[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

@@ -52,12 +52,12 @@ struct EGL_Damage
GLint uTransform;
};
void egl_damage_config_ui(EGL_Damage * damage)
void egl_damageConfigUI(EGL_Damage * damage)
{
igCheckbox("Show damage overlay", &damage->show);
}
bool egl_damage_init(EGL_Damage ** damage)
bool egl_damageInit(EGL_Damage ** damage)
{
*damage = (EGL_Damage *)malloc(sizeof(EGL_Damage));
if (!*damage)
@@ -68,13 +68,13 @@ bool egl_damage_init(EGL_Damage ** damage)
memset(*damage, 0, sizeof(EGL_Damage));
if (!egl_shader_init(&(*damage)->shader))
if (!egl_shaderInit(&(*damage)->shader))
{
DEBUG_ERROR("Failed to initialize the damage shader");
return false;
}
if (!egl_shader_compile((*damage)->shader,
if (!egl_shaderCompile((*damage)->shader,
b_shader_damage_vert, b_shader_damage_vert_size,
b_shader_damage_frag, b_shader_damage_frag_size))
{
@@ -88,18 +88,18 @@ bool egl_damage_init(EGL_Damage ** damage)
return false;
}
(*damage)->uTransform = egl_shader_get_uniform_location((*damage)->shader, "transform");
(*damage)->uTransform = egl_shaderGetUniform((*damage)->shader, "transform");
return true;
}
void egl_damage_free(EGL_Damage ** damage)
void egl_damageFree(EGL_Damage ** damage)
{
if (!*damage)
return;
egl_desktopRectsFree(&(*damage)->mesh);
egl_shader_free(&(*damage)->shader);
egl_shaderFree(&(*damage)->shader);
free(*damage);
*damage = NULL;
@@ -111,14 +111,14 @@ static void update_matrix(EGL_Damage * damage)
damage->translateX, damage->translateY, damage->scaleX, damage->scaleY, damage->rotate);
}
void egl_damage_setup(EGL_Damage * damage, int width, int height)
void egl_damageSetup(EGL_Damage * damage, int width, int height)
{
damage->width = width;
damage->height = height;
update_matrix(damage);
}
void egl_damage_resize(EGL_Damage * damage, float translateX, float translateY,
void egl_damageResize(EGL_Damage * damage, float translateX, float translateY,
float scaleX, float scaleY)
{
damage->translateX = translateX;
@@ -128,7 +128,7 @@ void egl_damage_resize(EGL_Damage * damage, float translateX, float translateY,
update_matrix(damage);
}
bool egl_damage_render(EGL_Damage * damage, LG_RendererRotate rotate, const struct DesktopDamage * data)
bool egl_damageRender(EGL_Damage * damage, LG_RendererRotate rotate, const struct DesktopDamage * data)
{
if (!damage->show)
return false;
@@ -142,7 +142,7 @@ bool egl_damage_render(EGL_Damage * damage, LG_RendererRotate rotate, const stru
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
egl_shader_use(damage->shader);
egl_shaderUse(damage->shader);
glUniformMatrix3x2fv(damage->uTransform, 1, GL_FALSE, damage->transform);
if (data && data->count != 0)