Rename the Shader 'varyings' member to 'mVaryings' to follow coding standard
Trac #19900
Issue=291
Signed-off-by: Shannon Woods
Signed-off-by: Nicolas Capens
git-svn-id: https://angleproject.googlecode.com/svn/trunk@990 736b8ea6-26fd-11df-bfd4-992fa37f6226
diff --git a/src/libGLESv2/Program.cpp b/src/libGLESv2/Program.cpp
index 04c5010..42d3793 100644
--- a/src/libGLESv2/Program.cpp
+++ b/src/libGLESv2/Program.cpp
@@ -1,5 +1,5 @@
//
-// Copyright (c) 2002-2011 The ANGLE Project Authors. All rights reserved.
+// Copyright (c) 2002-2012 The ANGLE Project Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
//
@@ -1145,7 +1145,7 @@
Context *context = getContext();
const int maxVaryingVectors = context->getMaximumVaryingVectors();
- for (VaryingList::iterator varying = mFragmentShader->varyings.begin(); varying != mFragmentShader->varyings.end(); varying++)
+ for (VaryingList::iterator varying = mFragmentShader->mVaryings.begin(); varying != mFragmentShader->mVaryings.end(); varying++)
{
int n = VariableRowCount(varying->type) * varying->size;
int m = VariableColumnCount(varying->type);
@@ -1296,13 +1296,13 @@
}
// Reset the varying register assignments
- for (VaryingList::iterator fragVar = mFragmentShader->varyings.begin(); fragVar != mFragmentShader->varyings.end(); fragVar++)
+ for (VaryingList::iterator fragVar = mFragmentShader->mVaryings.begin(); fragVar != mFragmentShader->mVaryings.end(); fragVar++)
{
fragVar->reg = -1;
fragVar->col = -1;
}
- for (VaryingList::iterator vtxVar = mVertexShader->varyings.begin(); vtxVar != mVertexShader->varyings.end(); vtxVar++)
+ for (VaryingList::iterator vtxVar = mVertexShader->mVaryings.begin(); vtxVar != mVertexShader->mVaryings.end(); vtxVar++)
{
vtxVar->reg = -1;
vtxVar->col = -1;
@@ -1329,11 +1329,11 @@
return false;
}
- for (VaryingList::iterator input = mFragmentShader->varyings.begin(); input != mFragmentShader->varyings.end(); input++)
+ for (VaryingList::iterator input = mFragmentShader->mVaryings.begin(); input != mFragmentShader->mVaryings.end(); input++)
{
bool matched = false;
- for (VaryingList::iterator output = mVertexShader->varyings.begin(); output != mVertexShader->varyings.end(); output++)
+ for (VaryingList::iterator output = mVertexShader->mVaryings.begin(); output != mVertexShader->mVaryings.end(); output++)
{
if (output->name == input->name)
{
@@ -1444,7 +1444,7 @@
mVertexHLSL += " output.gl_FragCoord = gl_Position;\n";
}
- for (VaryingList::iterator varying = mVertexShader->varyings.begin(); varying != mVertexShader->varyings.end(); varying++)
+ for (VaryingList::iterator varying = mVertexShader->mVaryings.begin(); varying != mVertexShader->mVaryings.end(); varying++)
{
if (varying->reg >= 0)
{
@@ -1512,7 +1512,7 @@
mPixelHLSL += "struct PS_INPUT\n"
"{\n";
- for (VaryingList::iterator varying = mFragmentShader->varyings.begin(); varying != mFragmentShader->varyings.end(); varying++)
+ for (VaryingList::iterator varying = mFragmentShader->mVaryings.begin(); varying != mFragmentShader->mVaryings.end(); varying++)
{
if (varying->reg >= 0)
{
@@ -1588,7 +1588,7 @@
mPixelHLSL += " gl_FrontFacing = dx_PointsOrLines || (dx_FrontCCW ? (input.vFace >= 0.0) : (input.vFace <= 0.0));\n";
}
- for (VaryingList::iterator varying = mFragmentShader->varyings.begin(); varying != mFragmentShader->varyings.end(); varying++)
+ for (VaryingList::iterator varying = mFragmentShader->mVaryings.begin(); varying != mFragmentShader->mVaryings.end(); varying++)
{
if (varying->reg >= 0)
{