Evas GL common: whitespace fixes

This commit is contained in:
Jean-Philippe Andre 2015-04-01 10:42:14 +09:00
parent ed157ee67b
commit 2b1e221fd9
1 changed files with 68 additions and 68 deletions

View File

@ -2930,7 +2930,7 @@ shader_array_flush(Evas_Engine_GL_Context *gc)
if (gc->pipe[i].array.im->tex->pt->dyn.img) if (gc->pipe[i].array.im->tex->pt->dyn.img)
{ {
secsym_glEGLImageTargetTexture2DOES secsym_glEGLImageTargetTexture2DOES
(GL_TEXTURE_2D, gc->pipe[i].array.im->tex->pt->dyn.img); (GL_TEXTURE_2D, gc->pipe[i].array.im->tex->pt->dyn.img);
} }
else else
#endif #endif
@ -2938,8 +2938,8 @@ shader_array_flush(Evas_Engine_GL_Context *gc)
if (!gc->pipe[i].array.im->native.loose) if (!gc->pipe[i].array.im->native.loose)
{ {
if (gc->pipe[i].array.im->native.func.bind) if (gc->pipe[i].array.im->native.func.bind)
gc->pipe[i].array.im->native.func.bind(gc->pipe[i].array.im->native.func.data, gc->pipe[i].array.im->native.func.bind(gc->pipe[i].array.im->native.func.data,
gc->pipe[i].array.im); gc->pipe[i].array.im);
} }
} }
} }
@ -2948,40 +2948,40 @@ shader_array_flush(Evas_Engine_GL_Context *gc)
{ {
switch (gc->pipe[i].shader.render_op) switch (gc->pipe[i].shader.render_op)
{ {
case EVAS_RENDER_BLEND: /**< default op: d = d*(1-sa) + s */ case EVAS_RENDER_BLEND: /**< default op: d = d*(1-sa) + s */
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA); glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
break; break;
case EVAS_RENDER_BLEND_REL: /**< d = d*(1 - sa) + s*da */ case EVAS_RENDER_BLEND_REL: /**< d = d*(1 - sa) + s*da */
glBlendFunc(GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glBlendFunc(GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
break; break;
case EVAS_RENDER_COPY: /**< d = s */ case EVAS_RENDER_COPY: /**< d = s */
gc->pipe[i].shader.blend = 0; gc->pipe[i].shader.blend = 0;
// just disable blend mode. no need to set blend func // just disable blend mode. no need to set blend func
//glBlendFunc(GL_ONE, GL_ZERO); //glBlendFunc(GL_ONE, GL_ZERO);
break; break;
case EVAS_RENDER_COPY_REL: /**< d = s*da */ case EVAS_RENDER_COPY_REL: /**< d = s*da */
glBlendFunc(GL_DST_ALPHA, GL_ZERO); glBlendFunc(GL_DST_ALPHA, GL_ZERO);
break; break;
case EVAS_RENDER_ADD: /**< d = d + s */ case EVAS_RENDER_ADD: /**< d = d + s */
glBlendFunc(GL_ONE, GL_ONE); glBlendFunc(GL_ONE, GL_ONE);
break; break;
case EVAS_RENDER_ADD_REL: /**< d = d + s*da */ case EVAS_RENDER_ADD_REL: /**< d = d + s*da */
glBlendFunc(GL_DST_ALPHA, GL_ONE); glBlendFunc(GL_DST_ALPHA, GL_ONE);
break; break;
case EVAS_RENDER_SUB: /**< d = d - s */ case EVAS_RENDER_SUB: /**< d = d - s */
glBlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR); glBlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
break; break;
case EVAS_RENDER_SUB_REL: /**< d = d - s*da */ case EVAS_RENDER_SUB_REL: /**< d = d - s*da */
glBlendFunc(GL_ZERO, GL_ONE_MINUS_DST_ALPHA); glBlendFunc(GL_ZERO, GL_ONE_MINUS_DST_ALPHA);
break; break;
case EVAS_RENDER_MASK: /**< d = d*sa */ case EVAS_RENDER_MASK: /**< d = d*sa */
glBlendFunc(GL_ZERO, GL_SRC_ALPHA); glBlendFunc(GL_ZERO, GL_SRC_ALPHA);
break; break;
// FIXME: fix blend funcs below! // FIXME: fix blend funcs below!
case EVAS_RENDER_TINT: /**< d = d*s + d*(1 - sa) + s*(1 - da) */ case EVAS_RENDER_TINT: /**< d = d*s + d*(1 - sa) + s*(1 - da) */
case EVAS_RENDER_TINT_REL: /**< d = d*(1 - sa + s) */ case EVAS_RENDER_TINT_REL: /**< d = d*(1 - sa + s) */
case EVAS_RENDER_MUL: /**< d = d*s */ case EVAS_RENDER_MUL: /**< d = d*s */
default: default:
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA); glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
break; break;
} }
@ -3058,7 +3058,7 @@ shader_array_flush(Evas_Engine_GL_Context *gc)
gc->preserve_bit); gc->preserve_bit);
if (!gc->preserve_bit) if (!gc->preserve_bit)
gc->preserve_bit = GL_COLOR_BUFFER_BIT0_QCOM; gc->preserve_bit = GL_COLOR_BUFFER_BIT0_QCOM;
} }
else else
start_tiling(gc, 0, gw, gh, start_tiling(gc, 0, gw, gh,
@ -3074,7 +3074,7 @@ shader_array_flush(Evas_Engine_GL_Context *gc)
if (!fbo) if (!fbo)
scissor_rot(gc, gc->rot, gw, gh, cx, gh - cy - ch, cw, ch); scissor_rot(gc, gc->rot, gw, gh, cx, gh - cy - ch, cw, ch);
else else
glScissor(cx, cy, cw, ch); glScissor(cx, cy, cw, ch);
setclip = EINA_TRUE; setclip = EINA_TRUE;
gc->state.current.cx = cx; gc->state.current.cx = cx;
gc->state.current.cy = cy; gc->state.current.cy = cy;
@ -3190,7 +3190,7 @@ shader_array_flush(Evas_Engine_GL_Context *gc)
memcpy(x + (unsigned long)texsam_ptr, gc->pipe[i].array.texsam, TEX_SIZE); memcpy(x + (unsigned long)texsam_ptr, gc->pipe[i].array.texsam, TEX_SIZE);
if (gc->pipe[i].array.use_mask) if (gc->pipe[i].array.use_mask)
memcpy(x + (unsigned long)mask_ptr, gc->pipe[i].array.mask, MASK_SIZE); memcpy(x + (unsigned long)mask_ptr, gc->pipe[i].array.mask, MASK_SIZE);
/* /*
fprintf(stderr, "copy %i bytes [%i/%i slots] [%i + %i + %i + %i + %i + %i + %i] <%i %i %i %i %i %i %i>\n", fprintf(stderr, "copy %i bytes [%i/%i slots] [%i + %i + %i + %i + %i + %i + %i] <%i %i %i %i %i %i %i>\n",
(int)((unsigned char *)END_POINTER), (int)((unsigned char *)END_POINTER),
gc->pipe[i].array.num, gc->pipe[i].array.num,
@ -3288,30 +3288,30 @@ shader_array_flush(Evas_Engine_GL_Context *gc)
/* Alpha plane */ /* Alpha plane */
if (gc->pipe[i].array.use_texa) if (gc->pipe[i].array.use_texa)
{ {
glEnableVertexAttribArray(SHAD_TEXA); glEnableVertexAttribArray(SHAD_TEXA);
glVertexAttribPointer(SHAD_TEXA, TEX_CNT, GL_FLOAT, GL_FALSE, 0, texa_ptr); glVertexAttribPointer(SHAD_TEXA, TEX_CNT, GL_FLOAT, GL_FALSE, 0, texa_ptr);
glActiveTexture(GL_TEXTURE1); glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, gc->pipe[i].shader.cur_texa); glBindTexture(GL_TEXTURE_2D, gc->pipe[i].shader.cur_texa);
#ifdef GL_TEXTURE_MAX_ANISOTROPY_EXT #ifdef GL_TEXTURE_MAX_ANISOTROPY_EXT
if (shared->info.anisotropic > 0.0) if (shared->info.anisotropic > 0.0)
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, shared->info.anisotropic); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, shared->info.anisotropic);
#endif #endif
if (gc->pipe[i].shader.smooth) if (gc->pipe[i].shader.smooth)
{ {
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
} }
else else
{ {
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
} }
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glActiveTexture(GL_TEXTURE0); glActiveTexture(GL_TEXTURE0);
MASK_TEXTURE += 1; MASK_TEXTURE += 1;
} }
else else
{ {
@ -3370,7 +3370,7 @@ shader_array_flush(Evas_Engine_GL_Context *gc)
#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
if (gc->pipe[i].shader.smooth) if (gc->pipe[i].shader.smooth)
{ {
@ -3398,28 +3398,28 @@ shader_array_flush(Evas_Engine_GL_Context *gc)
/* Mask surface */ /* Mask surface */
if (gc->pipe[i].array.use_mask) if (gc->pipe[i].array.use_mask)
{ {
glEnableVertexAttribArray(SHAD_MASK); glEnableVertexAttribArray(SHAD_MASK);
glVertexAttribPointer(SHAD_MASK, MASK_CNT, GL_FLOAT, GL_FALSE, 0, mask_ptr); glVertexAttribPointer(SHAD_MASK, MASK_CNT, GL_FLOAT, GL_FALSE, 0, mask_ptr);
glActiveTexture(MASK_TEXTURE); glActiveTexture(MASK_TEXTURE);
glBindTexture(GL_TEXTURE_2D, gc->pipe[i].shader.cur_texm); glBindTexture(GL_TEXTURE_2D, gc->pipe[i].shader.cur_texm);
#ifdef GL_TEXTURE_MAX_ANISOTROPY_EXT #ifdef GL_TEXTURE_MAX_ANISOTROPY_EXT
if (shared->info.anisotropic > 0.0) if (shared->info.anisotropic > 0.0)
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, shared->info.anisotropic); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, shared->info.anisotropic);
#endif #endif
if (gc->pipe[i].shader.mask_smooth) if (gc->pipe[i].shader.mask_smooth)
{ {
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
} }
else else
{ {
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
} }
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glActiveTexture(GL_TEXTURE0); glActiveTexture(GL_TEXTURE0);
} }
else else
{ {
@ -3448,8 +3448,8 @@ shader_array_flush(Evas_Engine_GL_Context *gc)
if (!gc->pipe[i].array.im->native.loose) if (!gc->pipe[i].array.im->native.loose)
{ {
if (gc->pipe[i].array.im->native.func.unbind) if (gc->pipe[i].array.im->native.func.unbind)
gc->pipe[i].array.im->native.func.unbind(gc->pipe[i].array.im->native.func.data, gc->pipe[i].array.im->native.func.unbind(gc->pipe[i].array.im->native.func.data,
gc->pipe[i].array.im); gc->pipe[i].array.im);
} }
gc->pipe[i].array.im = NULL; gc->pipe[i].array.im = NULL;
} }