Implement glGetAttachedShaders and glGetShaderPrecisionFormat.
TRAC #11599
Signed-off-by: Andrew Lewycky
Signed-off-by: Daniel Koch
Author: Nicolas Capens
git-svn-id: https://angleproject.googlecode.com/svn/trunk@85 736b8ea6-26fd-11df-bfd4-992fa37f6226
diff --git a/src/libGLESv2/Program.cpp b/src/libGLESv2/Program.cpp
index b950f47..f036a93 100644
--- a/src/libGLESv2/Program.cpp
+++ b/src/libGLESv2/Program.cpp
@@ -1058,6 +1058,36 @@
}
}
+void Program::getAttachedShaders(GLsizei maxCount, GLsizei *count, GLuint *shaders)
+{
+ int total = 0;
+
+ if (mVertexShader)
+ {
+ if (total < maxCount)
+ {
+ shaders[total] = mVertexShader->getHandle();
+ }
+
+ total++;
+ }
+
+ if (mFragmentShader)
+ {
+ if (total < maxCount)
+ {
+ shaders[total] = mFragmentShader->getHandle();
+ }
+
+ total++;
+ }
+
+ if (count)
+ {
+ *count = total;
+ }
+}
+
void Program::flagForDeletion()
{
mDeleteStatus = true;