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authorCampbell Barton <ideasman42@gmail.com>2019-01-23 06:15:43 +0300
committerCampbell Barton <ideasman42@gmail.com>2019-01-23 06:16:03 +0300
commit2e4f1b592f7d1b63ec012528997fab64f16c0416 (patch)
treee53da8d758e3f3454afd27064d2382260653e210 /source/blender/draw/engines/eevee/eevee_materials.c
parent14d947dcadea7c9debe6c8a078a571eba6cb828c (diff)
Cleanup: use eGPU prefix for GPU enum types
Diffstat (limited to 'source/blender/draw/engines/eevee/eevee_materials.c')
-rw-r--r--source/blender/draw/engines/eevee/eevee_materials.c4
1 files changed, 2 insertions, 2 deletions
diff --git a/source/blender/draw/engines/eevee/eevee_materials.c b/source/blender/draw/engines/eevee/eevee_materials.c
index f0274eafaeb..6786bf7e911 100644
--- a/source/blender/draw/engines/eevee/eevee_materials.c
+++ b/source/blender/draw/engines/eevee/eevee_materials.c
@@ -1164,14 +1164,14 @@ static void material_opaque(
scene, ma, vedata, false, false, use_ssrefract,
use_sss, use_translucency, linfo->shadow_method);
- GPUMaterialStatus status_mat_surface = GPU_material_status(*gpumat);
+ eGPUMaterialStatus status_mat_surface = GPU_material_status(*gpumat);
/* Alpha CLipped : Discard pixel from depth pass, then
* fail the depth test for shading. */
if (ELEM(ma->blend_method, MA_BM_CLIP, MA_BM_HASHED)) {
*gpumat_depth = EEVEE_material_mesh_depth_get(scene, ma, (ma->blend_method == MA_BM_HASHED), false);
- GPUMaterialStatus status_mat_depth = GPU_material_status(*gpumat_depth);
+ eGPUMaterialStatus status_mat_depth = GPU_material_status(*gpumat_depth);
if (status_mat_depth != GPU_MAT_SUCCESS) {
/* Mixing both flags. If depth shader fails, show it to the user by not using
* the surface shader. */