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authorNicolai Hähnle <[email protected]>2017-05-14 19:59:27 +0200
committerNicolai Hähnle <[email protected]>2017-06-13 09:35:32 +0200
commit597b2486b8d1bce7b373bcace37866a83faa3e7a (patch)
tree48b749a78102f5f8ada85559f2da77651489a5ef
parent0cb1f25d86b0be00a84d1c4f3062cd64c4118b42 (diff)
glsl: do not add unnamed struct types to the symbol table
We removed the need for lookups, and we will assign them all the same name in the future. Reviewed-by: Timothy Arceri <[email protected]>
-rw-r--r--src/compiler/glsl/ast_to_hir.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/src/compiler/glsl/ast_to_hir.cpp b/src/compiler/glsl/ast_to_hir.cpp
index c67dfe5e88c..b1e490eefd9 100644
--- a/src/compiler/glsl/ast_to_hir.cpp
+++ b/src/compiler/glsl/ast_to_hir.cpp
@@ -7509,7 +7509,7 @@ ast_struct_specifier::hir(exec_list *instructions,
type = glsl_type::get_record_instance(fields, decl_count, this->name);
- if (!state->symbols->add_type(name, type)) {
+ if (!type->is_anonymous() && !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(type, false))