diff options
Diffstat (limited to 'source/blender/gpu/intern/gpu_codegen.c')
-rw-r--r-- | source/blender/gpu/intern/gpu_codegen.c | 6 |
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) |