Commit: 2e4f1b592f7d1b63ec012528997fab64f16c0416
Author: Campbell Barton
Date:   Wed Jan 23 14:15:43 2019 +1100
Branches: master
https://developer.blender.org/rB2e4f1b592f7d1b63ec012528997fab64f16c0416

Cleanup: use eGPU prefix for GPU enum types

===================================================================

M       source/blender/blenfont/intern/blf_font.c
M       source/blender/draw/engines/eevee/eevee_depth_of_field.c
M       source/blender/draw/engines/eevee/eevee_effects.c
M       source/blender/draw/engines/eevee/eevee_engine.c
M       source/blender/draw/engines/eevee/eevee_lightprobes.c
M       source/blender/draw/engines/eevee/eevee_lights.c
M       source/blender/draw/engines/eevee/eevee_materials.c
M       source/blender/draw/engines/eevee/eevee_screen_raytrace.c
M       source/blender/draw/engines/gpencil/gpencil_engine.c
M       source/blender/draw/engines/workbench/workbench_deferred.c
M       source/blender/draw/engines/workbench/workbench_effect_taa.c
M       source/blender/draw/intern/DRW_render.h
M       source/blender/draw/intern/draw_manager_shader.c
M       source/blender/draw/intern/draw_manager_texture.c
M       source/blender/editors/interface/interface_icons.c
M       source/blender/gpu/GPU_batch.h
M       source/blender/gpu/GPU_extensions.h
M       source/blender/gpu/GPU_framebuffer.h
M       source/blender/gpu/GPU_immediate.h
M       source/blender/gpu/GPU_material.h
M       source/blender/gpu/GPU_shader.h
M       source/blender/gpu/GPU_state.h
M       source/blender/gpu/GPU_texture.h
M       source/blender/gpu/intern/gpu_batch.c
M       source/blender/gpu/intern/gpu_codegen.c
M       source/blender/gpu/intern/gpu_codegen.h
M       source/blender/gpu/intern/gpu_draw.c
M       source/blender/gpu/intern/gpu_extensions.c
M       source/blender/gpu/intern/gpu_framebuffer.c
M       source/blender/gpu/intern/gpu_immediate.c
M       source/blender/gpu/intern/gpu_material.c
M       source/blender/gpu/intern/gpu_shader.c
M       source/blender/gpu/intern/gpu_state.c
M       source/blender/gpu/intern/gpu_texture.c
M       source/blender/gpu/intern/gpu_uniformbuffer.c
M       source/blender/python/gpu/gpu_py_shader.c
M       source/blender/windowmanager/intern/wm_stereo.c

===================================================================

diff --git a/source/blender/blenfont/intern/blf_font.c 
b/source/blender/blenfont/intern/blf_font.c
index 3296fbd1833..3b7addd3211 100644
--- a/source/blender/blenfont/intern/blf_font.c
+++ b/source/blender/blenfont/intern/blf_font.c
@@ -194,7 +194,7 @@ void blf_batch_draw(void)
        GPU_vertbuf_data_len_set(g_batch.verts, g_batch.glyph_len);
        GPU_vertbuf_use(g_batch.verts); /* send data */
 
-       GPUBuiltinShader shader = (g_batch.simple_shader) ? 
GPU_SHADER_TEXT_SIMPLE : GPU_SHADER_TEXT;
+       eGPUBuiltinShader shader = (g_batch.simple_shader) ? 
GPU_SHADER_TEXT_SIMPLE : GPU_SHADER_TEXT;
        GPU_batch_program_set_builtin(g_batch.batch, shader);
        GPU_batch_uniform_1i(g_batch.batch, "glyph", 0);
        GPU_batch_draw(g_batch.batch);
diff --git a/source/blender/draw/engines/eevee/eevee_depth_of_field.c 
b/source/blender/draw/engines/eevee/eevee_depth_of_field.c
index 7cb6492a37c..7c66a32f5fa 100644
--- a/source/blender/draw/engines/eevee/eevee_depth_of_field.c
+++ b/source/blender/draw/engines/eevee/eevee_depth_of_field.c
@@ -114,7 +114,7 @@ int EEVEE_depth_of_field_init(EEVEE_ViewLayerData 
*UNUSED(sldata), EEVEE_Data *v
 
                        int buffer_size[2] = {(int)viewport_size[0] / 2, 
(int)viewport_size[1] / 2};
 
-                       GPUTextureFormat down_format = 
DRW_state_draw_background() ? GPU_R11F_G11F_B10F : GPU_RGBA16F;
+                       eGPUTextureFormat down_format = 
DRW_state_draw_background() ? GPU_R11F_G11F_B10F : GPU_RGBA16F;
 
                        effects->dof_down_near = 
DRW_texture_pool_query_2D(buffer_size[0], buffer_size[1], down_format,
                                                                           
&draw_engine_eevee_type);
@@ -131,7 +131,7 @@ int EEVEE_depth_of_field_init(EEVEE_ViewLayerData 
*UNUSED(sldata), EEVEE_Data *v
                        });
 
                        /* Go full 32bits for rendering and reduce the color 
artifacts. */
-                       GPUTextureFormat fb_format = 
DRW_state_is_image_render() ? GPU_RGBA32F : GPU_RGBA16F;
+                       eGPUTextureFormat fb_format = 
DRW_state_is_image_render() ? GPU_RGBA32F : GPU_RGBA16F;
 
                        effects->dof_blur = 
DRW_texture_pool_query_2D(buffer_size[0] * 2, buffer_size[1], fb_format,
                                                                      
&draw_engine_eevee_type);
diff --git a/source/blender/draw/engines/eevee/eevee_effects.c 
b/source/blender/draw/engines/eevee/eevee_effects.c
index a707961da63..09f88fb3ee8 100644
--- a/source/blender/draw/engines/eevee/eevee_effects.c
+++ b/source/blender/draw/engines/eevee/eevee_effects.c
@@ -117,7 +117,7 @@ static void eevee_create_shader_downsample(void)
 }
 
 #define SETUP_BUFFER(tex, fb, fb_color) { \
-       GPUTextureFormat format = (DRW_state_is_scene_render()) ? GPU_RGBA32F : 
GPU_RGBA16F; \
+       eGPUTextureFormat format = (DRW_state_is_scene_render()) ? GPU_RGBA32F 
: GPU_RGBA16F; \
        DRW_texture_ensure_fullscreen_2D(&tex, format, DRW_TEX_FILTER | 
DRW_TEX_MIPMAP); \
        GPU_framebuffer_ensure_config(&fb, { \
                GPU_ATTACHMENT_TEXTURE(dtxl->depth), \
diff --git a/source/blender/draw/engines/eevee/eevee_engine.c 
b/source/blender/draw/engines/eevee/eevee_engine.c
index 483220fde9c..7f6f485644c 100644
--- a/source/blender/draw/engines/eevee/eevee_engine.c
+++ b/source/blender/draw/engines/eevee/eevee_engine.c
@@ -256,7 +256,7 @@ static void eevee_draw_background(void *vedata)
                DRW_uniformbuffer_update(sldata->common_ubo, 
&sldata->common_data);
 
                GPU_framebuffer_bind(fbl->main_fb);
-               GPUFrameBufferBits clear_bits = GPU_DEPTH_BIT;
+               eGPUFrameBufferBits clear_bits = GPU_DEPTH_BIT;
                clear_bits |= (DRW_state_draw_background()) ? 0 : GPU_COLOR_BIT;
                clear_bits |= ((stl->effects->enabled_effects & EFFECT_SSS) != 
0) ? GPU_STENCIL_BIT : 0;
                GPU_framebuffer_clear(fbl->main_fb, clear_bits, clear_col, 
clear_depth, clear_stencil);
diff --git a/source/blender/draw/engines/eevee/eevee_lightprobes.c 
b/source/blender/draw/engines/eevee/eevee_lightprobes.c
index 008d458bc6a..3199fc430cf 100644
--- a/source/blender/draw/engines/eevee/eevee_lightprobes.c
+++ b/source/blender/draw/engines/eevee/eevee_lightprobes.c
@@ -330,7 +330,7 @@ void EEVEE_lightprobes_cache_init(EEVEE_ViewLayerData 
*sldata, EEVEE_Data *vedat
                                static float error_col[3] = {1.0f, 0.0f, 1.0f};
                                struct GPUMaterial *gpumat = 
EEVEE_material_world_lightprobe_get(scene, wo);
 
-                               GPUMaterialStatus status = 
GPU_material_status(gpumat);
+                               eGPUMaterialStatus status = 
GPU_material_status(gpumat);
 
                                switch (status) {
                                        case GPU_MAT_SUCCESS:
diff --git a/source/blender/draw/engines/eevee/eevee_lights.c 
b/source/blender/draw/engines/eevee/eevee_lights.c
index 820ead715d9..af3531e9a6c 100644
--- a/source/blender/draw/engines/eevee/eevee_lights.c
+++ b/source/blender/draw/engines/eevee/eevee_lights.c
@@ -528,7 +528,7 @@ void 
EEVEE_lights_cache_shcaster_object_add(EEVEE_ViewLayerData *sldata, Object
 void EEVEE_lights_cache_finish(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
 {
        EEVEE_LampsInfo *linfo = sldata->lamps;
-       GPUTextureFormat shadow_pool_format = GPU_R32F;
+       eGPUTextureFormat shadow_pool_format = GPU_R32F;
 
        sldata->common_data.la_num_light = linfo->num_light;
 
diff --git a/source/blender/draw/engines/eevee/eevee_materials.c 
b/source/blender/draw/engines/eevee/eevee_materials.c
index f0274eafaeb..6786bf7e911 100644
--- a/source/blender/draw/engines/eevee/eevee_materials.c
+++ b/source/blender/draw/engines/eevee/eevee_materials.c
@@ -1164,14 +1164,14 @@ static void material_opaque(
                        scene, ma, vedata, false, false, use_ssrefract,
                        use_sss, use_translucency, linfo->shadow_method);
 
-               GPUMaterialStatus status_mat_surface = 
GPU_material_status(*gpumat);
+               eGPUMaterialStatus status_mat_surface = 
GPU_material_status(*gpumat);
 
                /* Alpha CLipped : Discard pixel from depth pass, then
                 * fail the depth test for shading. */
                if (ELEM(ma->blend_method, MA_BM_CLIP, MA_BM_HASHED)) {
                        *gpumat_depth = EEVEE_material_mesh_depth_get(scene, 
ma, (ma->blend_method == MA_BM_HASHED), false);
 
-                       GPUMaterialStatus status_mat_depth = 
GPU_material_status(*gpumat_depth);
+                       eGPUMaterialStatus status_mat_depth = 
GPU_material_status(*gpumat_depth);
                        if (status_mat_depth != GPU_MAT_SUCCESS) {
                                /* Mixing both flags. If depth shader fails, 
show it to the user by not using
                                 * the surface shader. */
diff --git a/source/blender/draw/engines/eevee/eevee_screen_raytrace.c 
b/source/blender/draw/engines/eevee/eevee_screen_raytrace.c
index a3a11285e5e..440321b583e 100644
--- a/source/blender/draw/engines/eevee/eevee_screen_raytrace.c
+++ b/source/blender/draw/engines/eevee/eevee_screen_raytrace.c
@@ -159,7 +159,7 @@ int EEVEE_screen_raytrace_init(EEVEE_ViewLayerData *sldata, 
EEVEE_Data *vedata)
                int tracing_res[2] = {(int)viewport_size[0] / divisor, 
(int)viewport_size[1] / divisor};
                int size_fs[2] = {(int)viewport_size[0], (int)viewport_size[1]};
                const bool high_qual_input = true; /* TODO dither low quality 
input */
-               const GPUTextureFormat format = (high_qual_input) ? GPU_RGBA16F 
: GPU_RGBA8;
+               const eGPUTextureFormat format = (high_qual_input) ? 
GPU_RGBA16F : GPU_RGBA8;
 
                /* MRT for the shading pass in order to output needed data for 
the SSR pass. */
                effects->ssr_specrough_input = 
DRW_texture_pool_query_2D(size_fs[0], size_fs[1], format,
diff --git a/source/blender/draw/engines/gpencil/gpencil_engine.c 
b/source/blender/draw/engines/gpencil/gpencil_engine.c
index 6bb8c4575b8..25cfaf1e3c6 100644
--- a/source/blender/draw/engines/gpencil/gpencil_engine.c
+++ b/source/blender/draw/engines/gpencil/gpencil_engine.c
@@ -111,7 +111,7 @@ static void GPENCIL_create_framebuffers(void *vedata)
        GPENCIL_StorageList *stl = ((GPENCIL_Data *)vedata)->stl;
 
        /* Go full 32bits for rendering */
-       GPUTextureFormat fb_format = DRW_state_is_image_render() ? GPU_RGBA32F 
: GPU_RGBA16F;
+       eGPUTextureFormat fb_format = DRW_state_is_image_render() ? GPU_RGBA32F 
: GPU_RGBA16F;
 
        if (DRW_state_is_fbo()) {
                const float *viewport_size = DRW_viewport_size_get();
diff --git a/source/blender/draw/engines/workbench/workbench_deferred.c 
b/source/blender/draw/engines/workbench/workbench_deferred.c
index ef401c6a1c1..af6b83679ea 100644
--- a/source/blender/draw/engines/workbench/workbench_deferred.c
+++ b/source/blender/draw/engines/workbench/workbench_deferred.c
@@ -409,9 +409,9 @@ void workbench_deferred_engine_init(WORKBENCH_Data *vedata)
        {
                const float *viewport_size = DRW_viewport_size_get();
                const int size[2] = {(int)viewport_size[0], 
(int)viewport_size[1]};
-               const GPUTextureFormat nor_tex_format = 
NORMAL_ENCODING_ENABLED() ? GPU_RG16 : GPU_RGBA32F;
-               const GPUTextureFormat comp_tex_format = 
DRW_state_is_image_render() ? GPU_RGBA16F : GPU_R11F_G11F_B10F;
-               const GPUTextureFormat id_tex_format = 
OBJECT_ID_PASS_ENABLED(wpd) ? GPU_R32UI : GPU_R8;
+               const eGPUTextureFormat nor_tex_format = 
NORMAL_ENCODING_ENABLED() ? GPU_RG16 : GPU_RGBA32F;
+               const eGPUTextureFormat comp_tex_format = 
DRW_state_is_image_render() ? GPU_RGBA16F : GPU_R11F_G11F_B10F;
+               const eGPUTextureFormat id_tex_format = 
OBJECT_ID_PASS_ENABLED(wpd) ? GPU_R32UI : GPU_R8;
 
                e_data.object_id_tx = NULL;
                e_data.color_buffer_tx = NULL;
diff --git a/source/blender/draw/engines/workbench/workbench_effect_taa.c 
b/source/blender/draw/engines/workbench/workbench_effect_taa.c
index db20c963e54..c4421b98d8c 100644
--- a/source/blender/draw/engines/workbench/workbench_effect_taa.c
+++ b/source/blender/draw/engines/workbench/workbench_effect_taa.c
@@ -174,7 +174,7 @@ DRWPass *workbench_taa_create_pass(WORKBENCH_Data *vedata, 
GPUTexture **color_bu
        int previous_jitter_index = effect_info->jitter_index;
 
        {
-               const GPUTextureFormat hist_buffer_format = 
DRW_state_is_image_render() ? GPU_RGBA16F : GPU_RGBA8;
+               const eGPUTextureFormat hist_buffer_format = 
DRW_state_is_image_render() ? GPU_RGBA16F : GPU_RGBA8;
                DRW_texture_ensure_fullscreen_2D(&txl->history_buffer_tx, 
hist_buffer_format, 0);
                DRW_texture_ensure_fullscreen_2D(&txl->depth_buffer_tx, 
GPU_DEPTH24_STENCIL8, 0);
        }
diff --git a/source/blender/draw/intern/DRW_render.h 
b/source/blender/draw/intern/DRW_render.h
index 72c55657748..4280359976e 100644
--- a/source/blender/draw/intern/DRW_render.h
+++ b/source/blender/draw/intern/DRW_render.h
@@ -200,23 +200,23 @@ typedef enum {
 /* Textures from DRW_texture_pool_query_* have the options
  * DRW_TEX_FILTER for color float texture

@@ Diff output truncated at 10240 characters. @@

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