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authorCampbell Barton <ideasman42@gmail.com>2019-02-10 03:02:06 +0300
committerCampbell Barton <ideasman42@gmail.com>2019-02-10 03:02:06 +0300
commit16d7967c2b404cbe6719192e073c7685376f6ab1 (patch)
tree67cce46fa7b7fafccf7a7ddc9ed450f0afd18e2e /source/blender/draw/intern
parent66c23ea2b4a4eb66490a8b9b6c57ed60ec934a42 (diff)
Cleanup: use shorter name for shader config
The struct name is descriptive, this isn't going to be confused with other variables.
Diffstat (limited to 'source/blender/draw/intern')
-rw-r--r--source/blender/draw/intern/DRW_render.h2
-rw-r--r--source/blender/draw/intern/draw_armature.c74
-rw-r--r--source/blender/draw/intern/draw_common.c120
-rw-r--r--source/blender/draw/intern/draw_common.h34
-rw-r--r--source/blender/draw/intern/draw_manager.c4
-rw-r--r--source/blender/draw/intern/draw_manager_shader.c4
6 files changed, 119 insertions, 119 deletions
diff --git a/source/blender/draw/intern/DRW_render.h b/source/blender/draw/intern/DRW_render.h
index fbd5b4d8f31..6b636bfc018 100644
--- a/source/blender/draw/intern/DRW_render.h
+++ b/source/blender/draw/intern/DRW_render.h
@@ -578,7 +578,7 @@ typedef struct DRWContextState {
eObjectMode object_mode;
- eGPUShaderConfig shader_cfg;
+ eGPUShaderConfig sh_cfg;
/** Last resort (some functions take this as an arg so we can't easily avoid).
* May be NULL when used for selection or depth buffer. */
diff --git a/source/blender/draw/intern/draw_armature.c b/source/blender/draw/intern/draw_armature.c
index e062948ccec..0210e010c31 100644
--- a/source/blender/draw/intern/draw_armature.c
+++ b/source/blender/draw/intern/draw_armature.c
@@ -118,17 +118,17 @@ static struct {
static void drw_shgroup_bone_octahedral(
const float (*bone_mat)[4],
const float bone_color[4], const float hint_color[4], const float outline_color[4],
- const eGPUShaderConfig shader_cfg)
+ const eGPUShaderConfig sh_cfg)
{
if (g_data.bone_octahedral_outline == NULL) {
struct GPUBatch *geom = DRW_cache_bone_octahedral_wire_get();
g_data.bone_octahedral_outline = shgroup_instance_bone_shape_outline(
- g_data.passes.bone_outline, geom, shader_cfg);
+ g_data.passes.bone_outline, geom, sh_cfg);
}
if (g_data.bone_octahedral_solid == NULL) {
struct GPUBatch *geom = DRW_cache_bone_octahedral_get();
g_data.bone_octahedral_solid = shgroup_instance_bone_shape_solid(
- g_data.passes.bone_solid, geom, g_data.transparent, shader_cfg);
+ g_data.passes.bone_solid, geom, g_data.transparent, sh_cfg);
}
float final_bonemat[4][4];
mul_m4_m4m4(final_bonemat, g_data.ob->obmat, bone_mat);
@@ -142,17 +142,17 @@ static void drw_shgroup_bone_octahedral(
static void drw_shgroup_bone_box(
const float (*bone_mat)[4],
const float bone_color[4], const float hint_color[4], const float outline_color[4],
- const eGPUShaderConfig shader_cfg)
+ const eGPUShaderConfig sh_cfg)
{
if (g_data.bone_box_wire == NULL) {
struct GPUBatch *geom = DRW_cache_bone_box_wire_get();
g_data.bone_box_outline = shgroup_instance_bone_shape_outline(
- g_data.passes.bone_outline, geom, shader_cfg);
+ g_data.passes.bone_outline, geom, sh_cfg);
}
if (g_data.bone_box_solid == NULL) {
struct GPUBatch *geom = DRW_cache_bone_box_get();
g_data.bone_box_solid = shgroup_instance_bone_shape_solid(
- g_data.passes.bone_solid, geom, g_data.transparent, shader_cfg);
+ g_data.passes.bone_solid, geom, g_data.transparent, sh_cfg);
}
float final_bonemat[4][4];
mul_m4_m4m4(final_bonemat, g_data.ob->obmat, bone_mat);
@@ -165,10 +165,10 @@ static void drw_shgroup_bone_box(
/* Wire */
static void drw_shgroup_bone_wire(
const float (*bone_mat)[4], const float color[4],
- const eGPUShaderConfig shader_cfg)
+ const eGPUShaderConfig sh_cfg)
{
if (g_data.bone_wire == NULL) {
- g_data.bone_wire = shgroup_dynlines_flat_color(g_data.passes.bone_wire, shader_cfg);
+ g_data.bone_wire = shgroup_dynlines_flat_color(g_data.passes.bone_wire, sh_cfg);
}
float head[3], tail[3];
mul_v3_m4v3(head, g_data.ob->obmat, bone_mat[3]);
@@ -183,10 +183,10 @@ static void drw_shgroup_bone_wire(
static void drw_shgroup_bone_stick(
const float (*bone_mat)[4],
const float col_wire[4], const float col_bone[4], const float col_head[4], const float col_tail[4],
- const eGPUShaderConfig shader_cfg)
+ const eGPUShaderConfig sh_cfg)
{
if (g_data.bone_stick == NULL) {
- g_data.bone_stick = shgroup_instance_bone_stick(g_data.passes.bone_wire, shader_cfg);
+ g_data.bone_stick = shgroup_instance_bone_stick(g_data.passes.bone_wire, sh_cfg);
}
float final_bonemat[4][4], tail[4];
mul_m4_m4m4(final_bonemat, g_data.ob->obmat, bone_mat);
@@ -313,7 +313,7 @@ extern void drw_batch_cache_generate_requested(Object *custom);
static void drw_shgroup_bone_custom_solid(
const float (*bone_mat)[4],
const float bone_color[4], const float hint_color[4], const float outline_color[4],
- const eGPUShaderConfig shader_cfg, Object *custom)
+ const eGPUShaderConfig sh_cfg, Object *custom)
{
/* grr, not re-using instances! */
struct GPUBatch *surf = DRW_cache_object_surface_get(custom);
@@ -330,13 +330,13 @@ static void drw_shgroup_bone_custom_solid(
if (surf) {
DRWShadingGroup *shgrp_geom_solid = shgroup_instance_bone_shape_solid(
- g_data.passes.bone_solid, surf, g_data.transparent, shader_cfg);
+ g_data.passes.bone_solid, surf, g_data.transparent, sh_cfg);
DRW_shgroup_call_dynamic_add(shgrp_geom_solid, final_bonemat, bone_color, hint_color);
}
if (edges && outline_color[3] > 0.0f) {
DRWShadingGroup *shgrp_geom_wire = shgroup_instance_bone_shape_outline(
- g_data.passes.bone_outline, edges, shader_cfg);
+ g_data.passes.bone_outline, edges, sh_cfg);
DRW_shgroup_call_dynamic_add(shgrp_geom_wire, final_bonemat, outline_color);
}
@@ -1257,7 +1257,7 @@ static void draw_points(
static void draw_bone_custom_shape(
EditBone *eBone, bPoseChannel *pchan, bArmature *arm,
const int boneflag, const short constflag,
- const eGPUShaderConfig shader_cfg, const int select_id)
+ const eGPUShaderConfig sh_cfg, const int select_id)
{
const float *col_solid = get_bone_solid_color(eBone, pchan, arm, boneflag, constflag);
const float *col_wire = get_bone_wire_color(eBone, pchan, arm, boneflag, constflag);
@@ -1269,7 +1269,7 @@ static void draw_bone_custom_shape(
}
if ((boneflag & BONE_DRAWWIRE) == 0) {
- drw_shgroup_bone_custom_solid(disp_mat, col_solid, col_hint, col_wire, shader_cfg, pchan->custom);
+ drw_shgroup_bone_custom_solid(disp_mat, col_solid, col_hint, col_wire, sh_cfg, pchan->custom);
}
else {
drw_shgroup_bone_custom_wire(disp_mat, col_wire, pchan->custom);
@@ -1326,7 +1326,7 @@ static void draw_bone_envelope(
static void draw_bone_line(
EditBone *eBone, bPoseChannel *pchan, bArmature *arm,
const int boneflag, const short constflag,
- const eGPUShaderConfig shader_cfg, const int select_id)
+ const eGPUShaderConfig sh_cfg, const int select_id)
{
const float *col_bone = get_bone_solid_with_consts_color(eBone, pchan, arm, boneflag, constflag);
const float *col_wire = get_bone_wire_color(eBone, pchan, arm, boneflag, constflag);
@@ -1364,20 +1364,20 @@ static void draw_bone_line(
if (select_id == -1) {
/* Not in selection mode, draw everything at once. */
- drw_shgroup_bone_stick(BONE_VAR(eBone, pchan, disp_mat), col_wire, col_bone, col_head, col_tail, shader_cfg);
+ drw_shgroup_bone_stick(BONE_VAR(eBone, pchan, disp_mat), col_wire, col_bone, col_head, col_tail, sh_cfg);
}
else {
/* In selection mode, draw bone, root and tip separately. */
DRW_select_load_id(select_id | BONESEL_BONE);
- drw_shgroup_bone_stick(BONE_VAR(eBone, pchan, disp_mat), col_wire, col_bone, no_display, no_display, shader_cfg);
+ drw_shgroup_bone_stick(BONE_VAR(eBone, pchan, disp_mat), col_wire, col_bone, no_display, no_display, sh_cfg);
if (col_head[3] > 0.0f) {
DRW_select_load_id(select_id | BONESEL_ROOT);
- drw_shgroup_bone_stick(BONE_VAR(eBone, pchan, disp_mat), col_wire, no_display, col_head, no_display, shader_cfg);
+ drw_shgroup_bone_stick(BONE_VAR(eBone, pchan, disp_mat), col_wire, no_display, col_head, no_display, sh_cfg);
}
DRW_select_load_id(select_id | BONESEL_TIP);
- drw_shgroup_bone_stick(BONE_VAR(eBone, pchan, disp_mat), col_wire, no_display, no_display, col_tail, shader_cfg);
+ drw_shgroup_bone_stick(BONE_VAR(eBone, pchan, disp_mat), col_wire, no_display, no_display, col_tail, sh_cfg);
DRW_select_load_id(-1);
}
@@ -1386,7 +1386,7 @@ static void draw_bone_line(
static void draw_bone_wire(
EditBone *eBone, bPoseChannel *pchan, bArmature *arm,
const int boneflag, const short constflag,
- const eGPUShaderConfig shader_cfg, const int select_id)
+ const eGPUShaderConfig sh_cfg, const int select_id)
{
const float *col_wire = get_bone_wire_color(eBone, pchan, arm, boneflag, constflag);
@@ -1399,12 +1399,12 @@ static void draw_bone_wire(
BLI_assert(bbones_mat != NULL);
for (int i = pchan->bone->segments; i--; bbones_mat++) {
- drw_shgroup_bone_wire(bbones_mat->mat, col_wire, shader_cfg);
+ drw_shgroup_bone_wire(bbones_mat->mat, col_wire, sh_cfg);
}
}
else if (eBone) {
for (int i = 0; i < eBone->segments; i++) {
- drw_shgroup_bone_wire(eBone->disp_bbone_mat[i], col_wire, shader_cfg);
+ drw_shgroup_bone_wire(eBone->disp_bbone_mat[i], col_wire, sh_cfg);
}
}
@@ -1420,7 +1420,7 @@ static void draw_bone_wire(
static void draw_bone_box(
EditBone *eBone, bPoseChannel *pchan, bArmature *arm,
const int boneflag, const short constflag,
- const eGPUShaderConfig shader_cfg, const int select_id)
+ const eGPUShaderConfig sh_cfg, const int select_id)
{
const float *col_solid = get_bone_solid_with_consts_color(eBone, pchan, arm, boneflag, constflag);
const float *col_wire = get_bone_wire_color(eBone, pchan, arm, boneflag, constflag);
@@ -1435,12 +1435,12 @@ static void draw_bone_box(
BLI_assert(bbones_mat != NULL);
for (int i = pchan->bone->segments; i--; bbones_mat++) {
- drw_shgroup_bone_box(bbones_mat->mat, col_solid, col_hint, col_wire, shader_cfg);
+ drw_shgroup_bone_box(bbones_mat->mat, col_solid, col_hint, col_wire, sh_cfg);
}
}
else if (eBone) {
for (int i = 0; i < eBone->segments; i++) {
- drw_shgroup_bone_box(eBone->disp_bbone_mat[i], col_solid, col_hint, col_wire, shader_cfg);
+ drw_shgroup_bone_box(eBone->disp_bbone_mat[i], col_solid, col_hint, col_wire, sh_cfg);
}
}
@@ -1456,7 +1456,7 @@ static void draw_bone_box(
static void draw_bone_octahedral(
EditBone *eBone, bPoseChannel *pchan, bArmature *arm,
const int boneflag, const short constflag,
- const eGPUShaderConfig shader_cfg, const int select_id)
+ const eGPUShaderConfig sh_cfg, const int select_id)
{
const float *col_solid = get_bone_solid_with_consts_color(eBone, pchan, arm, boneflag, constflag);
const float *col_wire = get_bone_wire_color(eBone, pchan, arm, boneflag, constflag);
@@ -1466,7 +1466,7 @@ static void draw_bone_octahedral(
DRW_select_load_id(select_id | BONESEL_BONE);
}
- drw_shgroup_bone_octahedral(BONE_VAR(eBone, pchan, disp_mat), col_solid, col_hint, col_wire, shader_cfg);
+ drw_shgroup_bone_octahedral(BONE_VAR(eBone, pchan, disp_mat), col_solid, col_hint, col_wire, sh_cfg);
if (select_id != -1) {
DRW_select_load_id(-1);
@@ -1720,19 +1720,19 @@ static void draw_armature_edit(Object *ob)
}
else if (arm->drawtype == ARM_LINE) {
draw_bone_update_disp_matrix_default(eBone, NULL);
- draw_bone_line(eBone, NULL, arm, boneflag, constflag, draw_ctx->shader_cfg, select_id);
+ draw_bone_line(eBone, NULL, arm, boneflag, constflag, draw_ctx->sh_cfg, select_id);
}
else if (arm->drawtype == ARM_WIRE) {
draw_bone_update_disp_matrix_bbone(eBone, NULL);
- draw_bone_wire(eBone, NULL, arm, boneflag, constflag, draw_ctx->shader_cfg, select_id);
+ draw_bone_wire(eBone, NULL, arm, boneflag, constflag, draw_ctx->sh_cfg, select_id);
}
else if (arm->drawtype == ARM_B_BONE) {
draw_bone_update_disp_matrix_bbone(eBone, NULL);
- draw_bone_box(eBone, NULL, arm, boneflag, constflag, draw_ctx->shader_cfg, select_id);
+ draw_bone_box(eBone, NULL, arm, boneflag, constflag, draw_ctx->sh_cfg, select_id);
}
else {
draw_bone_update_disp_matrix_default(eBone, NULL);
- draw_bone_octahedral(eBone, NULL, arm, boneflag, constflag, draw_ctx->shader_cfg, select_id);
+ draw_bone_octahedral(eBone, NULL, arm, boneflag, constflag, draw_ctx->sh_cfg, select_id);
}
/* Draw names of bone */
@@ -1827,7 +1827,7 @@ static void draw_armature_pose(Object *ob, const float const_color[4])
if ((pchan->custom) && !(arm->flag & ARM_NO_CUSTOM)) {
draw_bone_update_disp_matrix_custom(pchan);
- draw_bone_custom_shape(NULL, pchan, arm, boneflag, constflag, draw_ctx->shader_cfg, select_id);
+ draw_bone_custom_shape(NULL, pchan, arm, boneflag, constflag, draw_ctx->sh_cfg, select_id);
}
else if (arm->drawtype == ARM_ENVELOPE) {
draw_bone_update_disp_matrix_default(NULL, pchan);
@@ -1835,19 +1835,19 @@ static void draw_armature_pose(Object *ob, const float const_color[4])
}
else if (arm->drawtype == ARM_LINE) {
draw_bone_update_disp_matrix_default(NULL, pchan);
- draw_bone_line(NULL, pchan, arm, boneflag, constflag, draw_ctx->shader_cfg, select_id);
+ draw_bone_line(NULL, pchan, arm, boneflag, constflag, draw_ctx->sh_cfg, select_id);
}
else if (arm->drawtype == ARM_WIRE) {
draw_bone_update_disp_matrix_bbone(NULL, pchan);
- draw_bone_wire(NULL, pchan, arm, boneflag, constflag, draw_ctx->shader_cfg, select_id);
+ draw_bone_wire(NULL, pchan, arm, boneflag, constflag, draw_ctx->sh_cfg, select_id);
}
else if (arm->drawtype == ARM_B_BONE) {
draw_bone_update_disp_matrix_bbone(NULL, pchan);
- draw_bone_box(NULL, pchan, arm, boneflag, constflag, draw_ctx->shader_cfg, select_id);
+ draw_bone_box(NULL, pchan, arm, boneflag, constflag, draw_ctx->sh_cfg, select_id);
}
else {
draw_bone_update_disp_matrix_default(NULL, pchan);
- draw_bone_octahedral(NULL, pchan, arm, boneflag, constflag, draw_ctx->shader_cfg, select_id);
+ draw_bone_octahedral(NULL, pchan, arm, boneflag, constflag, draw_ctx->sh_cfg, select_id);
}
if (!is_pose_select && show_relations &&
diff --git a/source/blender/draw/intern/draw_common.c b/source/blender/draw/intern/draw_common.c
index 819e895ed21..e222a6bba25 100644
--- a/source/blender/draw/intern/draw_common.c
+++ b/source/blender/draw/intern/draw_common.c
@@ -305,9 +305,9 @@ void DRW_shgroup_world_clip_planes_from_rv3d(DRWShadingGroup *shgrp, const Regio
DRW_shgroup_state_enable(shgrp, DRW_STATE_CLIP_PLANES);
}
-DRWShadingGroup *shgroup_dynlines_flat_color(DRWPass *pass, eGPUShaderConfig shader_cfg)
+DRWShadingGroup *shgroup_dynlines_flat_color(DRWPass *pass, eGPUShaderConfig sh_cfg)
{
- GPUShader *sh = GPU_shader_get_builtin_shader_with_config(GPU_SHADER_3D_FLAT_COLOR, shader_cfg);
+ GPUShader *sh = GPU_shader_get_builtin_shader_with_config(GPU_SHADER_3D_FLAT_COLOR, sh_cfg);
DRW_shgroup_instance_format(g_formats.dynlines_color, {
{"pos", DRW_ATTR_FLOAT, 3},
@@ -315,7 +315,7 @@ DRWShadingGroup *shgroup_dynlines_flat_color(DRWPass *pass, eGPUShaderConfig sha
});
DRWShadingGroup *grp = DRW_shgroup_line_batch_create_with_format(sh, pass, g_formats.dynlines_color);
- if (shader_cfg == GPU_SHADER_CFG_CLIPPED) {
+ if (sh_cfg == GPU_SHADER_CFG_CLIPPED) {
DRW_shgroup_world_clip_planes_from_rv3d(grp, DRW_context_state_get()->rv3d);
}
return grp;
@@ -338,49 +338,49 @@ DRWShadingGroup *shgroup_dynlines_dashed_uniform_color(DRWPass *pass, const floa
}
DRWShadingGroup *shgroup_dynpoints_uniform_color(
- DRWPass *pass, const float color[4], const float *size, eGPUShaderConfig shader_cfg)
+ DRWPass *pass, const float color[4], const float *size, eGPUShaderConfig sh_cfg)
{
- GPUShader *sh = GPU_shader_get_builtin_shader_with_config(GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_AA, shader_cfg);
+ GPUShader *sh = GPU_shader_get_builtin_shader_with_config(GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_AA, sh_cfg);
DRWShadingGroup *grp = DRW_shgroup_point_batch_create(sh, pass);
DRW_shgroup_uniform_vec4(grp, "color", color, 1);
DRW_shgroup_uniform_float(grp, "size", size, 1);
DRW_shgroup_state_enable(grp, DRW_STATE_POINT);
- if (shader_cfg == GPU_SHADER_CFG_CLIPPED) {
+ if (sh_cfg == GPU_SHADER_CFG_CLIPPED) {
DRW_shgroup_world_clip_planes_from_rv3d(grp, DRW_context_state_get()->rv3d);
}
return grp;
}
-DRWShadingGroup *shgroup_groundlines_uniform_color(DRWPass *pass, const float color[4], eGPUShaderConfig shader_cfg)
+DRWShadingGroup *shgroup_groundlines_uniform_color(DRWPass *pass, const float color[4], eGPUShaderConfig sh_cfg)
{
- GPUShader *sh = GPU_shader_get_builtin_shader_with_config(GPU_SHADER_3D_GROUNDLINE, shader_cfg);
+ GPUShader *sh = GPU_shader_get_builtin_shader_with_config(GPU_SHADER_3D_GROUNDLINE, sh_cfg);
DRWShadingGroup *grp = DRW_shgroup_point_batch_create(sh, pass);
DRW_shgroup_uniform_vec4(grp, "color", color, 1);
- if (shader_cfg == GPU_SHADER_CFG_CLIPPED) {
+ if (sh_cfg == GPU_SHADER_CFG_CLIPPED) {
DRW_shgroup_world_clip_planes_from_rv3d(grp, DRW_context_state_get()->rv3d);
}
return grp;
}
-DRWShadingGroup *shgroup_groundpoints_uniform_color(DRWPass *pass, const float color[4], eGPUShaderConfig shader_cfg)
+DRWShadingGroup *shgroup_groundpoints_uniform_color(DRWPass *pass, const float color[4], eGPUShaderConfig sh_cfg)
{
- GPUShader *sh = GPU_shader_get_builtin_shader_with_config(GPU_SHADER_3D_GROUNDPOINT, shader_cfg);
+ GPUShader *sh = GPU_shader_get_builtin_shader_with_config(GPU_SHADER_3D_GROUNDPOINT, sh_cfg);
DRWShadingGroup *grp = DRW_shgroup_point_batch_create(sh, pass);
DRW_shgroup_uniform_vec4(grp, "color", color, 1);
DRW_shgroup_state_enable(grp, DRW_STATE_POINT);
- if (shader_cfg == GPU_SHADER_CFG_CLIPPED) {
+ if (sh_cfg == GPU_SHADER_CFG_CLIPPED) {
DRW_shgroup_world_clip_planes_from_rv3d(grp, DRW_context_state_get()->rv3d);
}
return grp;
}
DRWShadingGroup *shgroup_instance_screenspace(
- DRWPass *pass, struct GPUBatch *geom, const float *size, eGPUShaderConfig shader_cfg)
+ DRWPass *pass, struct GPUBatch *geom, const float *size, eGPUShaderConfig sh_cfg)
{
- GPUShader *sh = GPU_shader_get_builtin_shader_with_config(GPU_SHADER_3D_SCREENSPACE_VARIYING_COLOR, shader_cfg);
+ GPUShader *sh = GPU_shader_get_builtin_shader_with_config(GPU_SHADER_3D_SCREENSPACE_VARIYING_COLOR, sh_cfg);
DRW_shgroup_instance_format(g_formats.instance_screenspace, {
{"world_pos", DRW_ATTR_FLOAT, 3},
@@ -391,7 +391,7 @@ DRWShadingGroup *shgroup_instance_screenspace(
DRW_shgroup_uniform_float(grp, "size", size, 1);
DRW_shgroup_uniform_float(grp, "pixel_size", DRW_viewport_pixelsize_get(), 1);
DRW_shgroup_uniform_vec3(grp, "screen_vecs[0]", DRW_viewport_screenvecs_get(), 2);
- if (shader_cfg == GPU_SHADER_CFG_CLIPPED) {
+ if (sh_cfg == GPU_SHADER_CFG_CLIPPED) {
DRW_shgroup_world_clip_planes_from_rv3d(grp, DRW_context_state_get()->rv3d);
}
return grp;
@@ -428,9 +428,9 @@ DRWShadingGroup *shgroup_instance_wire(DRWPass *pass, struct GPUBatch *geom)
}
DRWShadingGroup *shgroup_instance_screen_aligned(
- DRWPass *pass, struct GPUBatch *geom, eGPUShaderConfig shader_cfg)
+ DRWPass *pass, struct GPUBatch *geom, eGPUShaderConfig sh_cfg)
{
- GPUShader *sh = GPU_shader_get_builtin_shader_with_config(GPU_SHADER_3D_INSTANCE_SCREEN_ALIGNED, shader_cfg);
+ GPUShader *sh = GPU_shader_get_builtin_shader_with_config(GPU_SHADER_3D_INSTANCE_SCREEN_ALIGNED, sh_cfg);
DRW_shgroup_instance_format(g_formats.instance_screen_aligned, {
{"color", DRW_ATTR_FLOAT, 3},
@@ -440,15 +440,15 @@ DRWShadingGroup *shgroup_instance_screen_aligned(
DRWShadingGroup *grp = DRW_shgroup_instance_create(sh, pass, geom, g_formats.instance_screen_aligned);
DRW_shgroup_uniform_vec3(grp, "screen_vecs[0]", DRW_viewport_screenvecs_get(), 2);
- if (shader_cfg == GPU_SHADER_CFG_CLIPPED) {
+ if (sh_cfg == GPU_SHADER_CFG_CLIPPED) {
DRW_shgroup_world_clip_planes_from_rv3d(grp, DRW_context_state_get()->rv3d);
}
return grp;
}
-DRWShadingGroup *shgroup_instance_scaled(DRWPass *pass, struct GPUBatch *geom, eGPUShaderConfig shader_cfg)
+DRWShadingGroup *shgroup_instance_scaled(DRWPass *pass, struct GPUBatch *geom, eGPUShaderConfig sh_cfg)
{
- GPUShader *sh_inst = GPU_shader_get_builtin_shader_with_config(GPU_SHADER_INSTANCE_VARIYING_COLOR_VARIYING_SCALE, shader_cfg);
+ GPUShader *sh_inst = GPU_shader_get_builtin_shader_with_config(GPU_SHADER_INSTANCE_VARIYING_COLOR_VARIYING_SCALE, sh_cfg);
DRW_shgroup_instance_format(g_formats.instance_scaled, {
{"color", DRW_ATTR_FLOAT, 3},
@@ -457,15 +457,15 @@ DRWShadingGroup *shgroup_instance_scaled(DRWPass *pass, struct GPUBatch *geom, e
});
DRWShadingGroup *grp = DRW_shgroup_instance_create(sh_inst, pass, geom, g_formats.instance_scaled);
- if (shader_cfg == GPU_SHADER_CFG_CLIPPED) {
+ if (sh_cfg == GPU_SHADER_CFG_CLIPPED) {
DRW_shgroup_world_clip_planes_from_rv3d(grp, DRW_context_state_get()->rv3d);
}
return grp;
}
-DRWShadingGroup *shgroup_instance(DRWPass *pass, struct GPUBatch *geom, eGPUShaderConfig shader_cfg)
+DRWShadingGroup *shgroup_instance(DRWPass *pass, struct GPUBatch *geom, eGPUShaderConfig sh_cfg)
{
- GPUShader *sh_inst = GPU_shader_get_builtin_shader_with_config(GPU_SHADER_INSTANCE_VARIYING_COLOR_VARIYING_SIZE, shader_cfg);
+ GPUShader *sh_inst = GPU_shader_get_builtin_shader_with_config(GPU_SHADER_INSTANCE_VARIYING_COLOR_VARIYING_SIZE, sh_cfg);
DRW_shgroup_instance_format(g_formats.instance_sized, {
{"color", DRW_ATTR_FLOAT, 4},
@@ -475,15 +475,15 @@ DRWShadingGroup *shgroup_instance(DRWPass *pass, struct GPUBatch *geom, eGPUShad
DRWShadingGroup *grp = DRW_shgroup_instance_create(sh_inst, pass, geom, g_formats.instance_sized);
DRW_shgroup_state_disable(grp, DRW_STATE_BLEND);
- if (shader_cfg == GPU_SHADER_CFG_CLIPPED) {
+ if (sh_cfg == GPU_SHADER_CFG_CLIPPED) {
DRW_shgroup_world_clip_planes_from_rv3d(grp, DRW_context_state_get()->rv3d);
}
return grp;
}
-DRWShadingGroup *shgroup_instance_alpha(DRWPass *pass, struct GPUBatch *geom, eGPUShaderConfig shader_cfg)
+DRWShadingGroup *shgroup_instance_alpha(DRWPass *pass, struct GPUBatch *geom, eGPUShaderConfig sh_cfg)
{
- GPUShader *sh_inst = GPU_shader_get_builtin_shader_with_config(GPU_SHADER_INSTANCE_VARIYING_COLOR_VARIYING_SIZE, shader_cfg);
+ GPUShader *sh_inst = GPU_shader_get_builtin_shader_with_config(GPU_SHADER_INSTANCE_VARIYING_COLOR_VARIYING_SIZE, sh_cfg);
DRW_shgroup_instance_format(g_formats.instance_sized, {
{"color", DRW_ATTR_FLOAT, 4},
@@ -492,17 +492,17 @@ DRWShadingGroup *shgroup_instance_alpha(DRWPass *pass, struct GPUBatch *geom, eG
});
DRWShadingGroup *grp = DRW_shgroup_instance_create(sh_inst, pass, geom, g_formats.instance_sized);
- if (shader_cfg == GPU_SHADER_CFG_CLIPPED) {
+ if (sh_cfg == GPU_SHADER_CFG_CLIPPED) {
DRW_shgroup_world_clip_planes_from_rv3d(grp, DRW_context_state_get()->rv3d);
}
return grp;
}
-DRWShadingGroup *shgroup_instance_empty_axes(DRWPass *pass, struct GPUBatch *geom, eGPUShaderConfig shader_cfg)
+DRWShadingGroup *shgroup_instance_empty_axes(DRWPass *pass, struct GPUBatch *geom, eGPUShaderConfig sh_cfg)
{
- COMMON_Shaders *sh_data = &g_shaders[shader_cfg];
- const char *world_clip_lib_or_empty = (shader_cfg == GPU_SHADER_CFG_CLIPPED) ? datatoc_gpu_shader_cfg_world_clip_lib_glsl : "";
- const char *world_clip_def_or_empty = (shader_cfg == GPU_SHADER_CFG_CLIPPED) ? "#define USE_WORLD_CLIP_PLANES\n" : "";
+ COMMON_Shaders *sh_data = &g_shaders[sh_cfg];
+ const char *world_clip_lib_or_empty = (sh_cfg == GPU_SHADER_CFG_CLIPPED) ? datatoc_gpu_shader_cfg_world_clip_lib_glsl : "";
+ const char *world_clip_def_or_empty = (sh_cfg == GPU_SHADER_CFG_CLIPPED) ? "#define USE_WORLD_CLIP_PLANES\n" : "";
if (sh_data->empty_axes_sh == NULL) {
sh_data->empty_axes_sh = GPU_shader_create_from_arrays({
.vert = (const char *[]){world_clip_lib_or_empty, datatoc_object_empty_axes_vert_glsl, NULL},
@@ -519,7 +519,7 @@ DRWShadingGroup *shgroup_instance_empty_axes(DRWPass *pass, struct GPUBatch *geo
DRWShadingGroup *grp = DRW_shgroup_instance_create(sh_data->empty_axes_sh, pass, geom, g_formats.instance_sized);
DRW_shgroup_uniform_vec3(grp, "screenVecs[0]", DRW_viewport_screenvecs_get(), 2);
- if (shader_cfg == GPU_SHADER_CFG_CLIPPED) {
+ if (sh_cfg == GPU_SHADER_CFG_CLIPPED) {
DRW_shgroup_world_clip_planes_from_rv3d(grp, DRW_context_state_get()->rv3d);
}
return grp;
@@ -541,9 +541,9 @@ DRWShadingGroup *shgroup_instance_outline(DRWPass *pass, struct GPUBatch *geom,
return grp;
}
-DRWShadingGroup *shgroup_camera_instance(DRWPass *pass, struct GPUBatch *geom, eGPUShaderConfig shader_cfg)
+DRWShadingGroup *shgroup_camera_instance(DRWPass *pass, struct GPUBatch *geom, eGPUShaderConfig sh_cfg)
{
- GPUShader *sh_inst = GPU_shader_get_builtin_shader_with_config(GPU_SHADER_CAMERA, shader_cfg);
+ GPUShader *sh_inst = GPU_shader_get_builtin_shader_with_config(GPU_SHADER_CAMERA, sh_cfg);
DRW_shgroup_instance_format(g_formats.instance_camera, {
{"color", DRW_ATTR_FLOAT, 3},
@@ -554,15 +554,15 @@ DRWShadingGroup *shgroup_camera_instance(DRWPass *pass, struct GPUBatch *geom, e
});
DRWShadingGroup *grp = DRW_shgroup_instance_create(sh_inst, pass, geom, g_formats.instance_camera);
- if (shader_cfg == GPU_SHADER_CFG_CLIPPED) {
+ if (sh_cfg == GPU_SHADER_CFG_CLIPPED) {
DRW_shgroup_world_clip_planes_from_rv3d(grp, DRW_context_state_get()->rv3d);
}
return grp;
}
-DRWShadingGroup *shgroup_distance_lines_instance(DRWPass *pass, struct GPUBatch *geom, eGPUShaderConfig shader_cfg)
+DRWShadingGroup *shgroup_distance_lines_instance(DRWPass *pass, struct GPUBatch *geom, eGPUShaderConfig sh_cfg)
{
- GPUShader *sh_inst = GPU_shader_get_builtin_shader_with_config(GPU_SHADER_DISTANCE_LINES, shader_cfg);
+ GPUShader *sh_inst = GPU_shader_get_builtin_shader_with_config(GPU_SHADER_DISTANCE_LINES, sh_cfg);
static float point_size = 4.0f;
DRW_shgroup_instance_format(g_formats.instance_distance_lines, {
@@ -574,15 +574,15 @@ DRWShadingGroup *shgroup_distance_lines_instance(DRWPass *pass, struct GPUBatch
DRWShadingGroup *grp = DRW_shgroup_instance_create(sh_inst, pass, geom, g_formats.instance_distance_lines);
DRW_shgroup_uniform_float(grp, "size", &point_size, 1);
- if (shader_cfg == GPU_SHADER_CFG_CLIPPED) {
+ if (sh_cfg == GPU_SHADER_CFG_CLIPPED) {
DRW_shgroup_world_clip_planes_from_rv3d(grp, DRW_context_state_get()->rv3d);
}
return grp;
}
-DRWShadingGroup *shgroup_spot_instance(DRWPass *pass, struct GPUBatch *geom, eGPUShaderConfig shader_cfg)
+DRWShadingGroup *shgroup_spot_instance(DRWPass *pass, struct GPUBatch *geom, eGPUShaderConfig sh_cfg)
{
- GPUShader *sh_inst = GPU_shader_get_builtin_shader_with_config(GPU_SHADER_INSTANCE_EDGES_VARIYING_COLOR, shader_cfg);
+ GPUShader *sh_inst = GPU_shader_get_builtin_shader_with_config(GPU_SHADER_INSTANCE_EDGES_VARIYING_COLOR, sh_cfg);
static const int True = true;
static const int False = false;
@@ -595,7 +595,7 @@ DRWShadingGroup *shgroup_spot_instance(DRWPass *pass, struct GPUBatch *geom, eGP
DRW_shgroup_uniform_bool(grp, "drawFront", &False, 1);
DRW_shgroup_uniform_bool(grp, "drawBack", &False, 1);
DRW_shgroup_uniform_bool(grp, "drawSilhouette", &True, 1);
- if (shader_cfg == GPU_SHADER_CFG_CLIPPED) {
+ if (sh_cfg == GPU_SHADER_CFG_CLIPPED) {
DRW_shgroup_world_clip_planes_from_rv3d(grp, DRW_context_state_get()->rv3d);
}
return grp;
@@ -698,11 +698,11 @@ DRWShadingGroup *shgroup_instance_bone_envelope_solid(DRWPass *pass, bool transp
return grp;
}
-DRWShadingGroup *shgroup_instance_mball_handles(DRWPass *pass, eGPUShaderConfig shader_cfg)
+DRWShadingGroup *shgroup_instance_mball_handles(DRWPass *pass, eGPUShaderConfig sh_cfg)
{
- COMMON_Shaders *sh_data = &g_shaders[shader_cfg];
+ COMMON_Shaders *sh_data = &g_shaders[sh_cfg];
if (sh_data->mball_handles == NULL) {
- bool is_clip = (shader_cfg == GPU_SHADER_CFG_CLIPPED);
+ bool is_clip = (sh_cfg == GPU_SHADER_CFG_CLIPPED);
const char *world_clip_lib_or_empty = is_clip ? datatoc_gpu_shader_cfg_world_clip_lib_glsl : "";
const char *world_clip_def_or_empty = is_clip ? "#define USE_WORLD_CLIP_PLANES\n" : "";
sh_data->mball_handles = GPU_shader_create_from_arrays({
@@ -723,7 +723,7 @@ DRWShadingGroup *shgroup_instance_mball_handles(DRWPass *pass, eGPUShaderConfig
DRW_cache_screenspace_circle_get(),
g_formats.instance_mball_handles);
DRW_shgroup_uniform_vec3(grp, "screen_vecs[0]", DRW_viewport_screenvecs_get(), 2);
- if (shader_cfg == GPU_SHADER_CFG_CLIPPED) {
+ if (sh_cfg == GPU_SHADER_CFG_CLIPPED) {
DRW_shgroup_world_clip_planes_from_rv3d(grp, DRW_context_state_get()->rv3d);
}
return grp;
@@ -731,12 +731,12 @@ DRWShadingGroup *shgroup_instance_mball_handles(DRWPass *pass, eGPUShaderConfig
/* Only works with batches with adjacency infos. */
DRWShadingGroup *shgroup_instance_bone_shape_outline(
- DRWPass *pass, struct GPUBatch *geom, eGPUShaderConfig shader_cfg)
+ DRWPass *pass, struct GPUBatch *geom, eGPUShaderConfig sh_cfg)
{
- COMMON_Shaders *sh_data = &g_shaders[shader_cfg];
+ COMMON_Shaders *sh_data = &g_shaders[sh_cfg];
if (sh_data->shape_outline == NULL) {
- const char *world_clip_lib_or_empty = (shader_cfg == GPU_SHADER_CFG_CLIPPED) ? datatoc_gpu_shader_cfg_world_clip_lib_glsl : "";
- const char *world_clip_def_or_empty = (shader_cfg == GPU_SHADER_CFG_CLIPPED) ? "#define USE_WORLD_CLIP_PLANES\n" : "";
+ const char *world_clip_lib_or_empty = (sh_cfg == GPU_SHADER_CFG_CLIPPED) ? datatoc_gpu_shader_cfg_world_clip_lib_glsl : "";
+ const char *world_clip_def_or_empty = (sh_cfg == GPU_SHADER_CFG_CLIPPED) ? "#define USE_WORLD_CLIP_PLANES\n" : "";
sh_data->shape_outline = GPU_shader_create_from_arrays({
.vert = (const char *[]){world_clip_lib_or_empty, datatoc_armature_shape_outline_vert_glsl, NULL},
.geom = (const char *[]){world_clip_lib_or_empty, datatoc_armature_shape_outline_geom_glsl, NULL},
@@ -754,19 +754,19 @@ DRWShadingGroup *shgroup_instance_bone_shape_outline(
sh_data->shape_outline,
pass, geom, g_formats.instance_bone_outline);
DRW_shgroup_uniform_vec2(grp, "viewportSize", DRW_viewport_size_get(), 1);
- if (shader_cfg == GPU_SHADER_CFG_CLIPPED) {
+ if (sh_cfg == GPU_SHADER_CFG_CLIPPED) {
DRW_shgroup_world_clip_planes_from_rv3d(grp, DRW_context_state_get()->rv3d);
}
return grp;
}
DRWShadingGroup *shgroup_instance_bone_shape_solid(
- DRWPass *pass, struct GPUBatch *geom, bool transp, eGPUShaderConfig shader_cfg)
+ DRWPass *pass, struct GPUBatch *geom, bool transp, eGPUShaderConfig sh_cfg)
{
- COMMON_Shaders *sh_data = &g_shaders[shader_cfg];
+ COMMON_Shaders *sh_data = &g_shaders[sh_cfg];
if (sh_data->shape_solid == NULL) {
- const char *world_clip_lib_or_empty = (shader_cfg == GPU_SHADER_CFG_CLIPPED) ? datatoc_gpu_shader_cfg_world_clip_lib_glsl : "";
- const char *world_clip_def_or_empty = (shader_cfg == GPU_SHADER_CFG_CLIPPED) ? "#define USE_WORLD_CLIP_PLANES\n" : "";
+ const char *world_clip_lib_or_empty = (sh_cfg == GPU_SHADER_CFG_CLIPPED) ? datatoc_gpu_shader_cfg_world_clip_lib_glsl : "";
+ const char *world_clip_def_or_empty = (sh_cfg == GPU_SHADER_CFG_CLIPPED) ? "#define USE_WORLD_CLIP_PLANES\n" : "";
sh_data->shape_solid = GPU_shader_create_from_arrays({
.vert = (const char *[]){world_clip_lib_or_empty, datatoc_armature_shape_solid_vert_glsl, NULL},
.frag = (const char *[]){datatoc_armature_shape_solid_frag_glsl, NULL},
@@ -784,7 +784,7 @@ DRWShadingGroup *shgroup_instance_bone_shape_solid(
sh_data->shape_solid,
pass, geom, g_formats.instance_bone);
DRW_shgroup_uniform_float_copy(grp, "alpha", transp ? 0.6f : 1.0f);
- if (shader_cfg == GPU_SHADER_CFG_CLIPPED) {
+ if (sh_cfg == GPU_SHADER_CFG_CLIPPED) {
DRW_shgroup_world_clip_planes_from_rv3d(grp, DRW_context_state_get()->rv3d);
}
return grp;
@@ -837,12 +837,12 @@ DRWShadingGroup *shgroup_instance_bone_sphere_outline(DRWPass *pass)
return grp;
}
-DRWShadingGroup *shgroup_instance_bone_stick(DRWPass *pass, eGPUShaderConfig shader_cfg)
+DRWShadingGroup *shgroup_instance_bone_stick(DRWPass *pass, eGPUShaderConfig sh_cfg)
{
- COMMON_Shaders *sh_data = &g_shaders[shader_cfg];
+ COMMON_Shaders *sh_data = &g_shaders[sh_cfg];
if (sh_data->bone_stick == NULL) {
- const char *world_clip_lib_or_empty = (shader_cfg == GPU_SHADER_CFG_CLIPPED) ? datatoc_gpu_shader_cfg_world_clip_lib_glsl : "";
- const char *world_clip_def_or_empty = (shader_cfg == GPU_SHADER_CFG_CLIPPED) ? "#define USE_WORLD_CLIP_PLANES\n" : "";
+ const char *world_clip_lib_or_empty = (sh_cfg == GPU_SHADER_CFG_CLIPPED) ? datatoc_gpu_shader_cfg_world_clip_lib_glsl : "";
+ const char *world_clip_def_or_empty = (sh_cfg == GPU_SHADER_CFG_CLIPPED) ? "#define USE_WORLD_CLIP_PLANES\n" : "";
sh_data->bone_stick = GPU_shader_create_from_arrays({
.vert = (const char *[]){world_clip_lib_or_empty, datatoc_armature_stick_vert_glsl, NULL},
.frag = (const char *[]){datatoc_armature_stick_frag_glsl, NULL},
@@ -865,7 +865,7 @@ DRWShadingGroup *shgroup_instance_bone_stick(DRWPass *pass, eGPUShaderConfig sha
g_formats.instance_bone_stick);
DRW_shgroup_uniform_vec2(grp, "viewportSize", DRW_viewport_size_get(), 1);
DRW_shgroup_uniform_float_copy(grp, "stickSize", 5.0f * U.pixelsize);
- if (shader_cfg == GPU_SHADER_CFG_CLIPPED) {
+ if (sh_cfg == GPU_SHADER_CFG_CLIPPED) {
DRW_shgroup_world_clip_planes_from_rv3d(grp, DRW_context_state_get()->rv3d);
}
return grp;
diff --git a/source/blender/draw/intern/draw_common.h b/source/blender/draw/intern/draw_common.h
index 2caf4974482..426cde52654 100644
--- a/source/blender/draw/intern/draw_common.h
+++ b/source/blender/draw/intern/draw_common.h
@@ -123,33 +123,33 @@ void DRW_globals_free(void);
void DRW_shgroup_world_clip_planes_from_rv3d(struct DRWShadingGroup *shgrp, const RegionView3D *rv3d);
-struct DRWShadingGroup *shgroup_dynlines_flat_color(struct DRWPass *pass, eGPUShaderConfig shader_cfg);
+struct DRWShadingGroup *shgroup_dynlines_flat_color(struct DRWPass *pass, eGPUShaderConfig sh_cfg);
struct DRWShadingGroup *shgroup_dynlines_dashed_uniform_color(struct DRWPass *pass, const float color[4]);
-struct DRWShadingGroup *shgroup_dynpoints_uniform_color(struct DRWPass *pass, const float color[4], const float *size, eGPUShaderConfig shader_cfg);
-struct DRWShadingGroup *shgroup_groundlines_uniform_color(struct DRWPass *pass, const float color[4], eGPUShaderConfig shader_cfg);
-struct DRWShadingGroup *shgroup_groundpoints_uniform_color(struct DRWPass *pass, const float color[4], eGPUShaderConfig shader_cfg);
-struct DRWShadingGroup *shgroup_instance_screenspace(struct DRWPass *pass, struct GPUBatch *geom, const float *size, eGPUShaderConfig shader_cfg);
+struct DRWShadingGroup *shgroup_dynpoints_uniform_color(struct DRWPass *pass, const float color[4], const float *size, eGPUShaderConfig sh_cfg);
+struct DRWShadingGroup *shgroup_groundlines_uniform_color(struct DRWPass *pass, const float color[4], eGPUShaderConfig sh_cfg);
+struct DRWShadingGroup *shgroup_groundpoints_uniform_color(struct DRWPass *pass, const float color[4], eGPUShaderConfig sh_cfg);
+struct DRWShadingGroup *shgroup_instance_screenspace(struct DRWPass *pass, struct GPUBatch *geom, const float *size, eGPUShaderConfig sh_cfg);
struct DRWShadingGroup *shgroup_instance_solid(struct DRWPass *pass, struct GPUBatch *geom);
struct DRWShadingGroup *shgroup_instance_wire(struct DRWPass *pass, struct GPUBatch *geom);
-struct DRWShadingGroup *shgroup_instance_screen_aligned(struct DRWPass *pass, struct GPUBatch *geom, eGPUShaderConfig shader_cfg);
-struct DRWShadingGroup *shgroup_instance_empty_axes(struct DRWPass *pass, struct GPUBatch *geom, eGPUShaderConfig shader_cfg);
-struct DRWShadingGroup *shgroup_instance_scaled(struct DRWPass *pass, struct GPUBatch *geom, eGPUShaderConfig shader_cfg);
-struct DRWShadingGroup *shgroup_instance(struct DRWPass *pass, struct GPUBatch *geom, eGPUShaderConfig shader_cfg);
-struct DRWShadingGroup *shgroup_instance_alpha(struct DRWPass *pass, struct GPUBatch *geom, eGPUShaderConfig shader_cfg);
+struct DRWShadingGroup *shgroup_instance_screen_aligned(struct DRWPass *pass, struct GPUBatch *geom, eGPUShaderConfig sh_cfg);
+struct DRWShadingGroup *shgroup_instance_empty_axes(struct DRWPass *pass, struct GPUBatch *geom, eGPUShaderConfig sh_cfg);
+struct DRWShadingGroup *shgroup_instance_scaled(struct DRWPass *pass, struct GPUBatch *geom, eGPUShaderConfig sh_cfg);
+struct DRWShadingGroup *shgroup_instance(struct DRWPass *pass, struct GPUBatch *geom, eGPUShaderConfig sh_cfg);
+struct DRWShadingGroup *shgroup_instance_alpha(struct DRWPass *pass, struct GPUBatch *geom, eGPUShaderConfig sh_cfg);
struct DRWShadingGroup *shgroup_instance_outline(struct DRWPass *pass, struct GPUBatch *geom, int *baseid);
-struct DRWShadingGroup *shgroup_camera_instance(struct DRWPass *pass, struct GPUBatch *geom, eGPUShaderConfig shader_cfg);
-struct DRWShadingGroup *shgroup_distance_lines_instance(struct DRWPass *pass, struct GPUBatch *geom, eGPUShaderConfig shader_cfg);
-struct DRWShadingGroup *shgroup_spot_instance(struct DRWPass *pass, struct GPUBatch *geom, eGPUShaderConfig shader_cfg);
-struct DRWShadingGroup *shgroup_instance_mball_handles(struct DRWPass *pass, eGPUShaderConfig shader_cfg);
+struct DRWShadingGroup *shgroup_camera_instance(struct DRWPass *pass, struct GPUBatch *geom, eGPUShaderConfig sh_cfg);
+struct DRWShadingGroup *shgroup_distance_lines_instance(struct DRWPass *pass, struct GPUBatch *geom, eGPUShaderConfig sh_cfg);
+struct DRWShadingGroup *shgroup_spot_instance(struct DRWPass *pass, struct GPUBatch *geom, eGPUShaderConfig sh_cfg);
+struct DRWShadingGroup *shgroup_instance_mball_handles(struct DRWPass *pass, eGPUShaderConfig sh_cfg);
struct DRWShadingGroup *shgroup_instance_bone_axes(struct DRWPass *pass);
struct DRWShadingGroup *shgroup_instance_bone_envelope_distance(struct DRWPass *pass);
struct DRWShadingGroup *shgroup_instance_bone_envelope_outline(struct DRWPass *pass);
struct DRWShadingGroup *shgroup_instance_bone_envelope_solid(struct DRWPass *pass, bool transp);
-struct DRWShadingGroup *shgroup_instance_bone_shape_outline(struct DRWPass *pass, struct GPUBatch *geom, eGPUShaderConfig shader_cfg);
-struct DRWShadingGroup *shgroup_instance_bone_shape_solid(struct DRWPass *pass, struct GPUBatch *geom, bool transp, eGPUShaderConfig shader_cfg);
+struct DRWShadingGroup *shgroup_instance_bone_shape_outline(struct DRWPass *pass, struct GPUBatch *geom, eGPUShaderConfig sh_cfg);
+struct DRWShadingGroup *shgroup_instance_bone_shape_solid(struct DRWPass *pass, struct GPUBatch *geom, bool transp, eGPUShaderConfig sh_cfg);
struct DRWShadingGroup *shgroup_instance_bone_sphere_outline(struct DRWPass *pass);
struct DRWShadingGroup *shgroup_instance_bone_sphere_solid(struct DRWPass *pass, bool transp);
-struct DRWShadingGroup *shgroup_instance_bone_stick(struct DRWPass *pass, eGPUShaderConfig shader_cfg);
+struct DRWShadingGroup *shgroup_instance_bone_stick(struct DRWPass *pass, eGPUShaderConfig sh_cfg);
struct DRWShadingGroup *shgroup_instance_bone_dof(struct DRWPass *pass, struct GPUBatch *geom);
struct GPUShader *mpath_line_shader_get(void);
diff --git a/source/blender/draw/intern/draw_manager.c b/source/blender/draw/intern/draw_manager.c
index 29fbe9a862b..bd43a35bd47 100644
--- a/source/blender/draw/intern/draw_manager.c
+++ b/source/blender/draw/intern/draw_manager.c
@@ -536,9 +536,9 @@ static void drw_context_state_init(void)
DST.draw_ctx.object_pose = NULL;
}
- DST.draw_ctx.shader_cfg = GPU_SHADER_CFG_DEFAULT;
+ DST.draw_ctx.sh_cfg = GPU_SHADER_CFG_DEFAULT;
if (DST.draw_ctx.rv3d && DST.draw_ctx.rv3d->rflag & RV3D_CLIPPING) {
- DST.draw_ctx.shader_cfg = GPU_SHADER_CFG_CLIPPED;
+ DST.draw_ctx.sh_cfg = GPU_SHADER_CFG_CLIPPED;
}
}
diff --git a/source/blender/draw/intern/draw_manager_shader.c b/source/blender/draw/intern/draw_manager_shader.c
index 93aab9c0629..2c83316d1fa 100644
--- a/source/blender/draw/intern/draw_manager_shader.c
+++ b/source/blender/draw/intern/draw_manager_shader.c
@@ -311,9 +311,9 @@ GPUShader *DRW_shader_create_fullscreen(const char *frag, const char *defines)
return GPU_shader_create(datatoc_common_fullscreen_vert_glsl, frag, NULL, NULL, defines, __func__);
}
-GPUShader *DRW_shader_create_3D_depth_only(eGPUShaderConfig shader_cfg)
+GPUShader *DRW_shader_create_3D_depth_only(eGPUShaderConfig sh_cfg)
{
- return GPU_shader_get_builtin_shader_with_config(GPU_SHADER_3D_DEPTH_ONLY, shader_cfg);
+ return GPU_shader_get_builtin_shader_with_config(GPU_SHADER_3D_DEPTH_ONLY, sh_cfg);
}
GPUMaterial *DRW_shader_find_from_world(World *wo, const void *engine_type, int options, bool deferred)