Use the sh namespace for shader variables.
Since these types originate from the translator, use an appropriate
namespace. Also rename some of the gl helper functions to be more
specific to their functionality.
BUG=angle:466
Change-Id: Idc29987b2053b3c40748dd46b581f3dbd8a6fd61
Reviewed-on: https://chromium-review.googlesource.com/204680
Tested-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Zhenyao Mo <zmo@chromium.org>
diff --git a/src/libGLESv2/validationES.cpp b/src/libGLESv2/validationES.cpp
index 34e6396..2ab82cd 100644
--- a/src/libGLESv2/validationES.cpp
+++ b/src/libGLESv2/validationES.cpp
@@ -992,7 +992,7 @@
bool ValidateUniform(gl::Context *context, GLenum uniformType, GLint location, GLsizei count)
{
// Check for ES3 uniform entry points
- if (UniformComponentType(uniformType) == GL_UNSIGNED_INT && context->getClientVersion() < 3)
+ if (VariableComponentType(uniformType) == GL_UNSIGNED_INT && context->getClientVersion() < 3)
{
return gl::error(GL_INVALID_OPERATION, false);
}
@@ -1003,7 +1003,7 @@
return false;
}
- GLenum targetBoolType = UniformBoolVectorType(uniformType);
+ GLenum targetBoolType = VariableBoolVectorType(uniformType);
bool samplerUniformCheck = (IsSampler(uniform->type) && uniformType == GL_INT);
if (!samplerUniformCheck && uniformType != uniform->type && targetBoolType != uniform->type)
{