Rename the Shader 'varyings' member to 'mVaryings' to follow coding standard

Trac #19900 Issue=291 Signed-off-by: Shannon Woods Signed-off-by: Nicolas Capens git-svn-id: https://angleproject.googlecode.com/svn/trunk@990 736b8ea6-26fd-11df-bfd4-992fa37f6226
parent 2cdf833c
//
// Copyright (c) 2002-2011 The ANGLE Project Authors. All rights reserved.
// Copyright (c) 2002-2012 The ANGLE Project Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
//
......@@ -1145,7 +1145,7 @@ int Program::packVaryings(const Varying *packing[][4])
Context *context = getContext();
const int maxVaryingVectors = context->getMaximumVaryingVectors();
for (VaryingList::iterator varying = mFragmentShader->varyings.begin(); varying != mFragmentShader->varyings.end(); varying++)
for (VaryingList::iterator varying = mFragmentShader->mVaryings.begin(); varying != mFragmentShader->mVaryings.end(); varying++)
{
int n = VariableRowCount(varying->type) * varying->size;
int m = VariableColumnCount(varying->type);
......@@ -1296,13 +1296,13 @@ bool Program::linkVaryings()
}
// Reset the varying register assignments
for (VaryingList::iterator fragVar = mFragmentShader->varyings.begin(); fragVar != mFragmentShader->varyings.end(); fragVar++)
for (VaryingList::iterator fragVar = mFragmentShader->mVaryings.begin(); fragVar != mFragmentShader->mVaryings.end(); fragVar++)
{
fragVar->reg = -1;
fragVar->col = -1;
}
for (VaryingList::iterator vtxVar = mVertexShader->varyings.begin(); vtxVar != mVertexShader->varyings.end(); vtxVar++)
for (VaryingList::iterator vtxVar = mVertexShader->mVaryings.begin(); vtxVar != mVertexShader->mVaryings.end(); vtxVar++)
{
vtxVar->reg = -1;
vtxVar->col = -1;
......@@ -1329,11 +1329,11 @@ bool Program::linkVaryings()
return false;
}
for (VaryingList::iterator input = mFragmentShader->varyings.begin(); input != mFragmentShader->varyings.end(); input++)
for (VaryingList::iterator input = mFragmentShader->mVaryings.begin(); input != mFragmentShader->mVaryings.end(); input++)
{
bool matched = false;
for (VaryingList::iterator output = mVertexShader->varyings.begin(); output != mVertexShader->varyings.end(); output++)
for (VaryingList::iterator output = mVertexShader->mVaryings.begin(); output != mVertexShader->mVaryings.end(); output++)
{
if (output->name == input->name)
{
......@@ -1444,7 +1444,7 @@ bool Program::linkVaryings()
mVertexHLSL += " output.gl_FragCoord = gl_Position;\n";
}
for (VaryingList::iterator varying = mVertexShader->varyings.begin(); varying != mVertexShader->varyings.end(); varying++)
for (VaryingList::iterator varying = mVertexShader->mVaryings.begin(); varying != mVertexShader->mVaryings.end(); varying++)
{
if (varying->reg >= 0)
{
......@@ -1512,7 +1512,7 @@ bool Program::linkVaryings()
mPixelHLSL += "struct PS_INPUT\n"
"{\n";
for (VaryingList::iterator varying = mFragmentShader->varyings.begin(); varying != mFragmentShader->varyings.end(); varying++)
for (VaryingList::iterator varying = mFragmentShader->mVaryings.begin(); varying != mFragmentShader->mVaryings.end(); varying++)
{
if (varying->reg >= 0)
{
......@@ -1588,7 +1588,7 @@ bool Program::linkVaryings()
mPixelHLSL += " gl_FrontFacing = dx_PointsOrLines || (dx_FrontCCW ? (input.vFace >= 0.0) : (input.vFace <= 0.0));\n";
}
for (VaryingList::iterator varying = mFragmentShader->varyings.begin(); varying != mFragmentShader->varyings.end(); varying++)
for (VaryingList::iterator varying = mFragmentShader->mVaryings.begin(); varying != mFragmentShader->mVaryings.end(); varying++)
{
if (varying->reg >= 0)
{
......
......@@ -282,7 +282,7 @@ void Shader::parseVaryings()
*array = '\0';
}
varyings.push_back(Varying(parseType(varyingType), varyingName, size, array != NULL));
mVaryings.push_back(Varying(parseType(varyingType), varyingName, size, array != NULL));
input = strstr(input, ";") + 2;
}
......@@ -547,6 +547,6 @@ void FragmentShader::compile()
{
compileToHLSL(mFragmentCompiler);
parseVaryings();
varyings.sort(compareVarying);
mVaryings.sort(compareVarying);
}
}
......@@ -83,7 +83,7 @@ class Shader
static GLenum parseType(const std::string &type);
static bool compareVarying(const Varying &x, const Varying &y);
VaryingList varyings;
VaryingList mVaryings;
bool mUsesFragCoord;
bool mUsesFrontFacing;
......
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