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Style: Enforce braces around if blocks and loops
Using clang-tidy's `readability-braces-around-statements`. https://clang.llvm.org/extra/clang-tidy/checks/readability-braces-around-statements.html
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@@ -1006,16 +1006,17 @@ void RasterizerStorageRD::shader_set_code(RID p_shader, const String &p_code) {
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String mode_string = ShaderLanguage::get_shader_type(p_code);
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ShaderType new_type;
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if (mode_string == "canvas_item")
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if (mode_string == "canvas_item") {
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new_type = SHADER_TYPE_2D;
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else if (mode_string == "particles")
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} else if (mode_string == "particles") {
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new_type = SHADER_TYPE_PARTICLES;
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else if (mode_string == "spatial")
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} else if (mode_string == "spatial") {
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new_type = SHADER_TYPE_3D;
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else if (mode_string == "sky")
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} else if (mode_string == "sky") {
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new_type = SHADER_TYPE_SKY;
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else
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} else {
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new_type = SHADER_TYPE_MAX;
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}
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if (new_type != shader->type) {
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if (shader->data) {
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@@ -1341,10 +1342,11 @@ _FORCE_INLINE_ static void _fill_std140_variant_ubo_value(ShaderLanguage::DataTy
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const int *r = iv.ptr();
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for (int i = 0; i < 2; i++) {
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if (i < s)
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if (i < s) {
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gui[i] = r[i];
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else
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} else {
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gui[i] = 0;
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}
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}
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} break;
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@@ -1356,10 +1358,11 @@ _FORCE_INLINE_ static void _fill_std140_variant_ubo_value(ShaderLanguage::DataTy
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const int *r = iv.ptr();
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for (int i = 0; i < 3; i++) {
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if (i < s)
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if (i < s) {
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gui[i] = r[i];
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else
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} else {
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gui[i] = 0;
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}
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}
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} break;
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case ShaderLanguage::TYPE_IVEC4: {
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@@ -1370,10 +1373,11 @@ _FORCE_INLINE_ static void _fill_std140_variant_ubo_value(ShaderLanguage::DataTy
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const int *r = iv.ptr();
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for (int i = 0; i < 4; i++) {
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if (i < s)
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if (i < s) {
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gui[i] = r[i];
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else
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} else {
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gui[i] = 0;
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}
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}
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} break;
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case ShaderLanguage::TYPE_UINT: {
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@@ -1390,10 +1394,11 @@ _FORCE_INLINE_ static void _fill_std140_variant_ubo_value(ShaderLanguage::DataTy
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const int *r = iv.ptr();
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for (int i = 0; i < 2; i++) {
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if (i < s)
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if (i < s) {
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gui[i] = r[i];
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else
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} else {
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gui[i] = 0;
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}
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}
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} break;
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case ShaderLanguage::TYPE_UVEC3: {
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@@ -1404,10 +1409,11 @@ _FORCE_INLINE_ static void _fill_std140_variant_ubo_value(ShaderLanguage::DataTy
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const int *r = iv.ptr();
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for (int i = 0; i < 3; i++) {
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if (i < s)
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if (i < s) {
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gui[i] = r[i];
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else
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} else {
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gui[i] = 0;
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}
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}
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} break;
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@@ -1419,10 +1425,11 @@ _FORCE_INLINE_ static void _fill_std140_variant_ubo_value(ShaderLanguage::DataTy
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const int *r = iv.ptr();
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for (int i = 0; i < 4; i++) {
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if (i < s)
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if (i < s) {
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gui[i] = r[i];
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else
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} else {
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gui[i] = 0;
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}
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}
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} break;
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case ShaderLanguage::TYPE_FLOAT: {
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@@ -1735,8 +1742,9 @@ void RasterizerStorageRD::MaterialData::update_uniform_buffer(const Map<StringNa
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bool uses_global_buffer = false;
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for (Map<StringName, ShaderLanguage::ShaderNode::Uniform>::Element *E = p_uniforms.front(); E; E = E->next()) {
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if (E->get().order < 0)
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if (E->get().order < 0) {
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continue; // texture, does not go here
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}
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if (E->get().scope == ShaderLanguage::ShaderNode::Uniform::SCOPE_INSTANCE) {
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continue; //instance uniforms don't appear in the bufferr
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@@ -2280,8 +2288,9 @@ AABB RasterizerStorageRD::mesh_get_aabb(RID p_mesh, RID p_skeleton) {
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if (skeleton->use_2d) {
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for (int j = 0; j < bs; j++) {
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if (skbones[0].size == Vector3())
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if (skbones[0].size == Vector3()) {
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continue; //bone is unused
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}
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const float *dataptr = baseptr + j * 8;
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@@ -2306,8 +2315,9 @@ AABB RasterizerStorageRD::mesh_get_aabb(RID p_mesh, RID p_skeleton) {
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}
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} else {
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for (int j = 0; j < bs; j++) {
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if (skbones[0].size == Vector3())
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if (skbones[0].size == Vector3()) {
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continue; //bone is unused
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}
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const float *dataptr = baseptr + j * 12;
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@@ -3109,8 +3119,9 @@ void RasterizerStorageRD::skeleton_allocate(RID p_skeleton, int p_bones, bool p_
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ERR_FAIL_COND(!skeleton);
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ERR_FAIL_COND(p_bones < 0);
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if (skeleton->size == p_bones && skeleton->use_2d == p_2d_skeleton)
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if (skeleton->size == p_bones && skeleton->use_2d == p_2d_skeleton) {
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return;
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}
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skeleton->size = p_bones;
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skeleton->use_2d = p_2d_skeleton;
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