From c34e3f0f1925aa3a90f5d2a157ae42310d1f7e84 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Cl=C3=A9ment=20Foucault?= Date: Tue, 17 May 2022 23:47:41 +0200 Subject: DRW: Fix DRW_shgroup_buffer_texture naming We do not need `_ex` suffix. --- source/blender/draw/intern/DRW_render.h | 12 ++++++------ source/blender/draw/intern/draw_manager_data.c | 14 +++++++------- 2 files changed, 13 insertions(+), 13 deletions(-) (limited to 'source/blender/draw') diff --git a/source/blender/draw/intern/DRW_render.h b/source/blender/draw/intern/DRW_render.h index 7d2b984d205..07105757b2c 100644 --- a/source/blender/draw/intern/DRW_render.h +++ b/source/blender/draw/intern/DRW_render.h @@ -623,12 +623,12 @@ void DRW_shgroup_vertex_buffer_ex(DRWShadingGroup *shgroup, void DRW_shgroup_vertex_buffer_ref_ex(DRWShadingGroup *shgroup, const char *name, struct GPUVertBuf **vertex_buffer DRW_DEBUG_FILE_LINE_ARGS); -void DRW_shgroup_buffer_texture_ex(DRWShadingGroup *shgroup, - const char *name, - struct GPUVertBuf *vertex_buffer); -void DRW_shgroup_buffer_texture_ref_ex(DRWShadingGroup *shgroup, - const char *name, - struct GPUVertBuf **vertex_buffer); +void DRW_shgroup_buffer_texture(DRWShadingGroup *shgroup, + const char *name, + struct GPUVertBuf *vertex_buffer); +void DRW_shgroup_buffer_texture_ref(DRWShadingGroup *shgroup, + const char *name, + struct GPUVertBuf **vertex_buffer); #ifdef DRW_UNUSED_RESOURCE_TRACKING # define DRW_shgroup_vertex_buffer(shgroup, name, vert) \ diff --git a/source/blender/draw/intern/draw_manager_data.c b/source/blender/draw/intern/draw_manager_data.c index 19c22f17b32..9b70904a8fb 100644 --- a/source/blender/draw/intern/draw_manager_data.c +++ b/source/blender/draw/intern/draw_manager_data.c @@ -547,9 +547,9 @@ void DRW_shgroup_vertex_buffer_ref_ex(DRWShadingGroup *shgroup, shgroup, location, DRW_UNIFORM_VERTEX_BUFFER_AS_STORAGE_REF, vertex_buffer, 0, 0, 1); } -void DRW_shgroup_buffer_texture_ex(DRWShadingGroup *shgroup, - const char *name, - GPUVertBuf *vertex_buffer) +void DRW_shgroup_buffer_texture(DRWShadingGroup *shgroup, + const char *name, + GPUVertBuf *vertex_buffer) { int location = GPU_shader_get_ssbo(shgroup->shader, name); if (location == -1) { @@ -559,9 +559,9 @@ void DRW_shgroup_buffer_texture_ex(DRWShadingGroup *shgroup, shgroup, location, DRW_UNIFORM_VERTEX_BUFFER_AS_TEXTURE, vertex_buffer, 0, 0, 1); } -void DRW_shgroup_buffer_texture_ref_ex(DRWShadingGroup *shgroup, - const char *name, - GPUVertBuf **vertex_buffer) +void DRW_shgroup_buffer_texture_ref(DRWShadingGroup *shgroup, + const char *name, + GPUVertBuf **vertex_buffer) { int location = GPU_shader_get_ssbo(shgroup->shader, name); if (location == -1) { @@ -647,7 +647,7 @@ static void drw_call_obinfos_init(DRWObjectInfos *ob_infos, Object *ob) drw_call_calc_orco(ob, ob_infos->orcotexfac); /* Random float value. */ uint random = (DST.dupli_source) ? - DST.dupli_source->random_id : + DST.dupli_source->random_id : /* TODO(fclem): this is rather costly to do at runtime. Maybe we can * put it in ob->runtime and make depsgraph ensure it is up to date. */ BLI_hash_int_2d(BLI_hash_string(ob->id.name + 2), 0); -- cgit v1.2.3