From 2b1e221fd9ca7a8e3394955ffd98b4ea003d9367 Mon Sep 17 00:00:00 2001 From: Jean-Philippe Andre Date: Wed, 1 Apr 2015 10:42:14 +0900 Subject: [PATCH] Evas GL common: whitespace fixes --- .../evas/engines/gl_common/evas_gl_context.c | 138 ++++++++++----------- 1 file changed, 69 insertions(+), 69 deletions(-) diff --git a/src/modules/evas/engines/gl_common/evas_gl_context.c b/src/modules/evas/engines/gl_common/evas_gl_context.c index 0bb3dc0..378e2f1 100644 --- a/src/modules/evas/engines/gl_common/evas_gl_context.c +++ b/src/modules/evas/engines/gl_common/evas_gl_context.c @@ -2930,7 +2930,7 @@ shader_array_flush(Evas_Engine_GL_Context *gc) if (gc->pipe[i].array.im->tex->pt->dyn.img) { 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 #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.func.bind) - 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->native.func.bind(gc->pipe[i].array.im->native.func.data, + gc->pipe[i].array.im); } } } @@ -2948,40 +2948,40 @@ shader_array_flush(Evas_Engine_GL_Context *gc) { 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); 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); break; - case EVAS_RENDER_COPY: /**< d = s */ + case EVAS_RENDER_COPY: /**< d = s */ gc->pipe[i].shader.blend = 0; // just disable blend mode. no need to set blend func //glBlendFunc(GL_ONE, GL_ZERO); break; - case EVAS_RENDER_COPY_REL: /**< d = s*da */ + case EVAS_RENDER_COPY_REL: /**< d = s*da */ glBlendFunc(GL_DST_ALPHA, GL_ZERO); break; - case EVAS_RENDER_ADD: /**< d = d + s */ + case EVAS_RENDER_ADD: /**< d = d + s */ glBlendFunc(GL_ONE, GL_ONE); 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); break; - case EVAS_RENDER_SUB: /**< d = d - s */ + case EVAS_RENDER_SUB: /**< d = d - s */ glBlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR); 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); break; - case EVAS_RENDER_MASK: /**< d = d*sa */ + case EVAS_RENDER_MASK: /**< d = d*sa */ glBlendFunc(GL_ZERO, GL_SRC_ALPHA); break; - // FIXME: fix blend funcs below! - 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_MUL: /**< d = d*s */ - default: + // FIXME: fix blend funcs below! + 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_MUL: /**< d = d*s */ + default: glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA); break; } @@ -3043,8 +3043,8 @@ shader_array_flush(Evas_Engine_GL_Context *gc) ch = gc->master_clip.h; } } - if ((glsym_glStartTiling) && (glsym_glEndTiling) && - (gc->master_clip.enabled) && + if ((glsym_glStartTiling) && (glsym_glEndTiling) && + (gc->master_clip.enabled) && (gc->master_clip.w > 0) && (gc->master_clip.h > 0)) { if (!gc->master_clip.used) @@ -3058,23 +3058,23 @@ shader_array_flush(Evas_Engine_GL_Context *gc) gc->preserve_bit); if (!gc->preserve_bit) - gc->preserve_bit = GL_COLOR_BUFFER_BIT0_QCOM; + gc->preserve_bit = GL_COLOR_BUFFER_BIT0_QCOM; } else - start_tiling(gc, 0, gw, gh, + start_tiling(gc, 0, gw, gh, gc->master_clip.x, gc->master_clip.y, gc->master_clip.w, gc->master_clip.h, 0); gc->master_clip.used = EINA_TRUE; } } - if ((gc->pipe[i].shader.clip) || + if ((gc->pipe[i].shader.clip) || ((gc->master_clip.enabled) && (!fbo))) { glEnable(GL_SCISSOR_TEST); if (!fbo) scissor_rot(gc, gc->rot, gw, gh, cx, gh - cy - ch, cw, ch); else - glScissor(cx, cy, cw, ch); + glScissor(cx, cy, cw, ch); setclip = EINA_TRUE; gc->state.current.cx = cx; 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); if (gc->pipe[i].array.use_mask) 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", (int)((unsigned char *)END_POINTER), gc->pipe[i].array.num, @@ -3288,30 +3288,30 @@ shader_array_flush(Evas_Engine_GL_Context *gc) /* Alpha plane */ if (gc->pipe[i].array.use_texa) - { - glEnableVertexAttribArray(SHAD_TEXA); - glVertexAttribPointer(SHAD_TEXA, TEX_CNT, GL_FLOAT, GL_FALSE, 0, texa_ptr); - glActiveTexture(GL_TEXTURE1); - glBindTexture(GL_TEXTURE_2D, gc->pipe[i].shader.cur_texa); + { + glEnableVertexAttribArray(SHAD_TEXA); + glVertexAttribPointer(SHAD_TEXA, TEX_CNT, GL_FLOAT, GL_FALSE, 0, texa_ptr); + glActiveTexture(GL_TEXTURE1); + glBindTexture(GL_TEXTURE_2D, gc->pipe[i].shader.cur_texa); #ifdef GL_TEXTURE_MAX_ANISOTROPY_EXT - if (shared->info.anisotropic > 0.0) - glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, shared->info.anisotropic); + if (shared->info.anisotropic > 0.0) + glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, shared->info.anisotropic); #endif - if (gc->pipe[i].shader.smooth) - { - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); - } - else - { - 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_WRAP_S, GL_CLAMP_TO_EDGE); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); - glActiveTexture(GL_TEXTURE0); - - MASK_TEXTURE += 1; + if (gc->pipe[i].shader.smooth) + { + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); + } + else + { + 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_WRAP_S, GL_CLAMP_TO_EDGE); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); + glActiveTexture(GL_TEXTURE0); + + MASK_TEXTURE += 1; } else { @@ -3370,7 +3370,7 @@ shader_array_flush(Evas_Engine_GL_Context *gc) #ifdef GL_GLES if (gc->pipe[i].shader.cur_texu_dyn) secsym_glEGLImageTargetTexture2DOES - (GL_TEXTURE_2D, gc->pipe[i].shader.cur_texu_dyn); + (GL_TEXTURE_2D, gc->pipe[i].shader.cur_texu_dyn); #endif if (gc->pipe[i].shader.smooth) { @@ -3398,28 +3398,28 @@ shader_array_flush(Evas_Engine_GL_Context *gc) /* Mask surface */ if (gc->pipe[i].array.use_mask) - { - glEnableVertexAttribArray(SHAD_MASK); - glVertexAttribPointer(SHAD_MASK, MASK_CNT, GL_FLOAT, GL_FALSE, 0, mask_ptr); - glActiveTexture(MASK_TEXTURE); - glBindTexture(GL_TEXTURE_2D, gc->pipe[i].shader.cur_texm); + { + glEnableVertexAttribArray(SHAD_MASK); + glVertexAttribPointer(SHAD_MASK, MASK_CNT, GL_FLOAT, GL_FALSE, 0, mask_ptr); + glActiveTexture(MASK_TEXTURE); + glBindTexture(GL_TEXTURE_2D, gc->pipe[i].shader.cur_texm); #ifdef GL_TEXTURE_MAX_ANISOTROPY_EXT - if (shared->info.anisotropic > 0.0) - glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, shared->info.anisotropic); + if (shared->info.anisotropic > 0.0) + glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, shared->info.anisotropic); #endif - if (gc->pipe[i].shader.mask_smooth) - { - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); - } - else - { - 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_WRAP_S, GL_CLAMP_TO_EDGE); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); - glActiveTexture(GL_TEXTURE0); + if (gc->pipe[i].shader.mask_smooth) + { + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); + } + else + { + 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_WRAP_S, GL_CLAMP_TO_EDGE); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); + glActiveTexture(GL_TEXTURE0); } 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.func.unbind) - 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->native.func.unbind(gc->pipe[i].array.im->native.func.data, + gc->pipe[i].array.im); } gc->pipe[i].array.im = NULL; } -- 2.7.4