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Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocks
Which means that reduz' beloved style which we all became used to will now be changed automatically to remove the first empty line. This makes us lean closer to 1TBS (the one true brace style) instead of hybridating it with some Allman-inspired spacing. There's still the case of braces around single-statement blocks that needs to be addressed (but clang-format can't help with that, but clang-tidy may if we agree about it). Part of #33027.
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@@ -45,7 +45,6 @@ void LightClusterBuilder::begin(const Transform &p_view_transform, const CameraM
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}
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void LightClusterBuilder::bake_cluster() {
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float slice_depth = (z_near - z_far) / depth;
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uint8_t *cluster_dataw = cluster_data.ptrw();
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@@ -56,7 +55,6 @@ void LightClusterBuilder::bake_cluster() {
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/* Step 1, create cell positions and count them */
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for (uint32_t i = 0; i < item_count; i++) {
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const Item &item = items[i];
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int from_slice = Math::floor((z_near - (item.aabb.position.z + item.aabb.size.z)) / slice_depth);
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@@ -70,7 +68,6 @@ void LightClusterBuilder::bake_cluster() {
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to_slice = MIN((int)depth - 1, to_slice);
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for (int j = from_slice; j <= to_slice; j++) {
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Vector3 min = item.aabb.position;
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Vector3 max = item.aabb.position + item.aabb.size;
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@@ -126,7 +123,6 @@ void LightClusterBuilder::bake_cluster() {
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sort_id_max = nearest_power_of_2_templated(sort_id_max + 1);
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sort_ids = (SortID *)memrealloc(sort_ids, sizeof(SortID) * sort_id_max);
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if (ids.size()) {
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ids.resize(sort_id_max);
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RD::get_singleton()->free(items_buffer);
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items_buffer = RD::get_singleton()->storage_buffer_create(sizeof(uint32_t) * sort_id_max);
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@@ -178,7 +174,6 @@ void LightClusterBuilder::bake_cluster() {
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}
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void LightClusterBuilder::setup(uint32_t p_width, uint32_t p_height, uint32_t p_depth) {
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if (width == p_width && height == p_height && depth == p_depth) {
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return;
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}
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@@ -232,7 +227,6 @@ LightClusterBuilder::LightClusterBuilder() {
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item_max = 1024;
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}
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LightClusterBuilder::~LightClusterBuilder() {
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if (cluster_data.size()) {
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RD::get_singleton()->free(cluster_texture);
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}
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