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author | Ian Romanick <[email protected]> | 2011-06-29 14:52:10 -0700 |
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committer | Ian Romanick <[email protected]> | 2011-07-17 13:02:49 -0700 |
commit | 66f4ac988d5053c9782d1390541b04f4d9c50078 (patch) | |
tree | 14a41c35ab1b769de289328b9c815fce294f9cc0 /src/gallium/drivers | |
parent | 7eed3d4808097606bf2854e687589a8503db435d (diff) |
linker: Only over-ride built-ins when a prototype has been seen
The GLSL spec says:
"If a built-in function is redeclared in a shader (i.e., a
prototype is visible) before a call to it, then the linker will
only attempt to resolve that call within the set of shaders that
are linked with it."
This patch enforces this behavior. When a function call is processed
a flag is set in the ir_call to indicate whether the previously seen
prototype is the built-in or not. At link time a call will only bind
to an instance of a function that matches the "want built-in" setting
in the ir_call.
This has the odd side effect that first call to abs() in the shader
below will call the built-in and the second will not:
float foo(float x) { return abs(x); }
float abs(float x) { return -x; }
float bar(float x) { return abs(x); }
This seems insane, but it matches what the spec says.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=31744
Diffstat (limited to 'src/gallium/drivers')
0 files changed, 0 insertions, 0 deletions