Commit: c4780ee45927b25d6bb186261b3fab75c7214471
Author: Campbell Barton
Date:   Fri Apr 21 04:39:51 2017 +1000
Branches: blender2.8
https://developer.blender.org/rBc4780ee45927b25d6bb186261b3fab75c7214471

Cleanup: redundant struct qualifier & long lines

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

M       source/blender/draw/intern/draw_manager.c
M       source/blender/draw/modes/edit_curve_mode.c
M       source/blender/draw/modes/edit_lattice_mode.c
M       source/blender/draw/modes/edit_mesh_mode.c
M       source/blender/draw/modes/object_mode.c
M       source/blender/gpu/intern/gpu_compositing.c

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

diff --git a/source/blender/draw/intern/draw_manager.c 
b/source/blender/draw/intern/draw_manager.c
index 355c3b41c4f..0cfdf8926a0 100644
--- a/source/blender/draw/intern/draw_manager.c
+++ b/source/blender/draw/intern/draw_manager.c
@@ -159,8 +159,8 @@ typedef struct DRWDynamicCall {
 struct DRWShadingGroup {
        struct DRWShadingGroup *next, *prev;
 
-       struct GPUShader *shader;        /* Shader to bind */
-       struct DRWInterface *interface;  /* Uniforms pointers */
+       GPUShader *shader;               /* Shader to bind */
+       DRWInterface *interface;         /* Uniforms pointers */
        ListBase calls;                  /* DRWCall or DRWDynamicCall depending 
of type*/
        DRWState state;                  /* State changes for this batch only */
        int type;
diff --git a/source/blender/draw/modes/edit_curve_mode.c 
b/source/blender/draw/modes/edit_curve_mode.c
index 2a76f1ea403..e8aca332765 100644
--- a/source/blender/draw/modes/edit_curve_mode.c
+++ b/source/blender/draw/modes/edit_curve_mode.c
@@ -107,12 +107,12 @@ static struct {
         * Add sources to source/blender/draw/modes/shaders
         * init in EDIT_CURVE_engine_init();
         * free in EDIT_CURVE_engine_free(); */
-       struct GPUShader *surface_sh;
+       GPUShader *surface_sh;
 
-       struct GPUShader *wire_sh;
+       GPUShader *wire_sh;
 
-       struct GPUShader *overlay_edge_sh;  /* handles and nurbs control cage */
-       struct GPUShader *overlay_vert_sh;
+       GPUShader *overlay_edge_sh;  /* handles and nurbs control cage */
+       GPUShader *overlay_vert_sh;
 
 } e_data = {NULL}; /* Engine data */
 
diff --git a/source/blender/draw/modes/edit_lattice_mode.c 
b/source/blender/draw/modes/edit_lattice_mode.c
index 1c986ea1936..0f2df60bc64 100644
--- a/source/blender/draw/modes/edit_lattice_mode.c
+++ b/source/blender/draw/modes/edit_lattice_mode.c
@@ -102,9 +102,9 @@ static struct {
         * Add sources to source/blender/draw/modes/shaders
         * init in EDIT_LATTICE_engine_init();
         * free in EDIT_LATTICE_engine_free(); */
-       struct GPUShader *wire_sh;
+       GPUShader *wire_sh;
 
-       struct GPUShader *overlay_vert_sh;
+       GPUShader *overlay_vert_sh;
 
 } e_data = {NULL}; /* Engine data */
 
diff --git a/source/blender/draw/modes/edit_mesh_mode.c 
b/source/blender/draw/modes/edit_mesh_mode.c
index 5331e8b1acc..898664e8762 100644
--- a/source/blender/draw/modes/edit_mesh_mode.c
+++ b/source/blender/draw/modes/edit_mesh_mode.c
@@ -87,19 +87,19 @@ typedef struct EDIT_MESH_Data {
 /* *********** STATIC *********** */
 
 static struct {
-       struct GPUShader *overlay_tri_sh;
-       struct GPUShader *overlay_tri_fast_sh;
-       struct GPUShader *overlay_tri_vcol_sh;
-       struct GPUShader *overlay_tri_vcol_fast_sh;
-       struct GPUShader *overlay_edge_sh;
-       struct GPUShader *overlay_edge_vcol_sh;
-       struct GPUShader *overlay_vert_sh;
-       struct GPUShader *overlay_facedot_sh;
-       struct GPUShader *overlay_mix_sh;
-       struct GPUShader *overlay_facefill_sh;
-       struct GPUShader *normals_face_sh;
-       struct GPUShader *normals_sh;
-       struct GPUShader *depth_sh;
+       GPUShader *overlay_tri_sh;
+       GPUShader *overlay_tri_fast_sh;
+       GPUShader *overlay_tri_vcol_sh;
+       GPUShader *overlay_tri_vcol_fast_sh;
+       GPUShader *overlay_edge_sh;
+       GPUShader *overlay_edge_vcol_sh;
+       GPUShader *overlay_vert_sh;
+       GPUShader *overlay_facedot_sh;
+       GPUShader *overlay_mix_sh;
+       GPUShader *overlay_facefill_sh;
+       GPUShader *normals_face_sh;
+       GPUShader *normals_sh;
+       GPUShader *depth_sh;
 } e_data = {NULL}; /* Engine data */
 
 typedef struct g_data {
@@ -231,7 +231,7 @@ static DRWPass *edit_mesh_create_overlay_pass(
         DRWShadingGroup **r_face_shgrp, DRWShadingGroup **r_ledges_shgrp,
         DRWShadingGroup **r_lverts_shgrp, DRWShadingGroup **r_facedot_shgrp)
 {
-       static struct GPUShader *tri_sh, *ledge_sh;
+       GPUShader *tri_sh, *ledge_sh;
        const struct bContext *C = DRW_get_context();
        RegionView3D *rv3d = CTX_wm_region_view3d(C);
        Scene *scene = CTX_data_scene(C);
diff --git a/source/blender/draw/modes/object_mode.c 
b/source/blender/draw/modes/object_mode.c
index b203b6e67b7..9887d7f115d 100644
--- a/source/blender/draw/modes/object_mode.c
+++ b/source/blender/draw/modes/object_mode.c
@@ -181,10 +181,10 @@ typedef struct g_data{
 } g_data; /* Transient data */
 
 static struct {
-       struct GPUShader *outline_resolve_sh;
-       struct GPUShader *outline_detect_sh;
-       struct GPUShader *outline_fade_sh;
-       struct GPUShader *grid_sh;
+       GPUShader *outline_resolve_sh;
+       GPUShader *outline_detect_sh;
+       GPUShader *outline_fade_sh;
+       GPUShader *grid_sh;
        float camera_pos[3];
        float grid_settings[5];
        float grid_mat[4][4];
@@ -215,16 +215,20 @@ static void OBJECT_engine_init(void *vedata)
 
        const float *viewport_size = DRW_viewport_size_get();
 
-       DRWFboTexture tex[2] = {{&txl->outlines_depth_tx, DRW_BUF_DEPTH_24, 0},
-                               {&txl->outlines_color_tx, DRW_BUF_RGBA_8, 
DRW_TEX_FILTER}};
-       DRW_framebuffer_init(&fbl->outlines,
-                            (int)viewport_size[0], (int)viewport_size[1],
-                            tex, 2);
+       DRWFboTexture tex[2] = {
+               {&txl->outlines_depth_tx, DRW_BUF_DEPTH_24, 0},
+               {&txl->outlines_color_tx, DRW_BUF_RGBA_8, DRW_TEX_FILTER},
+       };
+       DRW_framebuffer_init(
+               &fbl->outlines,
+               (int)viewport_size[0], (int)viewport_size[1],
+               tex, 2);
 
        DRWFboTexture blur_tex = {&txl->outlines_blur_tx, DRW_BUF_RGBA_8, 
DRW_TEX_FILTER};
-       DRW_framebuffer_init(&fbl->blur,
-                            (int)viewport_size[0], (int)viewport_size[1],
-                            &blur_tex, 1);
+       DRW_framebuffer_init(
+               &fbl->blur,
+               (int)viewport_size[0], (int)viewport_size[1],
+               &blur_tex, 1);
 
        if (!e_data.outline_resolve_sh) {
                e_data.outline_resolve_sh = 
DRW_shader_create_fullscreen(datatoc_object_outline_resolve_frag_glsl, NULL);
@@ -239,9 +243,10 @@ static void OBJECT_engine_init(void *vedata)
        }
 
        if (!e_data.grid_sh) {
-               e_data.grid_sh = 
DRW_shader_create_with_lib(datatoc_object_grid_vert_glsl, NULL,
-                                                           
datatoc_object_grid_frag_glsl,
-                                                           
datatoc_common_globals_lib_glsl, NULL);
+               e_data.grid_sh = DRW_shader_create_with_lib(
+                       datatoc_object_grid_vert_glsl, NULL,
+                       datatoc_object_grid_frag_glsl,
+                       datatoc_common_globals_lib_glsl, NULL);
        }
 
        {
@@ -385,7 +390,7 @@ static void OBJECT_engine_free(void)
        DRW_SHADER_FREE_SAFE(e_data.grid_sh);
 }
 
-static DRWShadingGroup *shgroup_outline(DRWPass *pass, const float col[4], 
struct GPUShader *sh)
+static DRWShadingGroup *shgroup_outline(DRWPass *pass, const float col[4], 
GPUShader *sh)
 {
        DRWShadingGroup *grp = DRW_shgroup_create(sh, pass);
        DRW_shgroup_uniform_vec4(grp, "color", col, 1);
@@ -394,7 +399,7 @@ static DRWShadingGroup *shgroup_outline(DRWPass *pass, 
const float col[4], struc
 }
 
 /* currently same as 'shgroup_outline', new function to avoid confustion */
-static DRWShadingGroup *shgroup_wire(DRWPass *pass, const float col[4], struct 
GPUShader *sh)
+static DRWShadingGroup *shgroup_wire(DRWPass *pass, const float col[4], 
GPUShader *sh)
 {
        DRWShadingGroup *grp = DRW_shgroup_create(sh, pass);
        DRW_shgroup_uniform_vec4(grp, "color", col, 1);
@@ -452,7 +457,7 @@ static void OBJECT_cache_init(void *vedata)
                DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH 
| DRW_STATE_DEPTH_LESS | DRW_STATE_WIRE;
                psl->outlines = DRW_pass_create("Outlines Pass", state);
 
-               struct GPUShader *sh = 
GPU_shader_get_builtin_shader(GPU_SHADER_3D_UNIFORM_COLOR);
+               GPUShader *sh = 
GPU_shader_get_builtin_shader(GPU_SHADER_3D_UNIFORM_COLOR);
 
                /* Select */
                stl->g_data->outlines_select = shgroup_outline(psl->outlines, 
ts.colorSelect, sh);
@@ -598,7 +603,9 @@ static void OBJECT_cache_init(void *vedata)
                /* Non Meshes Pass (Camera, empties, lamps ...) */
                struct Batch *geom;
 
-               DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH 
| DRW_STATE_DEPTH_LESS | DRW_STATE_BLEND | DRW_STATE_POINT;
+               DRWState state =
+                       DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH |
+                       DRW_STATE_DEPTH_LESS | DRW_STATE_BLEND | 
DRW_STATE_POINT;
                state |= DRW_STATE_WIRE;
                psl->non_meshes = DRW_pass_create("Non Meshes Pass", state);
 
@@ -668,7 +675,7 @@ static void OBJECT_cache_init(void *vedata)
        }
 
        {
-               struct GPUShader *sh = 
GPU_shader_get_builtin_shader(GPU_SHADER_3D_UNIFORM_COLOR);
+               GPUShader *sh = 
GPU_shader_get_builtin_shader(GPU_SHADER_3D_UNIFORM_COLOR);
 
                /* Unselected */
                stl->g_data->wire = shgroup_wire(psl->non_meshes, ts.colorWire, 
sh);
@@ -766,7 +773,7 @@ static void OBJECT_cache_init(void *vedata)
                outlineWidth = 1.0f * U.pixelsize;
                size = U.obcenter_dia * U.pixelsize + outlineWidth;
 
-               struct GPUShader *sh = 
GPU_shader_get_builtin_shader(GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_AA);
+               GPUShader *sh = 
GPU_shader_get_builtin_shader(GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_AA);
 
                /* Active */
                grp = DRW_shgroup_point_batch_create(sh, psl->ob_center);
@@ -942,7 +949,9 @@ static void DRW_shgroup_camera(OBJECT_StorageList *stl, 
Object *ob, SceneLayer *
 
        /* Active cam */
        if (is_active) {
-               DRW_shgroup_dynamic_call_add(stl->g_data->camera_tria, color, 
cam->drwcorners, &cam->drwdepth, cam->drwtria, ob->obmat);
+               DRW_shgroup_dynamic_call_add(
+                       stl->g_data->camera_tria, color,
+                       cam->drwcorners, &cam->drwdepth, cam->drwtria, 
ob->obmat);
        }
 
        /* draw the rest in normalize object space */
@@ -959,10 +968,16 @@ static void DRW_shgroup_camera(OBJECT_StorageList *stl, 
Object *ob, SceneLayer *
                size_to_mat4(sizemat, size);
                mul_m4_m4m4(cam->drwfocusmat, cam->drwfocusmat, sizemat);
 
-               DRW_shgroup_dynamic_call_add(stl->g_data->camera_focus, 
(is_active ? col_hi : col), &cam->drawsize, cam->drwfocusmat);
+               DRW_shgroup_dynamic_call_add(
+                       stl->g_data->camera_focus, (is_active ? col_hi : col),
+                       &cam->drawsize, cam->drwfocusmat);
 
-               DRW_shgroup_dynamic_call_add(stl->g_data->camera_clip, color, 
&cam->clipsta, &cam->clipend, cam->drwnormalmat);
-               DRW_shgroup_dynamic_call_add(stl->g_data->camera_clip_points, 
(is_active ? col_hi : col), &cam->clipsta, &cam->clipend, cam->drwnormalmat);
+               DRW_shgroup_dynamic_call_add(
+                       stl->g_data->camera_clip, color,
+                       &cam->clipsta, &

@@ Diff output truncated at 10240 characters. @@

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