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authorCampbell Barton <ideasman42@gmail.com>2019-08-01 10:32:42 +0300
committerCampbell Barton <ideasman42@gmail.com>2019-08-01 10:35:59 +0300
commit502c2c233d1741a5288f0d4a52df9173d850348c (patch)
treeca1c21cd4e6d116b340a2f5d9d07f607dce41b65 /source/blender/gpu
parent46c22f33b252f4d427ca5cbf15281fd32b0b57ac (diff)
Cleanup: misc spelling fixes in variable names & defines
T68045 by @luzpaz
Diffstat (limited to 'source/blender/gpu')
-rw-r--r--source/blender/gpu/intern/gpu_codegen.c6
-rw-r--r--source/blender/gpu/intern/gpu_material.c8
2 files changed, 7 insertions, 7 deletions
diff --git a/source/blender/gpu/intern/gpu_codegen.c b/source/blender/gpu/intern/gpu_codegen.c
index 0c751808489..51b73c93c86 100644
--- a/source/blender/gpu/intern/gpu_codegen.c
+++ b/source/blender/gpu/intern/gpu_codegen.c
@@ -2138,7 +2138,7 @@ static bool gpu_pass_shader_validate(GPUPass *pass, GPUShader *shader)
bool GPU_pass_compile(GPUPass *pass, const char *shname)
{
- bool sucess = true;
+ bool success = true;
if (!pass->compiled) {
GPUShader *shader = GPU_shader_create(
pass->vertexcode, pass->fragmentcode, pass->geometrycode, NULL, pass->defines, shname);
@@ -2146,7 +2146,7 @@ bool GPU_pass_compile(GPUPass *pass, const char *shname)
/* NOTE: Some drivers / gpu allows more active samplers than the opengl limit.
* We need to make sure to count active samplers to avoid undefined behavior. */
if (!gpu_pass_shader_validate(pass, shader)) {
- sucess = false;
+ success = false;
if (shader != NULL) {
fprintf(stderr, "GPUShader: error: too many samplers in shader.\n");
GPU_shader_free(shader);
@@ -2169,7 +2169,7 @@ bool GPU_pass_compile(GPUPass *pass, const char *shname)
MEM_SAFE_FREE(pass->binary.content);
}
- return sucess;
+ return success;
}
void GPU_pass_release(GPUPass *pass)
diff --git a/source/blender/gpu/intern/gpu_material.c b/source/blender/gpu/intern/gpu_material.c
index 6f1b8d2d0c6..20b91c0c95d 100644
--- a/source/blender/gpu/intern/gpu_material.c
+++ b/source/blender/gpu/intern/gpu_material.c
@@ -733,7 +733,7 @@ GPUMaterial *GPU_material_from_nodetree(Scene *scene,
void GPU_material_compile(GPUMaterial *mat)
{
- bool sucess;
+ bool success;
BLI_assert(mat->status == GPU_MAT_QUEUED);
BLI_assert(mat->pass);
@@ -741,12 +741,12 @@ void GPU_material_compile(GPUMaterial *mat)
/* NOTE: The shader may have already been compiled here since we are
* sharing GPUShader across GPUMaterials. In this case it's a no-op. */
#ifndef NDEBUG
- sucess = GPU_pass_compile(mat->pass, mat->name);
+ success = GPU_pass_compile(mat->pass, mat->name);
#else
- sucess = GPU_pass_compile(mat->pass, __func__);
+ success = GPU_pass_compile(mat->pass, __func__);
#endif
- if (sucess) {
+ if (success) {
GPUShader *sh = GPU_pass_shader_get(mat->pass);
if (sh != NULL) {
mat->status = GPU_MAT_SUCCESS;