[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

@@ -40,13 +40,13 @@ typedef struct TexFB
}
TexFB;
static bool eglTexFB_init(EGL_Texture ** texture, EGLDisplay * display)
static bool egl_texFBInit(EGL_Texture ** texture, EGLDisplay * display)
{
TexFB * this = calloc(sizeof(*this), 1);
*texture = &this->base.base;
EGL_Texture * parent = &this->base.base;
if (!eglTexBuffer_stream_init(&parent, display))
if (!egl_texBufferStreamInit(&parent, display))
{
free(this);
*texture = NULL;
@@ -59,16 +59,16 @@ static bool eglTexFB_init(EGL_Texture ** texture, EGLDisplay * display)
return true;
}
void eglTexFB_free(EGL_Texture * texture)
void egl_texFBFree(EGL_Texture * texture)
{
TextureBuffer * parent = UPCAST(TextureBuffer, texture);
TexFB * this = UPCAST(TexFB , parent );
eglTexBuffer_free(texture);
egl_texBufferFree(texture);
free(this);
}
static bool eglTexFB_update(EGL_Texture * texture, const EGL_TexUpdate * update)
static bool egl_texFBUpdate(EGL_Texture * texture, const EGL_TexUpdate * update)
{
TextureBuffer * parent = UPCAST(TextureBuffer, texture);
TexFB * this = UPCAST(TexFB , parent );
@@ -132,10 +132,10 @@ static bool eglTexFB_update(EGL_Texture * texture, const EGL_TexUpdate * update)
EGL_TextureOps EGL_TextureFrameBuffer =
{
.init = eglTexFB_init,
.free = eglTexFB_free,
.setup = eglTexBuffer_stream_setup,
.update = eglTexFB_update,
.process = eglTexBuffer_stream_process,
.bind = eglTexBuffer_stream_bind
.init = egl_texFBInit,
.free = egl_texFBFree,
.setup = egl_texBufferStreamSetup,
.update = egl_texFBUpdate,
.process = egl_texBufferStreamProcess,
.bind = egl_texBufferStreamBind
};