Add applyVertexBuffer stub for D3D11 renderer.

TRAC #22016
Signed-off-by: Daniel Koch
Signed-off-by: Shannon Woods
Author: Nicolas Capens

git-svn-id: https://angleproject.googlecode.com/svn/branches/dx11proto@1475 736b8ea6-26fd-11df-bfd4-992fa37f6226
diff --git a/src/libGLESv2/renderer/Renderer.cpp b/src/libGLESv2/renderer/Renderer.cpp
index 8169bf7..9aa6cee 100644
--- a/src/libGLESv2/renderer/Renderer.cpp
+++ b/src/libGLESv2/renderer/Renderer.cpp
@@ -23,7 +23,8 @@
     rx::Renderer *renderer = NULL;
     EGLint status = EGL_BAD_ALLOC;
     
-    #if ANGLE_ENABLE_D3D11
+    if (ANGLE_ENABLE_D3D11)
+    {
         renderer = new rx::Renderer11(display, hDc);
     
         if (renderer)
@@ -38,7 +39,7 @@
 
         // Failed to create a D3D11 renderer, try creating a D3D9 renderer
         delete renderer;
-    #endif
+    }
 
     renderer = new rx::Renderer9(display, hDc, softwareDevice);
     
diff --git a/src/libGLESv2/renderer/Renderer11.cpp b/src/libGLESv2/renderer/Renderer11.cpp
index 0b90a62..7782645 100644
--- a/src/libGLESv2/renderer/Renderer11.cpp
+++ b/src/libGLESv2/renderer/Renderer11.cpp
@@ -390,6 +390,14 @@
     return true;
 }
 
+GLenum Renderer11::applyVertexBuffer(gl::ProgramBinary *programBinary, gl::VertexAttribute vertexAttributes[], GLint first, GLsizei count, GLsizei instances, GLsizei *repeatDraw)
+{
+    // TODO
+    UNIMPLEMENTED();
+
+    return GL_OUT_OF_MEMORY;
+}
+
 void Renderer11::clear(GLbitfield mask, const gl::Color &colorClear, float depthClear, int stencilClear,
                        gl::Framebuffer *frameBuffer)
 {
diff --git a/src/libGLESv2/renderer/Renderer11.h b/src/libGLESv2/renderer/Renderer11.h
index c6064ef..d164d44 100644
--- a/src/libGLESv2/renderer/Renderer11.h
+++ b/src/libGLESv2/renderer/Renderer11.h
@@ -63,6 +63,8 @@
 
     virtual bool applyRenderTarget(gl::Framebuffer *frameBuffer);
 
+    virtual GLenum applyVertexBuffer(gl::ProgramBinary *programBinary, gl::VertexAttribute vertexAttributes[], GLint first, GLsizei count, GLsizei instances, GLsizei *repeatDraw);
+
     virtual void clear(GLbitfield mask, const gl::Color &colorClear, float depthClear, int stencilClear,
                        gl::Framebuffer *frameBuffer);