Make PackedVarying a D3D-only type.
The register assignment stuff only applies to the D3D back-end.
Cleans up the GL back-ends use of PackedVarying, and will lead
to future cleanups relating to packing varyings.
BUG=angleproject:1123
Change-Id: Iaaa5fc03577e5b61ea6ae76ee1e15ad608037f34
Reviewed-on: https://chromium-review.googlesource.com/295190
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Tested-by: Jamie Madill <jmadill@chromium.org>
diff --git a/src/libANGLE/Program.cpp b/src/libANGLE/Program.cpp
index 271502d..ca58853 100644
--- a/src/libANGLE/Program.cpp
+++ b/src/libANGLE/Program.cpp
@@ -1204,10 +1204,10 @@
const Shader *vertexShader,
const Shader *fragmentShader)
{
- const std::vector<PackedVarying> &vertexVaryings = vertexShader->getVaryings();
- const std::vector<PackedVarying> &fragmentVaryings = fragmentShader->getVaryings();
+ const std::vector<sh::Varying> &vertexVaryings = vertexShader->getVaryings();
+ const std::vector<sh::Varying> &fragmentVaryings = fragmentShader->getVaryings();
- for (const PackedVarying &output : fragmentVaryings)
+ for (const sh::Varying &output : fragmentVaryings)
{
bool matched = false;
@@ -1217,7 +1217,7 @@
continue;
}
- for (const PackedVarying &input : vertexVaryings)
+ for (const sh::Varying &input : vertexVaryings)
{
if (output.name == input.name)
{