More shader refactor cleanup
Removed VertexShader and FragmentShader in favor of using a single Shader object
Used VertexShaderD3D and FragmentShaderD3D directly when appropriate.
BUG=angle:731
Change-Id: Ib1ffdf85ee0bfa7c88bb9ddb1029ccbd63a9dbe1
Reviewed-on: https://chromium-review.googlesource.com/213840
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Tested-by: Brandon Jones <bajones@chromium.org>
diff --git a/src/libGLESv2/Program.h b/src/libGLESv2/Program.h
index 777e386..7e84859 100644
--- a/src/libGLESv2/Program.h
+++ b/src/libGLESv2/Program.h
@@ -26,8 +26,6 @@
namespace gl
{
class ResourceManager;
-class FragmentShader;
-class VertexShader;
class Shader;
extern const char * const g_fakepath;
@@ -121,8 +119,8 @@
void unlink(bool destroy = false);
void resetUniformBlockBindings();
- FragmentShader *mFragmentShader;
- VertexShader *mVertexShader;
+ Shader *mFragmentShader;
+ Shader *mVertexShader;
AttributeBindings mAttributeBindings;