.cm_processor = cm_processor, .display_buffer = display_buffer, .ycc_mode = ycc_mode,
.bin_lum = bin_lum, .bin_r = bin_r, .bin_g = bin_g, .bin_b = bin_b, .bin_a = bin_a,
};
- ScopesUpdateDataChunk data_chunk = {0};
+ ScopesUpdateDataChunk data_chunk = {{0}};
INIT_MINMAX(data_chunk.min, data_chunk.max);
BLI_task_parallel_range_finalize(0, ibuf->y, &data, &data_chunk, sizeof(data_chunk),
}
else if (cob->type == CONSTRAINT_OBTYPE_BONE) {
Object workob;
- bPose pose = {0};
+ bPose pose = {{0}};
bPoseChannel *pchan, *tchan;
/* make a copy of the bone of interest in the temp pose before evaluating action, so that it can get set
const float brush_radius = brush->paint_distance * surface->radius_scale;
int numOfVerts;
int ii;
- Bounds3D mesh_bb = {0};
+ Bounds3D mesh_bb = {{0}};
VolumeGrid *grid = bData->grid;
dm = CDDM_copy(brush->dm);
const float range = solidradius + smooth;
- Bounds3D part_bb = {0};
+ Bounds3D part_bb = {{0}};
if (psys->totpart < 1)
return 1;
/**
* Main storage for all states
*/
-typedef struct BArrayStore {
+struct BArrayStore {
/* static */
BArrayInfo info;
* #BArrayState may be in any order (logic should never depend on state order).
*/
ListBase states;
-} BArrayStore;
+};
/**
* A single instance of an array.
* While this could be moved to a memory pool,
* it makes it easier to trace invalid usage, so leave as-is for now.
*/
-typedef struct BArrayState {
+struct BArrayState {
/** linked list in #BArrayStore.states */
struct BArrayState *next, *prev;
struct BChunkList *chunk_list; /* BChunkList's */
-} BArrayState;
+};
typedef struct BChunkList {
ListBase chunk_refs; /* BChunkRef's */
} \
} ((void)0)
-
/* count chunk_list's */
- int totrefs = 0;
GHash *chunk_list_map = BLI_ghash_ptr_new(__func__);
+ GHash *chunk_map = BLI_ghash_ptr_new(__func__);
+
+ int totrefs = 0;
for (BArrayState *state = bs->states.first; state; state = state->next) {
GHASH_PTR_ADD_USER(chunk_list_map, state->chunk_list);
}
}
/* count chunk's */
- GHash *chunk_map = BLI_ghash_ptr_new(__func__);
GHASH_ITER (gh_iter, chunk_list_map) {
const struct BChunkList *chunk_list = BLI_ghashIterator_getKey(&gh_iter);
for (const BChunkRef *cref = chunk_list->chunk_refs.first; cref; cref = cref->next) {
/* We could have the undo API pass in the previous state, for now store a local list */
ListBase local_links;
-} uf_arraystore = {NULL};
+} uf_arraystore = {{NULL}};
/**
* \param create: When false, only free the arrays.
TaskPool *task_pool;
#endif
-} um_arraystore = {NULL};
+} um_arraystore = {{NULL}};
static void um_arraystore_cd_compact(
struct CustomData *cdata, const size_t data_len,
return _SceneRenderLayer;
}
- inline void setSceneRenderLayer(Scene& scene)
- {
- _Scene = scene;
- }
-
- inline void setSceneRenderLayer(SceneRenderLayer& srl)
- {
- _SceneRenderLayer = srl;
- }
-
/*! Accept the corresponding visitor */
virtual void accept(SceneVisitor& v);
float *GPU_lamp_dynpersmat(GPULamp *lamp)
{
- return lamp->dynpersmat ? (float *)lamp->dynpersmat : NULL;
+ return (float*)lamp->dynpersmat;
}
int GPU_lamp_shadow_layer(GPULamp *lamp)