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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/intern
parent14d947dcadea7c9debe6c8a078a571eba6cb828c (diff)
Cleanup: use eGPU prefix for GPU enum types
Diffstat (limited to 'source/blender/draw/intern')
-rw-r--r--source/blender/draw/intern/DRW_render.h18
-rw-r--r--source/blender/draw/intern/draw_manager_shader.c2
-rw-r--r--source/blender/draw/intern/draw_manager_texture.c18
3 files changed, 19 insertions, 19 deletions
diff --git a/source/blender/draw/intern/DRW_render.h b/source/blender/draw/intern/DRW_render.h
index 72c55657748..4280359976e 100644
--- a/source/blender/draw/intern/DRW_render.h
+++ b/source/blender/draw/intern/DRW_render.h
@@ -200,23 +200,23 @@ typedef enum {
/* Textures from DRW_texture_pool_query_* have the options
* DRW_TEX_FILTER for color float textures, and no options
* for depth textures and integer textures. */
-struct GPUTexture *DRW_texture_pool_query_2D(int w, int h, GPUTextureFormat format, DrawEngineType *engine_type);
+struct GPUTexture *DRW_texture_pool_query_2D(int w, int h, eGPUTextureFormat format, DrawEngineType *engine_type);
struct GPUTexture *DRW_texture_create_1D(
- int w, GPUTextureFormat format, DRWTextureFlag flags, const float *fpixels);
+ int w, eGPUTextureFormat format, DRWTextureFlag flags, const float *fpixels);
struct GPUTexture *DRW_texture_create_2D(
- int w, int h, GPUTextureFormat format, DRWTextureFlag flags, const float *fpixels);
+ int w, int h, eGPUTextureFormat format, DRWTextureFlag flags, const float *fpixels);
struct GPUTexture *DRW_texture_create_2D_array(
- int w, int h, int d, GPUTextureFormat format, DRWTextureFlag flags, const float *fpixels);
+ int w, int h, int d, eGPUTextureFormat format, DRWTextureFlag flags, const float *fpixels);
struct GPUTexture *DRW_texture_create_3D(
- int w, int h, int d, GPUTextureFormat format, DRWTextureFlag flags, const float *fpixels);
+ int w, int h, int d, eGPUTextureFormat format, DRWTextureFlag flags, const float *fpixels);
struct GPUTexture *DRW_texture_create_cube(
- int w, GPUTextureFormat format, DRWTextureFlag flags, const float *fpixels);
+ int w, eGPUTextureFormat format, DRWTextureFlag flags, const float *fpixels);
void DRW_texture_ensure_fullscreen_2D(
- struct GPUTexture **tex, GPUTextureFormat format, DRWTextureFlag flags);
+ struct GPUTexture **tex, eGPUTextureFormat format, DRWTextureFlag flags);
void DRW_texture_ensure_2D(
- struct GPUTexture **tex, int w, int h, GPUTextureFormat format, DRWTextureFlag flags);
+ struct GPUTexture **tex, int w, int h, eGPUTextureFormat format, DRWTextureFlag flags);
void DRW_texture_generate_mipmaps(struct GPUTexture *tex);
void DRW_texture_free(struct GPUTexture *tex);
@@ -255,7 +255,7 @@ struct GPUShader *DRW_shader_create_with_lib(
const char *vert, const char *geom, const char *frag, const char *lib, const char *defines);
struct GPUShader *DRW_shader_create_with_transform_feedback(
const char *vert, const char *geom, const char *defines,
- const GPUShaderTFBType prim_type, const char **varying_names, const int varying_count);
+ const eGPUShaderTFBType prim_type, const char **varying_names, const int varying_count);
struct GPUShader *DRW_shader_create_2D(const char *frag, const char *defines);
struct GPUShader *DRW_shader_create_3D(const char *frag, const char *defines);
struct GPUShader *DRW_shader_create_fullscreen(const char *frag, const char *defines);
diff --git a/source/blender/draw/intern/draw_manager_shader.c b/source/blender/draw/intern/draw_manager_shader.c
index 437e305646c..79717fc58e4 100644
--- a/source/blender/draw/intern/draw_manager_shader.c
+++ b/source/blender/draw/intern/draw_manager_shader.c
@@ -363,7 +363,7 @@ GPUShader *DRW_shader_create_with_lib(
GPUShader *DRW_shader_create_with_transform_feedback(
const char *vert, const char *geom, const char *defines,
- const GPUShaderTFBType prim_type, const char **varying_names, const int varying_count)
+ const eGPUShaderTFBType prim_type, const char **varying_names, const int varying_count)
{
return GPU_shader_create_ex(vert,
datatoc_gpu_shader_depth_only_frag_glsl,
diff --git a/source/blender/draw/intern/draw_manager_texture.c b/source/blender/draw/intern/draw_manager_texture.c
index 6976b65d6d4..9d70a35d1a4 100644
--- a/source/blender/draw/intern/draw_manager_texture.c
+++ b/source/blender/draw/intern/draw_manager_texture.c
@@ -30,7 +30,7 @@
#ifndef NDEBUG
/* Maybe gpu_texture.c is a better place for this. */
-static bool drw_texture_format_supports_framebuffer(GPUTextureFormat format)
+static bool drw_texture_format_supports_framebuffer(eGPUTextureFormat format)
{
/* Some formats do not work with framebuffers. */
switch (format) {
@@ -79,7 +79,7 @@ void drw_texture_set_parameters(GPUTexture *tex, DRWTextureFlag flags)
GPU_texture_unbind(tex);
}
-GPUTexture *DRW_texture_create_1D(int w, GPUTextureFormat format, DRWTextureFlag flags, const float *fpixels)
+GPUTexture *DRW_texture_create_1D(int w, eGPUTextureFormat format, DRWTextureFlag flags, const float *fpixels)
{
GPUTexture *tex = GPU_texture_create_1D(w, format, fpixels, NULL);
drw_texture_set_parameters(tex, flags);
@@ -87,7 +87,7 @@ GPUTexture *DRW_texture_create_1D(int w, GPUTextureFormat format, DRWTextureFlag
return tex;
}
-GPUTexture *DRW_texture_create_2D(int w, int h, GPUTextureFormat format, DRWTextureFlag flags, const float *fpixels)
+GPUTexture *DRW_texture_create_2D(int w, int h, eGPUTextureFormat format, DRWTextureFlag flags, const float *fpixels)
{
GPUTexture *tex = GPU_texture_create_2D(w, h, format, fpixels, NULL);
drw_texture_set_parameters(tex, flags);
@@ -96,7 +96,7 @@ GPUTexture *DRW_texture_create_2D(int w, int h, GPUTextureFormat format, DRWText
}
GPUTexture *DRW_texture_create_2D_array(
- int w, int h, int d, GPUTextureFormat format, DRWTextureFlag flags, const float *fpixels)
+ int w, int h, int d, eGPUTextureFormat format, DRWTextureFlag flags, const float *fpixels)
{
GPUTexture *tex = GPU_texture_create_2D_array(w, h, d, format, fpixels, NULL);
drw_texture_set_parameters(tex, flags);
@@ -105,7 +105,7 @@ GPUTexture *DRW_texture_create_2D_array(
}
GPUTexture *DRW_texture_create_3D(
- int w, int h, int d, GPUTextureFormat format, DRWTextureFlag flags, const float *fpixels)
+ int w, int h, int d, eGPUTextureFormat format, DRWTextureFlag flags, const float *fpixels)
{
GPUTexture *tex = GPU_texture_create_3D(w, h, d, format, fpixels, NULL);
drw_texture_set_parameters(tex, flags);
@@ -113,7 +113,7 @@ GPUTexture *DRW_texture_create_3D(
return tex;
}
-GPUTexture *DRW_texture_create_cube(int w, GPUTextureFormat format, DRWTextureFlag flags, const float *fpixels)
+GPUTexture *DRW_texture_create_cube(int w, eGPUTextureFormat format, DRWTextureFlag flags, const float *fpixels)
{
GPUTexture *tex = GPU_texture_create_cube(w, format, fpixels, NULL);
drw_texture_set_parameters(tex, flags);
@@ -121,7 +121,7 @@ GPUTexture *DRW_texture_create_cube(int w, GPUTextureFormat format, DRWTextureFl
return tex;
}
-GPUTexture *DRW_texture_pool_query_2D(int w, int h, GPUTextureFormat format, DrawEngineType *engine_type)
+GPUTexture *DRW_texture_pool_query_2D(int w, int h, eGPUTextureFormat format, DrawEngineType *engine_type)
{
BLI_assert(drw_texture_format_supports_framebuffer(format));
GPUTexture *tex = GPU_viewport_texture_pool_query(DST.viewport, engine_type, w, h, format);
@@ -129,7 +129,7 @@ GPUTexture *DRW_texture_pool_query_2D(int w, int h, GPUTextureFormat format, Dra
return tex;
}
-void DRW_texture_ensure_fullscreen_2D(GPUTexture **tex, GPUTextureFormat format, DRWTextureFlag flags)
+void DRW_texture_ensure_fullscreen_2D(GPUTexture **tex, eGPUTextureFormat format, DRWTextureFlag flags)
{
if (*(tex) == NULL) {
const float *size = DRW_viewport_size_get();
@@ -137,7 +137,7 @@ void DRW_texture_ensure_fullscreen_2D(GPUTexture **tex, GPUTextureFormat format,
}
}
-void DRW_texture_ensure_2D(GPUTexture **tex, int w, int h, GPUTextureFormat format, DRWTextureFlag flags)
+void DRW_texture_ensure_2D(GPUTexture **tex, int w, int h, eGPUTextureFormat format, DRWTextureFlag flags)
{
if (*(tex) == NULL) {
*(tex) = DRW_texture_create_2D(w, h, format, flags, NULL);