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mirror of https://github.com/godotengine/godot.git synced 2025-11-06 12:20:30 +00:00

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
This commit is contained in:
Rémi Verschelde
2020-05-14 16:41:43 +02:00
parent 07bc4e2f96
commit 0ee0fa42e6
683 changed files with 22803 additions and 12225 deletions

View File

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