Commit b59a58e8 by Alexis Hetu Committed by Alexis Hétu

Fixed some function signatures

Fixed a few types in function signatures so that base and derived classes signatures match. Change-Id: Ide9b9c78ff05be785b512451a36c836f35bd1f3d Reviewed-on: https://swiftshader-review.googlesource.com/5463Tested-by: 's avatarAlexis Hétu <sugoi@google.com> Reviewed-by: 's avatarNicolas Capens <nicolascapens@google.com>
parent e18c530c
......@@ -338,7 +338,7 @@ namespace es2
draw(type, 0, primitiveCount);
}
void Device::setPixelShader(PixelShader *pixelShader)
void Device::setPixelShader(const PixelShader *pixelShader)
{
this->pixelShader = pixelShader;
pixelShaderDirty = true;
......@@ -429,7 +429,7 @@ namespace es2
scissorRect = rect;
}
void Device::setVertexShader(VertexShader *vertexShader)
void Device::setVertexShader(const VertexShader *vertexShader)
{
this->vertexShader = vertexShader;
vertexShaderDirty = true;
......
......@@ -62,14 +62,14 @@ namespace es2
egl::Image *createRenderTarget(unsigned int width, unsigned int height, sw::Format format, int multiSampleDepth, bool lockable);
void drawIndexedPrimitive(sw::DrawType type, unsigned int indexOffset, unsigned int primitiveCount);
void drawPrimitive(sw::DrawType type, unsigned int primiveCount);
void setPixelShader(sw::PixelShader *shader);
void setPixelShader(const sw::PixelShader *shader);
void setPixelShaderConstantF(unsigned int startRegister, const float *constantData, unsigned int count);
void setScissorEnable(bool enable);
void setRenderTarget(int index, egl::Image *renderTarget);
void setDepthBuffer(egl::Image *depthBuffer);
void setStencilBuffer(egl::Image *stencilBuffer);
void setScissorRect(const sw::Rect &rect);
void setVertexShader(sw::VertexShader *shader);
void setVertexShader(const sw::VertexShader *shader);
void setVertexShaderConstantF(unsigned int startRegister, const float *constantData, unsigned int count);
void setViewport(const Viewport &viewport);
......@@ -92,8 +92,8 @@ namespace es2
sw::Rect scissorRect;
bool scissorEnable;
sw::PixelShader *pixelShader;
sw::VertexShader *vertexShader;
const sw::PixelShader *pixelShader;
const sw::VertexShader *vertexShader;
bool pixelShaderDirty;
unsigned int pixelShaderConstantsFDirty;
......
......@@ -2474,9 +2474,9 @@ namespace sw
loadConstants(shader);
}
void Renderer::setPixelShaderConstantF(int index, const float value[4], int count)
void Renderer::setPixelShaderConstantF(unsigned int index, const float value[4], unsigned int count)
{
for(int i = 0; i < DRAW_COUNT; i++)
for(unsigned int i = 0; i < DRAW_COUNT; i++)
{
if(drawCall[i]->psDirtyConstF < index + count)
{
......@@ -2484,16 +2484,16 @@ namespace sw
}
}
for(int i = 0; i < count; i++)
for(unsigned int i = 0; i < count; i++)
{
PixelProcessor::setFloatConstant(index + i, value);
value += 4;
}
}
void Renderer::setPixelShaderConstantI(int index, const int value[4], int count)
void Renderer::setPixelShaderConstantI(unsigned int index, const int value[4], unsigned int count)
{
for(int i = 0; i < DRAW_COUNT; i++)
for(unsigned int i = 0; i < DRAW_COUNT; i++)
{
if(drawCall[i]->psDirtyConstI < index + count)
{
......@@ -2501,16 +2501,16 @@ namespace sw
}
}
for(int i = 0; i < count; i++)
for(unsigned int i = 0; i < count; i++)
{
PixelProcessor::setIntegerConstant(index + i, value);
value += 4;
}
}
void Renderer::setPixelShaderConstantB(int index, const int *boolean, int count)
void Renderer::setPixelShaderConstantB(unsigned int index, const int *boolean, unsigned int count)
{
for(int i = 0; i < DRAW_COUNT; i++)
for(unsigned int i = 0; i < DRAW_COUNT; i++)
{
if(drawCall[i]->psDirtyConstB < index + count)
{
......@@ -2518,16 +2518,16 @@ namespace sw
}
}
for(int i = 0; i < count; i++)
for(unsigned int i = 0; i < count; i++)
{
PixelProcessor::setBooleanConstant(index + i, *boolean);
boolean++;
}
}
void Renderer::setVertexShaderConstantF(int index, const float value[4], int count)
void Renderer::setVertexShaderConstantF(unsigned int index, const float value[4], unsigned int count)
{
for(int i = 0; i < DRAW_COUNT; i++)
for(unsigned int i = 0; i < DRAW_COUNT; i++)
{
if(drawCall[i]->vsDirtyConstF < index + count)
{
......@@ -2535,16 +2535,16 @@ namespace sw
}
}
for(int i = 0; i < count; i++)
for(unsigned int i = 0; i < count; i++)
{
VertexProcessor::setFloatConstant(index + i, value);
value += 4;
}
}
void Renderer::setVertexShaderConstantI(int index, const int value[4], int count)
void Renderer::setVertexShaderConstantI(unsigned int index, const int value[4], unsigned int count)
{
for(int i = 0; i < DRAW_COUNT; i++)
for(unsigned int i = 0; i < DRAW_COUNT; i++)
{
if(drawCall[i]->vsDirtyConstI < index + count)
{
......@@ -2552,16 +2552,16 @@ namespace sw
}
}
for(int i = 0; i < count; i++)
for(unsigned int i = 0; i < count; i++)
{
VertexProcessor::setIntegerConstant(index + i, value);
value += 4;
}
}
void Renderer::setVertexShaderConstantB(int index, const int *boolean, int count)
void Renderer::setVertexShaderConstantB(unsigned int index, const int *boolean, unsigned int count)
{
for(int i = 0; i < DRAW_COUNT; i++)
for(unsigned int i = 0; i < DRAW_COUNT; i++)
{
if(drawCall[i]->vsDirtyConstB < index + count)
{
......@@ -2569,7 +2569,7 @@ namespace sw
}
}
for(int i = 0; i < count; i++)
for(unsigned int i = 0; i < count; i++)
{
VertexProcessor::setBooleanConstant(index + i, *boolean);
boolean++;
......
......@@ -237,13 +237,13 @@ namespace sw
Resource* vUniformBuffers[MAX_UNIFORM_BUFFER_BINDINGS];
Resource* transformFeedbackBuffers[MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS];
int vsDirtyConstF;
int vsDirtyConstI;
int vsDirtyConstB;
unsigned int vsDirtyConstF;
unsigned int vsDirtyConstI;
unsigned int vsDirtyConstB;
int psDirtyConstF;
int psDirtyConstI;
int psDirtyConstB;
unsigned int psDirtyConstF;
unsigned int psDirtyConstI;
unsigned int psDirtyConstB;
std::list<Query*> *queries;
......@@ -371,13 +371,13 @@ namespace sw
void setPixelShader(const PixelShader *shader);
void setVertexShader(const VertexShader *shader);
void setPixelShaderConstantF(int index, const float value[4], int count = 1);
void setPixelShaderConstantI(int index, const int value[4], int count = 1);
void setPixelShaderConstantB(int index, const int *boolean, int count = 1);
void setPixelShaderConstantF(unsigned int index, const float value[4], unsigned int count = 1);
void setPixelShaderConstantI(unsigned int index, const int value[4], unsigned int count = 1);
void setPixelShaderConstantB(unsigned int index, const int *boolean, unsigned int count = 1);
void setVertexShaderConstantF(int index, const float value[4], int count = 1);
void setVertexShaderConstantI(int index, const int value[4], int count = 1);
void setVertexShaderConstantB(int index, const int *boolean, int count = 1);
void setVertexShaderConstantF(unsigned int index, const float value[4], unsigned int count = 1);
void setVertexShaderConstantI(unsigned int index, const int value[4], unsigned int count = 1);
void setVertexShaderConstantB(unsigned int index, const int *boolean, unsigned int count = 1);
// Viewport & Clipper
void setViewport(const Viewport &viewport);
......
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