Remove redundant rx:: scoping prefixes.
In many places we can get rid of this scoping operator.
BUG=angle:789
Change-Id: If6c40c435a97473d2fd9d6f1fb5a2c709393eb00
Reviewed-on: https://chromium-review.googlesource.com/225566
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Brandon Jones <bajones@chromium.org>
Tested-by: Jamie Madill <jmadill@chromium.org>
diff --git a/src/libGLESv2/renderer/d3d/DynamicHLSL.cpp b/src/libGLESv2/renderer/d3d/DynamicHLSL.cpp
index 99a04f8..3d5bfe0 100644
--- a/src/libGLESv2/renderer/d3d/DynamicHLSL.cpp
+++ b/src/libGLESv2/renderer/d3d/DynamicHLSL.cpp
@@ -22,6 +22,9 @@
using namespace gl;
+namespace rx
+{
+
namespace
{
@@ -70,7 +73,7 @@
return HLSLComponentTypeString(gl::VariableComponentType(type), gl::VariableComponentCount(type));
}
-const rx::PixelShaderOutputVariable &GetOutputAtLocation(const std::vector<rx::PixelShaderOutputVariable> &outputVariables,
+const PixelShaderOutputVariable &GetOutputAtLocation(const std::vector<PixelShaderOutputVariable> &outputVariables,
unsigned int location)
{
for (size_t variableIndex = 0; variableIndex < outputVariables.size(); ++variableIndex)
@@ -85,14 +88,11 @@
return outputVariables[0];
}
-}
-
-namespace rx
-{
-
const std::string VERTEX_ATTRIBUTE_STUB_STRING = "@@ VERTEX ATTRIBUTES @@";
const std::string PIXEL_OUTPUT_STUB_STRING = "@@ PIXEL OUTPUT @@";
+}
+
DynamicHLSL::DynamicHLSL(RendererD3D *const renderer)
: mRenderer(renderer)
{
@@ -225,8 +225,8 @@
// Packs varyings into generic varying registers, using the algorithm from [OpenGL ES Shading Language 1.00 rev. 17] appendix A section 7 page 111
// Returns the number of used varying registers, or -1 if unsuccesful
-int DynamicHLSL::packVaryings(InfoLog &infoLog, VaryingPacking packing, rx::ShaderD3D *fragmentShader,
- rx::ShaderD3D *vertexShader, const std::vector<std::string> &transformFeedbackVaryings)
+int DynamicHLSL::packVaryings(InfoLog &infoLog, VaryingPacking packing, ShaderD3D *fragmentShader,
+ ShaderD3D *vertexShader, const std::vector<std::string> &transformFeedbackVaryings)
{
// TODO (geofflang): Use context's caps
const int maxVaryingVectors = mRenderer->getRendererCaps().maxVaryingVectors;
@@ -407,7 +407,7 @@
// data reinterpretation (eg for pure integer->float, float->pure integer)
// TODO: issue warning with gl debug info extension, when supported
if (IsMatrixType(shaderAttribute.type) ||
- (mRenderer->getVertexConversionType(vertexFormat) & rx::VERTEX_CONVERT_GPU) != 0)
+ (mRenderer->getVertexConversionType(vertexFormat) & VERTEX_CONVERT_GPU) != 0)
{
initHLSL += generateAttributeConversionHLSL(vertexFormat, shaderAttribute);
}
@@ -646,7 +646,7 @@
}
}
-void DynamicHLSL::storeUserLinkedVaryings(const rx::ShaderD3D *vertexShader,
+void DynamicHLSL::storeUserLinkedVaryings(const ShaderD3D *vertexShader,
std::vector<LinkedVarying> *linkedVaryings) const
{
const std::string &varyingSemantic = getVaryingSemantic(vertexShader->mUsesPointSize);
@@ -672,7 +672,7 @@
bool DynamicHLSL::generateShaderLinkHLSL(const gl::Data &data, InfoLog &infoLog, int registers,
const VaryingPacking packing,
std::string &pixelHLSL, std::string &vertexHLSL,
- rx::ShaderD3D *fragmentShader, rx::ShaderD3D *vertexShader,
+ ShaderD3D *fragmentShader, ShaderD3D *vertexShader,
const std::vector<std::string> &transformFeedbackVaryings,
std::vector<LinkedVarying> *linkedVaryings,
std::map<int, VariableLocation> *programOutputVars,
@@ -970,7 +970,7 @@
return true;
}
-void DynamicHLSL::defineOutputVariables(rx::ShaderD3D *fragmentShader, std::map<int, VariableLocation> *programOutputVars) const
+void DynamicHLSL::defineOutputVariables(ShaderD3D *fragmentShader, std::map<int, VariableLocation> *programOutputVars) const
{
const std::vector<sh::Attribute> &shaderOutputVars = fragmentShader->getActiveOutputVariables();
@@ -998,14 +998,14 @@
}
}
-std::string DynamicHLSL::generateGeometryShaderHLSL(int registers, rx::ShaderD3D *fragmentShader, rx::ShaderD3D *vertexShader) const
+std::string DynamicHLSL::generateGeometryShaderHLSL(int registers, ShaderD3D *fragmentShader, ShaderD3D *vertexShader) const
{
// for now we only handle point sprite emulation
ASSERT(vertexShader->mUsesPointSize && mRenderer->getMajorShaderModel() >= 4);
return generatePointSpriteHLSL(registers, fragmentShader, vertexShader);
}
-std::string DynamicHLSL::generatePointSpriteHLSL(int registers, rx::ShaderD3D *fragmentShader, rx::ShaderD3D *vertexShader) const
+std::string DynamicHLSL::generatePointSpriteHLSL(int registers, ShaderD3D *fragmentShader, ShaderD3D *vertexShader) const
{
ASSERT(registers >= 0);
ASSERT(vertexShader->mUsesPointSize);
@@ -1139,7 +1139,7 @@
}
else
{
- bool gpuConverted = ((mRenderer->getVertexConversionType(vertexFormat) & rx::VERTEX_CONVERT_GPU) != 0);
+ bool gpuConverted = ((mRenderer->getVertexConversionType(vertexFormat) & VERTEX_CONVERT_GPU) != 0);
signature[inputIndex] = (gpuConverted ? GL_TRUE : GL_FALSE);
}
}