Rename gl::Framebuffer::Data to gl::FramebufferState.
Moving this out of the Framebuffer class allows us to forward-
declare it.
BUG=angleproject:1363
Change-Id: I91971c37a92151df508cdf7f0eb8c3e93506d112
Reviewed-on: https://chromium-review.googlesource.com/340741
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Commit-Queue: Jamie Madill <jmadill@chromium.org>
diff --git a/src/libANGLE/renderer/gl/ProgramGL.cpp b/src/libANGLE/renderer/gl/ProgramGL.cpp
index 9aaae63..fcd5cfa 100644
--- a/src/libANGLE/renderer/gl/ProgramGL.cpp
+++ b/src/libANGLE/renderer/gl/ProgramGL.cpp
@@ -19,7 +19,7 @@
namespace rx
{
-ProgramGL::ProgramGL(const gl::Program::Data &data,
+ProgramGL::ProgramGL(const gl::ProgramState &data,
const FunctionsGL *functions,
const WorkaroundsGL &workarounds,
StateManagerGL *stateManager)
@@ -98,7 +98,7 @@
// Set the transform feedback state
std::vector<const GLchar *> transformFeedbackVaryings;
- for (const auto &tfVarying : mData.getTransformFeedbackVaryingNames())
+ for (const auto &tfVarying : mState.getTransformFeedbackVaryingNames())
{
transformFeedbackVaryings.push_back(tfVarying.c_str());
}
@@ -108,7 +108,7 @@
if (mFunctions->transformFeedbackVaryings)
{
mFunctions->transformFeedbackVaryings(mProgramID, 0, nullptr,
- mData.getTransformFeedbackBufferMode());
+ mState.getTransformFeedbackBufferMode());
}
}
else
@@ -116,18 +116,18 @@
ASSERT(mFunctions->transformFeedbackVaryings);
mFunctions->transformFeedbackVaryings(
mProgramID, static_cast<GLsizei>(transformFeedbackVaryings.size()),
- &transformFeedbackVaryings[0], mData.getTransformFeedbackBufferMode());
+ &transformFeedbackVaryings[0], mState.getTransformFeedbackBufferMode());
}
- const ShaderGL *vertexShaderGL = GetImplAs<ShaderGL>(mData.getAttachedVertexShader());
- const ShaderGL *fragmentShaderGL = GetImplAs<ShaderGL>(mData.getAttachedFragmentShader());
+ const ShaderGL *vertexShaderGL = GetImplAs<ShaderGL>(mState.getAttachedVertexShader());
+ const ShaderGL *fragmentShaderGL = GetImplAs<ShaderGL>(mState.getAttachedFragmentShader());
// Attach the shaders
mFunctions->attachShader(mProgramID, vertexShaderGL->getShaderID());
mFunctions->attachShader(mProgramID, fragmentShaderGL->getShaderID());
// Bind attribute locations to match the GL layer.
- for (const sh::Attribute &attribute : mData.getAttributes())
+ for (const sh::Attribute &attribute : mState.getAttributes())
{
if (!attribute.staticUse)
{
@@ -195,7 +195,7 @@
mStateManager->useProgram(mProgramID);
mFunctions->uniform1iv(uniLoc(location), count, v);
- const gl::VariableLocation &locationEntry = mData.getUniformLocations()[location];
+ const gl::VariableLocation &locationEntry = mState.getUniformLocations()[location];
size_t samplerIndex = mUniformIndexToSamplerIndex[locationEntry.index];
if (samplerIndex != GL_INVALID_INDEX)
@@ -309,8 +309,8 @@
// Lazy init
if (mUniformBlockRealLocationMap.empty())
{
- mUniformBlockRealLocationMap.reserve(mData.getUniformBlocks().size());
- for (const gl::UniformBlock &uniformBlock : mData.getUniformBlocks())
+ mUniformBlockRealLocationMap.reserve(mState.getUniformBlocks().size());
+ for (const gl::UniformBlock &uniformBlock : mState.getUniformBlocks())
{
const std::string &nameWithIndex = uniformBlock.nameWithArrayIndex();
GLuint blockIndex = mFunctions->getUniformBlockIndex(mProgramID, nameWithIndex.c_str());
@@ -434,8 +434,8 @@
{
// Query the uniform information
ASSERT(mUniformRealLocationMap.empty());
- const auto &uniformLocations = mData.getUniformLocations();
- const auto &uniforms = mData.getUniforms();
+ const auto &uniformLocations = mState.getUniformLocations();
+ const auto &uniforms = mState.getUniforms();
mUniformRealLocationMap.resize(uniformLocations.size(), GL_INVALID_INDEX);
for (size_t uniformLocation = 0; uniformLocation < uniformLocations.size(); uniformLocation++)
{
@@ -460,7 +460,7 @@
mUniformRealLocationMap[uniformLocation] = realLocation;
}
- mUniformIndexToSamplerIndex.resize(mData.getUniforms().size(), GL_INVALID_INDEX);
+ mUniformIndexToSamplerIndex.resize(mState.getUniforms().size(), GL_INVALID_INDEX);
for (size_t uniformId = 0; uniformId < uniforms.size(); ++uniformId)
{