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authorClément Foucault <foucault.clem@gmail.com>2020-07-30 02:07:29 +0300
committerClément Foucault <foucault.clem@gmail.com>2020-07-30 14:28:50 +0300
commit19175f4757df6d90c87ccf83ed5c5199bd1d4aba (patch)
tree10ca5ae04e32896110d734a6109ce64c235148bb /source/blender/gpu/GPU_immediate.h
parent3eff2b44db405adb3a6fdd6b156dfcc5a8bacf58 (diff)
GPUBatch & GPUImmediate: Use GPUShader instead of using raw OGL handle
Diffstat (limited to 'source/blender/gpu/GPU_immediate.h')
-rw-r--r--source/blender/gpu/GPU_immediate.h4
1 files changed, 2 insertions, 2 deletions
diff --git a/source/blender/gpu/GPU_immediate.h b/source/blender/gpu/GPU_immediate.h
index 698c4585d20..869c1fff29d 100644
--- a/source/blender/gpu/GPU_immediate.h
+++ b/source/blender/gpu/GPU_immediate.h
@@ -42,7 +42,7 @@ extern "C" {
GPUVertFormat *immVertexFormat(void);
/** Every immBegin must have a program bound first. */
-void immBindProgram(uint32_t program, const GPUShaderInterface *);
+void immBindShader(GPUShader *shader);
/** Call after your last immEnd, or before binding another program. */
void immUnbindProgram(void);
@@ -134,7 +134,7 @@ void immUniformColor3ubvAlpha(const unsigned char rgb[3], unsigned char a);
void immUniformColor4ubv(const unsigned char rgba[4]);
/**
- * Extend #immBindProgram to use Blender’s library of built-in shader programs.
+ * Extend #immBindShader to use Blender’s library of built-in shader programs.
* Use #immUnbindProgram() when done.
*/
void immBindBuiltinProgram(eGPUBuiltinShader shader_id);