Refactor: replace SamplerType with ShaderType
BUG=angleproject:1987
Change-Id: I189e1606bd966eb369e8192a6866c8e90810e937
Reviewed-on: https://chromium-review.googlesource.com/802956
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Yunchao He <yunchao.he@intel.com>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
diff --git a/src/libANGLE/renderer/d3d/ProgramD3D.cpp b/src/libANGLE/renderer/d3d/ProgramD3D.cpp
index afc318d..40ab203 100644
--- a/src/libANGLE/renderer/d3d/ProgramD3D.cpp
+++ b/src/libANGLE/renderer/d3d/ProgramD3D.cpp
@@ -651,7 +651,7 @@
return mRenderer->getWorkarounds().useInstancedPointSpriteEmulation;
}
-GLint ProgramD3D::getSamplerMapping(gl::SamplerType type,
+GLint ProgramD3D::getSamplerMapping(gl::ShaderType type,
unsigned int samplerIndex,
const gl::Caps &caps) const
{
@@ -659,21 +659,21 @@
switch (type)
{
- case gl::SAMPLER_PIXEL:
+ case gl::SHADER_FRAGMENT:
ASSERT(samplerIndex < caps.maxTextureImageUnits);
if (samplerIndex < mSamplersPS.size() && mSamplersPS[samplerIndex].active)
{
logicalTextureUnit = mSamplersPS[samplerIndex].logicalTextureUnit;
}
break;
- case gl::SAMPLER_VERTEX:
+ case gl::SHADER_VERTEX:
ASSERT(samplerIndex < caps.maxVertexTextureImageUnits);
if (samplerIndex < mSamplersVS.size() && mSamplersVS[samplerIndex].active)
{
logicalTextureUnit = mSamplersVS[samplerIndex].logicalTextureUnit;
}
break;
- case gl::SAMPLER_COMPUTE:
+ case gl::SHADER_COMPUTE:
ASSERT(samplerIndex < caps.maxComputeTextureImageUnits);
if (samplerIndex < mSamplersCS.size() && mSamplersCS[samplerIndex].active)
{
@@ -695,19 +695,19 @@
// Returns the texture type for a given Direct3D 9 sampler type and
// index (0-15 for the pixel shader and 0-3 for the vertex shader).
-GLenum ProgramD3D::getSamplerTextureType(gl::SamplerType type, unsigned int samplerIndex) const
+GLenum ProgramD3D::getSamplerTextureType(gl::ShaderType type, unsigned int samplerIndex) const
{
switch (type)
{
- case gl::SAMPLER_PIXEL:
+ case gl::SHADER_FRAGMENT:
ASSERT(samplerIndex < mSamplersPS.size());
ASSERT(mSamplersPS[samplerIndex].active);
return mSamplersPS[samplerIndex].textureType;
- case gl::SAMPLER_VERTEX:
+ case gl::SHADER_VERTEX:
ASSERT(samplerIndex < mSamplersVS.size());
ASSERT(mSamplersVS[samplerIndex].active);
return mSamplersVS[samplerIndex].textureType;
- case gl::SAMPLER_COMPUTE:
+ case gl::SHADER_COMPUTE:
ASSERT(samplerIndex < mSamplersCS.size());
ASSERT(mSamplersCS[samplerIndex].active);
return mSamplersCS[samplerIndex].textureType;
@@ -718,15 +718,15 @@
return GL_TEXTURE_2D;
}
-GLuint ProgramD3D::getUsedSamplerRange(gl::SamplerType type) const
+GLuint ProgramD3D::getUsedSamplerRange(gl::ShaderType type) const
{
switch (type)
{
- case gl::SAMPLER_PIXEL:
+ case gl::SHADER_FRAGMENT:
return mUsedPixelSamplerRange;
- case gl::SAMPLER_VERTEX:
+ case gl::SHADER_VERTEX:
return mUsedVertexSamplerRange;
- case gl::SAMPLER_COMPUTE:
+ case gl::SHADER_COMPUTE:
return mUsedComputeSamplerRange;
default:
UNREACHABLE();