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authorCampbell Barton <ideasman42@gmail.com>2017-06-19 13:18:04 +0300
committerCampbell Barton <ideasman42@gmail.com>2017-06-19 13:18:04 +0300
commitb4d053efc75424fca4b413ac1bc7a7e826fac629 (patch)
tree80647d9ca9109e997fce9911f202f98d7f8577d4 /source/blender/gpu/intern/gpu_matrix.c
parent349946bd010b1112b13c8594aabfb318c330bc0d (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_matrix.c')
-rw-r--r--source/blender/gpu/intern/gpu_matrix.c14
1 files changed, 7 insertions, 7 deletions
diff --git a/source/blender/gpu/intern/gpu_matrix.c b/source/blender/gpu/intern/gpu_matrix.c
index 775d1cd87b2..f03a076a9fd 100644
--- a/source/blender/gpu/intern/gpu_matrix.c
+++ b/source/blender/gpu/intern/gpu_matrix.c
@@ -554,20 +554,20 @@ const float (*gpuGetNormalMatrixInverse(float m[3][3]))[3]
return m;
}
-void gpuBindMatrices(const ShaderInterface* shaderface)
+void gpuBindMatrices(const Gwn_ShaderInterface* shaderface)
{
/* set uniform values to matrix stack values
* call this before a draw call if desired matrices are dirty
* call glUseProgram before this, as glUniform expects program to be bound
*/
- const ShaderInput *MV = ShaderInterface_builtin_uniform(shaderface, UNIFORM_MODELVIEW);
- const ShaderInput *P = ShaderInterface_builtin_uniform(shaderface, UNIFORM_PROJECTION);
- const ShaderInput *MVP = ShaderInterface_builtin_uniform(shaderface, UNIFORM_MVP);
+ const Gwn_ShaderInput *MV = GWN_shaderinterface_uniform_builtin(shaderface, GWN_UNIFORM_MODELVIEW);
+ const Gwn_ShaderInput *P = GWN_shaderinterface_uniform_builtin(shaderface, GWN_UNIFORM_PROJECTION);
+ const Gwn_ShaderInput *MVP = GWN_shaderinterface_uniform_builtin(shaderface, GWN_UNIFORM_MVP);
- const ShaderInput *N = ShaderInterface_builtin_uniform(shaderface, UNIFORM_NORMAL);
- const ShaderInput *MV_inv = ShaderInterface_builtin_uniform(shaderface, UNIFORM_MODELVIEW_INV);
- const ShaderInput *P_inv = ShaderInterface_builtin_uniform(shaderface, UNIFORM_PROJECTION_INV);
+ const Gwn_ShaderInput *N = GWN_shaderinterface_uniform_builtin(shaderface, GWN_UNIFORM_NORMAL);
+ const Gwn_ShaderInput *MV_inv = GWN_shaderinterface_uniform_builtin(shaderface, GWN_UNIFORM_MODELVIEW_INV);
+ const Gwn_ShaderInput *P_inv = GWN_shaderinterface_uniform_builtin(shaderface, GWN_UNIFORM_PROJECTION_INV);
if (MV) {
#if DEBUG_MATRIX_BIND