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Diffstat (limited to 'source/blender/gpu/intern/gpu_immediate.c')
-rw-r--r--source/blender/gpu/intern/gpu_immediate.c12
1 files changed, 6 insertions, 6 deletions
diff --git a/source/blender/gpu/intern/gpu_immediate.c b/source/blender/gpu/intern/gpu_immediate.c
index 06b487fbb25..66a467e339e 100644
--- a/source/blender/gpu/intern/gpu_immediate.c
+++ b/source/blender/gpu/intern/gpu_immediate.c
@@ -701,17 +701,17 @@ void immVertex2iv(uint attrib_id, const int data[2])
/* --- generic uniform functions --- */
#if 0
- #if TRUST_NO_ONE
- #define GET_UNIFORM const GPUShaderInput* uniform = GPU_shaderinterface_uniform(imm.shader_interface, name); assert(uniform);
- #else
- #define GET_UNIFORM const GPUShaderInput* uniform = GPU_shaderinterface_uniform(imm.shader_interface, name);
- #endif
+# if TRUST_NO_ONE
+# define GET_UNIFORM const GPUShaderInput* uniform = GPU_shaderinterface_uniform(imm.shader_interface, name); assert(uniform);
+# else
+# define GET_UNIFORM const GPUShaderInput* uniform = GPU_shaderinterface_uniform(imm.shader_interface, name);
+# endif
#else
/* NOTE: It is possible to have uniform fully optimized out from the shader.
* In this case we can't assert failure or allow NULL-pointer dereference.
* TODO(sergey): How can we detect existing-but-optimized-out uniform but still
* catch typos in uniform names passed to immUniform*() functions? */
- #define GET_UNIFORM const GPUShaderInput* uniform = GPU_shaderinterface_uniform(imm.shader_interface, name); if (uniform == NULL) return;
+# define GET_UNIFORM const GPUShaderInput* uniform = GPU_shaderinterface_uniform(imm.shader_interface, name); if (uniform == NULL) return;
#endif
void immUniform1f(const char *name, float x)