forked from bartvdbraak/blender
Rename GPU_material_create_uniform_buffer > GPU_material_uniform_buffer_create
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@ -260,7 +260,7 @@ struct ListBase *GPU_material_get_inputs(GPUMaterial *material);
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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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void GPU_material_uniform_buffer_create(GPUMaterial *material, ListBase *inputs);
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void GPU_material_uniform_buffer_tag_dirty(struct ListBase *gpumaterials);
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void GPU_material_vertex_attributes(GPUMaterial *material,
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@ -672,7 +672,7 @@ static int codegen_process_uniforms_functions(GPUMaterial *material, DynStr *ds,
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/* Handle the UBO block separately. */
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if ((material != NULL) && !BLI_listbase_is_empty(&ubo_inputs)) {
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GPU_material_create_uniform_buffer(material, &ubo_inputs);
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GPU_material_uniform_buffer_create(material, &ubo_inputs);
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/* Inputs are sorted */
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BLI_dynstr_appendf(ds, "\nlayout (std140) uniform %s {\n", GPU_UBO_BLOCK_NAME);
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@ -209,7 +209,7 @@ GPUUniformBuffer *GPU_material_get_uniform_buffer(GPUMaterial *material)
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* Create dynamic UBO from parameters
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* \param ListBase of BLI_genericNodeN(GPUInput)
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*/
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void GPU_material_create_uniform_buffer(GPUMaterial *material, ListBase *inputs)
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void GPU_material_uniform_buffer_create(GPUMaterial *material, ListBase *inputs)
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{
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material->ubo = GPU_uniformbuffer_dynamic_create(inputs, NULL);
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}
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