Move dirty DX constant tracking from Context to the Renderers.

TRAC #22308
Signed-off-by: Geoff Lang
Signed-off-by: Daniel Koch
Author: Nicolas Capens

git-svn-id: https://angleproject.googlecode.com/svn/branches/dx11proto@1713 736b8ea6-26fd-11df-bfd4-992fa37f6226
diff --git a/src/libGLESv2/ProgramBinary.cpp b/src/libGLESv2/ProgramBinary.cpp
index 93102d0..6e5cd9e 100644
--- a/src/libGLESv2/ProgramBinary.cpp
+++ b/src/libGLESv2/ProgramBinary.cpp
@@ -1000,7 +1000,7 @@
         }
     }
 
-    mRenderer->applyUniforms(&mUniforms, mVertexConstants, mPixelConstants);
+    mRenderer->applyUniforms(&mUniforms);
 }
 
 // Packs varyings into generic varying registers, using the algorithm from [OpenGL ES Shading Language 1.00 rev. 17] appendix A section 7 page 111
@@ -1813,9 +1813,6 @@
         success = false;
     }
 
-    Context *context = getContext();
-    context->markDxUniformsDirty();
-
     return success;
 }
 
@@ -2241,38 +2238,6 @@
     return true;
 }
 
-void ProgramBinary::applyDxDepthRange(float near, float far, float diff)
-{
-    mVertexConstants.depthRange[0] = near;
-    mVertexConstants.depthRange[1] = far;
-    mVertexConstants.depthRange[2] = diff;
-
-    mPixelConstants.depthRange[0] = near;
-    mPixelConstants.depthRange[1] = far;
-    mPixelConstants.depthRange[2] = diff;
-}
-
-void ProgramBinary::applyDxDepthFront(float range, float start, float frontCCW)
-{
-    mPixelConstants.depthFront[0] = range;
-    mPixelConstants.depthFront[1] = start;
-    mPixelConstants.depthFront[2] = frontCCW;
-}
-
-void ProgramBinary::applyDxCoord(float halfWidth, float halfHeight, float x0, float y0)
-{
-    mPixelConstants.coord[0] = halfWidth;
-    mPixelConstants.coord[1] = halfHeight;
-    mPixelConstants.coord[2] = x0;
-    mPixelConstants.coord[3] = y0;
-}
-
-void ProgramBinary::applyDxHalfPixelSize(float width, float height)
-{
-    mVertexConstants.halfPixelSize[0] = width;
-    mVertexConstants.halfPixelSize[1] = height;
-}
-
 ProgramBinary::Sampler::Sampler() : active(false), logicalTextureUnit(0), textureType(TEXTURE_2D)
 {
 }