF_INIT;
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}
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void VertBuf::clear(void)
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void VertBuf::clear()
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{
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this->release_data();
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flag = GPU_VERTBUF_INVALID;
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}
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VertBuf *VertBuf::duplicate(void)
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VertBuf *VertBuf::duplicate()
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{
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VertBuf *dst = GPUBackend::get()->vertbuf_alloc();
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/* Full copy. */
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@ -107,7 +107,7 @@ void VertBuf::resize(uint vert_len)
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flag |= GPU_VERTBUF_DATA_DIRTY;
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}
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void VertBuf::upload(void)
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void VertBuf::upload()
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{
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this->upload_data();
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}
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@ -125,7 +125,7 @@ using namespace blender::gpu;
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/* -------- Creation & deletion -------- */
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GPUVertBuf *GPU_vertbuf_calloc(void)
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GPUVertBuf *GPU_vertbuf_calloc()
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{
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return wrap(GPUBackend::get()->vertbuf_alloc());
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}
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@ -313,7 +313,7 @@ GPUVertBufStatus GPU_vertbuf_get_status(const GPUVertBuf *verts)
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return unwrap(verts)->flag;
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}
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uint GPU_vertbuf_get_memory_usage(void)
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uint GPU_vertbuf_get_memory_usage()
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{
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return VertBuf::memory_usage;
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}
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@ -38,7 +38,7 @@ namespace blender::gpu {
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/** \name Platform
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* \{ */
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void GLBackend::platform_init(void)
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void GLBackend::platform_init()
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{
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BLI_assert(!GPG.initialized);
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GPG.initialized = true;
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@ -135,7 +135,7 @@ void GLBackend::platform_init(void)
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GPG.create_gpu_name(vendor, renderer, version);
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}
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void GLBackend::platform_exit(void)
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void GLBackend::platform_exit()
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{
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BLI_assert(GPG.initialized);
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GPG.clear();
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@ -147,7 +147,7 @@ void GLBackend::platform_exit(void)
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/** \name Capabilities
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* \{ */
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static bool detect_mip_render_workaround(void)
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static bool detect_mip_render_workaround()
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{
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int cube_size = 2;
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float clear_color[4] = {1.0f, 0.5f, 0.0f, 0.0f};
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@ -192,7 +192,7 @@ static bool detect_mip_render_workaround(void)
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return enable_workaround;
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}
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static void detect_workarounds(void)
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static void detect_workarounds()
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{
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const char *vendor = (const char *)glGetString(GL_VENDOR);
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const char *renderer = (const char *)glGetString(GL_RENDERER);
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@ -376,7 +376,7 @@ bool GLContext::debug_layer_workaround = false;
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bool GLContext::unused_fb_slot_workaround = false;
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float GLContext::derivative_signs[2] = {1.0f, 1.0f};
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void GLBackend::capabilities_init(void)
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void GLBackend::capabilities_init()
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{
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BLI_assert(GLEW_VERSION_3_3);
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/* Common Capabilities. */
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@ -50,7 +50,7 @@ using namespace blender::gpu;
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* TODO(fclem): Could be revisited to avoid so much cross references.
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* \{ */
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GLVaoCache::GLVaoCache(void)
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GLVaoCache::GLVaoCache()
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{
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init();
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}
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@ -60,7 +60,7 @@ GLVaoCache::~GLVaoCache()
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this->clear();
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}
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void GLVaoCache::init(void)
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void GLVaoCache::init()
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{
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context_ = NULL;
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interface_ = NULL;
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@ -149,7 +149,7 @@ void GLVaoCache::remove(const GLShaderInterface *interface)
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}
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}
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void GLVaoCache::clear(void)
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void GLVaoCache::clear()
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{
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GLContext *ctx = GLContext::get();
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const int count = (is_dynamic_vao_count) ? dynamic_vaos.count : GPU_VAO_STATIC_LEN;
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@ -207,7 +207,7 @@ GLuint GLVaoCache::lookup(const GLShaderInterface *interface)
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/* The GLVaoCache object is only valid for one GLContext.
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* Reset the cache if trying to draw in another context; */
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void GLVaoCache::context_check(void)
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void GLVaoCache::context_check()
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{
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GLContext *ctx = GLContext::get();
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BLI_assert(ctx);
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@ -282,7 +282,7 @@ GLuint GLVaoCache::vao_get(GPUBatch *batch)
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/** \name Creation & Deletion
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* \{ */
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GLBatch::GLBatch(void)
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GLBatch::GLBatch()
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{
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}
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@ -121,7 +121,7 @@ GLContext::~GLContext()
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/** \name Activate / Deactivate context
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* \{ */
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void GLContext::activate(void)
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void GLContext::activate()
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{
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/* Make sure no other context is already bound to this thread. */
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BLI_assert(is_active_ == false);
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@ -160,7 +160,7 @@ void GLContext::activate(void)
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immActivate();
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}
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void GLContext::deactivate(void)
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void GLContext::deactivate()
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{
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immDeactivate();
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is_active_ = false;
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@ -172,12 +172,12 @@ void GLContext::deactivate(void)
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/** \name Flush, Finish & sync
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* \{ */
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void GLContext::flush(void)
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void GLContext::flush()
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{
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glFlush();
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}
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void GLContext::finish(void)
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void GLContext::finish()
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{
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glFinish();
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}
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@ -191,7 +191,7 @@ void GLContext::finish(void)
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* In this case we delay the deletion until the context is bound again.
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* \{ */
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void GLSharedOrphanLists::orphans_clear(void)
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void GLSharedOrphanLists::orphans_clear()
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{
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/* Check if any context is active on this thread! */
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BLI_assert(GLContext::get());
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@ -208,7 +208,7 @@ void GLSharedOrphanLists::orphans_clear(void)
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lists_mutex.unlock();
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};
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void GLContext::orphans_clear(void)
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void GLContext::orphans_clear()
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{
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/* Check if context has been activated by another thread! */
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BLI_assert(this->is_active_on_thread());
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|
@ -141,7 +141,7 @@ static void APIENTRY debug_callback(GLenum UNUSED(source),
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#undef APIENTRY
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/* This function needs to be called once per context. */
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void init_gl_callbacks(void)
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void init_gl_callbacks()
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{
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CLOG_ENSURE(&LOG);
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@ -369,7 +369,7 @@ void GLContext::debug_group_begin(const char *name, int index)
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}
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}
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void GLContext::debug_group_end(void)
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void GLContext::debug_group_end()
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{
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if ((G.debug & G_DEBUG_GPU) && (GLEW_VERSION_4_3 || GLEW_KHR_debug)) {
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glPopDebugGroup();
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|
@ -108,7 +108,7 @@ DEBUG_FUNC_DECLARE(PFNGLUSEPROGRAMPROC, void, glUseProgram, GLuint, program);
|
||||
/* Init a fallback layer (to KHR_debug) that covers only some functions.
|
||||
* We override the functions pointers by our own implementation that just checks glGetError.
|
||||
* Some additional functions (not overridable) are covered inside the header using wrappers. */
|
||||
void init_debug_layer(void)
|
||||
void init_debug_layer()
|
||||
{
|
||||
#define DEBUG_WRAP(function) \
|
||||
do { \
|
||||
|
@ -88,7 +88,7 @@ GLDrawList::~GLDrawList()
|
||||
GLContext::buf_free(buffer_id_);
|
||||
}
|
||||
|
||||
void GLDrawList::init(void)
|
||||
void GLDrawList::init()
|
||||
{
|
||||
BLI_assert(GLContext::get());
|
||||
BLI_assert(MDI_ENABLED);
|
||||
@ -169,7 +169,7 @@ void GLDrawList::append(GPUBatch *gpu_batch, int i_first, int i_count)
|
||||
}
|
||||
}
|
||||
|
||||
void GLDrawList::submit(void)
|
||||
void GLDrawList::submit()
|
||||
{
|
||||
if (command_len_ == 0) {
|
||||
return;
|
||||
|
@ -92,7 +92,7 @@ GLFrameBuffer::~GLFrameBuffer()
|
||||
}
|
||||
}
|
||||
|
||||
void GLFrameBuffer::init(void)
|
||||
void GLFrameBuffer::init()
|
||||
{
|
||||
context_ = GLContext::get();
|
||||
state_manager_ = static_cast<GLStateManager *>(context_->state_manager);
|
||||
@ -154,7 +154,7 @@ bool GLFrameBuffer::check(char err_out[256])
|
||||
return false;
|
||||
}
|
||||
|
||||
void GLFrameBuffer::update_attachments(void)
|
||||
void GLFrameBuffer::update_attachments()
|
||||
{
|
||||
/* Default frame-buffers cannot have attachments. */
|
||||
BLI_assert(immutable_ == false);
|
||||
@ -236,7 +236,7 @@ void GLFrameBuffer::update_attachments(void)
|
||||
}
|
||||
}
|
||||
|
||||
void GLFrameBuffer::apply_state(void)
|
||||
void GLFrameBuffer::apply_state()
|
||||
{
|
||||
if (dirty_state_ == false) {
|
||||
return;
|
||||
|
@ -135,7 +135,7 @@ uchar *GLImmediate::begin()
|
||||
return (uchar *)data;
|
||||
}
|
||||
|
||||
void GLImmediate::end(void)
|
||||
void GLImmediate::end()
|
||||
{
|
||||
BLI_assert(prim_type != GPU_PRIM_NONE); /* make sure we're between a Begin/End pair */
|
||||
|
||||
|
@ -33,7 +33,7 @@ GLIndexBuf::~GLIndexBuf()
|
||||
GLContext::buf_free(ibo_id_);
|
||||
}
|
||||
|
||||
void GLIndexBuf::bind(void)
|
||||
void GLIndexBuf::bind()
|
||||
{
|
||||
if (is_subrange_) {
|
||||
static_cast<GLIndexBuf *>(src_)->bind();
|
||||
|
@ -48,7 +48,7 @@ void GLQueryPool::reset(GPUQueryType type)
|
||||
}
|
||||
#endif
|
||||
|
||||
void GLQueryPool::begin_query(void)
|
||||
void GLQueryPool::begin_query()
|
||||
{
|
||||
/* TODO add assert about expected usage. */
|
||||
while (query_issued_ >= query_ids_.size()) {
|
||||
@ -59,7 +59,7 @@ void GLQueryPool::begin_query(void)
|
||||
glBeginQuery(gl_type_, query_ids_[query_issued_++]);
|
||||
}
|
||||
|
||||
void GLQueryPool::end_query(void)
|
||||
void GLQueryPool::end_query()
|
||||
{
|
||||
/* TODO add assert about expected usage. */
|
||||
glEndQuery(gl_type_);
|
||||
|
@ -53,7 +53,7 @@ GLShader::GLShader(const char *name) : Shader(name)
|
||||
debug::object_label(GL_PROGRAM, shader_program_, name);
|
||||
}
|
||||
|
||||
GLShader::~GLShader(void)
|
||||
GLShader::~GLShader()
|
||||
{
|
||||
#if 0 /* Would be nice to have, but for now the Deferred compilation \
|
||||
* does not have a GPUContext. */
|
||||
@ -72,7 +72,7 @@ GLShader::~GLShader(void)
|
||||
/** \name Shader stage creation
|
||||
* \{ */
|
||||
|
||||
char *GLShader::glsl_patch_get(void)
|
||||
char *GLShader::glsl_patch_get()
|
||||
{
|
||||
/** Used for shader patching. Init once. */
|
||||
static char patch[512] = "\0";
|
||||
@ -172,7 +172,7 @@ void GLShader::fragment_shader_from_glsl(MutableSpan<const char *> sources)
|
||||
frag_shader_ = this->create_shader_stage(GL_FRAGMENT_SHADER, sources);
|
||||
}
|
||||
|
||||
bool GLShader::finalize(void)
|
||||
bool GLShader::finalize()
|
||||
{
|
||||
if (compilation_failed_) {
|
||||
return false;
|
||||
@ -201,13 +201,13 @@ bool GLShader::finalize(void)
|
||||
/** \name Binding
|
||||
* \{ */
|
||||
|
||||
void GLShader::bind(void)
|
||||
void GLShader::bind()
|
||||
{
|
||||
BLI_assert(shader_program_ != 0);
|
||||
glUseProgram(shader_program_);
|
||||
}
|
||||
|
||||
void GLShader::unbind(void)
|
||||
void GLShader::unbind()
|
||||
{
|
||||
#ifndef NDEBUG
|
||||
glUseProgram(0);
|
||||
@ -259,7 +259,7 @@ bool GLShader::transform_feedback_enable(GPUVertBuf *buf_)
|
||||
return true;
|
||||
}
|
||||
|
||||
void GLShader::transform_feedback_disable(void)
|
||||
void GLShader::transform_feedback_disable()
|
||||
{
|
||||
glEndTransformFeedback();
|
||||
}
|
||||
|
@ -42,7 +42,7 @@ namespace blender::gpu {
|
||||
/** \name GLStateManager
|
||||
* \{ */
|
||||
|
||||
GLStateManager::GLStateManager(void)
|
||||
GLStateManager::GLStateManager()
|
||||
{
|
||||
/* Set other states that never change. */
|
||||
glEnable(GL_TEXTURE_CUBE_MAP_SEAMLESS);
|
||||
@ -71,7 +71,7 @@ GLStateManager::GLStateManager(void)
|
||||
set_mutable_state(mutable_state);
|
||||
}
|
||||
|
||||
void GLStateManager::apply_state(void)
|
||||
void GLStateManager::apply_state()
|
||||
{
|
||||
if (!this->use_bgl) {
|
||||
this->set_state(this->state);
|
||||
@ -84,7 +84,7 @@ void GLStateManager::apply_state(void)
|
||||
};
|
||||
|
||||
/* Will set all the states regardless of the current ones. */
|
||||
void GLStateManager::force_state(void)
|
||||
void GLStateManager::force_state()
|
||||
{
|
||||
/* Little exception for clip distances since they need to keep the old count correct. */
|
||||
uint32_t clip_distances = current_.clip_distances;
|
||||
@ -511,7 +511,7 @@ void GLStateManager::texture_unbind(Texture *tex_)
|
||||
tex->is_bound_ = false;
|
||||
}
|
||||
|
||||
void GLStateManager::texture_unbind_all(void)
|
||||
void GLStateManager::texture_unbind_all()
|
||||
{
|
||||
for (int i = 0; i < ARRAY_SIZE(textures_); i++) {
|
||||
if (textures_[i] != 0) {
|
||||
@ -523,7 +523,7 @@ void GLStateManager::texture_unbind_all(void)
|
||||
this->texture_bind_apply();
|
||||
}
|
||||
|
||||
void GLStateManager::texture_bind_apply(void)
|
||||
void GLStateManager::texture_bind_apply()
|
||||
{
|
||||
if (dirty_texture_binds_ == 0) {
|
||||
return;
|
||||
@ -555,7 +555,7 @@ void GLStateManager::texture_unpack_row_length_set(uint len)
|
||||
glPixelStorei(GL_UNPACK_ROW_LENGTH, len);
|
||||
}
|
||||
|
||||
uint64_t GLStateManager::bound_texture_slots(void)
|
||||
uint64_t GLStateManager::bound_texture_slots()
|
||||
{
|
||||
uint64_t bound_slots = 0;
|
||||
for (int i = 0; i < ARRAY_SIZE(textures_); i++) {
|
||||
@ -603,7 +603,7 @@ void GLStateManager::image_unbind(Texture *tex_)
|
||||
tex->is_bound_ = false;
|
||||
}
|
||||
|
||||
void GLStateManager::image_unbind_all(void)
|
||||
void GLStateManager::image_unbind_all()
|
||||
{
|
||||
for (int i = 0; i < ARRAY_SIZE(images_); i++) {
|
||||
if (images_[i] != 0) {
|
||||
@ -614,7 +614,7 @@ void GLStateManager::image_unbind_all(void)
|
||||
this->image_bind_apply();
|
||||
}
|
||||
|
||||
void GLStateManager::image_bind_apply(void)
|
||||
void GLStateManager::image_bind_apply()
|
||||
{
|
||||
if (dirty_image_binds_ == 0) {
|
||||
return;
|
||||
@ -638,7 +638,7 @@ void GLStateManager::image_bind_apply(void)
|
||||
}
|
||||
}
|
||||
|
||||
uint8_t GLStateManager::bound_image_slots(void)
|
||||
uint8_t GLStateManager::bound_image_slots()
|
||||
{
|
||||
uint8_t bound_slots = 0;
|
||||
for (int i = 0; i < ARRAY_SIZE(images_); i++) {
|
||||
|
@ -63,7 +63,7 @@ GLTexture::~GLTexture()
|
||||
}
|
||||
|
||||
/* Return true on success. */
|
||||
bool GLTexture::init_internal(void)
|
||||
bool GLTexture::init_internal()
|
||||
{
|
||||
if ((format_ == GPU_DEPTH24_STENCIL8) && GPU_depth_blitting_workaround()) {
|
||||
/* MacOS + Radeon Pro fails to blit depth on GPU_DEPTH24_STENCIL8
|
||||
@ -294,7 +294,7 @@ void GLTexture::update_sub(
|
||||
* WARNING: Depth textures are not populated but they have their mips correctly defined.
|
||||
* WARNING: This resets the mipmap range.
|
||||
*/
|
||||
void GLTexture::generate_mipmap(void)
|
||||
void GLTexture::generate_mipmap()
|
||||
{
|
||||
this->ensure_mipmaps(9999);
|
||||
/* Some drivers have bugs when using glGenerateMipmap with depth textures (see T56789).
|
||||
@ -440,7 +440,7 @@ void GLTexture::mip_range_set(int min, int max)
|
||||
}
|
||||
}
|
||||
|
||||
struct GPUFrameBuffer *GLTexture::framebuffer_get(void)
|
||||
struct GPUFrameBuffer *GLTexture::framebuffer_get()
|
||||
{
|
||||
if (framebuffer_) {
|
||||
return framebuffer_;
|
||||
@ -461,7 +461,7 @@ struct GPUFrameBuffer *GLTexture::framebuffer_get(void)
|
||||
|
||||
GLuint GLTexture::samplers_[GPU_SAMPLER_MAX] = {0};
|
||||
|
||||
void GLTexture::samplers_init(void)
|
||||
void GLTexture::samplers_init()
|
||||
{
|
||||
glGenSamplers(GPU_SAMPLER_MAX, samplers_);
|
||||
for (int i = 0; i <= GPU_SAMPLER_ICON - 1; i++) {
|
||||
@ -517,7 +517,7 @@ void GLTexture::samplers_init(void)
|
||||
debug::object_label(GL_SAMPLER, icon_sampler, "icons");
|
||||
}
|
||||
|
||||
void GLTexture::samplers_update(void)
|
||||
void GLTexture::samplers_update()
|
||||
{
|
||||
if (!GLContext::texture_filter_anisotropic_support) {
|
||||
return;
|
||||
@ -536,7 +536,7 @@ void GLTexture::samplers_update(void)
|
||||
}
|
||||
}
|
||||
|
||||
void GLTexture::samplers_free(void)
|
||||
void GLTexture::samplers_free()
|
||||
{
|
||||
glDeleteSamplers(GPU_SAMPLER_MAX, samplers_);
|
||||
}
|
||||
@ -649,7 +649,7 @@ bool GLTexture::proxy_check(int mip)
|
||||
|
||||
/** \} */
|
||||
|
||||
void GLTexture::check_feedback_loop(void)
|
||||
void GLTexture::check_feedback_loop()
|
||||
{
|
||||
/* Recursive down sample workaround break this check.
|
||||
* See #recursive_downsample() for more information. */
|
||||
@ -679,7 +679,7 @@ void GLTexture::check_feedback_loop(void)
|
||||
}
|
||||
|
||||
/* TODO(fclem): Legacy. Should be removed at some point. */
|
||||
uint GLTexture::gl_bindcode_get(void) const
|
||||
uint GLTexture::gl_bindcode_get() const
|
||||
{
|
||||
return tex_id_;
|
||||
}
|
||||
|
@ -55,7 +55,7 @@ GLUniformBuf::~GLUniformBuf()
|
||||
/** \name Data upload / update
|
||||
* \{ */
|
||||
|
||||
void GLUniformBuf::init(void)
|
||||
void GLUniformBuf::init()
|
||||
{
|
||||
BLI_assert(GLContext::get());
|
||||
|
||||
@ -111,7 +111,7 @@ void GLUniformBuf::bind(int slot)
|
||||
#endif
|
||||
}
|
||||
|
||||
void GLUniformBuf::unbind(void)
|
||||
void GLUniformBuf::unbind()
|
||||
{
|
||||
#ifdef DEBUG
|
||||
/* NOTE: This only unbinds the last bound slot. */
|
||||
|
@ -27,19 +27,19 @@
|
||||
|
||||
namespace blender::gpu {
|
||||
|
||||
void GLVertBuf::acquire_data(void)
|
||||
void GLVertBuf::acquire_data()
|
||||
{
|
||||
/* Discard previous data if any. */
|
||||
MEM_SAFE_FREE(data);
|
||||
data = (uchar *)MEM_mallocN(sizeof(uchar) * this->size_alloc_get(), __func__);
|
||||
}
|
||||
|
||||
void GLVertBuf::resize_data(void)
|
||||
void GLVertBuf::resize_data()
|
||||
{
|
||||
data = (uchar *)MEM_reallocN(data, sizeof(uchar) * this->size_alloc_get());
|
||||
}
|
||||
|
||||
void GLVertBuf::release_data(void)
|
||||
void GLVertBuf::release_data()
|
||||
{
|
||||
if (vbo_id_ != 0) {
|
||||
GLContext::buf_free(vbo_id_);
|
||||
@ -75,12 +75,12 @@ void GLVertBuf::duplicate_data(VertBuf *dst_)
|
||||
}
|
||||
}
|
||||
|
||||
void GLVertBuf::upload_data(void)
|
||||
void GLVertBuf::upload_data()
|
||||
{
|
||||
this->bind();
|
||||
}
|
||||
|
||||
void GLVertBuf::bind(void)
|
||||
void GLVertBuf::bind()
|
||||
{
|
||||
BLI_assert(GLContext::get() != NULL);
|
||||
|
||||
|
@ -59,7 +59,7 @@ struct ExportJobData {
|
||||
bool export_ok;
|
||||
};
|
||||
|
||||
static void ensure_usd_plugin_path_registered(void)
|
||||
static void ensure_usd_plugin_path_registered()
|
||||
{
|
||||
static bool plugin_path_registered = false;
|
||||
if (plugin_path_registered) {
|
||||
|
@ -520,7 +520,7 @@ static bNodeSocketType *make_standard_socket_type(int type, int subtype)
|
||||
|
||||
extern "C" void ED_init_node_socket_type_virtual(bNodeSocketType *);
|
||||
|
||||
static bNodeSocketType *make_socket_type_virtual(void)
|
||||
static bNodeSocketType *make_socket_type_virtual()
|
||||
{
|
||||
const char *socket_idname = "NodeSocketVirtual";
|
||||
bNodeSocketType *stype;
|
||||
|
Loading…
Reference in New Issue
Block a user