Cleanup: style/whitespace
Also use 'uint'.
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@@ -32,13 +32,14 @@
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#include "eevee_private.h"
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void EEVEE_lookdev_cache_init(EEVEE_Data *vedata, DRWShadingGroup **grp, GPUShader *shader, DRWPass *pass, World *world, EEVEE_LightProbesInfo *pinfo)
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void EEVEE_lookdev_cache_init(
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EEVEE_Data *vedata, DRWShadingGroup **grp, GPUShader *shader, DRWPass *pass,
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World *world, EEVEE_LightProbesInfo *pinfo)
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{
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EEVEE_StorageList *stl = vedata->stl;
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const DRWContextState *draw_ctx = DRW_context_state_get();
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View3D *v3d = draw_ctx->v3d;
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if (LOOK_DEV_MODE_ENABLED(v3d))
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{
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if (LOOK_DEV_MODE_ENABLED(v3d)) {
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StudioLight *sl = BKE_studiolight_find(v3d->shading.studio_light, STUDIOLIGHT_ORIENTATION_WORLD);
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if ((sl->flag & STUDIOLIGHT_ORIENTATION_WORLD)) {
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struct Gwn_Batch *geom = DRW_cache_fullscreen_quad_get();
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@@ -57,14 +58,18 @@ void EEVEE_lookdev_cache_init(EEVEE_Data *vedata, DRWShadingGroup **grp, GPUShad
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BKE_studiolight_ensure_flag(sl, STUDIOLIGHT_EQUIRECTANGULAR_IRRADIANCE_GPUTEXTURE);
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tex = sl->equirectangular_irradiance_gputexture;
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} else {
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}
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else {
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BKE_studiolight_ensure_flag(sl, STUDIOLIGHT_EQUIRECTANGULAR_RADIANCE_GPUTEXTURE);
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tex = sl->equirectangular_radiance_gputexture;
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}
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DRW_shgroup_uniform_texture(*grp, "image", tex);
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/* Do we need to recalc the lightprobes? */
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if (pinfo && (pinfo->studiolight_index != sl->index || pinfo->studiolight_rot_z != v3d->shading.studiolight_rot_z)) {
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if (pinfo &&
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((pinfo->studiolight_index != sl->index) ||
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(pinfo->studiolight_rot_z != v3d->shading.studiolight_rot_z)))
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{
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pinfo->update_world |= PROBE_UPDATE_ALL;
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pinfo->studiolight_index = sl->index;
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pinfo->studiolight_rot_z = v3d->shading.studiolight_rot_z;
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@@ -106,8 +111,8 @@ void EEVEE_lookdev_draw_background(EEVEE_Data *vedata)
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BKE_camera_params_compute_matrix(¶ms);
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const float *viewport_size = DRW_viewport_size_get();
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int viewport_inset_x = viewport_size[0]/4;
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int viewport_inset_y = viewport_size[1]/4;
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int viewport_inset_x = viewport_size[0] / 4;
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int viewport_inset_y = viewport_size[1] / 4;
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EEVEE_CommonUniformBuffer *common = &sldata->common_data;
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common->la_num_light = 0;
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@@ -137,10 +142,10 @@ void EEVEE_lookdev_draw_background(EEVEE_Data *vedata)
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GPUFrameBuffer *fb = effects->final_fb;
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GPU_framebuffer_bind(fb);
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GPU_framebuffer_viewport_set(fb, viewport_size[0]-viewport_inset_x, 0, viewport_inset_x, viewport_inset_y);
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GPU_framebuffer_viewport_set(fb, viewport_size[0] - viewport_inset_x, 0, viewport_inset_x, viewport_inset_y);
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DRW_draw_pass(psl->lookdev_pass);
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DRW_viewport_matrix_override_unset_all();
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DRW_stats_group_end();
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}
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}
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}
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