[Bf-blender-cvs] [acd811278eb] blender2.8: Cleanup: Use full name for scene_layer in gpu

Sergey Sharybin noreply at git.blender.org
Thu Nov 9 15:47:26 CET 2017


Commit: acd811278ebdfdc1329bedfade42c531c0c805a8
Author: Sergey Sharybin
Date:   Thu Nov 9 15:33:16 2017 +0100
Branches: blender2.8
https://developer.blender.org/rBacd811278ebdfdc1329bedfade42c531c0c805a8

Cleanup: Use full name for scene_layer in gpu

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

M	source/blender/gpu/GPU_draw.h
M	source/blender/gpu/intern/gpu_draw.c

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

diff --git a/source/blender/gpu/GPU_draw.h b/source/blender/gpu/GPU_draw.h
index ad7eb0339e0..53826876738 100644
--- a/source/blender/gpu/GPU_draw.h
+++ b/source/blender/gpu/GPU_draw.h
@@ -74,7 +74,7 @@ void GPU_disable_program_point_size(void);
  * - after drawing, the material must be disabled again */
 
 void GPU_begin_object_materials(struct View3D *v3d, struct RegionView3D *rv3d,
-                                struct Scene *scene, struct SceneLayer *sl,
+                                struct Scene *scene, struct SceneLayer *scene_layer,
                                 struct Object *ob, bool glsl, bool *do_alpha_after);
 void GPU_end_object_materials(void);
 bool GPU_object_materials_check(void);
@@ -98,7 +98,7 @@ int GPU_get_material_alpha_blend(void);
 
 int GPU_default_lights(void);
 int GPU_scene_object_lights(
-        struct SceneLayer *sl, float viewmat[4][4], int ortho);
+        struct SceneLayer *scene_layer, float viewmat[4][4], int ortho);
 
 /* Text render
  * - based on moving uv coordinates */
diff --git a/source/blender/gpu/intern/gpu_draw.c b/source/blender/gpu/intern/gpu_draw.c
index b77847d6206..88831437b90 100644
--- a/source/blender/gpu/intern/gpu_draw.c
+++ b/source/blender/gpu/intern/gpu_draw.c
@@ -1554,7 +1554,7 @@ void GPU_end_dupli_object(void)
 }
 
 void GPU_begin_object_materials(
-        View3D *v3d, RegionView3D *rv3d, Scene *scene, SceneLayer *sl, Object *ob,
+        View3D *v3d, RegionView3D *rv3d, Scene *scene, SceneLayer *scene_layer, Object *ob,
         bool glsl, bool *do_alpha_after)
 {
 	Material *ma;
@@ -1593,10 +1593,10 @@ void GPU_begin_object_materials(
 
 #ifdef WITH_GAMEENGINE
 	if (rv3d->rflag & RV3D_IS_GAME_ENGINE) {
-		ob = BKE_object_lod_matob_get(ob, sl);
+		ob = BKE_object_lod_matob_get(ob, scene_layer);
 	}
 #else
-	UNUSED_VARS(sl);
+	UNUSED_VARS(scene_layer);
 #endif
 
 	/* initialize state */
@@ -2031,7 +2031,7 @@ int GPU_default_lights(void)
 	return count;
 }
 
-int GPU_scene_object_lights(SceneLayer *sl, float viewmat[4][4], int ortho)
+int GPU_scene_object_lights(SceneLayer *scene_layer, float viewmat[4][4], int ortho)
 {
 	/* disable all lights */
 	for (int count = 0; count < 8; count++)
@@ -2043,7 +2043,7 @@ int GPU_scene_object_lights(SceneLayer *sl, float viewmat[4][4], int ortho)
 
 	int count = 0;
 
-	for (Base *base = FIRSTBASE_NEW(sl); base; base = base->next) {
+	for (Base *base = FIRSTBASE_NEW(scene_layer); base; base = base->next) {
 		if (base->object->type != OB_LAMP)
 			continue;



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