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authorKenneth Graunke <[email protected]>2013-08-30 23:11:55 -0700
committerKenneth Graunke <[email protected]>2013-09-09 11:52:21 -0700
commit3e820e3aef382fed73b6b8128596424ed7690951 (patch)
tree4b8887c20fc7678133ff79b671a65a3f8060c1f7 /src/egl/main/egl.pc.in
parent0823a87a7520c79708d6990f761b871c41ebffdf (diff)
glsl: Pass _mesa_glsl_parse_state into matching_signature and such.
During compilation, we'll use this to determine built-in availability. The plan is to have a single shader containing every built-in in every version of the language, but filter out the ones that aren't actually available to the shader being compiled. At link time, we don't actually need this filtering capability: we've already imported prototypes for every built-in that the shader actually calls, and they're flagged as is_builtin(). The linker doesn't import any additional prototypes, so it won't pull in any unavailable built-ins. When resolving prototypes to function definitions, the linker ensures the values of is_builtin() match, which means that a shader can't trick the linker into importing the body of an unavailable built-in by defining a suspiciously similar prototype. In other words, during linking, we can just pass in NULL. It will work out fine. Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Matt Turner <[email protected]> Reviewed-by: Paul Berry <[email protected]>
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