Code cleanup: remove some UNUSED parameters from static functions

Reviewed By: campbellbarton

Differential Revision: https://developer.blender.org/D1026
This commit is contained in:
Nicholas Bishop 2015-01-24 14:47:32 +01:00
parent d1f88c05aa
commit 2233a3556d

@ -606,7 +606,7 @@ static void codegen_call_functions(DynStr *ds, ListBase *nodes, GPUOutput *final
BLI_dynstr_append(ds, ";\n");
}
static char *code_generate_fragment(ListBase *nodes, GPUOutput *output, const char *UNUSED(name))
static char *code_generate_fragment(ListBase *nodes, GPUOutput *output)
{
DynStr *ds = BLI_dynstr_new();
char *code;
@ -1028,7 +1028,7 @@ static void gpu_node_input_socket(GPUNode *node, GPUNodeStack *sock)
}
}
static void GPU_node_output(GPUNode *node, const GPUType type, const char *UNUSED(name), GPUNodeLink **link)
static void GPU_node_output(GPUNode *node, const GPUType type, GPUNodeLink **link)
{
GPUOutput *output = MEM_callocN(sizeof(GPUOutput), "GPUOutput");
@ -1262,7 +1262,7 @@ bool GPU_link(GPUMaterial *mat, const char *name, ...)
for (i=0; i<function->totparam; i++) {
if (function->paramqual[i] != FUNCTION_QUAL_IN) {
linkptr= va_arg(params, GPUNodeLink**);
GPU_node_output(node, function->paramtype[i], "", linkptr);
GPU_node_output(node, function->paramtype[i], linkptr);
}
else {
link= va_arg(params, GPUNodeLink*);
@ -1305,7 +1305,7 @@ bool GPU_stack_link(GPUMaterial *mat, const char *name, GPUNodeStack *in, GPUNod
if (out) {
for (i = 0; out[i].type != GPU_NONE; i++) {
GPU_node_output(node, out[i].type, out[i].name, &out[i].link);
GPU_node_output(node, out[i].type, &out[i].link);
totout++;
}
}
@ -1315,7 +1315,7 @@ bool GPU_stack_link(GPUMaterial *mat, const char *name, GPUNodeStack *in, GPUNod
if (function->paramqual[i] != FUNCTION_QUAL_IN) {
if (totout == 0) {
linkptr= va_arg(params, GPUNodeLink**);
GPU_node_output(node, function->paramtype[i], "", linkptr);
GPU_node_output(node, function->paramtype[i], linkptr);
}
else
totout--;
@ -1403,7 +1403,7 @@ static void gpu_nodes_prune(ListBase *nodes, GPUNodeLink *outlink)
GPUPass *GPU_generate_pass(ListBase *nodes, GPUNodeLink *outlink,
GPUVertexAttribs *attribs, int *builtins,
const GPUMatType type, const char *name)
const GPUMatType type, const char *UNUSED(name))
{
GPUShader *shader;
GPUPass *pass;
@ -1421,7 +1421,7 @@ GPUPass *GPU_generate_pass(ListBase *nodes, GPUNodeLink *outlink,
gpu_nodes_get_builtin_flag(nodes, builtins);
/* generate code and compile with opengl */
fragmentcode = code_generate_fragment(nodes, outlink->output, name);
fragmentcode = code_generate_fragment(nodes, outlink->output);
vertexcode = code_generate_vertex(nodes, type);
shader = GPU_shader_create(vertexcode, fragmentcode, glsl_material_library, NULL);