diff options
author | Campbell Barton <ideasman42@gmail.com> | 2019-08-01 10:32:42 +0300 |
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committer | Campbell Barton <ideasman42@gmail.com> | 2019-08-01 10:35:59 +0300 |
commit | 502c2c233d1741a5288f0d4a52df9173d850348c (patch) | |
tree | ca1c21cd4e6d116b340a2f5d9d07f607dce41b65 /source/blender/gpu | |
parent | 46c22f33b252f4d427ca5cbf15281fd32b0b57ac (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.c | 6 | ||||
-rw-r--r-- | source/blender/gpu/intern/gpu_material.c | 8 |
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; |