Renames es2dx and dx2es namespaces to something better.
TRAC #22002
Signed-off-by: Daniel Koch
Author: Shannon Woods
git-svn-id: https://angleproject.googlecode.com/svn/branches/dx11proto@1415 736b8ea6-26fd-11df-bfd4-992fa37f6226
diff --git a/src/libGLESv2/Context.cpp b/src/libGLESv2/Context.cpp
index a09c365..15541e3 100644
--- a/src/libGLESv2/Context.cpp
+++ b/src/libGLESv2/Context.cpp
@@ -2083,7 +2083,7 @@
{
if (mState.cullFace)
{
- mDevice->SetRenderState(D3DRS_CULLMODE, es2dx::ConvertCullMode(mState.cullMode, mState.frontFace));
+ mDevice->SetRenderState(D3DRS_CULLMODE, gl_d3d9::ConvertCullMode(mState.cullMode, mState.frontFace));
}
else
{
@@ -2098,7 +2098,7 @@
if (mState.depthTest)
{
mDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_TRUE);
- mDevice->SetRenderState(D3DRS_ZFUNC, es2dx::ConvertComparison(mState.depthFunc));
+ mDevice->SetRenderState(D3DRS_ZFUNC, gl_d3d9::ConvertComparison(mState.depthFunc));
}
else
{
@@ -2123,7 +2123,7 @@
if (mState.sourceBlendRGB != GL_CONSTANT_ALPHA && mState.sourceBlendRGB != GL_ONE_MINUS_CONSTANT_ALPHA &&
mState.destBlendRGB != GL_CONSTANT_ALPHA && mState.destBlendRGB != GL_ONE_MINUS_CONSTANT_ALPHA)
{
- mDevice->SetRenderState(D3DRS_BLENDFACTOR, es2dx::ConvertColor(mState.blendColor));
+ mDevice->SetRenderState(D3DRS_BLENDFACTOR, gl_d3d9::ConvertColor(mState.blendColor));
}
else
{
@@ -2133,9 +2133,9 @@
unorm<8>(mState.blendColor.alpha)));
}
- mDevice->SetRenderState(D3DRS_SRCBLEND, es2dx::ConvertBlendFunc(mState.sourceBlendRGB));
- mDevice->SetRenderState(D3DRS_DESTBLEND, es2dx::ConvertBlendFunc(mState.destBlendRGB));
- mDevice->SetRenderState(D3DRS_BLENDOP, es2dx::ConvertBlendOp(mState.blendEquationRGB));
+ mDevice->SetRenderState(D3DRS_SRCBLEND, gl_d3d9::ConvertBlendFunc(mState.sourceBlendRGB));
+ mDevice->SetRenderState(D3DRS_DESTBLEND, gl_d3d9::ConvertBlendFunc(mState.destBlendRGB));
+ mDevice->SetRenderState(D3DRS_BLENDOP, gl_d3d9::ConvertBlendOp(mState.blendEquationRGB));
if (mState.sourceBlendRGB != mState.sourceBlendAlpha ||
mState.destBlendRGB != mState.destBlendAlpha ||
@@ -2143,9 +2143,9 @@
{
mDevice->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, TRUE);
- mDevice->SetRenderState(D3DRS_SRCBLENDALPHA, es2dx::ConvertBlendFunc(mState.sourceBlendAlpha));
- mDevice->SetRenderState(D3DRS_DESTBLENDALPHA, es2dx::ConvertBlendFunc(mState.destBlendAlpha));
- mDevice->SetRenderState(D3DRS_BLENDOPALPHA, es2dx::ConvertBlendOp(mState.blendEquationAlpha));
+ mDevice->SetRenderState(D3DRS_SRCBLENDALPHA, gl_d3d9::ConvertBlendFunc(mState.sourceBlendAlpha));
+ mDevice->SetRenderState(D3DRS_DESTBLENDALPHA, gl_d3d9::ConvertBlendFunc(mState.destBlendAlpha));
+ mDevice->SetRenderState(D3DRS_BLENDOPALPHA, gl_d3d9::ConvertBlendOp(mState.blendEquationAlpha));
}
else
{
@@ -2185,31 +2185,31 @@
mDevice->SetRenderState(mState.frontFace == GL_CCW ? D3DRS_STENCILWRITEMASK : D3DRS_CCW_STENCILWRITEMASK, mState.stencilWritemask);
mDevice->SetRenderState(mState.frontFace == GL_CCW ? D3DRS_STENCILFUNC : D3DRS_CCW_STENCILFUNC,
- es2dx::ConvertComparison(mState.stencilFunc));
+ gl_d3d9::ConvertComparison(mState.stencilFunc));
mDevice->SetRenderState(mState.frontFace == GL_CCW ? D3DRS_STENCILREF : D3DRS_CCW_STENCILREF, (mState.stencilRef < (GLint)maxStencil) ? mState.stencilRef : maxStencil);
mDevice->SetRenderState(mState.frontFace == GL_CCW ? D3DRS_STENCILMASK : D3DRS_CCW_STENCILMASK, mState.stencilMask);
mDevice->SetRenderState(mState.frontFace == GL_CCW ? D3DRS_STENCILFAIL : D3DRS_CCW_STENCILFAIL,
- es2dx::ConvertStencilOp(mState.stencilFail));
+ gl_d3d9::ConvertStencilOp(mState.stencilFail));
mDevice->SetRenderState(mState.frontFace == GL_CCW ? D3DRS_STENCILZFAIL : D3DRS_CCW_STENCILZFAIL,
- es2dx::ConvertStencilOp(mState.stencilPassDepthFail));
+ gl_d3d9::ConvertStencilOp(mState.stencilPassDepthFail));
mDevice->SetRenderState(mState.frontFace == GL_CCW ? D3DRS_STENCILPASS : D3DRS_CCW_STENCILPASS,
- es2dx::ConvertStencilOp(mState.stencilPassDepthPass));
+ gl_d3d9::ConvertStencilOp(mState.stencilPassDepthPass));
mDevice->SetRenderState(mState.frontFace == GL_CW ? D3DRS_STENCILWRITEMASK : D3DRS_CCW_STENCILWRITEMASK, mState.stencilBackWritemask);
mDevice->SetRenderState(mState.frontFace == GL_CW ? D3DRS_STENCILFUNC : D3DRS_CCW_STENCILFUNC,
- es2dx::ConvertComparison(mState.stencilBackFunc));
+ gl_d3d9::ConvertComparison(mState.stencilBackFunc));
mDevice->SetRenderState(mState.frontFace == GL_CW ? D3DRS_STENCILREF : D3DRS_CCW_STENCILREF, (mState.stencilBackRef < (GLint)maxStencil) ? mState.stencilBackRef : maxStencil);
mDevice->SetRenderState(mState.frontFace == GL_CW ? D3DRS_STENCILMASK : D3DRS_CCW_STENCILMASK, mState.stencilBackMask);
mDevice->SetRenderState(mState.frontFace == GL_CW ? D3DRS_STENCILFAIL : D3DRS_CCW_STENCILFAIL,
- es2dx::ConvertStencilOp(mState.stencilBackFail));
+ gl_d3d9::ConvertStencilOp(mState.stencilBackFail));
mDevice->SetRenderState(mState.frontFace == GL_CW ? D3DRS_STENCILZFAIL : D3DRS_CCW_STENCILZFAIL,
- es2dx::ConvertStencilOp(mState.stencilBackPassDepthFail));
+ gl_d3d9::ConvertStencilOp(mState.stencilBackPassDepthFail));
mDevice->SetRenderState(mState.frontFace == GL_CW ? D3DRS_STENCILPASS : D3DRS_CCW_STENCILPASS,
- es2dx::ConvertStencilOp(mState.stencilBackPassDepthPass));
+ gl_d3d9::ConvertStencilOp(mState.stencilBackPassDepthPass));
}
else
{
@@ -2222,7 +2222,7 @@
if (mMaskStateDirty)
{
- int colorMask = es2dx::ConvertColorMask(mState.colorMaskRed, mState.colorMaskGreen,
+ int colorMask = gl_d3d9::ConvertColorMask(mState.colorMaskRed, mState.colorMaskGreen,
mState.colorMaskBlue, mState.colorMaskAlpha);
if (colorMask == 0 && !zeroColorMaskAllowed)
{
@@ -2833,7 +2833,7 @@
depthStencil->GetDesc(&desc);
depthStencil->Release();
- unsigned int stencilSize = dx2es::GetStencilSize(desc.Format);
+ unsigned int stencilSize = d3d9_gl::GetStencilSize(desc.Format);
stencilUnmasked = (0x1 << stencilSize) - 1;
if (stencilUnmasked != 0x0)
@@ -2860,7 +2860,7 @@
float depth = clamp01(mState.depthClearValue);
int stencil = mState.stencilClearValue & 0x000000FF;
- bool alphaUnmasked = (dx2es::GetAlphaSize(mRenderTargetDesc.Format) == 0) || mState.colorMaskAlpha;
+ bool alphaUnmasked = (d3d9_gl::GetAlphaSize(mRenderTargetDesc.Format) == 0) || mState.colorMaskAlpha;
const bool needMaskedStencilClear = (flags & D3DCLEAR_STENCIL) &&
(mState.stencilWritemask & stencilUnmasked) != stencilUnmasked;
@@ -2929,7 +2929,7 @@
if (flags & D3DCLEAR_TARGET)
{
- mDevice->SetRenderState(D3DRS_COLORWRITEENABLE, es2dx::ConvertColorMask(mState.colorMaskRed, mState.colorMaskGreen, mState.colorMaskBlue, mState.colorMaskAlpha));
+ mDevice->SetRenderState(D3DRS_COLORWRITEENABLE, gl_d3d9::ConvertColorMask(mState.colorMaskRed, mState.colorMaskGreen, mState.colorMaskBlue, mState.colorMaskAlpha));
}
else
{
@@ -3021,7 +3021,7 @@
D3DPRIMITIVETYPE primitiveType;
int primitiveCount;
- if(!es2dx::ConvertPrimitiveType(mode, count, &primitiveType, &primitiveCount))
+ if(!gl_d3d9::ConvertPrimitiveType(mode, count, &primitiveType, &primitiveCount))
return error(GL_INVALID_ENUM);
if (primitiveCount <= 0)
@@ -3103,7 +3103,7 @@
D3DPRIMITIVETYPE primitiveType;
int primitiveCount;
- if(!es2dx::ConvertPrimitiveType(mode, count, &primitiveType, &primitiveCount))
+ if(!gl_d3d9::ConvertPrimitiveType(mode, count, &primitiveType, &primitiveCount))
return error(GL_INVALID_ENUM);
if (primitiveCount <= 0)