[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

@@ -86,30 +86,30 @@ static bool egl_init_desktop_shader(
const char * fragment_code, size_t fragment_size
)
{
if (!egl_shader_init(&shader->shader))
if (!egl_shaderInit(&shader->shader))
return false;
if (!egl_shader_compile(shader->shader,
if (!egl_shaderCompile(shader->shader,
vertex_code , vertex_size,
fragment_code, fragment_size))
{
return false;
}
egl_shader_associate_textures(shader->shader, 1);
egl_shaderAssocTextures(shader->shader, 1);
shader->uTransform = egl_shader_get_uniform_location(shader->shader, "transform");
shader->uUVScale = egl_shader_get_uniform_location(shader->shader, "uvScale" );
shader->uDesktopSize = egl_shader_get_uniform_location(shader->shader, "size" );
shader->uScaleAlgo = egl_shader_get_uniform_location(shader->shader, "scaleAlgo");
shader->uNV = egl_shader_get_uniform_location(shader->shader, "nv" );
shader->uNVGain = egl_shader_get_uniform_location(shader->shader, "nvGain" );
shader->uCBMode = egl_shader_get_uniform_location(shader->shader, "cbMode" );
shader->uTransform = egl_shaderGetUniform(shader->shader, "transform");
shader->uUVScale = egl_shaderGetUniform(shader->shader, "uvScale" );
shader->uDesktopSize = egl_shaderGetUniform(shader->shader, "size" );
shader->uScaleAlgo = egl_shaderGetUniform(shader->shader, "scaleAlgo");
shader->uNV = egl_shaderGetUniform(shader->shader, "nv" );
shader->uNVGain = egl_shaderGetUniform(shader->shader, "nvGain" );
shader->uCBMode = egl_shaderGetUniform(shader->shader, "cbMode" );
return true;
}
bool egl_desktop_init(EGL_Desktop ** desktop, EGLDisplay * display, bool useDMA, int maxRects)
bool egl_desktopInit(EGL_Desktop ** desktop, EGLDisplay * display, bool useDMA, int maxRects)
{
*desktop = (EGL_Desktop *)malloc(sizeof(EGL_Desktop));
if (!*desktop)
@@ -121,7 +121,7 @@ bool egl_desktop_init(EGL_Desktop ** desktop, EGLDisplay * display, bool useDMA,
memset(*desktop, 0, sizeof(EGL_Desktop));
(*desktop)->display = display;
if (!egl_texture_init(&(*desktop)->texture, display,
if (!egl_textureInit(&(*desktop)->texture, display,
useDMA ? EGL_TEXTYPE_DMABUF : EGL_TEXTYPE_FRAMEBUFFER, true))
{
DEBUG_ERROR("Failed to initialize the desktop texture");
@@ -167,7 +167,7 @@ void egl_desktop_toggle_nv(int key, void * opaque)
app_invalidateWindow(true);
}
bool egl_desktop_scale_validate(struct Option * opt, const char ** error)
bool egl_desktopScaleValidate(struct Option * opt, const char ** error)
{
if (opt->value.x_int >= 0 && opt->value.x_int < EGL_SCALE_MAX)
return true;
@@ -176,13 +176,13 @@ bool egl_desktop_scale_validate(struct Option * opt, const char ** error)
return false;
}
void egl_desktop_free(EGL_Desktop ** desktop)
void egl_desktopFree(EGL_Desktop ** desktop)
{
if (!*desktop)
return;
egl_texture_free (&(*desktop)->texture );
egl_shader_free (&(*desktop)->shader_generic.shader);
egl_shaderFree (&(*desktop)->shader_generic.shader);
egl_desktopRectsFree(&(*desktop)->mesh );
free(*desktop);
@@ -195,7 +195,7 @@ static const char * algorithmNames[EGL_SCALE_MAX] = {
[EGL_SCALE_LINEAR] = "Linear",
};
void egl_desktop_config_ui(EGL_Desktop * desktop)
void egl_desktopConfigUI(EGL_Desktop * desktop)
{
igText("Scale algorithm:");
igPushItemWidth(igGetWindowWidth() - igGetStyle()->WindowPadding.x * 2);
@@ -228,7 +228,7 @@ void egl_desktop_config_ui(EGL_Desktop * desktop)
igPopItemWidth();
}
bool egl_desktop_setup(EGL_Desktop * desktop, const LG_RendererFormat format)
bool egl_desktopSetup(EGL_Desktop * desktop, const LG_RendererFormat format)
{
memcpy(&desktop->format, &format, sizeof(LG_RendererFormat));
@@ -263,7 +263,7 @@ bool egl_desktop_setup(EGL_Desktop * desktop, const LG_RendererFormat format)
desktop->width = format.width;
desktop->height = format.height;
if (!egl_texture_setup(
if (!egl_textureSetup(
desktop->texture,
pixFmt,
format.width,
@@ -283,27 +283,27 @@ bool egl_desktop_update(EGL_Desktop * desktop, const FrameBuffer * frame, int dm
{
if (desktop->useDMA && dmaFd >= 0)
{
if (egl_texture_update_from_dma(desktop->texture, frame, dmaFd))
if (egl_textureUpdateFromDMA(desktop->texture, frame, dmaFd))
return true;
DEBUG_WARN("DMA update failed, disabling DMABUF imports");
desktop->useDMA = false;
egl_texture_free(&desktop->texture);
if (!egl_texture_init(&desktop->texture, desktop->display, EGL_TEXTYPE_FRAMEBUFFER, true))
if (!egl_textureInit(&desktop->texture, desktop->display, EGL_TEXTYPE_FRAMEBUFFER, true))
{
DEBUG_ERROR("Failed to initialize the desktop texture");
return false;
}
if (!egl_desktop_setup(desktop, desktop->format))
if (!egl_desktopSetup(desktop, desktop->format))
return false;
}
return egl_texture_update_from_frame(desktop->texture, frame, damageRects, damageRectsCount);
return egl_textureUpdateFromFrame(desktop->texture, frame, damageRects, damageRectsCount);
}
bool egl_desktop_render(EGL_Desktop * desktop, const float x, const float y,
bool egl_desktopRender(EGL_Desktop * desktop, const float x, const float y,
const float scaleX, const float scaleY, enum EGL_DesktopScaleType scaleType,
LG_RendererRotate rotate, const struct DamageRects * rects)
{
@@ -311,7 +311,7 @@ bool egl_desktop_render(EGL_Desktop * desktop, const float x, const float y,
return false;
enum EGL_TexStatus status;
if ((status = egl_texture_process(desktop->texture)) != EGL_TEX_STATUS_OK)
if ((status = egl_textureProcess(desktop->texture)) != EGL_TEX_STATUS_OK)
{
if (status != EGL_TEX_STATUS_NOTREADY)
DEBUG_ERROR("Failed to process the desktop texture");
@@ -344,7 +344,7 @@ bool egl_desktop_render(EGL_Desktop * desktop, const float x, const float y,
egl_desktopRectsUpdate(desktop->mesh, rects, desktop->width, desktop->height);
const struct DesktopShader * shader = desktop->shader;
egl_shader_use(shader->shader);
egl_shaderUse(shader->shader);
glUniform1i(shader->uScaleAlgo , scaleAlgo);
glUniform2f(shader->uDesktopSize, desktop->width, desktop->height);
glUniform2f(shader->uUVScale , 1.0f / desktop->width, 1.0f / desktop->height);
@@ -360,7 +360,7 @@ bool egl_desktop_render(EGL_Desktop * desktop, const float x, const float y,
glUniform1i(shader->uCBMode, desktop->cbMode);
egl_texture_bind(desktop->texture);
egl_textureBind(desktop->texture);
egl_desktopRectsRender(desktop->mesh);
glBindTexture(GL_TEXTURE_2D, 0);
return true;