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/ProgramD3D.h b/src/libGLESv2/renderer/d3d/ProgramD3D.h
index 85b72e1..4baab9a 100644
--- a/src/libGLESv2/renderer/d3d/ProgramD3D.h
+++ b/src/libGLESv2/renderer/d3d/ProgramD3D.h
@@ -30,13 +30,13 @@
class ProgramD3D : public ProgramImpl
{
public:
- ProgramD3D(rx::RendererD3D *renderer);
+ ProgramD3D(RendererD3D *renderer);
virtual ~ProgramD3D();
static ProgramD3D *makeProgramD3D(ProgramImpl *impl);
static const ProgramD3D *makeProgramD3D(const ProgramImpl *impl);
- const std::vector<rx::PixelShaderOutputVariable> &getPixelShaderKey() { return mPixelShaderKey; }
+ const std::vector<PixelShaderOutputVariable> &getPixelShaderKey() { return mPixelShaderKey; }
int getShaderVersion() const { return mShaderVersion; }
GLenum getTransformFeedbackBufferMode() const { return mTransformFeedbackBufferMode; }
@@ -121,35 +121,35 @@
public:
VertexExecutable(const gl::VertexFormat inputLayout[gl::MAX_VERTEX_ATTRIBS],
const GLenum signature[gl::MAX_VERTEX_ATTRIBS],
- rx::ShaderExecutable *shaderExecutable);
+ ShaderExecutable *shaderExecutable);
~VertexExecutable();
bool matchesSignature(const GLenum convertedLayout[gl::MAX_VERTEX_ATTRIBS]) const;
const gl::VertexFormat *inputs() const { return mInputs; }
const GLenum *signature() const { return mSignature; }
- rx::ShaderExecutable *shaderExecutable() const { return mShaderExecutable; }
+ ShaderExecutable *shaderExecutable() const { return mShaderExecutable; }
private:
gl::VertexFormat mInputs[gl::MAX_VERTEX_ATTRIBS];
GLenum mSignature[gl::MAX_VERTEX_ATTRIBS];
- rx::ShaderExecutable *mShaderExecutable;
+ ShaderExecutable *mShaderExecutable;
};
class PixelExecutable
{
public:
- PixelExecutable(const std::vector<GLenum> &outputSignature, rx::ShaderExecutable *shaderExecutable);
+ PixelExecutable(const std::vector<GLenum> &outputSignature, ShaderExecutable *shaderExecutable);
~PixelExecutable();
bool matchesSignature(const std::vector<GLenum> &signature) const { return mOutputSignature == signature; }
const std::vector<GLenum> &outputSignature() const { return mOutputSignature; }
- rx::ShaderExecutable *shaderExecutable() const { return mShaderExecutable; }
+ ShaderExecutable *shaderExecutable() const { return mShaderExecutable; }
private:
std::vector<GLenum> mOutputSignature;
- rx::ShaderExecutable *mShaderExecutable;
+ ShaderExecutable *mShaderExecutable;
};
struct Sampler
@@ -188,15 +188,15 @@
std::vector<VertexExecutable *> mVertexExecutables;
std::vector<PixelExecutable *> mPixelExecutables;
- rx::ShaderExecutable *mGeometryExecutable;
+ ShaderExecutable *mGeometryExecutable;
std::string mVertexHLSL;
- rx::D3DWorkaroundType mVertexWorkarounds;
+ D3DWorkaroundType mVertexWorkarounds;
std::string mPixelHLSL;
- rx::D3DWorkaroundType mPixelWorkarounds;
+ D3DWorkaroundType mPixelWorkarounds;
bool mUsesFragDepth;
- std::vector<rx::PixelShaderOutputVariable> mPixelShaderKey;
+ std::vector<PixelShaderOutputVariable> mPixelShaderKey;
bool mUsesPointSize;