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mirror of https://github.com/godotengine/godot.git synced 2025-11-14 13:41:12 +00:00

Style: Enforce separation line between function definitions

I couldn't find a tool that enforces it, so I went the manual route:
```
find -name "thirdparty" -prune \
  -o -name "*.cpp" -o -name "*.h" -o -name "*.m" -o -name "*.mm" \
  -o -name "*.glsl" > files
perl -0777 -pi -e 's/\n}\n([^#])/\n}\n\n\1/g' $(cat files)
misc/scripts/fix_style.sh -c
```

This adds a newline after all `}` on the first column, unless they
are followed by `#` (typically `#endif`). This leads to having lots
of places with two lines between function/class definitions, but
clang-format then fixes it as we enforce max one line of separation.

This doesn't fix potential occurrences of function definitions which
are indented (e.g. for a helper class defined in a .cpp), but it's
better than nothing. Also can't be made to run easily on CI/hooks so
we'll have to be careful with new code.

Part of #33027.
This commit is contained in:
Rémi Verschelde
2020-05-14 14:29:06 +02:00
parent 0be6d925dc
commit 07bc4e2f96
409 changed files with 2286 additions and 0 deletions

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@@ -51,6 +51,7 @@ layout(push_constant, binding = 1, std430) uniform Params {
float jitter_seed;
uint pad[2];
}
params;
//used to work around downsampling filter

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@@ -12,6 +12,7 @@ layout(push_constant, binding = 0, std430) uniform Constants {
vec2 direction;
vec2 pad;
}
constants;
layout(location = 0) out highp float depth;

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@@ -51,6 +51,7 @@ layout(push_constant, binding = 0, std430) uniform DrawData {
vec2 color_texture_pixel_size;
uint lights[4];
}
draw_data;
// The values passed per draw primitives are cached within it
@@ -82,6 +83,7 @@ layout(set = 2, binding = 0, std140) uniform CanvasData {
float time_pad;
//uint light_count;
}
canvas_data;
layout(set = 2, binding = 1) uniform textureBuffer skeleton_buffer;
@@ -90,6 +92,7 @@ layout(set = 2, binding = 2, std140) uniform SkeletonData {
mat4 skeleton_transform; //in world coordinates
mat4 skeleton_transform_inverse;
}
skeleton_data;
#ifdef USE_LIGHTING
@@ -123,6 +126,7 @@ struct Light {
layout(set = 2, binding = 3, std140) uniform LightData {
Light data[MAX_LIGHTS];
}
light_array;
layout(set = 2, binding = 4) uniform texture2D light_textures[MAX_LIGHT_TEXTURES];
@@ -135,6 +139,7 @@ layout(set = 2, binding = 6) uniform sampler shadow_sampler;
layout(set = 2, binding = 7, std430) restrict readonly buffer GlobalVariableData {
vec4 data[];
}
global_variables;
/* SET3: Render Target Data */

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@@ -37,6 +37,7 @@ layout(push_constant, binding = 1, std430) uniform Params {
float camera_z_near;
uint pad2[2];
}
params;
#ifdef MODE_CUBEMAP_ARRAY_TO_PANORAMA

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@@ -17,6 +17,7 @@ layout(push_constant, binding = 1, std430) uniform Params {
bool force_luminance;
uint pad[3];
}
params;
void main() {

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@@ -18,6 +18,7 @@ layout(push_constant, binding = 1, std430) uniform Params {
float z_near;
bool z_flip;
}
params;
layout(r32f, set = 1, binding = 0) uniform restrict writeonly image2D depth_buffer;

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@@ -37,6 +37,7 @@ layout(rgba16f, set = 1, binding = 0) uniform restrict writeonly imageCube dest_
layout(push_constant, binding = 1, std430) uniform Params {
uint face_size;
}
params;
#define M_PI 3.14159265359
@@ -46,26 +47,31 @@ void get_dir_0(out vec3 dir, in float u, in float v) {
dir[1] = v;
dir[2] = -u;
}
void get_dir_1(out vec3 dir, in float u, in float v) {
dir[0] = -1.0;
dir[1] = v;
dir[2] = u;
}
void get_dir_2(out vec3 dir, in float u, in float v) {
dir[0] = u;
dir[1] = 1.0;
dir[2] = -v;
}
void get_dir_3(out vec3 dir, in float u, in float v) {
dir[0] = u;
dir[1] = -1.0;
dir[2] = v;
}
void get_dir_4(out vec3 dir, in float u, in float v) {
dir[0] = u;
dir[1] = v;
dir[2] = 1.0;
}
void get_dir_5(out vec3 dir, in float u, in float v) {
dir[0] = -u;
dir[1] = v;

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@@ -51,11 +51,13 @@ layout(rgba16f, set = 2, binding = 6) uniform restrict writeonly imageCube dest_
layout(set = 1, binding = 0, std430) buffer restrict readonly Data {
vec4[7][5][3][24] coeffs;
}
data;
#else
layout(set = 1, binding = 0, std430) buffer restrict readonly Data {
vec4[7][5][6] coeffs;
}
data;
#endif

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@@ -21,6 +21,7 @@ layout(push_constant, binding = 1, std430) uniform Params {
bool use_direct_write;
float face_size;
}
params;
#define M_PI 3.14159265359

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@@ -24,6 +24,7 @@ struct CellChildren {
layout(set = 0, binding = 1, std430) buffer CellChildrenBuffer {
CellChildren data[];
}
cell_children;
struct CellData {
@@ -36,6 +37,7 @@ struct CellData {
layout(set = 0, binding = 2, std430) buffer CellDataBuffer {
CellData data[];
}
cell_data;
#endif // MODE DYNAMIC
@@ -65,6 +67,7 @@ struct Light {
layout(set = 0, binding = 3, std140) uniform Lights {
Light data[MAX_LIGHTS];
}
lights;
#endif // MODE COMPUTE LIGHT
@@ -96,11 +99,13 @@ layout(push_constant, binding = 0, std430) uniform Params {
float aniso_strength;
uint pad;
}
params;
layout(set = 0, binding = 4, std430) buffer Outputs {
vec4 data[];
}
outputs;
#endif // MODE DYNAMIC
@@ -143,6 +148,7 @@ layout(push_constant, binding = 0, std430) uniform Params {
float propagation;
float pad[3];
}
params;
#ifdef MODE_DYNAMIC_LIGHTING

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@@ -16,6 +16,7 @@ struct CellData {
layout(set = 0, binding = 1, std140) buffer CellDataBuffer {
CellData data[];
}
cell_data;
layout(set = 0, binding = 2) uniform texture3D color_tex;
@@ -36,6 +37,7 @@ layout(push_constant, binding = 0, std430) uniform Params {
ivec3 bounds;
uint pad;
}
params;
layout(location = 0) out vec4 color_interp;

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@@ -20,6 +20,7 @@ struct CellChildren {
layout(set = 0, binding = 1, std430) buffer CellChildrenBuffer {
CellChildren data[];
}
cell_children;
struct CellData {
@@ -32,6 +33,7 @@ struct CellData {
layout(set = 0, binding = 2, std430) buffer CellDataBuffer {
CellData data[];
}
cell_data;
layout(r8ui, set = 0, binding = 3) uniform restrict writeonly uimage3D sdf_tex;
@@ -42,6 +44,7 @@ layout(push_constant, binding = 0, std430) uniform Params {
uint pad0;
uint pad1;
}
params;
void main() {
@@ -81,6 +84,7 @@ float distance_to_aabb(ivec3 pos, ivec3 aabb_pos, ivec3 aabb_size) {
return length(delta);
}
void main() {
ivec3 pos = ivec3(gl_GlobalInvocationID);

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@@ -18,6 +18,7 @@ struct CellChildren {
layout(set = 0, binding = 1, std430) buffer CellChildrenBuffer {
CellChildren data[];
}
cell_children;
struct CellData {
@@ -30,6 +31,7 @@ struct CellData {
layout(set = 0, binding = 2, std430) buffer CellDataBuffer {
CellData data[];
}
cell_data;
#define LIGHT_TYPE_DIRECTIONAL 0
@@ -57,6 +59,7 @@ struct Light {
layout(set = 0, binding = 3, std140) uniform Lights {
Light data[MAX_LIGHTS];
}
lights;
#endif
@@ -74,11 +77,13 @@ layout(push_constant, binding = 0, std430) uniform Params {
uint cell_count;
uint pad[2];
}
params;
layout(set = 0, binding = 4, std140) uniform Outputs {
vec4 data[];
}
output;
#ifdef MODE_COMPUTE_LIGHT

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@@ -37,6 +37,7 @@ layout(push_constant, binding = 1, std430) uniform Params {
float exposure_adjust;
float pad[3];
}
params;
void main() {

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@@ -16,6 +16,7 @@ layout(push_constant, binding = 1, std430) uniform Params {
float curve;
uint pad;
}
params;
#define HALF_PI 1.5707963267948966

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@@ -6,6 +6,7 @@ layout(push_constant, binding = 0, std430) uniform DrawCall {
uint pad; //16 bits minimum size
vec2 bake_uv2_offset; //used for bake to uv2, ignored otherwise
}
draw_call;
/* Set 0 Scene data that never changes, ever */
@@ -117,6 +118,7 @@ layout(set = 0, binding = 3, std140) uniform SceneData {
float fog_height_curve;
#endif
}
scene_data;
#define INSTANCE_FLAGS_USE_LIGHTMAP_CAPTURE (1 << 8)
@@ -146,6 +148,7 @@ struct InstanceData {
layout(set = 0, binding = 4, std430) restrict readonly buffer Instances {
InstanceData data[];
}
instances;
struct LightData { //this structure needs to be as packed as possible
@@ -172,6 +175,7 @@ struct LightData { //this structure needs to be as packed as possible
layout(set = 0, binding = 5, std430) restrict readonly buffer Lights {
LightData data[];
}
lights;
struct ReflectionData {
@@ -188,6 +192,7 @@ struct ReflectionData {
layout(set = 0, binding = 6, std140) uniform ReflectionProbeData {
ReflectionData data[MAX_REFLECTION_DATA_STRUCTS];
}
reflections;
struct DirectionalLightData {
@@ -226,6 +231,7 @@ struct DirectionalLightData {
layout(set = 0, binding = 7, std140) uniform DirectionalLights {
DirectionalLightData data[MAX_DIRECTIONAL_LIGHT_DATA_STRUCTS];
}
directional_lights;
struct GIProbeData {
@@ -247,6 +253,7 @@ struct GIProbeData {
layout(set = 0, binding = 8, std140) uniform GIProbes {
GIProbeData data[MAX_GI_PROBES];
}
gi_probes;
layout(set = 0, binding = 9) uniform texture3D gi_probe_textures[MAX_GI_PROBE_TEXTURES];
@@ -261,6 +268,7 @@ struct Lightmap {
layout(set = 0, binding = 10, std140) restrict readonly buffer Lightmaps {
Lightmap data[];
}
lightmaps;
layout(set = 0, binding = 11) uniform texture2DArray lightmap_textures[MAX_LIGHTMAP_TEXTURES];
@@ -272,6 +280,7 @@ struct LightmapCapture {
layout(set = 0, binding = 12, std140) restrict readonly buffer LightmapCaptures {
LightmapCapture data[];
}
lightmap_captures;
#define CLUSTER_COUNTER_SHIFT 20
@@ -302,6 +311,7 @@ struct DecalData {
layout(set = 0, binding = 15, std430) restrict readonly buffer Decals {
DecalData data[];
}
decals;
layout(set = 0, binding = 16) uniform utexture3D cluster_texture;
@@ -309,6 +319,7 @@ layout(set = 0, binding = 16) uniform utexture3D cluster_texture;
layout(set = 0, binding = 17, std430) restrict readonly buffer ClusterData {
uint indices[];
}
cluster_data;
layout(set = 0, binding = 18) uniform texture2D directional_shadow_atlas;
@@ -316,6 +327,7 @@ layout(set = 0, binding = 18) uniform texture2D directional_shadow_atlas;
layout(set = 0, binding = 19, std430) restrict readonly buffer GlobalVariableData {
vec4 data[];
}
global_variables;
// decal atlas
@@ -351,6 +363,7 @@ layout(set = 3, binding = 4) uniform texture2D ao_buffer;
layout(set = 4, binding = 0, std430) restrict readonly buffer Transforms {
vec4 data[];
}
transforms;
/* Set 5 User Material */

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@@ -42,6 +42,7 @@ layout(push_constant, binding = 2, std430) uniform Params {
mat4 projection;
}
params;
vec2 view_to_screen(vec3 view_pos, out float w) {

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@@ -33,6 +33,7 @@ layout(push_constant, binding = 2, std430) uniform Params {
bool vertical;
uint steps;
}
params;
#define GAUSS_TABLE_SIZE 15

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@@ -26,6 +26,7 @@ layout(push_constant, binding = 1, std430) uniform Params {
bool filtered;
uint pad[2];
}
params;
void main() {

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@@ -14,6 +14,7 @@ layout(push_constant, binding = 1, std430) uniform Params {
vec4 position_multiplier;
float time;
}
params;
void main() {
@@ -40,6 +41,7 @@ layout(push_constant, binding = 1, std430) uniform Params {
vec4 position_multiplier;
float time; //TODO consider adding vec2 screen res, and float radiance size
}
params;
#define SAMPLER_NEAREST_CLAMP 0
@@ -60,6 +62,7 @@ layout(set = 0, binding = 0) uniform sampler material_samplers[12];
layout(set = 0, binding = 1, std430) restrict readonly buffer GlobalVariableData {
vec4 data[];
}
global_variables;
#ifdef USE_MATERIAL_UNIFORMS
@@ -108,6 +111,7 @@ struct DirectionalLightData {
layout(set = 3, binding = 0, std140) uniform DirectionalLights {
DirectionalLightData data[MAX_DIRECTIONAL_LIGHT_DATA_STRUCTS];
}
directional_lights;
/* clang-format off */

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@@ -78,6 +78,7 @@ layout(push_constant, binding = 1, std430) uniform Params {
float proj_scale;
uint pad;
}
params;
vec3 reconstructCSPosition(vec2 S, float z) {

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@@ -31,6 +31,7 @@ layout(push_constant, binding = 1, std430) uniform Params {
ivec2 axis; /** (1, 0) or (0, 1) */
ivec2 screen_size;
}
params;
/** Filter radius in pixels. This will be multiplied by SCALE. */

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@@ -16,6 +16,7 @@ layout(push_constant, binding = 1, std430) uniform Params {
bool orthogonal;
uint pad;
}
params;
#ifdef MINIFY_START

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@@ -105,6 +105,7 @@ layout(push_constant, binding = 1, std430) uniform Params {
float depth_scale;
uint pad[3];
}
params;
layout(set = 0, binding = 0) uniform sampler2D source_image;

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@@ -52,6 +52,7 @@ layout(push_constant, binding = 1, std430) uniform Params {
bool use_fxaa;
uint pad;
}
params;
layout(location = 0) out vec4 frag_color;