summaryrefslogtreecommitdiffstats
path: root/src/compiler/glsl/linker.cpp
diff options
context:
space:
mode:
authorEduardo Lima Mitev <[email protected]>2017-03-05 20:28:42 +0100
committerNeil Roberts <[email protected]>2017-10-30 18:10:39 +0100
commitf5fe99ac85e15b705612bd9e7599cc974c2a121b (patch)
treeb139f026c3dbc034d1b7422b2cfc60f622238847 /src/compiler/glsl/linker.cpp
parent4c62a270a99d443316e29020377465a90a6968c0 (diff)
glsl: Use the utility function to copy symbols between symbol tables
This effectively factorizes a couple of similar routines. v2 (Neil Roberts): Non-trivial rebase on master Reviewed-by: Kenneth Graunke <[email protected]> Signed-off-by: Eduardo Lima Mitev <[email protected]> Signed-off-by: Neil Roberts <[email protected]>
Diffstat (limited to 'src/compiler/glsl/linker.cpp')
-rw-r--r--src/compiler/glsl/linker.cpp16
1 files changed, 3 insertions, 13 deletions
diff --git a/src/compiler/glsl/linker.cpp b/src/compiler/glsl/linker.cpp
index f827b68555f..004529157ee 100644
--- a/src/compiler/glsl/linker.cpp
+++ b/src/compiler/glsl/linker.cpp
@@ -1255,21 +1255,11 @@ interstage_cross_validate_uniform_blocks(struct gl_shader_program *prog,
* Populates a shaders symbol table with all global declarations
*/
static void
-populate_symbol_table(gl_linked_shader *sh)
+populate_symbol_table(gl_linked_shader *sh, glsl_symbol_table *symbols)
{
sh->symbols = new(sh) glsl_symbol_table;
- foreach_in_list(ir_instruction, inst, sh->ir) {
- ir_variable *var;
- ir_function *func;
-
- if ((func = inst->as_function()) != NULL) {
- sh->symbols->add_function(func);
- } else if ((var = inst->as_variable()) != NULL) {
- if (var->data.mode != ir_var_temporary)
- sh->symbols->add_variable(var);
- }
- }
+ _mesa_glsl_copy_symbols_from_table(sh->ir, symbols, sh->symbols);
}
@@ -2288,7 +2278,7 @@ link_intrastage_shaders(void *mem_ctx,
link_bindless_layout_qualifiers(prog, shader_list, num_shaders);
- populate_symbol_table(linked);
+ populate_symbol_table(linked, shader_list[0]->symbols);
/* The pointer to the main function in the final linked shader (i.e., the
* copy of the original shader that contained the main function).