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authorCampbell Barton <ideasman42@gmail.com>2017-04-12 13:18:44 +0300
committerCampbell Barton <ideasman42@gmail.com>2017-04-12 13:19:55 +0300
commit4560f0b007db592e386c1829caf0c1a52a48c584 (patch)
tree58d54fa42e6f96beb2b54128472761a81c331184 /source/blender/gpu/intern/gpu_material.c
parentc29bc618292cb36fc13b197e6af4d5abd1a3ea11 (diff)
Cleanup: use lowercase gpu prefix for static funcs
This was mostly followed already.
Diffstat (limited to 'source/blender/gpu/intern/gpu_material.c')
-rw-r--r--source/blender/gpu/intern/gpu_material.c15
1 files changed, 8 insertions, 7 deletions
diff --git a/source/blender/gpu/intern/gpu_material.c b/source/blender/gpu/intern/gpu_material.c
index 4e2043471b6..d3ea8e13691 100644
--- a/source/blender/gpu/intern/gpu_material.c
+++ b/source/blender/gpu/intern/gpu_material.c
@@ -225,7 +225,7 @@ static void gpu_material_set_attrib_id(GPUMaterial *material)
attribs->totlayer = b;
}
-static int GPU_material_construct_end(GPUMaterial *material, const char *passname)
+static int gpu_material_construct_end(GPUMaterial *material, const char *passname)
{
if (material->outlink) {
GPUNodeLink *outlink = material->outlink;
@@ -1891,7 +1891,7 @@ GPUMaterial *GPU_material_matcap(Scene *scene, Material *ma, bool use_opensubdiv
GPU_material_output_link(mat, outlink);
- GPU_material_construct_end(mat, "matcap_pass");
+ gpu_material_construct_end(mat, "matcap_pass");
/* note that even if building the shader fails in some way, we still keep
* it to avoid trying to compile again and again, and simple do not use
@@ -2044,7 +2044,7 @@ static void do_world_tex(GPUShadeInput *shi, struct World *wo, GPUNodeLink **hor
}
}
-static void GPU_material_old_world(struct GPUMaterial *mat, struct World *wo)
+static void gpu_material_old_world(struct GPUMaterial *mat, struct World *wo)
{
GPUShadeInput shi;
GPUShadeResult shr;
@@ -2112,17 +2112,18 @@ GPUMaterial *GPU_material_world(struct Scene *scene, struct World *wo)
mat->type = GPU_MATERIAL_TYPE_WORLD;
/* create nodes */
- if (BKE_scene_use_new_shading_nodes(scene) && wo->nodetree && wo->use_nodes)
+ if (BKE_scene_use_new_shading_nodes(scene) && wo->nodetree && wo->use_nodes) {
ntreeGPUMaterialNodes(wo->nodetree, mat, NODE_NEW_SHADING);
+ }
else {
- GPU_material_old_world(mat, wo);
+ gpu_material_old_world(mat, wo);
}
if (GPU_material_do_color_management(mat))
if (mat->outlink)
GPU_link(mat, "linearrgb_to_srgb", mat->outlink, &mat->outlink);
- GPU_material_construct_end(mat, wo->id.name);
+ gpu_material_construct_end(mat, wo->id.name);
/* note that even if building the shader fails in some way, we still keep
* it to avoid trying to compile again and again, and simple do not use
@@ -2188,7 +2189,7 @@ GPUMaterial *GPU_material_from_blender(Scene *scene, Material *ma, bool use_open
if (mat->outlink)
GPU_link(mat, "linearrgb_to_srgb", mat->outlink, &mat->outlink);
- GPU_material_construct_end(mat, ma->id.name);
+ gpu_material_construct_end(mat, ma->id.name);
/* note that even if building the shader fails in some way, we still keep
* it to avoid trying to compile again and again, and simple do not use