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Commit 85237062 authored by Chris Craik's avatar Chris Craik Committed by Android (Google) Code Review
Browse files

Merge "Fix Clang warnings/errors"

parents 83fbad4c 564acf7c
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+5 −3
Original line number Diff line number Diff line
@@ -18,6 +18,7 @@

#include <math.h>
#include <utils/Log.h>
#include <utils/Vector.h>

#include "AmbientShadow.h"
#include "Vertex.h"
@@ -60,10 +61,11 @@ void AmbientShadow::createAmbientShadow(const Vector3* vertices, int vertexCount
    Vector2 centroid;
    calculatePolygonCentroid(vertices, vertexCount, centroid);

    Vector2 dir[rays];
    Vector<Vector2> dir; // TODO: use C++11 unique_ptr
    dir.setCapacity(rays);
    float rayDist[rays];
    float rayHeight[rays];
    calculateRayDirections(rays, dir);
    calculateRayDirections(rays, dir.editArray());

    // Calculate the length and height of the points along the edge.
    //
@@ -105,7 +107,7 @@ void AmbientShadow::createAmbientShadow(const Vector3* vertices, int vertexCount
        for (int i = 0; i < rays; i++) {

            Vector2 normal(1.0f, 0.0f);
            calculateNormal(rays, i, dir, rayDist, normal);
            calculateNormal(rays, i, dir.array(), rayDist, normal);

            float opacity = strength * (0.5f) / (1 + rayHeight[i] / heightFactor);

+2 −2
Original line number Diff line number Diff line
@@ -610,14 +610,14 @@ void DisplayList::iterate3dChildren(ChildrenSelectMode mode, OpenGLRenderer& ren
    handler(op, PROPERTY_SAVECOUNT, mClipToBounds);
    int rootRestoreTo = renderer.save(SkCanvas::kMatrix_SaveFlag | SkCanvas::kClip_SaveFlag);

    for (int i = 0; i < m3dNodes.size(); i++) {
    for (size_t i = 0; i < m3dNodes.size(); i++) {
        const float zValue = m3dNodes.keyAt(i);

        if (mode == kPositiveZChildren && zValue < 0.0f) continue;
        if (mode == kNegativeZChildren && zValue > 0.0f) break;

        const Vector<DrawDisplayListOp*>& nodesAtZ = m3dNodes[i];
        for (int j = 0; j < nodesAtZ.size(); j++) {
        for (size_t j = 0; j < nodesAtZ.size(); j++) {
            DrawDisplayListOp* op = nodesAtZ[j];
            if (mode == kPositiveZChildren) {
                /* draw shadow on renderer with parent matrix applied, passing in the child's total matrix
+2 −1
Original line number Diff line number Diff line
@@ -49,7 +49,8 @@ class DeferStateStruct;
/**
 * A layer has dimensions and is backed by an OpenGL texture or FBO.
 */
struct Layer {
class Layer {
public:
    Layer(const uint32_t layerWidth, const uint32_t layerHeight);
    ~Layer();

+9 −5
Original line number Diff line number Diff line
@@ -1795,7 +1795,8 @@ void OpenGLRenderer::setupDrawTextureTransformUniforms(mat4& transform) {
            GL_FALSE, &transform.data[0]);
}

void OpenGLRenderer::setupDrawMesh(GLvoid* vertices, GLvoid* texCoords, GLuint vbo) {
void OpenGLRenderer::setupDrawMesh(const GLvoid* vertices,
        const GLvoid* texCoords, GLuint vbo) {
    bool force = false;
    if (!vertices || vbo) {
        force = mCaches.bindMeshBuffer(vbo == 0 ? mCaches.meshBuffer : vbo);
@@ -1811,7 +1812,8 @@ void OpenGLRenderer::setupDrawMesh(GLvoid* vertices, GLvoid* texCoords, GLuint v
    mCaches.unbindIndicesBuffer();
}

void OpenGLRenderer::setupDrawMesh(GLvoid* vertices, GLvoid* texCoords, GLvoid* colors) {
void OpenGLRenderer::setupDrawMesh(const GLvoid* vertices,
        const GLvoid* texCoords, const GLvoid* colors) {
    bool force = mCaches.unbindMeshBuffer();
    GLsizei stride = sizeof(ColorTextureVertex);

@@ -1828,7 +1830,8 @@ void OpenGLRenderer::setupDrawMesh(GLvoid* vertices, GLvoid* texCoords, GLvoid*
    mCaches.unbindIndicesBuffer();
}

void OpenGLRenderer::setupDrawMeshIndices(GLvoid* vertices, GLvoid* texCoords, GLuint vbo) {
void OpenGLRenderer::setupDrawMeshIndices(const GLvoid* vertices,
        const GLvoid* texCoords, GLuint vbo) {
    bool force = false;
    // If vbo is != 0 we want to treat the vertices parameter as an offset inside
    // a VBO. However, if vertices is set to NULL and vbo == 0 then we want to
@@ -2049,8 +2052,9 @@ status_t OpenGLRenderer::drawBitmapMesh(SkBitmap* bitmap, int meshWidth, int mes

    const uint32_t count = meshWidth * meshHeight * 6;

    ColorTextureVertex mesh[count];
    ColorTextureVertex* vertex = mesh;
    Vector<ColorTextureVertex> mesh; // TODO: use C++11 unique_ptr
    mesh.setCapacity(count);
    ColorTextureVertex* vertex = mesh.editArray();

    bool cleanupColors = false;
    if (!colors) {
+4 −4
Original line number Diff line number Diff line
@@ -861,7 +861,7 @@ private:
     * transformations are stored in the modelView matrix and uploaded to the shader.
     *
     * @param offset Set to true if the the matrix should be fudged (translated) slightly to disambiguate
     * geometry pixel positioning. See Vertex::gGeometryFudgeFactor.
     * geometry pixel positioning. See Vertex::GeometryFudgeFactor().
     *
     * @param ignoreTransform Set to true if l,t,r,b coordinates already in layer space,
     * currentTransform() will be ignored. (e.g. when drawing clip in layer coordinates to stencil,
@@ -879,9 +879,9 @@ private:
    void setupDrawTextureTransform();
    void setupDrawTextureTransformUniforms(mat4& transform);
    void setupDrawTextGammaUniforms();
    void setupDrawMesh(GLvoid* vertices, GLvoid* texCoords = NULL, GLuint vbo = 0);
    void setupDrawMesh(GLvoid* vertices, GLvoid* texCoords, GLvoid* colors);
    void setupDrawMeshIndices(GLvoid* vertices, GLvoid* texCoords, GLuint vbo = 0);
    void setupDrawMesh(const GLvoid* vertices, const GLvoid* texCoords = NULL, GLuint vbo = 0);
    void setupDrawMesh(const GLvoid* vertices, const GLvoid* texCoords, const GLvoid* colors);
    void setupDrawMeshIndices(const GLvoid* vertices, const GLvoid* texCoords, GLuint vbo = 0);
    void setupDrawIndexedVertices(GLvoid* vertices);
    void accountForClear(SkXfermode::Mode mode);

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