[Bf-blender-cvs] [957346694d4] master: Cleanup: spelling, rename attachement -> attachment

Campbell Barton noreply at git.blender.org
Wed Sep 2 02:21:07 CEST 2020


Commit: 957346694d49736408abea13cf9b33fa531b1ea2
Author: Campbell Barton
Date:   Wed Sep 2 10:04:50 2020 +1000
Branches: master
https://developer.blender.org/rB957346694d49736408abea13cf9b33fa531b1ea2

Cleanup: spelling, rename attachement -> attachment

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

M	source/blender/gpu/GPU_framebuffer.h
M	source/blender/gpu/GPU_texture.h
M	source/blender/gpu/intern/gpu_framebuffer.cc
M	source/blender/gpu/intern/gpu_framebuffer_private.hh
M	source/blender/gpu/intern/gpu_texture.cc
M	source/blender/gpu/opengl/gl_framebuffer.cc

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

diff --git a/source/blender/gpu/GPU_framebuffer.h b/source/blender/gpu/GPU_framebuffer.h
index 9a81ce07d9a..708ea291cd1 100644
--- a/source/blender/gpu/GPU_framebuffer.h
+++ b/source/blender/gpu/GPU_framebuffer.h
@@ -82,9 +82,7 @@ GPUFrameBuffer *GPU_framebuffer_back_get(void);
 /* Framebuffer setup : You need to call GPU_framebuffer_bind for these
  * to be effective. */
 
-void GPU_framebuffer_texture_attach_ex(GPUFrameBuffer *gpu_fb,
-                                       GPUAttachment attachement,
-                                       int slot);
+void GPU_framebuffer_texture_attach_ex(GPUFrameBuffer *gpu_fb, GPUAttachment attachment, int slot);
 void GPU_framebuffer_texture_detach(GPUFrameBuffer *fb, struct GPUTexture *tex);
 
 /**
diff --git a/source/blender/gpu/GPU_texture.h b/source/blender/gpu/GPU_texture.h
index 93865c098b8..e75ba867662 100644
--- a/source/blender/gpu/GPU_texture.h
+++ b/source/blender/gpu/GPU_texture.h
@@ -278,7 +278,7 @@ void GPU_texture_swizzle_set(GPUTexture *tex, const char swizzle[4]);
 /* TODO should be private internal functions. */
 void GPU_texture_attach_framebuffer(GPUTexture *tex, struct GPUFrameBuffer *fb, int attachment);
 void GPU_texture_detach_framebuffer(GPUTexture *tex, struct GPUFrameBuffer *fb);
-int GPU_texture_framebuffer_attachement_get(GPUTexture *tex, struct GPUFrameBuffer *fb);
+int GPU_texture_framebuffer_attachment_get(GPUTexture *tex, struct GPUFrameBuffer *fb);
 
 int GPU_texture_target(const GPUTexture *tex);
 int GPU_texture_width(const GPUTexture *tex);
diff --git a/source/blender/gpu/intern/gpu_framebuffer.cc b/source/blender/gpu/intern/gpu_framebuffer.cc
index 766b3348451..6af34a60ffb 100644
--- a/source/blender/gpu/intern/gpu_framebuffer.cc
+++ b/source/blender/gpu/intern/gpu_framebuffer.cc
@@ -86,7 +86,7 @@ void FrameBuffer::attachment_set(GPUAttachmentType type, const GPUAttachment &ne
     return; /* GPU_ATTACHMENT_LEAVE */
   }
 
-  if (type >= GPU_FB_MAX_ATTACHEMENT) {
+  if (type >= GPU_FB_MAX_ATTACHMENT) {
     fprintf(stderr,
             "GPUFramebuffer: Error: Trying to attach texture to type %d but maximum slot is %d.\n",
             type - GPU_FB_COLOR_ATTACHMENT0,
@@ -290,38 +290,38 @@ bool GPU_framebuffer_check_valid(GPUFrameBuffer *gpu_fb, char err_out[256])
   return reinterpret_cast<FrameBuffer *>(gpu_fb)->check(err_out);
 }
 
-void GPU_framebuffer_texture_attach_ex(GPUFrameBuffer *gpu_fb, GPUAttachment attachement, int slot)
+void GPU_framebuffer_texture_attach_ex(GPUFrameBuffer *gpu_fb, GPUAttachment attachment, int slot)
 {
-  GPUAttachmentType type = blender::gpu::Texture::attachment_type(attachement.tex, slot);
-  reinterpret_cast<FrameBuffer *>(gpu_fb)->attachment_set(type, attachement);
+  GPUAttachmentType type = blender::gpu::Texture::attachment_type(attachment.tex, slot);
+  reinterpret_cast<FrameBuffer *>(gpu_fb)->attachment_set(type, attachment);
 }
 
 void GPU_framebuffer_texture_attach(GPUFrameBuffer *fb, GPUTexture *tex, int slot, int mip)
 {
-  GPUAttachment attachement = GPU_ATTACHMENT_TEXTURE_MIP(tex, mip);
-  GPU_framebuffer_texture_attach_ex(fb, attachement, slot);
+  GPUAttachment attachment = GPU_ATTACHMENT_TEXTURE_MIP(tex, mip);
+  GPU_framebuffer_texture_attach_ex(fb, attachment, slot);
 }
 
 void GPU_framebuffer_texture_layer_attach(
     GPUFrameBuffer *fb, GPUTexture *tex, int slot, int layer, int mip)
 {
-  GPUAttachment attachement = GPU_ATTACHMENT_TEXTURE_LAYER_MIP(tex, layer, mip);
-  GPU_framebuffer_texture_attach_ex(fb, attachement, slot);
+  GPUAttachment attachment = GPU_ATTACHMENT_TEXTURE_LAYER_MIP(tex, layer, mip);
+  GPU_framebuffer_texture_attach_ex(fb, attachment, slot);
 }
 
 void GPU_framebuffer_texture_cubeface_attach(
     GPUFrameBuffer *fb, GPUTexture *tex, int slot, int face, int mip)
 {
-  GPUAttachment attachement = GPU_ATTACHMENT_TEXTURE_CUBEFACE_MIP(tex, face, mip);
-  GPU_framebuffer_texture_attach_ex(fb, attachement, slot);
+  GPUAttachment attachment = GPU_ATTACHMENT_TEXTURE_CUBEFACE_MIP(tex, face, mip);
+  GPU_framebuffer_texture_attach_ex(fb, attachment, slot);
 }
 
 void GPU_framebuffer_texture_detach(GPUFrameBuffer *gpu_fb, GPUTexture *tex)
 {
-  GPUAttachment attachement = GPU_ATTACHMENT_NONE;
-  int type = GPU_texture_framebuffer_attachement_get(tex, gpu_fb);
+  GPUAttachment attachment = GPU_ATTACHMENT_NONE;
+  int type = GPU_texture_framebuffer_attachment_get(tex, gpu_fb);
   if (type != -1) {
-    reinterpret_cast<FrameBuffer *>(gpu_fb)->attachment_set((GPUAttachmentType)type, attachement);
+    reinterpret_cast<FrameBuffer *>(gpu_fb)->attachment_set((GPUAttachmentType)type, attachment);
   }
   else {
     BLI_assert(!"Error: Texture: Framebuffer is not attached");
@@ -340,27 +340,27 @@ void GPU_framebuffer_config_array(GPUFrameBuffer *gpu_fb,
 {
   FrameBuffer *fb = reinterpret_cast<FrameBuffer *>(gpu_fb);
 
-  const GPUAttachment &depth_attachement = config[0];
+  const GPUAttachment &depth_attachment = config[0];
   Span<GPUAttachment> color_attachments(config + 1, config_len - 1);
 
-  if (depth_attachement.mip == -1) {
+  if (depth_attachment.mip == -1) {
     /* GPU_ATTACHMENT_LEAVE */
   }
-  else if (depth_attachement.tex == NULL) {
+  else if (depth_attachment.tex == NULL) {
     /* GPU_ATTACHMENT_NONE: Need to clear both targets. */
-    fb->attachment_set(GPU_FB_DEPTH_STENCIL_ATTACHMENT, depth_attachement);
-    fb->attachment_set(GPU_FB_DEPTH_ATTACHMENT, depth_attachement);
+    fb->attachment_set(GPU_FB_DEPTH_STENCIL_ATTACHMENT, depth_attachment);
+    fb->attachment_set(GPU_FB_DEPTH_ATTACHMENT, depth_attachment);
   }
   else {
-    GPUAttachmentType type = GPU_texture_stencil(depth_attachement.tex) ?
+    GPUAttachmentType type = GPU_texture_stencil(depth_attachment.tex) ?
                                  GPU_FB_DEPTH_STENCIL_ATTACHMENT :
                                  GPU_FB_DEPTH_ATTACHMENT;
-    fb->attachment_set(type, depth_attachement);
+    fb->attachment_set(type, depth_attachment);
   }
 
   GPUAttachmentType type = GPU_FB_COLOR_ATTACHMENT0;
-  for (const GPUAttachment &attachement : color_attachments) {
-    fb->attachment_set(type, attachement);
+  for (const GPUAttachment &attachment : color_attachments) {
+    fb->attachment_set(type, attachment);
     ++type;
   }
 }
diff --git a/source/blender/gpu/intern/gpu_framebuffer_private.hh b/source/blender/gpu/intern/gpu_framebuffer_private.hh
index 1add3cd9b0f..0f442ff2b34 100644
--- a/source/blender/gpu/intern/gpu_framebuffer_private.hh
+++ b/source/blender/gpu/intern/gpu_framebuffer_private.hh
@@ -52,9 +52,9 @@ typedef enum GPUAttachmentType : int {
    * We support 6 outputs for now (usually we wouldn't need more to preserve fill rate). */
   /* Keep in mind that GL max is GL_MAX_DRAW_BUFFERS and is at least 8, corresponding to
    * the maximum number of COLOR attachments specified by glDrawBuffers. */
-  GPU_FB_MAX_ATTACHEMENT,
+  GPU_FB_MAX_ATTACHMENT,
 
-  GPU_FB_MAX_COLOR_ATTACHMENT = (GPU_FB_MAX_ATTACHEMENT - GPU_FB_COLOR_ATTACHMENT0),
+  GPU_FB_MAX_COLOR_ATTACHMENT = (GPU_FB_MAX_ATTACHMENT - GPU_FB_COLOR_ATTACHMENT0),
 } GPUAttachmentType;
 
 inline constexpr GPUAttachmentType operator-(GPUAttachmentType a, int b)
@@ -91,7 +91,7 @@ namespace gpu {
 class FrameBuffer {
  protected:
   /** Set of texture attachments to render to. DEPTH and DEPTH_STENCIL are mutually exclusive. */
-  GPUAttachment attachments_[GPU_FB_MAX_ATTACHEMENT];
+  GPUAttachment attachments_[GPU_FB_MAX_ATTACHMENT];
   /** Is true if internal representation need to be updated. */
   bool dirty_attachments_;
   /** Size of attachment textures. */
diff --git a/source/blender/gpu/intern/gpu_texture.cc b/source/blender/gpu/intern/gpu_texture.cc
index 1b7e1d4fd6a..3dedfcf763a 100644
--- a/source/blender/gpu/intern/gpu_texture.cc
+++ b/source/blender/gpu/intern/gpu_texture.cc
@@ -2149,7 +2149,7 @@ void GPU_texture_detach_framebuffer(GPUTexture *tex, GPUFrameBuffer *fb)
 }
 
 /* Return attachment type for the given framebuffer or -1 if not attached. */
-int GPU_texture_framebuffer_attachement_get(GPUTexture *tex, GPUFrameBuffer *fb)
+int GPU_texture_framebuffer_attachment_get(GPUTexture *tex, GPUFrameBuffer *fb)
 {
   for (int i = 0; i < GPU_TEX_MAX_FBO_ATTACHED; i++) {
     if (tex->fb[i] == fb) {
diff --git a/source/blender/gpu/opengl/gl_framebuffer.cc b/source/blender/gpu/opengl/gl_framebuffer.cc
index 60b7a6b45cf..133d56a075d 100644
--- a/source/blender/gpu/opengl/gl_framebuffer.cc
+++ b/source/blender/gpu/opengl/gl_framebuffer.cc
@@ -168,9 +168,9 @@ void GLFrameBuffer::update_attachments(void)
 
   /* First color texture OR the depth texture if no color is attached.
    * Used to determine frame-buffer color-space and dimensions. */
-  GPUAttachmentType first_attachment = GPU_FB_MAX_ATTACHEMENT;
+  GPUAttachmentType first_attachment = GPU_FB_MAX_ATTACHMENT;
   /* NOTE: Inverse iteration to get the first color texture. */
-  for (GPUAttachmentType type = GPU_FB_MAX_ATTACHEMENT - 1; type >= 0; --type) {
+  for (GPUAttachmentType type = GPU_FB_MAX_ATTACHMENT - 1; type >= 0; --type) {
     GPUAttachment &attach = attachments_[type];
     GLenum gl_attachment = to_gl(type);
 
@@ -178,7 +178,7 @@ void GLFrameBuffer::update_attachments(void)
       gl_attachments_[type - GPU_FB_COLOR_ATTACHMENT0] = (attach.tex) ? gl_attachment : GL_NONE;
       first_attachment = (attach.tex) ? type : first_attachment;
     }
-    else if (first_attachment == GPU_FB_MAX_ATTACHEMENT) {
+    else if (first_attachment == GPU_FB_MAX_ATTACHMENT) {
       /* Only use depth texture to get information if there is no color attachment. */
       first_attachment = (attach.tex) ? type : first_attachment;
     }
@@ -226,7 +226,7 @@ void GLFrameBuffer::update_attachments(void)
     }
   }
 
-  if (first_attachment != GPU_FB_MAX_ATTACHEMENT) {
+  if (first_attachment != GPU_FB_MAX_ATTACHMENT) {
     GPUAttachment &attach = attachments_[first_attachment];
     int size[3];
     GPU_texture_get_mipmap_size(attach.tex, attach.mip, size);
@@ -371,7 +371,7 @@ void GLFrameBuffer::clear_multi(const float (*clear_cols)[4])
    * all attachments.
    * TODO(fclem) fix this insecurity? */
   int type = GPU_FB_COLOR_ATTACHMENT0;
-  for (int i = 0; type < GPU_FB_MAX_ATTACHEMENT; i++, type++) {
+

@@ Diff output truncated at 10240 characters. @@



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