GrCustomStage Renaming Part 5
Stuff found by searching for "stage".
R=robertphillips@google.com
Review URL: https://codereview.appspot.com/6772043
git-svn-id: http://skia.googlecode.com/svn/trunk@6089 2bbb7eff-a529-9590-31e7-b0007b416f81
diff --git a/src/gpu/gl/GrGLProgram.cpp b/src/gpu/gl/GrGLProgram.cpp
index 5549e58..ae957e9 100644
--- a/src/gpu/gl/GrGLProgram.cpp
+++ b/src/gpu/gl/GrGLProgram.cpp
@@ -896,7 +896,7 @@
// Stage code generation
// TODO: Move this function to GrGLShaderBuilder
-GrGLProgramStage* GrGLProgram::GenStageCode(const GrEffect* stage,
+GrGLProgramStage* GrGLProgram::GenStageCode(const GrEffect* effect,
const StageDesc& desc,
StageUniforms* uniforms,
const char* fsInColor, // NULL means no incoming color
@@ -904,7 +904,7 @@
const char* vsInCoord,
GrGLShaderBuilder* builder) {
- GrGLProgramStage* glStage = stage->getFactory().createGLInstance(*stage);
+ GrGLProgramStage* glStage = effect->getFactory().createGLInstance(*effect);
/// Vertex Shader Stuff
@@ -932,13 +932,13 @@
&varyingFSName);
builder->setupTextureAccess(varyingFSName, texCoordVaryingType);
- int numTextures = stage->numTextures();
+ int numTextures = effect->numTextures();
SkSTArray<8, GrGLShaderBuilder::TextureSampler> textureSamplers;
textureSamplers.push_back_n(numTextures);
for (int i = 0; i < numTextures; ++i) {
- textureSamplers[i].init(builder, &stage->textureAccess(i));
+ textureSamplers[i].init(builder, &effect->textureAccess(i));
uniforms->fSamplerUniforms.push_back(textureSamplers[i].fSamplerUniform);
}
@@ -956,7 +956,7 @@
builder->fVSCode.appendf("\t{ // %s\n", glStage->name());
builder->fFSCode.appendf("\t{ // %s \n", glStage->name());
glStage->emitCode(builder,
- *stage,
+ *effect,
desc.fCustomStageKey,
varyingVSName,
fsOutColor,
diff --git a/src/gpu/gl/GrGLProgram.h b/src/gpu/gl/GrGLProgram.h
index f6760a9..056b7ed 100644
--- a/src/gpu/gl/GrGLProgram.h
+++ b/src/gpu/gl/GrGLProgram.h
@@ -175,7 +175,7 @@
void genInputColor(GrGLShaderBuilder* builder, SkString* inColor);
- static GrGLProgramStage* GenStageCode(const GrEffect* stage,
+ static GrGLProgramStage* GenStageCode(const GrEffect* effect,
const StageDesc& desc, // TODO: Eliminate this
StageUniforms* stageUniforms, // TODO: Eliminate this
const char* fsInColor, // NULL means no incoming color
diff --git a/src/gpu/gl/GrGLProgramStage.cpp b/src/gpu/gl/GrGLProgramStage.cpp
index 8cbb7c3..cc4cc91 100644
--- a/src/gpu/gl/GrGLProgramStage.cpp
+++ b/src/gpu/gl/GrGLProgramStage.cpp
@@ -20,11 +20,11 @@
void GrGLProgramStage::setData(const GrGLUniformManager&, const GrEffect&) {
}
-GrGLProgramStage::StageKey GrGLProgramStage::GenTextureKey(const GrEffect& stage,
+GrGLProgramStage::StageKey GrGLProgramStage::GenTextureKey(const GrEffect& effect,
const GrGLCaps& caps) {
StageKey key = 0;
- for (int index = 0; index < stage.numTextures(); ++index) {
- const GrTextureAccess& access = stage.textureAccess(index);
+ for (int index = 0; index < effect.numTextures(); ++index) {
+ const GrTextureAccess& access = effect.textureAccess(index);
StageKey value = GrGLShaderBuilder::KeyForTextureAccess(access, caps) << index;
GrAssert(0 == (value & key)); // keys for each access ought not to overlap
key |= value;
diff --git a/src/gpu/gl/GrGLProgramStage.h b/src/gpu/gl/GrGLProgramStage.h
index 300e6f1..190ea8a6 100644
--- a/src/gpu/gl/GrGLProgramStage.h
+++ b/src/gpu/gl/GrGLProgramStage.h
@@ -77,7 +77,7 @@
/** A GrGLProgramStage instance can be reused with any GrEffect that produces the same stage
key; this function reads data from a stage and uploads any uniform variables required
by the shaders created in emitCode(). */
- virtual void setData(const GrGLUniformManager&, const GrEffect& stage);
+ virtual void setData(const GrGLUniformManager&, const GrEffect&);
const char* name() const { return fFactory.name(); }
diff --git a/src/gpu/gl/GrGpuGL_program.cpp b/src/gpu/gl/GrGpuGL_program.cpp
index 9f78aa4..5bc84f8 100644
--- a/src/gpu/gl/GrGpuGL_program.cpp
+++ b/src/gpu/gl/GrGpuGL_program.cpp
@@ -199,11 +199,11 @@
const GrDrawState& drawState = this->getDrawState();
// FIXME: Still assuming only a single texture per effect
- const GrEffect* stage = drawState.getSampler(s).getEffect();
- if (0 == stage->numTextures()) {
+ const GrEffect* effect = drawState.getSampler(s).getEffect();
+ if (0 == effect->numTextures()) {
return;
}
- const GrGLTexture* texture = static_cast<const GrGLTexture*>(stage->texture(0));
+ const GrGLTexture* texture = static_cast<const GrGLTexture*>(effect->texture(0));
if (NULL != texture) {
bool orientationChange = fCurrentProgram->fTextureOrientation[s] !=