Cleanup: compiler warnings
This commit is contained in:
@@ -826,10 +826,10 @@ UvElementMap *BM_uv_element_map_create(BMesh *bm,
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}
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}
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/* For each BMVert, sort associated linked list into unique uvs. */
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/* For each BMVert, sort associated linked list into unique uvs. */
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int i;
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int ev_index;
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BM_ITER_MESH_INDEX (ev, &iter, bm, BM_VERTS_OF_MESH, i) {
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BM_ITER_MESH_INDEX (ev, &iter, bm, BM_VERTS_OF_MESH, ev_index) {
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UvElement *newvlist = NULL;
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UvElement *newvlist = NULL;
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UvElement *vlist = element_map->vertex[i];
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UvElement *vlist = element_map->vertex[ev_index];
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while (vlist) {
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while (vlist) {
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/* Detach head from unsorted list. */
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/* Detach head from unsorted list. */
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@@ -881,7 +881,7 @@ UvElementMap *BM_uv_element_map_create(BMesh *bm,
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}
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}
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/* Write back sorted list. */
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/* Write back sorted list. */
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element_map->vertex[i] = newvlist;
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element_map->vertex[ev_index] = newvlist;
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}
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}
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MEM_SAFE_FREE(winding);
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MEM_SAFE_FREE(winding);
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@@ -912,7 +912,7 @@ UvElementMap *BM_uv_element_map_create(BMesh *bm,
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/* at this point, every UvElement in vert points to a UvElement sharing the same vertex.
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/* at this point, every UvElement in vert points to a UvElement sharing the same vertex.
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* Now we should sort uv's in islands. */
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* Now we should sort uv's in islands. */
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for (i = 0; i < totuv; i++) {
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for (int i = 0; i < totuv; i++) {
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if (element_map->storage[i].island == INVALID_ISLAND) {
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if (element_map->storage[i].island == INVALID_ISLAND) {
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int stacksize = 0;
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int stacksize = 0;
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element_map->storage[i].island = nislands;
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element_map->storage[i].island = nislands;
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@@ -965,7 +965,7 @@ UvElementMap *BM_uv_element_map_create(BMesh *bm,
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MEM_SAFE_FREE(island_number);
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MEM_SAFE_FREE(island_number);
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/* remap */
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/* remap */
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for (i = 0; i < bm->totvert; i++) {
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for (int i = 0; i < bm->totvert; i++) {
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/* important since we may do selection only. Some of these may be NULL */
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/* important since we may do selection only. Some of these may be NULL */
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if (element_map->vertex[i]) {
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if (element_map->vertex[i]) {
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element_map->vertex[i] = &islandbuf[map[element_map->vertex[i] - element_map->storage]];
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element_map->vertex[i] = &islandbuf[map[element_map->vertex[i] - element_map->storage]];
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@@ -975,7 +975,7 @@ UvElementMap *BM_uv_element_map_create(BMesh *bm,
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element_map->islandIndices = MEM_callocN(sizeof(*element_map->islandIndices) * nislands,
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element_map->islandIndices = MEM_callocN(sizeof(*element_map->islandIndices) * nislands,
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"UvElementMap_island_indices");
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"UvElementMap_island_indices");
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j = 0;
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j = 0;
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for (i = 0; i < totuv; i++) {
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for (int i = 0; i < totuv; i++) {
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UvElement *element = element_map->storage[i].next;
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UvElement *element = element_map->storage[i].next;
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if (element == NULL) {
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if (element == NULL) {
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islandbuf[map[i]].next = NULL;
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islandbuf[map[i]].next = NULL;
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@@ -629,11 +629,13 @@ static UvSculptData *uv_sculpt_stroke_init(bContext *C, wmOperator *op, const wm
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}
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}
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/* fill the edges with data */
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/* fill the edges with data */
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int i = 0;
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{
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GHASH_ITER (gh_iter, edgeHash) {
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int i = 0;
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data->uvedges[i++] = *((UvEdge *)BLI_ghashIterator_getKey(&gh_iter));
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GHASH_ITER (gh_iter, edgeHash) {
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data->uvedges[i++] = *((UvEdge *)BLI_ghashIterator_getKey(&gh_iter));
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}
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data->totalUvEdges = BLI_ghash_len(edgeHash);
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}
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}
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data->totalUvEdges = BLI_ghash_len(edgeHash);
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/* cleanup temporary stuff */
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/* cleanup temporary stuff */
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BLI_ghash_free(edgeHash, NULL, NULL);
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BLI_ghash_free(edgeHash, NULL, NULL);
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@@ -17,7 +17,7 @@ static void node_declare(NodeDeclarationBuilder &b)
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static int gpu_shader_rgb(GPUMaterial *mat,
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static int gpu_shader_rgb(GPUMaterial *mat,
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bNode *node,
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bNode *node,
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bNodeExecData *UNUSED(execdata),
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bNodeExecData *UNUSED(execdata),
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GPUNodeStack *in,
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GPUNodeStack * /*in*/,
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GPUNodeStack *out)
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GPUNodeStack *out)
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{
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{
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const bNodeSocket *socket = static_cast<bNodeSocket *>(node->outputs.first);
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const bNodeSocket *socket = static_cast<bNodeSocket *>(node->outputs.first);
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@@ -17,7 +17,7 @@ static void sh_node_value_declare(NodeDeclarationBuilder &b)
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static int gpu_shader_value(GPUMaterial *mat,
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static int gpu_shader_value(GPUMaterial *mat,
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bNode *node,
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bNode *node,
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bNodeExecData *UNUSED(execdata),
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bNodeExecData *UNUSED(execdata),
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GPUNodeStack *in,
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GPUNodeStack * /*in*/,
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GPUNodeStack *out)
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GPUNodeStack *out)
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{
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{
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const bNodeSocket *socket = static_cast<bNodeSocket *>(node->outputs.first);
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const bNodeSocket *socket = static_cast<bNodeSocket *>(node->outputs.first);
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