From e02480fd16df5202cb5a711ed86a7d367529a98f Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Cl=C3=A9ment=20Foucault?= Date: Fri, 23 Mar 2018 23:51:24 +0100 Subject: GPU: gpu_draw.c: Fix wrong renaming. Renaming happened in b4d053efc754 and seems to have been a bit too agressive. --- source/blender/gpu/intern/gpu_draw.c | 100 +++++++++++++++++------------------ 1 file changed, 50 insertions(+), 50 deletions(-) (limited to 'source/blender/gpu/intern') diff --git a/source/blender/gpu/intern/gpu_draw.c b/source/blender/gpu/intern/gpu_draw.c index fdb5894e9ed..e0fbdb5a2e1 100644 --- a/source/blender/gpu/intern/gpu_draw.c +++ b/source/blender/gpu/intern/gpu_draw.c @@ -2383,7 +2383,7 @@ static GPUAttribStack state = { }; #define AttribStack state -#define Gwn_VertAttr state.attrib_stack[state.top] +#define Attrib state.attrib_stack[state.top] /** * Replacement for glPush/PopAttributes @@ -2393,48 +2393,48 @@ static GPUAttribStack state = { */ void gpuPushAttrib(eGPUAttribMask mask) { - Gwn_VertAttr.mask = mask; + Attrib.mask = mask; if ((mask & GPU_DEPTH_BUFFER_BIT) != 0) { - Gwn_VertAttr.is_depth_test = glIsEnabled(GL_DEPTH_TEST); - glGetIntegerv(GL_DEPTH_FUNC, &Gwn_VertAttr.depth_func); - glGetDoublev(GL_DEPTH_CLEAR_VALUE, &Gwn_VertAttr.depth_clear_value); - glGetBooleanv(GL_DEPTH_WRITEMASK, (GLboolean *)&Gwn_VertAttr.depth_write_mask); + Attrib.is_depth_test = glIsEnabled(GL_DEPTH_TEST); + glGetIntegerv(GL_DEPTH_FUNC, &Attrib.depth_func); + glGetDoublev(GL_DEPTH_CLEAR_VALUE, &Attrib.depth_clear_value); + glGetBooleanv(GL_DEPTH_WRITEMASK, (GLboolean *)&Attrib.depth_write_mask); } if ((mask & GPU_ENABLE_BIT) != 0) { - Gwn_VertAttr.is_blend = glIsEnabled(GL_BLEND); + Attrib.is_blend = glIsEnabled(GL_BLEND); for (int i = 0; i < 6; i++) { - Gwn_VertAttr.is_clip_plane[i] = glIsEnabled(GL_CLIP_PLANE0 + i); + Attrib.is_clip_plane[i] = glIsEnabled(GL_CLIP_PLANE0 + i); } - Gwn_VertAttr.is_cull_face = glIsEnabled(GL_CULL_FACE); - Gwn_VertAttr.is_depth_test = glIsEnabled(GL_DEPTH_TEST); - Gwn_VertAttr.is_dither = glIsEnabled(GL_DITHER); - Gwn_VertAttr.is_line_smooth = glIsEnabled(GL_LINE_SMOOTH); - Gwn_VertAttr.is_color_logic_op = glIsEnabled(GL_COLOR_LOGIC_OP); - Gwn_VertAttr.is_multisample = glIsEnabled(GL_MULTISAMPLE); - Gwn_VertAttr.is_polygon_offset_line = glIsEnabled(GL_POLYGON_OFFSET_LINE); - Gwn_VertAttr.is_polygon_offset_fill = glIsEnabled(GL_POLYGON_OFFSET_FILL); - Gwn_VertAttr.is_polygon_smooth = glIsEnabled(GL_POLYGON_SMOOTH); - Gwn_VertAttr.is_sample_alpha_to_coverage = glIsEnabled(GL_SAMPLE_ALPHA_TO_COVERAGE); - Gwn_VertAttr.is_scissor_test = glIsEnabled(GL_SCISSOR_TEST); - Gwn_VertAttr.is_stencil_test = glIsEnabled(GL_STENCIL_TEST); + Attrib.is_cull_face = glIsEnabled(GL_CULL_FACE); + Attrib.is_depth_test = glIsEnabled(GL_DEPTH_TEST); + Attrib.is_dither = glIsEnabled(GL_DITHER); + Attrib.is_line_smooth = glIsEnabled(GL_LINE_SMOOTH); + Attrib.is_color_logic_op = glIsEnabled(GL_COLOR_LOGIC_OP); + Attrib.is_multisample = glIsEnabled(GL_MULTISAMPLE); + Attrib.is_polygon_offset_line = glIsEnabled(GL_POLYGON_OFFSET_LINE); + Attrib.is_polygon_offset_fill = glIsEnabled(GL_POLYGON_OFFSET_FILL); + Attrib.is_polygon_smooth = glIsEnabled(GL_POLYGON_SMOOTH); + Attrib.is_sample_alpha_to_coverage = glIsEnabled(GL_SAMPLE_ALPHA_TO_COVERAGE); + Attrib.is_scissor_test = glIsEnabled(GL_SCISSOR_TEST); + Attrib.is_stencil_test = glIsEnabled(GL_STENCIL_TEST); } if ((mask & GPU_SCISSOR_BIT) != 0) { - Gwn_VertAttr.is_scissor_test = glIsEnabled(GL_SCISSOR_TEST); - glGetIntegerv(GL_SCISSOR_BOX, (GLint *)&Gwn_VertAttr.scissor_box); + Attrib.is_scissor_test = glIsEnabled(GL_SCISSOR_TEST); + glGetIntegerv(GL_SCISSOR_BOX, (GLint *)&Attrib.scissor_box); } if ((mask & GPU_VIEWPORT_BIT) != 0) { - glGetDoublev(GL_DEPTH_RANGE, (GLdouble *)&Gwn_VertAttr.near_far); - glGetIntegerv(GL_VIEWPORT, (GLint *)&Gwn_VertAttr.viewport); + glGetDoublev(GL_DEPTH_RANGE, (GLdouble *)&Attrib.near_far); + glGetIntegerv(GL_VIEWPORT, (GLint *)&Attrib.viewport); } if ((mask & GPU_BLEND_BIT) != 0) { - Gwn_VertAttr.is_blend = glIsEnabled(GL_BLEND); + Attrib.is_blend = glIsEnabled(GL_BLEND); } BLI_assert(AttribStack.top < STATE_STACK_DEPTH); @@ -2456,52 +2456,52 @@ void gpuPopAttrib(void) BLI_assert(AttribStack.top > 0); AttribStack.top--; - GLint mask = Gwn_VertAttr.mask; + GLint mask = Attrib.mask; if ((mask & GPU_DEPTH_BUFFER_BIT) != 0) { - restore_mask(GL_DEPTH_TEST, Gwn_VertAttr.is_depth_test); - glDepthFunc(Gwn_VertAttr.depth_func); - glClearDepth(Gwn_VertAttr.depth_clear_value); - glDepthMask(Gwn_VertAttr.depth_write_mask); + restore_mask(GL_DEPTH_TEST, Attrib.is_depth_test); + glDepthFunc(Attrib.depth_func); + glClearDepth(Attrib.depth_clear_value); + glDepthMask(Attrib.depth_write_mask); } if ((mask & GPU_ENABLE_BIT) != 0) { - restore_mask(GL_BLEND, Gwn_VertAttr.is_blend); + restore_mask(GL_BLEND, Attrib.is_blend); for (int i = 0; i < 6; i++) { - restore_mask(GL_CLIP_PLANE0 + i, Gwn_VertAttr.is_clip_plane[i]); + restore_mask(GL_CLIP_PLANE0 + i, Attrib.is_clip_plane[i]); } - restore_mask(GL_CULL_FACE, Gwn_VertAttr.is_cull_face); - restore_mask(GL_DEPTH_TEST, Gwn_VertAttr.is_depth_test); - restore_mask(GL_DITHER, Gwn_VertAttr.is_dither); - restore_mask(GL_LINE_SMOOTH, Gwn_VertAttr.is_line_smooth); - restore_mask(GL_COLOR_LOGIC_OP, Gwn_VertAttr.is_color_logic_op); - restore_mask(GL_MULTISAMPLE, Gwn_VertAttr.is_multisample); - restore_mask(GL_POLYGON_OFFSET_LINE, Gwn_VertAttr.is_polygon_offset_line); - restore_mask(GL_POLYGON_OFFSET_FILL, Gwn_VertAttr.is_polygon_offset_fill); - restore_mask(GL_POLYGON_SMOOTH, Gwn_VertAttr.is_polygon_smooth); - restore_mask(GL_SAMPLE_ALPHA_TO_COVERAGE, Gwn_VertAttr.is_sample_alpha_to_coverage); - restore_mask(GL_SCISSOR_TEST, Gwn_VertAttr.is_scissor_test); - restore_mask(GL_STENCIL_TEST, Gwn_VertAttr.is_stencil_test); + restore_mask(GL_CULL_FACE, Attrib.is_cull_face); + restore_mask(GL_DEPTH_TEST, Attrib.is_depth_test); + restore_mask(GL_DITHER, Attrib.is_dither); + restore_mask(GL_LINE_SMOOTH, Attrib.is_line_smooth); + restore_mask(GL_COLOR_LOGIC_OP, Attrib.is_color_logic_op); + restore_mask(GL_MULTISAMPLE, Attrib.is_multisample); + restore_mask(GL_POLYGON_OFFSET_LINE, Attrib.is_polygon_offset_line); + restore_mask(GL_POLYGON_OFFSET_FILL, Attrib.is_polygon_offset_fill); + restore_mask(GL_POLYGON_SMOOTH, Attrib.is_polygon_smooth); + restore_mask(GL_SAMPLE_ALPHA_TO_COVERAGE, Attrib.is_sample_alpha_to_coverage); + restore_mask(GL_SCISSOR_TEST, Attrib.is_scissor_test); + restore_mask(GL_STENCIL_TEST, Attrib.is_stencil_test); } if ((mask & GPU_VIEWPORT_BIT) != 0) { - glViewport(Gwn_VertAttr.viewport[0], Gwn_VertAttr.viewport[1], Gwn_VertAttr.viewport[2], Gwn_VertAttr.viewport[3]); - glDepthRange(Gwn_VertAttr.near_far[0], Gwn_VertAttr.near_far[1]); + glViewport(Attrib.viewport[0], Attrib.viewport[1], Attrib.viewport[2], Attrib.viewport[3]); + glDepthRange(Attrib.near_far[0], Attrib.near_far[1]); } if ((mask & GPU_SCISSOR_BIT) != 0) { - restore_mask(GL_SCISSOR_TEST, Gwn_VertAttr.is_scissor_test); - glScissor(Gwn_VertAttr.scissor_box[0], Gwn_VertAttr.scissor_box[1], Gwn_VertAttr.scissor_box[2], Gwn_VertAttr.scissor_box[3]); + restore_mask(GL_SCISSOR_TEST, Attrib.is_scissor_test); + glScissor(Attrib.scissor_box[0], Attrib.scissor_box[1], Attrib.scissor_box[2], Attrib.scissor_box[3]); } if ((mask & GPU_BLEND_BIT) != 0) { - restore_mask(GL_BLEND, Gwn_VertAttr.is_blend); + restore_mask(GL_BLEND, Attrib.is_blend); } } -#undef Gwn_VertAttr +#undef Attrib #undef AttribStack /** \} */ -- cgit v1.2.3