Commit f6be8d7c by Jamie Madill

Fix typo in "PixelShaderOuputVariable".

Change-Id: I2b223c9b80faa3ff2a0f94bd52ca73edf3d67cf7 Reviewed-on: https://chromium-review.googlesource.com/216273Tested-by: 's avatarJamie Madill <jmadill@chromium.org> Reviewed-by: 's avatarGeoff Lang <geofflang@chromium.org>
parent f9479eff
......@@ -108,7 +108,7 @@ void GetDefaultInputLayoutFromShader(const std::vector<sh::Attribute> &shaderAtt
}
}
std::vector<GLenum> GetDefaultOutputLayoutFromShader(const std::vector<rx::PixelShaderOuputVariable> &shaderOutputVars)
std::vector<GLenum> GetDefaultOutputLayoutFromShader(const std::vector<rx::PixelShaderOutputVariable> &shaderOutputVars)
{
std::vector<GLenum> defaultPixelOutput(1);
......@@ -1537,7 +1537,7 @@ bool ProgramBinary::save(GLenum *binaryFormat, void *binary, GLsizei bufSize, GL
stream.writeInt(mPixelShaderKey.size());
for (size_t pixelShaderKeyIndex = 0; pixelShaderKeyIndex < mPixelShaderKey.size(); pixelShaderKeyIndex++)
{
const rx::PixelShaderOuputVariable &variable = mPixelShaderKey[pixelShaderKeyIndex];
const rx::PixelShaderOutputVariable &variable = mPixelShaderKey[pixelShaderKeyIndex];
stream.writeInt(variable.type);
stream.writeString(variable.name);
stream.writeString(variable.source);
......
......@@ -296,7 +296,7 @@ class ProgramBinary : public RefCountObject
std::string mPixelHLSL;
rx::D3DWorkaroundType mPixelWorkarounds;
bool mUsesFragDepth;
std::vector<rx::PixelShaderOuputVariable> mPixelShaderKey;
std::vector<rx::PixelShaderOutputVariable> mPixelShaderKey;
std::vector<PixelExecutable *> mPixelExecutables;
rx::ShaderExecutable *mGeometryExecutable;
......
......@@ -70,7 +70,7 @@ std::string HLSLTypeString(GLenum type)
return HLSLComponentTypeString(gl::VariableComponentType(type), gl::VariableComponentCount(type));
}
const rx::PixelShaderOuputVariable &GetOutputAtLocation(const std::vector<rx::PixelShaderOuputVariable> &outputVariables,
const rx::PixelShaderOutputVariable &GetOutputAtLocation(const std::vector<rx::PixelShaderOutputVariable> &outputVariables,
unsigned int location)
{
for (size_t variableIndex = 0; variableIndex < outputVariables.size(); ++variableIndex)
......@@ -427,7 +427,7 @@ std::string DynamicHLSL::generateVertexShaderForInputLayout(const std::string &s
return vertexHLSL;
}
std::string DynamicHLSL::generatePixelShaderForOutputSignature(const std::string &sourceShader, const std::vector<PixelShaderOuputVariable> &outputVariables,
std::string DynamicHLSL::generatePixelShaderForOutputSignature(const std::string &sourceShader, const std::vector<PixelShaderOutputVariable> &outputVariables,
bool usesFragDepth, const std::vector<GLenum> &outputLayout) const
{
const int shaderModel = mRenderer->getMajorShaderModel();
......@@ -445,7 +445,7 @@ std::string DynamicHLSL::generatePixelShaderForOutputSignature(const std::string
{
unsigned int location = (binding - GL_COLOR_ATTACHMENT0);
const PixelShaderOuputVariable &outputVariable = GetOutputAtLocation(outputVariables, location);
const PixelShaderOutputVariable &outputVariable = GetOutputAtLocation(outputVariables, location);
declarationHLSL += " " + HLSLTypeString(outputVariable.type) + " " + outputVariable.name +
" : " + targetSemantic + Str(layoutIndex) + ";\n";
......@@ -662,7 +662,7 @@ bool DynamicHLSL::generateShaderLinkHLSL(InfoLog &infoLog, int registers, const
const std::vector<std::string>& transformFeedbackVaryings,
std::vector<LinkedVarying> *linkedVaryings,
std::map<int, VariableLocation> *programOutputVars,
std::vector<PixelShaderOuputVariable> *outPixelShaderKey,
std::vector<PixelShaderOutputVariable> *outPixelShaderKey,
bool *outUsesFragDepth) const
{
if (pixelHLSL.empty() || vertexHLSL.empty())
......@@ -830,7 +830,7 @@ bool DynamicHLSL::generateShaderLinkHLSL(InfoLog &infoLog, int registers, const
{
for (unsigned int renderTargetIndex = 0; renderTargetIndex < numRenderTargets; renderTargetIndex++)
{
PixelShaderOuputVariable outputKeyVariable;
PixelShaderOutputVariable outputKeyVariable;
outputKeyVariable.type = GL_FLOAT_VEC4;
outputKeyVariable.name = "gl_Color" + Str(renderTargetIndex);
outputKeyVariable.source = broadcast ? "gl_Color[0]" : "gl_Color[" + Str(renderTargetIndex) + "]";
......@@ -855,7 +855,7 @@ bool DynamicHLSL::generateShaderLinkHLSL(InfoLog &infoLog, int registers, const
ASSERT(outputVariable.staticUse);
PixelShaderOuputVariable outputKeyVariable;
PixelShaderOutputVariable outputKeyVariable;
outputKeyVariable.type = outputVariable.type;
outputKeyVariable.name = variableName + elementString;
outputKeyVariable.source = variableName + ArrayString(outputLocation.element);
......
......@@ -45,7 +45,7 @@ class ShaderD3D;
typedef const gl::PackedVarying *VaryingPacking[gl::IMPLEMENTATION_MAX_VARYING_VECTORS][4];
struct PixelShaderOuputVariable
struct PixelShaderOutputVariable
{
GLenum type;
std::string name;
......@@ -62,7 +62,7 @@ class DynamicHLSL
rx::ShaderD3D *vertexShader, const std::vector<std::string>& transformFeedbackVaryings);
std::string generateVertexShaderForInputLayout(const std::string &sourceShader, const gl::VertexFormat inputLayout[],
const sh::Attribute shaderAttributes[]) const;
std::string generatePixelShaderForOutputSignature(const std::string &sourceShader, const std::vector<PixelShaderOuputVariable> &outputVariables,
std::string generatePixelShaderForOutputSignature(const std::string &sourceShader, const std::vector<PixelShaderOutputVariable> &outputVariables,
bool usesFragDepth, const std::vector<GLenum> &outputLayout) const;
bool generateShaderLinkHLSL(gl::InfoLog &infoLog, int registers, const VaryingPacking packing,
std::string& pixelHLSL, std::string& vertexHLSL,
......@@ -70,7 +70,7 @@ class DynamicHLSL
const std::vector<std::string>& transformFeedbackVaryings,
std::vector<gl::LinkedVarying> *linkedVaryings,
std::map<int, gl::VariableLocation> *programOutputVars,
std::vector<PixelShaderOuputVariable> *outPixelShaderKey,
std::vector<PixelShaderOutputVariable> *outPixelShaderKey,
bool *outUsesFragDepth) const;
std::string generateGeometryShaderHLSL(int registers, rx::ShaderD3D *fragmentShader, rx::ShaderD3D *vertexShader) const;
......
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