Use ShaderBitSet for active use bits on uniforms
BUG=angleproject:2169
Change-Id: I192c2e3c453540c8a6d7b0d066218ea3c9fbaab2
Reviewed-on: https://chromium-review.googlesource.com/989411
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
diff --git a/src/libANGLE/queryutils.cpp b/src/libANGLE/queryutils.cpp
index 845eccf..04792c6 100644
--- a/src/libANGLE/queryutils.cpp
+++ b/src/libANGLE/queryutils.cpp
@@ -727,13 +727,13 @@
}
break;
case GL_REFERENCED_BY_VERTEX_SHADER:
- params[(*outputPosition)++] = static_cast<GLint>(buffer.vertexActive);
+ params[(*outputPosition)++] = static_cast<GLint>(buffer.isActive(ShaderType::Vertex));
break;
case GL_REFERENCED_BY_FRAGMENT_SHADER:
- params[(*outputPosition)++] = static_cast<GLint>(buffer.fragmentActive);
+ params[(*outputPosition)++] = static_cast<GLint>(buffer.isActive(ShaderType::Fragment));
break;
case GL_REFERENCED_BY_COMPUTE_SHADER:
- params[(*outputPosition)++] = static_cast<GLint>(buffer.computeActive);
+ params[(*outputPosition)++] = static_cast<GLint>(buffer.isActive(ShaderType::Compute));
break;
default:
UNREACHABLE();
@@ -1425,13 +1425,13 @@
return static_cast<GLint>(uniform.blockInfo.isRowMajorMatrix);
case GL_REFERENCED_BY_VERTEX_SHADER:
- return uniform.vertexActive;
+ return uniform.isActive(ShaderType::Vertex);
case GL_REFERENCED_BY_FRAGMENT_SHADER:
- return uniform.fragmentActive;
+ return uniform.isActive(ShaderType::Fragment);
case GL_REFERENCED_BY_COMPUTE_SHADER:
- return uniform.computeActive;
+ return uniform.isActive(ShaderType::Compute);
case GL_ATOMIC_COUNTER_BUFFER_INDEX:
return (uniform.isAtomicCounter() ? uniform.bufferIndex : -1);
@@ -1468,13 +1468,13 @@
return static_cast<GLint>(bufferVariable.blockInfo.isRowMajorMatrix);
case GL_REFERENCED_BY_VERTEX_SHADER:
- return bufferVariable.vertexActive;
+ return bufferVariable.isActive(ShaderType::Vertex);
case GL_REFERENCED_BY_FRAGMENT_SHADER:
- return bufferVariable.fragmentActive;
+ return bufferVariable.isActive(ShaderType::Fragment);
case GL_REFERENCED_BY_COMPUTE_SHADER:
- return bufferVariable.computeActive;
+ return bufferVariable.isActive(ShaderType::Compute);
case GL_TOP_LEVEL_ARRAY_SIZE:
return bufferVariable.topLevelArraySize;