Fix typo in "PixelShaderOuputVariable".
Change-Id: I2b223c9b80faa3ff2a0f94bd52ca73edf3d67cf7
Reviewed-on: https://chromium-review.googlesource.com/216273
Tested-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
diff --git a/src/libGLESv2/renderer/d3d/DynamicHLSL.cpp b/src/libGLESv2/renderer/d3d/DynamicHLSL.cpp
index cd2b1a8..63f06ab 100644
--- a/src/libGLESv2/renderer/d3d/DynamicHLSL.cpp
+++ b/src/libGLESv2/renderer/d3d/DynamicHLSL.cpp
@@ -70,7 +70,7 @@
return HLSLComponentTypeString(gl::VariableComponentType(type), gl::VariableComponentCount(type));
}
-const rx::PixelShaderOuputVariable &GetOutputAtLocation(const std::vector<rx::PixelShaderOuputVariable> &outputVariables,
+const rx::PixelShaderOutputVariable &GetOutputAtLocation(const std::vector<rx::PixelShaderOutputVariable> &outputVariables,
unsigned int location)
{
for (size_t variableIndex = 0; variableIndex < outputVariables.size(); ++variableIndex)
@@ -427,7 +427,7 @@
return vertexHLSL;
}
-std::string DynamicHLSL::generatePixelShaderForOutputSignature(const std::string &sourceShader, const std::vector<PixelShaderOuputVariable> &outputVariables,
+std::string DynamicHLSL::generatePixelShaderForOutputSignature(const std::string &sourceShader, const std::vector<PixelShaderOutputVariable> &outputVariables,
bool usesFragDepth, const std::vector<GLenum> &outputLayout) const
{
const int shaderModel = mRenderer->getMajorShaderModel();
@@ -445,7 +445,7 @@
{
unsigned int location = (binding - GL_COLOR_ATTACHMENT0);
- const PixelShaderOuputVariable &outputVariable = GetOutputAtLocation(outputVariables, location);
+ const PixelShaderOutputVariable &outputVariable = GetOutputAtLocation(outputVariables, location);
declarationHLSL += " " + HLSLTypeString(outputVariable.type) + " " + outputVariable.name +
" : " + targetSemantic + Str(layoutIndex) + ";\n";
@@ -662,7 +662,7 @@
const std::vector<std::string>& transformFeedbackVaryings,
std::vector<LinkedVarying> *linkedVaryings,
std::map<int, VariableLocation> *programOutputVars,
- std::vector<PixelShaderOuputVariable> *outPixelShaderKey,
+ std::vector<PixelShaderOutputVariable> *outPixelShaderKey,
bool *outUsesFragDepth) const
{
if (pixelHLSL.empty() || vertexHLSL.empty())
@@ -830,7 +830,7 @@
{
for (unsigned int renderTargetIndex = 0; renderTargetIndex < numRenderTargets; renderTargetIndex++)
{
- PixelShaderOuputVariable outputKeyVariable;
+ PixelShaderOutputVariable outputKeyVariable;
outputKeyVariable.type = GL_FLOAT_VEC4;
outputKeyVariable.name = "gl_Color" + Str(renderTargetIndex);
outputKeyVariable.source = broadcast ? "gl_Color[0]" : "gl_Color[" + Str(renderTargetIndex) + "]";
@@ -855,7 +855,7 @@
ASSERT(outputVariable.staticUse);
- PixelShaderOuputVariable outputKeyVariable;
+ PixelShaderOutputVariable outputKeyVariable;
outputKeyVariable.type = outputVariable.type;
outputKeyVariable.name = variableName + elementString;
outputKeyVariable.source = variableName + ArrayString(outputLocation.element);