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| author | David 'Digit' Turner <digit@google.com> | 2014-09-25 11:53:00 -0700 |
|---|---|---|
| committer | bohu <bohu@google.com> | 2014-11-25 12:30:47 -0800 |
| commit | de4e8c9fa8431abc06cf6fb147beeb675dd9cef5 (patch) | |
| tree | 8700cadd394380866aee5f039f51d3475a50a344 /emulator/opengl/host/libs/GLESv2_dec | |
| parent | 7d18e39ea46b467cd916d79525d6d978be7e70df (diff) | |
| download | sdk-de4e8c9fa8431abc06cf6fb147beeb675dd9cef5.zip sdk-de4e8c9fa8431abc06cf6fb147beeb675dd9cef5.tar.gz sdk-de4e8c9fa8431abc06cf6fb147beeb675dd9cef5.tar.bz2 | |
emulator/opengl/emugen: Remove accessor functions.
This patch simplifies the generated encoders and decoders by
getting rid of the accessor functions (e.g. set_glDrawElementsData)
given that all fields are public and can be written to directly.
Change-Id: I15f4caac95e4d5f1e24a1a5838622600c6bc3207
Diffstat (limited to 'emulator/opengl/host/libs/GLESv2_dec')
| -rw-r--r-- | emulator/opengl/host/libs/GLESv2_dec/GL2Decoder.cpp | 16 |
1 files changed, 8 insertions, 8 deletions
diff --git a/emulator/opengl/host/libs/GLESv2_dec/GL2Decoder.cpp b/emulator/opengl/host/libs/GLESv2_dec/GL2Decoder.cpp index 2ef306e..712dcc7 100644 --- a/emulator/opengl/host/libs/GLESv2_dec/GL2Decoder.cpp +++ b/emulator/opengl/host/libs/GLESv2_dec/GL2Decoder.cpp @@ -70,14 +70,14 @@ int GL2Decoder::initGL(get_proc_func_t getProcFunc, void *getProcFuncData) this->initDispatchByName(getProcFunc, getProcFuncData); } - set_glGetCompressedTextureFormats(s_glGetCompressedTextureFormats); - set_glVertexAttribPointerData(s_glVertexAttribPointerData); - set_glVertexAttribPointerOffset(s_glVertexAttribPointerOffset); - - set_glDrawElementsOffset(s_glDrawElementsOffset); - set_glDrawElementsData(s_glDrawElementsData); - set_glShaderString(s_glShaderString); - set_glFinishRoundTrip(s_glFinishRoundTrip); + glGetCompressedTextureFormats = s_glGetCompressedTextureFormats; + glVertexAttribPointerData = s_glVertexAttribPointerData; + glVertexAttribPointerOffset = s_glVertexAttribPointerOffset; + + glDrawElementsOffset = s_glDrawElementsOffset; + glDrawElementsData = s_glDrawElementsData; + glShaderString = s_glShaderString; + glFinishRoundTrip = s_glFinishRoundTrip; return 0; } |
