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/Shader.cpp b/src/libGLESv2/Shader.cpp
index b17a6c9..aad124a 100644
--- a/src/libGLESv2/Shader.cpp
+++ b/src/libGLESv2/Shader.cpp
@@ -20,7 +20,7 @@
void *Shader::mFragmentCompiler = NULL;
void *Shader::mVertexCompiler = NULL;
-Shader::Shader()
+Shader::Shader(GLuint handle) : mHandle(handle)
{
mSource = NULL;
mHlsl = NULL;
@@ -49,6 +49,11 @@
delete[] mInfoLog;
}
+GLuint Shader::getHandle() const
+{
+ return mHandle;
+}
+
void Shader::setSource(GLsizei count, const char **string, const GLint *length)
{
delete[] mSource;
@@ -282,7 +287,7 @@
delete[] mAttribute;
}
-VertexShader::VertexShader()
+VertexShader::VertexShader(GLuint handle) : Shader(handle)
{
}
@@ -396,7 +401,7 @@
}
}
-FragmentShader::FragmentShader()
+FragmentShader::FragmentShader(GLuint handle) : Shader(handle)
{
}