Add a new internal enum for shader type, instead of re-using GL enums.
TRAC #22412
Signed-off-by: Nicolas Capens
Signed-off-by: Shannon Woods
Author: Jamie Madill
git-svn-id: https://angleproject.googlecode.com/svn/branches/dx11proto@1783 736b8ea6-26fd-11df-bfd4-992fa37f6226
diff --git a/src/libGLESv2/ProgramBinary.cpp b/src/libGLESv2/ProgramBinary.cpp
index b4df14a..8e3c376 100644
--- a/src/libGLESv2/ProgramBinary.cpp
+++ b/src/libGLESv2/ProgramBinary.cpp
@@ -1652,7 +1652,7 @@
ptr += vertexShaderSize;
mPixelExecutable = mRenderer->loadExecutable(reinterpret_cast<const DWORD*>(pixelShaderFunction),
- pixelShaderSize, GL_FRAGMENT_SHADER);
+ pixelShaderSize, rx::SHADER_PIXEL);
if (!mPixelExecutable)
{
infoLog.append("Could not create pixel shader.");
@@ -1660,7 +1660,7 @@
}
mVertexExecutable = mRenderer->loadExecutable(reinterpret_cast<const DWORD*>(vertexShaderFunction),
- vertexShaderSize, GL_VERTEX_SHADER);
+ vertexShaderSize, rx::SHADER_VERTEX);
if (!mVertexExecutable)
{
infoLog.append("Could not create vertex shader.");
@@ -1807,8 +1807,8 @@
}
bool success = true;
- mVertexExecutable = mRenderer->compileToExecutable(infoLog, vertexHLSL.c_str(), GL_VERTEX_SHADER);
- mPixelExecutable = mRenderer->compileToExecutable(infoLog, pixelHLSL.c_str(), GL_FRAGMENT_SHADER);
+ mVertexExecutable = mRenderer->compileToExecutable(infoLog, vertexHLSL.c_str(), rx::SHADER_VERTEX);
+ mPixelExecutable = mRenderer->compileToExecutable(infoLog, pixelHLSL.c_str(), rx::SHADER_PIXEL);
if (!mVertexExecutable || !mPixelExecutable)
{