[Bf-blender-cvs] [2faa809ea6b] blender2.8: GPU: Fix typo.

Clément Foucault noreply at git.blender.org
Tue Mar 6 16:45:43 CET 2018


Commit: 2faa809ea6bf9aa7558b582858f5e539c9b60c88
Author: Clément Foucault
Date:   Mon Mar 5 21:52:02 2018 +0100
Branches: blender2.8
https://developer.blender.org/rB2faa809ea6bf9aa7558b582858f5e539c9b60c88

GPU: Fix typo.

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

M	source/blender/gpu/GPU_material.h
M	source/blender/gpu/intern/gpu_material.c

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

diff --git a/source/blender/gpu/GPU_material.h b/source/blender/gpu/GPU_material.h
index 14c2043ebad..6df465ac753 100644
--- a/source/blender/gpu/GPU_material.h
+++ b/source/blender/gpu/GPU_material.h
@@ -144,11 +144,11 @@ typedef struct GPUNodeStack {
 	bool end;
 } GPUNodeStack;
 
-typedef enum GPUMaterialSatus {
+typedef enum GPUMaterialStatus {
 	GPU_MAT_FAILED = 0,
 	GPU_MAT_QUEUED,
 	GPU_MAT_SUCCESS,
-} GPUMaterialSatus;
+} GPUMaterialStatus;
 
 #define GPU_DYNAMIC_GROUP_FROM_TYPE(f) ((f) & 0xFFFF0000)
 
@@ -270,7 +270,7 @@ bool GPU_material_bound(GPUMaterial *material);
 struct Scene *GPU_material_scene(GPUMaterial *material);
 GPUMatType GPU_Material_get_type(GPUMaterial *material);
 struct GPUPass *GPU_material_get_pass(GPUMaterial *material);
-GPUMaterialSatus GPU_material_status(GPUMaterial *mat);
+GPUMaterialStatus GPU_material_status(GPUMaterial *mat);
 
 struct GPUUniformBuffer *GPU_material_get_uniform_buffer(GPUMaterial *material);
 void GPU_material_create_uniform_buffer(GPUMaterial *material, struct ListBase *inputs);
diff --git a/source/blender/gpu/intern/gpu_material.c b/source/blender/gpu/intern/gpu_material.c
index 4d888824f97..2b92f285218 100644
--- a/source/blender/gpu/intern/gpu_material.c
+++ b/source/blender/gpu/intern/gpu_material.c
@@ -105,7 +105,7 @@ struct GPUMaterial {
 	/* material for mesh surface, worlds or something else.
 	 * some code generation is done differently depending on the use case */
 	int type; /* DEPRECATED */
-	GPUMaterialSatus status;
+	GPUMaterialStatus status;
 
 	const void *engine_type;   /* attached engine type */
 	int options;    /* to identify shader variations (shadow, probe, world background...) */
@@ -843,7 +843,7 @@ void gpu_material_add_node(GPUMaterial *material, GPUNode *node)
 }
 
 /* Return true if the material compilation has not yet begin or begin. */
-GPUMaterialSatus GPU_material_status(GPUMaterial *mat)
+GPUMaterialStatus GPU_material_status(GPUMaterial *mat)
 {
 	return mat->status;
 }



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