Cleanup: use lowercase gpu prefix for static funcs
authorCampbell Barton <ideasman42@gmail.com>
Wed, 12 Apr 2017 10:18:44 +0000 (20:18 +1000)
committerCampbell Barton <ideasman42@gmail.com>
Wed, 12 Apr 2017 10:19:55 +0000 (20:19 +1000)
This was mostly followed already.

source/blender/gpu/intern/gpu_basic_shader.c
source/blender/gpu/intern/gpu_buffers.c
source/blender/gpu/intern/gpu_draw.c
source/blender/gpu/intern/gpu_framebuffer.c
source/blender/gpu/intern/gpu_material.c
source/blender/gpu/intern/gpu_texture.c

index a2b89239344b93e46063edae288a13333c6c5205..8505bd847a0c53a4d81280abe8637fabfb004c48 100644 (file)
@@ -407,7 +407,7 @@ static GPUShader *gpu_basic_shader(int options)
        return shader;
 }
 
-static void GPU_basic_shader_uniform_autoset(GPUShader *shader, int options)
+static void gpu_basic_shader_uniform_autoset(GPUShader *shader, int options)
 {
        if (options & GPU_SHADER_LINE) {
                glGetIntegerv(GL_VIEWPORT, &GPU_MATERIAL_STATE.viewport[0]);
@@ -443,7 +443,7 @@ void GPU_basic_shader_bind(int options)
 
                        if (shader) {
                                GPU_shader_bind(shader);
-                               GPU_basic_shader_uniform_autoset(shader, options);
+                               gpu_basic_shader_uniform_autoset(shader, options);
                        }
                }
                else {
index 370841327aab533caa8f34c68143c1101ab09932..3325240a2d10a6cd6026a13fa2076ac399985a2f 100644 (file)
@@ -743,7 +743,7 @@ void GPU_triangle_setup(struct DerivedMesh *dm)
        GLStates |= GPU_BUFFER_ELEMENT_STATE;
 }
 
-static int GPU_typesize(int type)
+static int gpu_typesize(int type)
 {
        switch (type) {
                case GL_FLOAT:
@@ -766,7 +766,7 @@ int GPU_attrib_element_size(GPUAttrib data[], int numdata)
        int i, elementsize = 0;
 
        for (i = 0; i < numdata; i++) {
-               int typesize = GPU_typesize(data[i].type);
+               int typesize = gpu_typesize(data[i].type);
                if (typesize != 0)
                        elementsize += typesize * data[i].size;
        }
@@ -803,7 +803,7 @@ void GPU_interleaved_attrib_setup(GPUBuffer *buffer, GPUAttrib data[], int numda
 
                glVertexAttribPointer(data[i].index, data[i].size, data[i].type,
                                         GL_TRUE, elementsize, BUFFER_OFFSET(offset));
-               offset += data[i].size * GPU_typesize(data[i].type);
+               offset += data[i].size * gpu_typesize(data[i].type);
                
                attribData[i].index = data[i].index;
                attribData[i].size = data[i].size;
index 7936811ab4dabec81571c2675b55dfa40982eb87..074fadf600354472d5da3c736850fa8aa0a86ed0 100644 (file)
@@ -1203,7 +1203,7 @@ void GPU_paint_set_mipmap(bool mipmap)
 
 
 /* check if image has been downscaled and do scaled partial update */
-static bool GPU_check_scaled_image(ImBuf *ibuf, Image *ima, float *frect, int x, int y, int w, int h)
+static bool gpu_check_scaled_image(ImBuf *ibuf, Image *ima, float *frect, int x, int y, int w, int h)
 {
        if ((!GPU_full_non_power_of_two_support() && !is_power_of_2_resolution(ibuf->x, ibuf->y)) ||
            is_over_resolution_limit(GL_TEXTURE_2D, ibuf->x, ibuf->y))
@@ -1296,7 +1296,7 @@ void GPU_paint_update_image(Image *ima, ImageUser *iuser, int x, int y, int w, i
                        bool is_data = (ima->tpageflag & IMA_GLBIND_IS_DATA) != 0;
                        IMB_partial_rect_from_float(ibuf, buffer, x, y, w, h, is_data);
                        
-                       if (GPU_check_scaled_image(ibuf, ima, buffer, x, y, w, h)) {
+                       if (gpu_check_scaled_image(ibuf, ima, buffer, x, y, w, h)) {
                                MEM_freeN(buffer);
                                BKE_image_release_ibuf(ima, ibuf, NULL);
                                return;
@@ -1320,7 +1320,7 @@ void GPU_paint_update_image(Image *ima, ImageUser *iuser, int x, int y, int w, i
                        return;
                }
 
-               if (GPU_check_scaled_image(ibuf, ima, NULL, x, y, w, h)) {
+               if (gpu_check_scaled_image(ibuf, ima, NULL, x, y, w, h)) {
                        BKE_image_release_ibuf(ima, ibuf, NULL);
                        return;
                }
@@ -1870,7 +1870,7 @@ void GPU_begin_object_materials(
        GPU_object_material_unbind();
 }
 
-static int GPU_get_particle_info(GPUParticleInfo *pi)
+static int gpu_get_particle_info(GPUParticleInfo *pi)
 {
        DupliObject *dob = GMS.dob;
        if (dob->particle_system) {
@@ -1964,8 +1964,9 @@ int GPU_object_material_bind(int nr, void *attribs)
                        GPUMaterial *gpumat = GPU_material_from_blender(GMS.gscene, mat, GMS.is_opensubdiv);
                        GPU_material_vertex_attributes(gpumat, gattribs);
 
-                       if (GMS.dob)
-                               GPU_get_particle_info(&partile_info);
+                       if (GMS.dob) {
+                               gpu_get_particle_info(&partile_info);
+                       }
 
                        GPU_material_bind(
                                gpumat, GMS.gob->lay, GMS.glay, 1.0, !(GMS.gob->mode & OB_MODE_TEXTURE_PAINT),
index f62ef67743498a1cb93a89a39a0836bc01bce703..e7a8beae5cc93aa5b36760221f1f9fe429787326 100644 (file)
@@ -52,7 +52,7 @@ struct GPUFrameBuffer {
        GPUTexture *depthtex;
 };
 
-static void GPU_print_framebuffer_error(GLenum status, char err_out[256])
+static void gpu_print_framebuffer_error(GLenum status, char err_out[256])
 {
        const char *err = "unknown";
 
@@ -164,7 +164,7 @@ int GPU_framebuffer_texture_attach(GPUFrameBuffer *fb, GPUTexture *tex, int slot
 
        if (error == GL_INVALID_OPERATION) {
                GPU_framebuffer_restore();
-               GPU_print_framebuffer_error(error, err_out);
+               gpu_print_framebuffer_error(error, err_out);
                return 0;
        }
 
@@ -331,7 +331,7 @@ bool GPU_framebuffer_check_valid(GPUFrameBuffer *fb, char err_out[256])
        
        if (status != GL_FRAMEBUFFER_COMPLETE_EXT) {
                GPU_framebuffer_restore();
-               GPU_print_framebuffer_error(status, err_out);
+               gpu_print_framebuffer_error(status, err_out);
                return false;
        }
        
index 4e2043471b6b7228321d980dd1364eebfa90cecf..d3ea8e13691529d7ce893b7705f455b101eab742 100644 (file)
@@ -225,7 +225,7 @@ static void gpu_material_set_attrib_id(GPUMaterial *material)
        attribs->totlayer = b;
 }
 
-static int GPU_material_construct_end(GPUMaterial *material, const char *passname)
+static int gpu_material_construct_end(GPUMaterial *material, const char *passname)
 {
        if (material->outlink) {
                GPUNodeLink *outlink = material->outlink;
@@ -1891,7 +1891,7 @@ GPUMaterial *GPU_material_matcap(Scene *scene, Material *ma, bool use_opensubdiv
                
        GPU_material_output_link(mat, outlink);
 
-       GPU_material_construct_end(mat, "matcap_pass");
+       gpu_material_construct_end(mat, "matcap_pass");
        
        /* note that even if building the shader fails in some way, we still keep
         * it to avoid trying to compile again and again, and simple do not use
@@ -2044,7 +2044,7 @@ static void do_world_tex(GPUShadeInput *shi, struct World *wo, GPUNodeLink **hor
        }
 }
 
-static void GPU_material_old_world(struct GPUMaterial *mat, struct World *wo)
+static void gpu_material_old_world(struct GPUMaterial *mat, struct World *wo)
 {
        GPUShadeInput shi;
        GPUShadeResult shr;
@@ -2112,17 +2112,18 @@ GPUMaterial *GPU_material_world(struct Scene *scene, struct World *wo)
        mat->type = GPU_MATERIAL_TYPE_WORLD;
        
        /* create nodes */
-       if (BKE_scene_use_new_shading_nodes(scene) && wo->nodetree && wo->use_nodes)
+       if (BKE_scene_use_new_shading_nodes(scene) && wo->nodetree && wo->use_nodes) {
                ntreeGPUMaterialNodes(wo->nodetree, mat, NODE_NEW_SHADING);
+       }
        else {
-               GPU_material_old_world(mat, wo);
+               gpu_material_old_world(mat, wo);
        }
 
        if (GPU_material_do_color_management(mat))
                if (mat->outlink)
                        GPU_link(mat, "linearrgb_to_srgb", mat->outlink, &mat->outlink);
 
-       GPU_material_construct_end(mat, wo->id.name);
+       gpu_material_construct_end(mat, wo->id.name);
        
        /* note that even if building the shader fails in some way, we still keep
         * it to avoid trying to compile again and again, and simple do not use
@@ -2188,7 +2189,7 @@ GPUMaterial *GPU_material_from_blender(Scene *scene, Material *ma, bool use_open
                if (mat->outlink)
                        GPU_link(mat, "linearrgb_to_srgb", mat->outlink, &mat->outlink);
 
-       GPU_material_construct_end(mat, ma->id.name);
+       gpu_material_construct_end(mat, ma->id.name);
 
        /* note that even if building the shader fails in some way, we still keep
         * it to avoid trying to compile again and again, and simple do not use
index 54f0003c0868366780cebfdf8e31132b4831d0e4..1c97c2ce81101748a19c2447fe265e3f97b0bb87 100644 (file)
@@ -79,7 +79,7 @@ static unsigned char *GPU_texture_convert_pixels(int length, const float *fpixel
        return pixels;
 }
 
-static void GPU_glTexSubImageEmpty(GLenum target, GLenum format, int x, int y, int w, int h)
+static void gpu_glTexSubImageEmpty(GLenum target, GLenum format, int x, int y, int w, int h)
 {
        void *pixels = MEM_callocN(sizeof(char) * 4 * w * h, "GPUTextureEmptyPixels");
 
@@ -193,7 +193,7 @@ static GPUTexture *GPU_texture_create_nD(
                                pixels ? pixels : fpixels);
 
                        if (tex->w > w) {
-                               GPU_glTexSubImageEmpty(tex->target, format, w, 0, tex->w - w, 1);
+                               gpu_glTexSubImageEmpty(tex->target, format, w, 0, tex->w - w, 1);
                        }
                }
        }
@@ -210,10 +210,12 @@ static GPUTexture *GPU_texture_create_nD(
                        glTexSubImage2D(tex->target, 0, 0, 0, w, h,
                                format, type, pixels ? pixels : fpixels);
 
-                       if (tex->w > w)
-                               GPU_glTexSubImageEmpty(tex->target, format, w, 0, tex->w - w, tex->h);
-                       if (tex->h > h)
-                               GPU_glTexSubImageEmpty(tex->target, format, 0, h, w, tex->h - h);
+                       if (tex->w > w) {
+                               gpu_glTexSubImageEmpty(tex->target, format, w, 0, tex->w - w, tex->h);
+                       }
+                       if (tex->h > h) {
+                               gpu_glTexSubImageEmpty(tex->target, format, 0, h, w, tex->h - h);
+                       }
                }
        }