GPU: Rename GPU_shader_get_uniform to GPU_shader_get_uniform_ensure
[blender.git] / source / blender / gpu / intern / gpu_codegen.c
index 4360941e332698fa6f7ce52d0ead56bac3856354..7db51dac3a3dea47e38f6c89110076393dafa568 100644 (file)
@@ -1274,7 +1274,7 @@ void GPU_nodes_extract_dynamic_inputs(GPUShader *shader, ListBase *inputs, ListB
 
                        if (input->source == GPU_SOURCE_TEX) {
                                if (input->bindtex) {
 
                        if (input->source == GPU_SOURCE_TEX) {
                                if (input->bindtex) {
-                                       input->shaderloc = GPU_shader_get_uniform(shader, input->shadername);
+                                       input->shaderloc = GPU_shader_get_uniform_ensure(shader, input->shadername);
                                        /* extract nodes */
                                        BLI_remlink(&node->inputs, input);
                                        BLI_addtail(inputs, input);
                                        /* extract nodes */
                                        BLI_remlink(&node->inputs, input);
                                        BLI_addtail(inputs, input);
@@ -1904,7 +1904,7 @@ static int count_active_texture_sampler(GPUShader *shader, char *source)
                        if (*code != '\0') {
                                char sampler_name[64];
                                code = gpu_str_skip_token(code, sampler_name, sizeof(sampler_name));
                        if (*code != '\0') {
                                char sampler_name[64];
                                code = gpu_str_skip_token(code, sampler_name, sizeof(sampler_name));
-                               int id = GPU_shader_get_uniform(shader, sampler_name);
+                               int id = GPU_shader_get_uniform_ensure(shader, sampler_name);
 
                                if (id == -1) {
                                        continue;
 
                                if (id == -1) {
                                        continue;