Source/ThirdParty/ANGLE/src/libGLESv2/Context.cpp
void Context::applyShaders()
{
    IDirect3DDevice9 *device = getDevice();
    Program *programObject = getCurrentProgram();
    IDirect3DVertexShader9 *vertexShader = programObject->getVertexShader();
    IDirect3DPixelShader9 *pixelShader = programObject->getPixelShader();

    device->SetVertexShader(vertexShader);
    device->SetPixelShader(pixelShader);

    if (programObject->getSerial() != mAppliedProgram)
    {
        programObject->dirtyAllUniforms();
        programObject->dirtyAllSamplers();
        mAppliedProgram = programObject->getSerial();
    }

    programObject->applyUniforms();
}
// Applies the shaders and shader constants to the Direct3D 9 device
Applies the shaders and shader constants to the Direct3D 9 device
Applies the shaders and shader constants to the Direct3D 9 device
void Context::applyShaders()
{
    IDirect3DDevice9 *device = getDevice();
    Program *programObject = getCurrentProgram();
    IDirect3DVertexShader9 *vertexShader = programObject->getVertexShader();
    IDirect3DPixelShader9 *pixelShader = programObject->getPixelShader();
    device->SetVertexShader(vertexShader);
    device->SetPixelShader(pixelShader);
    if (programObject->getSerial() != mAppliedProgram)
    {
        programObject->dirtyAllUniforms();
        programObject->dirtyAllSamplers();
        mAppliedProgram = programObject->getSerial();
    }
    programObject->applyUniforms();
}
void Context :: applyShaders ( ) { IDirect3DDevice9 * device = getDevice ( ) ; Program * programObject = getCurrentProgram ( ) ; IDirect3DVertexShader9 * vertexShader = programObject -> getVertexShader ( ) ; IDirect3DPixelShader9 * pixelShader = programObject -> getPixelShader ( ) ; device -> SetVertexShader ( vertexShader ) ; device -> SetPixelShader ( pixelShader ) ; if ( programObject -> getSerial ( ) != mAppliedProgram ) { programObject -> dirtyAllUniforms ( ) ; programObject -> dirtyAllSamplers ( ) ; mAppliedProgram = programObject -> getSerial ( ) ; } programObject -> applyUniforms ( ) ; }
Applies the shaders and shader constants to the Direct3D 9 device
Applies the shaders and shader constants to the Direct3D 9 device