Implement Renderer11::applyShaders.
TRAC #22153
Signed-off-by: Daniel Koch
Signed-off-by: Geoff Lang
Author: Nicolas Capens
git-svn-id: https://angleproject.googlecode.com/svn/branches/dx11proto@1541 736b8ea6-26fd-11df-bfd4-992fa37f6226
diff --git a/src/libGLESv2/renderer/Renderer11.cpp b/src/libGLESv2/renderer/Renderer11.cpp
index 41e6fc7..82f3b2a 100644
--- a/src/libGLESv2/renderer/Renderer11.cpp
+++ b/src/libGLESv2/renderer/Renderer11.cpp
@@ -717,8 +717,18 @@
void Renderer11::applyShaders(gl::ProgramBinary *programBinary)
{
- // TODO
- UNIMPLEMENTED();
+ ShaderExecutable *vertexExe = programBinary->getVertexExecutable();
+ ShaderExecutable *pixelExe = programBinary->getPixelExecutable();
+
+ ID3D11VertexShader *vertexShader = NULL;
+ if (vertexExe) vertexShader = ShaderExecutable11::makeShaderExecutable11(vertexExe)->getVertexShader();
+
+ ID3D11PixelShader *pixelShader = NULL;
+ if (pixelExe) pixelShader = ShaderExecutable11::makeShaderExecutable11(pixelExe)->getPixelShader();
+
+ mDeviceContext->PSSetShader(pixelShader, NULL, 0);
+ mDeviceContext->VSSetShader(vertexShader, NULL, 0);
+ programBinary->dirtyAllUniforms();
}
void Renderer11::clear(const gl::ClearParameters &clearParams, gl::Framebuffer *frameBuffer)