From 428743a9b06cc09b4eb4dd3e7794d45d13457fb8 Mon Sep 17 00:00:00 2001 From: Campbell Barton Date: Wed, 18 Jul 2018 23:09:31 +1000 Subject: Cleanup: style for GPU module --- source/blender/gpu/GPU_immediate.h | 32 ++++++++++++++++---------------- 1 file changed, 16 insertions(+), 16 deletions(-) (limited to 'source/blender/gpu/GPU_immediate.h') diff --git a/source/blender/gpu/GPU_immediate.h b/source/blender/gpu/GPU_immediate.h index a756687b557..c8a4ea6a837 100644 --- a/source/blender/gpu/GPU_immediate.h +++ b/source/blender/gpu/GPU_immediate.h @@ -40,9 +40,9 @@ #include "GPU_immediate_util.h" #include "GPU_shader.h" -GPUVertFormat* immVertexFormat(void); /* returns a cleared vertex format, ready for add_attrib. */ +GPUVertFormat *immVertexFormat(void); /* returns a cleared vertex format, ready for add_attrib. */ -void immBindProgram(uint32_t program, const GPUShaderInterface*); /* every immBegin must have a program bound first. */ +void immBindProgram(uint32_t program, const GPUShaderInterface *); /* every immBegin must have a program bound first. */ void immUnbindProgram(void); /* call after your last immEnd, or before binding another program. */ void immBegin(GPUPrimType, uint vertex_len); /* must supply exactly vertex_len vertices. */ @@ -52,8 +52,8 @@ void immEnd(void); /* finishes and draws. */ /* ImmBegin a batch, then use standard immFunctions as usual. */ /* ImmEnd will finalize the batch instead of drawing. */ /* Then you can draw it as many times as you like! Partially replaces the need for display lists. */ -GPUBatch* immBeginBatch(GPUPrimType, uint vertex_len); -GPUBatch* immBeginBatchAtMost(GPUPrimType, uint vertex_len); +GPUBatch *immBeginBatch(GPUPrimType, uint vertex_len); +GPUBatch *immBeginBatchAtMost(GPUPrimType, uint vertex_len); /* Provide attribute values that can change per vertex. */ /* First vertex after immBegin must have all its attributes specified. */ @@ -99,18 +99,18 @@ void immVertex3fv(uint attrib_id, const float data[3]); void immVertex2iv(uint attrib_id, const int data[2]); /* Provide uniform values that don't change for the entire draw call. */ -void immUniform1i(const char* name, int x); -void immUniform4iv(const char* name, const int data[4]); -void immUniform1f(const char* name, float x); -void immUniform2f(const char* name, float x, float y); -void immUniform2fv(const char* name, const float data[2]); -void immUniform3f(const char* name, float x, float y, float z); -void immUniform3fv(const char* name, const float data[3]); -void immUniformArray3fv(const char* name, const float *data, int count); -void immUniform4f(const char* name, float x, float y, float z, float w); -void immUniform4fv(const char* name, const float data[4]); -void immUniformArray4fv(const char* bare_name, const float *data, int count); -void immUniformMatrix4fv(const char* name, const float data[4][4]); +void immUniform1i(const char *name, int x); +void immUniform4iv(const char *name, const int data[4]); +void immUniform1f(const char *name, float x); +void immUniform2f(const char *name, float x, float y); +void immUniform2fv(const char *name, const float data[2]); +void immUniform3f(const char *name, float x, float y, float z); +void immUniform3fv(const char *name, const float data[3]); +void immUniformArray3fv(const char *name, const float *data, int count); +void immUniform4f(const char *name, float x, float y, float z, float w); +void immUniform4fv(const char *name, const float data[4]); +void immUniformArray4fv(const char *bare_name, const float *data, int count); +void immUniformMatrix4fv(const char *name, const float data[4][4]); /* Convenience functions for setting "uniform vec4 color". */ /* The rgb functions have implicit alpha = 1.0. */ -- cgit v1.2.3