Rename the GLSL shader compiler namespace to glsl.

Bug 18962347

Change-Id: I28d001045cf43eed2d92cb0007330dffa620025b
Reviewed-on: https://swiftshader-review.googlesource.com/1760
Reviewed-by: Nicolas Capens <capn@google.com>
Tested-by: Nicolas Capens <capn@google.com>
diff --git a/src/OpenGL/compiler/OutputASM.cpp b/src/OpenGL/compiler/OutputASM.cpp
index ba70fc0..64fb951 100644
--- a/src/OpenGL/compiler/OutputASM.cpp
+++ b/src/OpenGL/compiler/OutputASM.cpp
@@ -20,7 +20,7 @@
 #include <GLES2/gl2.h>

 #include <GLES2/gl2ext.h>

 

-namespace sh

+namespace glsl

 {

 	// Integer to TString conversion

 	TString str(int i)

@@ -2074,7 +2074,7 @@
 				}

 			}

 			

-			activeVaryings.push_back(sh::Varying(glVariableType(type), name, varying->getArraySize(), reg, 0));

+			activeVaryings.push_back(glsl::Varying(glVariableType(type), name, varying->getArraySize(), reg, 0));

 		}

 	}

 

diff --git a/src/OpenGL/compiler/OutputASM.h b/src/OpenGL/compiler/OutputASM.h
index 54af409..e0413b3 100644
--- a/src/OpenGL/compiler/OutputASM.h
+++ b/src/OpenGL/compiler/OutputASM.h
@@ -29,7 +29,7 @@
 	class Shader;

 }

 

-namespace sh

+namespace glsl

 {

 	struct Uniform

 	{

diff --git a/src/OpenGL/compiler/TranslatorASM.cpp b/src/OpenGL/compiler/TranslatorASM.cpp
index 0cf13d4..c041e05 100644
--- a/src/OpenGL/compiler/TranslatorASM.cpp
+++ b/src/OpenGL/compiler/TranslatorASM.cpp
@@ -13,14 +13,14 @@
 

 #include "InitializeParseContext.h"

 

-TranslatorASM::TranslatorASM(sh::Shader *shaderObject, ShShaderType type, ShShaderSpec spec) : TCompiler(type, spec), shaderObject(shaderObject)

+TranslatorASM::TranslatorASM(glsl::Shader *shaderObject, ShShaderType type, ShShaderSpec spec) : TCompiler(type, spec), shaderObject(shaderObject)

 {

 }

 

 bool TranslatorASM::translate(TIntermNode* root)

 {

     TParseContext& parseContext = *GetGlobalParseContext();

-    sh::OutputASM outputASM(parseContext, shaderObject);

+    glsl::OutputASM outputASM(parseContext, shaderObject);

 

 	outputASM.output();

 

diff --git a/src/OpenGL/compiler/TranslatorASM.h b/src/OpenGL/compiler/TranslatorASM.h
index 32739ec..47fcb10 100644
--- a/src/OpenGL/compiler/TranslatorASM.h
+++ b/src/OpenGL/compiler/TranslatorASM.h
@@ -15,7 +15,7 @@
 #include "ShHandle.h"

 #include "OutputASM.h"

 

-namespace sh

+namespace glsl

 {

 	class Shader;

 }

@@ -23,13 +23,13 @@
 class TranslatorASM : public TCompiler

 {

 public:

-    TranslatorASM(sh::Shader *shaderObject, ShShaderType type, ShShaderSpec spec);

+    TranslatorASM(glsl::Shader *shaderObject, ShShaderType type, ShShaderSpec spec);

 

 protected:

     virtual bool translate(TIntermNode* root);

 

 private:

-	sh::Shader *const shaderObject;

+	glsl::Shader *const shaderObject;

 };

 

 #endif  // COMPILER_TRANSLATORASM_H_

diff --git a/src/OpenGL/libGL/Program.cpp b/src/OpenGL/libGL/Program.cpp
index 71573d5..3ffb06b 100644
--- a/src/OpenGL/libGL/Program.cpp
+++ b/src/OpenGL/libGL/Program.cpp
@@ -940,9 +940,9 @@
 

 	// Packs varyings into generic varying registers, using the algorithm from [OpenGL ES Shading Language 1.00 rev. 17] appendix A section 7 page 111

 	// Returns the number of used varying registers, or -1 if unsuccesful

-	int Program::packVaryings(const sh::Varying *packing[][4])

+	int Program::packVaryings(const glsl::Varying *packing[][4])

 	{

-		for(sh::VaryingList::iterator varying = fragmentShader->varyings.begin(); varying != fragmentShader->varyings.end(); varying++)

+		for(glsl::VaryingList::iterator varying = fragmentShader->varyings.begin(); varying != fragmentShader->varyings.end(); varying++)

 		{

 			int n = VariableRowCount(varying->type) * varying->size();

 			int m = VariableColumnCount(varying->type);

@@ -1087,11 +1087,11 @@
 

 	bool Program::linkVaryings()

 	{

-		for(sh::VaryingList::iterator input = fragmentShader->varyings.begin(); input != fragmentShader->varyings.end(); input++)

+		for(glsl::VaryingList::iterator input = fragmentShader->varyings.begin(); input != fragmentShader->varyings.end(); input++)

 		{

 			bool matched = false;

 

-			for(sh::VaryingList::iterator output = vertexShader->varyings.begin(); output != vertexShader->varyings.end(); output++)

+			for(glsl::VaryingList::iterator output = vertexShader->varyings.begin(); output != vertexShader->varyings.end(); output++)

 			{

 				if(output->name == input->name)

 				{

@@ -1115,12 +1115,12 @@
 			}

 		}

 

-		sh::VaryingList &psVaryings = fragmentShader->varyings;

-		sh::VaryingList &vsVaryings = vertexShader->varyings;

+		glsl::VaryingList &psVaryings = fragmentShader->varyings;

+		glsl::VaryingList &vsVaryings = vertexShader->varyings;

 

-		for(sh::VaryingList::iterator output = vsVaryings.begin(); output != vsVaryings.end(); output++)

+		for(glsl::VaryingList::iterator output = vsVaryings.begin(); output != vsVaryings.end(); output++)

 		{

-			for(sh::VaryingList::iterator input = psVaryings.begin(); input != psVaryings.end(); input++)

+			for(glsl::VaryingList::iterator input = psVaryings.begin(); input != psVaryings.end(); input++)

 			{

 				if(output->name == input->name)

 				{

@@ -1221,7 +1221,7 @@
 		unsigned int usedLocations = 0;

 

 		// Link attributes that have a binding location

-		for(sh::ActiveAttributes::iterator attribute = vertexShader->activeAttributes.begin(); attribute != vertexShader->activeAttributes.end(); attribute++)

+		for(glsl::ActiveAttributes::iterator attribute = vertexShader->activeAttributes.begin(); attribute != vertexShader->activeAttributes.end(); attribute++)

 		{

 			int location = getAttributeBinding(attribute->name);

 

@@ -1250,7 +1250,7 @@
 		}

 

 		// Link attributes that don't have a binding location

-		for(sh::ActiveAttributes::iterator attribute = vertexShader->activeAttributes.begin(); attribute != vertexShader->activeAttributes.end(); attribute++)

+		for(glsl::ActiveAttributes::iterator attribute = vertexShader->activeAttributes.begin(); attribute != vertexShader->activeAttributes.end(); attribute++)

 		{

 			int location = getAttributeBinding(attribute->name);

 

@@ -1298,11 +1298,11 @@
 

 	bool Program::linkUniforms(Shader *shader)

 	{

-		const sh::ActiveUniforms &activeUniforms = shader->activeUniforms;

+		const glsl::ActiveUniforms &activeUniforms = shader->activeUniforms;

 

 		for(unsigned int uniformIndex = 0; uniformIndex < activeUniforms.size(); uniformIndex++)

 		{

-			const sh::Uniform &uniform = activeUniforms[uniformIndex];

+			const glsl::Uniform &uniform = activeUniforms[uniformIndex];

 

 			if(!defineUniform(shader->getType(), uniform.type, uniform.precision, uniform.name, uniform.arraySize, uniform.registerIndex))

 			{

diff --git a/src/OpenGL/libGL/Program.h b/src/OpenGL/libGL/Program.h
index 4afb55b..844ccdf 100644
--- a/src/OpenGL/libGL/Program.h
+++ b/src/OpenGL/libGL/Program.h
@@ -133,7 +133,7 @@
 	private:

 		void unlink();

 

-		int packVaryings(const sh::Varying *packing[][4]);

+		int packVaryings(const glsl::Varying *packing[][4]);

 		bool linkVaryings();

 

 		bool linkAttributes();

@@ -171,7 +171,7 @@
 		sw::VertexShader *vertexBinary;

     

 		std::set<std::string> attributeBinding[MAX_VERTEX_ATTRIBS];

-		sh::Attribute linkedAttribute[MAX_VERTEX_ATTRIBS];

+		glsl::Attribute linkedAttribute[MAX_VERTEX_ATTRIBS];

 		int attributeStream[MAX_VERTEX_ATTRIBS];

 

 		struct Sampler

diff --git a/src/OpenGL/libGL/Shader.cpp b/src/OpenGL/libGL/Shader.cpp
index fd09672..e99806d 100644
--- a/src/OpenGL/libGL/Shader.cpp
+++ b/src/OpenGL/libGL/Shader.cpp
@@ -269,7 +269,7 @@
 }
 
 // true if varying x has a higher priority in packing than y
-bool Shader::compareVarying(const sh::Varying &x, const sh::Varying &y)
+bool Shader::compareVarying(const glsl::Varying &x, const glsl::Varying &y)
 {
     if(x.type == y.type)
     {
@@ -415,7 +415,7 @@
 {
     if(!attributeName.empty())
     {
-		for(sh::ActiveAttributes::iterator attribute = activeAttributes.begin(); attribute != activeAttributes.end(); attribute++)
+		for(glsl::ActiveAttributes::iterator attribute = activeAttributes.begin(); attribute != activeAttributes.end(); attribute++)
         {
             if(attribute->name == attributeName)
             {
diff --git a/src/OpenGL/libGL/Shader.h b/src/OpenGL/libGL/Shader.h
index 05535e3..7c009f2 100644
--- a/src/OpenGL/libGL/Shader.h
+++ b/src/OpenGL/libGL/Shader.h
@@ -27,7 +27,7 @@
 #include <list>

 #include <vector>

 

-namespace sh

+namespace glsl

 {

 	class OutputASM;

 }

@@ -35,7 +35,7 @@
 namespace es2

 {

 

-class Shader : public sh::Shader

+class Shader : public glsl::Shader

 {

     friend class Program;

 

@@ -71,7 +71,7 @@
 	void clear();

 

     static GLenum parseType(const std::string &type);

-    static bool compareVarying(const sh::Varying &x, const sh::Varying &y);

+    static bool compareVarying(const glsl::Varying &x, const glsl::Varying &y);

 

 	char *mSource;

 	char *mInfoLog;

diff --git a/src/OpenGL/libGLESv2/Program.cpp b/src/OpenGL/libGLESv2/Program.cpp
index 71573d5..3ffb06b 100644
--- a/src/OpenGL/libGLESv2/Program.cpp
+++ b/src/OpenGL/libGLESv2/Program.cpp
@@ -940,9 +940,9 @@
 

 	// Packs varyings into generic varying registers, using the algorithm from [OpenGL ES Shading Language 1.00 rev. 17] appendix A section 7 page 111

 	// Returns the number of used varying registers, or -1 if unsuccesful

-	int Program::packVaryings(const sh::Varying *packing[][4])

+	int Program::packVaryings(const glsl::Varying *packing[][4])

 	{

-		for(sh::VaryingList::iterator varying = fragmentShader->varyings.begin(); varying != fragmentShader->varyings.end(); varying++)

+		for(glsl::VaryingList::iterator varying = fragmentShader->varyings.begin(); varying != fragmentShader->varyings.end(); varying++)

 		{

 			int n = VariableRowCount(varying->type) * varying->size();

 			int m = VariableColumnCount(varying->type);

@@ -1087,11 +1087,11 @@
 

 	bool Program::linkVaryings()

 	{

-		for(sh::VaryingList::iterator input = fragmentShader->varyings.begin(); input != fragmentShader->varyings.end(); input++)

+		for(glsl::VaryingList::iterator input = fragmentShader->varyings.begin(); input != fragmentShader->varyings.end(); input++)

 		{

 			bool matched = false;

 

-			for(sh::VaryingList::iterator output = vertexShader->varyings.begin(); output != vertexShader->varyings.end(); output++)

+			for(glsl::VaryingList::iterator output = vertexShader->varyings.begin(); output != vertexShader->varyings.end(); output++)

 			{

 				if(output->name == input->name)

 				{

@@ -1115,12 +1115,12 @@
 			}

 		}

 

-		sh::VaryingList &psVaryings = fragmentShader->varyings;

-		sh::VaryingList &vsVaryings = vertexShader->varyings;

+		glsl::VaryingList &psVaryings = fragmentShader->varyings;

+		glsl::VaryingList &vsVaryings = vertexShader->varyings;

 

-		for(sh::VaryingList::iterator output = vsVaryings.begin(); output != vsVaryings.end(); output++)

+		for(glsl::VaryingList::iterator output = vsVaryings.begin(); output != vsVaryings.end(); output++)

 		{

-			for(sh::VaryingList::iterator input = psVaryings.begin(); input != psVaryings.end(); input++)

+			for(glsl::VaryingList::iterator input = psVaryings.begin(); input != psVaryings.end(); input++)

 			{

 				if(output->name == input->name)

 				{

@@ -1221,7 +1221,7 @@
 		unsigned int usedLocations = 0;

 

 		// Link attributes that have a binding location

-		for(sh::ActiveAttributes::iterator attribute = vertexShader->activeAttributes.begin(); attribute != vertexShader->activeAttributes.end(); attribute++)

+		for(glsl::ActiveAttributes::iterator attribute = vertexShader->activeAttributes.begin(); attribute != vertexShader->activeAttributes.end(); attribute++)

 		{

 			int location = getAttributeBinding(attribute->name);

 

@@ -1250,7 +1250,7 @@
 		}

 

 		// Link attributes that don't have a binding location

-		for(sh::ActiveAttributes::iterator attribute = vertexShader->activeAttributes.begin(); attribute != vertexShader->activeAttributes.end(); attribute++)

+		for(glsl::ActiveAttributes::iterator attribute = vertexShader->activeAttributes.begin(); attribute != vertexShader->activeAttributes.end(); attribute++)

 		{

 			int location = getAttributeBinding(attribute->name);

 

@@ -1298,11 +1298,11 @@
 

 	bool Program::linkUniforms(Shader *shader)

 	{

-		const sh::ActiveUniforms &activeUniforms = shader->activeUniforms;

+		const glsl::ActiveUniforms &activeUniforms = shader->activeUniforms;

 

 		for(unsigned int uniformIndex = 0; uniformIndex < activeUniforms.size(); uniformIndex++)

 		{

-			const sh::Uniform &uniform = activeUniforms[uniformIndex];

+			const glsl::Uniform &uniform = activeUniforms[uniformIndex];

 

 			if(!defineUniform(shader->getType(), uniform.type, uniform.precision, uniform.name, uniform.arraySize, uniform.registerIndex))

 			{

diff --git a/src/OpenGL/libGLESv2/Program.h b/src/OpenGL/libGLESv2/Program.h
index 8fedcce..92dedf8 100644
--- a/src/OpenGL/libGLESv2/Program.h
+++ b/src/OpenGL/libGLESv2/Program.h
@@ -133,7 +133,7 @@
 	private:

 		void unlink();

 

-		int packVaryings(const sh::Varying *packing[][4]);

+		int packVaryings(const glsl::Varying *packing[][4]);

 		bool linkVaryings();

 

 		bool linkAttributes();

@@ -171,7 +171,7 @@
 		sw::VertexShader *vertexBinary;

     

 		std::set<std::string> attributeBinding[MAX_VERTEX_ATTRIBS];

-		sh::Attribute linkedAttribute[MAX_VERTEX_ATTRIBS];

+		glsl::Attribute linkedAttribute[MAX_VERTEX_ATTRIBS];

 		int attributeStream[MAX_VERTEX_ATTRIBS];

 

 		struct Sampler

diff --git a/src/OpenGL/libGLESv2/Shader.cpp b/src/OpenGL/libGLESv2/Shader.cpp
index fd09672..e99806d 100644
--- a/src/OpenGL/libGLESv2/Shader.cpp
+++ b/src/OpenGL/libGLESv2/Shader.cpp
@@ -269,7 +269,7 @@
 }
 
 // true if varying x has a higher priority in packing than y
-bool Shader::compareVarying(const sh::Varying &x, const sh::Varying &y)
+bool Shader::compareVarying(const glsl::Varying &x, const glsl::Varying &y)
 {
     if(x.type == y.type)
     {
@@ -415,7 +415,7 @@
 {
     if(!attributeName.empty())
     {
-		for(sh::ActiveAttributes::iterator attribute = activeAttributes.begin(); attribute != activeAttributes.end(); attribute++)
+		for(glsl::ActiveAttributes::iterator attribute = activeAttributes.begin(); attribute != activeAttributes.end(); attribute++)
         {
             if(attribute->name == attributeName)
             {
diff --git a/src/OpenGL/libGLESv2/Shader.h b/src/OpenGL/libGLESv2/Shader.h
index ce0ce9a..f6a3feb 100644
--- a/src/OpenGL/libGLESv2/Shader.h
+++ b/src/OpenGL/libGLESv2/Shader.h
@@ -27,7 +27,7 @@
 #include <list>

 #include <vector>

 

-namespace sh

+namespace glsl

 {

 	class OutputASM;

 }

@@ -35,7 +35,7 @@
 namespace es2

 {

 

-class Shader : public sh::Shader

+class Shader : public glsl::Shader

 {

     friend class Program;

 

@@ -71,7 +71,7 @@
 	void clear();

 

     static GLenum parseType(const std::string &type);

-    static bool compareVarying(const sh::Varying &x, const sh::Varying &y);

+    static bool compareVarying(const glsl::Varying &x, const glsl::Varying &y);

 

 	char *mSource;

 	char *mInfoLog;

diff --git a/src/Radiance/libRAD/Program.cpp b/src/Radiance/libRAD/Program.cpp
index 18e8af1..859658e 100644
--- a/src/Radiance/libRAD/Program.cpp
+++ b/src/Radiance/libRAD/Program.cpp
@@ -940,9 +940,9 @@
 

 	// Packs varyings into generic varying registers, using the algorithm from [OpenGL ES Shading Language 1.00 rev. 17] appendix A section 7 page 111

 	// Returns the number of used varying registers, or -1 if unsuccesful

-	int Program::packVaryings(const sh::Varying *packing[][4])

+	int Program::packVaryings(const glsl::Varying *packing[][4])

 	{

-		for(sh::VaryingList::iterator varying = fragmentShader->varyings.begin(); varying != fragmentShader->varyings.end(); varying++)

+		for(glsl::VaryingList::iterator varying = fragmentShader->varyings.begin(); varying != fragmentShader->varyings.end(); varying++)

 		{

 			int n = VariableRowCount(varying->type) * varying->size();

 			int m = VariableColumnCount(varying->type);

@@ -1087,11 +1087,11 @@
 

 	bool Program::linkVaryings()

 	{

-		for(sh::VaryingList::iterator input = fragmentShader->varyings.begin(); input != fragmentShader->varyings.end(); input++)

+		for(glsl::VaryingList::iterator input = fragmentShader->varyings.begin(); input != fragmentShader->varyings.end(); input++)

 		{

 			bool matched = false;

 

-			for(sh::VaryingList::iterator output = vertexShader->varyings.begin(); output != vertexShader->varyings.end(); output++)

+			for(glsl::VaryingList::iterator output = vertexShader->varyings.begin(); output != vertexShader->varyings.end(); output++)

 			{

 				if(output->name == input->name)

 				{

@@ -1115,12 +1115,12 @@
 			}

 		}

 

-		sh::VaryingList &psVaryings = fragmentShader->varyings;

-		sh::VaryingList &vsVaryings = vertexShader->varyings;

+		glsl::VaryingList &psVaryings = fragmentShader->varyings;

+		glsl::VaryingList &vsVaryings = vertexShader->varyings;

 

-		for(sh::VaryingList::iterator output = vsVaryings.begin(); output != vsVaryings.end(); output++)

+		for(glsl::VaryingList::iterator output = vsVaryings.begin(); output != vsVaryings.end(); output++)

 		{

-			for(sh::VaryingList::iterator input = psVaryings.begin(); input != psVaryings.end(); input++)

+			for(glsl::VaryingList::iterator input = psVaryings.begin(); input != psVaryings.end(); input++)

 			{

 				if(output->name == input->name)

 				{

@@ -1221,7 +1221,7 @@
 		unsigned int usedLocations = 0;

 

 		// Link attributes that have a binding location

-		for(sh::ActiveAttributes::iterator attribute = vertexShader->activeAttributes.begin(); attribute != vertexShader->activeAttributes.end(); attribute++)

+		for(glsl::ActiveAttributes::iterator attribute = vertexShader->activeAttributes.begin(); attribute != vertexShader->activeAttributes.end(); attribute++)

 		{

 			int location = getAttributeBinding(attribute->name);

 

@@ -1250,7 +1250,7 @@
 		}

 

 		// Link attributes that don't have a binding location

-		for(sh::ActiveAttributes::iterator attribute = vertexShader->activeAttributes.begin(); attribute != vertexShader->activeAttributes.end(); attribute++)

+		for(glsl::ActiveAttributes::iterator attribute = vertexShader->activeAttributes.begin(); attribute != vertexShader->activeAttributes.end(); attribute++)

 		{

 			int location = getAttributeBinding(attribute->name);

 

@@ -1298,11 +1298,11 @@
 

 	bool Program::linkUniforms(Shader *shader)

 	{

-		const sh::ActiveUniforms &activeUniforms = shader->activeUniforms;

+		const glsl::ActiveUniforms &activeUniforms = shader->activeUniforms;

 

 		for(unsigned int uniformIndex = 0; uniformIndex < activeUniforms.size(); uniformIndex++)

 		{

-			const sh::Uniform &uniform = activeUniforms[uniformIndex];

+			const glsl::Uniform &uniform = activeUniforms[uniformIndex];

 

 			if(!defineUniform(shader->getType(), uniform.type, uniform.precision, uniform.name, uniform.arraySize, uniform.registerIndex))

 			{

diff --git a/src/Radiance/libRAD/Program.h b/src/Radiance/libRAD/Program.h
index e07f275..4c1a2b9 100644
--- a/src/Radiance/libRAD/Program.h
+++ b/src/Radiance/libRAD/Program.h
@@ -142,7 +142,7 @@
 	private:

 		void unlink();

 

-		int packVaryings(const sh::Varying *packing[][4]);

+		int packVaryings(const glsl::Varying *packing[][4]);

 		bool linkVaryings();

 

 		bool linkAttributes();

@@ -180,7 +180,7 @@
 		sw::VertexShader *vertexBinary;

     

 		std::set<std::string> attributeBinding[MAX_VERTEX_ATTRIBS];

-		sh::Attribute linkedAttribute[MAX_VERTEX_ATTRIBS];

+		glsl::Attribute linkedAttribute[MAX_VERTEX_ATTRIBS];

 		int attributeStream[MAX_VERTEX_ATTRIBS];

 

 		struct Sampler

diff --git a/src/Radiance/libRAD/Shader.cpp b/src/Radiance/libRAD/Shader.cpp
index 50ae334..3bd5261 100644
--- a/src/Radiance/libRAD/Shader.cpp
+++ b/src/Radiance/libRAD/Shader.cpp
@@ -269,7 +269,7 @@
 }
 
 // true if varying x has a higher priority in packing than y
-bool Shader::compareVarying(const sh::Varying &x, const sh::Varying &y)
+bool Shader::compareVarying(const glsl::Varying &x, const glsl::Varying &y)
 {
     if(x.type == y.type)
     {
@@ -415,7 +415,7 @@
 {
     if(!attributeName.empty())
     {
-		for(sh::ActiveAttributes::iterator attribute = activeAttributes.begin(); attribute != activeAttributes.end(); attribute++)
+		for(glsl::ActiveAttributes::iterator attribute = activeAttributes.begin(); attribute != activeAttributes.end(); attribute++)
         {
             if(attribute->name == attributeName)
             {
diff --git a/src/Radiance/libRAD/Shader.h b/src/Radiance/libRAD/Shader.h
index 9f910ce..5b80970 100644
--- a/src/Radiance/libRAD/Shader.h
+++ b/src/Radiance/libRAD/Shader.h
@@ -25,7 +25,7 @@
 #include <list>

 #include <vector>

 

-namespace sh

+namespace glsl

 {

 	class OutputASM;

 }

@@ -33,7 +33,7 @@
 namespace es2

 {

 

-class Shader : public sh::Shader

+class Shader : public glsl::Shader

 {

     friend class Program;

 

@@ -69,7 +69,7 @@
 	void clear();

 

     static GLenum parseType(const std::string &type);

-    static bool compareVarying(const sh::Varying &x, const sh::Varying &y);

+    static bool compareVarying(const glsl::Varying &x, const glsl::Varying &y);

 

 	char *mSource;

 	char *mInfoLog;