diff --git a/src/Magnum/GL/AbstractFramebuffer.cpp b/src/Magnum/GL/AbstractFramebuffer.cpp index 3238fee2e..feff03ab6 100644 --- a/src/Magnum/GL/AbstractFramebuffer.cpp +++ b/src/Magnum/GL/AbstractFramebuffer.cpp @@ -105,7 +105,8 @@ Int AbstractFramebuffer::maxDualSourceDrawBuffers() { #ifndef MAGNUM_TARGET_WEBGL void AbstractFramebuffer::createIfNotAlready() { - if(_flags & ObjectFlag::Created) return; + if(_flags & ObjectFlag::Created) + return; /* glGen*() does not create the object, just reserves the name. Some commands (such as glObjectLabel()) operate with IDs directly and they @@ -146,7 +147,8 @@ void AbstractFramebuffer::bindInternal(FramebufferTarget target) { void AbstractFramebuffer::bindImplementationSingle(AbstractFramebuffer& self, FramebufferTarget) { Implementation::FramebufferState& state = Context::current().state().framebuffer; CORRADE_INTERNAL_ASSERT(state.readBinding == state.drawBinding); - if(state.readBinding == self._id) return; + if(state.readBinding == self._id) + return; state.readBinding = state.drawBinding = self._id; @@ -163,10 +165,12 @@ void AbstractFramebuffer::bindImplementationDefault(AbstractFramebuffer& self, F Implementation::FramebufferState& state = Context::current().state().framebuffer; if(target == FramebufferTarget::Read) { - if(state.readBinding == self._id) return; + if(state.readBinding == self._id) + return; state.readBinding = self._id; } else if(target == FramebufferTarget::Draw) { - if(state.drawBinding == self._id) return; + if(state.drawBinding == self._id) + return; state.drawBinding = self._id; } else CORRADE_INTERNAL_ASSERT_UNREACHABLE(); /* LCOV_EXCL_LINE */ diff --git a/src/Magnum/GL/AbstractQuery.cpp b/src/Magnum/GL/AbstractQuery.cpp index d487b73b2..4f30708be 100644 --- a/src/Magnum/GL/AbstractQuery.cpp +++ b/src/Magnum/GL/AbstractQuery.cpp @@ -46,7 +46,8 @@ AbstractQuery::AbstractQuery(GLenum target): _target{target}, _flags{ObjectFlag: AbstractQuery::~AbstractQuery() { /* Moved out or not deleting on destruction, nothing to do */ - if(!_id || !(_flags & ObjectFlag::DeleteOnDestruction)) return; + if(!_id || !(_flags & ObjectFlag::DeleteOnDestruction)) + return; #ifndef MAGNUM_TARGET_GLES2 glDeleteQueries(1, &_id); diff --git a/src/Magnum/GL/AbstractShaderProgram.cpp b/src/Magnum/GL/AbstractShaderProgram.cpp index a9f09ee6b..7871a0d4c 100644 --- a/src/Magnum/GL/AbstractShaderProgram.cpp +++ b/src/Magnum/GL/AbstractShaderProgram.cpp @@ -307,7 +307,8 @@ AbstractShaderProgram::AbstractShaderProgram(AbstractShaderProgram&& other) noex } AbstractShaderProgram::~AbstractShaderProgram() { - if(!_id) return; + if(!_id) + return; /* Remove current usage from the state */ GLuint& current = Context::current().state().shaderProgram.current; @@ -370,7 +371,8 @@ AbstractShaderProgram& AbstractShaderProgram::draw(Mesh& mesh) { CORRADE_ASSERT(mesh._countSet, "GL::AbstractShaderProgram::draw(): Mesh::setCount() was never called, probably a mistake?", *this); /* Nothing to draw, exit without touching any state */ - if(!mesh._count || !mesh._instanceCount) return *this; + if(!mesh._count || !mesh._instanceCount) + return *this; use(); @@ -386,7 +388,8 @@ AbstractShaderProgram& AbstractShaderProgram::draw(MeshView& mesh) { CORRADE_ASSERT(mesh._countSet, "GL::AbstractShaderProgram::draw(): MeshView::setCount() was never called, probably a mistake?", *this); /* Nothing to draw, exit without touching any state */ - if(!mesh._count || !mesh._instanceCount) return *this; + if(!mesh._count || !mesh._instanceCount) + return *this; use(); @@ -399,7 +402,8 @@ AbstractShaderProgram& AbstractShaderProgram::draw(MeshView& mesh) { } AbstractShaderProgram& AbstractShaderProgram::draw(Mesh& mesh, const Containers::StridedArrayView1D& counts, const Containers::StridedArrayView1D& vertexOffsets, const Containers::StridedArrayView1D& indexOffsets) { - if(!counts.size()) return *this; + if(!counts.size()) + return *this; use(); @@ -409,7 +413,8 @@ AbstractShaderProgram& AbstractShaderProgram::draw(Mesh& mesh, const Containers: #ifndef CORRADE_TARGET_32BIT AbstractShaderProgram& AbstractShaderProgram::draw(Mesh& mesh, const Containers::StridedArrayView1D& counts, const Containers::StridedArrayView1D& vertexOffsets, const Containers::StridedArrayView1D& indexOffsets) { - if(!counts.size()) return *this; + if(!counts.size()) + return *this; use(); @@ -425,7 +430,8 @@ AbstractShaderProgram& AbstractShaderProgram::draw(Mesh& mesh, const Containers: #ifdef MAGNUM_TARGET_GLES #ifndef MAGNUM_TARGET_GLES2 AbstractShaderProgram& AbstractShaderProgram::draw(Mesh& mesh, const Containers::StridedArrayView1D& counts, const Containers::StridedArrayView1D& instanceCounts, const Containers::StridedArrayView1D& vertexOffsets, const Containers::StridedArrayView1D& indexOffsets, const Containers::StridedArrayView1D& instanceOffsets) { - if(!counts.size()) return *this; + if(!counts.size()) + return *this; use(); @@ -435,7 +441,8 @@ AbstractShaderProgram& AbstractShaderProgram::draw(Mesh& mesh, const Containers: #ifndef CORRADE_TARGET_32BIT AbstractShaderProgram& AbstractShaderProgram::draw(Mesh& mesh, const Containers::StridedArrayView1D& counts, const Containers::StridedArrayView1D& instanceCounts, const Containers::StridedArrayView1D& vertexOffsets, const Containers::StridedArrayView1D& indexOffsets, const Containers::StridedArrayView1D& instanceOffsets) { - if(!counts.size()) return *this; + if(!counts.size()) + return *this; use(); @@ -450,7 +457,8 @@ AbstractShaderProgram& AbstractShaderProgram::draw(Mesh& mesh, const Containers: #endif AbstractShaderProgram& AbstractShaderProgram::draw(Mesh& mesh, const Containers::StridedArrayView1D& counts, const Containers::StridedArrayView1D& instanceCounts, const Containers::StridedArrayView1D& vertexOffsets, const Containers::StridedArrayView1D& indexOffsets) { - if(!counts.size()) return *this; + if(!counts.size()) + return *this; use(); @@ -464,7 +472,8 @@ AbstractShaderProgram& AbstractShaderProgram::draw(Mesh& mesh, const Containers: #ifndef CORRADE_TARGET_32BIT AbstractShaderProgram& AbstractShaderProgram::draw(Mesh& mesh, const Containers::StridedArrayView1D& counts, const Containers::StridedArrayView1D& instanceCounts, const Containers::StridedArrayView1D& vertexOffsets, const Containers::StridedArrayView1D& indexOffsets) { - if(!counts.size()) return *this; + if(!counts.size()) + return *this; use(); @@ -483,7 +492,8 @@ AbstractShaderProgram& AbstractShaderProgram::draw(Mesh& mesh, const Containers: #endif AbstractShaderProgram& AbstractShaderProgram::draw(const Containers::Iterable& meshes) { - if(meshes.isEmpty()) return *this; + if(meshes.isEmpty()) + return *this; use(); @@ -504,7 +514,8 @@ AbstractShaderProgram& AbstractShaderProgram::draw(const Containers::IterabledrawInternal(xfb, stream, mesh._instanceCount); @@ -524,7 +536,8 @@ AbstractShaderProgram& AbstractShaderProgram::drawTransformFeedback(MeshView& me #if !defined(MAGNUM_TARGET_GLES2) && !defined(MAGNUM_TARGET_WEBGL) AbstractShaderProgram& AbstractShaderProgram::dispatchCompute(const Vector3ui& workgroupCount) { /* Nothing to dispatch, exit without touching any state */ - if(!workgroupCount.product()) return *this; + if(!workgroupCount.product()) + return *this; use(); glDispatchCompute(workgroupCount.x(), workgroupCount.y(), workgroupCount.z()); @@ -633,7 +646,8 @@ bool AbstractShaderProgram::checkLink(const Containers::Iterable& shader The checkCompile() API is called always, to print also compilation warnings even in case everything still manages to link well. */ for(Shader& shader: shaders) - if(!shader.checkCompile()) return false; + if(!shader.checkCompile()) + return false; GLint success, logLength; glGetProgramiv(_id, GL_LINK_STATUS, &success); diff --git a/src/Magnum/GL/AbstractTexture.cpp b/src/Magnum/GL/AbstractTexture.cpp index 4c4b633d6..e313dd75e 100644 --- a/src/Magnum/GL/AbstractTexture.cpp +++ b/src/Magnum/GL/AbstractTexture.cpp @@ -122,7 +122,8 @@ void AbstractTexture::unbind(const Int textureUnit) { Implementation::TextureState& textureState = Context::current().state().texture; /* If given texture unit is already unbound, nothing to do */ - if(textureState.bindings[textureUnit].second() == 0) return; + if(textureState.bindings[textureUnit].second() == 0) + return; /* Unbind the texture, reset state tracker */ Context::current().state().texture.unbindImplementation(textureUnit); @@ -233,7 +234,8 @@ void AbstractTexture::createImplementationDSA(AbstractTexture& self) { AbstractTexture::~AbstractTexture() { /* Moved out or not deleting on destruction, nothing to do */ - if(!_id || !(_flags & ObjectFlag::DeleteOnDestruction)) return; + if(!_id || !(_flags & ObjectFlag::DeleteOnDestruction)) + return; /* Remove all bindings */ for(auto& binding: Context::current().state().texture.bindings) { @@ -254,7 +256,8 @@ AbstractTexture::~AbstractTexture() { #ifndef MAGNUM_TARGET_WEBGL void AbstractTexture::createIfNotAlready() { - if(_flags & ObjectFlag::Created) return; + if(_flags & ObjectFlag::Created) + return; /* glGen*() does not create the object, just reserves the name. Some commands (such as glBindTextures() or glObjectLabel()) operate with IDs @@ -293,7 +296,8 @@ void AbstractTexture::unbindImage(const Int imageUnit) { Implementation::TextureState& textureState = Context::current().state().texture; /* If already unbound in given image unit, nothing to do */ - if(textureState.imageBindings[imageUnit].id == 0) return; + if(textureState.imageBindings[imageUnit].id == 0) + return; /* Update state tracker, bind the texture to the unit */ textureState.imageBindings[imageUnit].id = 0; @@ -343,7 +347,8 @@ void AbstractTexture::bindImageInternal(const Int imageUnit, const Int level, co const Implementation::TextureState::ImageBinding state{_id, level, layered, layer, GLenum(access)}; /* If already bound in given texture unit, nothing to do */ - if(textureState.imageBindings[imageUnit] == state) return; + if(textureState.imageBindings[imageUnit] == state) + return; /* Update state tracker, bind the texture to the unit */ textureState.imageBindings[imageUnit] = state; @@ -355,7 +360,8 @@ void AbstractTexture::bind(Int textureUnit) { Implementation::TextureState& textureState = Context::current().state().texture; /* If already bound in given texture unit, nothing to do */ - if(textureState.bindings[textureUnit].second() == _id) return; + if(textureState.bindings[textureUnit].second() == _id) + return; /* Bind the texture to the unit, *then* update the state tracker. The order is important, as if bindImplementationMulti() is used, it calls into @@ -571,7 +577,8 @@ void AbstractTexture::bindInternal() { glActiveTexture(GL_TEXTURE0 + (textureState.currentTextureUnit = internalTextureUnit)); /* If already bound in given texture unit, nothing to do */ - if(textureState.bindings[internalTextureUnit].second() == _id) return; + if(textureState.bindings[internalTextureUnit].second() == _id) + return; /* Update state tracker, bind the texture to the unit. Not directly calling glBindTexture() here because we may need to include various diff --git a/src/Magnum/GL/Buffer.cpp b/src/Magnum/GL/Buffer.cpp index e38bf9568..0bfc27dd6 100644 --- a/src/Magnum/GL/Buffer.cpp +++ b/src/Magnum/GL/Buffer.cpp @@ -202,7 +202,8 @@ void Buffer::createImplementationDSA(Buffer& self) { Buffer::~Buffer() { /* Moved out or not deleting on destruction, nothing to do */ - if(!_id || !(_flags & ObjectFlag::DeleteOnDestruction)) return; + if(!_id || !(_flags & ObjectFlag::DeleteOnDestruction)) + return; GLuint* bindings = Context::current().state().buffer.bindings; @@ -232,7 +233,8 @@ void Buffer::setTargetHintImplementationSwiftShader(Buffer& self, const TargetHi #ifndef MAGNUM_TARGET_WEBGL void Buffer::createIfNotAlready() { - if(_flags & ObjectFlag::Created) return; + if(_flags & ObjectFlag::Created) + return; /* glGen*() does not create the object, just reserves the name. Some commands (such as glInvalidateBufferData() or glObjectLabel()) operate @@ -280,7 +282,8 @@ void Buffer::bindInternal(const TargetHint target, Buffer* const buffer) { GLuint& bound = Context::current().state().buffer.bindings[Implementation::BufferState::indexForTarget(target)]; /* Already bound, nothing to do */ - if(bound == id) return; + if(bound == id) + return; /* Bind the buffer otherwise, which will also finally create it */ bound = id; @@ -293,12 +296,14 @@ auto Buffer::bindSomewhereInternal(const TargetHint hint) -> TargetHint { GLuint& hintBinding = bindings[Implementation::BufferState::indexForTarget(hint)]; /* Shortcut - if already bound to hint, return */ - if(hintBinding == _id) return hint; + if(hintBinding == _id) + return hint; /* Return first target in which the buffer is bound */ /** @todo wtf there is one more? */ for(std::size_t i = 1; i != Implementation::BufferState::TargetCount; ++i) - if(bindings[i] == _id) return Implementation::BufferState::targetForIndex[i-1]; + if(bindings[i] == _id) + return Implementation::BufferState::targetForIndex[i-1]; /* Sorry, this is ugly because GL is also ugly. Blame GL, not me. @@ -651,7 +656,8 @@ void Buffer::textureWorkaroundAppleBefore() { pretty significant overhead. Skipping the whole thing if no buffer texture is known to be bound. */ Implementation::TextureState& textureState = Context::current().state().texture; - if(textureState.bufferTextureBound.none()) return; + if(textureState.bufferTextureBound.none()) + return; for(GLint textureUnit = 0; textureUnit != GLint(textureState.bindings.size()); ++textureUnit) { /* Checking just textureState.bindings[textureUnit].first != GL_TEXTURE_BUFFER @@ -659,7 +665,8 @@ void Buffer::textureWorkaroundAppleBefore() { the same texture unit. Magnum's state tracker ignores that (as it would mean having to maintain a state cache of 128 units times 12 targets) and so this state is tracked separately. */ - if(!textureState.bufferTextureBound[textureUnit]) continue; + if(!textureState.bufferTextureBound[textureUnit]) + continue; /* Activate given texture unit if not already active, update state tracker */ diff --git a/src/Magnum/GL/Context.cpp b/src/Magnum/GL/Context.cpp index ef02fc2c7..3dc73a7ce 100644 --- a/src/Magnum/GL/Context.cpp +++ b/src/Magnum/GL/Context.cpp @@ -1220,7 +1220,8 @@ bool Context::isVersionSupported(Version version) const { Version Context::supportedVersion(std::initializer_list versions) const { for(auto version: versions) - if(isVersionSupported(version)) return version; + if(isVersionSupported(version)) + return version; #ifndef MAGNUM_TARGET_GLES return Version::GL210; diff --git a/src/Magnum/GL/Framebuffer.cpp b/src/Magnum/GL/Framebuffer.cpp index 0872e0576..f757f16e2 100644 --- a/src/Magnum/GL/Framebuffer.cpp +++ b/src/Magnum/GL/Framebuffer.cpp @@ -125,7 +125,8 @@ void Framebuffer::createImplementationDSA(Framebuffer& self) { Framebuffer::~Framebuffer() { /* Moved out or not deleting on destruction, nothing to do */ - if(!_id || !(_flags & ObjectFlag::DeleteOnDestruction)) return; + if(!_id || !(_flags & ObjectFlag::DeleteOnDestruction)) + return; /* If bound, remove itself from state */ Context& context = Context::current(); diff --git a/src/Magnum/GL/Implementation/driverSpecific.cpp b/src/Magnum/GL/Implementation/driverSpecific.cpp index d26b346a8..49001bda9 100644 --- a/src/Magnum/GL/Implementation/driverSpecific.cpp +++ b/src/Magnum/GL/Implementation/driverSpecific.cpp @@ -518,14 +518,16 @@ constexpr Containers::StringView KnownWorkarounds[]{ bother with some binary search, which needs extra testing effort. */ Containers::StringView findWorkaround(Containers::StringView workaround) { for(Containers::StringView i: KnownWorkarounds) - if(workaround == i) return i; + if(workaround == i) + return i; return {}; } } auto Context::detectedDriver() -> DetectedDrivers { - if(_detectedDrivers) return *_detectedDrivers; + if(_detectedDrivers) + return *_detectedDrivers; _detectedDrivers = DetectedDrivers{}; @@ -681,7 +683,8 @@ bool Context::isDriverWorkaroundDisabled(const Containers::StringView workaround compare just data pointers instead of the whole string as we store only the views in the KnownWorkarounds list. */ for(const auto& i: _driverWorkarounds) - if(i.first().data() == found.data()) return i.second(); + if(i.first().data() == found.data()) + return i.second(); arrayAppend(_driverWorkarounds, InPlaceInit, found, false); return false; } @@ -717,7 +720,8 @@ void Context::setupDriverWorkarounds() { #endif const Int firefoxVersion = EM_ASM_INT({ var match = navigator.userAgent.match(/Firefox\\\\/(\\\\d+)/); - if(match) return match[1]|0; /* coerce to an int (remember asm.js?) */ + if(match) + return match[1]|0; /* coerce to an int (remember asm.js?) */ return 0; }); #pragma GCC diagnostic pop diff --git a/src/Magnum/GL/Mesh.cpp b/src/Magnum/GL/Mesh.cpp index 7c7e4473c..b83f011aa 100644 --- a/src/Magnum/GL/Mesh.cpp +++ b/src/Magnum/GL/Mesh.cpp @@ -205,7 +205,8 @@ struct Mesh::AttributeLayout { GLint size() const { const GLint size = kindSize >> 2; #ifndef MAGNUM_TARGET_GLES - if(!size) return GL_BGRA; + if(!size) + return GL_BGRA; #endif return size; } @@ -394,7 +395,8 @@ Mesh::Mesh(const GLuint id, const MeshPrimitive primitive, const ObjectFlags fla #ifndef MAGNUM_TARGET_WEBGL inline void Mesh::createIfNotAlready() { /* If VAO extension is not available, the following is always true */ - if(_flags & ObjectFlag::Created) return; + if(_flags & ObjectFlag::Created) + return; /* glGen*() does not create the object, just reserves the name. Some commands (such as glObjectLabel()) operate with IDs directly and they diff --git a/src/Magnum/GL/MeshView.cpp b/src/Magnum/GL/MeshView.cpp index e259ee53c..5d5493cb2 100644 --- a/src/Magnum/GL/MeshView.cpp +++ b/src/Magnum/GL/MeshView.cpp @@ -130,7 +130,8 @@ void MeshView::multiDrawImplementationDefault(const Containers::Iterable& meshes) { for(MeshView& mesh: meshes) { /* Nothing to draw in this mesh */ - if(!mesh._count) continue; + if(!mesh._count) + continue; CORRADE_ASSERT(mesh._instanceCount == 1, "GL::AbstractShaderProgram::draw(): cannot multi-draw instanced meshes", ); diff --git a/src/Magnum/GL/Renderbuffer.cpp b/src/Magnum/GL/Renderbuffer.cpp index fab4281ee..a6684cf74 100644 --- a/src/Magnum/GL/Renderbuffer.cpp +++ b/src/Magnum/GL/Renderbuffer.cpp @@ -90,7 +90,8 @@ void Renderbuffer::createImplementationDSA(Renderbuffer& self) { Renderbuffer::~Renderbuffer() { /* Moved out, nothing to do */ - if(!_id || !(_flags & ObjectFlag::DeleteOnDestruction)) return; + if(!_id || !(_flags & ObjectFlag::DeleteOnDestruction)) + return; /* If bound, remove itself from state */ GLuint& binding = Context::current().state().framebuffer.renderbufferBinding; @@ -101,7 +102,8 @@ Renderbuffer::~Renderbuffer() { #ifndef MAGNUM_TARGET_WEBGL inline void Renderbuffer::createIfNotAlready() { - if(_flags & ObjectFlag::Created) return; + if(_flags & ObjectFlag::Created) + return; /* glGen*() does not create the object, just reserves the name. Some commands (such as glObjectLabel()) operate with IDs directly and they @@ -147,8 +149,8 @@ void Renderbuffer::setStorageMultisample(const Int samples, const RenderbufferFo void Renderbuffer::bind() { GLuint& binding = Context::current().state().framebuffer.renderbufferBinding; - - if(binding == _id) return; + if(binding == _id) + return; /* Binding the renderbuffer finally creates it */ binding = _id; diff --git a/src/Magnum/GL/Shader.cpp b/src/Magnum/GL/Shader.cpp index c173e0893..e384927d1 100644 --- a/src/Magnum/GL/Shader.cpp +++ b/src/Magnum/GL/Shader.cpp @@ -769,7 +769,8 @@ Shader::Shader(Shader&& other) noexcept: _type{other._type}, _id{other._id}, _fl Shader::~Shader() { /* Moved out or not deleting on destruction, nothing to do */ - if(!_id || !(_flags & ObjectFlag::DeleteOnDestruction)) return; + if(!_id || !(_flags & ObjectFlag::DeleteOnDestruction)) + return; glDeleteShader(_id); } diff --git a/src/Magnum/GL/Test/GlobalStateAcrossLibrariesLibrary.cpp b/src/Magnum/GL/Test/GlobalStateAcrossLibrariesLibrary.cpp index de2edcff1..d1e5d38bb 100644 --- a/src/Magnum/GL/Test/GlobalStateAcrossLibrariesLibrary.cpp +++ b/src/Magnum/GL/Test/GlobalStateAcrossLibrariesLibrary.cpp @@ -31,7 +31,8 @@ namespace Magnum { namespace GL { namespace Test { GL::Context* currentContextInALibrary() { - if(!GL::Context::hasCurrent()) return nullptr; + if(!GL::Context::hasCurrent()) + return nullptr; return &GL::Context::current(); } diff --git a/src/Magnum/GL/TransformFeedback.cpp b/src/Magnum/GL/TransformFeedback.cpp index 17f5b2bae..2a1003417 100644 --- a/src/Magnum/GL/TransformFeedback.cpp +++ b/src/Magnum/GL/TransformFeedback.cpp @@ -132,7 +132,8 @@ void TransformFeedback::createImplementationDSA(TransformFeedback& self) { TransformFeedback::~TransformFeedback() { /* Moved out or not deleting on destruction, nothing to do */ - if(!_id || !(_flags & ObjectFlag::DeleteOnDestruction)) return; + if(!_id || !(_flags & ObjectFlag::DeleteOnDestruction)) + return; /* If bound, remove itself from state */ GLuint& binding = Context::current().state().transformFeedback.binding; @@ -145,7 +146,8 @@ void TransformFeedback::bindInternal() { GLuint& bound = Context::current().state().transformFeedback.binding; /* Already bound, nothing to do */ - if(bound == _id) return; + if(bound == _id) + return; /* Bind the transform feedback otherwise, which will also finally create it */ bound = _id; @@ -155,7 +157,8 @@ void TransformFeedback::bindInternal() { #ifndef MAGNUM_TARGET_WEBGL inline void TransformFeedback::createIfNotAlready() { - if(_flags & ObjectFlag::Created) return; + if(_flags & ObjectFlag::Created) + return; /* glGen*() does not create the object, just reserves the name. Some commands (such as glObjectLabel()) operate with IDs directly and they