Remove default parameter from ProgramBinary::defineUniform and make it explicit

Trac #22155 Signed-off-by: Geoff Lang Signed-off-by: Nicolas Capens git-svn-id: https://angleproject.googlecode.com/svn/branches/dx11proto@1499 736b8ea6-26fd-11df-bfd4-992fa37f6226
parent d5d10197
...@@ -2066,7 +2066,7 @@ bool ProgramBinary::linkUniforms(InfoLog &infoLog, GLenum shader, D3DConstantTab ...@@ -2066,7 +2066,7 @@ bool ProgramBinary::linkUniforms(InfoLog &infoLog, GLenum shader, D3DConstantTab
{ {
const D3DConstant *constant = constantTable->getConstant(constantIndex); const D3DConstant *constant = constantTable->getConstant(constantIndex);
if (!defineUniform(infoLog, shader, constant)) if (!defineUniform(infoLog, shader, constant, ""))
{ {
return false; return false;
} }
...@@ -2077,7 +2077,7 @@ bool ProgramBinary::linkUniforms(InfoLog &infoLog, GLenum shader, D3DConstantTab ...@@ -2077,7 +2077,7 @@ bool ProgramBinary::linkUniforms(InfoLog &infoLog, GLenum shader, D3DConstantTab
// Adds the description of a constant found in the binary shader to the list of uniforms // Adds the description of a constant found in the binary shader to the list of uniforms
// Returns true if succesful (uniform not already defined) // Returns true if succesful (uniform not already defined)
bool ProgramBinary::defineUniform(InfoLog &infoLog, GLenum shader, const D3DConstant *constant, std::string name) bool ProgramBinary::defineUniform(InfoLog &infoLog, GLenum shader, const D3DConstant *constant, const std::string &name)
{ {
if (constant->registerSet == D3DConstant::RS_SAMPLER) if (constant->registerSet == D3DConstant::RS_SAMPLER)
{ {
......
...@@ -174,7 +174,7 @@ class ProgramBinary : public RefCountObject ...@@ -174,7 +174,7 @@ class ProgramBinary : public RefCountObject
bool linkAttributes(InfoLog &infoLog, const AttributeBindings &attributeBindings, FragmentShader *fragmentShader, VertexShader *vertexShader); bool linkAttributes(InfoLog &infoLog, const AttributeBindings &attributeBindings, FragmentShader *fragmentShader, VertexShader *vertexShader);
bool linkUniforms(InfoLog &infoLog, GLenum shader, D3DConstantTable *constantTable); bool linkUniforms(InfoLog &infoLog, GLenum shader, D3DConstantTable *constantTable);
bool defineUniform(InfoLog &infoLog, GLenum shader, const D3DConstant *constant, std::string name = ""); bool defineUniform(InfoLog &infoLog, GLenum shader, const D3DConstant *constant, const std::string &name);
bool defineUniform(GLenum shader, const D3DConstant *constant, const std::string &name); bool defineUniform(GLenum shader, const D3DConstant *constant, const std::string &name);
Uniform *createUniform( const D3DConstant *constant, const std::string &name); Uniform *createUniform( const D3DConstant *constant, const std::string &name);
bool applyUniformnfv(Uniform *targetUniform, const GLfloat *v); bool applyUniformnfv(Uniform *targetUniform, const GLfloat *v);
......
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