Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
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/intern/gpu_immediate.c
parent247ad2034de2c33a6d9cb7d3b6f1ef7ffa5b859d (diff)
GWN: Port to GPU module: Replace GWN prefix by GPU
Diffstat (limited to 'source/blender/gpu/intern/gpu_immediate.c')
-rw-r--r--source/blender/gpu/intern/gpu_immediate.c170
1 files changed, 85 insertions, 85 deletions
diff --git a/source/blender/gpu/intern/gpu_immediate.c b/source/blender/gpu/intern/gpu_immediate.c
index 661594faf39..a320935919a 100644
--- a/source/blender/gpu/intern/gpu_immediate.c
+++ b/source/blender/gpu/intern/gpu_immediate.c
@@ -23,10 +23,10 @@
* ***** END GPL LICENSE BLOCK *****
*/
-/** \file blender/gpu/intern/gwn_immediate.c
+/** \file blender/gpu/intern/gpu_immediate.c
* \ingroup gpu
*
- * Gawain immediate mode work-alike
+ * GPU immediate mode work-alike
*/
#include "UI_resources.h"
@@ -45,14 +45,14 @@
#include <stdlib.h>
/* necessary functions from matrix API */
-extern void GPU_matrix_bind(const Gwn_ShaderInterface*);
+extern void GPU_matrix_bind(const GPUShaderInterface*);
extern bool GPU_matrix_dirty_get(void);
typedef struct {
/* TODO: organize this struct by frequency of change (run-time) */
- Gwn_Batch* batch;
- Gwn_Context* context;
+ GPUBatch* batch;
+ GPUContext* context;
/* current draw call */
GLubyte* buffer_data;
@@ -60,9 +60,9 @@ typedef struct {
uint buffer_bytes_mapped;
uint vertex_len;
bool strict_vertex_len;
- Gwn_PrimType prim_type;
+ GPUPrimType prim_type;
- Gwn_VertFormat vertex_format;
+ GPUVertFormat vertex_format;
/* current vertex */
uint vertex_idx;
@@ -73,8 +73,8 @@ typedef struct {
GLuint vao_id;
GLuint bound_program;
- const Gwn_ShaderInterface* shader_interface;
- Gwn_AttrBinding attrib_binding;
+ const GPUShaderInterface* shader_interface;
+ GPUAttrBinding attrib_binding;
uint16_t prev_enabled_attrib_bits; /* <-- only affects this VAO, so we're ok */
} Immediate;
@@ -91,11 +91,11 @@ void immInit(void)
#endif
memset(&imm, 0, sizeof(Immediate));
- imm.vbo_id = GWN_buf_id_alloc();
+ imm.vbo_id = GPU_buf_id_alloc();
glBindBuffer(GL_ARRAY_BUFFER, imm.vbo_id);
glBufferData(GL_ARRAY_BUFFER, IMM_BUFFER_SIZE, NULL, GL_DYNAMIC_DRAW);
- imm.prim_type = GWN_PRIM_NONE;
+ imm.prim_type = GPU_PRIM_NONE;
imm.strict_vertex_len = true;
glBindBuffer(GL_ARRAY_BUFFER, 0);
@@ -106,38 +106,38 @@ void immActivate(void)
{
#if TRUST_NO_ONE
assert(initialized);
- assert(imm.prim_type == GWN_PRIM_NONE); /* make sure we're not between a Begin/End pair */
+ assert(imm.prim_type == GPU_PRIM_NONE); /* make sure we're not between a Begin/End pair */
assert(imm.vao_id == 0);
#endif
- imm.vao_id = GWN_vao_alloc();
- imm.context = GWN_context_active_get();
+ imm.vao_id = GPU_vao_alloc();
+ imm.context = GPU_context_active_get();
}
void immDeactivate(void)
{
#if TRUST_NO_ONE
assert(initialized);
- assert(imm.prim_type == GWN_PRIM_NONE); /* make sure we're not between a Begin/End pair */
+ assert(imm.prim_type == GPU_PRIM_NONE); /* make sure we're not between a Begin/End pair */
assert(imm.vao_id != 0);
#endif
- GWN_vao_free(imm.vao_id, imm.context);
+ GPU_vao_free(imm.vao_id, imm.context);
imm.vao_id = 0;
imm.prev_enabled_attrib_bits = 0;
}
void immDestroy(void)
{
- GWN_buf_id_free(imm.vbo_id);
+ GPU_buf_id_free(imm.vbo_id);
initialized = false;
}
-Gwn_VertFormat* immVertexFormat(void)
+GPUVertFormat* immVertexFormat(void)
{
- GWN_vertformat_clear(&imm.vertex_format);
+ GPU_vertformat_clear(&imm.vertex_format);
return &imm.vertex_format;
}
-void immBindProgram(GLuint program, const Gwn_ShaderInterface* shaderface)
+void immBindProgram(GLuint program, const GPUShaderInterface* shaderface)
{
#if TRUST_NO_ONE
assert(imm.bound_program == 0);
@@ -173,7 +173,7 @@ void immUnbindProgram(void)
}
#if TRUST_NO_ONE
-static bool vertex_count_makes_sense_for_primitive(uint vertex_len, Gwn_PrimType prim_type)
+static bool vertex_count_makes_sense_for_primitive(uint vertex_len, GPUPrimType prim_type)
{
/* does vertex_len make sense for this primitive type? */
if (vertex_len == 0) {
@@ -181,19 +181,19 @@ static bool vertex_count_makes_sense_for_primitive(uint vertex_len, Gwn_PrimType
}
switch (prim_type) {
- case GWN_PRIM_POINTS:
+ case GPU_PRIM_POINTS:
return true;
- case GWN_PRIM_LINES:
+ case GPU_PRIM_LINES:
return vertex_len % 2 == 0;
- case GWN_PRIM_LINE_STRIP:
- case GWN_PRIM_LINE_LOOP:
+ case GPU_PRIM_LINE_STRIP:
+ case GPU_PRIM_LINE_LOOP:
return vertex_len >= 2;
- case GWN_PRIM_LINE_STRIP_ADJ:
+ case GPU_PRIM_LINE_STRIP_ADJ:
return vertex_len >= 4;
- case GWN_PRIM_TRIS:
+ case GPU_PRIM_TRIS:
return vertex_len % 3 == 0;
- case GWN_PRIM_TRI_STRIP:
- case GWN_PRIM_TRI_FAN:
+ case GPU_PRIM_TRI_STRIP:
+ case GPU_PRIM_TRI_FAN:
return vertex_len >= 3;
default:
return false;
@@ -201,11 +201,11 @@ static bool vertex_count_makes_sense_for_primitive(uint vertex_len, Gwn_PrimType
}
#endif
-void immBegin(Gwn_PrimType prim_type, uint vertex_len)
+void immBegin(GPUPrimType prim_type, uint vertex_len)
{
#if TRUST_NO_ONE
assert(initialized);
- assert(imm.prim_type == GWN_PRIM_NONE); /* make sure we haven't already begun */
+ assert(imm.prim_type == GPU_PRIM_NONE); /* make sure we haven't already begun */
assert(vertex_count_makes_sense_for_primitive(vertex_len, prim_type));
#endif
imm.prim_type = prim_type;
@@ -250,7 +250,7 @@ void immBegin(Gwn_PrimType prim_type, uint vertex_len)
imm.vertex_data = imm.buffer_data;
}
-void immBeginAtMost(Gwn_PrimType prim_type, uint vertex_len)
+void immBeginAtMost(GPUPrimType prim_type, uint vertex_len)
{
#if TRUST_NO_ONE
assert(vertex_len > 0);
@@ -261,11 +261,11 @@ void immBeginAtMost(Gwn_PrimType prim_type, uint vertex_len)
}
-Gwn_Batch* immBeginBatch(Gwn_PrimType prim_type, uint vertex_len)
+GPUBatch* immBeginBatch(GPUPrimType prim_type, uint vertex_len)
{
#if TRUST_NO_ONE
assert(initialized);
- assert(imm.prim_type == GWN_PRIM_NONE); /* make sure we haven't already begun */
+ assert(imm.prim_type == GPU_PRIM_NONE); /* make sure we haven't already begun */
assert(vertex_count_makes_sense_for_primitive(vertex_len, prim_type));
#endif
imm.prim_type = prim_type;
@@ -273,19 +273,19 @@ Gwn_Batch* immBeginBatch(Gwn_PrimType prim_type, uint vertex_len)
imm.vertex_idx = 0;
imm.unassigned_attrib_bits = imm.attrib_binding.enabled_bits;
- Gwn_VertBuf* verts = GWN_vertbuf_create_with_format(&imm.vertex_format);
- GWN_vertbuf_data_alloc(verts, vertex_len);
+ GPUVertBuf* verts = GPU_vertbuf_create_with_format(&imm.vertex_format);
+ GPU_vertbuf_data_alloc(verts, vertex_len);
- imm.buffer_bytes_mapped = GWN_vertbuf_size_get(verts);
+ imm.buffer_bytes_mapped = GPU_vertbuf_size_get(verts);
imm.vertex_data = verts->data;
- imm.batch = GWN_batch_create_ex(prim_type, verts, NULL, GWN_BATCH_OWNS_VBO);
- imm.batch->phase = GWN_BATCH_BUILDING;
+ imm.batch = GPU_batch_create_ex(prim_type, verts, NULL, GPU_BATCH_OWNS_VBO);
+ imm.batch->phase = GPU_BATCH_BUILDING;
return imm.batch;
}
-Gwn_Batch* immBeginBatchAtMost(Gwn_PrimType prim_type, uint vertex_len)
+GPUBatch* immBeginBatchAtMost(GPUPrimType prim_type, uint vertex_len)
{
imm.strict_vertex_len = false;
return immBeginBatch(prim_type, vertex_len);
@@ -298,7 +298,7 @@ static void immDrawSetup(void)
/* enable/disable vertex attribs as needed */
if (imm.attrib_binding.enabled_bits != imm.prev_enabled_attrib_bits) {
- for (uint loc = 0; loc < GWN_VERT_ATTR_MAX_LEN; ++loc) {
+ for (uint loc = 0; loc < GPU_VERT_ATTR_MAX_LEN; ++loc) {
bool is_enabled = imm.attrib_binding.enabled_bits & (1 << loc);
bool was_enabled = imm.prev_enabled_attrib_bits & (1 << loc);
@@ -316,7 +316,7 @@ static void immDrawSetup(void)
const uint stride = imm.vertex_format.stride;
for (uint a_idx = 0; a_idx < imm.vertex_format.attr_len; ++a_idx) {
- const Gwn_VertAttr* a = imm.vertex_format.attribs + a_idx;
+ const GPUVertAttr* a = imm.vertex_format.attribs + a_idx;
const uint offset = imm.buffer_offset + a->offset;
const GLvoid* pointer = (const GLubyte*)0 + offset;
@@ -324,14 +324,14 @@ static void immDrawSetup(void)
const uint loc = read_attrib_location(&imm.attrib_binding, a_idx);
switch (a->fetch_mode) {
- case GWN_FETCH_FLOAT:
- case GWN_FETCH_INT_TO_FLOAT:
+ case GPU_FETCH_FLOAT:
+ case GPU_FETCH_INT_TO_FLOAT:
glVertexAttribPointer(loc, a->comp_len, a->gl_comp_type, GL_FALSE, stride, pointer);
break;
- case GWN_FETCH_INT_TO_FLOAT_UNIT:
+ case GPU_FETCH_INT_TO_FLOAT_UNIT:
glVertexAttribPointer(loc, a->comp_len, a->gl_comp_type, GL_TRUE, stride, pointer);
break;
- case GWN_FETCH_INT:
+ case GPU_FETCH_INT:
glVertexAttribIPointer(loc, a->comp_len, a->gl_comp_type, stride, pointer);
}
}
@@ -344,7 +344,7 @@ static void immDrawSetup(void)
void immEnd(void)
{
#if TRUST_NO_ONE
- assert(imm.prim_type != GWN_PRIM_NONE); /* make sure we're between a Begin/End pair */
+ assert(imm.prim_type != GPU_PRIM_NONE); /* make sure we're between a Begin/End pair */
#endif
uint buffer_bytes_used;
@@ -375,11 +375,11 @@ void immEnd(void)
if (imm.batch) {
if (buffer_bytes_used != imm.buffer_bytes_mapped) {
- GWN_vertbuf_data_resize(imm.batch->verts[0], imm.vertex_len);
+ GPU_vertbuf_data_resize(imm.batch->verts[0], imm.vertex_len);
/* TODO: resize only if vertex count is much smaller */
}
- GWN_batch_program_set(imm.batch, imm.bound_program, imm.shader_interface);
- imm.batch->phase = GWN_BATCH_READY_TO_DRAW;
+ GPU_batch_program_set(imm.batch, imm.bound_program, imm.shader_interface);
+ imm.batch->phase = GPU_BATCH_READY_TO_DRAW;
imm.batch = NULL; /* don't free, batch belongs to caller */
}
else {
@@ -395,7 +395,7 @@ void immEnd(void)
}
/* prep for next immBegin */
- imm.prim_type = GWN_PRIM_NONE;
+ imm.prim_type = GPU_PRIM_NONE;
imm.strict_vertex_len = true;
}
@@ -413,13 +413,13 @@ static void setAttribValueBit(uint attrib_id)
void immAttrib1f(uint attrib_id, float x)
{
- Gwn_VertAttr* attrib = imm.vertex_format.attribs + attrib_id;
+ GPUVertAttr* attrib = imm.vertex_format.attribs + attrib_id;
#if TRUST_NO_ONE
assert(attrib_id < imm.vertex_format.attr_len);
- assert(attrib->comp_type == GWN_COMP_F32);
+ assert(attrib->comp_type == GPU_COMP_F32);
assert(attrib->comp_len == 1);
assert(imm.vertex_idx < imm.vertex_len);
- assert(imm.prim_type != GWN_PRIM_NONE); /* make sure we're between a Begin/End pair */
+ assert(imm.prim_type != GPU_PRIM_NONE); /* make sure we're between a Begin/End pair */
#endif
setAttribValueBit(attrib_id);
@@ -431,13 +431,13 @@ void immAttrib1f(uint attrib_id, float x)
void immAttrib2f(uint attrib_id, float x, float y)
{
- Gwn_VertAttr* attrib = imm.vertex_format.attribs + attrib_id;
+ GPUVertAttr* attrib = imm.vertex_format.attribs + attrib_id;
#if TRUST_NO_ONE
assert(attrib_id < imm.vertex_format.attr_len);
- assert(attrib->comp_type == GWN_COMP_F32);
+ assert(attrib->comp_type == GPU_COMP_F32);
assert(attrib->comp_len == 2);
assert(imm.vertex_idx < imm.vertex_len);
- assert(imm.prim_type != GWN_PRIM_NONE); /* make sure we're between a Begin/End pair */
+ assert(imm.prim_type != GPU_PRIM_NONE); /* make sure we're between a Begin/End pair */
#endif
setAttribValueBit(attrib_id);
@@ -450,13 +450,13 @@ void immAttrib2f(uint attrib_id, float x, float y)
void immAttrib3f(uint attrib_id, float x, float y, float z)
{
- Gwn_VertAttr* attrib = imm.vertex_format.attribs + attrib_id;
+ GPUVertAttr* attrib = imm.vertex_format.attribs + attrib_id;
#if TRUST_NO_ONE
assert(attrib_id < imm.vertex_format.attr_len);
- assert(attrib->comp_type == GWN_COMP_F32);
+ assert(attrib->comp_type == GPU_COMP_F32);
assert(attrib->comp_len == 3);
assert(imm.vertex_idx < imm.vertex_len);
- assert(imm.prim_type != GWN_PRIM_NONE); /* make sure we're between a Begin/End pair */
+ assert(imm.prim_type != GPU_PRIM_NONE); /* make sure we're between a Begin/End pair */
#endif
setAttribValueBit(attrib_id);
@@ -470,13 +470,13 @@ void immAttrib3f(uint attrib_id, float x, float y, float z)
void immAttrib4f(uint attrib_id, float x, float y, float z, float w)
{
- Gwn_VertAttr* attrib = imm.vertex_format.attribs + attrib_id;
+ GPUVertAttr* attrib = imm.vertex_format.attribs + attrib_id;
#if TRUST_NO_ONE
assert(attrib_id < imm.vertex_format.attr_len);
- assert(attrib->comp_type == GWN_COMP_F32);
+ assert(attrib->comp_type == GPU_COMP_F32);
assert(attrib->comp_len == 4);
assert(imm.vertex_idx < imm.vertex_len);
- assert(imm.prim_type != GWN_PRIM_NONE); /* make sure we're between a Begin/End pair */
+ assert(imm.prim_type != GPU_PRIM_NONE); /* make sure we're between a Begin/End pair */
#endif
setAttribValueBit(attrib_id);
@@ -491,13 +491,13 @@ void immAttrib4f(uint attrib_id, float x, float y, float z, float w)
void immAttrib1u(uint attrib_id, uint x)
{
- Gwn_VertAttr* attrib = imm.vertex_format.attribs + attrib_id;
+ GPUVertAttr* attrib = imm.vertex_format.attribs + attrib_id;
#if TRUST_NO_ONE
assert(attrib_id < imm.vertex_format.attr_len);
- assert(attrib->comp_type == GWN_COMP_U32);
+ assert(attrib->comp_type == GPU_COMP_U32);
assert(attrib->comp_len == 1);
assert(imm.vertex_idx < imm.vertex_len);
- assert(imm.prim_type != GWN_PRIM_NONE); /* make sure we're between a Begin/End pair */
+ assert(imm.prim_type != GPU_PRIM_NONE); /* make sure we're between a Begin/End pair */
#endif
setAttribValueBit(attrib_id);
@@ -508,13 +508,13 @@ void immAttrib1u(uint attrib_id, uint x)
void immAttrib2i(uint attrib_id, int x, int y)
{
- Gwn_VertAttr* attrib = imm.vertex_format.attribs + attrib_id;
+ GPUVertAttr* attrib = imm.vertex_format.attribs + attrib_id;
#if TRUST_NO_ONE
assert(attrib_id < imm.vertex_format.attr_len);
- assert(attrib->comp_type == GWN_COMP_I32);
+ assert(attrib->comp_type == GPU_COMP_I32);
assert(attrib->comp_len == 2);
assert(imm.vertex_idx < imm.vertex_len);
- assert(imm.prim_type != GWN_PRIM_NONE); /* make sure we're between a Begin/End pair */
+ assert(imm.prim_type != GPU_PRIM_NONE); /* make sure we're between a Begin/End pair */
#endif
setAttribValueBit(attrib_id);
@@ -526,13 +526,13 @@ void immAttrib2i(uint attrib_id, int x, int y)
void immAttrib2s(uint attrib_id, short x, short y)
{
- Gwn_VertAttr* attrib = imm.vertex_format.attribs + attrib_id;
+ GPUVertAttr* attrib = imm.vertex_format.attribs + attrib_id;
#if TRUST_NO_ONE
assert(attrib_id < imm.vertex_format.attr_len);
- assert(attrib->comp_type == GWN_COMP_I16);
+ assert(attrib->comp_type == GPU_COMP_I16);
assert(attrib->comp_len == 2);
assert(imm.vertex_idx < imm.vertex_len);
- assert(imm.prim_type != GWN_PRIM_NONE); /* make sure we're between a Begin/End pair */
+ assert(imm.prim_type != GPU_PRIM_NONE); /* make sure we're between a Begin/End pair */
#endif
setAttribValueBit(attrib_id);
@@ -559,13 +559,13 @@ void immAttrib4fv(uint attrib_id, const float data[4])
void immAttrib3ub(uint attrib_id, unsigned char r, unsigned char g, unsigned char b)
{
- Gwn_VertAttr* attrib = imm.vertex_format.attribs + attrib_id;
+ GPUVertAttr* attrib = imm.vertex_format.attribs + attrib_id;
#if TRUST_NO_ONE
assert(attrib_id < imm.vertex_format.attr_len);
- assert(attrib->comp_type == GWN_COMP_U8);
+ assert(attrib->comp_type == GPU_COMP_U8);
assert(attrib->comp_len == 3);
assert(imm.vertex_idx < imm.vertex_len);
- assert(imm.prim_type != GWN_PRIM_NONE); /* make sure we're between a Begin/End pair */
+ assert(imm.prim_type != GPU_PRIM_NONE); /* make sure we're between a Begin/End pair */
#endif
setAttribValueBit(attrib_id);
@@ -579,13 +579,13 @@ void immAttrib3ub(uint attrib_id, unsigned char r, unsigned char g, unsigned cha
void immAttrib4ub(uint attrib_id, unsigned char r, unsigned char g, unsigned char b, unsigned char a)
{
- Gwn_VertAttr* attrib = imm.vertex_format.attribs + attrib_id;
+ GPUVertAttr* attrib = imm.vertex_format.attribs + attrib_id;
#if TRUST_NO_ONE
assert(attrib_id < imm.vertex_format.attr_len);
- assert(attrib->comp_type == GWN_COMP_U8);
+ assert(attrib->comp_type == GPU_COMP_U8);
assert(attrib->comp_len == 4);
assert(imm.vertex_idx < imm.vertex_len);
- assert(imm.prim_type != GWN_PRIM_NONE); /* make sure we're between a Begin/End pair */
+ assert(imm.prim_type != GPU_PRIM_NONE); /* make sure we're between a Begin/End pair */
#endif
setAttribValueBit(attrib_id);
@@ -613,7 +613,7 @@ void immSkipAttrib(uint attrib_id)
#if TRUST_NO_ONE
assert(attrib_id < imm.vertex_format.attr_len);
assert(imm.vertex_idx < imm.vertex_len);
- assert(imm.prim_type != GWN_PRIM_NONE); /* make sure we're between a Begin/End pair */
+ assert(imm.prim_type != GPU_PRIM_NONE); /* make sure we're between a Begin/End pair */
#endif
setAttribValueBit(attrib_id);
}
@@ -621,7 +621,7 @@ void immSkipAttrib(uint attrib_id)
static void immEndVertex(void) /* and move on to the next vertex */
{
#if TRUST_NO_ONE
- assert(imm.prim_type != GWN_PRIM_NONE); /* make sure we're between a Begin/End pair */
+ assert(imm.prim_type != GPU_PRIM_NONE); /* make sure we're between a Begin/End pair */
assert(imm.vertex_idx < imm.vertex_len);
#endif
@@ -633,7 +633,7 @@ static void immEndVertex(void) /* and move on to the next vertex */
#endif
for (uint a_idx = 0; a_idx < imm.vertex_format.attr_len; ++a_idx) {
if ((imm.unassigned_attrib_bits >> a_idx) & 1) {
- const Gwn_VertAttr* a = imm.vertex_format.attribs + a_idx;
+ const GPUVertAttr* a = imm.vertex_format.attribs + a_idx;
/* printf("copying %s from vertex %u to %u\n", a->name, imm.vertex_idx - 1, imm.vertex_idx); */
@@ -702,16 +702,16 @@ void immVertex2iv(uint attrib_id, const int data[2])
#if 0
#if TRUST_NO_ONE
- #define GET_UNIFORM const Gwn_ShaderInput* uniform = GWN_shaderinterface_uniform(imm.shader_interface, name); assert(uniform);
+ #define GET_UNIFORM const GPUShaderInput* uniform = GPU_shaderinterface_uniform(imm.shader_interface, name); assert(uniform);
#else
- #define GET_UNIFORM const Gwn_ShaderInput* uniform = GWN_shaderinterface_uniform(imm.shader_interface, name);
+ #define GET_UNIFORM const GPUShaderInput* uniform = GPU_shaderinterface_uniform(imm.shader_interface, name);
#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? */
- #define GET_UNIFORM const Gwn_ShaderInput* uniform = GWN_shaderinterface_uniform(imm.shader_interface, name); if (uniform == NULL) return;
+ #define GET_UNIFORM const GPUShaderInput* uniform = GPU_shaderinterface_uniform(imm.shader_interface, name); if (uniform == NULL) return;
#endif
void immUniform1f(const char* name, float x)
@@ -817,7 +817,7 @@ void immUniform4iv(const char* name, const int data[4])
void immUniformColor4f(float r, float g, float b, float a)
{
- const Gwn_ShaderInput* uniform = GWN_shaderinterface_uniform_builtin(imm.shader_interface, GWN_UNIFORM_COLOR);
+ const GPUShaderInput* uniform = GPU_shaderinterface_uniform_builtin(imm.shader_interface, GPU_UNIFORM_COLOR);
#if TRUST_NO_ONE
assert(uniform != NULL);
#endif