GPU: Fix typo.
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@@ -144,11 +144,11 @@ typedef struct GPUNodeStack {
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bool end;
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} GPUNodeStack;
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typedef enum GPUMaterialSatus {
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typedef enum GPUMaterialStatus {
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GPU_MAT_FAILED = 0,
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GPU_MAT_QUEUED,
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GPU_MAT_SUCCESS,
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} GPUMaterialSatus;
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} GPUMaterialStatus;
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#define GPU_DYNAMIC_GROUP_FROM_TYPE(f) ((f) & 0xFFFF0000)
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@@ -270,7 +270,7 @@ bool GPU_material_bound(GPUMaterial *material);
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struct Scene *GPU_material_scene(GPUMaterial *material);
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GPUMatType GPU_Material_get_type(GPUMaterial *material);
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struct GPUPass *GPU_material_get_pass(GPUMaterial *material);
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GPUMaterialSatus GPU_material_status(GPUMaterial *mat);
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GPUMaterialStatus GPU_material_status(GPUMaterial *mat);
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struct GPUUniformBuffer *GPU_material_get_uniform_buffer(GPUMaterial *material);
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void GPU_material_create_uniform_buffer(GPUMaterial *material, struct ListBase *inputs);
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@@ -105,7 +105,7 @@ struct GPUMaterial {
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/* material for mesh surface, worlds or something else.
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* some code generation is done differently depending on the use case */
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int type; /* DEPRECATED */
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GPUMaterialSatus status;
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GPUMaterialStatus status;
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const void *engine_type; /* attached engine type */
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int options; /* to identify shader variations (shadow, probe, world background...) */
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@@ -843,7 +843,7 @@ void gpu_material_add_node(GPUMaterial *material, GPUNode *node)
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}
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/* Return true if the material compilation has not yet begin or begin. */
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GPUMaterialSatus GPU_material_status(GPUMaterial *mat)
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GPUMaterialStatus GPU_material_status(GPUMaterial *mat)
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{
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return mat->status;
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}
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