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authorClément Foucault <foucault.clem@gmail.com>2018-07-18 01:12:21 +0300
committerClément Foucault <foucault.clem@gmail.com>2018-07-18 12:49:15 +0300
commit8cd7828792419fb4eac9a2a477968535b4c71535 (patch)
tree8fc733149fe07b7d9edd4b8b1e709519b4481887 /source/blender/gpu/GPU_immediate.h
parent247ad2034de2c33a6d9cb7d3b6f1ef7ffa5b859d (diff)
GWN: Port to GPU module: Replace GWN prefix by GPU
Diffstat (limited to 'source/blender/gpu/GPU_immediate.h')
-rw-r--r--source/blender/gpu/GPU_immediate.h14
1 files changed, 7 insertions, 7 deletions
diff --git a/source/blender/gpu/GPU_immediate.h b/source/blender/gpu/GPU_immediate.h
index c5892886825..a756687b557 100644
--- a/source/blender/gpu/GPU_immediate.h
+++ b/source/blender/gpu/GPU_immediate.h
@@ -27,7 +27,7 @@
/** \file blender/gpu/GPU_immediate.h
* \ingroup gpu
*
- * Gawain immediate mode work-alike
+ * GPU immediate mode work-alike
*/
#ifndef __GPU_IMMEDIATE_H__
@@ -40,20 +40,20 @@
#include "GPU_immediate_util.h"
#include "GPU_shader.h"
-Gwn_VertFormat* 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 Gwn_ShaderInterface*); /* 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(Gwn_PrimType, uint vertex_len); /* must supply exactly vertex_len vertices. */
-void immBeginAtMost(Gwn_PrimType, uint max_vertex_len); /* can supply fewer vertices. */
+void immBegin(GPUPrimType, uint vertex_len); /* must supply exactly vertex_len vertices. */
+void immBeginAtMost(GPUPrimType, uint max_vertex_len); /* can supply fewer vertices. */
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. */
-Gwn_Batch* immBeginBatch(Gwn_PrimType, uint vertex_len);
-Gwn_Batch* immBeginBatchAtMost(Gwn_PrimType, 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. */