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authorTom Cooksey <thomas.cooksey@nokia.com>2009-12-28 12:12:40 (GMT)
committerTom Cooksey <thomas.cooksey@nokia.com>2009-12-28 12:44:46 (GMT)
commitb06313579aad82f8dda64ad14384080754f2b222 (patch)
tree354625ec53417ff7ba93a508436303caa1bf595d /src/opengl/gl2paintengineex/qglengineshadermanager_p.h
parent9709b10d691857209a684495799d163098bb44eb (diff)
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Lots of mostly cosmetic cleanups to GL2 paint engine
* Move most of drawPixmaps to private * Move most of stroke to private * Remove dead code: context() * Make optimiseForBrushTransform use xform type * Use GLuint for uniform location * Rename lastTexture -> lastTextureUsed * Move qopengl2paintengine_cleanup_vectorpath to private * Re-ordered declarations in header * Remove dead temporaryTransform * Rename use_system_clip -> useSystemClip Reviewed-By: Kim
Diffstat (limited to 'src/opengl/gl2paintengineex/qglengineshadermanager_p.h')
-rw-r--r--src/opengl/gl2paintengineex/qglengineshadermanager_p.h4
1 files changed, 2 insertions, 2 deletions
diff --git a/src/opengl/gl2paintengineex/qglengineshadermanager_p.h b/src/opengl/gl2paintengineex/qglengineshadermanager_p.h
index 50c1432..3749b5c 100644
--- a/src/opengl/gl2paintengineex/qglengineshadermanager_p.h
+++ b/src/opengl/gl2paintengineex/qglengineshadermanager_p.h
@@ -454,7 +454,7 @@ public:
// There are optimisations we can do, depending on the brush transform:
// 1) May not have to apply perspective-correction
// 2) Can use lower precision for matrix
- void optimiseForBrushTransform(const QTransform &transform);
+ void optimiseForBrushTransform(const QTransform::TransformationType transformType);
void setSrcPixelType(Qt::BrushStyle);
void setSrcPixelType(PixelSrcType); // For non-brush sources, like pixmaps & images
void setOpacityMode(OpacityMode);
@@ -463,7 +463,7 @@ public:
void setCustomStage(QGLCustomShaderStage* stage);
void removeCustomStage();
- uint getUniformLocation(Uniform id);
+ GLuint getUniformLocation(const Uniform id);
void setDirty(); // someone has manually changed the current shader program
bool useCorrectShaderProg(); // returns true if the shader program needed to be changed