xgl: Remove XGL_* typedef wrappers
Part of moving to xgl.h rev#38, svn rev 29293-29302
diff --git a/tests/xglrenderframework.h b/tests/xglrenderframework.h
index dca4288..21a03e5 100644
--- a/tests/xglrenderframework.h
+++ b/tests/xglrenderframework.h
@@ -33,12 +33,12 @@
class XglDevice : public xgl_testing::Device
{
public:
- XglDevice(XGL_UINT id, XGL_PHYSICAL_GPU obj);
+ XglDevice(uint32_t id, XGL_PHYSICAL_GPU obj);
XGL_DEVICE device() { return obj(); }
void get_device_queue();
- XGL_UINT id;
+ uint32_t id;
XGL_PHYSICAL_GPU_PROPERTIES props;
const XGL_PHYSICAL_GPU_QUEUE_PROPERTIES *queue_props;
@@ -66,7 +66,7 @@
protected:
XGL_APPLICATION_INFO app_info;
XGL_PHYSICAL_GPU objs[XGL_MAX_PHYSICAL_GPUS];
- XGL_UINT gpu_count;
+ uint32_t gpu_count;
XglDevice *m_device;
XGL_CMD_BUFFER m_cmdBuffer;
XGL_RENDER_PASS m_renderPass;
@@ -76,8 +76,8 @@
XGL_DYNAMIC_VP_STATE_OBJECT m_stateViewport;
XGL_DYNAMIC_DS_STATE_OBJECT m_stateDepthStencil;
vector<XglImage*> m_renderTargets;
- XGL_UINT m_renderTargetCount;
- XGL_FLOAT m_width, m_height;
+ uint32_t m_renderTargetCount;
+ float m_width, m_height;
XGL_FORMAT m_render_target_fmt;
XGL_COLOR_ATTACHMENT_BIND_INFO m_colorBindings[8];
XGL_DEPTH_STENCIL_BIND_INFO m_depthStencilBinding;
@@ -123,17 +123,17 @@
void PrepareAttachments();
void BindPipeline(XGL_PIPELINE pipeline);
void BindDescriptorSet(XGL_DESCRIPTOR_SET descriptorSet);
- void BindVertexBuffer(XglConstantBufferObj *vertexBuffer, XGL_UINT offset, XGL_UINT binding);
- void BindIndexBuffer(XglIndexBufferObj *indexBuffer, XGL_UINT offset);
+ void BindVertexBuffer(XglConstantBufferObj *vertexBuffer, uint32_t offset, uint32_t binding);
+ void BindIndexBuffer(XglIndexBufferObj *indexBuffer, uint32_t offset);
void BindStateObject(XGL_STATE_BIND_POINT stateBindPoint, XGL_DYNAMIC_STATE_OBJECT stateObject);
- void Draw(XGL_UINT firstVertex, XGL_UINT vertexCount, XGL_UINT firstInstance, XGL_UINT instanceCount);
- void DrawIndexed(XGL_UINT firstIndex, XGL_UINT indexCount, XGL_INT vertexOffset, XGL_UINT firstInstance, XGL_UINT instanceCount);
- void QueueCommandBuffer(XGL_MEMORY_REF *memRefs, XGL_UINT32 numMemRefs);
+ void Draw(uint32_t firstVertex, uint32_t vertexCount, uint32_t firstInstance, uint32_t instanceCount);
+ void DrawIndexed(uint32_t firstIndex, uint32_t indexCount, int32_t vertexOffset, uint32_t firstInstance, uint32_t instanceCount);
+ void QueueCommandBuffer(XGL_MEMORY_REF *memRefs, uint32_t numMemRefs);
protected:
XglDevice *m_device;
vector<XglImage*> m_renderTargets;
- XGL_UINT m_renderTargetCount;
+ uint32_t m_renderTargetCount;
};
@@ -160,7 +160,7 @@
XGL_MEMORY_INPUT_DEPTH_STENCIL_ATTACHMENT_BIT |
XGL_MEMORY_INPUT_COPY_BIT);
- void Bind(XGL_CMD_BUFFER cmdBuffer, XGL_GPU_SIZE offset, XGL_UINT binding);
+ void Bind(XGL_CMD_BUFFER cmdBuffer, XGL_GPU_SIZE offset, uint32_t binding);
XGL_BUFFER_VIEW_ATTACH_INFO m_bufferViewInfo;
@@ -191,11 +191,11 @@
XglImage(XglDevice *dev);
public:
- void init( XGL_UINT32 w, XGL_UINT32 h,
+ void init( uint32_t w, uint32_t h,
XGL_FORMAT fmt, XGL_FLAGS usage,
XGL_IMAGE_TILING tiling=XGL_LINEAR_TILING);
- // void clear( CommandBuffer*, XGL_UINT[4] );
+ // void clear( CommandBuffer*, uint32_t[4] );
// void prepare( CommandBuffer*, XGL_IMAGE_STATE );
void layout( XGL_IMAGE_LAYOUT layout )
@@ -222,16 +222,16 @@
{
return ( XGL_IMAGE_LAYOUT )m_imageInfo.layout;
}
- XGL_UINT32 width() const
+ uint32_t width() const
{
return extent().width;
}
- XGL_UINT32 height() const
+ uint32_t height() const
{
return extent().height;
}
- XGL_RESULT MapMemory(XGL_VOID** ptr);
+ XGL_RESULT MapMemory(void** ptr);
XGL_RESULT UnmapMemory();
protected:
@@ -316,7 +316,7 @@
void AddVertexInputAttribs(XGL_VERTEX_INPUT_ATTRIBUTE_DESCRIPTION* vi_attrib, int count);
void AddVertexInputBindings(XGL_VERTEX_INPUT_BINDING_DESCRIPTION* vi_binding, int count);
void AddVertexDataBuffer(XglConstantBufferObj* vertexDataBuffer, int binding);
- void AddColorAttachment(XGL_UINT binding, const XGL_PIPELINE_CB_ATTACHMENT_STATE *att);
+ void AddColorAttachment(uint32_t binding, const XGL_PIPELINE_CB_ATTACHMENT_STATE *att);
void SetDepthStencil(XGL_PIPELINE_DS_STATE_CREATE_INFO *);
void CreateXGLPipeline(XglDescriptorSetObj *descriptorSet);
XGL_PIPELINE GetPipelineHandle();