Use regular header guards in GPU
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@@ -28,7 +28,8 @@
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* This file contains any additions or modifications specific to Blender.
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* This file contains any additions or modifications specific to Blender.
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*/
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*/
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#pragma once
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#ifndef __GPU_BATCH_H__
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#define __GPU_BATCH_H__
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#include "../../../intern/gawain/gawain/batch.h"
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#include "../../../intern/gawain/gawain/batch.h"
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@@ -46,3 +47,5 @@ Batch *Batch_get_sphere_wire(int lod);
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void gpu_batch_init(void);
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void gpu_batch_init(void);
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void gpu_batch_exit(void);
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void gpu_batch_exit(void);
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#endif /* __GPU_BATCH_H__ */
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@@ -28,7 +28,8 @@
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* This file contains any additions or modifications specific to Blender.
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* This file contains any additions or modifications specific to Blender.
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*/
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*/
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#pragma once
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#ifndef __GPU_IMMEDIATE_H__
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#define __GPU_IMMEDIATE_H__
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#include "../../../intern/gawain/gawain/immediate.h"
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#include "../../../intern/gawain/gawain/immediate.h"
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#include "../../../intern/gawain/gawain/imm_util.h"
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#include "../../../intern/gawain/gawain/imm_util.h"
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@@ -54,3 +55,4 @@ void immUniformThemeColorBlendShade(int color_id1, int color_id2, float fac, int
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void immUniformThemeColorBlend(int color_id1, int color_id2, float fac);
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void immUniformThemeColorBlend(int color_id1, int color_id2, float fac);
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void immThemeColorShadeAlpha(int colorid, int coloffset, int alphaoffset);
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void immThemeColorShadeAlpha(int colorid, int coloffset, int alphaoffset);
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#endif /* __GPU_IMMEDIATE_H__ */
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@@ -22,7 +22,8 @@
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* \ingroup gpu
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* \ingroup gpu
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*/
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*/
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#pragma once
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#ifndef __GPU_SHADER_PRIVATE_H__
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#define __GPU_SHADER_PRIVATE_H__
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#include "GPU_glew.h"
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#include "GPU_glew.h"
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#include "gawain/shader_interface.h"
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#include "gawain/shader_interface.h"
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@@ -39,3 +40,6 @@ struct GPUShader {
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ShaderInterface *interface; /* cached uniform & attrib interface for shader */
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ShaderInterface *interface; /* cached uniform & attrib interface for shader */
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};
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};
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#endif /* __GPU_SHADER_PRIVATE_H__ */
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