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Unified Diff: cc/ShaderChromium.cpp

Issue 10900021: Use std::string instead of WTF::String / TextStream (Closed) Base URL: svn://svn.chromium.org/chrome/trunk/src
Patch Set: Created 8 years, 3 months ago
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Index: cc/ShaderChromium.cpp
diff --git a/cc/ShaderChromium.cpp b/cc/ShaderChromium.cpp
index 270a11d44a4a8b65e5e3f364a7060ef4ce4903a1..bfb642e56546f75364b017b9a8451efdc373725f 100644
--- a/cc/ShaderChromium.cpp
+++ b/cc/ShaderChromium.cpp
@@ -9,6 +9,7 @@
#include "ShaderChromium.h"
#include <public/WebGraphicsContext3D.h>
+#include <wtf/StdLibExtras.h>
#define SHADER0(Src) #Src
#define SHADER(Src) SHADER0(Src)
@@ -52,7 +53,7 @@ void VertexShaderPosTex::init(WebGraphicsContext3D* context, unsigned program, b
ASSERT(m_matrixLocation != -1);
}
-String VertexShaderPosTex::getShaderString() const
+std::string VertexShaderPosTex::getShaderString() const
{
return SHADER(
attribute vec4 a_position;
@@ -91,7 +92,7 @@ void VertexShaderPosTexYUVStretch::init(WebGraphicsContext3D* context, unsigned
ASSERT(m_matrixLocation != -1 && m_yWidthScaleFactorLocation != -1 && m_uvWidthScaleFactorLocation != -1);
}
-String VertexShaderPosTexYUVStretch::getShaderString() const
+std::string VertexShaderPosTexYUVStretch::getShaderString() const
{
return SHADER(
precision mediump float;
@@ -129,7 +130,7 @@ void VertexShaderPos::init(WebGraphicsContext3D* context, unsigned program, bool
ASSERT(m_matrixLocation != -1);
}
-String VertexShaderPos::getShaderString() const
+std::string VertexShaderPos::getShaderString() const
{
return SHADER(
attribute vec4 a_position;
@@ -162,7 +163,7 @@ void VertexShaderPosTexTransform::init(WebGraphicsContext3D* context, unsigned p
ASSERT(m_matrixLocation != -1 && m_texTransformLocation != -1);
}
-String VertexShaderPosTexTransform::getShaderString() const
+std::string VertexShaderPosTexTransform::getShaderString() const
{
return SHADER(
attribute vec4 a_position;
@@ -184,7 +185,7 @@ VertexShaderQuad::VertexShaderQuad()
{
}
-String VertexShaderPosTexIdentity::getShaderString() const
+std::string VertexShaderPosTexIdentity::getShaderString() const
{
return SHADER(
attribute vec4 a_position;
@@ -212,7 +213,7 @@ void VertexShaderQuad::init(WebGraphicsContext3D* context, unsigned program, boo
ASSERT(m_matrixLocation != -1 && m_pointLocation != -1);
}
-String VertexShaderQuad::getShaderString() const
+std::string VertexShaderQuad::getShaderString() const
{
return SHADER(
attribute vec4 a_position;
@@ -258,7 +259,7 @@ void VertexShaderTile::init(WebGraphicsContext3D* context, unsigned program, boo
ASSERT(m_matrixLocation != -1 && m_pointLocation != -1 && m_vertexTexTransformLocation != -1);
}
-String VertexShaderTile::getShaderString() const
+std::string VertexShaderTile::getShaderString() const
{
return SHADER(
attribute vec4 a_position;
@@ -302,7 +303,7 @@ bool VertexShaderVideoTransform::init(WebGraphicsContext3D* context, unsigned pr
return m_matrixLocation != -1 && m_texMatrixLocation != -1;
}
-String VertexShaderVideoTransform::getShaderString() const
+std::string VertexShaderVideoTransform::getShaderString() const
{
return SHADER(
attribute vec4 a_position;
@@ -357,7 +358,7 @@ void FragmentTexOpaqueBinding::init(WebGraphicsContext3D* context, unsigned prog
ASSERT(m_samplerLocation != -1);
}
-String FragmentShaderRGBATexFlipAlpha::getShaderString() const
+std::string FragmentShaderRGBATexFlipAlpha::getShaderString() const
{
return SHADER(
precision mediump float;
@@ -385,7 +386,7 @@ bool FragmentShaderOESImageExternal::init(WebGraphicsContext3D* context, unsigne
return m_samplerLocation != -1;
}
-String FragmentShaderOESImageExternal::getShaderString() const
+std::string FragmentShaderOESImageExternal::getShaderString() const
{
// Cannot use the SHADER() macro because of the '#' char
return "#extension GL_OES_EGL_image_external : require \n"
@@ -399,7 +400,7 @@ String FragmentShaderOESImageExternal::getShaderString() const
"}\n";
}
-String FragmentShaderRGBATexAlpha::getShaderString() const
+std::string FragmentShaderRGBATexAlpha::getShaderString() const
{
return SHADER(
precision mediump float;
@@ -414,7 +415,7 @@ String FragmentShaderRGBATexAlpha::getShaderString() const
);
}
-String FragmentShaderRGBATexRectFlipAlpha::getShaderString() const
+std::string FragmentShaderRGBATexRectFlipAlpha::getShaderString() const
{
// This must be paired with VertexShaderPosTexTransform to pick up the texTransform uniform.
// The necessary #extension preprocessing directive breaks the SHADER and SHADER0 macros.
@@ -431,7 +432,7 @@ String FragmentShaderRGBATexRectFlipAlpha::getShaderString() const
"}\n";
}
-String FragmentShaderRGBATexRectAlpha::getShaderString() const
+std::string FragmentShaderRGBATexRectAlpha::getShaderString() const
{
return "#extension GL_ARB_texture_rectangle : require\n"
"precision mediump float;\n"
@@ -445,7 +446,7 @@ String FragmentShaderRGBATexRectAlpha::getShaderString() const
"}\n";
}
-String FragmentShaderRGBATexOpaque::getShaderString() const
+std::string FragmentShaderRGBATexOpaque::getShaderString() const
{
return SHADER(
precision mediump float;
@@ -459,7 +460,7 @@ String FragmentShaderRGBATexOpaque::getShaderString() const
);
}
-String FragmentShaderRGBATex::getShaderString() const
+std::string FragmentShaderRGBATex::getShaderString() const
{
return SHADER(
precision mediump float;
@@ -472,7 +473,7 @@ String FragmentShaderRGBATex::getShaderString() const
);
}
-String FragmentShaderRGBATexSwizzleAlpha::getShaderString() const
+std::string FragmentShaderRGBATexSwizzleAlpha::getShaderString() const
{
return SHADER(
precision mediump float;
@@ -487,7 +488,7 @@ String FragmentShaderRGBATexSwizzleAlpha::getShaderString() const
);
}
-String FragmentShaderRGBATexSwizzleOpaque::getShaderString() const
+std::string FragmentShaderRGBATexSwizzleOpaque::getShaderString() const
{
return SHADER(
precision mediump float;
@@ -525,7 +526,7 @@ void FragmentShaderRGBATexAlphaAA::init(WebGraphicsContext3D* context, unsigned
ASSERT(m_samplerLocation != -1 && m_alphaLocation != -1 && m_edgeLocation != -1);
}
-String FragmentShaderRGBATexAlphaAA::getShaderString() const
+std::string FragmentShaderRGBATexAlphaAA::getShaderString() const
{
return SHADER(
precision mediump float;
@@ -577,7 +578,7 @@ void FragmentTexClampAlphaAABinding::init(WebGraphicsContext3D* context, unsigne
ASSERT(m_samplerLocation != -1 && m_alphaLocation != -1 && m_fragmentTexTransformLocation != -1 && m_edgeLocation != -1);
}
-String FragmentShaderRGBATexClampAlphaAA::getShaderString() const
+std::string FragmentShaderRGBATexClampAlphaAA::getShaderString() const
{
return SHADER(
precision mediump float;
@@ -604,7 +605,7 @@ String FragmentShaderRGBATexClampAlphaAA::getShaderString() const
);
}
-String FragmentShaderRGBATexClampSwizzleAlphaAA::getShaderString() const
+std::string FragmentShaderRGBATexClampSwizzleAlphaAA::getShaderString() const
{
return SHADER(
precision mediump float;
@@ -660,7 +661,7 @@ void FragmentShaderRGBATexAlphaMask::init(WebGraphicsContext3D* context, unsigne
ASSERT(m_samplerLocation != -1 && m_maskSamplerLocation != -1 && m_alphaLocation != -1);
}
-String FragmentShaderRGBATexAlphaMask::getShaderString() const
+std::string FragmentShaderRGBATexAlphaMask::getShaderString() const
{
return SHADER(
precision mediump float;
@@ -712,7 +713,7 @@ void FragmentShaderRGBATexAlphaMaskAA::init(WebGraphicsContext3D* context, unsig
ASSERT(m_samplerLocation != -1 && m_maskSamplerLocation != -1 && m_alphaLocation != -1 && m_edgeLocation != -1);
}
-String FragmentShaderRGBATexAlphaMaskAA::getShaderString() const
+std::string FragmentShaderRGBATexAlphaMaskAA::getShaderString() const
{
return SHADER(
precision mediump float;
@@ -777,7 +778,7 @@ void FragmentShaderYUVVideo::init(WebGraphicsContext3D* context, unsigned progra
&& m_alphaLocation != -1 && m_ccMatrixLocation != -1 && m_yuvAdjLocation != -1);
}
-String FragmentShaderYUVVideo::getShaderString() const
+std::string FragmentShaderYUVVideo::getShaderString() const
{
return SHADER(
precision mediump float;
@@ -820,7 +821,7 @@ void FragmentShaderColor::init(WebGraphicsContext3D* context, unsigned program,
ASSERT(m_colorLocation != -1);
}
-String FragmentShaderColor::getShaderString() const
+std::string FragmentShaderColor::getShaderString() const
{
return SHADER(
precision mediump float;
@@ -856,7 +857,7 @@ void FragmentShaderCheckerboard::init(WebGraphicsContext3D* context, unsigned pr
ASSERT(m_alphaLocation != -1 && m_texTransformLocation != -1 && m_frequencyLocation != -1);
}
-String FragmentShaderCheckerboard::getShaderString() const
+std::string FragmentShaderCheckerboard::getShaderString() const
{
// Shader based on Example 13-17 of "OpenGL ES 2.0 Programming Guide"
// by Munshi, Ginsburg, Shreiner.
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