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authorNicolai Hähnle <[email protected]>2017-05-14 19:58:53 +0200
committerNicolai Hähnle <[email protected]>2017-06-13 09:35:29 +0200
commit0cb1f25d86b0be00a84d1c4f3062cd64c4118b42 (patch)
tree947e4765abd13c9d349455b6b6c1fc20b7f695dc
parentd6ec0aa7edfbe1c86861a4643b6b095a243d24ad (diff)
glsl: do not lookup struct types by typename
This changes the logic during the conversion of the declaration list struct S { ... } v; from AST to IR, but should not change the end result. When assigning the type of v, instead of looking `S' up in the symbol table, we read the type from the member variable of ast_struct_specifier. This change is necessary for the subsequent change to how anonymous types are handled. v2: remove a type override when redefining a structure; should be the same type in that case anyway Reviewed-by: Timothy Arceri <[email protected]>
-rw-r--r--src/compiler/glsl/ast.h1
-rw-r--r--src/compiler/glsl/ast_to_hir.cpp14
-rw-r--r--src/compiler/glsl/glsl_parser_extras.cpp1
3 files changed, 10 insertions, 6 deletions
diff --git a/src/compiler/glsl/ast.h b/src/compiler/glsl/ast.h
index 9327e039793..3bf4b085800 100644
--- a/src/compiler/glsl/ast.h
+++ b/src/compiler/glsl/ast.h
@@ -844,6 +844,7 @@ public:
/* List of ast_declarator_list * */
exec_list declarations;
bool is_declaration;
+ const glsl_type *type;
};
diff --git a/src/compiler/glsl/ast_to_hir.cpp b/src/compiler/glsl/ast_to_hir.cpp
index e07e5f509b5..c67dfe5e88c 100644
--- a/src/compiler/glsl/ast_to_hir.cpp
+++ b/src/compiler/glsl/ast_to_hir.cpp
@@ -2359,7 +2359,10 @@ ast_type_specifier::glsl_type(const char **name,
{
const struct glsl_type *type;
- type = state->symbols->get_type(this->type_name);
+ if (structure)
+ type = structure->type;
+ else
+ type = state->symbols->get_type(this->type_name);
*name = this->type_name;
YYLTYPE loc = this->get_location();
@@ -7504,13 +7507,12 @@ ast_struct_specifier::hir(exec_list *instructions,
validate_identifier(this->name, loc, state);
- const glsl_type *t =
- glsl_type::get_record_instance(fields, decl_count, this->name);
+ type = glsl_type::get_record_instance(fields, decl_count, this->name);
- if (!state->symbols->add_type(name, t)) {
+ if (!state->symbols->add_type(name, type)) {
const glsl_type *match = state->symbols->get_type(name);
/* allow struct matching for desktop GL - older UE4 does this */
- if (match != NULL && state->is_version(130, 0) && match->record_compare(t, false))
+ if (match != NULL && state->is_version(130, 0) && match->record_compare(type, false))
_mesa_glsl_warning(& loc, state, "struct `%s' previously defined", name);
else
_mesa_glsl_error(& loc, state, "struct `%s' previously defined", name);
@@ -7519,7 +7521,7 @@ ast_struct_specifier::hir(exec_list *instructions,
const glsl_type *,
state->num_user_structures + 1);
if (s != NULL) {
- s[state->num_user_structures] = t;
+ s[state->num_user_structures] = type;
state->user_structures = s;
state->num_user_structures++;
}
diff --git a/src/compiler/glsl/glsl_parser_extras.cpp b/src/compiler/glsl/glsl_parser_extras.cpp
index 0f892b03a13..398bab55dd8 100644
--- a/src/compiler/glsl/glsl_parser_extras.cpp
+++ b/src/compiler/glsl/glsl_parser_extras.cpp
@@ -1690,6 +1690,7 @@ ast_struct_specifier::ast_struct_specifier(void *lin_ctx, const char *identifier
this->declarations.push_degenerate_list_at_head(&declarator_list->link);
is_declaration = true;
layout = NULL;
+ type = NULL;
}
void ast_subroutine_list::print(void) const