forked from bartvdbraak/blender
Code cleanup: remove some UNUSED
parameters from static functions
Reviewed By: campbellbarton Differential Revision: https://developer.blender.org/D1026
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@ -606,7 +606,7 @@ static void codegen_call_functions(DynStr *ds, ListBase *nodes, GPUOutput *final
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BLI_dynstr_append(ds, ";\n");
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}
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static char *code_generate_fragment(ListBase *nodes, GPUOutput *output, const char *UNUSED(name))
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static char *code_generate_fragment(ListBase *nodes, GPUOutput *output)
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{
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DynStr *ds = BLI_dynstr_new();
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char *code;
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@ -1028,7 +1028,7 @@ static void gpu_node_input_socket(GPUNode *node, GPUNodeStack *sock)
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}
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}
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static void GPU_node_output(GPUNode *node, const GPUType type, const char *UNUSED(name), GPUNodeLink **link)
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static void GPU_node_output(GPUNode *node, const GPUType type, GPUNodeLink **link)
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{
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GPUOutput *output = MEM_callocN(sizeof(GPUOutput), "GPUOutput");
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@ -1262,7 +1262,7 @@ bool GPU_link(GPUMaterial *mat, const char *name, ...)
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for (i=0; i<function->totparam; i++) {
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if (function->paramqual[i] != FUNCTION_QUAL_IN) {
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linkptr= va_arg(params, GPUNodeLink**);
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GPU_node_output(node, function->paramtype[i], "", linkptr);
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GPU_node_output(node, function->paramtype[i], linkptr);
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}
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else {
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link= va_arg(params, GPUNodeLink*);
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@ -1305,7 +1305,7 @@ bool GPU_stack_link(GPUMaterial *mat, const char *name, GPUNodeStack *in, GPUNod
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if (out) {
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for (i = 0; out[i].type != GPU_NONE; i++) {
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GPU_node_output(node, out[i].type, out[i].name, &out[i].link);
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GPU_node_output(node, out[i].type, &out[i].link);
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totout++;
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}
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}
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@ -1315,7 +1315,7 @@ bool GPU_stack_link(GPUMaterial *mat, const char *name, GPUNodeStack *in, GPUNod
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if (function->paramqual[i] != FUNCTION_QUAL_IN) {
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if (totout == 0) {
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linkptr= va_arg(params, GPUNodeLink**);
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GPU_node_output(node, function->paramtype[i], "", linkptr);
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GPU_node_output(node, function->paramtype[i], linkptr);
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}
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else
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totout--;
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@ -1403,7 +1403,7 @@ static void gpu_nodes_prune(ListBase *nodes, GPUNodeLink *outlink)
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GPUPass *GPU_generate_pass(ListBase *nodes, GPUNodeLink *outlink,
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GPUVertexAttribs *attribs, int *builtins,
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const GPUMatType type, const char *name)
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const GPUMatType type, const char *UNUSED(name))
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{
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GPUShader *shader;
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GPUPass *pass;
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@ -1421,7 +1421,7 @@ GPUPass *GPU_generate_pass(ListBase *nodes, GPUNodeLink *outlink,
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gpu_nodes_get_builtin_flag(nodes, builtins);
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/* generate code and compile with opengl */
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fragmentcode = code_generate_fragment(nodes, outlink->output, name);
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fragmentcode = code_generate_fragment(nodes, outlink->output);
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vertexcode = code_generate_vertex(nodes, type);
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shader = GPU_shader_create(vertexcode, fragmentcode, glsl_material_library, NULL);
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