[Bf-blender-cvs] [4560f0b007d] master: Cleanup: use lowercase gpu prefix for static funcs

Campbell Barton noreply at git.blender.org
Wed Apr 12 12:19:36 CEST 2017


Commit: 4560f0b007db592e386c1829caf0c1a52a48c584
Author: Campbell Barton
Date:   Wed Apr 12 20:18:44 2017 +1000
Branches: master
https://developer.blender.org/rB4560f0b007db592e386c1829caf0c1a52a48c584

Cleanup: use lowercase gpu prefix for static funcs

This was mostly followed already.

===================================================================

M	source/blender/gpu/intern/gpu_basic_shader.c
M	source/blender/gpu/intern/gpu_buffers.c
M	source/blender/gpu/intern/gpu_draw.c
M	source/blender/gpu/intern/gpu_framebuffer.c
M	source/blender/gpu/intern/gpu_material.c
M	source/blender/gpu/intern/gpu_texture.c

===================================================================

diff --git a/source/blender/gpu/intern/gpu_basic_shader.c b/source/blender/gpu/intern/gpu_basic_shader.c
index a2b89239344..8505bd847a0 100644
--- a/source/blender/gpu/intern/gpu_basic_shader.c
+++ b/source/blender/gpu/intern/gpu_basic_shader.c
@@ -407,7 +407,7 @@ static GPUShader *gpu_basic_shader(int options)
 	return shader;
 }
 
-static void GPU_basic_shader_uniform_autoset(GPUShader *shader, int options)
+static void gpu_basic_shader_uniform_autoset(GPUShader *shader, int options)
 {
 	if (options & GPU_SHADER_LINE) {
 		glGetIntegerv(GL_VIEWPORT, &GPU_MATERIAL_STATE.viewport[0]);
@@ -443,7 +443,7 @@ void GPU_basic_shader_bind(int options)
 
 			if (shader) {
 				GPU_shader_bind(shader);
-				GPU_basic_shader_uniform_autoset(shader, options);
+				gpu_basic_shader_uniform_autoset(shader, options);
 			}
 		}
 		else {
diff --git a/source/blender/gpu/intern/gpu_buffers.c b/source/blender/gpu/intern/gpu_buffers.c
index 370841327aa..3325240a2d1 100644
--- a/source/blender/gpu/intern/gpu_buffers.c
+++ b/source/blender/gpu/intern/gpu_buffers.c
@@ -743,7 +743,7 @@ void GPU_triangle_setup(struct DerivedMesh *dm)
 	GLStates |= GPU_BUFFER_ELEMENT_STATE;
 }
 
-static int GPU_typesize(int type)
+static int gpu_typesize(int type)
 {
 	switch (type) {
 		case GL_FLOAT:
@@ -766,7 +766,7 @@ int GPU_attrib_element_size(GPUAttrib data[], int numdata)
 	int i, elementsize = 0;
 
 	for (i = 0; i < numdata; i++) {
-		int typesize = GPU_typesize(data[i].type);
+		int typesize = gpu_typesize(data[i].type);
 		if (typesize != 0)
 			elementsize += typesize * data[i].size;
 	}
@@ -803,7 +803,7 @@ void GPU_interleaved_attrib_setup(GPUBuffer *buffer, GPUAttrib data[], int numda
 
 		glVertexAttribPointer(data[i].index, data[i].size, data[i].type,
 		                         GL_TRUE, elementsize, BUFFER_OFFSET(offset));
-		offset += data[i].size * GPU_typesize(data[i].type);
+		offset += data[i].size * gpu_typesize(data[i].type);
 		
 		attribData[i].index = data[i].index;
 		attribData[i].size = data[i].size;
diff --git a/source/blender/gpu/intern/gpu_draw.c b/source/blender/gpu/intern/gpu_draw.c
index 7936811ab4d..074fadf6003 100644
--- a/source/blender/gpu/intern/gpu_draw.c
+++ b/source/blender/gpu/intern/gpu_draw.c
@@ -1203,7 +1203,7 @@ void GPU_paint_set_mipmap(bool mipmap)
 
 
 /* check if image has been downscaled and do scaled partial update */
-static bool GPU_check_scaled_image(ImBuf *ibuf, Image *ima, float *frect, int x, int y, int w, int h)
+static bool gpu_check_scaled_image(ImBuf *ibuf, Image *ima, float *frect, int x, int y, int w, int h)
 {
 	if ((!GPU_full_non_power_of_two_support() && !is_power_of_2_resolution(ibuf->x, ibuf->y)) ||
 	    is_over_resolution_limit(GL_TEXTURE_2D, ibuf->x, ibuf->y))
@@ -1296,7 +1296,7 @@ void GPU_paint_update_image(Image *ima, ImageUser *iuser, int x, int y, int w, i
 			bool is_data = (ima->tpageflag & IMA_GLBIND_IS_DATA) != 0;
 			IMB_partial_rect_from_float(ibuf, buffer, x, y, w, h, is_data);
 			
-			if (GPU_check_scaled_image(ibuf, ima, buffer, x, y, w, h)) {
+			if (gpu_check_scaled_image(ibuf, ima, buffer, x, y, w, h)) {
 				MEM_freeN(buffer);
 				BKE_image_release_ibuf(ima, ibuf, NULL);
 				return;
@@ -1320,7 +1320,7 @@ void GPU_paint_update_image(Image *ima, ImageUser *iuser, int x, int y, int w, i
 			return;
 		}
 
-		if (GPU_check_scaled_image(ibuf, ima, NULL, x, y, w, h)) {
+		if (gpu_check_scaled_image(ibuf, ima, NULL, x, y, w, h)) {
 			BKE_image_release_ibuf(ima, ibuf, NULL);
 			return;
 		}
@@ -1870,7 +1870,7 @@ void GPU_begin_object_materials(
 	GPU_object_material_unbind();
 }
 
-static int GPU_get_particle_info(GPUParticleInfo *pi)
+static int gpu_get_particle_info(GPUParticleInfo *pi)
 {
 	DupliObject *dob = GMS.dob;
 	if (dob->particle_system) {
@@ -1964,8 +1964,9 @@ int GPU_object_material_bind(int nr, void *attribs)
 			GPUMaterial *gpumat = GPU_material_from_blender(GMS.gscene, mat, GMS.is_opensubdiv);
 			GPU_material_vertex_attributes(gpumat, gattribs);
 
-			if (GMS.dob)
-				GPU_get_particle_info(&partile_info);
+			if (GMS.dob) {
+				gpu_get_particle_info(&partile_info);
+			}
 
 			GPU_material_bind(
 			        gpumat, GMS.gob->lay, GMS.glay, 1.0, !(GMS.gob->mode & OB_MODE_TEXTURE_PAINT),
diff --git a/source/blender/gpu/intern/gpu_framebuffer.c b/source/blender/gpu/intern/gpu_framebuffer.c
index f62ef677434..e7a8beae5cc 100644
--- a/source/blender/gpu/intern/gpu_framebuffer.c
+++ b/source/blender/gpu/intern/gpu_framebuffer.c
@@ -52,7 +52,7 @@ struct GPUFrameBuffer {
 	GPUTexture *depthtex;
 };
 
-static void GPU_print_framebuffer_error(GLenum status, char err_out[256])
+static void gpu_print_framebuffer_error(GLenum status, char err_out[256])
 {
 	const char *err = "unknown";
 
@@ -164,7 +164,7 @@ int GPU_framebuffer_texture_attach(GPUFrameBuffer *fb, GPUTexture *tex, int slot
 
 	if (error == GL_INVALID_OPERATION) {
 		GPU_framebuffer_restore();
-		GPU_print_framebuffer_error(error, err_out);
+		gpu_print_framebuffer_error(error, err_out);
 		return 0;
 	}
 
@@ -331,7 +331,7 @@ bool GPU_framebuffer_check_valid(GPUFrameBuffer *fb, char err_out[256])
 	
 	if (status != GL_FRAMEBUFFER_COMPLETE_EXT) {
 		GPU_framebuffer_restore();
-		GPU_print_framebuffer_error(status, err_out);
+		gpu_print_framebuffer_error(status, err_out);
 		return false;
 	}
 	
diff --git a/source/blender/gpu/intern/gpu_material.c b/source/blender/gpu/intern/gpu_material.c
index 4e2043471b6..d3ea8e13691 100644
--- a/source/blender/gpu/intern/gpu_material.c
+++ b/source/blender/gpu/intern/gpu_material.c
@@ -225,7 +225,7 @@ static void gpu_material_set_attrib_id(GPUMaterial *material)
 	attribs->totlayer = b;
 }
 
-static int GPU_material_construct_end(GPUMaterial *material, const char *passname)
+static int gpu_material_construct_end(GPUMaterial *material, const char *passname)
 {
 	if (material->outlink) {
 		GPUNodeLink *outlink = material->outlink;
@@ -1891,7 +1891,7 @@ GPUMaterial *GPU_material_matcap(Scene *scene, Material *ma, bool use_opensubdiv
 		
 	GPU_material_output_link(mat, outlink);
 
-	GPU_material_construct_end(mat, "matcap_pass");
+	gpu_material_construct_end(mat, "matcap_pass");
 	
 	/* note that even if building the shader fails in some way, we still keep
 	 * it to avoid trying to compile again and again, and simple do not use
@@ -2044,7 +2044,7 @@ static void do_world_tex(GPUShadeInput *shi, struct World *wo, GPUNodeLink **hor
 	}
 }
 
-static void GPU_material_old_world(struct GPUMaterial *mat, struct World *wo)
+static void gpu_material_old_world(struct GPUMaterial *mat, struct World *wo)
 {
 	GPUShadeInput shi;
 	GPUShadeResult shr;
@@ -2112,17 +2112,18 @@ GPUMaterial *GPU_material_world(struct Scene *scene, struct World *wo)
 	mat->type = GPU_MATERIAL_TYPE_WORLD;
 	
 	/* create nodes */
-	if (BKE_scene_use_new_shading_nodes(scene) && wo->nodetree && wo->use_nodes)
+	if (BKE_scene_use_new_shading_nodes(scene) && wo->nodetree && wo->use_nodes) {
 		ntreeGPUMaterialNodes(wo->nodetree, mat, NODE_NEW_SHADING);
+	}
 	else {
-		GPU_material_old_world(mat, wo);
+		gpu_material_old_world(mat, wo);
 	}
 
 	if (GPU_material_do_color_management(mat))
 		if (mat->outlink)
 			GPU_link(mat, "linearrgb_to_srgb", mat->outlink, &mat->outlink);
 
-	GPU_material_construct_end(mat, wo->id.name);
+	gpu_material_construct_end(mat, wo->id.name);
 	
 	/* note that even if building the shader fails in some way, we still keep
 	 * it to avoid trying to compile again and again, and simple do not use
@@ -2188,7 +2189,7 @@ GPUMaterial *GPU_material_from_blender(Scene *scene, Material *ma, bool use_open
 		if (mat->outlink)
 			GPU_link(mat, "linearrgb_to_srgb", mat->outlink, &mat->outlink);
 
-	GPU_material_construct_end(mat, ma->id.name);
+	gpu_material_construct_end(mat, ma->id.name);
 
 	/* note that even if building the shader fails in some way, we still keep
 	 * it to avoid trying to compile again and again, and simple do not use
diff --git a/source/blender/gpu/intern/gpu_texture.c b/source/blender/gpu/intern/gpu_texture.c
index 54f0003c086..1c97c2ce811 100644
--- a/source/blender/gpu/intern/gpu_texture.c
+++ b/source/blender/gpu/intern/gpu_texture.c
@@ -79,7 +79,7 @@ static unsigned char *GPU_texture_convert_pixels(int length, const float *fpixel
 	return pixels;
 }
 
-static void GPU_glTexSubImageEmpty(GLenum target, GLenum format, int x, int y, int w, int h)
+static void gpu_glTexSubImageEmpty(GLenum target, GLenum format, int x, int y, int w, int h)
 {
 	void *pixels = MEM_callocN(sizeof(char) * 4 * w * h, "GPUTextureEmptyPixels");
 
@@ -193,7 +193,7 @@ static GPUTexture *GPU_texture_create_nD(
 				pixels ? pixels : fpixels);
 
 			if (tex->w > w) {
-				GPU_glTexSubImageEmpty(tex->target, format, w, 0, tex->w - w, 1);
+				gpu_glTexSubImageEmpty(tex->target, format, w, 0, tex->w - w, 1);
 			}
 		}
 	}
@@ -210,10 +210,12 @@ static GPUTexture *GPU_texture_create_nD(
 			glTexSubImage2D(tex->target, 0, 0, 0, w, h,
 				format, type, pixels ? pixels : fpixels);
 
-			if (tex->w > w)
-				GPU_glTexSubImageEmpty(tex->target, format, w, 0, tex->w - w, tex->h);
-			if (tex->h > h)
-				GPU_glTexSubImageEmpty(tex->target, format, 0, h, w, tex->h - h);
+			if (tex->w > w) {
+				gpu_glTexSubImageEmpty(tex->target, format, w, 0, tex->w - w, tex->h);
+			}
+			if (tex->h > h) {
+				gpu_glTexSubImageEmpty(tex->target, format, 0, h, w, tex->h - h);
+			}
 		}
 	}




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