Move setting the uniforms to the Renderer implementation.
TRAC #22245
Signed-off-by: Daniel Koch
Signed-off-by: Geoff Lang
Author: Nicolas Capens
git-svn-id: https://angleproject.googlecode.com/svn/branches/dx11proto@1594 736b8ea6-26fd-11df-bfd4-992fa37f6226
diff --git a/src/libGLESv2/ProgramBinary.h b/src/libGLESv2/ProgramBinary.h
index 0e98528..3b0022d 100644
--- a/src/libGLESv2/ProgramBinary.h
+++ b/src/libGLESv2/ProgramBinary.h
@@ -81,6 +81,8 @@
RegisterInfo vs;
};
+typedef std::vector<Uniform*> UniformArray;
+
// Struct used for correlating uniforms/elements of uniform arrays to handles
struct UniformLocation
{
@@ -174,14 +176,7 @@
rx::D3DConstantTable *vsConstantTable, rx::D3DConstantTable *psConstantTable);
bool defineUniform(GLenum shader, const rx::D3DConstant *constant, const std::string &name);
Uniform *createUniform(const rx::D3DConstant *constant, const std::string &name);
- 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::Renderer *const mRenderer;
rx::ShaderExecutable *mPixelExecutable;
@@ -205,7 +200,6 @@
GLuint mUsedPixelSamplerRange;
bool mUsesPointSize;
- typedef std::vector<Uniform*> UniformArray;
UniformArray mUniforms;
typedef std::vector<UniformLocation> UniformIndex;
UniformIndex mUniformIndex;