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This CL separates the files under sdk/objc into logical directories, replacing the previous file layout under Framework/. A long term goal is to have some system set up to generate the files under sdk/objc/api (the PeerConnection API wrappers) from the C++ code. In the shorter term the goal is to abstract out shared concepts from these classes in order to make them as uniform as possible. The separation into base/, components/, and helpers/ are to differentiate between the base layer's common protocols, various utilities and the actual platform specific components. The old directory layout that resembled a framework's internal layout is not necessary, since it is generated by the framework target when building it. Bug: webrtc:9627 Change-Id: Ib084fd83f050ae980649ca99e841f4fb0580bd8f Reviewed-on: https://webrtc-review.googlesource.com/94142 Reviewed-by: Kári Helgason <kthelgason@webrtc.org> Reviewed-by: Mirko Bonadei <mbonadei@webrtc.org> Reviewed-by: Rasmus Brandt <brandtr@webrtc.org> Reviewed-by: Henrik Andreassson <henrika@webrtc.org> Commit-Queue: Anders Carlsson <andersc@webrtc.org> Cr-Commit-Position: refs/heads/master@{#24493}
37 lines
1.2 KiB
Objective-C
37 lines
1.2 KiB
Objective-C
/*
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* Copyright 2016 The WebRTC project authors. All Rights Reserved.
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*
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* Use of this source code is governed by a BSD-style license
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* that can be found in the LICENSE file in the root of the source
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* tree. An additional intellectual property rights grant can be found
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* in the file PATENTS. All contributing project authors may
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* be found in the AUTHORS file in the root of the source tree.
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*/
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#import <Foundation/Foundation.h>
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#if TARGET_OS_IPHONE
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#define RTC_PIXEL_FORMAT GL_LUMINANCE
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#define SHADER_VERSION
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#define VERTEX_SHADER_IN "attribute"
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#define VERTEX_SHADER_OUT "varying"
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#define FRAGMENT_SHADER_IN "varying"
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#define FRAGMENT_SHADER_OUT
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#define FRAGMENT_SHADER_COLOR "gl_FragColor"
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#define FRAGMENT_SHADER_TEXTURE "texture2D"
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@class EAGLContext;
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typedef EAGLContext GlContextType;
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#else
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#define RTC_PIXEL_FORMAT GL_RED
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#define SHADER_VERSION "#version 150\n"
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#define VERTEX_SHADER_IN "in"
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#define VERTEX_SHADER_OUT "out"
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#define FRAGMENT_SHADER_IN "in"
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#define FRAGMENT_SHADER_OUT "out vec4 fragColor;\n"
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#define FRAGMENT_SHADER_COLOR "fragColor"
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#define FRAGMENT_SHADER_TEXTURE "texture"
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@class NSOpenGLContext;
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typedef NSOpenGLContext GlContextType;
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#endif
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