GPU: Rename GPU_shader_get_uniform to GPU_shader_get_uniform_ensure
[blender.git] / source / blender / gpu / intern / gpu_immediate.c
index a71ba68821b98342017245560b65c47bbbf987f2..3e13b52e1a5d2acee27e1cfec47c6a31cfafeba4 100644 (file)
@@ -703,16 +703,16 @@ void immVertex2iv(uint attrib_id, const int data[2])
 
 #if 0
 #  if TRUST_NO_ONE
-#    define GET_UNIFORM const GPUShaderInput* uniform = GPU_shaderinterface_uniform(imm.shader_interface, name); assert(uniform);
+#    define GET_UNIFORM const GPUShaderInput* uniform = GPU_shaderinterface_uniform_ensure(imm.shader_interface, name); assert(uniform);
 #  else
-#    define GET_UNIFORM const GPUShaderInput* uniform = GPU_shaderinterface_uniform(imm.shader_interface, name);
+#    define GET_UNIFORM const GPUShaderInput* uniform = GPU_shaderinterface_uniform_ensure(imm.shader_interface, name);
 #  endif
 #else
        /* NOTE: It is possible to have uniform fully optimized out from the shader.
         *       In this case we can't assert failure or allow NULL-pointer dereference.
         * TODO(sergey): How can we detect existing-but-optimized-out uniform but still
         *               catch typos in uniform names passed to immUniform*() functions? */
-#  define GET_UNIFORM const GPUShaderInput* uniform = GPU_shaderinterface_uniform(imm.shader_interface, name); if (uniform == NULL) return;
+#  define GET_UNIFORM const GPUShaderInput* uniform = GPU_shaderinterface_uniform_ensure(imm.shader_interface, name); if (uniform == NULL) return;
 #endif
 
 void immUniform1f(const char *name, float x)