Implement Renderer11::applyShaders.

TRAC #22153 Signed-off-by: Daniel Koch Signed-off-by: Geoff Lang Author: Nicolas Capens git-svn-id: https://angleproject.googlecode.com/svn/branches/dx11proto@1541 736b8ea6-26fd-11df-bfd4-992fa37f6226
parent e097047e
......@@ -717,8 +717,18 @@ void Renderer11::drawElements(GLenum mode, GLsizei count, GLenum type, const GLv
void Renderer11::applyShaders(gl::ProgramBinary *programBinary)
{
// TODO
UNIMPLEMENTED();
ShaderExecutable *vertexExe = programBinary->getVertexExecutable();
ShaderExecutable *pixelExe = programBinary->getPixelExecutable();
ID3D11VertexShader *vertexShader = NULL;
if (vertexExe) vertexShader = ShaderExecutable11::makeShaderExecutable11(vertexExe)->getVertexShader();
ID3D11PixelShader *pixelShader = NULL;
if (pixelExe) pixelShader = ShaderExecutable11::makeShaderExecutable11(pixelExe)->getPixelShader();
mDeviceContext->PSSetShader(pixelShader, NULL, 0);
mDeviceContext->VSSetShader(vertexShader, NULL, 0);
programBinary->dirtyAllUniforms();
}
void Renderer11::clear(const gl::ClearParameters &clearParams, gl::Framebuffer *frameBuffer)
......
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