Use macro to call gl.
git-svn-id: http://skia.googlecode.com/svn/trunk@696 2bbb7eff-a529-9590-31e7-b0007b416f81
diff --git a/gpu/src/GrGpuGL.cpp b/gpu/src/GrGpuGL.cpp
index 6de6db3..68fedf7 100644
--- a/gpu/src/GrGpuGL.cpp
+++ b/gpu/src/GrGpuGL.cpp
@@ -29,9 +29,9 @@
static const GLuint GR_MAX_GLUINT = ~0;
static const GLint GR_INVAL_GLINT = ~0;
-// we use a spare texture unit to avoid
+// we use a spare texture unit to avoid
// mucking with the state of any of the stages.
-static const int SPARE_TEX_UNIT = GrGpuGL::kNumStages;
+static const int SPARE_TEX_UNIT = GrGpuGL::kNumStages;
#define SKIP_CACHE_CHECK true
@@ -105,9 +105,9 @@
GLint savedTexUnit;
GR_GL(GetIntegerv(GL_ACTIVE_TEXTURE, &savedTexUnit));
GR_GL(GetIntegerv(GR_FRAMEBUFFER_BINDING, &savedFBO));
-
+
GR_GL(ActiveTexture(GL_TEXTURE0 + SPARE_TEX_UNIT));
-
+
GLuint testFBO;
GR_GLEXT(exts, GenFramebuffers(1, &testFBO));
GR_GLEXT(exts, BindFramebuffer(GR_FRAMEBUFFER, testFBO));
@@ -125,10 +125,10 @@
GLenum status = GR_GLEXT(exts, CheckFramebufferStatus(GR_FRAMEBUFFER));
GR_GLEXT(exts, DeleteFramebuffers(1, &testFBO));
GR_GL(DeleteTextures(1, &testRTTex));
-
+
GR_GL(ActiveTexture(savedTexUnit));
GR_GLEXT(exts, BindFramebuffer(GR_FRAMEBUFFER, savedFBO));
-
+
return status == GR_FRAMEBUFFER_COMPLETE;
}
@@ -171,7 +171,7 @@
this);
fHWDrawState.fRenderTarget = fDefaultRenderTarget;
fRenderTargetChanged = true;
-
+
GLint maxTextureUnits;
// check FS and fixed-function texture unit limits
// we only use textures in the fragment stage currently.
@@ -184,7 +184,7 @@
GR_GL(GetIntegerv(GL_MAX_TEXTURE_UNITS, &maxTextureUnits));
GrAssert(maxTextureUnits > kNumStages);
#endif
-
+
fCurrDrawState = fHWDrawState;
////////////////////////////////////////////////////////////////////////////
@@ -481,17 +481,17 @@
fHWDrawState.fDstBlend = (BlendCoeff)-1;
fHWDrawState.fColor = GrColor_ILLEGAL;
fHWDrawState.fPointSize = -1;
-
+
fHWDrawState.fViewMatrix.setScale(GR_ScalarMax, GR_ScalarMax); // illegal
-
+
for (int s = 0; s < kNumStages; ++s) {
fHWDrawState.fTextures[s] = NULL;
fHWDrawState.fSamplerStates[s].setRadial2Params(-GR_ScalarMax,
-GR_ScalarMax,
true);
- fHWDrawState.fTextureMatrices[s].setScale(GR_ScalarMax, GR_ScalarMax);
+ fHWDrawState.fTextureMatrices[s].setScale(GR_ScalarMax, GR_ScalarMax);
}
-
+
GR_GL(Scissor(0,0,0,0));
fHWBounds.fScissorRect.setLTRB(0,0,0,0);
fHWBounds.fScissorEnabled = false;
@@ -576,7 +576,7 @@
#endif
setSpareTextureUnit();
-
+
static const GrGLTexture::TexParams DEFAULT_PARAMS = {
GL_NEAREST,
GL_CLAMP_TO_EDGE,
@@ -805,7 +805,7 @@
}
// someone suggested that some systems might require
- // unbinding the texture before we call FramebufferTexture2D
+ // unbinding the texture before we call FramebufferTexture2D
// (seems unlikely)
GR_GL(BindTexture(GL_TEXTURE_2D, 0));
@@ -890,7 +890,7 @@
// bind the stencil to rt fbo if present, othewise the tex fbo
GR_GLEXT(fExts, FramebufferRenderbuffer(GR_FRAMEBUFFER,
GR_STENCIL_ATTACHMENT,
- GR_RENDERBUFFER,
+ GR_RENDERBUFFER,
rtIDs.fStencilRenderbufferID));
}
status = GR_GLEXT(fExts, CheckFramebufferStatus(GR_FRAMEBUFFER));
@@ -1121,8 +1121,8 @@
const GrIRect& vp = ((GrGLRenderTarget*)fCurrDrawState.fRenderTarget)->viewport();
// Brian says that viewport rects are already upside down (grrrrr)
- glReadPixels(left, -vp.height() - top - height, width, height,
- format, type, buffer);
+ GR_GL(ReadPixels(left, -vp.height() - top - height, width, height,
+ format, type, buffer));
// now reverse the order of the rows, since GL's are bottom-to-top, but our
// API presents top-to-bottom
@@ -1316,8 +1316,8 @@
if (!fCurrDrawState.fReverseFill) {
funcRef |= pathStencilMask;
}
- glStencilFunc(GL_EQUAL, funcRef, funcMask);
- glStencilMask(pathStencilMask);
+ GR_GL(StencilFunc(GL_EQUAL, funcRef, funcMask));
+ GR_GL(StencilMask(pathStencilMask));
GR_GL(StencilOp(GL_ZERO, GL_ZERO, GL_ZERO));
GR_GL(ColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE));
if (!fSingleStencilPassForWinding) {
@@ -1462,8 +1462,8 @@
GrGLTexture* nextTexture = (GrGLTexture*)fCurrDrawState.fTextures[s];
if (NULL != nextTexture) {
- // if we created a rt/tex and rendered to it without using a
- // texture and now we're texuring from the rt it will still be
+ // if we created a rt/tex and rendered to it without using a
+ // texture and now we're texuring from the rt it will still be
// the last bound texture, but it needs resolving. So keep this
// out of the "last != next" check.
resolveTextureRenderTarget(nextTexture);
@@ -1477,38 +1477,38 @@
//GrPrintf("---- bindtexture %d\n", nextTexture->textureID());
fHWDrawState.fTextures[s] = nextTexture;
}
-
+
const GrSamplerState& sampler = fCurrDrawState.fSamplerStates[s];
- const GrGLTexture::TexParams& oldTexParams =
+ const GrGLTexture::TexParams& oldTexParams =
nextTexture->getTexParams();
GrGLTexture::TexParams newTexParams;
-
- newTexParams.fFilter = sampler.isFilter() ? GL_LINEAR :
+
+ newTexParams.fFilter = sampler.isFilter() ? GL_LINEAR :
GL_NEAREST;
- newTexParams.fWrapS =
+ newTexParams.fWrapS =
GrGLTexture::gWrapMode2GLWrap[sampler.getWrapX()];
- newTexParams.fWrapT =
+ newTexParams.fWrapT =
GrGLTexture::gWrapMode2GLWrap[sampler.getWrapY()];
if (newTexParams.fFilter != oldTexParams.fFilter) {
setTextureUnit(s);
- GR_GL(TexParameteri(GL_TEXTURE_2D,
- GL_TEXTURE_MAG_FILTER,
+ GR_GL(TexParameteri(GL_TEXTURE_2D,
+ GL_TEXTURE_MAG_FILTER,
newTexParams.fFilter));
- GR_GL(TexParameteri(GL_TEXTURE_2D,
- GL_TEXTURE_MIN_FILTER,
+ GR_GL(TexParameteri(GL_TEXTURE_2D,
+ GL_TEXTURE_MIN_FILTER,
newTexParams.fFilter));
}
if (newTexParams.fWrapS != oldTexParams.fWrapS) {
setTextureUnit(s);
- GR_GL(TexParameteri(GL_TEXTURE_2D,
+ GR_GL(TexParameteri(GL_TEXTURE_2D,
GL_TEXTURE_WRAP_S,
newTexParams.fWrapS));
}
if (newTexParams.fWrapT != oldTexParams.fWrapT) {
setTextureUnit(s);
- GR_GL(TexParameteri(GL_TEXTURE_2D,
- GL_TEXTURE_WRAP_T,
+ GR_GL(TexParameteri(GL_TEXTURE_2D,
+ GL_TEXTURE_WRAP_T,
newTexParams.fWrapT));
}
nextTexture->setTexParams(newTexParams);
@@ -1585,18 +1585,18 @@
fHWDrawState.fDstBlend = fCurrDrawState.fDstBlend;
}
}
-
+
#if GR_DEBUG
// check for circular rendering
for (int s = 0; s < kNumStages; ++s) {
GrAssert(!VertexUsesStage(s, fGeometrySrc.fVertexLayout) ||
NULL == fCurrDrawState.fRenderTarget ||
NULL == fCurrDrawState.fTextures[s] ||
- fCurrDrawState.fTextures[s]->asRenderTarget() !=
+ fCurrDrawState.fTextures[s]->asRenderTarget() !=
fCurrDrawState.fRenderTarget);
}
#endif
-
+
flushStencil();
fHWDrawState.fFlagBits = fCurrDrawState.fFlagBits;
@@ -1715,7 +1715,7 @@
fActiveTextureUnitIdx = unit;
}
}
-
+
void GrGpuGL::setSpareTextureUnit() {
if (fActiveTextureUnitIdx != (GL_TEXTURE0 + SPARE_TEX_UNIT)) {
GR_GL(ActiveTexture(GL_TEXTURE0 + SPARE_TEX_UNIT));