Made the API of shader translator library consistent.
- We recently started using OpenGL-type enums. This CL makes all old enums consistent with the new scheme.
- Renamed TBuiltInResource to ShBuiltInResources to have a consistent prefix
BUG=46
Review URL: http://codereview.appspot.com/2328041
git-svn-id: https://angleproject.googlecode.com/svn/trunk@443 736b8ea6-26fd-11df-bfd4-992fa37f6226
diff --git a/src/compiler/OutputHLSL.cpp b/src/compiler/OutputHLSL.cpp
index 0bb73d4..0e61d85 100644
--- a/src/compiler/OutputHLSL.cpp
+++ b/src/compiler/OutputHLSL.cpp
@@ -96,7 +96,7 @@
void OutputHLSL::header()
{
- EShLanguage language = mContext.language;
+ ShShaderType shaderType = mContext.shaderType;
TInfoSinkBase &out = mHeader;
for (StructDeclarations::iterator structDeclaration = mStructDeclarations.begin(); structDeclaration != mStructDeclarations.end(); structDeclaration++)
@@ -109,7 +109,7 @@
out << *constructor;
}
- if (language == EShLangFragment)
+ if (shaderType == SH_FRAGMENT_SHADER)
{
TString uniforms;
TString varyings;
@@ -946,7 +946,7 @@
bool OutputHLSL::visitAggregate(Visit visit, TIntermAggregate *node)
{
- EShLanguage language = mContext.language;
+ ShShaderType shaderType = mContext.shaderType;
TInfoSinkBase &out = mBody;
switch (node->getOp())