Return variable type queries using GLenum values.
Instead of duplicating GL header define values, explictly return
GLenum for variable queries in the shader inspection API. This
reduces the duplicate defines in the shader compiler header.
BUG=angle:466
Change-Id: If631b20ce68747297a946e1371def7709027a613
Reviewed-on: https://chromium-review.googlesource.com/204937
Tested-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Nicolas Capens <nicolascapens@chromium.org>
Reviewed-by: Zhenyao Mo <zmo@chromium.org>
diff --git a/src/libGLESv2/Shader.cpp b/src/libGLESv2/Shader.cpp
index 5b0f3ff..013922b1 100644
--- a/src/libGLESv2/Shader.cpp
+++ b/src/libGLESv2/Shader.cpp
@@ -206,8 +206,8 @@
resources.MinProgramTexelOffset = -8; // D3D10_COMMONSHADER_TEXEL_OFFSET_MAX_NEGATIVE
resources.MaxProgramTexelOffset = 7; // D3D10_COMMONSHADER_TEXEL_OFFSET_MAX_POSITIVE
- mFragmentCompiler = ShConstructCompiler(SH_FRAGMENT_SHADER, SH_GLES2_SPEC, hlslVersion, &resources);
- mVertexCompiler = ShConstructCompiler(SH_VERTEX_SHADER, SH_GLES2_SPEC, hlslVersion, &resources);
+ mFragmentCompiler = ShConstructCompiler(GL_FRAGMENT_SHADER, SH_GLES2_SPEC, hlslVersion, &resources);
+ mVertexCompiler = ShConstructCompiler(GL_VERTEX_SHADER, SH_GLES2_SPEC, hlslVersion, &resources);
}
}
}