mirror of
https://github.com/gnif/LookingGlass.git
synced 2025-08-06 10:44:01 +00:00
[client] egl: refactor to use project naming standard
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@@ -31,9 +31,9 @@ extern const EGL_TextureOps EGL_TextureBufferStream;
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// internal functions
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static void eglTexBuffer_cleanup(TextureBuffer * this)
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static void egl_texBuffer_cleanup(TextureBuffer * this)
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{
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eglTexUtilFreeBuffers(this->buf, this->texCount);
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egl_texUtilFreeBuffers(this->buf, this->texCount);
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if (this->tex[0])
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glDeleteTextures(this->texCount, this->tex);
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@@ -50,7 +50,7 @@ static void eglTexBuffer_cleanup(TextureBuffer * this)
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// common functions
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bool eglTexBuffer_init(EGL_Texture ** texture, EGLDisplay * display)
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bool egl_texBufferInit(EGL_Texture ** texture, EGLDisplay * display)
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{
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TextureBuffer * this;
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if (!*texture)
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@@ -71,24 +71,24 @@ bool eglTexBuffer_init(EGL_Texture ** texture, EGLDisplay * display)
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return true;
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}
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void eglTexBuffer_free(EGL_Texture * texture)
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void egl_texBufferFree(EGL_Texture * texture)
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{
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TextureBuffer * this = UPCAST(TextureBuffer, texture);
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eglTexBuffer_cleanup(this);
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egl_texBuffer_cleanup(this);
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LG_LOCK_FREE(this->copyLock);
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if (this->free)
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free(this);
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}
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bool eglTexBuffer_setup(EGL_Texture * texture, const EGL_TexSetup * setup)
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bool egl_texBufferSetup(EGL_Texture * texture, const EGL_TexSetup * setup)
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{
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TextureBuffer * this = UPCAST(TextureBuffer, texture);
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eglTexBuffer_cleanup(this);
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egl_texBuffer_cleanup(this);
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if (!eglTexUtilGetFormat(setup, &this->format))
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if (!egl_texUtilGetFormat(setup, &this->format))
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return false;
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glGenSamplers(1, &this->sampler);
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@@ -118,7 +118,7 @@ bool eglTexBuffer_setup(EGL_Texture * texture, const EGL_TexSetup * setup)
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return true;
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}
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static bool eglTexBuffer_update(EGL_Texture * texture, const EGL_TexUpdate * update)
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static bool egl_texBuffer_update(EGL_Texture * texture, const EGL_TexUpdate * update)
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{
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TextureBuffer * this = UPCAST(TextureBuffer, texture);
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assert(update->type == EGL_TEXTYPE_BUFFER);
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@@ -137,12 +137,12 @@ static bool eglTexBuffer_update(EGL_Texture * texture, const EGL_TexUpdate * upd
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return true;
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}
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EGL_TexStatus eglTexBuffer_process(EGL_Texture * texture)
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EGL_TexStatus egl_texBufferProcess(EGL_Texture * texture)
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{
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return EGL_TEX_STATUS_OK;
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}
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EGL_TexStatus eglTexBuffer_bind(EGL_Texture * texture)
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EGL_TexStatus egl_texBufferBind(EGL_Texture * texture)
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{
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TextureBuffer * this = UPCAST(TextureBuffer, texture);
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@@ -155,9 +155,9 @@ EGL_TexStatus eglTexBuffer_bind(EGL_Texture * texture)
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// streaming functions
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bool eglTexBuffer_stream_init(EGL_Texture ** texture, EGLDisplay * display)
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bool egl_texBufferStreamInit(EGL_Texture ** texture, EGLDisplay * display)
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{
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if (!eglTexBuffer_init(texture, display))
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if (!egl_texBufferInit(texture, display))
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return false;
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TextureBuffer * this = UPCAST(TextureBuffer, *texture);
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@@ -167,16 +167,16 @@ bool eglTexBuffer_stream_init(EGL_Texture ** texture, EGLDisplay * display)
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return true;
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}
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bool eglTexBuffer_stream_setup(EGL_Texture * texture, const EGL_TexSetup * setup)
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bool egl_texBufferStreamSetup(EGL_Texture * texture, const EGL_TexSetup * setup)
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{
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if (!eglTexBuffer_setup(texture, setup))
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if (!egl_texBufferSetup(texture, setup))
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return false;
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TextureBuffer * this = UPCAST(TextureBuffer, texture);
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return eglTexUtilGenBuffers(&this->format, this->buf, this->texCount);
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return egl_texUtilGenBuffers(&this->format, this->buf, this->texCount);
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}
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static bool eglTexBuffer_stream_update(EGL_Texture * texture,
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static bool egl_texBufferStreamUpdate(EGL_Texture * texture,
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const EGL_TexUpdate * update)
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{
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TextureBuffer * this = UPCAST(TextureBuffer, texture);
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@@ -191,7 +191,7 @@ static bool eglTexBuffer_stream_update(EGL_Texture * texture,
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return true;
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}
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EGL_TexStatus eglTexBuffer_stream_process(EGL_Texture * texture)
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EGL_TexStatus egl_texBufferStreamProcess(EGL_Texture * texture)
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{
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TextureBuffer * this = UPCAST(TextureBuffer, texture);
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@@ -233,7 +233,7 @@ EGL_TexStatus eglTexBuffer_stream_process(EGL_Texture * texture)
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return EGL_TEX_STATUS_OK;
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}
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EGL_TexStatus eglTexBuffer_stream_bind(EGL_Texture * texture)
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EGL_TexStatus egl_texBufferStreamBind(EGL_Texture * texture)
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{
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TextureBuffer * this = UPCAST(TextureBuffer, texture);
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@@ -271,20 +271,20 @@ EGL_TexStatus eglTexBuffer_stream_bind(EGL_Texture * texture)
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const EGL_TextureOps EGL_TextureBuffer =
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{
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.init = eglTexBuffer_init,
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.free = eglTexBuffer_free,
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.setup = eglTexBuffer_setup,
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.update = eglTexBuffer_update,
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.process = eglTexBuffer_process,
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.bind = eglTexBuffer_bind
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.init = egl_texBufferInit,
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.free = egl_texBufferFree,
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.setup = egl_texBufferSetup,
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.update = egl_texBuffer_update,
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.process = egl_texBufferProcess,
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.bind = egl_texBufferBind
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};
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const EGL_TextureOps EGL_TextureBufferStream =
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{
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.init = eglTexBuffer_stream_init,
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.free = eglTexBuffer_free,
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.setup = eglTexBuffer_stream_setup,
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.update = eglTexBuffer_stream_update,
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.process = eglTexBuffer_stream_process,
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.bind = eglTexBuffer_stream_bind
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.init = egl_texBufferStreamInit,
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.free = egl_texBufferFree,
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.setup = egl_texBufferStreamSetup,
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.update = egl_texBufferStreamUpdate,
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.process = egl_texBufferStreamProcess,
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.bind = egl_texBufferStreamBind
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};
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