forked from bartvdbraak/blender
Cleanup: compiler warnings
This commit is contained in:
parent
27b82bbb75
commit
6b0d1ef7e1
@ -49,7 +49,8 @@ ccl_device void voronoi_f1_1d(float w,
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float localPosition = w - cellPosition;
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float minDistance = 8.0f;
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float targetOffset, targetPosition;
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float targetOffset = 0.0f;
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float targetPosition = 0.0f;
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for (int i = -1; i <= 1; i++) {
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float cellOffset = i;
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float pointPosition = cellOffset + hash_float_to_float(cellPosition + cellOffset) * randomness;
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@ -113,7 +114,8 @@ ccl_device void voronoi_f2_1d(float w,
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float distanceF2 = 8.0f;
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float offsetF1 = 0.0f;
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float positionF1 = 0.0f;
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float offsetF2, positionF2;
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float offsetF2 = 0.0f;
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float positionF2 = 0.0f;
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for (int i = -1; i <= 1; i++) {
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float cellOffset = i;
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float pointPosition = cellOffset + hash_float_to_float(cellPosition + cellOffset) * randomness;
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@ -157,8 +159,8 @@ ccl_device void voronoi_n_sphere_radius_1d(float w, float randomness, float *out
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float cellPosition = floorf(w);
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float localPosition = w - cellPosition;
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float closestPoint;
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float closestPointOffset;
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float closestPoint = 0.0f;
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float closestPointOffset = 0.0f;
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float minDistance = 8.0f;
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for (int i = -1; i <= 1; i++) {
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float cellOffset = i;
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@ -172,7 +174,7 @@ ccl_device void voronoi_n_sphere_radius_1d(float w, float randomness, float *out
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}
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minDistance = 8.0f;
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float closestPointToClosestPoint;
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float closestPointToClosestPoint = 0.0f;
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for (int i = -1; i <= 1; i++) {
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if (i == 0) {
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continue;
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@ -225,7 +227,8 @@ ccl_device void voronoi_f1_2d(float2 coord,
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float2 localPosition = coord - cellPosition;
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float minDistance = 8.0f;
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float2 targetOffset, targetPosition;
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float2 targetOffset = make_float2(0.0f, 0.0f);
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float2 targetPosition = make_float2(0.0f, 0.0f);
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for (int j = -1; j <= 1; j++) {
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for (int i = -1; i <= 1; i++) {
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float2 cellOffset = make_float2(i, j);
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@ -295,7 +298,8 @@ ccl_device void voronoi_f2_2d(float2 coord,
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float distanceF2 = 8.0f;
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float2 offsetF1 = make_float2(0.0f, 0.0f);
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float2 positionF1 = make_float2(0.0f, 0.0f);
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float2 offsetF2, positionF2;
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float2 offsetF2 = make_float2(0.0f, 0.0f);
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float2 positionF2 = make_float2(0.0f, 0.0f);
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for (int j = -1; j <= 1; j++) {
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for (int i = -1; i <= 1; i++) {
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float2 cellOffset = make_float2(i, j);
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@ -327,7 +331,7 @@ ccl_device void voronoi_distance_to_edge_2d(float2 coord, float randomness, floa
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float2 cellPosition = floor(coord);
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float2 localPosition = coord - cellPosition;
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float2 vectorToClosest;
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float2 vectorToClosest = make_float2(0.0f, 0.0f);
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float minDistance = 8.0f;
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for (int j = -1; j <= 1; j++) {
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for (int i = -1; i <= 1; i++) {
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@ -366,8 +370,8 @@ ccl_device void voronoi_n_sphere_radius_2d(float2 coord, float randomness, float
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float2 cellPosition = floor(coord);
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float2 localPosition = coord - cellPosition;
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float2 closestPoint;
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float2 closestPointOffset;
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float2 closestPoint = make_float2(0.0f, 0.0f);
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float2 closestPointOffset = make_float2(0.0f, 0.0f);
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float minDistance = 8.0f;
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for (int j = -1; j <= 1; j++) {
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for (int i = -1; i <= 1; i++) {
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@ -384,7 +388,7 @@ ccl_device void voronoi_n_sphere_radius_2d(float2 coord, float randomness, float
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}
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minDistance = 8.0f;
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float2 closestPointToClosestPoint;
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float2 closestPointToClosestPoint = make_float2(0.0f, 0.0f);
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for (int j = -1; j <= 1; j++) {
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for (int i = -1; i <= 1; i++) {
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if (i == 0 && j == 0) {
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@ -441,7 +445,8 @@ ccl_device void voronoi_f1_3d(float3 coord,
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float3 localPosition = coord - cellPosition;
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float minDistance = 8.0f;
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float3 targetOffset, targetPosition;
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float3 targetOffset = make_float3(0.0f, 0.0f, 0.0f);
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float3 targetPosition = make_float3(0.0f, 0.0f, 0.0f);
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for (int k = -1; k <= 1; k++) {
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for (int j = -1; j <= 1; j++) {
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for (int i = -1; i <= 1; i++) {
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@ -517,7 +522,8 @@ ccl_device void voronoi_f2_3d(float3 coord,
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float distanceF2 = 8.0f;
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float3 offsetF1 = make_float3(0.0f, 0.0f, 0.0f);
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float3 positionF1 = make_float3(0.0f, 0.0f, 0.0f);
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float3 offsetF2, positionF2;
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float3 offsetF2 = make_float3(0.0f, 0.0f, 0.0f);
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float3 positionF2 = make_float3(0.0f, 0.0f, 0.0f);
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for (int k = -1; k <= 1; k++) {
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for (int j = -1; j <= 1; j++) {
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for (int i = -1; i <= 1; i++) {
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@ -552,7 +558,7 @@ ccl_device void voronoi_distance_to_edge_3d(float3 coord, float randomness, floa
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float3 cellPosition = floor(coord);
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float3 localPosition = coord - cellPosition;
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float3 vectorToClosest;
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float3 vectorToClosest = make_float3(0.0f, 0.0f, 0.0f);
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float minDistance = 8.0f;
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for (int k = -1; k <= 1; k++) {
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for (int j = -1; j <= 1; j++) {
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@ -595,8 +601,8 @@ ccl_device void voronoi_n_sphere_radius_3d(float3 coord, float randomness, float
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float3 cellPosition = floor(coord);
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float3 localPosition = coord - cellPosition;
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float3 closestPoint;
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float3 closestPointOffset;
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float3 closestPoint = make_float3(0.0f, 0.0f, 0.0f);
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float3 closestPointOffset = make_float3(0.0f, 0.0f, 0.0f);
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float minDistance = 8.0f;
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for (int k = -1; k <= 1; k++) {
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for (int j = -1; j <= 1; j++) {
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@ -615,7 +621,7 @@ ccl_device void voronoi_n_sphere_radius_3d(float3 coord, float randomness, float
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}
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minDistance = 8.0f;
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float3 closestPointToClosestPoint;
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float3 closestPointToClosestPoint = make_float3(0.0f, 0.0f, 0.0f);
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for (int k = -1; k <= 1; k++) {
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for (int j = -1; j <= 1; j++) {
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for (int i = -1; i <= 1; i++) {
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@ -674,7 +680,8 @@ ccl_device void voronoi_f1_4d(float4 coord,
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float4 localPosition = coord - cellPosition;
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float minDistance = 8.0f;
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float4 targetOffset, targetPosition;
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float4 targetOffset = make_float4(0.0f, 0.0f, 0.0f, 0.0f);
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float4 targetPosition = make_float4(0.0f, 0.0f, 0.0f, 0.0f);
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for (int u = -1; u <= 1; u++) {
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for (int k = -1; k <= 1; k++) {
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for (int j = -1; j <= 1; j++) {
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@ -754,7 +761,8 @@ ccl_device void voronoi_f2_4d(float4 coord,
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float distanceF2 = 8.0f;
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float4 offsetF1 = make_float4(0.0f, 0.0f, 0.0f, 0.0f);
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float4 positionF1 = make_float4(0.0f, 0.0f, 0.0f, 0.0f);
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float4 offsetF2, positionF2;
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float4 offsetF2 = make_float4(0.0f, 0.0f, 0.0f, 0.0f);
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float4 positionF2 = make_float4(0.0f, 0.0f, 0.0f, 0.0f);
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for (int u = -1; u <= 1; u++) {
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for (int k = -1; k <= 1; k++) {
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for (int j = -1; j <= 1; j++) {
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@ -791,7 +799,7 @@ ccl_device void voronoi_distance_to_edge_4d(float4 coord, float randomness, floa
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float4 cellPosition = floor(coord);
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float4 localPosition = coord - cellPosition;
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float4 vectorToClosest;
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float4 vectorToClosest = make_float4(0.0f, 0.0f, 0.0f, 0.0f);
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float minDistance = 8.0f;
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for (int u = -1; u <= 1; u++) {
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for (int k = -1; k <= 1; k++) {
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@ -838,8 +846,8 @@ ccl_device void voronoi_n_sphere_radius_4d(float4 coord, float randomness, float
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float4 cellPosition = floor(coord);
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float4 localPosition = coord - cellPosition;
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float4 closestPoint;
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float4 closestPointOffset;
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float4 closestPoint = make_float4(0.0f, 0.0f, 0.0f, 0.0f);
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float4 closestPointOffset = make_float4(0.0f, 0.0f, 0.0f, 0.0f);
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float minDistance = 8.0f;
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for (int u = -1; u <= 1; u++) {
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for (int k = -1; k <= 1; k++) {
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@ -860,7 +868,7 @@ ccl_device void voronoi_n_sphere_radius_4d(float4 coord, float randomness, float
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}
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minDistance = 8.0f;
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float4 closestPointToClosestPoint;
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float4 closestPointToClosestPoint = make_float4(0.0f, 0.0f, 0.0f, 0.0f);
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for (int u = -1; u <= 1; u++) {
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for (int k = -1; k <= 1; k++) {
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for (int j = -1; j <= 1; j++) {
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@ -922,8 +930,9 @@ ccl_device void svm_node_tex_voronoi(KernelGlobals *kg,
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NodeVoronoiFeature voronoi_feature = (NodeVoronoiFeature)feature;
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NodeVoronoiDistanceMetric voronoi_metric = (NodeVoronoiDistanceMetric)metric;
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float distance_out, w_out, radius_out;
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float3 color_out, position_out;
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float distance_out = 0.0f, w_out = 0.0f, radius_out = 0.0f;
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float3 color_out = make_float3(0.0f, 0.0f, 0.0f);
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float3 position_out = make_float3(0.0f, 0.0f, 0.0f);
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randomness = clamp(randomness, 0.0f, 1.0f);
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smoothness = clamp(smoothness / 2.0f, 0.0f, 0.5f);
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@ -180,6 +180,7 @@ void QuadDice::set_side(Subpatch &sub, int edge)
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v = 1.0f - f;
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break;
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case 3:
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default:
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u = 1.0f - f;
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v = 0;
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break;
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@ -24,6 +24,10 @@ CCL_NAMESPACE_BEGIN
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class Patch {
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public:
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Patch() : patch_index(0), shader(0), from_ngon(false)
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{
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}
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virtual ~Patch() = default;
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virtual void eval(float3 *P, float3 *dPdu, float3 *dPdv, float3 *N, float u, float v) = 0;
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@ -110,6 +110,8 @@ inline static __m128i SumOfAbsoluteDifferencesContiguousSSE(
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case 13: mask = _mm_setr_epi8(X, X, X, X, X, X, X, X, X, X, X, X, X, 0, 0, 0); break;
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case 14: mask = _mm_setr_epi8(X, X, X, X, X, X, X, X, X, X, X, X, X, X, 0, 0); break;
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case 15: mask = _mm_setr_epi8(X, X, X, X, X, X, X, X, X, X, X, X, X, X, X, 0); break;
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// To silence compiler warning.
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default: mask = _mm_setzero_si128(); break;
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#undef X
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}
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sad = _mm_add_epi32(sad, _mm_sad_epu8(_mm_and_si128(mask, a_trail),
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@ -312,6 +312,9 @@ static void blf_font_ensure_ascii_kerning(FontBLF *font, const FT_UInt kern_mode
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_g = blf_glyph_add(_font, FT_Get_Char_Index((_font)->face, _c), _c); \
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} \
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} \
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else { \
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_g = NULL; \
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} \
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(void)0
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#define BLF_KERNING_VARS(_font, _has_kerning, _kern_mode) \
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@ -677,7 +680,7 @@ static bool blf_font_width_to_strlen_glyph_process(FontBLF *font,
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size_t blf_font_width_to_strlen(
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FontBLF *font, const char *str, size_t len, float width, float *r_width)
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{
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unsigned int c, c_prev;
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unsigned int c, c_prev = BLI_UTF8_ERR;
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GlyphBLF *g, *g_prev;
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int pen_x, width_new;
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size_t i, i_prev;
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@ -711,7 +714,7 @@ size_t blf_font_width_to_strlen(
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size_t blf_font_width_to_rstrlen(
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FontBLF *font, const char *str, size_t len, float width, float *r_width)
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{
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unsigned int c, c_prev;
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unsigned int c, c_prev = BLI_UTF8_ERR;
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GlyphBLF *g, *g_prev;
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int pen_x, width_new;
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size_t i, i_prev, i_tmp;
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@ -775,17 +775,19 @@ static int paint_space_stroke(bContext *C,
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Brush *brush = BKE_paint_brush(paint);
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int cnt = 0;
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float pressure, dpressure;
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float mouse[2], dmouse[2];
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float world_space_position[3], d_world_space_position[3], final_world_space_position[3];
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float length;
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float no_pressure_spacing = paint_space_stroke_spacing(C, scene, stroke, 1.0f, 1.0f);
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pressure = stroke->last_pressure;
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dpressure = final_pressure - stroke->last_pressure;
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sub_v2_v2v2(dmouse, final_mouse, stroke->last_mouse_position);
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length = normalize_v2(dmouse);
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const bool use_scene_spacing = paint_stroke_use_scene_spacing(brush, mode);
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float d_world_space_position[3] = {0.0f};
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if (paint_stroke_use_scene_spacing(brush, mode)) {
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float no_pressure_spacing = paint_space_stroke_spacing(C, scene, stroke, 1.0f, 1.0f);
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float pressure = stroke->last_pressure;
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float dpressure = final_pressure - stroke->last_pressure;
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float dmouse[2];
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sub_v2_v2v2(dmouse, final_mouse, stroke->last_mouse_position);
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float length = normalize_v2(dmouse);
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if (use_scene_spacing) {
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float world_space_position[3];
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bool hit = sculpt_stroke_get_location(C, world_space_position, final_mouse);
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mul_m4_v3(stroke->vc.obact->obmat, world_space_position);
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if (hit && stroke->stroke_over_mesh) {
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@ -795,6 +797,7 @@ static int paint_space_stroke(bContext *C,
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}
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else {
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length = 0.0f;
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zero_v3(d_world_space_position);
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stroke->stroke_over_mesh = hit;
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if (stroke->stroke_over_mesh) {
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copy_v3_v3(stroke->last_world_space_position, world_space_position);
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@ -805,9 +808,11 @@ static int paint_space_stroke(bContext *C,
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while (length > 0.0f) {
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float spacing = paint_space_stroke_spacing_variable(
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C, scene, stroke, pressure, dpressure, length);
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float mouse[2];
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if (length >= spacing) {
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if (paint_stroke_use_scene_spacing(brush, mode)) {
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if (use_scene_spacing) {
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float final_world_space_position[3];
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normalize_v3(d_world_space_position);
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mul_v3_v3fl(final_world_space_position, d_world_space_position, spacing);
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add_v3_v3v3(final_world_space_position,
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@ -452,8 +452,11 @@ static void gpu_pbvh_grid_fill_index_buffers(
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}
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grid_visible = true;
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}
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if (grid_visible) {
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GPU_indexbuf_add_line_verts(&elb_lines, v1, v2);
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}
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}
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if (grid_visible) {
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/* Grid corners */
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@ -504,8 +507,11 @@ static void gpu_pbvh_grid_fill_index_buffers(
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}
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grid_visible = true;
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}
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if (grid_visible) {
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GPU_indexbuf_add_line_verts(&elb_lines, v1, v2);
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}
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}
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if (grid_visible) {
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/* Grid corners */
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@ -803,7 +809,7 @@ void GPU_pbvh_bmesh_buffers_update(GPU_PBVH_Buffers *buffers,
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const bool show_vcol = (update_flags & GPU_PBVH_BUFFERS_SHOW_VCOL) != 0;
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int tottri, totvert, maxvert = 0;
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bool empty_mask = true;
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BMFace *f;
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BMFace *f = NULL;
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/* Count visible triangles */
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tottri = gpu_bmesh_face_visible_count(bm_faces);
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@ -972,7 +978,7 @@ void GPU_pbvh_bmesh_buffers_update(GPU_PBVH_Buffers *buffers,
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}
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/* Get material index from the last face we iterated on. */
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buffers->material_index = f->mat_nr;
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buffers->material_index = (f) ? f->mat_nr : 0;
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buffers->show_mask = !empty_mask;
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