Refactor remaining GLES 2.0 entry points.
This will pave the way for several features, like auto-generation.
BUG=angleproject:747
Change-Id: Ic390ac412f4e6b61346629093f185a4c07ea0284
Reviewed-on: https://chromium-review.googlesource.com/474118
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
diff --git a/src/libANGLE/Program.cpp b/src/libANGLE/Program.cpp
index 037283b..2680741 100644
--- a/src/libANGLE/Program.cpp
+++ b/src/libANGLE/Program.cpp
@@ -490,39 +490,27 @@
}
}
-bool Program::detachShader(const Context *context, Shader *shader)
+void Program::detachShader(const Context *context, Shader *shader)
{
switch (shader->getType())
{
case GL_VERTEX_SHADER:
{
- if (mState.mAttachedVertexShader != shader)
- {
- return false;
- }
-
+ ASSERT(mState.mAttachedVertexShader == shader);
shader->release(context);
mState.mAttachedVertexShader = nullptr;
break;
}
case GL_FRAGMENT_SHADER:
{
- if (mState.mAttachedFragmentShader != shader)
- {
- return false;
- }
-
+ ASSERT(mState.mAttachedFragmentShader == shader);
shader->release(context);
mState.mAttachedFragmentShader = nullptr;
break;
}
case GL_COMPUTE_SHADER:
{
- if (mState.mAttachedComputeShader != shader)
- {
- return false;
- }
-
+ ASSERT(mState.mAttachedComputeShader == shader);
shader->release(context);
mState.mAttachedComputeShader = nullptr;
break;
@@ -530,8 +518,6 @@
default:
UNREACHABLE();
}
-
- return true;
}
int Program::getAttachedShadersCount() const