Commit: 0e695f671af016a3e4277d0b9d3bfe7ee3ada440
Author: Mike Erwin
Date:   Thu Jan 7 16:32:02 2016 -0500
Branches: master
https://developer.blender.org/rB0e695f671af016a3e4277d0b9d3bfe7ee3ada440

cleanup: C99

- tighter scoping
- declare vars closer to where they’re used
- use more bool

===================================================================

M       source/blender/gpu/intern/gpu_material.c
M       source/blender/gpu/intern/gpu_texture.c

===================================================================

diff --git a/source/blender/gpu/intern/gpu_material.c 
b/source/blender/gpu/intern/gpu_material.c
index 464bec1..6fc6331 100644
--- a/source/blender/gpu/intern/gpu_material.c
+++ b/source/blender/gpu/intern/gpu_material.c
@@ -185,20 +185,14 @@ static GPUMaterial *GPU_material_construct_begin(Material 
*ma)
 
 static void gpu_material_set_attrib_id(GPUMaterial *material)
 {
-       GPUVertexAttribs *attribs;
-       GPUShader *shader;
-       GPUPass *pass;
-       char name[32];
-       int a, b;
-
-       attribs = &material->attribs;
-       pass = material->pass;
+       GPUVertexAttribs *attribs = &material->attribs;
+       GPUPass *pass = material->pass;
        if (!pass) {
                attribs->totlayer = 0;
                return;
        }
        
-       shader = GPU_pass_shader(pass);
+       GPUShader *shader = GPU_pass_shader(pass);
        if (!shader) {
                attribs->totlayer = 0;
                return;
@@ -208,7 +202,9 @@ static void gpu_material_set_attrib_id(GPUMaterial 
*material)
         * in case the attrib does not get a valid index back, it was probably
         * removed by the glsl compiler by dead code elimination */
 
-       for (a = 0, b = 0; a < attribs->totlayer; a++) {
+       int b = 0;
+       for (int a = 0; a < attribs->totlayer; a++) {
+               char name[32];
                BLI_snprintf(name, sizeof(name), "att%d", 
attribs->layer[a].attribid);
                attribs->layer[a].glindex = GPU_shader_get_attribute(shader, 
name);
 
@@ -224,10 +220,7 @@ static void gpu_material_set_attrib_id(GPUMaterial 
*material)
 static int GPU_material_construct_end(GPUMaterial *material, const char 
*passname)
 {
        if (material->outlink) {
-               GPUNodeLink *outlink;
-               GPUShader *shader;
-
-               outlink = material->outlink;
+               GPUNodeLink *outlink = material->outlink;
                material->pass = GPU_generate_pass(&material->nodes, outlink,
                        &material->attribs, &material->builtins, material->type,
                        passname, material->is_opensubdiv);
@@ -237,7 +230,7 @@ static int GPU_material_construct_end(GPUMaterial 
*material, const char *passnam
 
                gpu_material_set_attrib_id(material);
                
-               shader = GPU_pass_shader(material->pass);
+               GPUShader *shader = GPU_pass_shader(material->pass);
 
                if (material->builtins & GPU_VIEW_MATRIX)
                        material->viewmatloc = GPU_shader_get_uniform(shader, 
GPU_builtin_name(GPU_VIEW_MATRIX));
@@ -269,22 +262,20 @@ static int GPU_material_construct_end(GPUMaterial 
*material, const char *passnam
 
 void GPU_material_free(ListBase *gpumaterial)
 {
-       LinkData *link;
-       LinkData *nlink, *mlink, *next;
-
-       for (link = gpumaterial->first; link; link = link->next) {
+       for (LinkData *link = gpumaterial->first; link; link = link->next) {
                GPUMaterial *material = link->data;
 
                if (material->pass)
                        GPU_pass_free(material->pass);
 
-               for (nlink = material->lamps.first; nlink; nlink = nlink->next) 
{
+               for (LinkData *nlink = material->lamps.first; nlink; nlink = 
nlink->next) {
                        GPULamp *lamp = nlink->data;
 
                        if (material->ma) {
                                Material *ma = material->ma;
                                
-                               for (mlink = lamp->materials.first; mlink; 
mlink = next) {
+                               LinkData *next = NULL;
+                               for (LinkData *mlink = lamp->materials.first; 
mlink; mlink = next) {
                                        next = mlink->next;
                                        if (mlink->data == ma)
                                                BLI_freelinkN(&lamp->materials, 
mlink);
@@ -313,8 +304,6 @@ bool GPU_lamp_override_visible(GPULamp *lamp, 
SceneRenderLayer *srl, Material *m
 void GPU_material_bind(GPUMaterial *material, int oblay, int viewlay, double 
time, int mipmap, float viewmat[4][4], float viewinv[4][4], float 
camerafactors[4], bool scenelock)
 {
        if (material->pass) {
-               LinkData *nlink;
-               GPULamp *lamp;
                GPUShader *shader = GPU_pass_shader(material->pass);
                SceneRenderLayer *srl = scenelock ? 
BLI_findlink(&material->scene->r.layers, material->scene->r.actlay) : NULL;
 
@@ -323,8 +312,8 @@ void GPU_material_bind(GPUMaterial *material, int oblay, 
int viewlay, double tim
 
                /* handle layer lamps */
                if (material->type == GPU_MATERIAL_TYPE_MESH) {
-                       for (nlink = material->lamps.first; nlink; nlink = 
nlink->next) {
-                               lamp = nlink->data;
+                       for (LinkData *nlink = material->lamps.first; nlink; 
nlink = nlink->next) {
+                               GPULamp *lamp = nlink->data;
                                
                                if (!lamp->hide && (lamp->lay & viewlay) && 
(!(lamp->mode & LA_LAYER) || (lamp->lay & oblay))
                                        && GPU_lamp_override_visible(lamp, srl, 
material->ma)) {
@@ -495,7 +484,7 @@ bool GPU_material_use_new_shading_nodes(GPUMaterial *mat)
 
 static GPUNodeLink *lamp_get_visibility(GPUMaterial *mat, GPULamp *lamp, 
GPUNodeLink **lv, GPUNodeLink **dist)
 {
-       GPUNodeLink *visifac, *inpr;
+       GPUNodeLink *visifac;
 
        /* from get_lamp_visibility */
        if (lamp->type == LA_SUN || lamp->type == LA_HEMI) {
@@ -539,6 +528,8 @@ static GPUNodeLink *lamp_get_visibility(GPUMaterial *mat, 
GPULamp *lamp, GPUNode
                        GPU_link(mat, "lamp_visibility_sphere", 
GPU_dynamic_uniform(&lamp->dist, GPU_DYNAMIC_LAMP_DISTANCE, lamp->ob), *dist, 
visifac, &visifac);
 
                if (lamp->type == LA_SPOT) {
+                       GPUNodeLink *inpr;
+
                        if (lamp->mode & LA_SQUARE) {
                                mat->dynproperty |= DYN_LAMP_VEC | 
DYN_LAMP_IMAT;
                                GPU_link(mat, "lamp_visibility_spot_square", 
GPU_dynamic_uniform(lamp->dynvec, GPU_DYNAMIC_LAMP_DYNVEC, lamp->ob), 
GPU_dynamic_uniform((float*)lamp->dynimat, GPU_DYNAMIC_LAMP_DYNIMAT, lamp->ob),
@@ -563,10 +554,10 @@ static GPUNodeLink *lamp_get_visibility(GPUMaterial *mat, 
GPULamp *lamp, GPUNode
 #if 0
 static void area_lamp_vectors(LampRen *lar)
 {
-       float xsize = 0.5f * lar->area_size, ysize = 0.5f * lar->area_sizey, 
multifac;
+       float xsize = 0.5f * lar->area_size, ysize = 0.5f * lar->area_sizey;
 
        /* make it smaller, so area light can be multisampled */
-       multifac = 1.0f / sqrtf((float)lar->ray_totsamp);
+       float multifac = 1.0f / sqrtf((float)lar->ray_totsamp);
        xsize *= multifac;
        ysize *= multifac;
 
@@ -626,11 +617,11 @@ static void ramp_diffuse_result(GPUShadeInput *shi, 
GPUNodeLink **diff)
 {
        Material *ma = shi->mat;
        GPUMaterial *mat = shi->gpumat;
-       GPUNodeLink *fac;
 
        if (!(mat->scene->gm.flag & GAME_GLSL_NO_RAMPS)) {
                if (ma->ramp_col) {
                        if (ma->rampin_col==MA_RAMP_IN_RESULT) {
+                               GPUNodeLink *fac;
                                GPU_link(mat, "ramp_rgbtobw", *diff, &fac);
                                
                                /* colorband + blend */
@@ -683,11 +674,11 @@ static void ramp_spec_result(GPUShadeInput *shi, 
GPUNodeLink **spec)
 {
        Material *ma = shi->mat;
        GPUMaterial *mat = shi->gpumat;
-       GPUNodeLink *fac;
 
        if (!(mat->scene->gm.flag & GAME_GLSL_NO_RAMPS) &&
            ma->ramp_spec && ma->rampin_spec == MA_RAMP_IN_RESULT)
        {
+               GPUNodeLink *fac;
                GPU_link(mat, "ramp_rgbtobw", *spec, &fac);
                
                /* colorband + blend */
@@ -736,17 +727,15 @@ static void add_user_list(ListBase *list, void *data)
 
 static void shade_light_textures(GPUMaterial *mat, GPULamp *lamp, GPUNodeLink 
**rgb)
 {
-       GPUNodeLink *tex_rgb;
-       MTex *mtex = NULL;
-       int i;
-       float one = 1.f;
-
-       for (i = 0; i < MAX_MTEX; ++i) {
-               mtex = lamp->la->mtex[i];
+       for (int i = 0; i < MAX_MTEX; ++i) {
+               MTex *mtex = lamp->la->mtex[i];
 
                if (mtex && mtex->tex->type & TEX_IMAGE && mtex->tex->ima) {
                        mat->dynproperty |= DYN_LAMP_PERSMAT;
 
+                       const float one = 1.0f;
+                       GPUNodeLink *tex_rgb;
+
                        GPU_link(mat, "shade_light_texture",
                                GPU_builtin(GPU_VIEW_POSITION),
                                GPU_image(mtex->tex->ima, &mtex->tex->iuser, 
false),
@@ -761,17 +750,17 @@ static void shade_one_light(GPUShadeInput *shi, 
GPUShadeResult *shr, GPULamp *la
 {
        Material *ma = shi->mat;
        GPUMaterial *mat = shi->gpumat;
-       GPUNodeLink *lv, *dist, *visifac, *is, *inp, *i, *vn, *view;
+       GPUNodeLink *lv, *dist, *is, *inp, *i;
        GPUNodeLink *outcol, *specfac, *t, *shadfac = NULL, *lcol;
-       float one = 1.0f;
+       const float one = 1.0f;
 
        if ((lamp->mode & LA_ONLYSHADOW) && !(ma->mode & MA_SHADOW))
                return;
        
-       vn = shi->vn;
-       view = shi->view;
+       GPUNodeLink *vn = shi->vn;
+       GPUNodeLink *view = shi->view;
 
-       visifac = lamp_get_visibility(mat, lamp, &lv, &dist);
+       GPUNodeLink *visifac = lamp_get_visibility(mat, lamp, &lv, &dist);
 
 #if 0
        if (ma->mode & MA_TANGENT_V)
@@ -935,24 +924,21 @@ static void shade_one_light(GPUShadeInput *shi, 
GPUShadeResult *shr, GPULamp *la
 static void material_lights(GPUShadeInput *shi, GPUShadeResult *shr)
 {
        Base *base;
-       Object *ob;
        Scene *sce_iter;
-       GPULamp *lamp;
        
        for (SETLOOPER(shi->gpumat->scene, sce_iter, base)) {
-               ob = base->object;
+               Object *ob = base->object;
 
                if (ob->type == OB_LAMP) {
-                       lamp = GPU_lamp_from_blender(shi->gpumat->scene, ob, 
NULL);
+                       GPULamp *lamp = 
GPU_lamp_from_blender(shi->gpumat->scene, ob, NULL);
                        if (lamp)
                                shade_one_light(shi, shr, lamp);
                }
 
                if (ob->transflag & OB_DUPLI) {
-                       DupliObject *dob;
                        ListBase *lb = object_duplilist(G.main->eval_ctx, 
shi->gpumat->scene, ob);
                        
-                       for (dob = lb->first; dob; dob = dob->next) {
+                       for (DupliObject *dob = lb->first; dob; dob = 
dob->next) {
                                Object *ob_iter = dob->ob;
 
                                if (ob_iter->type == OB_LAMP) {
@@ -960,7 +946,7 @@ static void material_lights(GPUShadeInput *shi, 
GPUShadeResult *shr)
                                        copy_m4_m4(omat, ob_iter->obmat);
                                        copy_m4_m4(ob_iter->obmat, dob->mat);
 
-                                       lamp = 
GPU_lamp_from_blender(shi->gpumat->scene, ob_iter, ob);
+                                       GPULamp *lamp = 
GPU_lamp_from_blender(shi->gpumat->scene, ob_iter, ob);
                                        if (lamp)
                                                shade_one_light(shi, shr, lamp);
 
@@ -1080,14 +1066,13 @@ static void do_material_tex(GPUShadeInput *shi)
        GPUNodeLink *texco_norm, *texco_orco, *texco_object;
        GPUNodeLink *texco_global, *texco_uv = NULL;
        GPUNodeLink *newnor, *orn;
-       /*char *lastuvname = NULL;*/ /*UNUSED*/
-       float one = 1.0f, norfac, ofs[3];
-       int tex_nr, rgbnor, talpha;
+       const float one = 1.0f;
+       int rgbnor, talpha;
        bool init_done = false;
        int iBumpSpacePrev = 0; /* Not necessary, quieting gcc warning. */
        GPUNodeLink *vNorg, *vNacc, *fPrevMagnitude;
        int iFirstTimeNMap = 1;
-       int found_deriv_map = 0;
+       bool found_deriv_map = false;
 
        GPU_link(mat, "set_value", GPU_uniform(&one), &stencil);
 
@@ -1102,10 +1087,10 @@ static void do_material_tex(GPUShadeInput *shi)
        GPU_link(mat, "texco_global", GPU_builtin(GPU_INVERSE_VIEW_MATRIX),
                GPU_builtin(GPU_VIEW_POSITION), &texco_global);
 
-       orn= texco_norm;
+       orn = texco_norm;
 
        /* go over texture slots */
-       for (tex_nr = 0; tex_nr < MAX_MTEX; tex_nr++) {
+       for (int tex_nr = 0; tex_nr < MAX_MTEX; tex_nr++) {
                /* separate tex switching */
                if (ma->septex & (1 

@@ Diff output truncated at 10240 characters. @@

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