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/ResourceManager.cpp b/src/libGLESv2/ResourceManager.cpp
index 55c743c..701f7cb 100644
--- a/src/libGLESv2/ResourceManager.cpp
+++ b/src/libGLESv2/ResourceManager.cpp
@@ -93,13 +93,9 @@
{
GLuint handle = mProgramShaderHandleAllocator.allocate();
- if (type == GL_VERTEX_SHADER)
+ if (type == GL_VERTEX_SHADER || type == GL_FRAGMENT_SHADER)
{
- mShaderMap[handle] = new VertexShader(this, mRenderer->createShader(type), handle);
- }
- else if (type == GL_FRAGMENT_SHADER)
- {
- mShaderMap[handle] = new FragmentShader(this, mRenderer->createShader(type), handle);
+ mShaderMap[handle] = new Shader(this, mRenderer->createShader(type), type, handle);
}
else UNREACHABLE();