Skip applying uniforms for the D3D11 renderer (unimplemented for now), to make ProgramBinary back-end independent.

TRAC #22191
Signed-off-by: Shannon Woods
Signed-off-by: Daniel Koch
Author: Nicolas Capens

git-svn-id: https://angleproject.googlecode.com/svn/branches/dx11proto@1526 736b8ea6-26fd-11df-bfd4-992fa37f6226
diff --git a/src/libGLESv2/ProgramBinary.h b/src/libGLESv2/ProgramBinary.h
index 42767e7..251496e 100644
--- a/src/libGLESv2/ProgramBinary.h
+++ b/src/libGLESv2/ProgramBinary.h
@@ -177,16 +177,15 @@
                        D3DConstantTable *vsConstantTable, D3DConstantTable *psConstantTable);
     bool defineUniform(GLenum shader, const D3DConstant *constant, const std::string &name);
     Uniform *createUniform( const D3DConstant *constant, const std::string &name);
-    bool applyUniformnfv(Uniform *targetUniform, const GLfloat *v);
-    bool applyUniform1iv(Uniform *targetUniform, GLsizei count, const GLint *v);
-    bool applyUniform2iv(Uniform *targetUniform, GLsizei count, const GLint *v);
-    bool applyUniform3iv(Uniform *targetUniform, GLsizei count, const GLint *v);
-    bool applyUniform4iv(Uniform *targetUniform, GLsizei count, const GLint *v);
-    void applyUniformniv(Uniform *targetUniform, GLsizei count, const Vector4 *vector);
-    void applyUniformnbv(Uniform *targetUniform, GLsizei count, int width, const GLboolean *v);
+    bool applyUniformnfv(IDirect3DDevice9 *device, Uniform *targetUniform, const GLfloat *v);   // D3D9_REPLACE
+    bool applyUniform1iv(IDirect3DDevice9 *device, Uniform *targetUniform, GLsizei count, const GLint *v);
+    bool applyUniform2iv(IDirect3DDevice9 *device, Uniform *targetUniform, GLsizei count, const GLint *v);
+    bool applyUniform3iv(IDirect3DDevice9 *device, Uniform *targetUniform, GLsizei count, const GLint *v);
+    bool applyUniform4iv(IDirect3DDevice9 *device, Uniform *targetUniform, GLsizei count, const GLint *v);
+    void applyUniformniv(IDirect3DDevice9 *device, Uniform *targetUniform, GLsizei count, const Vector4 *vector);
+    void applyUniformnbv(IDirect3DDevice9 *device, Uniform *targetUniform, GLsizei count, int width, const GLboolean *v);
 
-    rx::Renderer9 *mRenderer;   // D3D9_REPLACE
-    IDirect3DDevice9 *mDevice; // D3D9_REPLACE
+    rx::Renderer *const mRenderer;
 
     rx::ShaderExecutable *mPixelExecutable;
     rx::ShaderExecutable *mVertexExecutable;