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author | Campbell Barton <ideasman42@gmail.com> | 2019-04-18 08:21:26 +0300 |
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committer | Campbell Barton <ideasman42@gmail.com> | 2019-04-18 08:59:28 +0300 |
commit | 333cdbb41025db012239e0549a439515880aad9b (patch) | |
tree | 7f34b68d8d412bd69073eabee1ed01e2ded0437f /source/blender/gpu/intern/gpu_immediate.c | |
parent | 93e876c4f89909ff1e399d7f038aac134367b120 (diff) |
Cleanup: comment blocks
Diffstat (limited to 'source/blender/gpu/intern/gpu_immediate.c')
-rw-r--r-- | source/blender/gpu/intern/gpu_immediate.c | 6 |
1 files changed, 3 insertions, 3 deletions
diff --git a/source/blender/gpu/intern/gpu_immediate.c b/source/blender/gpu/intern/gpu_immediate.c index a1708fffa9c..3c8b76dd36c 100644 --- a/source/blender/gpu/intern/gpu_immediate.c +++ b/source/blender/gpu/intern/gpu_immediate.c @@ -711,9 +711,9 @@ void immVertex2iv(uint attr_id, const int data[2]) # endif #else /* NOTE: It is possible to have uniform fully optimized out from the shader. - * In this case we can't assert failure or allow NULL-pointer dereference. - * TODO(sergey): How can we detect existing-but-optimized-out uniform but still - * catch typos in uniform names passed to immUniform*() functions? */ + * In this case we can't assert failure or allow NULL-pointer dereference. + * TODO(sergey): How can we detect existing-but-optimized-out uniform but still + * catch typos in uniform names passed to immUniform*() functions? */ # define GET_UNIFORM \ const GPUShaderInput *uniform = GPU_shaderinterface_uniform_ensure(imm.shader_interface, \ name); \ |