Move shader attributes into Program shared data.
Making the Program own the attribs, and the Impl only see a read-only
copy cleans up the Impl object. It also allows us to more cleanly
isolate certain coded into D3D.
BUG=angleproject:1123
Change-Id: I469051eb066fc56e55282affa2d5398b394ab8d2
Reviewed-on: https://chromium-review.googlesource.com/293826
Tested-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
diff --git a/src/libANGLE/renderer/d3d/ProgramD3D.cpp b/src/libANGLE/renderer/d3d/ProgramD3D.cpp
index c41dc78..e4f7d54 100644
--- a/src/libANGLE/renderer/d3d/ProgramD3D.cpp
+++ b/src/libANGLE/renderer/d3d/ProgramD3D.cpp
@@ -1003,7 +1003,8 @@
}
// Generate new dynamic layout with attribute conversions
- std::string finalVertexHLSL = mDynamicHLSL->generateVertexShaderForInputLayout(mVertexHLSL, inputLayout, getShaderAttributes());
+ std::string finalVertexHLSL = mDynamicHLSL->generateVertexShaderForInputLayout(
+ mVertexHLSL, inputLayout, mData.getAttributes());
// Generate new vertex executable
ShaderExecutableD3D *vertexExecutable = NULL;