Add a new internal enum for shader type, instead of re-using GL enums.
TRAC #22412
Signed-off-by: Nicolas Capens
Signed-off-by: Shannon Woods
Author: Jamie Madill
git-svn-id: https://angleproject.googlecode.com/svn/branches/dx11proto@1783 736b8ea6-26fd-11df-bfd4-992fa37f6226
diff --git a/src/libGLESv2/renderer/Renderer11.cpp b/src/libGLESv2/renderer/Renderer11.cpp
index 522d838..1d4ae88 100644
--- a/src/libGLESv2/renderer/Renderer11.cpp
+++ b/src/libGLESv2/renderer/Renderer11.cpp
@@ -2376,13 +2376,13 @@
return renderTarget;
}
-ShaderExecutable *Renderer11::loadExecutable(const void *function, size_t length, GLenum type)
+ShaderExecutable *Renderer11::loadExecutable(const void *function, size_t length, rx::ShaderType type)
{
ShaderExecutable11 *executable = NULL;
switch (type)
{
- case GL_VERTEX_SHADER:
+ case rx::SHADER_VERTEX:
{
ID3D11VertexShader *vshader = NULL;
HRESULT result = mDevice->CreateVertexShader(function, length, NULL, &vshader);
@@ -2394,7 +2394,7 @@
}
}
break;
- case GL_FRAGMENT_SHADER:
+ case rx::SHADER_PIXEL:
{
ID3D11PixelShader *pshader = NULL;
HRESULT result = mDevice->CreatePixelShader(function, length, NULL, &pshader);
@@ -2414,16 +2414,16 @@
return executable;
}
-ShaderExecutable *Renderer11::compileToExecutable(gl::InfoLog &infoLog, const char *shaderHLSL, GLenum type)
+ShaderExecutable *Renderer11::compileToExecutable(gl::InfoLog &infoLog, const char *shaderHLSL, rx::ShaderType type)
{
const char *profile = NULL;
switch (type)
{
- case GL_VERTEX_SHADER:
+ case rx::SHADER_VERTEX:
profile = "vs_4_0";
break;
- case GL_FRAGMENT_SHADER:
+ case rx::SHADER_PIXEL:
profile = "ps_4_0";
break;
default: