Hash :
d47e0fcc
Author :
Date :
2013-08-29T11:40:43
Split the d3d9 and d3d11 backends into folders and updated the gyp file to use a python script to generate the file lists for the libGLESv2 and libEGL projects.
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#include "precompiled.h"
//
// Copyright (c) 2012-2013 The ANGLE Project Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
//
// ShaderExecutable9.cpp: Implements a D3D9-specific class to contain shader
// executable implementation details.
#include "libGLESv2/renderer/d3d9/ShaderExecutable9.h"
#include "common/debug.h"
namespace rx
{
ShaderExecutable9::ShaderExecutable9(const void *function, size_t length, IDirect3DPixelShader9 *executable)
: ShaderExecutable(function, length)
{
mPixelExecutable = executable;
mVertexExecutable = NULL;
}
ShaderExecutable9::ShaderExecutable9(const void *function, size_t length, IDirect3DVertexShader9 *executable)
: ShaderExecutable(function, length)
{
mVertexExecutable = executable;
mPixelExecutable = NULL;
}
ShaderExecutable9::~ShaderExecutable9()
{
SafeRelease(mVertexExecutable);
SafeRelease(mPixelExecutable);
}
ShaderExecutable9 *ShaderExecutable9::makeShaderExecutable9(ShaderExecutable *executable)
{
ASSERT(HAS_DYNAMIC_TYPE(ShaderExecutable9*, executable));
return static_cast<ShaderExecutable9*>(executable);
}
IDirect3DVertexShader9 *ShaderExecutable9::getVertexShader() const
{
return mVertexExecutable;
}
IDirect3DPixelShader9 *ShaderExecutable9::getPixelShader() const
{
return mPixelExecutable;
}
}