Changed D3DConstant table, IndexDataManager,VertexDataManager and vertexconversion namespaces.
TRAC #22198
Signed-off-by: Nicolas Capens
Signed-off-by: Daniel Koch
git-svn-id: https://angleproject.googlecode.com/svn/branches/dx11proto@1548 736b8ea6-26fd-11df-bfd4-992fa37f6226
diff --git a/src/libGLESv2/ProgramBinary.cpp b/src/libGLESv2/ProgramBinary.cpp
index a3b3b00..d940b2e 100644
--- a/src/libGLESv2/ProgramBinary.cpp
+++ b/src/libGLESv2/ProgramBinary.cpp
@@ -1817,8 +1817,8 @@
}
bool success = true;
- D3DConstantTable *constantTableVS = NULL;
- D3DConstantTable *constantTablePS = NULL;
+ rx::D3DConstantTable *constantTableVS = NULL;
+ rx::D3DConstantTable *constantTablePS = NULL;
mVertexExecutable = mRenderer->compileToExecutable(infoLog, vertexHLSL.c_str(), GL_VERTEX_SHADER);
mPixelExecutable = mRenderer->compileToExecutable(infoLog, pixelHLSL.c_str(), GL_FRAGMENT_SHADER);
@@ -1937,11 +1937,11 @@
return true;
}
-bool ProgramBinary::linkUniforms(InfoLog &infoLog, D3DConstantTable *vsConstantTable, D3DConstantTable *psConstantTable)
+bool ProgramBinary::linkUniforms(InfoLog &infoLog, rx::D3DConstantTable *vsConstantTable, rx::D3DConstantTable *psConstantTable)
{
for (unsigned int constantIndex = 0; constantIndex < psConstantTable->constants(); constantIndex++)
{
- const D3DConstant *constant = psConstantTable->getConstant(constantIndex);
+ const rx::D3DConstant *constant = psConstantTable->getConstant(constantIndex);
if (!defineUniform(infoLog, GL_FRAGMENT_SHADER, constant, "", vsConstantTable, psConstantTable))
{
@@ -1951,7 +1951,7 @@
for (unsigned int constantIndex = 0; constantIndex < vsConstantTable->constants(); constantIndex++)
{
- const D3DConstant *constant = vsConstantTable->getConstant(constantIndex);
+ const rx::D3DConstant *constant = vsConstantTable->getConstant(constantIndex);
if (!defineUniform(infoLog, GL_VERTEX_SHADER, constant, "", vsConstantTable, psConstantTable))
{
@@ -1963,15 +1963,15 @@
// Adds the description of a constant found in the binary shader to the list of uniforms
// Returns true if succesful (uniform not already defined)
-bool ProgramBinary::defineUniform(InfoLog &infoLog, GLenum shader, const D3DConstant *constant, const std::string &name,
- D3DConstantTable *vsConstantTable, D3DConstantTable *psConstantTable)
+bool ProgramBinary::defineUniform(InfoLog &infoLog, GLenum shader, const rx::D3DConstant *constant, const std::string &name,
+ rx::D3DConstantTable *vsConstantTable, rx::D3DConstantTable *psConstantTable)
{
- if (constant->registerSet == D3DConstant::RS_SAMPLER)
+ if (constant->registerSet == rx::D3DConstant::RS_SAMPLER)
{
for (unsigned int i = 0; i < constant->registerCount; i++)
{
- const D3DConstant *psConstant = psConstantTable->getConstantByName(constant->name.c_str());
- const D3DConstant *vsConstant = vsConstantTable->getConstantByName(constant->name.c_str());
+ const rx::D3DConstant *psConstant = psConstantTable->getConstantByName(constant->name.c_str());
+ const rx::D3DConstant *vsConstant = vsConstantTable->getConstantByName(constant->name.c_str());
if (psConstant)
{
@@ -1980,7 +1980,7 @@
if (samplerIndex < MAX_TEXTURE_IMAGE_UNITS)
{
mSamplersPS[samplerIndex].active = true;
- mSamplersPS[samplerIndex].textureType = (constant->type == D3DConstant::PT_SAMPLERCUBE) ? TEXTURE_CUBE : TEXTURE_2D;
+ mSamplersPS[samplerIndex].textureType = (constant->type == rx::D3DConstant::PT_SAMPLERCUBE) ? TEXTURE_CUBE : TEXTURE_2D;
mSamplersPS[samplerIndex].logicalTextureUnit = 0;
mUsedPixelSamplerRange = std::max(samplerIndex + 1, mUsedPixelSamplerRange);
}
@@ -1998,7 +1998,7 @@
if (samplerIndex < getContext()->getMaximumVertexTextureImageUnits())
{
mSamplersVS[samplerIndex].active = true;
- mSamplersVS[samplerIndex].textureType = (constant->type == D3DConstant::PT_SAMPLERCUBE) ? TEXTURE_CUBE : TEXTURE_2D;
+ mSamplersVS[samplerIndex].textureType = (constant->type == rx::D3DConstant::PT_SAMPLERCUBE) ? TEXTURE_CUBE : TEXTURE_2D;
mSamplersVS[samplerIndex].logicalTextureUnit = 0;
mUsedVertexSamplerRange = std::max(samplerIndex + 1, mUsedVertexSamplerRange);
}
@@ -2013,13 +2013,13 @@
switch(constant->typeClass)
{
- case D3DConstant::CLASS_STRUCT:
+ case rx::D3DConstant::CLASS_STRUCT:
{
for (unsigned int arrayIndex = 0; arrayIndex < constant->elements; arrayIndex++)
{
for (unsigned int field = 0; field < constant->structMembers[arrayIndex].size(); field++)
{
- const D3DConstant *fieldConstant = constant->structMembers[arrayIndex][field];
+ const rx::D3DConstant *fieldConstant = constant->structMembers[arrayIndex][field];
std::string structIndex = (constant->elements > 1) ? ("[" + str(arrayIndex) + "]") : "";
@@ -2032,10 +2032,10 @@
return true;
}
- case D3DConstant::CLASS_SCALAR:
- case D3DConstant::CLASS_VECTOR:
- case D3DConstant::CLASS_MATRIX_COLUMNS:
- case D3DConstant::CLASS_OBJECT:
+ case rx::D3DConstant::CLASS_SCALAR:
+ case rx::D3DConstant::CLASS_VECTOR:
+ case rx::D3DConstant::CLASS_MATRIX_COLUMNS:
+ case rx::D3DConstant::CLASS_OBJECT:
return defineUniform(shader, constant, name + constant->name);
default:
UNREACHABLE();
@@ -2043,7 +2043,7 @@
}
}
-bool ProgramBinary::defineUniform(GLenum shader, const D3DConstant *constant, const std::string &_name)
+bool ProgramBinary::defineUniform(GLenum shader, const rx::D3DConstant *constant, const std::string &_name)
{
Uniform *uniform = createUniform(constant, _name);
@@ -2081,27 +2081,27 @@
return true;
}
-Uniform *ProgramBinary::createUniform(const D3DConstant *constant, const std::string &_name)
+Uniform *ProgramBinary::createUniform(const rx::D3DConstant *constant, const std::string &_name)
{
if (constant->rows == 1) // Vectors and scalars
{
switch (constant->type)
{
- case D3DConstant::PT_SAMPLER2D:
+ case rx::D3DConstant::PT_SAMPLER2D:
switch (constant->columns)
{
case 1: return new Uniform(GL_SAMPLER_2D, _name, constant->elements);
default: UNREACHABLE();
}
break;
- case D3DConstant::PT_SAMPLERCUBE:
+ case rx::D3DConstant::PT_SAMPLERCUBE:
switch (constant->columns)
{
case 1: return new Uniform(GL_SAMPLER_CUBE, _name, constant->elements);
default: UNREACHABLE();
}
break;
- case D3DConstant::PT_BOOL:
+ case rx::D3DConstant::PT_BOOL:
switch (constant->columns)
{
case 1: return new Uniform(GL_BOOL, _name, constant->elements);
@@ -2111,7 +2111,7 @@
default: UNREACHABLE();
}
break;
- case D3DConstant::PT_INT:
+ case rx::D3DConstant::PT_INT:
switch (constant->columns)
{
case 1: return new Uniform(GL_INT, _name, constant->elements);
@@ -2121,7 +2121,7 @@
default: UNREACHABLE();
}
break;
- case D3DConstant::PT_FLOAT:
+ case rx::D3DConstant::PT_FLOAT:
switch (constant->columns)
{
case 1: return new Uniform(GL_FLOAT, _name, constant->elements);
@@ -2139,7 +2139,7 @@
{
switch (constant->type)
{
- case D3DConstant::PT_FLOAT:
+ case rx::D3DConstant::PT_FLOAT:
switch (constant->rows)
{
case 2: return new Uniform(GL_FLOAT_MAT2, _name, constant->elements);