Shader cleanup
A couple of class members from PixelShader and VertexShader
were still public. Fixed that in this cleanup.
Change-Id: I2dfaac7fd4cecdc791f1ef7236148e74c4b5b486
Reviewed-on: https://swiftshader-review.googlesource.com/5850
Tested-by: Alexis Hétu <sugoi@google.com>
Reviewed-by: Nicolas Capens <capn@google.com>
diff --git a/src/Renderer/SetupProcessor.cpp b/src/Renderer/SetupProcessor.cpp
index 750846f..772327f 100644
--- a/src/Renderer/SetupProcessor.cpp
+++ b/src/Renderer/SetupProcessor.cpp
@@ -73,7 +73,7 @@
{
State state;
- bool vPosZW = (context->pixelShader && context->pixelShader->vPosDeclared && fullPixelPositionRegister);
+ bool vPosZW = (context->pixelShader && context->pixelShader->isVPosDeclared() && fullPixelPositionRegister);
state.isDrawPoint = context->isDrawPoint(true);
state.isDrawLine = context->isDrawLine(true);
@@ -86,7 +86,7 @@
state.cullMode = context->cullMode;
state.twoSidedStencil = context->stencilActive() && context->twoSidedStencil;
state.slopeDepthBias = slopeDepthBias != 0.0f;
- state.vFace = context->pixelShader && context->pixelShader->vFaceDeclared;
+ state.vFace = context->pixelShader && context->pixelShader->isVFaceDeclared();
state.positionRegister = Pos;
state.pointSizeRegister = Unused;
@@ -96,8 +96,8 @@
if(context->vertexShader)
{
- state.positionRegister = context->vertexShader->positionRegister;
- state.pointSizeRegister = context->vertexShader->pointSizeRegister;
+ state.positionRegister = context->vertexShader->getPositionRegister();
+ state.pointSizeRegister = context->vertexShader->getPointSizeRegister();
}
else if(context->pointSizeActive())
{
@@ -129,14 +129,14 @@
for(int component = 0; component < 4; component++)
{
int project = context->isProjectionComponent(interpolant - 2, component) ? 1 : 0;
- const Shader::Semantic& semantic = context->pixelShader->semantic[interpolant][component - project];
+ const Shader::Semantic& semantic = context->pixelShader->getInput(interpolant, component - project);
if(semantic.active())
{
int input = interpolant;
for(int i = 0; i < MAX_VERTEX_OUTPUTS; i++)
{
- if(semantic == context->vertexShader->output[i][component - project])
+ if(semantic == context->vertexShader->getOutput(i, component - project))
{
input = i;
break;
@@ -163,7 +163,7 @@
{
for(int component = 0; component < 4; component++)
{
- const Shader::Semantic& semantic = context->pixelShader->semantic[interpolant][component];
+ const Shader::Semantic& semantic = context->pixelShader->getInput(interpolant, component);
switch(semantic.usage)
{