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authorKenneth Graunke <[email protected]>2011-11-11 00:48:14 -0800
committerKenneth Graunke <[email protected]>2011-11-14 17:17:39 -0800
commit861d0a5e12b1baa31211cb8aff983b8fb9b97482 (patch)
tree55504c0a5abee5f7ee984df1fd8cff14bcd0d838 /docs/mangling.html
parent4f7c21899ad449be2bc1157ce1d2d99296a34499 (diff)
glsl: Add a new matching_signature() variant that returns exact/inexact.
When matching function signatures across multiple linked shaders, we often want to see if the current shader has _any_ match, but also know whether or not it was exact. (If not, we may want to keep looking.) This could be done via the existing mechanisms: sig = f->exact_matching_signature(params); if (sig != NULL) { exact = true; } else { sig = f->matching_signature(params); exact = false; } However, this requires walking the list of function signatures twice, which also means walking each signature's formal parameter lists twice. This could be rather expensive. Since matching_signature already internally knows whether a match was exact or not, we can just return it to get that information for free. Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Paul Berry <[email protected]>
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