Commit: 263f4cd3426f19eccde79f6eeeec758c03a234ac
Author: Brecht Van Lommel
Date:   Mon Nov 23 21:42:17 2015 +0100
Branches: master
https://developer.blender.org/rB263f4cd3426f19eccde79f6eeeec758c03a234ac

OpenGL: rename GPU_enable_material to better indicate it's binding shaders.

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

M       source/blender/editors/space_view3d/drawmesh.c
M       source/blender/editors/space_view3d/drawobject.c
M       source/blender/gpu/GPU_draw.h
M       source/blender/gpu/intern/gpu_draw.c

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

diff --git a/source/blender/editors/space_view3d/drawmesh.c 
b/source/blender/editors/space_view3d/drawmesh.c
index 728890a..afc48d2 100644
--- a/source/blender/editors/space_view3d/drawmesh.c
+++ b/source/blender/editors/space_view3d/drawmesh.c
@@ -815,7 +815,7 @@ static void draw_mesh_text(Scene *scene, Object *ob, int 
glsl)
 
                        /* TEXFACE */
                        if (glsl) {
-                               GPU_enable_material(matnr + 1, &gattribs);
+                               GPU_object_material_bind(matnr + 1, &gattribs);
 
                                for (i = 0; i < gattribs.totlayer; i++) {
                                        if (gattribs.layer[i].type == 
CD_MTFACE) {
@@ -967,7 +967,7 @@ static void draw_mesh_textured_old(Scene *scene, View3D 
*v3d, RegionView3D *rv3d
        }
        else if (draw_flags & DRAW_FACE_SELECT) {
                if (ob->mode & OB_MODE_WEIGHT_PAINT)
-                       dm->drawMappedFaces(dm, 
wpaint__setSolidDrawOptions_facemask, GPU_enable_material, NULL, me,
+                       dm->drawMappedFaces(dm, 
wpaint__setSolidDrawOptions_facemask, GPU_object_material_bind, NULL, me,
                                            DM_DRAW_USE_COLORS | 
DM_DRAW_ALWAYS_SMOOTH | DM_DRAW_SKIP_HIDDEN);
                else {
                        drawTFace_userData userData;
@@ -1024,7 +1024,7 @@ static void tex_mat_set_material_cb(void 
*UNUSED(userData), int mat_nr, void *at
         * that the GLSL code will give different result depending on the 
drawtype,
         * in texture draw mode it will output the active texture node, in 
material
         * draw mode it will show the full material. */
-       GPU_enable_material(mat_nr, attribs);
+       GPU_object_material_bind(mat_nr, attribs);
 }
 
 static void tex_mat_set_texture_cb(void *userData, int mat_nr, void *attribs)
@@ -1048,7 +1048,7 @@ static void tex_mat_set_texture_cb(void *userData, int 
mat_nr, void *attribs)
                        NodeTexBase *texbase = node->storage;
 
                        /* disable existing material */
-                       GPU_disable_material();
+                       GPU_object_material_unbind();
                        glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, zero);
                        glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, zero);
                        glMateriali(GL_FRONT_AND_BACK, GL_SHININESS, 0);
@@ -1087,7 +1087,7 @@ static void tex_mat_set_texture_cb(void *userData, int 
mat_nr, void *attribs)
                glDisable(GL_COLOR_MATERIAL);
 
                /* draw single color */
-               GPU_enable_material(mat_nr, attribs);
+               GPU_object_material_bind(mat_nr, attribs);
        }
 }
 
@@ -1212,7 +1212,7 @@ static void draw_mesh_paint_light_begin(void)
 {
        const float spec[4] = {0.47f, 0.47f, 0.47f, 0.47f};
 
-       GPU_enable_material(0, NULL);
+       GPU_object_material_bind(0, NULL);
 
        /* but set default spec */
        glColorMaterial(GL_FRONT_AND_BACK, GL_SPECULAR);
@@ -1228,13 +1228,13 @@ static void draw_mesh_paint_light_end(void)
        glDisable(GL_COLOR_MATERIAL);
        glDisable(GL_LIGHTING);
 
-       GPU_disable_material();
+       GPU_object_material_unbind();
 }
 
 void draw_mesh_paint_weight_faces(DerivedMesh *dm, const bool use_light,
                                   void *facemask_cb, void *user_data)
 {
-       DMSetMaterial setMaterial = GPU_object_materials_check() ? 
GPU_enable_material : NULL;
+       DMSetMaterial setMaterial = GPU_object_materials_check() ? 
GPU_object_material_bind : NULL;
 
        if (use_light) {
                draw_mesh_paint_light_begin();
@@ -1252,7 +1252,7 @@ void draw_mesh_paint_vcolor_faces(DerivedMesh *dm, const 
bool use_light,
                                   void *facemask_cb, void *user_data,
                                   const Mesh *me)
 {
-       DMSetMaterial setMaterial = GPU_object_materials_check() ? 
GPU_enable_material : NULL;
+       DMSetMaterial setMaterial = GPU_object_materials_check() ? 
GPU_object_material_bind : NULL;
 
        if (use_light) {
                draw_mesh_paint_light_begin();
diff --git a/source/blender/editors/space_view3d/drawobject.c 
b/source/blender/editors/space_view3d/drawobject.c
index 78e3ff1..9ab93b1 100644
--- a/source/blender/editors/space_view3d/drawobject.c
+++ b/source/blender/editors/space_view3d/drawobject.c
@@ -3797,16 +3797,16 @@ static void draw_em_fancy(Scene *scene, ARegion *ar, 
View3D *v3d,
                        /* use the cageDM since it always overlaps the editmesh 
faces */
                        glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
                        cageDM->drawMappedFaces(cageDM, 
draw_em_fancy__setFaceOpts,
-                                               GPU_enable_material, NULL, 
me->edit_btmesh, DM_DRAW_SKIP_HIDDEN);
+                                               GPU_object_material_bind, NULL, 
me->edit_btmesh, DM_DRAW_SKIP_HIDDEN);
                        glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
                }
                else if (check_object_draw_texture(scene, v3d, dt)) {
                        if (draw_glsl_material(scene, ob, v3d, dt)) {
                                glFrontFace((ob->transflag & OB_NEG_SCALE) ? 
GL_CW : GL_CCW);
 
-                               finalDM->drawMappedFacesGLSL(finalDM, 
GPU_enable_material,
+                               finalDM->drawMappedFacesGLSL(finalDM, 
GPU_object_material_bind,
                                                             
draw_em_fancy__setGLSLFaceOpts, em);
-                               GPU_disable_material();
+                               GPU_object_material_unbind();
 
                                glFrontFace(GL_CCW);
                        }
@@ -3821,7 +3821,7 @@ static void draw_em_fancy(Scene *scene, ARegion *ar, 
View3D *v3d,
 
                        glEnable(GL_LIGHTING);
                        glFrontFace((ob->transflag & OB_NEG_SCALE) ? GL_CW : 
GL_CCW);
-                       finalDM->drawMappedFaces(finalDM, 
draw_em_fancy__setFaceOpts, GPU_enable_material, NULL, me->edit_btmesh, 
DM_DRAW_SKIP_HIDDEN);
+                       finalDM->drawMappedFaces(finalDM, 
draw_em_fancy__setFaceOpts, GPU_object_material_bind, NULL, me->edit_btmesh, 
DM_DRAW_SKIP_HIDDEN);
 
                        glFrontFace(GL_CCW);
                        glDisable(GL_LIGHTING);
@@ -3985,7 +3985,7 @@ static void draw_em_fancy(Scene *scene, ARegion *ar, 
View3D *v3d,
        if (dt > OB_WIRE) {
                glDepthMask(1);
                ED_view3d_polygon_offset(rv3d, 0.0);
-               GPU_disable_material();
+               GPU_object_material_unbind();
        }
 #if 0  /* currently not needed */
        else if (use_occlude_wire) {
@@ -4008,9 +4008,9 @@ static void draw_mesh_object_outline(View3D *v3d, Object 
*ob, DerivedMesh *dm)
                 * drawFacesSolid() doesn't draw the transparent faces */
                if (ob->dtx & OB_DRAWTRANSP) {
                        glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
-                       dm->drawFacesSolid(dm, NULL, 0, GPU_enable_material);
+                       dm->drawFacesSolid(dm, NULL, 0, 
GPU_object_material_bind);
                        glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
-                       GPU_disable_material();
+                       GPU_object_material_unbind();
                }
                else {
                        dm->drawEdges(dm, 0, 1);
@@ -4120,18 +4120,18 @@ static void draw_mesh_fancy(Scene *scene, ARegion *ar, 
View3D *v3d, RegionView3D
                                        }
                                }
 
-                               GPU_enable_material(1, &gattribs);
+                               GPU_object_material_bind(1, &gattribs);
                                dm->drawFacesSolid(dm, fpl, fast, NULL);
                                draw_loose = false;
                        }
                        else
-                               dm->drawFacesGLSL(dm, GPU_enable_material);
+                               dm->drawFacesGLSL(dm, GPU_object_material_bind);
 
 #if 0 /* XXX */
                        if (BKE_bproperty_object_get(ob, "Text"))
                                draw_mesh_text(ob, 1);
 #endif
-                       GPU_disable_material();
+                       GPU_object_material_unbind();
 
                        glFrontFace(GL_CCW);
 
@@ -4155,7 +4155,7 @@ static void draw_mesh_fancy(Scene *scene, ARegion *ar, 
View3D *v3d, RegionView3D
                if (draw_flags & DRAW_MODIFIERS_PREVIEW) {
                        /* for object selection draws no shade */
                        if (dflag & (DRAW_PICKING | DRAW_CONSTCOLOR)) {
-                               dm->drawFacesSolid(dm, NULL, 0, 
GPU_enable_material);
+                               dm->drawFacesSolid(dm, NULL, 0, 
GPU_object_material_bind);
                        }
                        else {
                                const float spec[4] = {0.47f, 0.47f, 0.47f, 
0.47f};
@@ -4173,7 +4173,7 @@ static void draw_mesh_fancy(Scene *scene, ARegion *ar, 
View3D *v3d, RegionView3D
                                /* materials arent compatible with vertex 
colors */
                                GPU_end_object_materials();
 
-                               GPU_enable_material(0, NULL);
+                               GPU_object_material_bind(0, NULL);
                                
                                /* set default spec */
                                glColorMaterial(GL_FRONT_AND_BACK, GL_SPECULAR);
@@ -4187,7 +4187,7 @@ static void draw_mesh_fancy(Scene *scene, ARegion *ar, 
View3D *v3d, RegionView3D
                                glDisable(GL_COLOR_MATERIAL);
                                glDisable(GL_LIGHTING);
 
-                               GPU_disable_material();
+                               GPU_object_material_unbind();
                        }
                }
                else {
@@ -4220,12 +4220,12 @@ static void draw_mesh_fancy(Scene *scene, ARegion *ar, 
View3D *v3d, RegionView3D
                                        }
                                }
 
-                               dm->drawFacesSolid(dm, fpl, fast, 
GPU_enable_material);
+                               dm->drawFacesSolid(dm, fpl, fast, 
GPU_object_material_bind);
                        }
                        else
-                               dm->drawFacesSolid(dm, NULL, 0, 
GPU_enable_material);
+                               dm->drawFacesSolid(dm, NULL, 0, 
GPU_object_material_bind);
 
-                       GPU_disable_material();
+                       GPU_object_material_unbind();
 
                        glFrontFace(GL_CCW);
                        glDisable(GL_LIGHTING);
@@ -4588,7 +4588,7 @@ static void drawDispListsolid(ListBase *lb, Object *ob, 
const short dflag,
                        case DL_SURF:
 
                                if (dl->index) {
-                                       GPU_enable_material(dl->col + 1, 
(use_glsl) ? &gattribs : NULL);
+                                       GPU_object_material_bind(dl->col + 1, 
(use_glsl) ? &gattribs : NULL);
 
                                        if (dl->rt & CU_SMOOTH) 
glShadeModel(GL_SMOOTH);
                                        else glShadeModel(GL_FLAT);
@@ -4602,7 +4602,7 @@ static void drawDispListsolid(ListBase *lb, Object *ob, 
const short dflag,
                                break;
 
                        case DL_INDEX3:
-                               GPU_enable_material(dl->col + 1, (use_glsl) ? 
&gattribs : NULL);
+                               GPU_object_material_bind(dl->col + 1, 
(use_glsl) ? &gattribs : NULL);
 
                                glVertexPointer(3, GL_FLOAT, 0, dl->verts);
 
@@ -4622,7 +4622,7 @@ static void drawDispListsolid(ListBase *lb, Object *ob, 
const short dflag,
                                break;
 
                        case DL_INDEX4:
-                               GPU_enable_material(dl->col + 1, (use_glsl) ? 
&gattribs : NULL);
+                               GPU_object_material_bind(dl->col + 1, 
(use_glsl) ? &gattribs : NULL);
 
                                glEnableClientState(GL_NORMAL_ARRAY);
                                glVertexPointer(3, GL_FLOAT, 0, dl->verts);
@@ -4667,11 +4667,11 @@ static bool drawCurveDerivedMesh(Scene *scene, View3D 
*v3d, RegionView3D *rv3d,
 
                if (!glsl) {
                        glEnable(GL_LIGHTING);
-                       dm->drawFacesSolid(dm, NULL, 0, GPU_enable_material);
+                       dm->drawFacesSolid(dm, NULL, 0, 
GPU_object_material_bind);
                        glDisable(GL_LIGHTING);
                }
                else
-                       dm->drawFacesGLSL(dm, GPU_enable_material);
+                       dm->drawFacesGLSL(dm, GPU_object_material_bind);
 
                GPU_end_object_materials();
        }
@@ -7938,10 +7938,10 @@ void draw_object(Scene *scene, ARegion *ar, View3D 
*v3d, Base *base, const short
                                        }
                                        else {
                                                if (dt > OB_WIRE)
-                                                       GPU_enable_material(0, 
NULL);  /* we use default material */
+                                                       
GPU_object_material_bind(0, NULL);  /* we use default material */
                                                empty_object = 
draw_armature(scene, v3d, ar, base, dt, dflag, ob_wire_col, false);
                                                if (dt > OB_WIRE)
-                                                       GPU_disable_material();

@@ Diff output truncated at 10240 characters. @@

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