evas/gl_context - --whitespaces;

SVN revision: 77953
This commit is contained in:
ChunEon Park 2012-10-13 09:00:35 +00:00
parent df079ad4da
commit 82a183ffde
1 changed files with 67 additions and 67 deletions

View File

@ -110,7 +110,7 @@ gl_symbols(void)
FINDSYM(glsym_glMapBuffer, "glMapBufferARB", glsym_func_void_ptr);
FINDSYM(glsym_glMapBuffer, "glMapBufferOES", glsym_func_void_ptr);
FINDSYM(glsym_glMapBuffer, "glMapBufferKHR", glsym_func_void_ptr);
FINDSYM(glsym_glUnmapBuffer, "glUnmapBuffer", glsym_func_boolean);
FINDSYM(glsym_glUnmapBuffer, "glUnmapBufferEXT", glsym_func_boolean);
FINDSYM(glsym_glUnmapBuffer, "glUnmapBufferARB", glsym_func_boolean);
@ -713,7 +713,7 @@ evas_gl_common_context_new(void)
glEnableVertexAttribArray(SHAD_COLOR);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
if (!evas_gl_common_shader_program_init(shared)) goto error;
if (!evas_gl_common_shader_program_init(shared)) goto error;
#define SHADER_TEXTURE_ADD(Shared, Shader, Name) \
glUseProgram(Shared->shader[SHADER_##Shader].prog); \
@ -803,7 +803,7 @@ evas_gl_common_context_free(Evas_Engine_GL_Context *gc)
if (gc->pipe[i].array.texuv3) free(gc->pipe[i].array.texuv3);
}
}
while (gc->font_glyph_textures)
evas_gl_common_texture_free(gc->font_glyph_textures->data);
@ -1148,10 +1148,10 @@ vertex_array_size_check(Evas_Engine_GL_Context *gc, int pn, int n)
static inline Evas_GL_Shader
evas_gl_common_shader_choice(int npoints __UNUSED__,
RGBA_Map_Point *p,
int r, int g, int b, int a,
Evas_GL_Shader nomul,
Evas_GL_Shader mul)
RGBA_Map_Point *p,
int r, int g, int b, int a,
Evas_GL_Shader nomul,
Evas_GL_Shader mul)
{
if ((a == 255) && (r == 255) && (g == 255) && (b == 255))
{
@ -1218,8 +1218,8 @@ _evas_gl_common_context_push(int rtype,
shader_array_flush(gc);
goto again;
}
gc->state.top_pipe = pn;
}
gc->state.top_pipe = pn;
}
}
if ((tex) && (((tex->im) && (tex->im->native.data)) || tex->pt->dyn.img))
{
@ -1328,17 +1328,17 @@ evas_gl_common_context_rectangle_push(Evas_Engine_GL_Context *gc,
if (gc->dc->mask.mask)
{
RGBA_Draw_Context *dc;
dc = gc->dc;
Evas_GL_Image *im;
im = (void *)dc->mask.mask;
evas_gl_common_context_font_push(gc, im->tex,
RGBA_Draw_Context *dc;
dc = gc->dc;
Evas_GL_Image *im;
im = (void *)dc->mask.mask;
evas_gl_common_context_font_push(gc, im->tex,
x - dc->mask.x,
y - dc->mask.y,
dc->mask.w, dc->mask.h,
x, y, w, h,
r, g, b, a);
return;
return;
}
if (a < 255) blend = 1;
@ -1660,7 +1660,7 @@ evas_gl_common_context_image_mask_push(Evas_Engine_GL_Context *gc,
tx2 = ((double)(tex->x) + sx + sw) / (double)tex->pt->w;
ty2 = ((double)(tex->y) + sy) / (double)tex->pt->h;
txm1 = ((double)(texm->x) + sxm) / (double)texm->pt->w;
txm1 = ((double)(texm->x) + sxm) / (double)texm->pt->w;
tym1 = ((double)(texm->y) + sym + shm) / (double)texm->pt->h;
txm2 = ((double)(texm->x) + sxm + swm) / (double)texm->pt->w;
tym2 = ((double)(texm->y) + sym) / (double)texm->pt->h;
@ -1727,12 +1727,12 @@ evas_gl_common_context_font_push(Evas_Engine_GL_Context *gc,
int pn = 0;
pn = _evas_gl_common_context_push(RTYPE_FONT,
gc, tex, NULL,
prog,
x, y, w, h,
1,
0,
0, 0, 0, 0, 0);
gc, tex, NULL,
prog,
x, y, w, h,
1,
0,
0, 0, 0, 0, 0);
gc->pipe[pn].region.type = RTYPE_FONT;
gc->pipe[pn].shader.cur_tex = tex->pt->texture;
@ -1816,12 +1816,12 @@ evas_gl_common_context_yuv_push(Evas_Engine_GL_Context *gc,
SHADER_YUV_NOMUL, SHADER_YUV)].prog;
pn = _evas_gl_common_context_push(RTYPE_YUV,
gc, tex, NULL,
prog,
x, y, w, h,
blend,
smooth,
0, 0, 0, 0, 0);
gc, tex, NULL,
prog,
x, y, w, h,
blend,
smooth,
0, 0, 0, 0, 0);
gc->pipe[pn].region.type = RTYPE_YUV;
gc->pipe[pn].shader.cur_tex = tex->pt->texture;
@ -1901,11 +1901,11 @@ evas_gl_common_context_yuv_push(Evas_Engine_GL_Context *gc,
void
evas_gl_common_context_yuy2_push(Evas_Engine_GL_Context *gc,
Evas_GL_Texture *tex,
double sx, double sy, double sw, double sh,
int x, int y, int w, int h,
int r, int g, int b, int a,
Eina_Bool smooth)
Evas_GL_Texture *tex,
double sx, double sy, double sw, double sh,
int x, int y, int w, int h,
int r, int g, int b, int a,
Eina_Bool smooth)
{
int pnum, nv, nc, nu, nu2, nu3, nt, i;
GLfloat tx1, tx2, ty1, ty2, t2x1, t2x2, t2y1, t2y2;
@ -1919,12 +1919,12 @@ evas_gl_common_context_yuy2_push(Evas_Engine_GL_Context *gc,
SHADER_YUY2_NOMUL, SHADER_YUY2)].prog;
pn = _evas_gl_common_context_push(RTYPE_YUY2,
gc, tex, NULL,
prog,
x, y, w, h,
blend,
smooth,
0, 0, 0, 0, 0);
gc, tex, NULL,
prog,
x, y, w, h,
blend,
smooth,
0, 0, 0, 0, 0);
gc->pipe[pn].region.type = RTYPE_YUY2;
gc->pipe[pn].shader.cur_tex = tex->pt->texture;
@ -1995,11 +1995,11 @@ evas_gl_common_context_yuy2_push(Evas_Engine_GL_Context *gc,
void
evas_gl_common_context_nv12_push(Evas_Engine_GL_Context *gc,
Evas_GL_Texture *tex,
double sx, double sy, double sw, double sh,
int x, int y, int w, int h,
int r, int g, int b, int a,
Eina_Bool smooth)
Evas_GL_Texture *tex,
double sx, double sy, double sw, double sh,
int x, int y, int w, int h,
int r, int g, int b, int a,
Eina_Bool smooth)
{
int pnum, nv, nc, nu, nu2, nu3, nt, i;
GLfloat tx1, tx2, ty1, ty2, t2x1, t2x2, t2y1, t2y2;
@ -2013,12 +2013,12 @@ evas_gl_common_context_nv12_push(Evas_Engine_GL_Context *gc,
SHADER_NV12_NOMUL, SHADER_NV12)].prog;
pn = _evas_gl_common_context_push(RTYPE_NV12,
gc, tex, NULL,
prog,
x, y, w, h,
blend,
smooth,
0, 0, 0, 0, 0);
gc, tex, NULL,
prog,
x, y, w, h,
blend,
smooth,
0, 0, 0, 0, 0);
gc->pipe[pn].region.type = RTYPE_NV12;
gc->pipe[pn].shader.cur_tex = tex->pt->texture;
@ -2225,7 +2225,7 @@ evas_gl_common_context_image_map_push(Evas_Engine_GL_Context *gc,
if (flat)
{
int nx = x, ny = y, nw = w, nh = h;
RECTS_CLIP_TO_RECT(nx, ny, nw, nh, cx, cy, cw, ch);
if ((nx == x) && (ny == y) && (nw == w) && (nh == h))
{
@ -2581,18 +2581,18 @@ shader_array_flush(Evas_Engine_GL_Context *gc)
gc->pipe[i].shader.cw, gc->pipe[i].shader.ch);
}
}
unsigned char *vertex_ptr = NULL;
unsigned char *color_ptr = NULL;
unsigned char *texuv_ptr = NULL;
unsigned char *texuv2_ptr = NULL;
unsigned char *texuv3_ptr = NULL;
unsigned char *texm_ptr = NULL;
if (glsym_glMapBuffer && glsym_glUnmapBuffer)
{
unsigned char *x;
# define VERTEX_SIZE (gc->pipe[i].array.alloc * sizeof(GLshort) * 3)
# define COLOR_SIZE (gc->pipe[i].array.alloc * sizeof(GLubyte) * 4)
# define TEX_SIZE (gc->pipe[i].array.alloc * sizeof(GLfloat) * 2)
@ -2606,7 +2606,7 @@ shader_array_flush(Evas_Engine_GL_Context *gc)
glBindBuffer(GL_ARRAY_BUFFER, gc->pipe[i].array.buffer);
if ((gc->pipe[i].array.buffer_alloc < (long)END_POINTER) ||
(gc->pipe[i].array.buffer_use >= (ARRAY_BUFFER_USE + ARRAY_BUFFER_USE_SHIFT * i)))
{
glBufferData(GL_ARRAY_BUFFER, (long)END_POINTER, NULL, GL_STATIC_DRAW);
@ -2614,7 +2614,7 @@ shader_array_flush(Evas_Engine_GL_Context *gc)
gc->pipe[i].array.buffer_use = 0;
}
gc->pipe[i].array.buffer_use++;
x = glsym_glMapBuffer(GL_ARRAY_BUFFER, GL_WRITE_ONLY);
if (x)
{
@ -2686,11 +2686,11 @@ shader_array_flush(Evas_Engine_GL_Context *gc)
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
glActiveTexture(GL_TEXTURE0);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
}
else
{
}
else
{
glDisableVertexAttribArray(SHAD_TEXM);
}
}
if ((gc->pipe[i].array.use_texuv2) && (gc->pipe[i].array.use_texuv3))
{
glEnableVertexAttribArray(SHAD_TEXUV2);
@ -2708,16 +2708,16 @@ shader_array_flush(Evas_Engine_GL_Context *gc)
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
#ifdef GL_GLES
if (gc->pipe[i].shader.cur_texu_dyn)
secsym_glEGLImageTargetTexture2DOES(GL_TEXTURE_2D, gc->pipe[i].shader.cur_texu_dyn);
secsym_glEGLImageTargetTexture2DOES(GL_TEXTURE_2D, gc->pipe[i].shader.cur_texu_dyn);
#endif
glActiveTexture(GL_TEXTURE2);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
glBindTexture(GL_TEXTURE_2D, gc->pipe[i].shader.cur_texv);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
#ifdef GL_GLES
if (gc->pipe[i].shader.cur_texv_dyn)
secsym_glEGLImageTargetTexture2DOES(GL_TEXTURE_2D, gc->pipe[i].shader.cur_texv_dyn);
if (gc->pipe[i].shader.cur_texv_dyn)
secsym_glEGLImageTargetTexture2DOES(GL_TEXTURE_2D, gc->pipe[i].shader.cur_texv_dyn);
#endif
glActiveTexture(GL_TEXTURE0);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
@ -2734,8 +2734,8 @@ shader_array_flush(Evas_Engine_GL_Context *gc)
glBindTexture(GL_TEXTURE_2D, gc->pipe[i].shader.cur_texu);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
#ifdef GL_GLES
if (gc->pipe[i].shader.cur_texu_dyn)
secsym_glEGLImageTargetTexture2DOES
if (gc->pipe[i].shader.cur_texu_dyn)
secsym_glEGLImageTargetTexture2DOES
(GL_TEXTURE_2D, gc->pipe[i].shader.cur_texu_dyn);
#endif
glActiveTexture(GL_TEXTURE0);
@ -2809,7 +2809,7 @@ shader_array_flush(Evas_Engine_GL_Context *gc)
{
glBindBuffer(GL_ARRAY_BUFFER, 0);
}
gc->pipe[i].region.x = 0;
gc->pipe[i].region.y = 0;
gc->pipe[i].region.w = 0;