Store the shader bytecode in ShaderExecutable to pass it to CreateInputLayout.
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@1535 736b8ea6-26fd-11df-bfd4-992fa37f6226
diff --git a/src/libGLESv2/renderer/ShaderExecutable11.cpp b/src/libGLESv2/renderer/ShaderExecutable11.cpp
index e1feebc..b1aeb9c 100644
--- a/src/libGLESv2/renderer/ShaderExecutable11.cpp
+++ b/src/libGLESv2/renderer/ShaderExecutable11.cpp
@@ -14,13 +14,15 @@
namespace rx
{
-ShaderExecutable11::ShaderExecutable11(ID3D11PixelShader *executable)
+ShaderExecutable11::ShaderExecutable11(const void *function, size_t length, ID3D11PixelShader *executable)
+ : ShaderExecutable(function, length)
{
mPixelExecutable = executable;
mVertexExecutable = NULL;
}
-ShaderExecutable11::ShaderExecutable11(ID3D11VertexShader *executable)
+ShaderExecutable11::ShaderExecutable11(const void *function, size_t length, ID3D11VertexShader *executable)
+ : ShaderExecutable(function, length)
{
mVertexExecutable = executable;
mPixelExecutable = NULL;
@@ -44,20 +46,6 @@
return static_cast<ShaderExecutable11*>(executable);
}
-bool ShaderExecutable11::getVertexFunction(void *pData, UINT *pSizeOfData)
-{
- // TODO
- UNIMPLEMENTED();
- return false;
-}
-
-bool ShaderExecutable11::getPixelFunction(void *pData, UINT *pSizeOfData)
-{
- // TODO
- UNIMPLEMENTED();
- return false;
-}
-
ID3D11VertexShader *ShaderExecutable11::getVertexShader()
{
return mVertexExecutable;