From 2e4f1b592f7d1b63ec012528997fab64f16c0416 Mon Sep 17 00:00:00 2001 From: Campbell Barton Date: Wed, 23 Jan 2019 14:15:43 +1100 Subject: Cleanup: use eGPU prefix for GPU enum types --- source/blender/blenfont/intern/blf_font.c | 2 +- .../draw/engines/eevee/eevee_depth_of_field.c | 4 +- source/blender/draw/engines/eevee/eevee_effects.c | 2 +- source/blender/draw/engines/eevee/eevee_engine.c | 2 +- .../blender/draw/engines/eevee/eevee_lightprobes.c | 2 +- source/blender/draw/engines/eevee/eevee_lights.c | 2 +- .../blender/draw/engines/eevee/eevee_materials.c | 4 +- .../draw/engines/eevee/eevee_screen_raytrace.c | 2 +- .../blender/draw/engines/gpencil/gpencil_engine.c | 2 +- .../draw/engines/workbench/workbench_deferred.c | 6 +- .../draw/engines/workbench/workbench_effect_taa.c | 2 +- source/blender/draw/intern/DRW_render.h | 18 +++--- source/blender/draw/intern/draw_manager_shader.c | 2 +- source/blender/draw/intern/draw_manager_texture.c | 18 +++--- source/blender/editors/interface/interface_icons.c | 2 +- source/blender/gpu/GPU_batch.h | 2 +- source/blender/gpu/GPU_extensions.h | 14 ++--- source/blender/gpu/GPU_framebuffer.h | 10 +-- source/blender/gpu/GPU_immediate.h | 2 +- source/blender/gpu/GPU_material.h | 32 +++++----- source/blender/gpu/GPU_shader.h | 18 +++--- source/blender/gpu/GPU_state.h | 14 ++--- source/blender/gpu/GPU_texture.h | 40 ++++++------ source/blender/gpu/intern/gpu_batch.c | 2 +- source/blender/gpu/intern/gpu_codegen.c | 16 ++--- source/blender/gpu/intern/gpu_codegen.h | 20 +++--- source/blender/gpu/intern/gpu_draw.c | 2 +- source/blender/gpu/intern/gpu_extensions.c | 8 +-- source/blender/gpu/intern/gpu_framebuffer.c | 8 +-- source/blender/gpu/intern/gpu_immediate.c | 2 +- source/blender/gpu/intern/gpu_material.c | 10 +-- source/blender/gpu/intern/gpu_shader.c | 8 +-- source/blender/gpu/intern/gpu_state.c | 8 +-- source/blender/gpu/intern/gpu_texture.c | 72 +++++++++++----------- source/blender/gpu/intern/gpu_uniformbuffer.c | 20 +++--- source/blender/python/gpu/gpu_py_shader.c | 8 +-- source/blender/windowmanager/intern/wm_stereo.c | 2 +- 37 files changed, 194 insertions(+), 194 deletions(-) (limited to 'source') diff --git a/source/blender/blenfont/intern/blf_font.c b/source/blender/blenfont/intern/blf_font.c index 3296fbd1833..3b7addd3211 100644 --- a/source/blender/blenfont/intern/blf_font.c +++ b/source/blender/blenfont/intern/blf_font.c @@ -194,7 +194,7 @@ void blf_batch_draw(void) GPU_vertbuf_data_len_set(g_batch.verts, g_batch.glyph_len); GPU_vertbuf_use(g_batch.verts); /* send data */ - GPUBuiltinShader shader = (g_batch.simple_shader) ? GPU_SHADER_TEXT_SIMPLE : GPU_SHADER_TEXT; + eGPUBuiltinShader shader = (g_batch.simple_shader) ? GPU_SHADER_TEXT_SIMPLE : GPU_SHADER_TEXT; GPU_batch_program_set_builtin(g_batch.batch, shader); GPU_batch_uniform_1i(g_batch.batch, "glyph", 0); GPU_batch_draw(g_batch.batch); diff --git a/source/blender/draw/engines/eevee/eevee_depth_of_field.c b/source/blender/draw/engines/eevee/eevee_depth_of_field.c index 7cb6492a37c..7c66a32f5fa 100644 --- a/source/blender/draw/engines/eevee/eevee_depth_of_field.c +++ b/source/blender/draw/engines/eevee/eevee_depth_of_field.c @@ -114,7 +114,7 @@ int EEVEE_depth_of_field_init(EEVEE_ViewLayerData *UNUSED(sldata), EEVEE_Data *v int buffer_size[2] = {(int)viewport_size[0] / 2, (int)viewport_size[1] / 2}; - GPUTextureFormat down_format = DRW_state_draw_background() ? GPU_R11F_G11F_B10F : GPU_RGBA16F; + eGPUTextureFormat down_format = DRW_state_draw_background() ? GPU_R11F_G11F_B10F : GPU_RGBA16F; effects->dof_down_near = DRW_texture_pool_query_2D(buffer_size[0], buffer_size[1], down_format, &draw_engine_eevee_type); @@ -131,7 +131,7 @@ int EEVEE_depth_of_field_init(EEVEE_ViewLayerData *UNUSED(sldata), EEVEE_Data *v }); /* Go full 32bits for rendering and reduce the color artifacts. */ - GPUTextureFormat fb_format = DRW_state_is_image_render() ? GPU_RGBA32F : GPU_RGBA16F; + eGPUTextureFormat fb_format = DRW_state_is_image_render() ? GPU_RGBA32F : GPU_RGBA16F; effects->dof_blur = DRW_texture_pool_query_2D(buffer_size[0] * 2, buffer_size[1], fb_format, &draw_engine_eevee_type); diff --git a/source/blender/draw/engines/eevee/eevee_effects.c b/source/blender/draw/engines/eevee/eevee_effects.c index a707961da63..09f88fb3ee8 100644 --- a/source/blender/draw/engines/eevee/eevee_effects.c +++ b/source/blender/draw/engines/eevee/eevee_effects.c @@ -117,7 +117,7 @@ static void eevee_create_shader_downsample(void) } #define SETUP_BUFFER(tex, fb, fb_color) { \ - GPUTextureFormat format = (DRW_state_is_scene_render()) ? GPU_RGBA32F : GPU_RGBA16F; \ + eGPUTextureFormat format = (DRW_state_is_scene_render()) ? GPU_RGBA32F : GPU_RGBA16F; \ DRW_texture_ensure_fullscreen_2D(&tex, format, DRW_TEX_FILTER | DRW_TEX_MIPMAP); \ GPU_framebuffer_ensure_config(&fb, { \ GPU_ATTACHMENT_TEXTURE(dtxl->depth), \ diff --git a/source/blender/draw/engines/eevee/eevee_engine.c b/source/blender/draw/engines/eevee/eevee_engine.c index 483220fde9c..7f6f485644c 100644 --- a/source/blender/draw/engines/eevee/eevee_engine.c +++ b/source/blender/draw/engines/eevee/eevee_engine.c @@ -256,7 +256,7 @@ static void eevee_draw_background(void *vedata) DRW_uniformbuffer_update(sldata->common_ubo, &sldata->common_data); GPU_framebuffer_bind(fbl->main_fb); - GPUFrameBufferBits clear_bits = GPU_DEPTH_BIT; + eGPUFrameBufferBits clear_bits = GPU_DEPTH_BIT; clear_bits |= (DRW_state_draw_background()) ? 0 : GPU_COLOR_BIT; clear_bits |= ((stl->effects->enabled_effects & EFFECT_SSS) != 0) ? GPU_STENCIL_BIT : 0; GPU_framebuffer_clear(fbl->main_fb, clear_bits, clear_col, clear_depth, clear_stencil); diff --git a/source/blender/draw/engines/eevee/eevee_lightprobes.c b/source/blender/draw/engines/eevee/eevee_lightprobes.c index 008d458bc6a..3199fc430cf 100644 --- a/source/blender/draw/engines/eevee/eevee_lightprobes.c +++ b/source/blender/draw/engines/eevee/eevee_lightprobes.c @@ -330,7 +330,7 @@ void EEVEE_lightprobes_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedat static float error_col[3] = {1.0f, 0.0f, 1.0f}; struct GPUMaterial *gpumat = EEVEE_material_world_lightprobe_get(scene, wo); - GPUMaterialStatus status = GPU_material_status(gpumat); + eGPUMaterialStatus status = GPU_material_status(gpumat); switch (status) { case GPU_MAT_SUCCESS: diff --git a/source/blender/draw/engines/eevee/eevee_lights.c b/source/blender/draw/engines/eevee/eevee_lights.c index 820ead715d9..af3531e9a6c 100644 --- a/source/blender/draw/engines/eevee/eevee_lights.c +++ b/source/blender/draw/engines/eevee/eevee_lights.c @@ -528,7 +528,7 @@ void EEVEE_lights_cache_shcaster_object_add(EEVEE_ViewLayerData *sldata, Object void EEVEE_lights_cache_finish(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata) { EEVEE_LampsInfo *linfo = sldata->lamps; - GPUTextureFormat shadow_pool_format = GPU_R32F; + eGPUTextureFormat shadow_pool_format = GPU_R32F; sldata->common_data.la_num_light = linfo->num_light; diff --git a/source/blender/draw/engines/eevee/eevee_materials.c b/source/blender/draw/engines/eevee/eevee_materials.c index f0274eafaeb..6786bf7e911 100644 --- a/source/blender/draw/engines/eevee/eevee_materials.c +++ b/source/blender/draw/engines/eevee/eevee_materials.c @@ -1164,14 +1164,14 @@ static void material_opaque( scene, ma, vedata, false, false, use_ssrefract, use_sss, use_translucency, linfo->shadow_method); - GPUMaterialStatus status_mat_surface = GPU_material_status(*gpumat); + eGPUMaterialStatus status_mat_surface = GPU_material_status(*gpumat); /* Alpha CLipped : Discard pixel from depth pass, then * fail the depth test for shading. */ if (ELEM(ma->blend_method, MA_BM_CLIP, MA_BM_HASHED)) { *gpumat_depth = EEVEE_material_mesh_depth_get(scene, ma, (ma->blend_method == MA_BM_HASHED), false); - GPUMaterialStatus status_mat_depth = GPU_material_status(*gpumat_depth); + eGPUMaterialStatus status_mat_depth = GPU_material_status(*gpumat_depth); if (status_mat_depth != GPU_MAT_SUCCESS) { /* Mixing both flags. If depth shader fails, show it to the user by not using * the surface shader. */ diff --git a/source/blender/draw/engines/eevee/eevee_screen_raytrace.c b/source/blender/draw/engines/eevee/eevee_screen_raytrace.c index a3a11285e5e..440321b583e 100644 --- a/source/blender/draw/engines/eevee/eevee_screen_raytrace.c +++ b/source/blender/draw/engines/eevee/eevee_screen_raytrace.c @@ -159,7 +159,7 @@ int EEVEE_screen_raytrace_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata) int tracing_res[2] = {(int)viewport_size[0] / divisor, (int)viewport_size[1] / divisor}; int size_fs[2] = {(int)viewport_size[0], (int)viewport_size[1]}; const bool high_qual_input = true; /* TODO dither low quality input */ - const GPUTextureFormat format = (high_qual_input) ? GPU_RGBA16F : GPU_RGBA8; + const eGPUTextureFormat format = (high_qual_input) ? GPU_RGBA16F : GPU_RGBA8; /* MRT for the shading pass in order to output needed data for the SSR pass. */ effects->ssr_specrough_input = DRW_texture_pool_query_2D(size_fs[0], size_fs[1], format, diff --git a/source/blender/draw/engines/gpencil/gpencil_engine.c b/source/blender/draw/engines/gpencil/gpencil_engine.c index 6bb8c4575b8..25cfaf1e3c6 100644 --- a/source/blender/draw/engines/gpencil/gpencil_engine.c +++ b/source/blender/draw/engines/gpencil/gpencil_engine.c @@ -111,7 +111,7 @@ static void GPENCIL_create_framebuffers(void *vedata) GPENCIL_StorageList *stl = ((GPENCIL_Data *)vedata)->stl; /* Go full 32bits for rendering */ - GPUTextureFormat fb_format = DRW_state_is_image_render() ? GPU_RGBA32F : GPU_RGBA16F; + eGPUTextureFormat fb_format = DRW_state_is_image_render() ? GPU_RGBA32F : GPU_RGBA16F; if (DRW_state_is_fbo()) { const float *viewport_size = DRW_viewport_size_get(); diff --git a/source/blender/draw/engines/workbench/workbench_deferred.c b/source/blender/draw/engines/workbench/workbench_deferred.c index ef401c6a1c1..af6b83679ea 100644 --- a/source/blender/draw/engines/workbench/workbench_deferred.c +++ b/source/blender/draw/engines/workbench/workbench_deferred.c @@ -409,9 +409,9 @@ void workbench_deferred_engine_init(WORKBENCH_Data *vedata) { const float *viewport_size = DRW_viewport_size_get(); const int size[2] = {(int)viewport_size[0], (int)viewport_size[1]}; - const GPUTextureFormat nor_tex_format = NORMAL_ENCODING_ENABLED() ? GPU_RG16 : GPU_RGBA32F; - const GPUTextureFormat comp_tex_format = DRW_state_is_image_render() ? GPU_RGBA16F : GPU_R11F_G11F_B10F; - const GPUTextureFormat id_tex_format = OBJECT_ID_PASS_ENABLED(wpd) ? GPU_R32UI : GPU_R8; + const eGPUTextureFormat nor_tex_format = NORMAL_ENCODING_ENABLED() ? GPU_RG16 : GPU_RGBA32F; + const eGPUTextureFormat comp_tex_format = DRW_state_is_image_render() ? GPU_RGBA16F : GPU_R11F_G11F_B10F; + const eGPUTextureFormat id_tex_format = OBJECT_ID_PASS_ENABLED(wpd) ? GPU_R32UI : GPU_R8; e_data.object_id_tx = NULL; e_data.color_buffer_tx = NULL; diff --git a/source/blender/draw/engines/workbench/workbench_effect_taa.c b/source/blender/draw/engines/workbench/workbench_effect_taa.c index db20c963e54..c4421b98d8c 100644 --- a/source/blender/draw/engines/workbench/workbench_effect_taa.c +++ b/source/blender/draw/engines/workbench/workbench_effect_taa.c @@ -174,7 +174,7 @@ DRWPass *workbench_taa_create_pass(WORKBENCH_Data *vedata, GPUTexture **color_bu int previous_jitter_index = effect_info->jitter_index; { - const GPUTextureFormat hist_buffer_format = DRW_state_is_image_render() ? GPU_RGBA16F : GPU_RGBA8; + const eGPUTextureFormat hist_buffer_format = DRW_state_is_image_render() ? GPU_RGBA16F : GPU_RGBA8; DRW_texture_ensure_fullscreen_2D(&txl->history_buffer_tx, hist_buffer_format, 0); DRW_texture_ensure_fullscreen_2D(&txl->depth_buffer_tx, GPU_DEPTH24_STENCIL8, 0); } diff --git a/source/blender/draw/intern/DRW_render.h b/source/blender/draw/intern/DRW_render.h index 72c55657748..4280359976e 100644 --- a/source/blender/draw/intern/DRW_render.h +++ b/source/blender/draw/intern/DRW_render.h @@ -200,23 +200,23 @@ typedef enum { /* Textures from DRW_texture_pool_query_* have the options * DRW_TEX_FILTER for color float textures, and no options * for depth textures and integer textures. */ -struct GPUTexture *DRW_texture_pool_query_2D(int w, int h, GPUTextureFormat format, DrawEngineType *engine_type); +struct GPUTexture *DRW_texture_pool_query_2D(int w, int h, eGPUTextureFormat format, DrawEngineType *engine_type); struct GPUTexture *DRW_texture_create_1D( - int w, GPUTextureFormat format, DRWTextureFlag flags, const float *fpixels); + int w, eGPUTextureFormat format, DRWTextureFlag flags, const float *fpixels); struct GPUTexture *DRW_texture_create_2D( - int w, int h, GPUTextureFormat format, DRWTextureFlag flags, const float *fpixels); + int w, int h, eGPUTextureFormat format, DRWTextureFlag flags, const float *fpixels); struct GPUTexture *DRW_texture_create_2D_array( - int w, int h, int d, GPUTextureFormat format, DRWTextureFlag flags, const float *fpixels); + int w, int h, int d, eGPUTextureFormat format, DRWTextureFlag flags, const float *fpixels); struct GPUTexture *DRW_texture_create_3D( - int w, int h, int d, GPUTextureFormat format, DRWTextureFlag flags, const float *fpixels); + int w, int h, int d, eGPUTextureFormat format, DRWTextureFlag flags, const float *fpixels); struct GPUTexture *DRW_texture_create_cube( - int w, GPUTextureFormat format, DRWTextureFlag flags, const float *fpixels); + int w, eGPUTextureFormat format, DRWTextureFlag flags, const float *fpixels); void DRW_texture_ensure_fullscreen_2D( - struct GPUTexture **tex, GPUTextureFormat format, DRWTextureFlag flags); + struct GPUTexture **tex, eGPUTextureFormat format, DRWTextureFlag flags); void DRW_texture_ensure_2D( - struct GPUTexture **tex, int w, int h, GPUTextureFormat format, DRWTextureFlag flags); + struct GPUTexture **tex, int w, int h, eGPUTextureFormat format, DRWTextureFlag flags); void DRW_texture_generate_mipmaps(struct GPUTexture *tex); void DRW_texture_free(struct GPUTexture *tex); @@ -255,7 +255,7 @@ struct GPUShader *DRW_shader_create_with_lib( const char *vert, const char *geom, const char *frag, const char *lib, const char *defines); struct GPUShader *DRW_shader_create_with_transform_feedback( const char *vert, const char *geom, const char *defines, - const GPUShaderTFBType prim_type, const char **varying_names, const int varying_count); + const eGPUShaderTFBType prim_type, const char **varying_names, const int varying_count); struct GPUShader *DRW_shader_create_2D(const char *frag, const char *defines); struct GPUShader *DRW_shader_create_3D(const char *frag, const char *defines); struct GPUShader *DRW_shader_create_fullscreen(const char *frag, const char *defines); diff --git a/source/blender/draw/intern/draw_manager_shader.c b/source/blender/draw/intern/draw_manager_shader.c index 437e305646c..79717fc58e4 100644 --- a/source/blender/draw/intern/draw_manager_shader.c +++ b/source/blender/draw/intern/draw_manager_shader.c @@ -363,7 +363,7 @@ GPUShader *DRW_shader_create_with_lib( GPUShader *DRW_shader_create_with_transform_feedback( const char *vert, const char *geom, const char *defines, - const GPUShaderTFBType prim_type, const char **varying_names, const int varying_count) + const eGPUShaderTFBType prim_type, const char **varying_names, const int varying_count) { return GPU_shader_create_ex(vert, datatoc_gpu_shader_depth_only_frag_glsl, diff --git a/source/blender/draw/intern/draw_manager_texture.c b/source/blender/draw/intern/draw_manager_texture.c index 6976b65d6d4..9d70a35d1a4 100644 --- a/source/blender/draw/intern/draw_manager_texture.c +++ b/source/blender/draw/intern/draw_manager_texture.c @@ -30,7 +30,7 @@ #ifndef NDEBUG /* Maybe gpu_texture.c is a better place for this. */ -static bool drw_texture_format_supports_framebuffer(GPUTextureFormat format) +static bool drw_texture_format_supports_framebuffer(eGPUTextureFormat format) { /* Some formats do not work with framebuffers. */ switch (format) { @@ -79,7 +79,7 @@ void drw_texture_set_parameters(GPUTexture *tex, DRWTextureFlag flags) GPU_texture_unbind(tex); } -GPUTexture *DRW_texture_create_1D(int w, GPUTextureFormat format, DRWTextureFlag flags, const float *fpixels) +GPUTexture *DRW_texture_create_1D(int w, eGPUTextureFormat format, DRWTextureFlag flags, const float *fpixels) { GPUTexture *tex = GPU_texture_create_1D(w, format, fpixels, NULL); drw_texture_set_parameters(tex, flags); @@ -87,7 +87,7 @@ GPUTexture *DRW_texture_create_1D(int w, GPUTextureFormat format, DRWTextureFlag return tex; } -GPUTexture *DRW_texture_create_2D(int w, int h, GPUTextureFormat format, DRWTextureFlag flags, const float *fpixels) +GPUTexture *DRW_texture_create_2D(int w, int h, eGPUTextureFormat format, DRWTextureFlag flags, const float *fpixels) { GPUTexture *tex = GPU_texture_create_2D(w, h, format, fpixels, NULL); drw_texture_set_parameters(tex, flags); @@ -96,7 +96,7 @@ GPUTexture *DRW_texture_create_2D(int w, int h, GPUTextureFormat format, DRWText } GPUTexture *DRW_texture_create_2D_array( - int w, int h, int d, GPUTextureFormat format, DRWTextureFlag flags, const float *fpixels) + int w, int h, int d, eGPUTextureFormat format, DRWTextureFlag flags, const float *fpixels) { GPUTexture *tex = GPU_texture_create_2D_array(w, h, d, format, fpixels, NULL); drw_texture_set_parameters(tex, flags); @@ -105,7 +105,7 @@ GPUTexture *DRW_texture_create_2D_array( } GPUTexture *DRW_texture_create_3D( - int w, int h, int d, GPUTextureFormat format, DRWTextureFlag flags, const float *fpixels) + int w, int h, int d, eGPUTextureFormat format, DRWTextureFlag flags, const float *fpixels) { GPUTexture *tex = GPU_texture_create_3D(w, h, d, format, fpixels, NULL); drw_texture_set_parameters(tex, flags); @@ -113,7 +113,7 @@ GPUTexture *DRW_texture_create_3D( return tex; } -GPUTexture *DRW_texture_create_cube(int w, GPUTextureFormat format, DRWTextureFlag flags, const float *fpixels) +GPUTexture *DRW_texture_create_cube(int w, eGPUTextureFormat format, DRWTextureFlag flags, const float *fpixels) { GPUTexture *tex = GPU_texture_create_cube(w, format, fpixels, NULL); drw_texture_set_parameters(tex, flags); @@ -121,7 +121,7 @@ GPUTexture *DRW_texture_create_cube(int w, GPUTextureFormat format, DRWTextureFl return tex; } -GPUTexture *DRW_texture_pool_query_2D(int w, int h, GPUTextureFormat format, DrawEngineType *engine_type) +GPUTexture *DRW_texture_pool_query_2D(int w, int h, eGPUTextureFormat format, DrawEngineType *engine_type) { BLI_assert(drw_texture_format_supports_framebuffer(format)); GPUTexture *tex = GPU_viewport_texture_pool_query(DST.viewport, engine_type, w, h, format); @@ -129,7 +129,7 @@ GPUTexture *DRW_texture_pool_query_2D(int w, int h, GPUTextureFormat format, Dra return tex; } -void DRW_texture_ensure_fullscreen_2D(GPUTexture **tex, GPUTextureFormat format, DRWTextureFlag flags) +void DRW_texture_ensure_fullscreen_2D(GPUTexture **tex, eGPUTextureFormat format, DRWTextureFlag flags) { if (*(tex) == NULL) { const float *size = DRW_viewport_size_get(); @@ -137,7 +137,7 @@ void DRW_texture_ensure_fullscreen_2D(GPUTexture **tex, GPUTextureFormat format, } } -void DRW_texture_ensure_2D(GPUTexture **tex, int w, int h, GPUTextureFormat format, DRWTextureFlag flags) +void DRW_texture_ensure_2D(GPUTexture **tex, int w, int h, eGPUTextureFormat format, DRWTextureFlag flags) { if (*(tex) == NULL) { *(tex) = DRW_texture_create_2D(w, h, format, flags, NULL); diff --git a/source/blender/editors/interface/interface_icons.c b/source/blender/editors/interface/interface_icons.c index bc265ae6e34..035bee2c201 100644 --- a/source/blender/editors/interface/interface_icons.c +++ b/source/blender/editors/interface/interface_icons.c @@ -1311,7 +1311,7 @@ static void icon_draw_rect(float x, float y, int w, int h, float UNUSED(aspect), } /* draw */ - GPUBuiltinShader shader; + eGPUBuiltinShader shader; if (desaturate != 0.0f) { shader = GPU_SHADER_2D_IMAGE_DESATURATE_COLOR; } diff --git a/source/blender/gpu/GPU_batch.h b/source/blender/gpu/GPU_batch.h index f4911d15e56..0ef7e57a026 100644 --- a/source/blender/gpu/GPU_batch.h +++ b/source/blender/gpu/GPU_batch.h @@ -123,7 +123,7 @@ int GPU_batch_vertbuf_add_ex(GPUBatch *, GPUVertBuf *, bool own_vbo); void GPU_batch_program_set_no_use(GPUBatch *, uint32_t program, const GPUShaderInterface *); void GPU_batch_program_set(GPUBatch *, uint32_t program, const GPUShaderInterface *); -void GPU_batch_program_set_builtin(GPUBatch *batch, GPUBuiltinShader shader_id); +void GPU_batch_program_set_builtin(GPUBatch *batch, eGPUBuiltinShader shader_id); /* Entire batch draws with one shader program, but can be redrawn later with another program. */ /* Vertex shader's inputs must be compatible with the batch's vertex format. */ diff --git a/source/blender/gpu/GPU_extensions.h b/source/blender/gpu/GPU_extensions.h index b51363a6941..b6596846841 100644 --- a/source/blender/gpu/GPU_extensions.h +++ b/source/blender/gpu/GPU_extensions.h @@ -63,7 +63,7 @@ void GPU_code_generate_glsl_lib(void); /* GPU Types */ -typedef enum GPUDeviceType { +typedef enum eGPUDeviceType { GPU_DEVICE_NVIDIA = (1 << 0), GPU_DEVICE_ATI = (1 << 1), GPU_DEVICE_INTEL = (1 << 2), @@ -71,23 +71,23 @@ typedef enum GPUDeviceType { GPU_DEVICE_SOFTWARE = (1 << 4), GPU_DEVICE_UNKNOWN = (1 << 5), GPU_DEVICE_ANY = (0xff), -} GPUDeviceType; +} eGPUDeviceType; -typedef enum GPUOSType { +typedef enum eGPUOSType { GPU_OS_WIN = (1 << 8), GPU_OS_MAC = (1 << 9), GPU_OS_UNIX = (1 << 10), GPU_OS_ANY = (0xff00), -} GPUOSType; +} eGPUOSType; -typedef enum GPUDriverType { +typedef enum eGPUDriverType { GPU_DRIVER_OFFICIAL = (1 << 16), GPU_DRIVER_OPENSOURCE = (1 << 17), GPU_DRIVER_SOFTWARE = (1 << 18), GPU_DRIVER_ANY = (0xff0000), -} GPUDriverType; +} eGPUDriverType; -bool GPU_type_matches(GPUDeviceType device, GPUOSType os, GPUDriverType driver); +bool GPU_type_matches(eGPUDeviceType device, eGPUOSType os, eGPUDriverType driver); #ifdef __cplusplus } diff --git a/source/blender/gpu/GPU_framebuffer.h b/source/blender/gpu/GPU_framebuffer.h index 3f01d5167b4..3e52ff34814 100644 --- a/source/blender/gpu/GPU_framebuffer.h +++ b/source/blender/gpu/GPU_framebuffer.h @@ -43,11 +43,11 @@ typedef struct GPUAttachment { int mip, layer; } GPUAttachment; -typedef enum GPUFrameBufferBits { +typedef enum eGPUFrameBufferBits { GPU_COLOR_BIT = (1 << 0), GPU_DEPTH_BIT = (1 << 1), GPU_STENCIL_BIT = (1 << 2), -} GPUFrameBufferBits; +} eGPUFrameBufferBits; typedef struct GPUFrameBuffer GPUFrameBuffer; typedef struct GPUOffScreen GPUOffScreen; @@ -140,7 +140,7 @@ void GPU_framebuffer_config_array(GPUFrameBuffer *fb, const GPUAttachment *confi void GPU_framebuffer_viewport_set(GPUFrameBuffer *fb, int x, int y, int w, int h); void GPU_framebuffer_clear( - GPUFrameBuffer *fb, GPUFrameBufferBits buffers, + GPUFrameBuffer *fb, eGPUFrameBufferBits buffers, const float clear_col[4], float clear_depth, unsigned int clear_stencil); #define GPU_framebuffer_clear_color(fb, col) \ @@ -168,7 +168,7 @@ void GPU_framebuffer_read_color( void GPU_framebuffer_blit( GPUFrameBuffer *fb_read, int read_slot, GPUFrameBuffer *fb_write, int write_slot, - GPUFrameBufferBits blit_buffers); + eGPUFrameBufferBits blit_buffers); void GPU_framebuffer_recursive_downsample( GPUFrameBuffer *fb, int max_lvl, @@ -195,7 +195,7 @@ void GPU_offscreen_viewport_data_get( GPUFrameBuffer **r_fb, struct GPUTexture **r_color, struct GPUTexture **r_depth); void GPU_clear_color(float red, float green, float blue, float alpha); -void GPU_clear(GPUFrameBufferBits flags); +void GPU_clear(eGPUFrameBufferBits flags); #ifdef __cplusplus } diff --git a/source/blender/gpu/GPU_immediate.h b/source/blender/gpu/GPU_immediate.h index a57ce674b77..a04be7a03ae 100644 --- a/source/blender/gpu/GPU_immediate.h +++ b/source/blender/gpu/GPU_immediate.h @@ -128,7 +128,7 @@ void immUniformColor4ubv(const unsigned char rgba[4]); /* Extend immBindProgram to use Blender’s library of built-in shader programs. * Use immUnbindProgram() when done. */ -void immBindBuiltinProgram(GPUBuiltinShader shader_id); +void immBindBuiltinProgram(eGPUBuiltinShader shader_id); /* Extend immUniformColor to take Blender's themes */ void immUniformThemeColor(int color_id); diff --git a/source/blender/gpu/GPU_material.h b/source/blender/gpu/GPU_material.h index 7e201cd1ebc..fee5b820256 100644 --- a/source/blender/gpu/GPU_material.h +++ b/source/blender/gpu/GPU_material.h @@ -68,7 +68,7 @@ typedef struct GPUParticleInfo GPUParticleInfo; /* Functions to create GPU Materials nodes */ -typedef enum GPUType { +typedef enum eGPUType { /* Keep in sync with GPU_DATATYPE_STR */ /* The value indicates the number of elements in each type */ GPU_NONE = 0, @@ -91,9 +91,9 @@ typedef enum GPUType { /* Opengl Attributes */ GPU_ATTRIB = 3001, -} GPUType; +} eGPUType; -typedef enum GPUBuiltin { +typedef enum eGPUBuiltin { GPU_VIEW_MATRIX = (1 << 0), GPU_OBJECT_MATRIX = (1 << 1), GPU_INVERSE_VIEW_MATRIX = (1 << 2), @@ -115,26 +115,26 @@ typedef enum GPUBuiltin { GPU_VOLUME_TEMPERATURE = (1 << 18), GPU_BARYCENTRIC_TEXCO = (1 << 19), GPU_BARYCENTRIC_DIST = (1 << 20), -} GPUBuiltin; +} eGPUBuiltin; -typedef enum GPUMatFlag { +typedef enum eGPUMatFlag { GPU_MATFLAG_DIFFUSE = (1 << 0), GPU_MATFLAG_GLOSSY = (1 << 1), GPU_MATFLAG_REFRACT = (1 << 2), GPU_MATFLAG_SSS = (1 << 3), -} GPUMatFlag; +} eGPUMatFlag; -typedef enum GPUBlendMode { +typedef enum eGPUBlendMode { GPU_BLEND_SOLID = 0, GPU_BLEND_ADD = 1, GPU_BLEND_ALPHA = 2, GPU_BLEND_CLIP = 4, GPU_BLEND_ALPHA_SORT = 8, GPU_BLEND_ALPHA_TO_COVERAGE = 16, -} GPUBlendMode; +} eGPUBlendMode; typedef struct GPUNodeStack { - GPUType type; + eGPUType type; float vec[4]; struct GPUNodeLink *link; bool hasinput; @@ -143,18 +143,18 @@ typedef struct GPUNodeStack { bool end; } GPUNodeStack; -typedef enum GPUMaterialStatus { +typedef enum eGPUMaterialStatus { GPU_MAT_FAILED = 0, GPU_MAT_QUEUED, GPU_MAT_SUCCESS, -} GPUMaterialStatus; +} eGPUMaterialStatus; GPUNodeLink *GPU_attribute(CustomDataType type, const char *name); GPUNodeLink *GPU_constant(float *num); GPUNodeLink *GPU_uniform(float *num); GPUNodeLink *GPU_image(struct Image *ima, struct ImageUser *iuser, bool is_data); GPUNodeLink *GPU_color_band(GPUMaterial *mat, int size, float *pixels, float *layer); -GPUNodeLink *GPU_builtin(GPUBuiltin builtin); +GPUNodeLink *GPU_builtin(eGPUBuiltin builtin); bool GPU_link(GPUMaterial *mat, const char *name, ...); bool GPU_stack_link(GPUMaterial *mat, struct bNode *node, const char *name, GPUNodeStack *in, GPUNodeStack *out, ...); @@ -163,7 +163,7 @@ GPUNodeLink *GPU_uniformbuffer_link_out( struct GPUNodeStack *stack, const int index); void GPU_material_output_link(GPUMaterial *material, GPUNodeLink *link); -GPUBuiltin GPU_get_material_builtins(GPUMaterial *material); +eGPUBuiltin GPU_get_material_builtins(GPUMaterial *material); void GPU_material_sss_profile_create(GPUMaterial *material, float radii[3], short *falloff_type, float *sharpness); struct GPUUniformBuffer *GPU_material_sss_profile_get( @@ -183,7 +183,7 @@ void GPU_materials_free(struct Main *bmain); struct Scene *GPU_material_scene(GPUMaterial *material); struct GPUPass *GPU_material_get_pass(GPUMaterial *material); struct ListBase *GPU_material_get_inputs(GPUMaterial *material); -GPUMaterialStatus GPU_material_status(GPUMaterial *mat); +eGPUMaterialStatus GPU_material_status(GPUMaterial *mat); struct GPUUniformBuffer *GPU_material_uniform_buffer_get(GPUMaterial *material); void GPU_material_uniform_buffer_create(GPUMaterial *material, ListBase *inputs); @@ -197,8 +197,8 @@ bool GPU_material_do_color_management(GPUMaterial *mat); bool GPU_material_use_domain_surface(GPUMaterial *mat); bool GPU_material_use_domain_volume(GPUMaterial *mat); -void GPU_material_flag_set(GPUMaterial *mat, GPUMatFlag flag); -bool GPU_material_flag_get(GPUMaterial *mat, GPUMatFlag flag); +void GPU_material_flag_set(GPUMaterial *mat, eGPUMatFlag flag); +bool GPU_material_flag_get(GPUMaterial *mat, eGPUMatFlag flag); void GPU_pass_cache_init(void); void GPU_pass_cache_garbage_collect(void); diff --git a/source/blender/gpu/GPU_shader.h b/source/blender/gpu/GPU_shader.h index 62e1101a141..d339d0a2f81 100644 --- a/source/blender/gpu/GPU_shader.h +++ b/source/blender/gpu/GPU_shader.h @@ -44,12 +44,12 @@ struct GPUUniformBuffer; * - only for fragment shaders now * - must call texture bind before setting a texture as uniform! */ -typedef enum GPUShaderTFBType { +typedef enum eGPUShaderTFBType { GPU_SHADER_TFB_NONE = 0, /* Transform feedback unsupported. */ GPU_SHADER_TFB_POINTS = 1, GPU_SHADER_TFB_LINES = 2, GPU_SHADER_TFB_TRIANGLES = 3, -} GPUShaderTFBType; +} eGPUShaderTFBType; GPUShader *GPU_shader_create( const char *vertexcode, @@ -64,7 +64,7 @@ GPUShader *GPU_shader_create_ex( const char *geocode, const char *libcode, const char *defines, - const GPUShaderTFBType tf_type, + const eGPUShaderTFBType tf_type, const char **tf_names, const int tf_count, const char *shader_name); @@ -100,7 +100,7 @@ void GPU_shader_uniform_int(GPUShader *shader, int location, int value); int GPU_shader_get_attribute(GPUShader *shader, const char *name); /* Builtin/Non-generated shaders */ -typedef enum GPUBuiltinShader { +typedef enum eGPUBuiltinShader { /* specialized drawing */ GPU_SHADER_TEXT, GPU_SHADER_TEXT_SIMPLE, @@ -358,22 +358,22 @@ typedef enum GPUBuiltinShader { GPU_SHADER_3D_UNIFORM_SELECT_ID, GPU_NUM_BUILTIN_SHADERS /* (not an actual shader) */ -} GPUBuiltinShader; +} eGPUBuiltinShader; /** Keep these in sync with: * - `gpu_shader_image_interlace_frag.glsl` * - `gpu_shader_image_rect_interlace_frag.glsl` */ -typedef enum GPUInterlaceShader { +typedef enum eGPUInterlaceShader { GPU_SHADER_INTERLACE_ROW = 0, GPU_SHADER_INTERLACE_COLUMN = 1, GPU_SHADER_INTERLACE_CHECKER = 2, -} GPUInterlaceShader; +} eGPUInterlaceShader; -GPUShader *GPU_shader_get_builtin_shader(GPUBuiltinShader shader); +GPUShader *GPU_shader_get_builtin_shader(eGPUBuiltinShader shader); void GPU_shader_get_builtin_shader_code( - GPUBuiltinShader shader, + eGPUBuiltinShader shader, const char **r_vert, const char **r_frag, const char **r_geom, const char **r_defines); diff --git a/source/blender/gpu/GPU_state.h b/source/blender/gpu/GPU_state.h index 057caffd17d..0dcd1a6132b 100644 --- a/source/blender/gpu/GPU_state.h +++ b/source/blender/gpu/GPU_state.h @@ -28,25 +28,25 @@ #define __GPU_STATE_H__ /* These map directly to the GL_ blend functions, to minimize API add as needed*/ -typedef enum GPUBlendFunction { +typedef enum eGPUBlendFunction { GPU_ONE, GPU_SRC_ALPHA, GPU_ONE_MINUS_SRC_ALPHA, GPU_DST_COLOR, GPU_ZERO, -} GPUBlendFunction; +} eGPUBlendFunction; /* These map directly to the GL_ filter functions, to minimize API add as needed*/ -typedef enum GPUFilterFunction { +typedef enum eGPUFilterFunction { GPU_NEAREST, GPU_LINEAR -} GPUFilterFunction; +} eGPUFilterFunction; void GPU_blend(bool enable); -void GPU_blend_set_func(GPUBlendFunction sfactor, GPUBlendFunction dfactor); +void GPU_blend_set_func(eGPUBlendFunction sfactor, eGPUBlendFunction dfactor); void GPU_blend_set_func_separate( - GPUBlendFunction src_rgb, GPUBlendFunction dst_rgb, - GPUBlendFunction src_alpha, GPUBlendFunction dst_alpha); + eGPUBlendFunction src_rgb, eGPUBlendFunction dst_rgb, + eGPUBlendFunction src_alpha, eGPUBlendFunction dst_alpha); void GPU_depth_range(float near, float far); void GPU_depth_test(bool enable); bool GPU_depth_test_enabled(void); diff --git a/source/blender/gpu/GPU_texture.h b/source/blender/gpu/GPU_texture.h index 7a10c2f4854..828673390a4 100644 --- a/source/blender/gpu/GPU_texture.h +++ b/source/blender/gpu/GPU_texture.h @@ -63,7 +63,7 @@ typedef struct GPUTexture GPUTexture; * are not supported by renderbuffers. All of the following formats * are part of the OpenGL 3.3 core * specification. */ -typedef enum GPUTextureFormat { +typedef enum eGPUTextureFormat { /* Formats texture & renderbuffer */ GPU_RGBA8UI, GPU_RGBA8I, @@ -142,57 +142,57 @@ typedef enum GPUTextureFormat { GPU_DEPTH_COMPONENT32F, GPU_DEPTH_COMPONENT24, GPU_DEPTH_COMPONENT16, -} GPUTextureFormat; +} eGPUTextureFormat; -typedef enum GPUDataFormat { +typedef enum eGPUDataFormat { GPU_DATA_FLOAT, GPU_DATA_INT, GPU_DATA_UNSIGNED_INT, GPU_DATA_UNSIGNED_BYTE, GPU_DATA_UNSIGNED_INT_24_8, GPU_DATA_10_11_11_REV, -} GPUDataFormat; +} eGPUDataFormat; unsigned int GPU_texture_memory_usage_get(void); -/* TODO make it static function again. (create function with GPUDataFormat exposed) */ +/* TODO make it static function again. (create function with eGPUDataFormat exposed) */ GPUTexture *GPU_texture_create_nD( int w, int h, int d, int n, const void *pixels, - GPUTextureFormat tex_format, GPUDataFormat gpu_data_format, int samples, + eGPUTextureFormat tex_format, eGPUDataFormat gpu_data_format, int samples, const bool can_rescale, char err_out[256]); GPUTexture *GPU_texture_create_1D( - int w, GPUTextureFormat data_type, const float *pixels, char err_out[256]); + int w, eGPUTextureFormat data_type, const float *pixels, char err_out[256]); GPUTexture *GPU_texture_create_1D_array( - int w, int h, GPUTextureFormat data_type, const float *pixels, char err_out[256]); + int w, int h, eGPUTextureFormat data_type, const float *pixels, char err_out[256]); GPUTexture *GPU_texture_create_2D( - int w, int h, GPUTextureFormat data_type, const float *pixels, char err_out[256]); + int w, int h, eGPUTextureFormat data_type, const float *pixels, char err_out[256]); GPUTexture *GPU_texture_create_2D_multisample( - int w, int h, GPUTextureFormat data_type, const float *pixels, int samples, char err_out[256]); + int w, int h, eGPUTextureFormat data_type, const float *pixels, int samples, char err_out[256]); GPUTexture *GPU_texture_create_2D_array( - int w, int h, int d, GPUTextureFormat data_type, const float *pixels, char err_out[256]); + int w, int h, int d, eGPUTextureFormat data_type, const float *pixels, char err_out[256]); GPUTexture *GPU_texture_create_3D( - int w, int h, int d, GPUTextureFormat data_type, const float *pixels, char err_out[256]); + int w, int h, int d, eGPUTextureFormat data_type, const float *pixels, char err_out[256]); GPUTexture *GPU_texture_create_cube( - int w, GPUTextureFormat data_type, const float *pixels, char err_out[256]); + int w, eGPUTextureFormat data_type, const float *pixels, char err_out[256]); GPUTexture *GPU_texture_create_from_vertbuf( struct GPUVertBuf *vert); GPUTexture *GPU_texture_create_buffer( - GPUTextureFormat data_type, const uint buffer); + eGPUTextureFormat data_type, const uint buffer); GPUTexture *GPU_texture_from_bindcode(int textarget, int bindcode); GPUTexture *GPU_texture_from_blender( struct Image *ima, struct ImageUser *iuser, int textarget, bool is_data, double time); GPUTexture *GPU_texture_from_preview(struct PreviewImage *prv, int mipmap); -void GPU_texture_add_mipmap(GPUTexture *tex, GPUDataFormat gpu_data_format, int miplvl, const void *pixels); +void GPU_texture_add_mipmap(GPUTexture *tex, eGPUDataFormat gpu_data_format, int miplvl, const void *pixels); -void GPU_texture_update(GPUTexture *tex, GPUDataFormat data_format, const void *pixels); +void GPU_texture_update(GPUTexture *tex, eGPUDataFormat data_format, const void *pixels); void GPU_texture_update_sub( - GPUTexture *tex, GPUDataFormat gpu_data_format, const void *pixels, + GPUTexture *tex, eGPUDataFormat gpu_data_format, const void *pixels, int offset_x, int offset_y, int offset_z, int width, int height, int depth); -void *GPU_texture_read(GPUTexture *tex, GPUDataFormat gpu_data_format, int miplvl); +void *GPU_texture_read(GPUTexture *tex, eGPUDataFormat gpu_data_format, int miplvl); void GPU_invalid_tex_init(void); void GPU_invalid_tex_bind(int mode); @@ -210,7 +210,7 @@ void GPU_texture_compare_mode(GPUTexture *tex, bool use_compare); void GPU_texture_filter_mode(GPUTexture *tex, bool use_filter); void GPU_texture_mipmap_mode(GPUTexture *tex, bool use_mipmap, bool use_filter); void GPU_texture_wrap_mode(GPUTexture *tex, bool use_repeat); -void GPU_texture_filters(GPUTexture *tex, GPUFilterFunction min_filter, GPUFilterFunction mag_filter); +void GPU_texture_filters(GPUTexture *tex, eGPUFilterFunction min_filter, eGPUFilterFunction mag_filter); void GPU_texture_attach_framebuffer(GPUTexture *tex, struct GPUFrameBuffer *fb, int attachment); int GPU_texture_detach_framebuffer(GPUTexture *tex, struct GPUFrameBuffer *fb); @@ -219,7 +219,7 @@ int GPU_texture_target(const GPUTexture *tex); int GPU_texture_width(const GPUTexture *tex); int GPU_texture_height(const GPUTexture *tex); int GPU_texture_layers(const GPUTexture *tex); -GPUTextureFormat GPU_texture_format(const GPUTexture *tex); +eGPUTextureFormat GPU_texture_format(const GPUTexture *tex); int GPU_texture_samples(const GPUTexture *tex); bool GPU_texture_cube(const GPUTexture *tex); bool GPU_texture_depth(const GPUTexture *tex); diff --git a/source/blender/gpu/intern/gpu_batch.c b/source/blender/gpu/intern/gpu_batch.c index 30d38eb60fb..8bd93b5254d 100644 --- a/source/blender/gpu/intern/gpu_batch.c +++ b/source/blender/gpu/intern/gpu_batch.c @@ -670,7 +670,7 @@ void GPU_draw_primitive(GPUPrimType prim_type, int v_count) /** \name Utilities * \{ */ -void GPU_batch_program_set_builtin(GPUBatch *batch, GPUBuiltinShader shader_id) +void GPU_batch_program_set_builtin(GPUBatch *batch, eGPUBuiltinShader shader_id) { GPUShader *shader = GPU_shader_get_builtin_shader(shader_id); GPU_batch_program_set(batch, shader->program, shader->interface); diff --git a/source/blender/gpu/intern/gpu_codegen.c b/source/blender/gpu/intern/gpu_codegen.c index 7db51dac3a3..78dc0ce37ff 100644 --- a/source/blender/gpu/intern/gpu_codegen.c +++ b/source/blender/gpu/intern/gpu_codegen.c @@ -146,12 +146,12 @@ typedef enum { typedef struct GPUFunction { char name[MAX_FUNCTION_NAME]; - GPUType paramtype[MAX_PARAMETER]; + eGPUType paramtype[MAX_PARAMETER]; GPUFunctionQual paramqual[MAX_PARAMETER]; int totparam; } GPUFunction; -/* Indices match the GPUType enum */ +/* Indices match the eGPUType enum */ static const char *GPU_DATATYPE_STR[17] = { "", "float", "vec2", "vec3", "vec4", NULL, NULL, NULL, NULL, "mat3", NULL, NULL, NULL, NULL, NULL, NULL, "mat4" @@ -215,7 +215,7 @@ static char *gpu_str_skip_token(char *str, char *token, int max) static void gpu_parse_functions_string(GHash *hash, char *code) { GPUFunction *function; - GPUType type; + eGPUType type; GPUFunctionQual qual; int i; @@ -442,7 +442,7 @@ static void codegen_convert_datatype(DynStr *ds, int from, int to, const char *t } } -static void codegen_print_datatype(DynStr *ds, const GPUType type, float *data) +static void codegen_print_datatype(DynStr *ds, const eGPUType type, float *data) { int i; @@ -465,7 +465,7 @@ static int codegen_input_has_texture(GPUInput *input) return (input->source == GPU_SOURCE_TEX); } -const char *GPU_builtin_name(GPUBuiltin builtin) +const char *GPU_builtin_name(eGPUBuiltin builtin) { if (builtin == GPU_VIEW_MATRIX) return "unfviewmat"; @@ -1321,7 +1321,7 @@ static GPUNode *GPU_node_begin(const char *name) return node; } -static void gpu_node_input_link(GPUNode *node, GPUNodeLink *link, const GPUType type) +static void gpu_node_input_link(GPUNode *node, GPUNodeLink *link, const eGPUType type) { GPUInput *input; GPUNode *outnode; @@ -1474,7 +1474,7 @@ static void gpu_node_input_socket(GPUMaterial *material, bNode *bnode, GPUNode * } } -static void gpu_node_output(GPUNode *node, const GPUType type, GPUNodeLink **link) +static void gpu_node_output(GPUNode *node, const eGPUType type, GPUNodeLink **link) { GPUOutput *output = MEM_callocN(sizeof(GPUOutput), "GPUOutput"); @@ -1627,7 +1627,7 @@ GPUNodeLink *GPU_color_band(GPUMaterial *mat, int size, float *pixels, float *ro return link; } -GPUNodeLink *GPU_builtin(GPUBuiltin builtin) +GPUNodeLink *GPU_builtin(eGPUBuiltin builtin) { GPUNodeLink *link = GPU_node_link_create(); link->link_type = GPU_NODE_LINK_BUILTIN; diff --git a/source/blender/gpu/intern/gpu_codegen.h b/source/blender/gpu/intern/gpu_codegen.h index 82ee559b01f..93eb84b7766 100644 --- a/source/blender/gpu/intern/gpu_codegen.h +++ b/source/blender/gpu/intern/gpu_codegen.h @@ -51,7 +51,7 @@ struct PreviewImage; * at the end if used. */ -typedef enum GPUDataSource { +typedef enum eGPUDataSource { GPU_SOURCE_OUTPUT, GPU_SOURCE_CONSTANT, GPU_SOURCE_UNIFORM, @@ -59,7 +59,7 @@ typedef enum GPUDataSource { GPU_SOURCE_BUILTIN, GPU_SOURCE_STRUCT, GPU_SOURCE_TEX, -} GPUDataSource; +} eGPUDataSource; typedef enum { GPU_NODE_LINK_NONE = 0, @@ -94,7 +94,7 @@ struct GPUNodeLink { /* GPU_NODE_LINK_CONSTANT | GPU_NODE_LINK_UNIFORM */ float *data; /* GPU_NODE_LINK_BUILTIN */ - GPUBuiltin builtin; + eGPUBuiltin builtin; /* GPU_NODE_LINK_COLORBAND */ struct GPUTexture **coba; /* GPU_NODE_LINK_OUTPUT */ @@ -117,7 +117,7 @@ typedef struct GPUOutput { struct GPUOutput *next, *prev; GPUNode *node; - GPUType type; /* data type = length of vector/matrix */ + eGPUType type; /* data type = length of vector/matrix */ GPUNodeLink *link; /* output link */ int id; /* unique id as created by code generator */ } GPUOutput; @@ -126,21 +126,21 @@ typedef struct GPUInput { struct GPUInput *next, *prev; GPUNode *node; - GPUType type; /* datatype */ + eGPUType type; /* datatype */ GPUNodeLink *link; int id; /* unique id as created by code generator */ - GPUDataSource source; /* data source */ + eGPUDataSource source; /* data source */ int shaderloc; /* id from opengl */ char shadername[32]; /* name in shader */ - /* Content based on GPUDataSource */ + /* Content based on eGPUDataSource */ union { /* GPU_SOURCE_CONSTANT | GPU_SOURCE_UNIFORM */ float vec[16]; /* vector data */ /* GPU_SOURCE_BUILTIN */ - GPUBuiltin builtin; /* builtin uniform */ + eGPUBuiltin builtin; /* builtin uniform */ /* GPU_SOURCE_TEX */ struct { struct GPUTexture **coba; /* input texture, only set at runtime */ @@ -149,7 +149,7 @@ typedef struct GPUInput { bool image_isdata; /* image does not contain color data */ bool bindtex; /* input is responsible for binding the texture? */ int texid; /* number for multitexture, starting from zero */ - GPUType textype; /* texture type (2D, 1D Array ...) */ + eGPUType textype; /* texture type (2D, 1D Array ...) */ }; /* GPU_SOURCE_ATTRIB */ struct { @@ -200,7 +200,7 @@ void gpu_codegen_exit(void); /* Material calls */ -const char *GPU_builtin_name(GPUBuiltin builtin); +const char *GPU_builtin_name(eGPUBuiltin builtin); void gpu_material_add_node(struct GPUMaterial *material, struct GPUNode *node); struct GPUTexture **gpu_material_ramp_texture_row_set(GPUMaterial *mat, int size, float *pixels, float *row); diff --git a/source/blender/gpu/intern/gpu_draw.c b/source/blender/gpu/intern/gpu_draw.c index a9e11c50648..acc150ecc14 100644 --- a/source/blender/gpu/intern/gpu_draw.c +++ b/source/blender/gpu/intern/gpu_draw.c @@ -916,7 +916,7 @@ static GPUTexture *create_density_texture(SmokeDomainSettings *sds, int highres) int cell_count = (highres) ? smoke_turbulence_get_cells(sds->wt) : sds->total_cells; const bool has_color = (highres) ? smoke_turbulence_has_colors(sds->wt) : smoke_has_colors(sds->fluid); int *dim = (highres) ? sds->res_wt : sds->res; - GPUTextureFormat format = (has_color) ? GPU_RGBA8 : GPU_R8; + eGPUTextureFormat format = (has_color) ? GPU_RGBA8 : GPU_R8; if (has_color) { data = MEM_callocN(sizeof(float) * cell_count * 4, "smokeColorTexture"); diff --git a/source/blender/gpu/intern/gpu_extensions.c b/source/blender/gpu/intern/gpu_extensions.c index 9c00afbca9f..901face9fb3 100644 --- a/source/blender/gpu/intern/gpu_extensions.c +++ b/source/blender/gpu/intern/gpu_extensions.c @@ -77,9 +77,9 @@ static struct GPUGlobal { GLint maxubobinds; int colordepth; int samples_color_texture_max; - GPUDeviceType device; - GPUOSType os; - GPUDriverType driver; + eGPUDeviceType device; + eGPUOSType os; + eGPUDriverType driver; float line_width_range[2]; /* workaround for different calculation of dfdy factors on GPUs. Some GPUs/drivers * calculate dfdy in shader differently when drawing to an offscreen buffer. First @@ -132,7 +132,7 @@ static void gpu_detect_mip_render_workaround(void) /* GPU Types */ -bool GPU_type_matches(GPUDeviceType device, GPUOSType os, GPUDriverType driver) +bool GPU_type_matches(eGPUDeviceType device, eGPUOSType os, eGPUDriverType driver) { return (GG.device & device) && (GG.os & os) && (GG.driver & driver); } diff --git a/source/blender/gpu/intern/gpu_framebuffer.c b/source/blender/gpu/intern/gpu_framebuffer.c index 915a7669326..b6c8dae2b37 100644 --- a/source/blender/gpu/intern/gpu_framebuffer.c +++ b/source/blender/gpu/intern/gpu_framebuffer.c @@ -108,7 +108,7 @@ static GPUAttachmentType attachment_type_from_tex(GPUTexture *tex, int slot) } } -static GLenum convert_buffer_bits_to_gl(GPUFrameBufferBits bits) +static GLenum convert_buffer_bits_to_gl(eGPUFrameBufferBits bits) { GLbitfield mask = 0; mask |= (bits & GPU_DEPTH_BIT) ? GL_DEPTH_BUFFER_BIT : 0; @@ -576,7 +576,7 @@ void GPU_framebuffer_viewport_set(GPUFrameBuffer *fb, int x, int y, int w, int h } void GPU_framebuffer_clear( - GPUFrameBuffer *fb, GPUFrameBufferBits buffers, + GPUFrameBuffer *fb, eGPUFrameBufferBits buffers, const float clear_col[4], float clear_depth, uint clear_stencil) { CHECK_FRAMEBUFFER_IS_BOUND(fb); @@ -630,7 +630,7 @@ void GPU_framebuffer_read_color( void GPU_framebuffer_blit( GPUFrameBuffer *fb_read, int read_slot, GPUFrameBuffer *fb_write, int write_slot, - GPUFrameBufferBits blit_buffers) + eGPUFrameBufferBits blit_buffers) { BLI_assert(blit_buffers != 0); @@ -967,7 +967,7 @@ void GPU_clear_color(float red, float green, float blue, float alpha) glClearColor(red, green, blue, alpha); } -void GPU_clear(GPUFrameBufferBits flags) +void GPU_clear(eGPUFrameBufferBits flags) { glClear(convert_buffer_bits_to_gl(flags)); } diff --git a/source/blender/gpu/intern/gpu_immediate.c b/source/blender/gpu/intern/gpu_immediate.c index 3e13b52e1a5..def75fdfa2d 100644 --- a/source/blender/gpu/intern/gpu_immediate.c +++ b/source/blender/gpu/intern/gpu_immediate.c @@ -154,7 +154,7 @@ void immBindProgram(GLuint program, const GPUShaderInterface *shaderface) GPU_matrix_bind(shaderface); } -void immBindBuiltinProgram(GPUBuiltinShader shader_id) +void immBindBuiltinProgram(eGPUBuiltinShader shader_id) { GPUShader *shader = GPU_shader_get_builtin_shader(shader_id); immBindProgram(shader->program, shader->interface); diff --git a/source/blender/gpu/intern/gpu_material.c b/source/blender/gpu/intern/gpu_material.c index 1137c382593..d1062f70c24 100644 --- a/source/blender/gpu/intern/gpu_material.c +++ b/source/blender/gpu/intern/gpu_material.c @@ -70,7 +70,7 @@ struct GPUMaterial { Scene *scene; /* DEPRECATED was only useful for lamps */ Material *ma; - GPUMaterialStatus status; + eGPUMaterialStatus status; const void *engine_type; /* attached engine type */ int options; /* to identify shader variations (shadow, probe, world background...) */ @@ -215,7 +215,7 @@ void GPU_material_free(ListBase *gpumaterial) BLI_freelistN(gpumaterial); } -GPUBuiltin GPU_get_material_builtins(GPUMaterial *material) +eGPUBuiltin GPU_get_material_builtins(GPUMaterial *material) { return material->builtins; } @@ -586,7 +586,7 @@ void gpu_material_add_node(GPUMaterial *material, GPUNode *node) } /* Return true if the material compilation has not yet begin or begin. */ -GPUMaterialStatus GPU_material_status(GPUMaterial *mat) +eGPUMaterialStatus GPU_material_status(GPUMaterial *mat) { return mat->status; } @@ -611,12 +611,12 @@ bool GPU_material_use_domain_volume(GPUMaterial *mat) return (mat->domain & GPU_DOMAIN_VOLUME); } -void GPU_material_flag_set(GPUMaterial *mat, GPUMatFlag flag) +void GPU_material_flag_set(GPUMaterial *mat, eGPUMatFlag flag) { mat->flag |= flag; } -bool GPU_material_flag_get(GPUMaterial *mat, GPUMatFlag flag) +bool GPU_material_flag_get(GPUMaterial *mat, eGPUMatFlag flag) { return (mat->flag & flag); } diff --git a/source/blender/gpu/intern/gpu_shader.c b/source/blender/gpu/intern/gpu_shader.c index 7739feacbf0..c5a2c2ea6e5 100644 --- a/source/blender/gpu/intern/gpu_shader.c +++ b/source/blender/gpu/intern/gpu_shader.c @@ -339,7 +339,7 @@ GPUShader *GPU_shader_create_ex( const char *geocode, const char *libcode, const char *defines, - const GPUShaderTFBType tf_type, + const eGPUShaderTFBType tf_type, const char **tf_names, const int tf_count, const char *shname) @@ -971,7 +971,7 @@ static const GPUShaderStages builtin_shader_stages[GPU_NUM_BUILTIN_SHADERS] = { /* just a few special cases */ static const char *gpu_shader_get_builtin_shader_defines( - GPUBuiltinShader shader) + eGPUBuiltinShader shader) { switch (shader) { case GPU_SHADER_2D_IMAGE_MULTISAMPLE_2: @@ -1036,7 +1036,7 @@ static const char *gpu_shader_get_builtin_shader_defines( } } -GPUShader *GPU_shader_get_builtin_shader(GPUBuiltinShader shader) +GPUShader *GPU_shader_get_builtin_shader(eGPUBuiltinShader shader) { BLI_assert(shader != GPU_NUM_BUILTIN_SHADERS); /* don't be a troll */ @@ -1072,7 +1072,7 @@ GPUShader *GPU_shader_get_builtin_shader(GPUBuiltinShader shader) } void GPU_shader_get_builtin_shader_code( - GPUBuiltinShader shader, + eGPUBuiltinShader shader, const char **r_vert, const char **r_frag, const char **r_geom, const char **r_defines) { diff --git a/source/blender/gpu/intern/gpu_state.c b/source/blender/gpu/intern/gpu_state.c index 767437a0255..133de52fc8a 100644 --- a/source/blender/gpu/intern/gpu_state.c +++ b/source/blender/gpu/intern/gpu_state.c @@ -31,7 +31,7 @@ #include "GPU_state.h" #include "GPU_extensions.h" -static GLenum gpu_get_gl_blendfunction(GPUBlendFunction blend) +static GLenum gpu_get_gl_blendfunction(eGPUBlendFunction blend) { switch (blend) { case GPU_ONE: @@ -60,14 +60,14 @@ void GPU_blend(bool enable) } } -void GPU_blend_set_func(GPUBlendFunction sfactor, GPUBlendFunction dfactor) +void GPU_blend_set_func(eGPUBlendFunction sfactor, eGPUBlendFunction dfactor) { glBlendFunc(gpu_get_gl_blendfunction(sfactor), gpu_get_gl_blendfunction(dfactor)); } void GPU_blend_set_func_separate( - GPUBlendFunction src_rgb, GPUBlendFunction dst_rgb, - GPUBlendFunction src_alpha, GPUBlendFunction dst_alpha) + eGPUBlendFunction src_rgb, eGPUBlendFunction dst_rgb, + eGPUBlendFunction src_alpha, eGPUBlendFunction dst_alpha) { glBlendFuncSeparate( gpu_get_gl_blendfunction(src_rgb), diff --git a/source/blender/gpu/intern/gpu_texture.c b/source/blender/gpu/intern/gpu_texture.c index 6d9f009a80c..028d1fe1a8f 100644 --- a/source/blender/gpu/intern/gpu_texture.c +++ b/source/blender/gpu/intern/gpu_texture.c @@ -57,7 +57,7 @@ static struct GPUTextureGlobal { /* Maximum number of FBOs a texture can be attached to. */ #define GPU_TEX_MAX_FBO_ATTACHED 10 -typedef enum GPUTextureFormatFlag { +typedef enum eGPUTextureFormatFlag { GPU_FORMAT_DEPTH = (1 << 0), GPU_FORMAT_STENCIL = (1 << 1), GPU_FORMAT_INTEGER = (1 << 2), @@ -68,7 +68,7 @@ typedef enum GPUTextureFormatFlag { GPU_FORMAT_3D = (1 << 12), GPU_FORMAT_CUBE = (1 << 13), GPU_FORMAT_ARRAY = (1 << 14), -} GPUTextureFormatFlag; +} eGPUTextureFormatFlag; /* GPUTexture */ struct GPUTexture { @@ -80,8 +80,8 @@ struct GPUTexture { * use it for unbinding */ GLuint bindcode; /* opengl identifier for texture */ - GPUTextureFormat format; - GPUTextureFormatFlag format_flag; + eGPUTextureFormat format; + eGPUTextureFormatFlag format_flag; uint bytesize; /* number of byte for one pixel */ int components; /* number of color/alpha channels */ @@ -178,7 +178,7 @@ static const char *gl_enum_to_str(GLenum e) return enum_strings[e]; } -static int gpu_get_component_count(GPUTextureFormat format) +static int gpu_get_component_count(eGPUTextureFormat format) { switch (format) { case GPU_RGBA8: @@ -203,7 +203,7 @@ static int gpu_get_component_count(GPUTextureFormat format) } /* Definitely not complete, edit according to the gl specification. */ -static void gpu_validate_data_format(GPUTextureFormat tex_format, GPUDataFormat data_format) +static void gpu_validate_data_format(eGPUTextureFormat tex_format, eGPUDataFormat data_format) { (void)data_format; @@ -245,7 +245,7 @@ static void gpu_validate_data_format(GPUTextureFormat tex_format, GPUDataFormat } } -static GPUDataFormat gpu_get_data_format_from_tex_format(GPUTextureFormat tex_format) +static eGPUDataFormat gpu_get_data_format_from_tex_format(eGPUTextureFormat tex_format) { if (ELEM(tex_format, GPU_DEPTH_COMPONENT24, @@ -285,7 +285,7 @@ static GPUDataFormat gpu_get_data_format_from_tex_format(GPUTextureFormat tex_fo } /* Definitely not complete, edit according to the gl specification. */ -static GLenum gpu_get_gl_dataformat(GPUTextureFormat data_type, GPUTextureFormatFlag *format_flag) +static GLenum gpu_get_gl_dataformat(eGPUTextureFormat data_type, eGPUTextureFormatFlag *format_flag) { if (ELEM(data_type, GPU_DEPTH_COMPONENT24, @@ -335,7 +335,7 @@ static GLenum gpu_get_gl_dataformat(GPUTextureFormat data_type, GPUTextureFormat return GL_RGBA; } -static uint gpu_get_bytesize(GPUTextureFormat data_type) +static uint gpu_get_bytesize(eGPUTextureFormat data_type) { switch (data_type) { case GPU_RGBA32F: @@ -379,7 +379,7 @@ static uint gpu_get_bytesize(GPUTextureFormat data_type) } } -static GLenum gpu_get_gl_internalformat(GPUTextureFormat format) +static GLenum gpu_get_gl_internalformat(eGPUTextureFormat format) { /* You can add any of the available type to this list * For available types see GPU_texture.h */ @@ -424,7 +424,7 @@ static GLenum gpu_get_gl_internalformat(GPUTextureFormat format) } } -static GLenum gpu_get_gl_datatype(GPUDataFormat format) +static GLenum gpu_get_gl_datatype(eGPUDataFormat format) { switch (format) { case GPU_DATA_FLOAT: @@ -592,7 +592,7 @@ static bool gpu_texture_try_alloc( GPUTexture *GPU_texture_create_nD( int w, int h, int d, int n, const void *pixels, - GPUTextureFormat tex_format, GPUDataFormat gpu_data_format, int samples, + eGPUTextureFormat tex_format, eGPUDataFormat gpu_data_format, int samples, const bool can_rescale, char err_out[256]) { if (samples) { @@ -765,7 +765,7 @@ static GPUTexture *GPU_texture_cube_create( int w, int d, const float *fpixels_px, const float *fpixels_py, const float *fpixels_pz, const float *fpixels_nx, const float *fpixels_ny, const float *fpixels_nz, - GPUTextureFormat tex_format, GPUDataFormat gpu_data_format, + eGPUTextureFormat tex_format, eGPUDataFormat gpu_data_format, char err_out[256]) { GPUTexture *tex = MEM_callocN(sizeof(GPUTexture), "GPUTexture"); @@ -851,7 +851,7 @@ static GPUTexture *GPU_texture_cube_create( } /* Special buffer textures. tex_format must be compatible with the buffer content. */ -GPUTexture *GPU_texture_create_buffer(GPUTextureFormat tex_format, const GLuint buffer) +GPUTexture *GPU_texture_create_buffer(eGPUTextureFormat tex_format, const GLuint buffer) { GPUTexture *tex = MEM_callocN(sizeof(GPUTexture), "GPUTexture"); tex->number = -1; @@ -992,49 +992,49 @@ GPUTexture *GPU_texture_from_preview(PreviewImage *prv, int mipmap) } GPUTexture *GPU_texture_create_1D( - int w, GPUTextureFormat tex_format, const float *pixels, char err_out[256]) + int w, eGPUTextureFormat tex_format, const float *pixels, char err_out[256]) { - GPUDataFormat data_format = gpu_get_data_format_from_tex_format(tex_format); + eGPUDataFormat data_format = gpu_get_data_format_from_tex_format(tex_format); return GPU_texture_create_nD(w, 0, 0, 1, pixels, tex_format, data_format, 0, false, err_out); } GPUTexture *GPU_texture_create_1D_array( - int w, int h, GPUTextureFormat tex_format, const float *pixels, char err_out[256]) + int w, int h, eGPUTextureFormat tex_format, const float *pixels, char err_out[256]) { - GPUDataFormat data_format = gpu_get_data_format_from_tex_format(tex_format); + eGPUDataFormat data_format = gpu_get_data_format_from_tex_format(tex_format); return GPU_texture_create_nD(w, h, 0, 1, pixels, tex_format, data_format, 0, false, err_out); } GPUTexture *GPU_texture_create_2D( - int w, int h, GPUTextureFormat tex_format, const float *pixels, char err_out[256]) + int w, int h, eGPUTextureFormat tex_format, const float *pixels, char err_out[256]) { - GPUDataFormat data_format = gpu_get_data_format_from_tex_format(tex_format); + eGPUDataFormat data_format = gpu_get_data_format_from_tex_format(tex_format); return GPU_texture_create_nD(w, h, 0, 2, pixels, tex_format, data_format, 0, false, err_out); } GPUTexture *GPU_texture_create_2D_multisample( - int w, int h, GPUTextureFormat tex_format, const float *pixels, int samples, char err_out[256]) + int w, int h, eGPUTextureFormat tex_format, const float *pixels, int samples, char err_out[256]) { - GPUDataFormat data_format = gpu_get_data_format_from_tex_format(tex_format); + eGPUDataFormat data_format = gpu_get_data_format_from_tex_format(tex_format); return GPU_texture_create_nD(w, h, 0, 2, pixels, tex_format, data_format, samples, false, err_out); } GPUTexture *GPU_texture_create_2D_array( - int w, int h, int d, GPUTextureFormat tex_format, const float *pixels, char err_out[256]) + int w, int h, int d, eGPUTextureFormat tex_format, const float *pixels, char err_out[256]) { - GPUDataFormat data_format = gpu_get_data_format_from_tex_format(tex_format); + eGPUDataFormat data_format = gpu_get_data_format_from_tex_format(tex_format); return GPU_texture_create_nD(w, h, d, 2, pixels, tex_format, data_format, 0, false, err_out); } GPUTexture *GPU_texture_create_3D( - int w, int h, int d, GPUTextureFormat tex_format, const float *pixels, char err_out[256]) + int w, int h, int d, eGPUTextureFormat tex_format, const float *pixels, char err_out[256]) { - GPUDataFormat data_format = gpu_get_data_format_from_tex_format(tex_format); + eGPUDataFormat data_format = gpu_get_data_format_from_tex_format(tex_format); return GPU_texture_create_nD(w, h, d, 3, pixels, tex_format, data_format, 0, true, err_out); } GPUTexture *GPU_texture_create_cube( - int w, GPUTextureFormat tex_format, const float *fpixels, char err_out[256]) + int w, eGPUTextureFormat tex_format, const float *fpixels, char err_out[256]) { const float *fpixels_px, *fpixels_py, *fpixels_pz, *fpixels_nx, *fpixels_ny, *fpixels_nz; const int channels = gpu_get_component_count(tex_format); @@ -1075,7 +1075,7 @@ GPUTexture *GPU_texture_create_from_vertbuf(GPUVertBuf *vert) BLI_assert(is_uint || byte_per_comp <= 2); } - GPUTextureFormat data_type; + eGPUTextureFormat data_type; switch (attr->fetch_mode) { case GPU_FETCH_FLOAT: switch (attr->comp_len) { @@ -1126,7 +1126,7 @@ GPUTexture *GPU_texture_create_from_vertbuf(GPUVertBuf *vert) } void GPU_texture_add_mipmap( - GPUTexture *tex, GPUDataFormat gpu_data_format, int miplvl, const void *pixels) + GPUTexture *tex, eGPUDataFormat gpu_data_format, int miplvl, const void *pixels) { BLI_assert((int)tex->format > -1); BLI_assert(tex->components > -1); @@ -1166,7 +1166,7 @@ void GPU_texture_add_mipmap( } void GPU_texture_update_sub( - GPUTexture *tex, GPUDataFormat gpu_data_format, const void *pixels, + GPUTexture *tex, eGPUDataFormat gpu_data_format, const void *pixels, int offset_x, int offset_y, int offset_z, int width, int height, int depth) { BLI_assert((int)tex->format > -1); @@ -1211,7 +1211,7 @@ void GPU_texture_update_sub( glBindTexture(tex->target, 0); } -void *GPU_texture_read(GPUTexture *tex, GPUDataFormat gpu_data_format, int miplvl) +void *GPU_texture_read(GPUTexture *tex, eGPUDataFormat gpu_data_format, int miplvl) { int size[3] = {0, 0, 0}; GPU_texture_get_mipmap_size(tex, miplvl, size); @@ -1265,7 +1265,7 @@ void *GPU_texture_read(GPUTexture *tex, GPUDataFormat gpu_data_format, int miplv return buf; } -void GPU_texture_update(GPUTexture *tex, GPUDataFormat data_format, const void *pixels) +void GPU_texture_update(GPUTexture *tex, eGPUDataFormat data_format, const void *pixels) { GPU_texture_update_sub(tex, data_format, pixels, 0, 0, 0, tex->w, tex->h, tex->d); } @@ -1370,7 +1370,7 @@ void GPU_texture_generate_mipmap(GPUTexture *tex) * In this case we just create a complete texture with mipmaps manually without downsampling. * You must initialize the texture levels using other methods like GPU_framebuffer_recursive_downsample(). */ int levels = 1 + floor(log2(max_ii(tex->w, tex->h))); - GPUDataFormat data_format = gpu_get_data_format_from_tex_format(tex->format); + eGPUDataFormat data_format = gpu_get_data_format_from_tex_format(tex->format); for (int i = 1; i < levels; ++i) { GPU_texture_add_mipmap(tex, data_format, i, NULL); } @@ -1441,7 +1441,7 @@ void GPU_texture_wrap_mode(GPUTexture *tex, bool use_repeat) glTexParameteri(tex->target_base, GL_TEXTURE_WRAP_R, repeat); } -static GLenum gpu_get_gl_filterfunction(GPUFilterFunction filter) +static GLenum gpu_get_gl_filterfunction(eGPUFilterFunction filter) { switch (filter) { case GPU_NEAREST: @@ -1454,7 +1454,7 @@ static GLenum gpu_get_gl_filterfunction(GPUFilterFunction filter) } } -void GPU_texture_filters(GPUTexture *tex, GPUFilterFunction min_filter, GPUFilterFunction mag_filter) +void GPU_texture_filters(GPUTexture *tex, eGPUFilterFunction min_filter, eGPUFilterFunction mag_filter) { WARN_NOT_BOUND(tex); @@ -1515,7 +1515,7 @@ int GPU_texture_layers(const GPUTexture *tex) return tex->d; } -GPUTextureFormat GPU_texture_format(const GPUTexture *tex) +eGPUTextureFormat GPU_texture_format(const GPUTexture *tex) { return tex->format; } diff --git a/source/blender/gpu/intern/gpu_uniformbuffer.c b/source/blender/gpu/intern/gpu_uniformbuffer.c index 97dc511e58b..74ba9171a92 100644 --- a/source/blender/gpu/intern/gpu_uniformbuffer.c +++ b/source/blender/gpu/intern/gpu_uniformbuffer.c @@ -42,21 +42,21 @@ #include "GPU_material.h" #include "GPU_uniformbuffer.h" -typedef enum GPUUniformBufferFlag { +typedef enum eGPUUniformBufferFlag { GPU_UBO_FLAG_INITIALIZED = (1 << 0), GPU_UBO_FLAG_DIRTY = (1 << 1), -} GPUUniformBufferFlag; +} eGPUUniformBufferFlag; -typedef enum GPUUniformBufferType { +typedef enum eGPUUniformBufferType { GPU_UBO_STATIC = 0, GPU_UBO_DYNAMIC = 1, -} GPUUniformBufferType; +} eGPUUniformBufferType; struct GPUUniformBuffer { int size; /* in bytes */ GLuint bindcode; /* opengl identifier for UBO */ int bindpoint; /* current binding point */ - GPUUniformBufferType type; + eGPUUniformBufferType type; }; #define GPUUniformBufferStatic GPUUniformBuffer @@ -68,7 +68,7 @@ typedef struct GPUUniformBufferDynamic { } GPUUniformBufferDynamic; /* Prototypes */ -static GPUType get_padded_gpu_type(struct LinkData *link); +static eGPUType get_padded_gpu_type(struct LinkData *link); static void gpu_uniformbuffer_inputs_sort(struct ListBase *inputs); /* Only support up to this type, if you want to extend it, make sure the @@ -148,7 +148,7 @@ GPUUniformBuffer *GPU_uniformbuffer_dynamic_create(ListBase *inputs, char err_ou gpu_uniformbuffer_inputs_sort(inputs); for (LinkData *link = inputs->first; link; link = link->next) { - const GPUType gputype = get_padded_gpu_type(link); + const eGPUType gputype = get_padded_gpu_type(link); ubo->buffer.size += gputype * sizeof(float); } @@ -231,10 +231,10 @@ void GPU_uniformbuffer_dynamic_update(GPUUniformBuffer *ubo_) * We need to pad some data types (vec3) on the C side * To match the GPU expected memory block alignment. */ -static GPUType get_padded_gpu_type(LinkData *link) +static eGPUType get_padded_gpu_type(LinkData *link) { GPUInput *input = link->data; - GPUType gputype = input->type; + eGPUType gputype = input->type; /* Unless the vec3 is followed by a float we need to treat it as a vec4. */ if (gputype == GPU_VEC3 && @@ -269,7 +269,7 @@ static void gpu_uniformbuffer_inputs_sort(ListBase *inputs) /* Creates a lookup table for the different types; */ LinkData *inputs_lookup[MAX_UBO_GPU_TYPE + 1] = {NULL}; - GPUType cur_type = MAX_UBO_GPU_TYPE + 1; + eGPUType cur_type = MAX_UBO_GPU_TYPE + 1; for (LinkData *link = inputs->first; link; link = link->next) { GPUInput *input = link->data; diff --git a/source/blender/python/gpu/gpu_py_shader.c b/source/blender/python/gpu/gpu_py_shader.c index 31e1ccf6f8c..e216d18ed38 100644 --- a/source/blender/python/gpu/gpu_py_shader.c +++ b/source/blender/python/gpu/gpu_py_shader.c @@ -64,7 +64,7 @@ static int bpygpu_ParseBultinShaderEnum(PyObject *o, void *p) } \ } ((void)0) - GPUBuiltinShader mode; + eGPUBuiltinShader mode; MATCH_ID(2D_UNIFORM_COLOR); MATCH_ID(2D_FLAT_COLOR); MATCH_ID(2D_SMOOTH_COLOR); @@ -80,7 +80,7 @@ static int bpygpu_ParseBultinShaderEnum(PyObject *o, void *p) return 0; success: - (*(GPUBuiltinShader *)p) = mode; + (*(eGPUBuiltinShader *)p) = mode; return 1; } @@ -720,7 +720,7 @@ static PyObject *bpygpu_shader_from_builtin(PyObject *UNUSED(self), PyObject *ar { BPYGPU_IS_INIT_OR_ERROR_OBJ; - GPUBuiltinShader shader_id; + eGPUBuiltinShader shader_id; if (!bpygpu_ParseBultinShaderEnum(arg, &shader_id)) { return NULL; @@ -750,7 +750,7 @@ PyDoc_STRVAR(bpygpu_shader_code_from_builtin_doc, ); static PyObject *bpygpu_shader_code_from_builtin(BPyGPUShader *UNUSED(self), PyObject *arg) { - GPUBuiltinShader shader_id; + eGPUBuiltinShader shader_id; const char *vert; const char *frag; diff --git a/source/blender/windowmanager/intern/wm_stereo.c b/source/blender/windowmanager/intern/wm_stereo.c index 6b6b3bc3cbb..c6b751e8f59 100644 --- a/source/blender/windowmanager/intern/wm_stereo.c +++ b/source/blender/windowmanager/intern/wm_stereo.c @@ -65,7 +65,7 @@ #include "UI_interface.h" #include "UI_resources.h" -static GPUInterlaceShader interlace_gpu_id_from_type(eStereo3dInterlaceType interlace_type) +static eGPUInterlaceShader interlace_gpu_id_from_type(eStereo3dInterlaceType interlace_type) { switch (interlace_type) { case S3D_INTERLACE_ROW: -- cgit v1.2.3