diff options
Diffstat (limited to 'source/blender/gpu/intern/gpu_framebuffer.cc')
-rw-r--r-- | source/blender/gpu/intern/gpu_framebuffer.cc | 44 |
1 files changed, 22 insertions, 22 deletions
diff --git a/source/blender/gpu/intern/gpu_framebuffer.cc b/source/blender/gpu/intern/gpu_framebuffer.cc index 766b3348451..6af34a60ffb 100644 --- a/source/blender/gpu/intern/gpu_framebuffer.cc +++ b/source/blender/gpu/intern/gpu_framebuffer.cc @@ -86,7 +86,7 @@ void FrameBuffer::attachment_set(GPUAttachmentType type, const GPUAttachment &ne return; /* GPU_ATTACHMENT_LEAVE */ } - if (type >= GPU_FB_MAX_ATTACHEMENT) { + if (type >= GPU_FB_MAX_ATTACHMENT) { fprintf(stderr, "GPUFramebuffer: Error: Trying to attach texture to type %d but maximum slot is %d.\n", type - GPU_FB_COLOR_ATTACHMENT0, @@ -290,38 +290,38 @@ bool GPU_framebuffer_check_valid(GPUFrameBuffer *gpu_fb, char err_out[256]) return reinterpret_cast<FrameBuffer *>(gpu_fb)->check(err_out); } -void GPU_framebuffer_texture_attach_ex(GPUFrameBuffer *gpu_fb, GPUAttachment attachement, int slot) +void GPU_framebuffer_texture_attach_ex(GPUFrameBuffer *gpu_fb, GPUAttachment attachment, int slot) { - GPUAttachmentType type = blender::gpu::Texture::attachment_type(attachement.tex, slot); - reinterpret_cast<FrameBuffer *>(gpu_fb)->attachment_set(type, attachement); + GPUAttachmentType type = blender::gpu::Texture::attachment_type(attachment.tex, slot); + reinterpret_cast<FrameBuffer *>(gpu_fb)->attachment_set(type, attachment); } void GPU_framebuffer_texture_attach(GPUFrameBuffer *fb, GPUTexture *tex, int slot, int mip) { - GPUAttachment attachement = GPU_ATTACHMENT_TEXTURE_MIP(tex, mip); - GPU_framebuffer_texture_attach_ex(fb, attachement, slot); + GPUAttachment attachment = GPU_ATTACHMENT_TEXTURE_MIP(tex, mip); + GPU_framebuffer_texture_attach_ex(fb, attachment, slot); } void GPU_framebuffer_texture_layer_attach( GPUFrameBuffer *fb, GPUTexture *tex, int slot, int layer, int mip) { - GPUAttachment attachement = GPU_ATTACHMENT_TEXTURE_LAYER_MIP(tex, layer, mip); - GPU_framebuffer_texture_attach_ex(fb, attachement, slot); + GPUAttachment attachment = GPU_ATTACHMENT_TEXTURE_LAYER_MIP(tex, layer, mip); + GPU_framebuffer_texture_attach_ex(fb, attachment, slot); } void GPU_framebuffer_texture_cubeface_attach( GPUFrameBuffer *fb, GPUTexture *tex, int slot, int face, int mip) { - GPUAttachment attachement = GPU_ATTACHMENT_TEXTURE_CUBEFACE_MIP(tex, face, mip); - GPU_framebuffer_texture_attach_ex(fb, attachement, slot); + GPUAttachment attachment = GPU_ATTACHMENT_TEXTURE_CUBEFACE_MIP(tex, face, mip); + GPU_framebuffer_texture_attach_ex(fb, attachment, slot); } void GPU_framebuffer_texture_detach(GPUFrameBuffer *gpu_fb, GPUTexture *tex) { - GPUAttachment attachement = GPU_ATTACHMENT_NONE; - int type = GPU_texture_framebuffer_attachement_get(tex, gpu_fb); + GPUAttachment attachment = GPU_ATTACHMENT_NONE; + int type = GPU_texture_framebuffer_attachment_get(tex, gpu_fb); if (type != -1) { - reinterpret_cast<FrameBuffer *>(gpu_fb)->attachment_set((GPUAttachmentType)type, attachement); + reinterpret_cast<FrameBuffer *>(gpu_fb)->attachment_set((GPUAttachmentType)type, attachment); } else { BLI_assert(!"Error: Texture: Framebuffer is not attached"); @@ -340,27 +340,27 @@ void GPU_framebuffer_config_array(GPUFrameBuffer *gpu_fb, { FrameBuffer *fb = reinterpret_cast<FrameBuffer *>(gpu_fb); - const GPUAttachment &depth_attachement = config[0]; + const GPUAttachment &depth_attachment = config[0]; Span<GPUAttachment> color_attachments(config + 1, config_len - 1); - if (depth_attachement.mip == -1) { + if (depth_attachment.mip == -1) { /* GPU_ATTACHMENT_LEAVE */ } - else if (depth_attachement.tex == NULL) { + else if (depth_attachment.tex == NULL) { /* GPU_ATTACHMENT_NONE: Need to clear both targets. */ - fb->attachment_set(GPU_FB_DEPTH_STENCIL_ATTACHMENT, depth_attachement); - fb->attachment_set(GPU_FB_DEPTH_ATTACHMENT, depth_attachement); + fb->attachment_set(GPU_FB_DEPTH_STENCIL_ATTACHMENT, depth_attachment); + fb->attachment_set(GPU_FB_DEPTH_ATTACHMENT, depth_attachment); } else { - GPUAttachmentType type = GPU_texture_stencil(depth_attachement.tex) ? + GPUAttachmentType type = GPU_texture_stencil(depth_attachment.tex) ? GPU_FB_DEPTH_STENCIL_ATTACHMENT : GPU_FB_DEPTH_ATTACHMENT; - fb->attachment_set(type, depth_attachement); + fb->attachment_set(type, depth_attachment); } GPUAttachmentType type = GPU_FB_COLOR_ATTACHMENT0; - for (const GPUAttachment &attachement : color_attachments) { - fb->attachment_set(type, attachement); + for (const GPUAttachment &attachment : color_attachments) { + fb->attachment_set(type, attachment); ++type; } } |