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;