Remove use of transform feedback from ShaderExecutor
authorPyry Haulos <phaulos@google.com>
Thu, 3 Sep 2015 18:13:21 +0000 (11:13 -0700)
committerPyry Haulos <phaulos@google.com>
Mon, 14 Sep 2015 21:47:16 +0000 (14:47 -0700)
commit747684ae0bbd5364c9888056457edd1ac2c0f71b
tree813211aed8a896c358899e022c93e8c19d4c3dbd
parent8deafd7e4dcdd401ebb39ea28eb4cfaa8e326135
Remove use of transform feedback from ShaderExecutor

ShaderExecutor for vertex and geometry shaders now pass data down to
fragment shader stage, and ultimately to render targets. This ends up
exercising both shader stages more naturally, as some implementations
have special paths for transform feedback.

Change-Id: I7fb6a20672bcde5b710fc778f9c013d9215d0ca1
modules/glshared/glsShaderExecUtil.cpp