diff options
author | Campbell Barton <ideasman42@gmail.com> | 2017-06-19 13:18:04 +0300 |
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committer | Campbell Barton <ideasman42@gmail.com> | 2017-06-19 13:18:04 +0300 |
commit | b4d053efc75424fca4b413ac1bc7a7e826fac629 (patch) | |
tree | 80647d9ca9109e997fce9911f202f98d7f8577d4 /source/blender/gpu/intern/gpu_matrix.c | |
parent | 349946bd010b1112b13c8594aabfb318c330bc0d (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.c | 14 |
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 |