diff options
author | Campbell Barton <ideasman42@gmail.com> | 2017-06-19 13:18:04 +0300 |
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committer | Campbell Barton <ideasman42@gmail.com> | 2017-06-19 13:18:04 +0300 |
commit | b4d053efc75424fca4b413ac1bc7a7e826fac629 (patch) | |
tree | 80647d9ca9109e997fce9911f202f98d7f8577d4 /source/blender/gpu/intern/gpu_draw.c | |
parent | 349946bd010b1112b13c8594aabfb318c330bc0d (diff) |
Gawain API naming refactor
Use consistent prefix for gawain API names as well as
some abbreviations to avoid over-long names, see: D2678
Diffstat (limited to 'source/blender/gpu/intern/gpu_draw.c')
-rw-r--r-- | source/blender/gpu/intern/gpu_draw.c | 100 |
1 files changed, 50 insertions, 50 deletions
diff --git a/source/blender/gpu/intern/gpu_draw.c b/source/blender/gpu/intern/gpu_draw.c index 529727b5e17..9ed6f387e90 100644 --- a/source/blender/gpu/intern/gpu_draw.c +++ b/source/blender/gpu/intern/gpu_draw.c @@ -2369,7 +2369,7 @@ static GPUAttribStack state = { }; #define AttribStack state -#define Attrib state.attrib_stack[state.top] +#define Gwn_VertAttr state.attrib_stack[state.top] /** * Replacement for glPush/PopAttributes @@ -2379,48 +2379,48 @@ static GPUAttribStack state = { */ void gpuPushAttrib(eGPUAttribMask mask) { - Attrib.mask = mask; + Gwn_VertAttr.mask = mask; if ((mask & GPU_DEPTH_BUFFER_BIT) != 0) { - Attrib.is_depth_test = glIsEnabled(GL_DEPTH_TEST); - glGetIntegerv(GL_DEPTH_FUNC, &Attrib.depth_func); - glGetDoublev(GL_DEPTH_CLEAR_VALUE, &Attrib.depth_clear_value); - glGetBooleanv(GL_DEPTH_WRITEMASK, (GLboolean *)&Attrib.depth_write_mask); + Gwn_VertAttr.is_depth_test = glIsEnabled(GL_DEPTH_TEST); + glGetIntegerv(GL_DEPTH_FUNC, &Gwn_VertAttr.depth_func); + glGetDoublev(GL_DEPTH_CLEAR_VALUE, &Gwn_VertAttr.depth_clear_value); + glGetBooleanv(GL_DEPTH_WRITEMASK, (GLboolean *)&Gwn_VertAttr.depth_write_mask); } if ((mask & GPU_ENABLE_BIT) != 0) { - Attrib.is_blend = glIsEnabled(GL_BLEND); + Gwn_VertAttr.is_blend = glIsEnabled(GL_BLEND); for (int i = 0; i < 6; i++) { - Attrib.is_clip_plane[i] = glIsEnabled(GL_CLIP_PLANE0 + i); + Gwn_VertAttr.is_clip_plane[i] = glIsEnabled(GL_CLIP_PLANE0 + i); } - Attrib.is_cull_face = glIsEnabled(GL_CULL_FACE); - Attrib.is_depth_test = glIsEnabled(GL_DEPTH_TEST); - Attrib.is_dither = glIsEnabled(GL_DITHER); - Attrib.is_line_smooth = glIsEnabled(GL_LINE_SMOOTH); - Attrib.is_color_logic_op = glIsEnabled(GL_COLOR_LOGIC_OP); - Attrib.is_multisample = glIsEnabled(GL_MULTISAMPLE); - Attrib.is_polygon_offset_line = glIsEnabled(GL_POLYGON_OFFSET_LINE); - Attrib.is_polygon_offset_fill = glIsEnabled(GL_POLYGON_OFFSET_FILL); - Attrib.is_polygon_smooth = glIsEnabled(GL_POLYGON_SMOOTH); - Attrib.is_sample_alpha_to_coverage = glIsEnabled(GL_SAMPLE_ALPHA_TO_COVERAGE); - Attrib.is_scissor_test = glIsEnabled(GL_SCISSOR_TEST); - Attrib.is_stencil_test = glIsEnabled(GL_STENCIL_TEST); + Gwn_VertAttr.is_cull_face = glIsEnabled(GL_CULL_FACE); + Gwn_VertAttr.is_depth_test = glIsEnabled(GL_DEPTH_TEST); + Gwn_VertAttr.is_dither = glIsEnabled(GL_DITHER); + Gwn_VertAttr.is_line_smooth = glIsEnabled(GL_LINE_SMOOTH); + Gwn_VertAttr.is_color_logic_op = glIsEnabled(GL_COLOR_LOGIC_OP); + Gwn_VertAttr.is_multisample = glIsEnabled(GL_MULTISAMPLE); + Gwn_VertAttr.is_polygon_offset_line = glIsEnabled(GL_POLYGON_OFFSET_LINE); + Gwn_VertAttr.is_polygon_offset_fill = glIsEnabled(GL_POLYGON_OFFSET_FILL); + Gwn_VertAttr.is_polygon_smooth = glIsEnabled(GL_POLYGON_SMOOTH); + Gwn_VertAttr.is_sample_alpha_to_coverage = glIsEnabled(GL_SAMPLE_ALPHA_TO_COVERAGE); + Gwn_VertAttr.is_scissor_test = glIsEnabled(GL_SCISSOR_TEST); + Gwn_VertAttr.is_stencil_test = glIsEnabled(GL_STENCIL_TEST); } if ((mask & GPU_SCISSOR_BIT) != 0) { - Attrib.is_scissor_test = glIsEnabled(GL_SCISSOR_TEST); - glGetIntegerv(GL_SCISSOR_BOX, (GLint *)&Attrib.scissor_box); + Gwn_VertAttr.is_scissor_test = glIsEnabled(GL_SCISSOR_TEST); + glGetIntegerv(GL_SCISSOR_BOX, (GLint *)&Gwn_VertAttr.scissor_box); } if ((mask & GPU_VIEWPORT_BIT) != 0) { - glGetDoublev(GL_DEPTH_RANGE, (GLdouble *)&Attrib.near_far); - glGetIntegerv(GL_VIEWPORT, (GLint *)&Attrib.viewport); + glGetDoublev(GL_DEPTH_RANGE, (GLdouble *)&Gwn_VertAttr.near_far); + glGetIntegerv(GL_VIEWPORT, (GLint *)&Gwn_VertAttr.viewport); } if ((mask & GPU_BLEND_BIT) != 0) { - Attrib.is_blend = glIsEnabled(GL_BLEND); + Gwn_VertAttr.is_blend = glIsEnabled(GL_BLEND); } BLI_assert(AttribStack.top < STATE_STACK_DEPTH); @@ -2441,52 +2441,52 @@ void gpuPopAttrib(void) BLI_assert(AttribStack.top > 0); AttribStack.top--; - GLint mask = Attrib.mask; + GLint mask = Gwn_VertAttr.mask; if ((mask & GPU_DEPTH_BUFFER_BIT) != 0) { - restore_mask(GL_DEPTH_TEST, Attrib.is_depth_test); - glDepthFunc(Attrib.depth_func); - glClearDepth(Attrib.depth_clear_value); - glDepthMask(Attrib.depth_write_mask); + restore_mask(GL_DEPTH_TEST, Gwn_VertAttr.is_depth_test); + glDepthFunc(Gwn_VertAttr.depth_func); + glClearDepth(Gwn_VertAttr.depth_clear_value); + glDepthMask(Gwn_VertAttr.depth_write_mask); } if ((mask & GPU_ENABLE_BIT) != 0) { - restore_mask(GL_BLEND, Attrib.is_blend); + restore_mask(GL_BLEND, Gwn_VertAttr.is_blend); for (int i = 0; i < 6; i++) { - restore_mask(GL_CLIP_PLANE0 + i, Attrib.is_clip_plane[i]); + restore_mask(GL_CLIP_PLANE0 + i, Gwn_VertAttr.is_clip_plane[i]); } - restore_mask(GL_CULL_FACE, Attrib.is_cull_face); - restore_mask(GL_DEPTH_TEST, Attrib.is_depth_test); - restore_mask(GL_DITHER, Attrib.is_dither); - restore_mask(GL_LINE_SMOOTH, Attrib.is_line_smooth); - restore_mask(GL_COLOR_LOGIC_OP, Attrib.is_color_logic_op); - restore_mask(GL_MULTISAMPLE, Attrib.is_multisample); - restore_mask(GL_POLYGON_OFFSET_LINE, Attrib.is_polygon_offset_line); - restore_mask(GL_POLYGON_OFFSET_FILL, Attrib.is_polygon_offset_fill); - restore_mask(GL_POLYGON_SMOOTH, Attrib.is_polygon_smooth); - restore_mask(GL_SAMPLE_ALPHA_TO_COVERAGE, Attrib.is_sample_alpha_to_coverage); - restore_mask(GL_SCISSOR_TEST, Attrib.is_scissor_test); - restore_mask(GL_STENCIL_TEST, Attrib.is_stencil_test); + restore_mask(GL_CULL_FACE, Gwn_VertAttr.is_cull_face); + restore_mask(GL_DEPTH_TEST, Gwn_VertAttr.is_depth_test); + restore_mask(GL_DITHER, Gwn_VertAttr.is_dither); + restore_mask(GL_LINE_SMOOTH, Gwn_VertAttr.is_line_smooth); + restore_mask(GL_COLOR_LOGIC_OP, Gwn_VertAttr.is_color_logic_op); + restore_mask(GL_MULTISAMPLE, Gwn_VertAttr.is_multisample); + restore_mask(GL_POLYGON_OFFSET_LINE, Gwn_VertAttr.is_polygon_offset_line); + restore_mask(GL_POLYGON_OFFSET_FILL, Gwn_VertAttr.is_polygon_offset_fill); + restore_mask(GL_POLYGON_SMOOTH, Gwn_VertAttr.is_polygon_smooth); + restore_mask(GL_SAMPLE_ALPHA_TO_COVERAGE, Gwn_VertAttr.is_sample_alpha_to_coverage); + restore_mask(GL_SCISSOR_TEST, Gwn_VertAttr.is_scissor_test); + restore_mask(GL_STENCIL_TEST, Gwn_VertAttr.is_stencil_test); } if ((mask & GPU_VIEWPORT_BIT) != 0) { - glViewport(Attrib.viewport[0], Attrib.viewport[1], Attrib.viewport[2], Attrib.viewport[3]); - glDepthRange(Attrib.near_far[0], Attrib.near_far[1]); + glViewport(Gwn_VertAttr.viewport[0], Gwn_VertAttr.viewport[1], Gwn_VertAttr.viewport[2], Gwn_VertAttr.viewport[3]); + glDepthRange(Gwn_VertAttr.near_far[0], Gwn_VertAttr.near_far[1]); } if ((mask & GPU_SCISSOR_BIT) != 0) { - restore_mask(GL_SCISSOR_TEST, Attrib.is_scissor_test); - glScissor(Attrib.scissor_box[0], Attrib.scissor_box[1], Attrib.scissor_box[2], Attrib.scissor_box[3]); + restore_mask(GL_SCISSOR_TEST, Gwn_VertAttr.is_scissor_test); + glScissor(Gwn_VertAttr.scissor_box[0], Gwn_VertAttr.scissor_box[1], Gwn_VertAttr.scissor_box[2], Gwn_VertAttr.scissor_box[3]); } if ((mask & GPU_BLEND_BIT) != 0) { - restore_mask(GL_BLEND, Attrib.is_blend); + restore_mask(GL_BLEND, Gwn_VertAttr.is_blend); } } -#undef Attrib +#undef Gwn_VertAttr #undef AttribStack /** \} */ |