gl-renderer: Avoid GL_ as a prefix for constants
Avoid prefixing constants with GL_ as it could be confused with OpenGL constants. Signed-off-by: Loïc Molinari <loic.molinari@collabora.com>
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@ -115,8 +115,8 @@ struct gl_shader;
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struct weston_color_transform;
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struct dmabuf_allocator;
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#define GL_SHADER_INPUT_TEX_MAX 3
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#define GL_SHADER_WIREFRAME_TEX_UNIT GL_SHADER_INPUT_TEX_MAX
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#define SHADER_INPUT_TEX_MAX 3
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#define SHADER_WIREFRAME_TEX_UNIT SHADER_INPUT_TEX_MAX
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struct gl_shader_config {
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struct gl_shader_requirements req;
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@ -127,7 +127,7 @@ struct gl_shader_config {
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GLfloat unicolor[4];
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GLfloat tint[4];
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GLint input_tex_filter; /* GL_NEAREST or GL_LINEAR */
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GLuint input_tex[GL_SHADER_INPUT_TEX_MAX];
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GLuint input_tex[SHADER_INPUT_TEX_MAX];
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GLuint wireframe_tex;
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union {
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@ -1198,10 +1198,10 @@ gl_shader_config_set_input_textures(struct gl_shader_config *sconf,
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copy_uniform4f(sconf->unicolor, gb->color);
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assert(gb->num_textures <= GL_SHADER_INPUT_TEX_MAX);
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assert(gb->num_textures <= SHADER_INPUT_TEX_MAX);
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for (i = 0; i < gb->num_textures; i++)
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sconf->input_tex[i] = gb->textures[i];
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for (; i < GL_SHADER_INPUT_TEX_MAX; i++)
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for (; i < SHADER_INPUT_TEX_MAX; i++)
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sconf->input_tex[i] = 0;
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}
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@ -681,7 +681,7 @@ gl_shader_load_config(struct gl_shader *shader,
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glUniform1f(shader->view_alpha_uniform, sconf->view_alpha);
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in_tgt = gl_shader_texture_variant_get_target(sconf->req.variant);
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for (i = 0; i < GL_SHADER_INPUT_TEX_MAX; i++) {
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for (i = 0; i < SHADER_INPUT_TEX_MAX; i++) {
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if (sconf->input_tex[i] == 0)
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continue;
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@ -695,7 +695,7 @@ gl_shader_load_config(struct gl_shader *shader,
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}
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/* Fixed texture unit for color_pre_curve LUT if it is available */
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i = GL_SHADER_INPUT_TEX_MAX;
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i = SHADER_INPUT_TEX_MAX;
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switch (sconf->req.color_pre_curve) {
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case SHADER_COLOR_CURVE_IDENTITY:
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break;
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@ -768,8 +768,8 @@ gl_shader_load_config(struct gl_shader *shader,
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if (sconf->req.wireframe) {
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assert(sconf->wireframe_tex != 0);
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glUniform1i(shader->tex_uniform_wireframe, GL_SHADER_WIREFRAME_TEX_UNIT);
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glActiveTexture(GL_TEXTURE0 + GL_SHADER_WIREFRAME_TEX_UNIT);
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glUniform1i(shader->tex_uniform_wireframe, SHADER_WIREFRAME_TEX_UNIT);
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glActiveTexture(GL_TEXTURE0 + SHADER_WIREFRAME_TEX_UNIT);
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glBindTexture(GL_TEXTURE_2D, sconf->wireframe_tex);
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}
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}
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