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