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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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683 changed files with 22803 additions and 12225 deletions
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@ -265,8 +265,9 @@ static String get_constant_text(SL::DataType p_type, const Vector<SL::ConstantNo
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case SL::TYPE_BVEC4: {
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String text = "bvec" + itos(p_type - SL::TYPE_BOOL + 1) + "(";
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for (int i = 0; i < p_values.size(); i++) {
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if (i > 0)
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if (i > 0) {
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text += ",";
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}
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text += p_values[i].boolean ? "true" : "false";
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}
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@ -281,8 +282,9 @@ static String get_constant_text(SL::DataType p_type, const Vector<SL::ConstantNo
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case SL::TYPE_IVEC4: {
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String text = "ivec" + itos(p_type - SL::TYPE_INT + 1) + "(";
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for (int i = 0; i < p_values.size(); i++) {
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if (i > 0)
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if (i > 0) {
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text += ",";
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}
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text += itos(p_values[i].sint);
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}
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@ -297,8 +299,9 @@ static String get_constant_text(SL::DataType p_type, const Vector<SL::ConstantNo
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case SL::TYPE_UVEC4: {
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String text = "uvec" + itos(p_type - SL::TYPE_UINT + 1) + "(";
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for (int i = 0; i < p_values.size(); i++) {
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if (i > 0)
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if (i > 0) {
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text += ",";
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}
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text += itos(p_values[i].uint) + "u";
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}
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@ -312,8 +315,9 @@ static String get_constant_text(SL::DataType p_type, const Vector<SL::ConstantNo
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case SL::TYPE_VEC4: {
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String text = "vec" + itos(p_type - SL::TYPE_FLOAT + 1) + "(";
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for (int i = 0; i < p_values.size(); i++) {
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if (i > 0)
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if (i > 0) {
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text += ",";
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}
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text += f2sp0(p_values[i].real);
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}
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@ -326,8 +330,9 @@ static String get_constant_text(SL::DataType p_type, const Vector<SL::ConstantNo
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case SL::TYPE_MAT4: {
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String text = "mat" + itos(p_type - SL::TYPE_MAT2 + 2) + "(";
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for (int i = 0; i < p_values.size(); i++) {
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if (i > 0)
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if (i > 0) {
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text += ",";
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}
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text += f2sp0(p_values[i].real);
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}
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@ -391,8 +396,9 @@ void ShaderCompilerRD::_dump_function_deps(const SL::ShaderNode *p_node, const S
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header = _typestr(fnode->return_type) + " " + _mkid(fnode->name) + "(";
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}
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for (int i = 0; i < fnode->arguments.size(); i++) {
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if (i > 0)
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if (i > 0) {
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header += ", ";
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}
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if (fnode->arguments[i].type == SL::TYPE_STRUCT) {
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header += _qualstr(fnode->arguments[i].qualifier) + _mkid(fnode->arguments[i].type_str) + " " + _mkid(fnode->arguments[i].name);
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} else {
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@ -828,9 +834,9 @@ String ShaderCompilerRD::_dump_node_code(const SL::Node *p_node, int p_level, Ge
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used_flag_pointers.insert(vnode->name);
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}
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if (p_default_actions.renames.has(vnode->name))
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if (p_default_actions.renames.has(vnode->name)) {
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code = p_default_actions.renames[vnode->name];
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else {
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} else {
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if (shader->uniforms.has(vnode->name)) {
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//its a uniform!
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const ShaderLanguage::ShaderNode::Uniform &u = shader->uniforms[vnode->name];
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@ -953,10 +959,11 @@ String ShaderCompilerRD::_dump_node_code(const SL::Node *p_node, int p_level, Ge
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used_flag_pointers.insert(anode->name);
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}
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if (p_default_actions.renames.has(anode->name))
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if (p_default_actions.renames.has(anode->name)) {
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code = p_default_actions.renames[anode->name];
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else
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} else {
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code = _mkid(anode->name);
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}
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if (anode->call_expression != nullptr) {
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code += ".";
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@ -1038,8 +1045,9 @@ String ShaderCompilerRD::_dump_node_code(const SL::Node *p_node, int p_level, Ge
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code += "(";
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for (int i = 1; i < onode->arguments.size(); i++) {
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if (i > 1)
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if (i > 1) {
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code += ", ";
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}
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String node_code = _dump_node_code(onode->arguments[i], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
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if (is_texture_func && i == 1 && onode->arguments[i]->type == SL::Node::TYPE_VARIABLE) {
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//need to map from texture to sampler in order to sample
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