diff options
Diffstat (limited to 'source/blender/draw/intern/draw_cache_impl_mesh.c')
-rw-r--r-- | source/blender/draw/intern/draw_cache_impl_mesh.c | 40 |
1 files changed, 20 insertions, 20 deletions
diff --git a/source/blender/draw/intern/draw_cache_impl_mesh.c b/source/blender/draw/intern/draw_cache_impl_mesh.c index 75ec4fa980f..94d5407983f 100644 --- a/source/blender/draw/intern/draw_cache_impl_mesh.c +++ b/source/blender/draw/intern/draw_cache_impl_mesh.c @@ -376,15 +376,15 @@ static void mesh_cd_calc_used_gpu_layers( const CustomData *cd_ldata = (me->edit_btmesh) ? &me->edit_btmesh->bm->ldata : &me->ldata; /* See: DM_vertex_attributes_from_gpu for similar logic */ - GPUVertexAttribs gattribs = {{{0}}}; + GPUVertAttrLayers gpu_attrs = {{{0}}}; for (int i = 0; i < gpumat_array_len; i++) { GPUMaterial *gpumat = gpumat_array[i]; if (gpumat) { - GPU_material_vertex_attributes(gpumat, &gattribs); - for (int j = 0; j < gattribs.totlayer; j++) { - const char *name = gattribs.layer[j].name; - int type = gattribs.layer[j].type; + GPU_material_vertex_attrs(gpumat, &gpu_attrs); + for (int j = 0; j < gpu_attrs.totlayer; j++) { + const char *name = gpu_attrs.layer[j].name; + int type = gpu_attrs.layer[j].type; int layer = -1; if (type == CD_AUTO_FROM_NAME) { @@ -2101,7 +2101,7 @@ typedef struct MeshBatchCache { GPUBatch **surf_per_mat; /* arrays of bool uniform names (and value) that will be use to - * set srgb conversion for auto attribs.*/ + * set srgb conversion for auto attributes.*/ char *auto_layer_names; int *auto_layer_is_srgb; int auto_layer_len; @@ -3103,15 +3103,15 @@ static void mesh_create_loop_uv_and_tan(MeshRenderData *rdata, GPUVertBuf *vbo) GPUVertFormat format = { 0 }; for (uint i = 0; i < uv_len; i++) { - const char *attrib_name = mesh_render_data_uv_layer_uuid_get(rdata, i); + const char *attr_name = mesh_render_data_uv_layer_uuid_get(rdata, i); #if 0 /* these are clamped. Maybe use them as an option in the future */ - uv_id[i] = GPU_vertformat_attr_add(&format, attrib_name, GPU_COMP_I16, 2, GPU_FETCH_INT_TO_FLOAT_UNIT); + uv_id[i] = GPU_vertformat_attr_add(&format, attr_name, GPU_COMP_I16, 2, GPU_FETCH_INT_TO_FLOAT_UNIT); #else - uv_id[i] = GPU_vertformat_attr_add(&format, attrib_name, GPU_COMP_F32, 2, GPU_FETCH_FLOAT); + uv_id[i] = GPU_vertformat_attr_add(&format, attr_name, GPU_COMP_F32, 2, GPU_FETCH_FLOAT); #endif /* Auto Name */ - attrib_name = mesh_render_data_uv_auto_layer_uuid_get(rdata, i); - GPU_vertformat_alias_add(&format, attrib_name); + attr_name = mesh_render_data_uv_auto_layer_uuid_get(rdata, i); + GPU_vertformat_alias_add(&format, attr_name); if (i == rdata->cd.layers.uv_active) { GPU_vertformat_alias_add(&format, "u"); @@ -3119,18 +3119,18 @@ static void mesh_create_loop_uv_and_tan(MeshRenderData *rdata, GPUVertBuf *vbo) } for (uint i = 0; i < tangent_len; i++) { - const char *attrib_name = mesh_render_data_tangent_layer_uuid_get(rdata, i); + const char *attr_name = mesh_render_data_tangent_layer_uuid_get(rdata, i); #ifdef USE_COMP_MESH_DATA - tangent_id[i] = GPU_vertformat_attr_add(&format, attrib_name, GPU_COMP_I16, 4, GPU_FETCH_INT_TO_FLOAT_UNIT); + tangent_id[i] = GPU_vertformat_attr_add(&format, attr_name, GPU_COMP_I16, 4, GPU_FETCH_INT_TO_FLOAT_UNIT); #else - tangent_id[i] = GPU_vertformat_attr_add(&format, attrib_name, GPU_COMP_F32, 4, GPU_FETCH_FLOAT); + tangent_id[i] = GPU_vertformat_attr_add(&format, attr_name, GPU_COMP_F32, 4, GPU_FETCH_FLOAT); #endif if (i == rdata->cd.layers.tangent_active) { GPU_vertformat_alias_add(&format, "t"); } } - /* HACK: Create a dummy attrib in case there is no valid UV/tangent layer. */ + /* HACK: Create a dummy attribute in case there is no valid UV/tangent layer. */ if (layers_combined_len == 0) { GPU_vertformat_attr_add(&format, "dummy", GPU_COMP_U8, 1, GPU_FETCH_INT_TO_FLOAT_UNIT); } @@ -3218,12 +3218,12 @@ static void mesh_create_loop_vcol(MeshRenderData *rdata, GPUVertBuf *vbo) GPUVertFormat format = { 0 }; for (uint i = 0; i < vcol_len; i++) { - const char *attrib_name = mesh_render_data_vcol_layer_uuid_get(rdata, i); - vcol_id[i] = GPU_vertformat_attr_add(&format, attrib_name, GPU_COMP_U8, 3, GPU_FETCH_INT_TO_FLOAT_UNIT); + const char *attr_name = mesh_render_data_vcol_layer_uuid_get(rdata, i); + vcol_id[i] = GPU_vertformat_attr_add(&format, attr_name, GPU_COMP_U8, 3, GPU_FETCH_INT_TO_FLOAT_UNIT); /* Auto layer */ if (rdata->cd.layers.auto_vcol[i]) { - attrib_name = mesh_render_data_vcol_auto_layer_uuid_get(rdata, i); - GPU_vertformat_alias_add(&format, attrib_name); + attr_name = mesh_render_data_vcol_auto_layer_uuid_get(rdata, i); + GPU_vertformat_alias_add(&format, attr_name); } if (i == rdata->cd.layers.vcol_active) { GPU_vertformat_alias_add(&format, "c"); @@ -4980,7 +4980,7 @@ void DRW_mesh_batch_cache_create_requested( drw_mesh_weight_state_clear(&wstate); } - /* Verify that all surface batches have needed attrib layers. */ + /* Verify that all surface batches have needed attribute layers. */ /* TODO(fclem): We could be a bit smarter here and only do it per material. */ bool cd_overlap = mesh_cd_layers_type_overlap(cache->cd_vused, cache->cd_lused, cache->cd_vneeded, cache->cd_lneeded); |