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Diffstat (limited to 'source/blender/gpu/GPU_batch.h')
-rw-r--r--source/blender/gpu/GPU_batch.h8
1 files changed, 4 insertions, 4 deletions
diff --git a/source/blender/gpu/GPU_batch.h b/source/blender/gpu/GPU_batch.h
index 23a004c3ef6..6f183cd344c 100644
--- a/source/blender/gpu/GPU_batch.h
+++ b/source/blender/gpu/GPU_batch.h
@@ -55,7 +55,7 @@ typedef enum eGPUBatchFlag {
/** Has been initialized. At least one VBO is set. */
GPU_BATCH_INIT = (1 << 16),
- /** Batch is initialized but it's VBOs are still being populated. (optional) */
+ /** Batch is initialized but its VBOs are still being populated. (optional) */
GPU_BATCH_BUILDING = (1 << 16),
/** Cached data need to be rebuild. (VAO, PSO, ...) */
GPU_BATCH_DIRTY = (1 << 17),
@@ -66,7 +66,7 @@ typedef enum eGPUBatchFlag {
BLI_STATIC_ASSERT(GPU_BATCH_OWNS_INDEX < GPU_BATCH_INIT,
"eGPUBatchFlag: Error: status flags are shadowed by the ownership bits!")
-ENUM_OPERATORS(eGPUBatchFlag)
+ENUM_OPERATORS(eGPUBatchFlag, GPU_BATCH_DIRTY)
#ifdef __cplusplus
extern "C" {
@@ -75,7 +75,7 @@ extern "C" {
/**
* IMPORTANT: Do not allocate manually as the real struct is bigger (i.e: GLBatch). This is only
* the common and "public" part of the struct. Use the provided allocator.
- * TODO(fclem) Make the content of this struct hidden and expose getters/setters.
+ * TODO(fclem): Make the content of this struct hidden and expose getters/setters.
**/
typedef struct GPUBatch {
/** verts[0] is required, others can be NULL */
@@ -128,7 +128,7 @@ void GPU_batch_program_set_builtin_with_config(GPUBatch *batch,
eGPUShaderConfig sh_cfg);
/* Will only work after setting the batch program. */
-/* TODO(fclem) Theses needs to be replaced by GPU_shader_uniform_* with explicit shader. */
+/* TODO(fclem): Theses needs to be replaced by GPU_shader_uniform_* with explicit shader. */
#define GPU_batch_uniform_1i(batch, name, x) GPU_shader_uniform_1i((batch)->shader, name, x);
#define GPU_batch_uniform_1b(batch, name, x) GPU_shader_uniform_1b((batch)->shader, name, x);
#define GPU_batch_uniform_1f(batch, name, x) GPU_shader_uniform_1f((batch)->shader, name, x);