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authorShawn Rutledge <shawn.rutledge@qt.io>2018-02-26 17:34:27 +0100
committerShawn Rutledge <shawn.rutledge@qt.io>2018-02-27 08:27:38 +0000
commite17c89f4ce74e5699ed50dc2187a39d8990316c4 (patch)
treeb1f9b85d5bd1233d8931813dc4e06f7342be2249 /examples/quick/scenegraph/twotextureproviders/xorblender.cpp
parente41d067227eb6225b05df88ab724708588fa5304 (diff)
use the override keyword consistently and correctly (clang-tidy)
Change-Id: If9e28d143f8cba3df3c757476b4f2265e2eb8b2a Reviewed-by: Johan Helsing <johan.helsing@qt.io>
Diffstat (limited to 'examples/quick/scenegraph/twotextureproviders/xorblender.cpp')
-rw-r--r--examples/quick/scenegraph/twotextureproviders/xorblender.cpp12
1 files changed, 6 insertions, 6 deletions
diff --git a/examples/quick/scenegraph/twotextureproviders/xorblender.cpp b/examples/quick/scenegraph/twotextureproviders/xorblender.cpp
index 3c02c4695e..8d7597addf 100644
--- a/examples/quick/scenegraph/twotextureproviders/xorblender.cpp
+++ b/examples/quick/scenegraph/twotextureproviders/xorblender.cpp
@@ -77,7 +77,7 @@ class XorBlendShader : public QSGSimpleMaterialShader<XorBlendState>
QSG_DECLARE_SIMPLE_SHADER(XorBlendShader, XorBlendState)
public:
- const char *vertexShader() const {
+ const char *vertexShader() const override {
return
"attribute highp vec4 aVertex; \n"
"attribute highp vec2 aTexCoord; \n"
@@ -89,7 +89,7 @@ public:
"}";
}
- const char *fragmentShader() const {
+ const char *fragmentShader() const override {
return
"uniform lowp float qt_Opacity; \n"
"uniform lowp sampler2D uSource1; \n"
@@ -102,11 +102,11 @@ public:
"}";
}
- QList<QByteArray> attributes() const {
+ QList<QByteArray> attributes() const override {
return QList<QByteArray>() << "aVertex" << "aTexCoord";
}
- void updateState(const XorBlendState *state, const XorBlendState *) {
+ void updateState(const XorBlendState *state, const XorBlendState *) override {
QOpenGLFunctions *f = QOpenGLContext::currentContext()->functions();
// We bind the textures in inverse order so that we leave the updateState
// function with GL_TEXTURE0 as the active texture unit. This is maintain
@@ -118,7 +118,7 @@ public:
state->texture1->bind();
}
- void resolveUniforms() {
+ void resolveUniforms() override {
// The texture units never change, only the texturess we bind to them so
// we set these once and for all here.
program()->setUniformValue("uSource1", 0); // GL_TEXTURE0
@@ -165,7 +165,7 @@ public:
connect(m_provider2.data(), &QSGTextureProvider::textureChanged, this, &XorNode::textureChange, Qt::DirectConnection);
}
- void preprocess() {
+ void preprocess() override {
XorBlendState *state = m_material->state();
// Update the textures from the providers, calling into QSGDynamicTexture if required
if (m_provider1) {