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author | Tom Cooksey <thomas.cooksey@nokia.com> | 2009-12-28 12:12:40 (GMT) |
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committer | Tom Cooksey <thomas.cooksey@nokia.com> | 2009-12-28 12:44:46 (GMT) |
commit | b06313579aad82f8dda64ad14384080754f2b222 (patch) | |
tree | 354625ec53417ff7ba93a508436303caa1bf595d /src/opengl/gl2paintengineex/qglengineshadermanager_p.h | |
parent | 9709b10d691857209a684495799d163098bb44eb (diff) | |
download | Qt-b06313579aad82f8dda64ad14384080754f2b222.zip Qt-b06313579aad82f8dda64ad14384080754f2b222.tar.gz Qt-b06313579aad82f8dda64ad14384080754f2b222.tar.bz2 |
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.h | 4 |
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 |