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;