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)
     {