Apply vertex textures and sampler states to the D3D9 device.
Issue=95
TRAC #16568
Signed-off-by: Daniel Koch
Author: Nicolas Capens
git-svn-id: https://angleproject.googlecode.com/svn/trunk@639 736b8ea6-26fd-11df-bfd4-992fa37f6226
diff --git a/src/libGLESv2/Program.h b/src/libGLESv2/Program.h
index c1e87c9..df0e908 100644
--- a/src/libGLESv2/Program.h
+++ b/src/libGLESv2/Program.h
@@ -72,8 +72,8 @@
GLuint getAttributeLocation(const char *name);
int getSemanticIndex(int attributeIndex);
- GLint getSamplerMapping(unsigned int samplerIndex);
- TextureType getSamplerTextureType(unsigned int samplerIndex);
+ GLint getSamplerMapping(SamplerType type, unsigned int samplerIndex);
+ TextureType getSamplerTextureType(SamplerType type, unsigned int samplerIndex);
GLint getUniformLocation(const char *name, bool decorated);
bool setUniform1fv(GLint location, GLsizei count, const GLfloat *v);
@@ -191,7 +191,8 @@
TextureType textureType;
};
- Sampler mSamplers[MAX_TEXTURE_IMAGE_UNITS];
+ Sampler mSamplersPS[MAX_TEXTURE_IMAGE_UNITS];
+ Sampler mSamplersVS[MAX_VERTEX_TEXTURE_IMAGE_UNITS_VTF];
typedef std::vector<Uniform*> UniformArray;
UniformArray mUniforms;