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-rw-r--r--projects/src/libGLESv2.vcxproj6
-rw-r--r--projects/src/libGLESv2.vcxproj.filters18
-rw-r--r--projects/src/libGLESv2_static.vcxproj2
-rw-r--r--projects/src/libGLESv2_static.vcxproj.filters6
-rw-r--r--src/libGLESv2.gypi4
-rw-r--r--src/libGLESv2/ProgramBinary.cpp8
-rw-r--r--src/libGLESv2/ProgramBinary.h6
-rw-r--r--src/libGLESv2/renderer/d3d/DynamicHLSL.cpp (renamed from src/libGLESv2/DynamicHLSL.cpp)6
-rw-r--r--src/libGLESv2/renderer/d3d/DynamicHLSL.h (renamed from src/libGLESv2/DynamicHLSL.h)45
-rw-r--r--src/libGLESv2/renderer/d3d/ShaderD3D.h11
10 files changed, 50 insertions, 62 deletions
diff --git a/projects/src/libGLESv2.vcxproj b/projects/src/libGLESv2.vcxproj
index 6783d9a2..a93c2629 100644
--- a/projects/src/libGLESv2.vcxproj
+++ b/projects/src/libGLESv2.vcxproj
@@ -232,7 +232,6 @@
<ClInclude Include="..\..\src\libGLESv2\HandleAllocator.h"/>
<ClInclude Include="..\..\src\libGLESv2\Error.h"/>
<ClInclude Include="..\..\src\libGLESv2\ResourceManager.h"/>
- <ClInclude Include="..\..\src\libGLESv2\DynamicHLSL.h"/>
<ClInclude Include="..\..\src\libGLESv2\VertexAttribute.h"/>
<ClInclude Include="..\..\src\libGLESv2\validationES2.h"/>
<ClInclude Include="..\..\src\libGLESv2\Fence.h"/>
@@ -263,6 +262,7 @@
<ClInclude Include="..\..\src\libGLESv2\renderer\generatemip.h"/>
<ClInclude Include="..\..\src\libGLESv2\renderer\RenderTarget.h"/>
<ClInclude Include="..\..\src\libGLESv2\renderer\vertexconversion.h"/>
+ <ClInclude Include="..\..\src\libGLESv2\renderer\d3d\DynamicHLSL.h"/>
<ClInclude Include="..\..\src\libGLESv2\renderer\d3d\IndexBuffer.h"/>
<ClInclude Include="..\..\src\libGLESv2\renderer\d3d\HLSLCompiler.h"/>
<ClInclude Include="..\..\src\libGLESv2\renderer\d3d\ImageD3D.h"/>
@@ -323,7 +323,6 @@
<ClInclude Include="..\..\src\libGLESv2\renderer\d3d\d3d11\shaders\compiled\swizzlei2dps.h"/>
<ClInclude Include="..\..\src\libGLESv2\renderer\d3d\d3d11\shaders\compiled\passthroughrg2d11ps.h"/>
<ClInclude Include="..\..\src\libGLESv2\renderer\d3d\d3d11\shaders\compiled\passthroughrgba2dui11ps.h"/>
- <ClInclude Include="..\..\src\libGLESv2\renderer\d3d\d3d11\shaders\compiled\passthroughrgb3dui11ps.h"/>
<ClInclude Include="..\..\src\libGLESv2\renderer\d3d\d3d11\shaders\compiled\passthroughr2di11ps.h"/>
<ClInclude Include="..\..\src\libGLESv2\renderer\d3d\d3d11\shaders\compiled\passthroughrgba3d11ps.h"/>
<ClInclude Include="..\..\src\libGLESv2\renderer\d3d\d3d11\shaders\compiled\passthroughlum3d11ps.h"/>
@@ -336,6 +335,7 @@
<ClInclude Include="..\..\src\libGLESv2\renderer\d3d\d3d11\shaders\compiled\passthroughlum2d11ps.h"/>
<ClInclude Include="..\..\src\libGLESv2\renderer\d3d\d3d11\shaders\compiled\passthroughrgb2dui11ps.h"/>
<ClInclude Include="..\..\src\libGLESv2\renderer\d3d\d3d11\shaders\compiled\swizzlei3dps.h"/>
+ <ClInclude Include="..\..\src\libGLESv2\renderer\d3d\d3d11\shaders\compiled\passthroughrgb3dui11ps.h"/>
<ClInclude Include="..\..\src\libGLESv2\renderer\d3d\d3d11\shaders\compiled\swizzlef2darrayps.h"/>
<ClInclude Include="..\..\src\libGLESv2\renderer\d3d\d3d11\shaders\compiled\buffertotexture11_vs.h"/>
<ClInclude Include="..\..\src\libGLESv2\renderer\d3d\d3d11\shaders\compiled\passthroughrgb3di11ps.h"/>
@@ -396,7 +396,6 @@
<ItemGroup>
<ClCompile Include="..\..\src\libGLESv2\Error.cpp"/>
<ClCompile Include="..\..\src\libGLESv2\validationES2.cpp"/>
- <ClCompile Include="..\..\src\libGLESv2\DynamicHLSL.cpp"/>
<ClCompile Include="..\..\src\libGLESv2\HandleAllocator.cpp"/>
<ClCompile Include="..\..\src\libGLESv2\queryconversions.cpp"/>
<ClCompile Include="..\..\src\libGLESv2\formatutils.cpp"/>
@@ -432,6 +431,7 @@
<ClCompile Include="..\..\src\libGLESv2\renderer\Renderer.cpp"/>
<ClCompile Include="..\..\src\libGLESv2\renderer\IndexRangeCache.cpp"/>
<ClCompile Include="..\..\src\libGLESv2\renderer\d3d\HLSLCompiler.cpp"/>
+ <ClCompile Include="..\..\src\libGLESv2\renderer\d3d\DynamicHLSL.cpp"/>
<ClCompile Include="..\..\src\libGLESv2\renderer\d3d\ShaderD3D.cpp"/>
<ClCompile Include="..\..\src\libGLESv2\renderer\d3d\BufferD3D.cpp"/>
<ClCompile Include="..\..\src\libGLESv2\renderer\d3d\TransformFeedbackD3D.cpp"/>
diff --git a/projects/src/libGLESv2.vcxproj.filters b/projects/src/libGLESv2.vcxproj.filters
index a392ac07..f6c9dd26 100644
--- a/projects/src/libGLESv2.vcxproj.filters
+++ b/projects/src/libGLESv2.vcxproj.filters
@@ -81,9 +81,6 @@
<ClInclude Include="..\..\src\libGLESv2\resource.h">
<Filter>src\libGLESv2</Filter>
</ClInclude>
- <ClCompile Include="..\..\src\libGLESv2\DynamicHLSL.cpp">
- <Filter>src\libGLESv2</Filter>
- </ClCompile>
<ClInclude Include="..\..\src\libGLESv2\Sampler.h">
<Filter>src\libGLESv2</Filter>
</ClInclude>
@@ -201,9 +198,6 @@
<ClCompile Include="..\..\src\libGLESv2\Context.cpp">
<Filter>src\libGLESv2</Filter>
</ClCompile>
- <ClInclude Include="..\..\src\libGLESv2\DynamicHLSL.h">
- <Filter>src\libGLESv2</Filter>
- </ClInclude>
<ClInclude Include="..\..\src\libGLESv2\VertexAttribute.h">
<Filter>src\libGLESv2</Filter>
</ClInclude>
@@ -351,12 +345,18 @@
<None Include="..\..\src\libGLESv2\renderer\generatemip.inl">
<Filter>src\libGLESv2\renderer</Filter>
</None>
+ <ClInclude Include="..\..\src\libGLESv2\renderer\d3d\DynamicHLSL.h">
+ <Filter>src\libGLESv2\renderer\d3d</Filter>
+ </ClInclude>
<ClCompile Include="..\..\src\libGLESv2\renderer\d3d\HLSLCompiler.cpp">
<Filter>src\libGLESv2\renderer\d3d</Filter>
</ClCompile>
<ClInclude Include="..\..\src\libGLESv2\renderer\d3d\IndexBuffer.h">
<Filter>src\libGLESv2\renderer\d3d</Filter>
</ClInclude>
+ <ClCompile Include="..\..\src\libGLESv2\renderer\d3d\DynamicHLSL.cpp">
+ <Filter>src\libGLESv2\renderer\d3d</Filter>
+ </ClCompile>
<ClCompile Include="..\..\src\libGLESv2\renderer\d3d\ShaderD3D.cpp">
<Filter>src\libGLESv2\renderer\d3d</Filter>
</ClCompile>
@@ -621,9 +621,6 @@
<ClInclude Include="..\..\src\libGLESv2\renderer\d3d\d3d11\shaders\compiled\passthroughrgba2dui11ps.h">
<Filter>src\libGLESv2\renderer\d3d\d3d11\shaders\compiled</Filter>
</ClInclude>
- <ClInclude Include="..\..\src\libGLESv2\renderer\d3d\d3d11\shaders\compiled\passthroughrgb3dui11ps.h">
- <Filter>src\libGLESv2\renderer\d3d\d3d11\shaders\compiled</Filter>
- </ClInclude>
<ClInclude Include="..\..\src\libGLESv2\renderer\d3d\d3d11\shaders\compiled\passthroughr2di11ps.h">
<Filter>src\libGLESv2\renderer\d3d\d3d11\shaders\compiled</Filter>
</ClInclude>
@@ -660,6 +657,9 @@
<ClInclude Include="..\..\src\libGLESv2\renderer\d3d\d3d11\shaders\compiled\swizzlei3dps.h">
<Filter>src\libGLESv2\renderer\d3d\d3d11\shaders\compiled</Filter>
</ClInclude>
+ <ClInclude Include="..\..\src\libGLESv2\renderer\d3d\d3d11\shaders\compiled\passthroughrgb3dui11ps.h">
+ <Filter>src\libGLESv2\renderer\d3d\d3d11\shaders\compiled</Filter>
+ </ClInclude>
<ClInclude Include="..\..\src\libGLESv2\renderer\d3d\d3d11\shaders\compiled\swizzlef2darrayps.h">
<Filter>src\libGLESv2\renderer\d3d\d3d11\shaders\compiled</Filter>
</ClInclude>
diff --git a/projects/src/libGLESv2_static.vcxproj b/projects/src/libGLESv2_static.vcxproj
index da51d0be..ed076bd5 100644
--- a/projects/src/libGLESv2_static.vcxproj
+++ b/projects/src/libGLESv2_static.vcxproj
@@ -224,7 +224,6 @@
<ClInclude Include="..\..\src\libGLESv2\Query.h"/>
<ClInclude Include="..\..\src\libGLESv2\ResourceManager.h"/>
<ClInclude Include="..\..\src\libGLESv2\Texture.h"/>
- <ClInclude Include="..\..\src\libGLESv2\DynamicHLSL.h"/>
<ClInclude Include="..\..\src\libGLESv2\VertexAttribute.h"/>
<ClInclude Include="..\..\src\libGLESv2\validationES2.h"/>
<ClInclude Include="..\..\src\libGLESv2\Fence.h"/>
@@ -290,7 +289,6 @@
<ClCompile Include="..\..\src\libGLESv2\State.cpp"/>
<ClCompile Include="..\..\src\libGLESv2\Error.cpp"/>
<ClCompile Include="..\..\src\libGLESv2\validationES2.cpp"/>
- <ClCompile Include="..\..\src\libGLESv2\DynamicHLSL.cpp"/>
<ClCompile Include="..\..\src\libGLESv2\HandleAllocator.cpp"/>
<ClCompile Include="..\..\src\libGLESv2\queryconversions.cpp"/>
<ClCompile Include="..\..\src\libGLESv2\libGLESv2.cpp"/>
diff --git a/projects/src/libGLESv2_static.vcxproj.filters b/projects/src/libGLESv2_static.vcxproj.filters
index 8f577a18..593a5a0c 100644
--- a/projects/src/libGLESv2_static.vcxproj.filters
+++ b/projects/src/libGLESv2_static.vcxproj.filters
@@ -69,9 +69,6 @@
<ClInclude Include="..\..\src\libGLESv2\resource.h">
<Filter>src\libGLESv2</Filter>
</ClInclude>
- <ClCompile Include="..\..\src\libGLESv2\DynamicHLSL.cpp">
- <Filter>src\libGLESv2</Filter>
- </ClCompile>
<ClInclude Include="..\..\src\libGLESv2\queryconversions.h">
<Filter>src\libGLESv2</Filter>
</ClInclude>
@@ -129,9 +126,6 @@
<ClCompile Include="..\..\src\libGLESv2\Context.cpp">
<Filter>src\libGLESv2</Filter>
</ClCompile>
- <ClInclude Include="..\..\src\libGLESv2\DynamicHLSL.h">
- <Filter>src\libGLESv2</Filter>
- </ClInclude>
<ClCompile Include="..\..\src\libGLESv2\Fence.cpp">
<Filter>src\libGLESv2</Filter>
</ClCompile>
diff --git a/src/libGLESv2.gypi b/src/libGLESv2.gypi
index dd4eb009..e9f397e5 100644
--- a/src/libGLESv2.gypi
+++ b/src/libGLESv2.gypi
@@ -48,8 +48,6 @@
'libGLESv2/Caps.h',
'libGLESv2/Context.cpp',
'libGLESv2/Context.h',
- 'libGLESv2/DynamicHLSL.cpp',
- 'libGLESv2/DynamicHLSL.h',
'libGLESv2/Error.cpp',
'libGLESv2/Error.h',
'libGLESv2/Fence.cpp',
@@ -145,6 +143,8 @@
[
'libGLESv2/renderer/d3d/BufferD3D.cpp',
'libGLESv2/renderer/d3d/BufferD3D.h',
+ 'libGLESv2/renderer/d3d/DynamicHLSL.cpp',
+ 'libGLESv2/renderer/d3d/DynamicHLSL.h',
'libGLESv2/renderer/d3d/HLSLCompiler.cpp',
'libGLESv2/renderer/d3d/HLSLCompiler.h',
'libGLESv2/renderer/d3d/ImageD3D.cpp',
diff --git a/src/libGLESv2/ProgramBinary.cpp b/src/libGLESv2/ProgramBinary.cpp
index 49c2a32e..1bef7aba 100644
--- a/src/libGLESv2/ProgramBinary.cpp
+++ b/src/libGLESv2/ProgramBinary.cpp
@@ -22,11 +22,11 @@
#include "libGLESv2/Shader.h"
#include "libGLESv2/Program.h"
#include "libGLESv2/renderer/Renderer.h"
+#include "libGLESv2/renderer/d3d/DynamicHLSL.h"
#include "libGLESv2/renderer/d3d/ShaderD3D.h"
#include "libGLESv2/renderer/d3d/VertexDataManager.h"
#include "libGLESv2/Context.h"
#include "libGLESv2/Buffer.h"
-#include "libGLESv2/DynamicHLSL.h"
#include "common/blocklayout.h"
#undef near
@@ -212,7 +212,7 @@ ProgramBinary::ProgramBinary(rx::Renderer *renderer)
mSamplersVS[index].active = false;
}
- mDynamicHLSL = new DynamicHLSL(renderer);
+ mDynamicHLSL = new rx::DynamicHLSL(renderer);
}
ProgramBinary::~ProgramBinary()
@@ -1517,7 +1517,7 @@ bool ProgramBinary::save(GLenum *binaryFormat, void *binary, GLsizei bufSize, GL
stream.writeInt(mPixelShaderKey.size());
for (size_t pixelShaderKeyIndex = 0; pixelShaderKeyIndex < mPixelShaderKey.size(); pixelShaderKeyIndex++)
{
- const PixelShaderOuputVariable &variable = mPixelShaderKey[pixelShaderKeyIndex];
+ const rx::PixelShaderOuputVariable &variable = mPixelShaderKey[pixelShaderKeyIndex];
stream.writeInt(variable.type);
stream.writeString(variable.name);
stream.writeString(variable.source);
@@ -1633,7 +1633,7 @@ bool ProgramBinary::link(InfoLog &infoLog, const AttributeBindings &attributeBin
mVertexWorkarounds = vertexShaderD3D->getD3DWorkarounds();
// Map the varyings to the register file
- VaryingPacking packing = { NULL };
+ rx::VaryingPacking packing = { NULL };
int registers = mDynamicHLSL->packVaryings(infoLog, packing, fragmentShaderD3D, vertexShaderD3D, transformFeedbackVaryings);
if (registers < 0)
diff --git a/src/libGLESv2/ProgramBinary.h b/src/libGLESv2/ProgramBinary.h
index a75d9c14..5a200e8e 100644
--- a/src/libGLESv2/ProgramBinary.h
+++ b/src/libGLESv2/ProgramBinary.h
@@ -22,7 +22,7 @@
#include "libGLESv2/Shader.h"
#include "libGLESv2/Constants.h"
#include "libGLESv2/renderer/d3d/VertexDataManager.h"
-#include "libGLESv2/DynamicHLSL.h"
+#include "libGLESv2/renderer/d3d/DynamicHLSL.h"
namespace sh
{
@@ -274,7 +274,7 @@ class ProgramBinary : public RefCountObject
};
rx::Renderer *const mRenderer;
- DynamicHLSL *mDynamicHLSL;
+ rx::DynamicHLSL *mDynamicHLSL;
std::string mVertexHLSL;
rx::D3DWorkaroundType mVertexWorkarounds;
@@ -283,7 +283,7 @@ class ProgramBinary : public RefCountObject
std::string mPixelHLSL;
rx::D3DWorkaroundType mPixelWorkarounds;
bool mUsesFragDepth;
- std::vector<PixelShaderOuputVariable> mPixelShaderKey;
+ std::vector<rx::PixelShaderOuputVariable> mPixelShaderKey;
std::vector<PixelExecutable *> mPixelExecutables;
rx::ShaderExecutable *mGeometryExecutable;
diff --git a/src/libGLESv2/DynamicHLSL.cpp b/src/libGLESv2/renderer/d3d/DynamicHLSL.cpp
index dc5da681..ba893fef 100644
--- a/src/libGLESv2/DynamicHLSL.cpp
+++ b/src/libGLESv2/renderer/d3d/DynamicHLSL.cpp
@@ -8,7 +8,7 @@
#include "libGLESv2/common_includes.h"
-#include "libGLESv2/DynamicHLSL.h"
+#include "libGLESv2/renderer/d3d/DynamicHLSL.h"
#include "libGLESv2/Shader.h"
#include "libGLESv2/Program.h"
#include "libGLESv2/renderer/d3d/ShaderD3D.h"
@@ -21,6 +21,8 @@
// For use with ArrayString, see angleutils.h
META_ASSERT(GL_INVALID_INDEX == UINT_MAX);
+using namespace gl;
+
namespace gl_d3d
{
@@ -71,7 +73,7 @@ std::string HLSLTypeString(GLenum type)
}
-namespace gl
+namespace rx
{
const std::string VERTEX_ATTRIBUTE_STUB_STRING = "@@ VERTEX ATTRIBUTES @@";
diff --git a/src/libGLESv2/DynamicHLSL.h b/src/libGLESv2/renderer/d3d/DynamicHLSL.h
index cbd6138d..494f6782 100644
--- a/src/libGLESv2/DynamicHLSL.h
+++ b/src/libGLESv2/renderer/d3d/DynamicHLSL.h
@@ -6,20 +6,12 @@
// DynamicHLSL.h: Interface for link and run-time HLSL generation
//
-#ifndef LIBGLESV2_DYNAMIC_HLSL_H_
-#define LIBGLESV2_DYNAMIC_HLSL_H_
+#ifndef LIBGLESV2_RENDERER_DYNAMIC_HLSL_H_
+#define LIBGLESV2_RENDERER_DYNAMIC_HLSL_H_
#include "common/angleutils.h"
#include "libGLESv2/constants.h"
-namespace rx
-{
-class Renderer;
-class ShaderD3D;
-class VertexShaderD3D;
-class FragmentShaderD3D;
-}
-
namespace sh
{
struct Attribute;
@@ -28,15 +20,22 @@ struct ShaderVariable;
namespace gl
{
-
class InfoLog;
struct VariableLocation;
struct LinkedVarying;
struct VertexAttribute;
struct VertexFormat;
struct PackedVarying;
+}
+
+namespace rx
+{
+class Renderer;
+class ShaderD3D;
+class VertexShaderD3D;
+class FragmentShaderD3D;
-typedef const PackedVarying *VaryingPacking[IMPLEMENTATION_MAX_VARYING_VECTORS][4];
+typedef const gl::PackedVarying *VaryingPacking[gl::IMPLEMENTATION_MAX_VARYING_VECTORS][4];
struct PixelShaderOuputVariable
{
@@ -51,23 +50,23 @@ class DynamicHLSL
public:
explicit DynamicHLSL(rx::Renderer *const renderer);
- int packVaryings(InfoLog &infoLog, VaryingPacking packing, rx::FragmentShaderD3D *fragmentShader,
+ int packVaryings(gl::InfoLog &infoLog, VaryingPacking packing, rx::FragmentShaderD3D *fragmentShader,
rx::VertexShaderD3D *vertexShader, const std::vector<std::string>& transformFeedbackVaryings);
- std::string generateVertexShaderForInputLayout(const std::string &sourceShader, const VertexFormat inputLayout[],
+ std::string generateVertexShaderForInputLayout(const std::string &sourceShader, const gl::VertexFormat inputLayout[],
const sh::Attribute shaderAttributes[]) const;
std::string generatePixelShaderForOutputSignature(const std::string &sourceShader, const std::vector<PixelShaderOuputVariable> &outputVariables,
bool usesFragDepth, const std::vector<GLenum> &outputLayout) const;
- bool generateShaderLinkHLSL(InfoLog &infoLog, int registers, const VaryingPacking packing,
+ bool generateShaderLinkHLSL(gl::InfoLog &infoLog, int registers, const VaryingPacking packing,
std::string& pixelHLSL, std::string& vertexHLSL,
rx::FragmentShaderD3D *fragmentShader, rx::VertexShaderD3D *vertexShader,
const std::vector<std::string>& transformFeedbackVaryings,
- std::vector<LinkedVarying> *linkedVaryings,
- std::map<int, VariableLocation> *programOutputVars,
+ std::vector<gl::LinkedVarying> *linkedVaryings,
+ std::map<int, gl::VariableLocation> *programOutputVars,
std::vector<PixelShaderOuputVariable> *outPixelShaderKey,
bool *outUsesFragDepth) const;
std::string generateGeometryShaderHLSL(int registers, rx::FragmentShaderD3D *fragmentShader, rx::VertexShaderD3D *vertexShader) const;
- void getInputLayoutSignature(const VertexFormat inputLayout[], GLenum signature[]) const;
+ void getInputLayoutSignature(const gl::VertexFormat inputLayout[], GLenum signature[]) const;
private:
DISALLOW_COPY_AND_ASSIGN(DynamicHLSL);
@@ -81,17 +80,17 @@ class DynamicHLSL
bool pixelShader) const;
std::string generateVaryingLinkHLSL(const SemanticInfo &info, const std::string &varyingHLSL) const;
std::string generateVaryingHLSL(rx::VertexShaderD3D *shader) const;
- void storeUserLinkedVaryings(const rx::VertexShaderD3D *vertexShader, std::vector<LinkedVarying> *linkedVaryings) const;
- void storeBuiltinLinkedVaryings(const SemanticInfo &info, std::vector<LinkedVarying> *linkedVaryings) const;
- void defineOutputVariables(rx::FragmentShaderD3D *fragmentShader, std::map<int, VariableLocation> *programOutputVars) const;
+ void storeUserLinkedVaryings(const rx::VertexShaderD3D *vertexShader, std::vector<gl::LinkedVarying> *linkedVaryings) const;
+ void storeBuiltinLinkedVaryings(const SemanticInfo &info, std::vector<gl::LinkedVarying> *linkedVaryings) const;
+ void defineOutputVariables(rx::FragmentShaderD3D *fragmentShader, std::map<int, gl::VariableLocation> *programOutputVars) const;
std::string generatePointSpriteHLSL(int registers, rx::FragmentShaderD3D *fragmentShader, rx::VertexShaderD3D *vertexShader) const;
// Prepend an underscore
static std::string decorateVariable(const std::string &name);
- std::string generateAttributeConversionHLSL(const VertexFormat &vertexFormat, const sh::ShaderVariable &shaderAttrib) const;
+ std::string generateAttributeConversionHLSL(const gl::VertexFormat &vertexFormat, const sh::ShaderVariable &shaderAttrib) const;
};
}
-#endif // LIBGLESV2_DYNAMIC_HLSL_H_
+#endif // LIBGLESV2_RENDERER_DYNAMIC_HLSL_H_
diff --git a/src/libGLESv2/renderer/d3d/ShaderD3D.h b/src/libGLESv2/renderer/d3d/ShaderD3D.h
index ce856eac..cc0ef81a 100644
--- a/src/libGLESv2/renderer/d3d/ShaderD3D.h
+++ b/src/libGLESv2/renderer/d3d/ShaderD3D.h
@@ -12,18 +12,13 @@
#include "libGLESv2/Shader.h"
#include "libGLESv2/renderer/ShaderImpl.h"
-namespace gl
-{
-class DynamicHLSL;
-}
-
namespace rx
{
class Renderer;
class ShaderD3D : public ShaderImpl
{
- friend class gl::DynamicHLSL;
+ friend class DynamicHLSL;
public:
ShaderD3D(rx::Renderer *renderer);
@@ -95,7 +90,7 @@ class ShaderD3D : public ShaderImpl
class VertexShaderD3D : public ShaderD3D
{
- friend class gl::DynamicHLSL;
+ friend class DynamicHLSL;
public:
VertexShaderD3D(rx::Renderer *renderer);
@@ -120,7 +115,7 @@ class VertexShaderD3D : public ShaderD3D
class FragmentShaderD3D : public ShaderD3D
{
- friend class gl::DynamicHLSL;
+ friend class DynamicHLSL;
public:
FragmentShaderD3D(rx::Renderer *renderer);