Revert "Return variable type queries using GLenum values."
Breaks the FYI bots until we get Chromium patched.
BUG=angle:466
This reverts commit 53221f5a0382887155d90f7f286e41190d4f5bfb.
Change-Id: Ib28548df5c10a6f76f46e4cf8f2013dca5cf0ee2
Reviewed-on: https://chromium-review.googlesource.com/205850
Reviewed-by: Shannon Woods <shannonwoods@chromium.org>
Tested-by: Jamie Madill <jmadill@chromium.org>
diff --git a/src/compiler/translator/Compiler.cpp b/src/compiler/translator/Compiler.cpp
index 898e3ef..61c0c4e 100644
--- a/src/compiler/translator/Compiler.cpp
+++ b/src/compiler/translator/Compiler.cpp
@@ -22,7 +22,6 @@
#include "compiler/translator/timing/RestrictFragmentShaderTiming.h"
#include "compiler/translator/timing/RestrictVertexShaderTiming.h"
#include "third_party/compiler/ArrayBoundsClamper.h"
-#include "angle_gl.h"
bool IsWebGLBasedSpec(ShShaderSpec spec)
{
@@ -93,7 +92,7 @@
allocator.popAll();
}
-TCompiler::TCompiler(sh::GLenum type, ShShaderSpec spec, ShShaderOutput output)
+TCompiler::TCompiler(ShShaderType type, ShShaderSpec spec, ShShaderOutput output)
: shaderType(type),
shaderSpec(spec),
outputType(output),
@@ -113,7 +112,7 @@
bool TCompiler::Init(const ShBuiltInResources& resources)
{
shaderVersion = 100;
- maxUniformVectors = (shaderType == GL_VERTEX_SHADER) ?
+ maxUniformVectors = (shaderType == SH_VERTEX_SHADER) ?
resources.MaxVertexUniformVectors :
resources.MaxFragmentUniformVectors;
maxExpressionComplexity = resources.MaxExpressionComplexity;
@@ -188,7 +187,7 @@
if (success)
success = detectCallDepth(root, infoSink, (compileOptions & SH_LIMIT_CALL_STACK_DEPTH) != 0);
- if (success && shaderVersion == 300 && shaderType == GL_FRAGMENT_SHADER)
+ if (success && shaderVersion == 300 && shaderType == SH_FRAGMENT_SHADER)
success = validateOutputs(root);
if (success && (compileOptions & SH_VALIDATE_LOOP_INDEXING))
@@ -226,7 +225,7 @@
if (success && (compileOptions & SH_CLAMP_INDIRECT_ARRAY_BOUNDS))
arrayBoundsClamper.MarkIndirectArrayBoundsForClamping(root);
- if (success && shaderType == GL_VERTEX_SHADER && (compileOptions & SH_INIT_GL_POSITION))
+ if (success && shaderType == SH_VERTEX_SHADER && (compileOptions & SH_INIT_GL_POSITION))
initializeGLPosition(root);
if (success && (compileOptions & SH_UNFOLD_SHORT_CIRCUIT))
@@ -248,7 +247,7 @@
infoSink.info << "too many uniforms";
}
}
- if (success && shaderType == GL_VERTEX_SHADER &&
+ if (success && shaderType == SH_VERTEX_SHADER &&
(compileOptions & SH_INIT_VARYINGS_WITHOUT_STATIC_USE))
initializeVaryingsWithoutStaticUse(root);
}
@@ -295,10 +294,10 @@
switch(shaderType)
{
- case GL_FRAGMENT_SHADER:
+ case SH_FRAGMENT_SHADER:
symbolTable.setDefaultPrecision(integer, EbpMedium);
break;
- case GL_VERTEX_SHADER:
+ case SH_VERTEX_SHADER:
symbolTable.setDefaultPrecision(integer, EbpHigh);
symbolTable.setDefaultPrecision(floatingPoint, EbpHigh);
break;
@@ -419,7 +418,7 @@
return false;
}
- if (shaderType == GL_FRAGMENT_SHADER)
+ if (shaderType == SH_FRAGMENT_SHADER)
{
TDependencyGraph graph(root);
@@ -513,26 +512,26 @@
unsigned char primarySize = 1, secondarySize = 1;
switch (varying.type)
{
- case GL_FLOAT:
+ case SH_FLOAT:
break;
- case GL_FLOAT_VEC2:
+ case SH_FLOAT_VEC2:
primarySize = 2;
break;
- case GL_FLOAT_VEC3:
+ case SH_FLOAT_VEC3:
primarySize = 3;
break;
- case GL_FLOAT_VEC4:
+ case SH_FLOAT_VEC4:
primarySize = 4;
break;
- case GL_FLOAT_MAT2:
+ case SH_FLOAT_MAT2:
primarySize = 2;
secondarySize = 2;
break;
- case GL_FLOAT_MAT3:
+ case SH_FLOAT_MAT3:
primarySize = 3;
secondarySize = 3;
break;
- case GL_FLOAT_MAT4:
+ case SH_FLOAT_MAT4:
primarySize = 4;
secondarySize = 4;
break;