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Diffstat (limited to 'source/blender/gpu/intern/gpu_codegen.c')
-rw-r--r--source/blender/gpu/intern/gpu_codegen.c6
1 files changed, 3 insertions, 3 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)