diff options
author | Campbell Barton <ideasman42@gmail.com> | 2018-07-18 16:09:31 +0300 |
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committer | Campbell Barton <ideasman42@gmail.com> | 2018-07-18 16:10:31 +0300 |
commit | 428743a9b06cc09b4eb4dd3e7794d45d13457fb8 (patch) | |
tree | c80387088d4a89de88627f43665c73d805049a65 /source/blender/gpu/GPU_immediate.h | |
parent | f882df9e0f9de99c37558ce375ce681c148eac82 (diff) |
Cleanup: style for GPU module
Diffstat (limited to 'source/blender/gpu/GPU_immediate.h')
-rw-r--r-- | source/blender/gpu/GPU_immediate.h | 32 |
1 files changed, 16 insertions, 16 deletions
diff --git a/source/blender/gpu/GPU_immediate.h b/source/blender/gpu/GPU_immediate.h index a756687b557..c8a4ea6a837 100644 --- a/source/blender/gpu/GPU_immediate.h +++ b/source/blender/gpu/GPU_immediate.h @@ -40,9 +40,9 @@ #include "GPU_immediate_util.h" #include "GPU_shader.h" -GPUVertFormat* immVertexFormat(void); /* returns a cleared vertex format, ready for add_attrib. */ +GPUVertFormat *immVertexFormat(void); /* returns a cleared vertex format, ready for add_attrib. */ -void immBindProgram(uint32_t program, const GPUShaderInterface*); /* every immBegin must have a program bound first. */ +void immBindProgram(uint32_t program, const GPUShaderInterface *); /* every immBegin must have a program bound first. */ void immUnbindProgram(void); /* call after your last immEnd, or before binding another program. */ void immBegin(GPUPrimType, uint vertex_len); /* must supply exactly vertex_len vertices. */ @@ -52,8 +52,8 @@ void immEnd(void); /* finishes and draws. */ /* ImmBegin a batch, then use standard immFunctions as usual. */ /* ImmEnd will finalize the batch instead of drawing. */ /* Then you can draw it as many times as you like! Partially replaces the need for display lists. */ -GPUBatch* immBeginBatch(GPUPrimType, uint vertex_len); -GPUBatch* immBeginBatchAtMost(GPUPrimType, uint vertex_len); +GPUBatch *immBeginBatch(GPUPrimType, uint vertex_len); +GPUBatch *immBeginBatchAtMost(GPUPrimType, uint vertex_len); /* Provide attribute values that can change per vertex. */ /* First vertex after immBegin must have all its attributes specified. */ @@ -99,18 +99,18 @@ void immVertex3fv(uint attrib_id, const float data[3]); void immVertex2iv(uint attrib_id, const int data[2]); /* Provide uniform values that don't change for the entire draw call. */ -void immUniform1i(const char* name, int x); -void immUniform4iv(const char* name, const int data[4]); -void immUniform1f(const char* name, float x); -void immUniform2f(const char* name, float x, float y); -void immUniform2fv(const char* name, const float data[2]); -void immUniform3f(const char* name, float x, float y, float z); -void immUniform3fv(const char* name, const float data[3]); -void immUniformArray3fv(const char* name, const float *data, int count); -void immUniform4f(const char* name, float x, float y, float z, float w); -void immUniform4fv(const char* name, const float data[4]); -void immUniformArray4fv(const char* bare_name, const float *data, int count); -void immUniformMatrix4fv(const char* name, const float data[4][4]); +void immUniform1i(const char *name, int x); +void immUniform4iv(const char *name, const int data[4]); +void immUniform1f(const char *name, float x); +void immUniform2f(const char *name, float x, float y); +void immUniform2fv(const char *name, const float data[2]); +void immUniform3f(const char *name, float x, float y, float z); +void immUniform3fv(const char *name, const float data[3]); +void immUniformArray3fv(const char *name, const float *data, int count); +void immUniform4f(const char *name, float x, float y, float z, float w); +void immUniform4fv(const char *name, const float data[4]); +void immUniformArray4fv(const char *bare_name, const float *data, int count); +void immUniformMatrix4fv(const char *name, const float data[4][4]); /* Convenience functions for setting "uniform vec4 color". */ /* The rgb functions have implicit alpha = 1.0. */ |