Make TF Feedback buffer mode a GL-level variable.
Don't query this as an Impl method, since it exists on the GL level.
Also some related refactorings and cleanups.
BUG=angleproject:1123
Change-Id: I3610bc0db2bcaa96408506e06a65a2f4dab93150
Reviewed-on: https://chromium-review.googlesource.com/293761
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Tested-by: Jamie Madill <jmadill@chromium.org>
diff --git a/src/libANGLE/renderer/gl/ProgramGL.cpp b/src/libANGLE/renderer/gl/ProgramGL.cpp
index 247f5df..d100c56 100644
--- a/src/libANGLE/renderer/gl/ProgramGL.cpp
+++ b/src/libANGLE/renderer/gl/ProgramGL.cpp
@@ -46,12 +46,6 @@
return int();
}
-GLenum ProgramGL::getTransformFeedbackBufferMode() const
-{
- UNIMPLEMENTED();
- return GLenum();
-}
-
GLenum ProgramGL::getBinaryFormat()
{
UNIMPLEMENTED();
@@ -72,16 +66,14 @@
LinkResult ProgramGL::link(const gl::Data &data, gl::InfoLog &infoLog,
gl::Shader *fragmentShader, gl::Shader *vertexShader,
- const std::vector<std::string> &transformFeedbackVaryings,
- GLenum transformFeedbackBufferMode,
int *registers, std::vector<gl::LinkedVarying> *linkedVaryings,
std::map<int, gl::VariableLocation> *outputVariables)
{
// Reset the program state, delete the current program if one exists
reset();
- ShaderGL *vertexShaderGL = GetImplAs<ShaderGL>(vertexShader);
- ShaderGL *fragmentShaderGL = GetImplAs<ShaderGL>(fragmentShader);
+ const ShaderGL *vertexShaderGL = GetImplAs<ShaderGL>(vertexShader);
+ const ShaderGL *fragmentShaderGL = GetImplAs<ShaderGL>(fragmentShader);
// Attach the shaders
mFunctions->attachShader(mProgramID, vertexShaderGL->getShaderID());