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/OutputHLSL.cpp b/src/compiler/translator/OutputHLSL.cpp
index 60201f6..5974afb 100644
--- a/src/compiler/translator/OutputHLSL.cpp
+++ b/src/compiler/translator/OutputHLSL.cpp
@@ -142,7 +142,7 @@
if (mOutputType == SH_HLSL9_OUTPUT)
{
- if (mContext.shaderType == GL_FRAGMENT_SHADER)
+ if (mContext.shaderType == SH_FRAGMENT_SHADER)
{
// Reserve registers for dx_DepthRange, dx_ViewCoords and dx_DepthFront
mUniformHLSL->reserveUniformRegisters(3);
@@ -167,13 +167,13 @@
void OutputHLSL::output()
{
- mContainsLoopDiscontinuity = mContext.shaderType == GL_FRAGMENT_SHADER && containsLoopDiscontinuity(mContext.treeRoot);
+ mContainsLoopDiscontinuity = mContext.shaderType == SH_FRAGMENT_SHADER && containsLoopDiscontinuity(mContext.treeRoot);
const std::vector<TIntermTyped*> &flaggedStructs = FlagStd140ValueStructs(mContext.treeRoot);
makeFlaggedStructMaps(flaggedStructs);
// Work around D3D9 bug that would manifest in vertex shaders with selection blocks which
// use a vertex attribute as a condition, and some related computation in the else block.
- if (mOutputType == SH_HLSL9_OUTPUT && mContext.shaderType == GL_VERTEX_SHADER)
+ if (mOutputType == SH_HLSL9_OUTPUT && mContext.shaderType == SH_VERTEX_SHADER)
{
RewriteElseBlocks(mContext.treeRoot);
}
@@ -345,7 +345,7 @@
out << "#define ANGLE_USES_NESTED_BREAK" << "\n";
}
- if (mContext.shaderType == GL_FRAGMENT_SHADER)
+ if (mContext.shaderType == SH_FRAGMENT_SHADER)
{
TExtensionBehavior::const_iterator iter = mContext.extensionBehavior().find("GL_EXT_draw_buffers");
const bool usingMRTExtension = (iter != mContext.extensionBehavior().end() && (iter->second == EBhEnable || iter->second == EBhRequire));
@@ -2147,7 +2147,7 @@
bool bias = (arguments.size() > mandatoryArgumentCount); // Bias argument is optional
- if (lod0 || mContext.shaderType == GL_VERTEX_SHADER)
+ if (lod0 || mContext.shaderType == SH_VERTEX_SHADER)
{
if (bias)
{