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authorClément Foucault <foucault.clem@gmail.com>2019-01-16 06:41:27 +0300
committerClément Foucault <foucault.clem@gmail.com>2019-01-17 21:44:01 +0300
commit4c9589909807f346e23966379f240dd57d057a1d (patch)
tree40bad4807d5b5cdd5e632f00562477bf7bb7754c /source/blender/gpu/intern/gpu_immediate.c
parent938b08b33654f6bc3419519fc364021115d19dba (diff)
GPU: Rename GPU_shader_get_uniform to GPU_shader_get_uniform_ensure
This is in order to make the API more multithread friendly inside the draw manager. GPU_shader_get_uniform will only serve to query the shader interface and not do any GL call, making it threadsafe. For now it only print a warning if the uniform was not queried before.
Diffstat (limited to 'source/blender/gpu/intern/gpu_immediate.c')
-rw-r--r--source/blender/gpu/intern/gpu_immediate.c6
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 a71ba68821b..3e13b52e1a5 100644
--- a/source/blender/gpu/intern/gpu_immediate.c
+++ b/source/blender/gpu/intern/gpu_immediate.c
@@ -703,16 +703,16 @@ void immVertex2iv(uint attrib_id, const int data[2])
#if 0
# if TRUST_NO_ONE
-# define GET_UNIFORM const GPUShaderInput* uniform = GPU_shaderinterface_uniform(imm.shader_interface, name); assert(uniform);
+# define GET_UNIFORM const GPUShaderInput* uniform = GPU_shaderinterface_uniform_ensure(imm.shader_interface, name); assert(uniform);
# else
-# define GET_UNIFORM const GPUShaderInput* uniform = GPU_shaderinterface_uniform(imm.shader_interface, name);
+# define GET_UNIFORM const GPUShaderInput* uniform = GPU_shaderinterface_uniform_ensure(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 GPUShaderInput* uniform = GPU_shaderinterface_uniform(imm.shader_interface, name); if (uniform == NULL) return;
+# define GET_UNIFORM const GPUShaderInput* uniform = GPU_shaderinterface_uniform_ensure(imm.shader_interface, name); if (uniform == NULL) return;
#endif
void immUniform1f(const char *name, float x)