gles2-renderer: Renaming some functions.
authorJohn Kåre Alsaker <john.kare.alsaker@gmail.com>
Tue, 13 Nov 2012 18:10:24 +0000 (19:10 +0100)
committerKristian Høgsberg <krh@bitplanet.net>
Tue, 13 Nov 2012 22:02:14 +0000 (17:02 -0500)
src/gles2-renderer.c

index a02cdac..20a34b3 100644 (file)
@@ -642,7 +642,7 @@ use_output(struct weston_output *output)
 }
 
 static void
-weston_compositor_use_shader(struct weston_compositor *compositor,
+use_shader(struct weston_compositor *compositor,
                             struct weston_shader *shader)
 {
        if (compositor->current_shader == shader)
@@ -653,7 +653,7 @@ weston_compositor_use_shader(struct weston_compositor *compositor,
 }
 
 static void
-weston_shader_uniforms(struct weston_shader *shader,
+shader_uniforms(struct weston_shader *shader,
                       struct weston_surface *surface,
                       struct weston_output *output)
 {
@@ -696,12 +696,12 @@ draw_surface(struct weston_surface *es, struct weston_output *output,
        glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
 
        if (ec->fan_debug) {
-               weston_compositor_use_shader(ec, &ec->solid_shader);
-               weston_shader_uniforms(&ec->solid_shader, es, output);
+               use_shader(ec, &ec->solid_shader);
+               shader_uniforms(&ec->solid_shader, es, output);
        }
 
-       weston_compositor_use_shader(ec, es->shader);
-       weston_shader_uniforms(es->shader, es, output);
+       use_shader(ec, es->shader);
+       shader_uniforms(es->shader, es, output);
 
        if (es->transform.enabled || output->zoom.active)
                filter = GL_LINEAR;
@@ -727,8 +727,8 @@ draw_surface(struct weston_surface *es, struct weston_output *output,
                         * that forces texture alpha = 1.0.
                         * Xwayland surfaces need this.
                         */
-                       weston_compositor_use_shader(ec, &ec->texture_shader_rgbx);
-                       weston_shader_uniforms(&ec->texture_shader_rgbx, es, output);
+                       use_shader(ec, &ec->texture_shader_rgbx);
+                       shader_uniforms(&ec->texture_shader_rgbx, es, output);
                }
 
                if (es->alpha < 1.0)
@@ -740,7 +740,7 @@ draw_surface(struct weston_surface *es, struct weston_output *output,
        }
 
        if (pixman_region32_not_empty(&surface_blend)) {
-               weston_compositor_use_shader(ec, es->shader);
+               use_shader(ec, es->shader);
                glEnable(GL_BLEND);
                repaint_region(es, &repaint, &surface_blend);
        }
@@ -849,8 +849,7 @@ draw_border(struct weston_output *output)
        int n;
 
        glDisable(GL_BLEND);
-       glUseProgram(shader->program);
-       ec->current_shader = shader;
+       use_shader(ec, shader);
 
        glUniformMatrix4fv(shader->proj_uniform,
                           1, GL_FALSE, output->matrix.d);
@@ -1307,7 +1306,7 @@ compile_shader(GLenum type, int count, const char **sources)
 }
 
 static int
-weston_shader_init(struct weston_shader *shader, struct weston_compositor *ec,
+shader_init(struct weston_shader *shader, struct weston_compositor *ec,
                   const char *vertex_source, const char *fragment_source)
 {
        char msg[512];
@@ -1359,7 +1358,7 @@ weston_shader_init(struct weston_shader *shader, struct weston_compositor *ec,
 }
 
 static void
-weston_shader_release(struct weston_shader *shader)
+shader_release(struct weston_shader *shader)
 {
        glDeleteShader(shader->vertex_shader);
        glDeleteShader(shader->fragment_shader);
@@ -1682,26 +1681,26 @@ gles2_renderer_display(struct weston_compositor *ec)
 static int
 compile_shaders(struct weston_compositor *ec)
 {
-       if (weston_shader_init(&ec->texture_shader_rgba, ec,
+       if (shader_init(&ec->texture_shader_rgba, ec,
                             vertex_shader, texture_fragment_shader_rgba) < 0)
                return -1;
-       if (weston_shader_init(&ec->texture_shader_rgbx, ec,
+       if (shader_init(&ec->texture_shader_rgbx, ec,
                             vertex_shader, texture_fragment_shader_rgbx) < 0)
                return -1;
        if (ec->has_egl_image_external &&
-                       weston_shader_init(&ec->texture_shader_egl_external, ec,
+                       shader_init(&ec->texture_shader_egl_external, ec,
                                vertex_shader, texture_fragment_shader_egl_external) < 0)
                return -1;
-       if (weston_shader_init(&ec->texture_shader_y_uv, ec,
+       if (shader_init(&ec->texture_shader_y_uv, ec,
                               vertex_shader, texture_fragment_shader_y_uv) < 0)
                return -1;
-       if (weston_shader_init(&ec->texture_shader_y_u_v, ec,
+       if (shader_init(&ec->texture_shader_y_u_v, ec,
                               vertex_shader, texture_fragment_shader_y_u_v) < 0)
                return -1;
-       if (weston_shader_init(&ec->texture_shader_y_xuxv, ec,
+       if (shader_init(&ec->texture_shader_y_xuxv, ec,
                               vertex_shader, texture_fragment_shader_y_xuxv) < 0)
                return -1;
-       if (weston_shader_init(&ec->solid_shader, ec,
+       if (shader_init(&ec->solid_shader, ec,
                             vertex_shader, solid_fragment_shader) < 0)
                return -1;
 
@@ -1719,13 +1718,13 @@ fragment_debug_binding(struct wl_seat *seat, uint32_t time, uint32_t key,
 
        renderer->fragment_shader_debug ^= 1;
 
-       weston_shader_release(&ec->texture_shader_rgba);
-       weston_shader_release(&ec->texture_shader_rgbx);
-       weston_shader_release(&ec->texture_shader_egl_external);
-       weston_shader_release(&ec->texture_shader_y_uv);
-       weston_shader_release(&ec->texture_shader_y_u_v);
-       weston_shader_release(&ec->texture_shader_y_xuxv);
-       weston_shader_release(&ec->solid_shader);
+       shader_release(&ec->texture_shader_rgba);
+       shader_release(&ec->texture_shader_rgbx);
+       shader_release(&ec->texture_shader_egl_external);
+       shader_release(&ec->texture_shader_y_uv);
+       shader_release(&ec->texture_shader_y_u_v);
+       shader_release(&ec->texture_shader_y_xuxv);
+       shader_release(&ec->solid_shader);
 
        compile_shaders(ec);