GPU: gpu_draw.c: Fix wrong renaming.

Renaming happened in b4d053efc7 and seems to have been a bit too
agressive.
This commit is contained in:
2018-03-23 23:51:24 +01:00
parent 0c753c1dc4
commit e02480fd16

View File

@@ -2383,7 +2383,7 @@ static GPUAttribStack state = {
};
#define AttribStack state
#define Gwn_VertAttr state.attrib_stack[state.top]
#define Attrib state.attrib_stack[state.top]
/**
* Replacement for glPush/PopAttributes
@@ -2393,48 +2393,48 @@ static GPUAttribStack state = {
*/
void gpuPushAttrib(eGPUAttribMask mask)
{
Gwn_VertAttr.mask = mask;
Attrib.mask = mask;
if ((mask & GPU_DEPTH_BUFFER_BIT) != 0) {
Gwn_VertAttr.is_depth_test = glIsEnabled(GL_DEPTH_TEST);
glGetIntegerv(GL_DEPTH_FUNC, &Gwn_VertAttr.depth_func);
glGetDoublev(GL_DEPTH_CLEAR_VALUE, &Gwn_VertAttr.depth_clear_value);
glGetBooleanv(GL_DEPTH_WRITEMASK, (GLboolean *)&Gwn_VertAttr.depth_write_mask);
Attrib.is_depth_test = glIsEnabled(GL_DEPTH_TEST);
glGetIntegerv(GL_DEPTH_FUNC, &Attrib.depth_func);
glGetDoublev(GL_DEPTH_CLEAR_VALUE, &Attrib.depth_clear_value);
glGetBooleanv(GL_DEPTH_WRITEMASK, (GLboolean *)&Attrib.depth_write_mask);
}
if ((mask & GPU_ENABLE_BIT) != 0) {
Gwn_VertAttr.is_blend = glIsEnabled(GL_BLEND);
Attrib.is_blend = glIsEnabled(GL_BLEND);
for (int i = 0; i < 6; i++) {
Gwn_VertAttr.is_clip_plane[i] = glIsEnabled(GL_CLIP_PLANE0 + i);
Attrib.is_clip_plane[i] = glIsEnabled(GL_CLIP_PLANE0 + i);
}
Gwn_VertAttr.is_cull_face = glIsEnabled(GL_CULL_FACE);
Gwn_VertAttr.is_depth_test = glIsEnabled(GL_DEPTH_TEST);
Gwn_VertAttr.is_dither = glIsEnabled(GL_DITHER);
Gwn_VertAttr.is_line_smooth = glIsEnabled(GL_LINE_SMOOTH);
Gwn_VertAttr.is_color_logic_op = glIsEnabled(GL_COLOR_LOGIC_OP);
Gwn_VertAttr.is_multisample = glIsEnabled(GL_MULTISAMPLE);
Gwn_VertAttr.is_polygon_offset_line = glIsEnabled(GL_POLYGON_OFFSET_LINE);
Gwn_VertAttr.is_polygon_offset_fill = glIsEnabled(GL_POLYGON_OFFSET_FILL);
Gwn_VertAttr.is_polygon_smooth = glIsEnabled(GL_POLYGON_SMOOTH);
Gwn_VertAttr.is_sample_alpha_to_coverage = glIsEnabled(GL_SAMPLE_ALPHA_TO_COVERAGE);
Gwn_VertAttr.is_scissor_test = glIsEnabled(GL_SCISSOR_TEST);
Gwn_VertAttr.is_stencil_test = glIsEnabled(GL_STENCIL_TEST);
Attrib.is_cull_face = glIsEnabled(GL_CULL_FACE);
Attrib.is_depth_test = glIsEnabled(GL_DEPTH_TEST);
Attrib.is_dither = glIsEnabled(GL_DITHER);
Attrib.is_line_smooth = glIsEnabled(GL_LINE_SMOOTH);
Attrib.is_color_logic_op = glIsEnabled(GL_COLOR_LOGIC_OP);
Attrib.is_multisample = glIsEnabled(GL_MULTISAMPLE);
Attrib.is_polygon_offset_line = glIsEnabled(GL_POLYGON_OFFSET_LINE);
Attrib.is_polygon_offset_fill = glIsEnabled(GL_POLYGON_OFFSET_FILL);
Attrib.is_polygon_smooth = glIsEnabled(GL_POLYGON_SMOOTH);
Attrib.is_sample_alpha_to_coverage = glIsEnabled(GL_SAMPLE_ALPHA_TO_COVERAGE);
Attrib.is_scissor_test = glIsEnabled(GL_SCISSOR_TEST);
Attrib.is_stencil_test = glIsEnabled(GL_STENCIL_TEST);
}
if ((mask & GPU_SCISSOR_BIT) != 0) {
Gwn_VertAttr.is_scissor_test = glIsEnabled(GL_SCISSOR_TEST);
glGetIntegerv(GL_SCISSOR_BOX, (GLint *)&Gwn_VertAttr.scissor_box);
Attrib.is_scissor_test = glIsEnabled(GL_SCISSOR_TEST);
glGetIntegerv(GL_SCISSOR_BOX, (GLint *)&Attrib.scissor_box);
}
if ((mask & GPU_VIEWPORT_BIT) != 0) {
glGetDoublev(GL_DEPTH_RANGE, (GLdouble *)&Gwn_VertAttr.near_far);
glGetIntegerv(GL_VIEWPORT, (GLint *)&Gwn_VertAttr.viewport);
glGetDoublev(GL_DEPTH_RANGE, (GLdouble *)&Attrib.near_far);
glGetIntegerv(GL_VIEWPORT, (GLint *)&Attrib.viewport);
}
if ((mask & GPU_BLEND_BIT) != 0) {
Gwn_VertAttr.is_blend = glIsEnabled(GL_BLEND);
Attrib.is_blend = glIsEnabled(GL_BLEND);
}
BLI_assert(AttribStack.top < STATE_STACK_DEPTH);
@@ -2456,52 +2456,52 @@ void gpuPopAttrib(void)
BLI_assert(AttribStack.top > 0);
AttribStack.top--;
GLint mask = Gwn_VertAttr.mask;
GLint mask = Attrib.mask;
if ((mask & GPU_DEPTH_BUFFER_BIT) != 0) {
restore_mask(GL_DEPTH_TEST, Gwn_VertAttr.is_depth_test);
glDepthFunc(Gwn_VertAttr.depth_func);
glClearDepth(Gwn_VertAttr.depth_clear_value);
glDepthMask(Gwn_VertAttr.depth_write_mask);
restore_mask(GL_DEPTH_TEST, Attrib.is_depth_test);
glDepthFunc(Attrib.depth_func);
glClearDepth(Attrib.depth_clear_value);
glDepthMask(Attrib.depth_write_mask);
}
if ((mask & GPU_ENABLE_BIT) != 0) {
restore_mask(GL_BLEND, Gwn_VertAttr.is_blend);
restore_mask(GL_BLEND, Attrib.is_blend);
for (int i = 0; i < 6; i++) {
restore_mask(GL_CLIP_PLANE0 + i, Gwn_VertAttr.is_clip_plane[i]);
restore_mask(GL_CLIP_PLANE0 + i, Attrib.is_clip_plane[i]);
}
restore_mask(GL_CULL_FACE, Gwn_VertAttr.is_cull_face);
restore_mask(GL_DEPTH_TEST, Gwn_VertAttr.is_depth_test);
restore_mask(GL_DITHER, Gwn_VertAttr.is_dither);
restore_mask(GL_LINE_SMOOTH, Gwn_VertAttr.is_line_smooth);
restore_mask(GL_COLOR_LOGIC_OP, Gwn_VertAttr.is_color_logic_op);
restore_mask(GL_MULTISAMPLE, Gwn_VertAttr.is_multisample);
restore_mask(GL_POLYGON_OFFSET_LINE, Gwn_VertAttr.is_polygon_offset_line);
restore_mask(GL_POLYGON_OFFSET_FILL, Gwn_VertAttr.is_polygon_offset_fill);
restore_mask(GL_POLYGON_SMOOTH, Gwn_VertAttr.is_polygon_smooth);
restore_mask(GL_SAMPLE_ALPHA_TO_COVERAGE, Gwn_VertAttr.is_sample_alpha_to_coverage);
restore_mask(GL_SCISSOR_TEST, Gwn_VertAttr.is_scissor_test);
restore_mask(GL_STENCIL_TEST, Gwn_VertAttr.is_stencil_test);
restore_mask(GL_CULL_FACE, Attrib.is_cull_face);
restore_mask(GL_DEPTH_TEST, Attrib.is_depth_test);
restore_mask(GL_DITHER, Attrib.is_dither);
restore_mask(GL_LINE_SMOOTH, Attrib.is_line_smooth);
restore_mask(GL_COLOR_LOGIC_OP, Attrib.is_color_logic_op);
restore_mask(GL_MULTISAMPLE, Attrib.is_multisample);
restore_mask(GL_POLYGON_OFFSET_LINE, Attrib.is_polygon_offset_line);
restore_mask(GL_POLYGON_OFFSET_FILL, Attrib.is_polygon_offset_fill);
restore_mask(GL_POLYGON_SMOOTH, Attrib.is_polygon_smooth);
restore_mask(GL_SAMPLE_ALPHA_TO_COVERAGE, Attrib.is_sample_alpha_to_coverage);
restore_mask(GL_SCISSOR_TEST, Attrib.is_scissor_test);
restore_mask(GL_STENCIL_TEST, Attrib.is_stencil_test);
}
if ((mask & GPU_VIEWPORT_BIT) != 0) {
glViewport(Gwn_VertAttr.viewport[0], Gwn_VertAttr.viewport[1], Gwn_VertAttr.viewport[2], Gwn_VertAttr.viewport[3]);
glDepthRange(Gwn_VertAttr.near_far[0], Gwn_VertAttr.near_far[1]);
glViewport(Attrib.viewport[0], Attrib.viewport[1], Attrib.viewport[2], Attrib.viewport[3]);
glDepthRange(Attrib.near_far[0], Attrib.near_far[1]);
}
if ((mask & GPU_SCISSOR_BIT) != 0) {
restore_mask(GL_SCISSOR_TEST, Gwn_VertAttr.is_scissor_test);
glScissor(Gwn_VertAttr.scissor_box[0], Gwn_VertAttr.scissor_box[1], Gwn_VertAttr.scissor_box[2], Gwn_VertAttr.scissor_box[3]);
restore_mask(GL_SCISSOR_TEST, Attrib.is_scissor_test);
glScissor(Attrib.scissor_box[0], Attrib.scissor_box[1], Attrib.scissor_box[2], Attrib.scissor_box[3]);
}
if ((mask & GPU_BLEND_BIT) != 0) {
restore_mask(GL_BLEND, Gwn_VertAttr.is_blend);
restore_mask(GL_BLEND, Attrib.is_blend);
}
}
#undef Gwn_VertAttr
#undef Attrib
#undef AttribStack
/** \} */