Remove the gl::Varying class, and replace all usages with sh::Varying.
TRAC #23746
Signed-off-by: Nicolas Capens
Signed-off-by: Shannon Woods
diff --git a/src/libGLESv2/ProgramBinary.cpp b/src/libGLESv2/ProgramBinary.cpp
index 116cc94..c670fec 100644
--- a/src/libGLESv2/ProgramBinary.cpp
+++ b/src/libGLESv2/ProgramBinary.cpp
@@ -926,7 +926,7 @@
// 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 ProgramBinary::packVaryings(InfoLog &infoLog, const Varying *packing[][4], FragmentShader *fragmentShader)
+int ProgramBinary::packVaryings(InfoLog &infoLog, const sh::ShaderVariable *packing[][4], FragmentShader *fragmentShader)
{
const int maxVaryingVectors = mRenderer->getMaxVaryingVectors();
@@ -934,7 +934,7 @@
for (unsigned int varyingIndex = 0; varyingIndex < fragmentShader->mVaryings.size(); varyingIndex++)
{
- Varying *varying = &fragmentShader->mVaryings[varyingIndex];
+ sh::Varying *varying = &fragmentShader->mVaryings[varyingIndex];
GLenum transposedType = TransposeMatrixType(varying->type);
int n = VariableRowCount(transposedType) * varying->elementCount();
int m = VariableColumnCount(transposedType);
@@ -1103,7 +1103,7 @@
}
}
-bool ProgramBinary::linkVaryings(InfoLog &infoLog, int registers, const Varying *packing[][4],
+bool ProgramBinary::linkVaryings(InfoLog &infoLog, int registers, const sh::ShaderVariable *packing[][4],
std::string& pixelHLSL, std::string& vertexHLSL,
FragmentShader *fragmentShader, VertexShader *vertexShader)
{
@@ -1144,12 +1144,12 @@
for (unsigned int fragVaryingIndex = 0; fragVaryingIndex < fragmentShader->mVaryings.size(); fragVaryingIndex++)
{
- Varying *input = &fragmentShader->mVaryings[fragVaryingIndex];
+ sh::Varying *input = &fragmentShader->mVaryings[fragVaryingIndex];
bool matched = false;
for (unsigned int vertVaryingIndex = 0; vertVaryingIndex < vertexShader->mVaryings.size(); vertVaryingIndex++)
{
- Varying *output = &vertexShader->mVaryings[vertVaryingIndex];
+ sh::Varying *output = &vertexShader->mVaryings[vertVaryingIndex];
if (output->name == input->name)
{
if (output->type != input->type || output->arraySize != input->arraySize || output->interpolation != input->interpolation)
@@ -1301,7 +1301,7 @@
for (unsigned int vertVaryingIndex = 0; vertVaryingIndex < vertexShader->mVaryings.size(); vertVaryingIndex++)
{
- Varying *varying = &vertexShader->mVaryings[vertVaryingIndex];
+ sh::Varying *varying = &vertexShader->mVaryings[vertVaryingIndex];
if (varying->registerAssigned())
{
for (unsigned int elementIndex = 0; elementIndex < varying->elementCount(); elementIndex++)
@@ -1500,7 +1500,7 @@
for (unsigned int varyingIndex = 0; varyingIndex < fragmentShader->mVaryings.size(); varyingIndex++)
{
- Varying *varying = &fragmentShader->mVaryings[varyingIndex];
+ sh::Varying *varying = &fragmentShader->mVaryings[varyingIndex];
if (varying->registerAssigned())
{
for (unsigned int elementIndex = 0; elementIndex < varying->elementCount(); elementIndex++)
@@ -1581,7 +1581,7 @@
for (unsigned int varyingIndex = 0; varyingIndex < fragmentShader->mVaryings.size(); varyingIndex++)
{
- Varying *varying = &fragmentShader->mVaryings[varyingIndex];
+ sh::Varying *varying = &fragmentShader->mVaryings[varyingIndex];
if (varying->registerAssigned())
{
for (unsigned int elementIndex = 0; elementIndex < varying->elementCount(); elementIndex++)
@@ -2004,7 +2004,7 @@
std::string vertexHLSL = vertexShader->getHLSL();
// Map the varyings to the register file
- const Varying *packing[IMPLEMENTATION_MAX_VARYING_VECTORS][4] = {NULL};
+ const sh::ShaderVariable *packing[IMPLEMENTATION_MAX_VARYING_VECTORS][4] = {NULL};
int registers = packVaryings(infoLog, packing, fragmentShader);
if (registers < 0)
@@ -2691,14 +2691,14 @@
return true;
}
-std::string ProgramBinary::generateGeometryShaderHLSL(int registers, const Varying *packing[][4], FragmentShader *fragmentShader, VertexShader *vertexShader) const
+std::string ProgramBinary::generateGeometryShaderHLSL(int registers, const sh::ShaderVariable *packing[][4], FragmentShader *fragmentShader, VertexShader *vertexShader) const
{
// for now we only handle point sprite emulation
ASSERT(usesPointSpriteEmulation());
return generatePointSpriteHLSL(registers, packing, fragmentShader, vertexShader);
}
-std::string ProgramBinary::generatePointSpriteHLSL(int registers, const Varying *packing[][4], FragmentShader *fragmentShader, VertexShader *vertexShader) const
+std::string ProgramBinary::generatePointSpriteHLSL(int registers, const sh::ShaderVariable *packing[][4], FragmentShader *fragmentShader, VertexShader *vertexShader) const
{
ASSERT(registers >= 0);
ASSERT(vertexShader->mUsesPointSize);