diff options
author | Jason Sams <rjsams@android.com> | 2009-12-23 14:35:29 -0800 |
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committer | Jason Sams <rjsams@android.com> | 2009-12-23 14:35:29 -0800 |
commit | 718cd1f322ee5b62b6a49cb36195bcb18a5ab711 (patch) | |
tree | f2f8c9db5a8141eafa2f1547634d7586fdc6ef04 /libs/rs/rsScriptC_Lib.cpp | |
parent | ceedafacdb87307234c84196a12eeb6e657d6220 (diff) |
Element restructuring. Add support for new basic Element types including the RS objects and vectors(2-4). In theory this paves the way for maintaining type info for RS objects, passing elements for GLSL uiforms/attribs/varyings, and supporting nested structures.
This will break some apps, checkings for other projects will follow to unbreak them.
Diffstat (limited to 'libs/rs/rsScriptC_Lib.cpp')
-rw-r--r-- | libs/rs/rsScriptC_Lib.cpp | 38 |
1 files changed, 19 insertions, 19 deletions
diff --git a/libs/rs/rsScriptC_Lib.cpp b/libs/rs/rsScriptC_Lib.cpp index e9f47d61c505..917f294c7475 100644 --- a/libs/rs/rsScriptC_Lib.cpp +++ b/libs/rs/rsScriptC_Lib.cpp @@ -689,9 +689,9 @@ static void SC_drawLine(float x1, float y1, float z1, VertexArray va; va.setPosition(2, GL_FLOAT, 12, (uint32_t)&vtx); if (rsc->checkVersion2_0()) { - va.setupGL2(&rsc->mStateVertexArray, &rsc->mShaderCache); + va.setupGL2(rsc, &rsc->mStateVertexArray, &rsc->mShaderCache); } else { - va.setupGL(&rsc->mStateVertexArray); + va.setupGL(rsc, &rsc->mStateVertexArray); } glDrawArrays(GL_LINES, 0, 2); @@ -707,9 +707,9 @@ static void SC_drawPoint(float x, float y, float z) VertexArray va; va.setPosition(1, GL_FLOAT, 12, (uint32_t)&vtx); if (rsc->checkVersion2_0()) { - va.setupGL2(&rsc->mStateVertexArray, &rsc->mShaderCache); + va.setupGL2(rsc, &rsc->mStateVertexArray, &rsc->mShaderCache); } else { - va.setupGL(&rsc->mStateVertexArray); + va.setupGL(rsc, &rsc->mStateVertexArray); } glDrawArrays(GL_POINTS, 0, 1); @@ -742,9 +742,9 @@ static void SC_drawQuadTexCoords(float x1, float y1, float z1, //va.setTexture(2, GL_FLOAT, 8, (uint32_t)&tex, 1); // if (rsc->checkVersion2_0()) { - va.setupGL2(&rsc->mStateVertexArray, &rsc->mShaderCache); + va.setupGL2(rsc, &rsc->mStateVertexArray, &rsc->mShaderCache); } else { - va.setupGL(&rsc->mStateVertexArray); + va.setupGL(rsc, &rsc->mStateVertexArray); } @@ -1223,33 +1223,33 @@ ScriptCState::SymbolTable_t ScriptCState::gSyms[] = { // vec3 { "vec3Norm", (void *)&SC_vec3Norm, - "void", "(struct vec3_s *)" }, + "void", "(struct vecF32_3_s *)" }, { "vec3Length", (void *)&SC_vec3Length, - "float", "(struct vec3_s *)" }, + "float", "(struct vecF32_3_s *)" }, { "vec3Add", (void *)&SC_vec3Add, - "void", "(struct vec3_s *dest, struct vec3_s *lhs, struct vec3_s *rhs)" }, + "void", "(struct vecF32_3_s *dest, struct vecF32_3_s *lhs, struct vecF32_3_s *rhs)" }, { "vec3Sub", (void *)&SC_vec3Sub, - "void", "(struct vec3_s *dest, struct vec3_s *lhs, struct vec3_s *rhs)" }, + "void", "(struct vecF32_3_s *dest, struct vecF32_3_s *lhs, struct vecF32_3_s *rhs)" }, { "vec3Cross", (void *)&SC_vec3Cross, - "void", "(struct vec3_s *dest, struct vec3_s *lhs, struct vec3_s *rhs)" }, + "void", "(struct vecF32_3_s *dest, struct vecF32_3_s *lhs, struct vecF32_3_s *rhs)" }, { "vec3Dot", (void *)&SC_vec3Dot, - "float", "(struct vec3_s *lhs, struct vec3_s *rhs)" }, + "float", "(struct vecF32_3_s *lhs, struct vecF32_3_s *rhs)" }, { "vec3Scale", (void *)&SC_vec3Scale, - "void", "(struct vec3_s *lhs, float scale)" }, + "void", "(struct vecF32_3_s *lhs, float scale)" }, // vec4 { "vec4Norm", (void *)&SC_vec4Norm, - "void", "(struct vec4_s *)" }, + "void", "(struct vecF32_4_s *)" }, { "vec4Length", (void *)&SC_vec4Length, - "float", "(struct vec4_s *)" }, + "float", "(struct vecF32_4_s *)" }, { "vec4Add", (void *)&SC_vec4Add, - "void", "(struct vec4_s *dest, struct vec4_s *lhs, struct vec4_s *rhs)" }, + "void", "(struct vecF32_4_s *dest, struct vecF32_4_s *lhs, struct vecF32_4_s *rhs)" }, { "vec4Sub", (void *)&SC_vec4Sub, - "void", "(struct vec4_s *dest, struct vec4_s *lhs, struct vec4_s *rhs)" }, + "void", "(struct vecF32_4_s *dest, struct vecF32_4_s *lhs, struct vecF32_4_s *rhs)" }, { "vec4Dot", (void *)&SC_vec4Dot, - "float", "(struct vec4_s *lhs, struct vec4_s *rhs)" }, + "float", "(struct vecF32_4_s *lhs, struct vecF32_4_s *rhs)" }, { "vec4Scale", (void *)&SC_vec4Scale, - "void", "(struct vec4_s *lhs, float scale)" }, + "void", "(struct vecF32_4_s *lhs, float scale)" }, // context { "bindProgramFragment", (void *)&SC_bindProgramFragment, |