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/renderer/Renderer9.cpp b/src/libGLESv2/renderer/Renderer9.cpp
index fea254d..4a1dc02 100644
--- a/src/libGLESv2/renderer/Renderer9.cpp
+++ b/src/libGLESv2/renderer/Renderer9.cpp
@@ -2981,13 +2981,13 @@
return renderTarget;
}
-ShaderExecutable *Renderer9::loadExecutable(const void *function, size_t length, GLenum type)
+ShaderExecutable *Renderer9::loadExecutable(const void *function, size_t length, rx::ShaderType type)
{
ShaderExecutable9 *executable = NULL;
switch (type)
{
- case GL_VERTEX_SHADER:
+ case rx::SHADER_VERTEX:
{
IDirect3DVertexShader9 *vshader = createVertexShader((DWORD*)function, length);
if (vshader)
@@ -2996,7 +2996,7 @@
}
}
break;
- case GL_FRAGMENT_SHADER:
+ case rx::SHADER_PIXEL:
{
IDirect3DPixelShader9 *pshader = createPixelShader((DWORD*)function, length);
if (pshader)
@@ -3013,16 +3013,16 @@
return executable;
}
-ShaderExecutable *Renderer9::compileToExecutable(gl::InfoLog &infoLog, const char *shaderHLSL, GLenum type)
+ShaderExecutable *Renderer9::compileToExecutable(gl::InfoLog &infoLog, const char *shaderHLSL, rx::ShaderType type)
{
const char *profile = NULL;
switch (type)
{
- case GL_VERTEX_SHADER:
+ case rx::SHADER_VERTEX:
profile = getMajorShaderModel() >= 3 ? "vs_3_0" : "vs_2_0";
break;
- case GL_FRAGMENT_SHADER:
+ case rx::SHADER_PIXEL:
profile = getMajorShaderModel() >= 3 ? "ps_3_0" : "ps_2_0";
break;
default: