[client] egl: refactor to use project naming standard

This commit is contained in:
Geoffrey McRae
2021-08-08 17:16:10 +10:00
parent f4a925a750
commit 266ad27998
23 changed files with 292 additions and 283 deletions

View File

@@ -84,28 +84,28 @@ static bool egl_cursor_tex_init(struct CursorTex * t,
const char * vertex_code , size_t vertex_size,
const char * fragment_code, size_t fragment_size)
{
if (!egl_texture_init(&t->texture, NULL, EGL_TEXTYPE_BUFFER, false))
if (!egl_textureInit(&t->texture, NULL, EGL_TEXTYPE_BUFFER, false))
{
DEBUG_ERROR("Failed to initialize the cursor texture");
return false;
}
if (!egl_shader_init(&t->shader))
if (!egl_shaderInit(&t->shader))
{
DEBUG_ERROR("Failed to initialize the cursor shader");
return false;
}
if (!egl_shader_compile(t->shader,
if (!egl_shaderCompile(t->shader,
vertex_code, vertex_size, fragment_code, fragment_size))
{
DEBUG_ERROR("Failed to compile the cursor shader");
return false;
}
t->uMousePos = egl_shader_get_uniform_location(t->shader, "mouse" );
t->uRotate = egl_shader_get_uniform_location(t->shader, "rotate");
t->uCBMode = egl_shader_get_uniform_location(t->shader, "cbMode");
t->uMousePos = egl_shaderGetUniform(t->shader, "mouse" );
t->uRotate = egl_shaderGetUniform(t->shader, "rotate");
t->uCBMode = egl_shaderGetUniform(t->shader, "cbMode");
return true;
}
@@ -130,10 +130,10 @@ static inline void egl_cursor_tex_uniforms(EGL_Cursor * cursor, struct CursorTex
static void egl_cursor_tex_free(struct CursorTex * t)
{
egl_texture_free(&t->texture);
egl_shader_free (&t->shader );
egl_shaderFree (&t->shader );
};
bool egl_cursor_init(EGL_Cursor ** cursor)
bool egl_cursorInit(EGL_Cursor ** cursor)
{
*cursor = (EGL_Cursor *)malloc(sizeof(EGL_Cursor));
if (!*cursor)
@@ -155,13 +155,13 @@ bool egl_cursor_init(EGL_Cursor ** cursor)
b_shader_cursor_mono_frag, b_shader_cursor_mono_frag_size))
return false;
if (!egl_model_init(&(*cursor)->model))
if (!egl_modelInit(&(*cursor)->model))
{
DEBUG_ERROR("Failed to initialize the cursor model");
return false;
}
egl_model_set_default((*cursor)->model);
egl_modelSetDefault((*cursor)->model);
(*cursor)->cbMode = option_get_int("egl", "cbMode");
@@ -173,7 +173,7 @@ bool egl_cursor_init(EGL_Cursor ** cursor)
return true;
}
void egl_cursor_free(EGL_Cursor ** cursor)
void egl_cursorFree(EGL_Cursor ** cursor)
{
if (!*cursor)
return;
@@ -184,13 +184,13 @@ void egl_cursor_free(EGL_Cursor ** cursor)
egl_cursor_tex_free(&(*cursor)->norm);
egl_cursor_tex_free(&(*cursor)->mono);
egl_model_free(&(*cursor)->model);
egl_modelFree(&(*cursor)->model);
free(*cursor);
*cursor = NULL;
}
bool egl_cursor_set_shape(EGL_Cursor * cursor, const LG_RendererCursor type,
bool egl_cursorSetShape(EGL_Cursor * cursor, const LG_RendererCursor type,
const int width, const int height, const int stride, const uint8_t * data)
{
LG_LOCK(cursor->lock);
@@ -223,21 +223,21 @@ bool egl_cursor_set_shape(EGL_Cursor * cursor, const LG_RendererCursor type,
return true;
}
void egl_cursor_set_size(EGL_Cursor * cursor, const float w, const float h)
void egl_cursorSetSize(EGL_Cursor * cursor, const float w, const float h)
{
struct CursorSize size = { .w = w, .h = h };
atomic_store(&cursor->size, size);
}
void egl_cursor_set_state(EGL_Cursor * cursor, const bool visible, const float x, const float y)
void egl_cursorSetState(EGL_Cursor * cursor, const bool visible, const float x, const float y)
{
cursor->visible = visible;
struct CursorPos pos = { .x = x, .y = y};
atomic_store(&cursor->pos, pos);
}
struct CursorState egl_cursor_render(EGL_Cursor * cursor, LG_RendererRotate rotate,
int width, int height)
struct CursorState egl_cursorRender(EGL_Cursor * cursor,
LG_RendererRotate rotate, int width, int height)
{
if (!cursor->visible)
return (struct CursorState) { .visible = false };
@@ -256,9 +256,9 @@ struct CursorState egl_cursor_render(EGL_Cursor * cursor, LG_RendererRotate rota
case LG_CURSOR_COLOR:
{
egl_texture_setup(cursor->norm.texture, EGL_PF_BGRA, cursor->width, cursor->height, cursor->stride);
egl_texture_update(cursor->norm.texture, data);
egl_model_set_texture(cursor->model, cursor->norm.texture);
egl_textureSetup(cursor->norm.texture, EGL_PF_BGRA, cursor->width, cursor->height, cursor->stride);
egl_textureUpdate(cursor->norm.texture, data);
egl_modelSetTexture(cursor->model, cursor->norm.texture);
break;
}
@@ -280,10 +280,10 @@ struct CursorState egl_cursor_render(EGL_Cursor * cursor, LG_RendererRotate rota
xor[y * cursor->width + x] = xorMask;
}
egl_texture_setup (cursor->norm.texture, EGL_PF_BGRA, cursor->width, cursor->height, cursor->width * 4);
egl_texture_setup (cursor->mono.texture, EGL_PF_BGRA, cursor->width, cursor->height, cursor->width * 4);
egl_texture_update(cursor->norm.texture, (uint8_t *)and);
egl_texture_update(cursor->mono.texture, (uint8_t *)xor);
egl_textureSetup (cursor->norm.texture, EGL_PF_BGRA, cursor->width, cursor->height, cursor->width * 4);
egl_textureSetup (cursor->mono.texture, EGL_PF_BGRA, cursor->width, cursor->height, cursor->width * 4);
egl_textureUpdate(cursor->norm.texture, (uint8_t *)and);
egl_textureUpdate(cursor->mono.texture, (uint8_t *)xor);
break;
}
}
@@ -341,35 +341,35 @@ struct CursorState egl_cursor_render(EGL_Cursor * cursor, LG_RendererRotate rota
{
case LG_CURSOR_MONOCHROME:
{
egl_shader_use(cursor->norm.shader);
egl_shaderUse(cursor->norm.shader);
egl_cursor_tex_uniforms(cursor, &cursor->norm, true, pos.x, pos.y, size.w, size.h);
glBlendFunc(GL_ZERO, GL_SRC_COLOR);
egl_model_set_texture(cursor->model, cursor->norm.texture);
egl_model_render(cursor->model);
egl_modelSetTexture(cursor->model, cursor->norm.texture);
egl_modelRender(cursor->model);
egl_shader_use(cursor->mono.shader);
egl_shaderUse(cursor->mono.shader);
egl_cursor_tex_uniforms(cursor, &cursor->mono, true, pos.x, pos.y, size.w, size.h);
glBlendFunc(GL_ONE_MINUS_DST_COLOR, GL_ZERO);
egl_model_set_texture(cursor->model, cursor->mono.texture);
egl_model_render(cursor->model);
egl_modelSetTexture(cursor->model, cursor->mono.texture);
egl_modelRender(cursor->model);
break;
}
case LG_CURSOR_COLOR:
{
egl_shader_use(cursor->norm.shader);
egl_shaderUse(cursor->norm.shader);
egl_cursor_tex_uniforms(cursor, &cursor->norm, false, pos.x, pos.y, size.w, size.h);
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
egl_model_render(cursor->model);
egl_modelRender(cursor->model);
break;
}
case LG_CURSOR_MASKED_COLOR:
{
egl_shader_use(cursor->mono.shader);
egl_shaderUse(cursor->mono.shader);
egl_cursor_tex_uniforms(cursor, &cursor->mono, false, pos.x, pos.y, size.w, size.h);
glBlendFunc(GL_ONE_MINUS_DST_COLOR, GL_ZERO);
egl_model_render(cursor->model);
egl_modelRender(cursor->model);
break;
}
}