Remove uniform names from top of GrGLProgram.cpp, builder responsible for "u" and stage num tags.
Also add LF eol-style property to some files in src/gpu/effects.
Review URL: http://codereview.appspot.com/6448049/
git-svn-id: http://skia.googlecode.com/svn/trunk@4770 2bbb7eff-a529-9590-31e7-b0007b416f81
diff --git a/src/effects/SkLightingImageFilter.cpp b/src/effects/SkLightingImageFilter.cpp
index a46cedd..9971c56 100644
--- a/src/effects/SkLightingImageFilter.cpp
+++ b/src/effects/SkLightingImageFilter.cpp
@@ -361,7 +361,7 @@
class GrGLLight {
public:
virtual ~GrGLLight() {}
- virtual void setupVariables(GrGLShaderBuilder* builder, int stage);
+ virtual void setupVariables(GrGLShaderBuilder* builder);
virtual void emitVS(SkString* out) const {}
virtual void emitFuncs(const GrGLShaderBuilder* builder, SkString* out) const {}
virtual void emitSurfaceToLight(const GrGLShaderBuilder*,
@@ -384,7 +384,7 @@
class GrGLDistantLight : public GrGLLight {
public:
virtual ~GrGLDistantLight() {}
- virtual void setupVariables(GrGLShaderBuilder* builder, int stage) SK_OVERRIDE;
+ virtual void setupVariables(GrGLShaderBuilder* builder) SK_OVERRIDE;
virtual void setData(const GrGLUniformManager&, const GrRenderTarget* rt, const SkLight* light) const SK_OVERRIDE;
virtual void emitSurfaceToLight(const GrGLShaderBuilder*,
SkString* out,
@@ -399,7 +399,7 @@
class GrGLPointLight : public GrGLLight {
public:
virtual ~GrGLPointLight() {}
- virtual void setupVariables(GrGLShaderBuilder* builder, int stage) SK_OVERRIDE;
+ virtual void setupVariables(GrGLShaderBuilder* builder) SK_OVERRIDE;
virtual void setData(const GrGLUniformManager&, const GrRenderTarget* rt, const SkLight* light) const SK_OVERRIDE;
virtual void emitVS(SkString* out) const SK_OVERRIDE;
virtual void emitSurfaceToLight(const GrGLShaderBuilder*,
@@ -416,7 +416,7 @@
class GrGLSpotLight : public GrGLLight {
public:
virtual ~GrGLSpotLight() {}
- virtual void setupVariables(GrGLShaderBuilder* builder, int stage) SK_OVERRIDE;
+ virtual void setupVariables(GrGLShaderBuilder* builder) SK_OVERRIDE;
virtual void setData(const GrGLUniformManager&, const GrRenderTarget* rt, const SkLight* light) const SK_OVERRIDE;
virtual void emitVS(SkString* out) const SK_OVERRIDE;
virtual void emitFuncs(const GrGLShaderBuilder* builder, SkString* out) const;
@@ -869,8 +869,7 @@
const GrCustomStage& stage);
virtual ~GrGLLightingEffect();
- virtual void setupVariables(GrGLShaderBuilder* builder,
- int stage) SK_OVERRIDE;
+ virtual void setupVariables(GrGLShaderBuilder* builder) SK_OVERRIDE;
virtual void emitVS(GrGLShaderBuilder* builder,
const char* vertexCoords) SK_OVERRIDE;
virtual void emitFS(GrGLShaderBuilder* builder,
@@ -901,8 +900,7 @@
public:
GrGLDiffuseLightingEffect(const GrProgramStageFactory& factory,
const GrCustomStage& stage);
- virtual void setupVariables(GrGLShaderBuilder* builder,
- int stage) SK_OVERRIDE;
+ virtual void setupVariables(GrGLShaderBuilder* builder) SK_OVERRIDE;
virtual void emitLightFunc(const GrGLShaderBuilder*, SkString* funcs) SK_OVERRIDE;
virtual void setData(const GrGLUniformManager&,
const GrCustomStage&,
@@ -921,8 +919,7 @@
public:
GrGLSpecularLightingEffect(const GrProgramStageFactory& factory,
const GrCustomStage& stage);
- virtual void setupVariables(GrGLShaderBuilder* builder,
- int stage) SK_OVERRIDE;
+ virtual void setupVariables(GrGLShaderBuilder* builder) SK_OVERRIDE;
virtual void emitLightFunc(const GrGLShaderBuilder*, SkString* funcs) SK_OVERRIDE;
virtual void setData(const GrGLUniformManager&,
const GrCustomStage&,
@@ -989,14 +986,14 @@
delete fLight;
}
-void GrGLLightingEffect::setupVariables(GrGLShaderBuilder* builder, int stage) {
+void GrGLLightingEffect::setupVariables(GrGLShaderBuilder* builder) {
fImageIncrementUni = builder->addUniform(GrGLShaderBuilder::kFragment_ShaderType,
kVec2f_GrSLType,
- "uImageIncrement", stage);
+ "ImageIncrement");
fSurfaceScaleUni = builder->addUniform(GrGLShaderBuilder::kFragment_ShaderType,
kFloat_GrSLType,
- "uSurfaceScale", stage);
- fLight->setupVariables(builder, stage);
+ "SurfaceScale");
+ fLight->setupVariables(builder);
}
void GrGLLightingEffect::emitVS(GrGLShaderBuilder* builder,
@@ -1078,10 +1075,9 @@
, fKDUni(kInvalidUniformHandle) {
}
-void GrGLDiffuseLightingEffect::setupVariables(GrGLShaderBuilder* builder, int stage) {
- INHERITED::setupVariables(builder, stage);
- fKDUni = builder->addUniform(GrGLShaderBuilder::kFragment_ShaderType, kFloat_GrSLType, "uKD",
- stage);
+void GrGLDiffuseLightingEffect::setupVariables(GrGLShaderBuilder* builder) {
+ INHERITED::setupVariables(builder);
+ fKDUni = builder->addUniform(GrGLShaderBuilder::kFragment_ShaderType, kFloat_GrSLType, "KD");
}
void GrGLDiffuseLightingEffect::emitLightFunc(const GrGLShaderBuilder* builder, SkString* funcs) {
@@ -1131,12 +1127,12 @@
, fShininessUni(kInvalidUniformHandle) {
}
-void GrGLSpecularLightingEffect::setupVariables(GrGLShaderBuilder* builder, int stage) {
- INHERITED::setupVariables(builder, stage);
+void GrGLSpecularLightingEffect::setupVariables(GrGLShaderBuilder* builder) {
+ INHERITED::setupVariables(builder);
fKSUni = builder->addUniform(GrGLShaderBuilder::kFragment_ShaderType,
- kFloat_GrSLType, "uKS", stage);
+ kFloat_GrSLType, "KS");
fShininessUni = builder->addUniform(GrGLShaderBuilder::kFragment_ShaderType,
- kFloat_GrSLType, "uShininess", stage);
+ kFloat_GrSLType, "Shininess");
}
void GrGLSpecularLightingEffect::emitLightFunc(const GrGLShaderBuilder* builder, SkString* funcs) {
@@ -1169,9 +1165,9 @@
out->append(color);
}
-void GrGLLight::setupVariables(GrGLShaderBuilder* builder, int stage) {
+void GrGLLight::setupVariables(GrGLShaderBuilder* builder) {
fColorUni = builder->addUniform(GrGLShaderBuilder::kFragment_ShaderType,
- kVec3f_GrSLType, "uLightColor", stage);
+ kVec3f_GrSLType, "LightColor");
}
void GrGLLight::setData(const GrGLUniformManager& uman,
@@ -1186,10 +1182,10 @@
///////////////////////////////////////////////////////////////////////////////
-void GrGLDistantLight::setupVariables(GrGLShaderBuilder* builder, int stage) {
- INHERITED::setupVariables(builder, stage);
+void GrGLDistantLight::setupVariables(GrGLShaderBuilder* builder) {
+ INHERITED::setupVariables(builder);
fDirectionUni = builder->addUniform(GrGLShaderBuilder::kFragment_ShaderType, kVec3f_GrSLType,
- "uLightDirection", stage);
+ "LightDirection");
}
void GrGLDistantLight::setData(const GrGLUniformManager& uman,
@@ -1210,10 +1206,10 @@
///////////////////////////////////////////////////////////////////////////////
-void GrGLPointLight::setupVariables(GrGLShaderBuilder* builder, int stage) {
- INHERITED::setupVariables(builder, stage);
+void GrGLPointLight::setupVariables(GrGLShaderBuilder* builder) {
+ INHERITED::setupVariables(builder);
fLocationUni = builder->addUniform(GrGLShaderBuilder::kFragment_ShaderType, kVec3f_GrSLType,
- "uLightLocation", stage);
+ "LightLocation");
}
void GrGLPointLight::setData(const GrGLUniformManager& uman,
@@ -1237,20 +1233,20 @@
///////////////////////////////////////////////////////////////////////////////
-void GrGLSpotLight::setupVariables(GrGLShaderBuilder* builder, int stage) {
- INHERITED::setupVariables(builder, stage);
+void GrGLSpotLight::setupVariables(GrGLShaderBuilder* builder) {
+ INHERITED::setupVariables(builder);
fLocationUni = builder->addUniform(GrGLShaderBuilder::kFragment_ShaderType,
- kVec3f_GrSLType, "uLightLocation", stage);
+ kVec3f_GrSLType, "LightLocation");
fExponentUni = builder->addUniform(GrGLShaderBuilder::kFragment_ShaderType,
- kFloat_GrSLType, "uExponent", stage);
+ kFloat_GrSLType, "Exponent");
fCosInnerConeAngleUni = builder->addUniform(GrGLShaderBuilder::kFragment_ShaderType,
- kFloat_GrSLType, "uCosInnerConeAngle", stage);
+ kFloat_GrSLType, "CosInnerConeAngle");
fCosOuterConeAngleUni = builder->addUniform(GrGLShaderBuilder::kFragment_ShaderType,
- kFloat_GrSLType, "uCosOuterConeAngle", stage);
+ kFloat_GrSLType, "CosOuterConeAngle");
fConeScaleUni = builder->addUniform(GrGLShaderBuilder::kFragment_ShaderType,
- kFloat_GrSLType, "uConeScale", stage);
+ kFloat_GrSLType, "ConeScale");
fSUni = builder->addUniform(GrGLShaderBuilder::kFragment_ShaderType,
- kVec3f_GrSLType, "uS", stage);
+ kVec3f_GrSLType, "S");
}
void GrGLSpotLight::setData(const GrGLUniformManager& uman,