Moved DynamicHLSL into renderer/d3d
Obviously D3D-only class is obvious. :)
BUG=angle:731
Change-Id: Ide54e76a8b9bacb9b6834e2cb0a801140eecfe46
Reviewed-on: https://chromium-review.googlesource.com/213862
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Tested-by: Brandon Jones <bajones@chromium.org>
diff --git a/src/libGLESv2/ProgramBinary.h b/src/libGLESv2/ProgramBinary.h
index a75d9c1..5a200e8 100644
--- a/src/libGLESv2/ProgramBinary.h
+++ b/src/libGLESv2/ProgramBinary.h
@@ -22,7 +22,7 @@
#include "libGLESv2/Shader.h"
#include "libGLESv2/Constants.h"
#include "libGLESv2/renderer/d3d/VertexDataManager.h"
-#include "libGLESv2/DynamicHLSL.h"
+#include "libGLESv2/renderer/d3d/DynamicHLSL.h"
namespace sh
{
@@ -274,7 +274,7 @@
};
rx::Renderer *const mRenderer;
- DynamicHLSL *mDynamicHLSL;
+ rx::DynamicHLSL *mDynamicHLSL;
std::string mVertexHLSL;
rx::D3DWorkaroundType mVertexWorkarounds;
@@ -283,7 +283,7 @@
std::string mPixelHLSL;
rx::D3DWorkaroundType mPixelWorkarounds;
bool mUsesFragDepth;
- std::vector<PixelShaderOuputVariable> mPixelShaderKey;
+ std::vector<rx::PixelShaderOuputVariable> mPixelShaderKey;
std::vector<PixelExecutable *> mPixelExecutables;
rx::ShaderExecutable *mGeometryExecutable;