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authorCampbell Barton <ideasman42@gmail.com>2020-09-02 03:04:50 +0300
committerCampbell Barton <ideasman42@gmail.com>2020-09-02 03:04:50 +0300
commit957346694d49736408abea13cf9b33fa531b1ea2 (patch)
tree5da23cf433f3c28426856b76a0a6679e2fcc3f4d
parent71aa3c864d20fb577c7c2aa94e756fcd88aaa795 (diff)
Cleanup: spelling, rename attachement -> attachment
-rw-r--r--source/blender/gpu/GPU_framebuffer.h4
-rw-r--r--source/blender/gpu/GPU_texture.h2
-rw-r--r--source/blender/gpu/intern/gpu_framebuffer.cc44
-rw-r--r--source/blender/gpu/intern/gpu_framebuffer_private.hh6
-rw-r--r--source/blender/gpu/intern/gpu_texture.cc2
-rw-r--r--source/blender/gpu/opengl/gl_framebuffer.cc10
6 files changed, 33 insertions, 35 deletions
diff --git a/source/blender/gpu/GPU_framebuffer.h b/source/blender/gpu/GPU_framebuffer.h
index 9a81ce07d9a..708ea291cd1 100644
--- a/source/blender/gpu/GPU_framebuffer.h
+++ b/source/blender/gpu/GPU_framebuffer.h
@@ -82,9 +82,7 @@ GPUFrameBuffer *GPU_framebuffer_back_get(void);
/* Framebuffer setup : You need to call GPU_framebuffer_bind for these
* to be effective. */
-void GPU_framebuffer_texture_attach_ex(GPUFrameBuffer *gpu_fb,
- GPUAttachment attachement,
- int slot);
+void GPU_framebuffer_texture_attach_ex(GPUFrameBuffer *gpu_fb, GPUAttachment attachment, int slot);
void GPU_framebuffer_texture_detach(GPUFrameBuffer *fb, struct GPUTexture *tex);
/**
diff --git a/source/blender/gpu/GPU_texture.h b/source/blender/gpu/GPU_texture.h
index 93865c098b8..e75ba867662 100644
--- a/source/blender/gpu/GPU_texture.h
+++ b/source/blender/gpu/GPU_texture.h
@@ -278,7 +278,7 @@ void GPU_texture_swizzle_set(GPUTexture *tex, const char swizzle[4]);
/* TODO should be private internal functions. */
void GPU_texture_attach_framebuffer(GPUTexture *tex, struct GPUFrameBuffer *fb, int attachment);
void GPU_texture_detach_framebuffer(GPUTexture *tex, struct GPUFrameBuffer *fb);
-int GPU_texture_framebuffer_attachement_get(GPUTexture *tex, struct GPUFrameBuffer *fb);
+int GPU_texture_framebuffer_attachment_get(GPUTexture *tex, struct GPUFrameBuffer *fb);
int GPU_texture_target(const GPUTexture *tex);
int GPU_texture_width(const GPUTexture *tex);
diff --git a/source/blender/gpu/intern/gpu_framebuffer.cc b/source/blender/gpu/intern/gpu_framebuffer.cc
index 766b3348451..6af34a60ffb 100644
--- a/source/blender/gpu/intern/gpu_framebuffer.cc
+++ b/source/blender/gpu/intern/gpu_framebuffer.cc
@@ -86,7 +86,7 @@ void FrameBuffer::attachment_set(GPUAttachmentType type, const GPUAttachment &ne
return; /* GPU_ATTACHMENT_LEAVE */
}
- if (type >= GPU_FB_MAX_ATTACHEMENT) {
+ if (type >= GPU_FB_MAX_ATTACHMENT) {
fprintf(stderr,
"GPUFramebuffer: Error: Trying to attach texture to type %d but maximum slot is %d.\n",
type - GPU_FB_COLOR_ATTACHMENT0,
@@ -290,38 +290,38 @@ bool GPU_framebuffer_check_valid(GPUFrameBuffer *gpu_fb, char err_out[256])
return reinterpret_cast<FrameBuffer *>(gpu_fb)->check(err_out);
}
-void GPU_framebuffer_texture_attach_ex(GPUFrameBuffer *gpu_fb, GPUAttachment attachement, int slot)
+void GPU_framebuffer_texture_attach_ex(GPUFrameBuffer *gpu_fb, GPUAttachment attachment, int slot)
{
- GPUAttachmentType type = blender::gpu::Texture::attachment_type(attachement.tex, slot);
- reinterpret_cast<FrameBuffer *>(gpu_fb)->attachment_set(type, attachement);
+ GPUAttachmentType type = blender::gpu::Texture::attachment_type(attachment.tex, slot);
+ reinterpret_cast<FrameBuffer *>(gpu_fb)->attachment_set(type, attachment);
}
void GPU_framebuffer_texture_attach(GPUFrameBuffer *fb, GPUTexture *tex, int slot, int mip)
{
- GPUAttachment attachement = GPU_ATTACHMENT_TEXTURE_MIP(tex, mip);
- GPU_framebuffer_texture_attach_ex(fb, attachement, slot);
+ GPUAttachment attachment = GPU_ATTACHMENT_TEXTURE_MIP(tex, mip);
+ GPU_framebuffer_texture_attach_ex(fb, attachment, slot);
}
void GPU_framebuffer_texture_layer_attach(
GPUFrameBuffer *fb, GPUTexture *tex, int slot, int layer, int mip)
{
- GPUAttachment attachement = GPU_ATTACHMENT_TEXTURE_LAYER_MIP(tex, layer, mip);
- GPU_framebuffer_texture_attach_ex(fb, attachement, slot);
+ GPUAttachment attachment = GPU_ATTACHMENT_TEXTURE_LAYER_MIP(tex, layer, mip);
+ GPU_framebuffer_texture_attach_ex(fb, attachment, slot);
}
void GPU_framebuffer_texture_cubeface_attach(
GPUFrameBuffer *fb, GPUTexture *tex, int slot, int face, int mip)
{
- GPUAttachment attachement = GPU_ATTACHMENT_TEXTURE_CUBEFACE_MIP(tex, face, mip);
- GPU_framebuffer_texture_attach_ex(fb, attachement, slot);
+ GPUAttachment attachment = GPU_ATTACHMENT_TEXTURE_CUBEFACE_MIP(tex, face, mip);
+ GPU_framebuffer_texture_attach_ex(fb, attachment, slot);
}
void GPU_framebuffer_texture_detach(GPUFrameBuffer *gpu_fb, GPUTexture *tex)
{
- GPUAttachment attachement = GPU_ATTACHMENT_NONE;
- int type = GPU_texture_framebuffer_attachement_get(tex, gpu_fb);
+ GPUAttachment attachment = GPU_ATTACHMENT_NONE;
+ int type = GPU_texture_framebuffer_attachment_get(tex, gpu_fb);
if (type != -1) {
- reinterpret_cast<FrameBuffer *>(gpu_fb)->attachment_set((GPUAttachmentType)type, attachement);
+ reinterpret_cast<FrameBuffer *>(gpu_fb)->attachment_set((GPUAttachmentType)type, attachment);
}
else {
BLI_assert(!"Error: Texture: Framebuffer is not attached");
@@ -340,27 +340,27 @@ void GPU_framebuffer_config_array(GPUFrameBuffer *gpu_fb,
{
FrameBuffer *fb = reinterpret_cast<FrameBuffer *>(gpu_fb);
- const GPUAttachment &depth_attachement = config[0];
+ const GPUAttachment &depth_attachment = config[0];
Span<GPUAttachment> color_attachments(config + 1, config_len - 1);
- if (depth_attachement.mip == -1) {
+ if (depth_attachment.mip == -1) {
/* GPU_ATTACHMENT_LEAVE */
}
- else if (depth_attachement.tex == NULL) {
+ else if (depth_attachment.tex == NULL) {
/* GPU_ATTACHMENT_NONE: Need to clear both targets. */
- fb->attachment_set(GPU_FB_DEPTH_STENCIL_ATTACHMENT, depth_attachement);
- fb->attachment_set(GPU_FB_DEPTH_ATTACHMENT, depth_attachement);
+ fb->attachment_set(GPU_FB_DEPTH_STENCIL_ATTACHMENT, depth_attachment);
+ fb->attachment_set(GPU_FB_DEPTH_ATTACHMENT, depth_attachment);
}
else {
- GPUAttachmentType type = GPU_texture_stencil(depth_attachement.tex) ?
+ GPUAttachmentType type = GPU_texture_stencil(depth_attachment.tex) ?
GPU_FB_DEPTH_STENCIL_ATTACHMENT :
GPU_FB_DEPTH_ATTACHMENT;
- fb->attachment_set(type, depth_attachement);
+ fb->attachment_set(type, depth_attachment);
}
GPUAttachmentType type = GPU_FB_COLOR_ATTACHMENT0;
- for (const GPUAttachment &attachement : color_attachments) {
- fb->attachment_set(type, attachement);
+ for (const GPUAttachment &attachment : color_attachments) {
+ fb->attachment_set(type, attachment);
++type;
}
}
diff --git a/source/blender/gpu/intern/gpu_framebuffer_private.hh b/source/blender/gpu/intern/gpu_framebuffer_private.hh
index 1add3cd9b0f..0f442ff2b34 100644
--- a/source/blender/gpu/intern/gpu_framebuffer_private.hh
+++ b/source/blender/gpu/intern/gpu_framebuffer_private.hh
@@ -52,9 +52,9 @@ typedef enum GPUAttachmentType : int {
* We support 6 outputs for now (usually we wouldn't need more to preserve fill rate). */
/* Keep in mind that GL max is GL_MAX_DRAW_BUFFERS and is at least 8, corresponding to
* the maximum number of COLOR attachments specified by glDrawBuffers. */
- GPU_FB_MAX_ATTACHEMENT,
+ GPU_FB_MAX_ATTACHMENT,
- GPU_FB_MAX_COLOR_ATTACHMENT = (GPU_FB_MAX_ATTACHEMENT - GPU_FB_COLOR_ATTACHMENT0),
+ GPU_FB_MAX_COLOR_ATTACHMENT = (GPU_FB_MAX_ATTACHMENT - GPU_FB_COLOR_ATTACHMENT0),
} GPUAttachmentType;
inline constexpr GPUAttachmentType operator-(GPUAttachmentType a, int b)
@@ -91,7 +91,7 @@ namespace gpu {
class FrameBuffer {
protected:
/** Set of texture attachments to render to. DEPTH and DEPTH_STENCIL are mutually exclusive. */
- GPUAttachment attachments_[GPU_FB_MAX_ATTACHEMENT];
+ GPUAttachment attachments_[GPU_FB_MAX_ATTACHMENT];
/** Is true if internal representation need to be updated. */
bool dirty_attachments_;
/** Size of attachment textures. */
diff --git a/source/blender/gpu/intern/gpu_texture.cc b/source/blender/gpu/intern/gpu_texture.cc
index 1b7e1d4fd6a..3dedfcf763a 100644
--- a/source/blender/gpu/intern/gpu_texture.cc
+++ b/source/blender/gpu/intern/gpu_texture.cc
@@ -2149,7 +2149,7 @@ void GPU_texture_detach_framebuffer(GPUTexture *tex, GPUFrameBuffer *fb)
}
/* Return attachment type for the given framebuffer or -1 if not attached. */
-int GPU_texture_framebuffer_attachement_get(GPUTexture *tex, GPUFrameBuffer *fb)
+int GPU_texture_framebuffer_attachment_get(GPUTexture *tex, GPUFrameBuffer *fb)
{
for (int i = 0; i < GPU_TEX_MAX_FBO_ATTACHED; i++) {
if (tex->fb[i] == fb) {
diff --git a/source/blender/gpu/opengl/gl_framebuffer.cc b/source/blender/gpu/opengl/gl_framebuffer.cc
index 60b7a6b45cf..133d56a075d 100644
--- a/source/blender/gpu/opengl/gl_framebuffer.cc
+++ b/source/blender/gpu/opengl/gl_framebuffer.cc
@@ -168,9 +168,9 @@ void GLFrameBuffer::update_attachments(void)
/* First color texture OR the depth texture if no color is attached.
* Used to determine frame-buffer color-space and dimensions. */
- GPUAttachmentType first_attachment = GPU_FB_MAX_ATTACHEMENT;
+ GPUAttachmentType first_attachment = GPU_FB_MAX_ATTACHMENT;
/* NOTE: Inverse iteration to get the first color texture. */
- for (GPUAttachmentType type = GPU_FB_MAX_ATTACHEMENT - 1; type >= 0; --type) {
+ for (GPUAttachmentType type = GPU_FB_MAX_ATTACHMENT - 1; type >= 0; --type) {
GPUAttachment &attach = attachments_[type];
GLenum gl_attachment = to_gl(type);
@@ -178,7 +178,7 @@ void GLFrameBuffer::update_attachments(void)
gl_attachments_[type - GPU_FB_COLOR_ATTACHMENT0] = (attach.tex) ? gl_attachment : GL_NONE;
first_attachment = (attach.tex) ? type : first_attachment;
}
- else if (first_attachment == GPU_FB_MAX_ATTACHEMENT) {
+ else if (first_attachment == GPU_FB_MAX_ATTACHMENT) {
/* Only use depth texture to get information if there is no color attachment. */
first_attachment = (attach.tex) ? type : first_attachment;
}
@@ -226,7 +226,7 @@ void GLFrameBuffer::update_attachments(void)
}
}
- if (first_attachment != GPU_FB_MAX_ATTACHEMENT) {
+ if (first_attachment != GPU_FB_MAX_ATTACHMENT) {
GPUAttachment &attach = attachments_[first_attachment];
int size[3];
GPU_texture_get_mipmap_size(attach.tex, attach.mip, size);
@@ -371,7 +371,7 @@ void GLFrameBuffer::clear_multi(const float (*clear_cols)[4])
* all attachments.
* TODO(fclem) fix this insecurity? */
int type = GPU_FB_COLOR_ATTACHMENT0;
- for (int i = 0; type < GPU_FB_MAX_ATTACHEMENT; i++, type++) {
+ for (int i = 0; type < GPU_FB_MAX_ATTACHMENT; i++, type++) {
if (attachments_[type].tex != NULL) {
glClearBufferfv(GL_COLOR, i, clear_cols[i]);
}