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authorCampbell Barton <ideasman42@gmail.com>2020-04-03 08:59:34 +0300
committerCampbell Barton <ideasman42@gmail.com>2020-04-03 09:25:58 +0300
commit973e1f9d9a967132cc76fbbcd485979ac27e10c5 (patch)
tree8b7c948cbabcbd9435f7fbaa04f4429cd8e0241a /source/blender/gpu/intern/gpu_vertex_format.c
parent05dcb007e181c961c0db87c1ce4745ae2d1d0fd0 (diff)
Cleanup: use term 'attr' instead of 'attrib'
This was already the case in most parts of the GPU API. Use full name for descriptive-comments.
Diffstat (limited to 'source/blender/gpu/intern/gpu_vertex_format.c')
-rw-r--r--source/blender/gpu/intern/gpu_vertex_format.c36
1 files changed, 17 insertions, 19 deletions
diff --git a/source/blender/gpu/intern/gpu_vertex_format.c b/source/blender/gpu/intern/gpu_vertex_format.c
index 8370bcf4beb..e6a9cb8f2f2 100644
--- a/source/blender/gpu/intern/gpu_vertex_format.c
+++ b/source/blender/gpu/intern/gpu_vertex_format.c
@@ -207,15 +207,15 @@ void GPU_vertformat_alias_add(GPUVertFormat *format, const char *alias)
}
/**
- * Makes vertex attrib from the next vertices to be accessible in the vertex shader.
- * For an attrib named "attr" you can access the next nth vertex using "attrn".
- * Use this function after specifying all the attribs in the format.
+ * Makes vertex attribute from the next vertices to be accessible in the vertex shader.
+ * For an attribute named "attr" you can access the next nth vertex using "attr{number}".
+ * Use this function after specifying all the attributes in the format.
*
* NOTE: This does NOT work when using indexed rendering.
- * NOTE: Only works for first attrib name. (this limitation can be changed if needed)
+ * NOTE: Only works for first attribute name. (this limitation can be changed if needed)
*
- * WARNING: this function creates a lot of aliases/attribs, make sure to keep the attrib name
- * short to avoid overflowing the namebuffer.
+ * WARNING: this function creates a lot of aliases/attributes, make sure to keep the attribute
+ * name short to avoid overflowing the name-buffer.
* */
void GPU_vertformat_multiload_enable(GPUVertFormat *format, int load_count)
{
@@ -276,28 +276,26 @@ static void safe_bytes(char out[11], const char data[8])
/* Warning: Always add a prefix to the result of this function as
* the generated string can start with a number and not be a valid attribute name. */
-void GPU_vertformat_safe_attrib_name(const char *attrib_name,
- char *r_safe_name,
- uint UNUSED(max_len))
+void GPU_vertformat_safe_attr_name(const char *attr_name, char *r_safe_name, uint UNUSED(max_len))
{
char data[8] = {0};
- uint len = strlen(attrib_name);
+ uint len = strlen(attr_name);
if (len > 8) {
/* Start with the first 4 chars of the name; */
for (int i = 0; i < 4; i++) {
- data[i] = attrib_name[i];
+ data[i] = attr_name[i];
}
/* We use a hash to identify each data layer based on its name.
* NOTE: This is still prone to hash collision but the risks are very low.*/
/* Start hashing after the first 2 chars. */
- *(uint *)&data[4] = BLI_ghashutil_strhash_p_murmur(attrib_name + 4);
+ *(uint *)&data[4] = BLI_ghashutil_strhash_p_murmur(attr_name + 4);
}
else {
/* Copy the whole name. Collision is barely possible
* (hash would have to be equal to the last 4 bytes). */
- for (int i = 0; i < 8 && attrib_name[i] != '\0'; i++) {
- data[i] = attrib_name[i];
+ for (int i = 0; i < 8 && attr_name[i] != '\0'; i++) {
+ data[i] = attr_name[i];
}
}
/* Convert to safe bytes characters. */
@@ -305,9 +303,9 @@ void GPU_vertformat_safe_attrib_name(const char *attrib_name,
/* End the string */
r_safe_name[11] = '\0';
- BLI_assert(GPU_MAX_SAFE_ATTRIB_NAME >= 12);
+ BLI_assert(GPU_MAX_SAFE_ATTR_NAME >= 12);
#if 0 /* For debugging */
- printf("%s > %lx > %s\n", attrib_name, *(uint64_t *)data, r_safe_name);
+ printf("%s > %lx > %s\n", attr_name, *(uint64_t *)data, r_safe_name);
#endif
}
@@ -316,13 +314,13 @@ void GPU_vertformat_safe_attrib_name(const char *attrib_name,
* Use direct buffer access to fill the data.
* This is for advanced usage.
*
- * Deinterleaved data means all attrib data for each attrib
- * is stored continuously like this :
+ * De-interleaved data means all attribute data for each attribute
+ * is stored continuously like this:
* 000011112222
* instead of :
* 012012012012
*
- * Note this is per attrib deinterleaving, NOT per component.
+ * Note this is per attribute de-interleaving, NOT per component.
* */
void GPU_vertformat_deinterleave(GPUVertFormat *format)
{