Store ShaderExecutables on the ProgramBinary instead of d3d9 shaders
Trac #22155
Signed-off-by: Geoff Lang
Signed-off-by: Nicolas Capens
Also hooks up binary loading to the loadExecutable function.
The other notable change is that getVertex/Pixel shader no longer
add reference counts to the returned objects.
git-svn-id: https://angleproject.googlecode.com/svn/branches/dx11proto@1505 736b8ea6-26fd-11df-bfd4-992fa37f6226
diff --git a/src/libGLESv2/renderer/Renderer9.cpp b/src/libGLESv2/renderer/Renderer9.cpp
index d091d49..6a951a4 100644
--- a/src/libGLESv2/renderer/Renderer9.cpp
+++ b/src/libGLESv2/renderer/Renderer9.cpp
@@ -1377,8 +1377,14 @@
void Renderer9::applyShaders(gl::ProgramBinary *programBinary)
{
- IDirect3DVertexShader9 *vertexShader = programBinary->getVertexShader();
- IDirect3DPixelShader9 *pixelShader = programBinary->getPixelShader();
+ ShaderExecutable *vertexExe = programBinary->getVertexExecutable();
+ ShaderExecutable *pixelExe = programBinary->getPixelExecutable();
+
+ IDirect3DVertexShader9 *vertexShader = NULL;
+ if (vertexExe) vertexShader = ShaderExecutable9::makeShaderExecutable9(vertexExe)->getVertexShader();
+
+ IDirect3DPixelShader9 *pixelShader = NULL;
+ if (pixelExe) pixelShader = ShaderExecutable9::makeShaderExecutable9(pixelExe)->getPixelShader();
mDevice->SetPixelShader(pixelShader);
mDevice->SetVertexShader(vertexShader);