diff options
author | Kenneth Graunke <[email protected]> | 2014-07-24 14:05:40 -0700 |
---|---|---|
committer | Kenneth Graunke <[email protected]> | 2014-08-04 15:47:06 -0700 |
commit | 21129d4de300f1a934d02e30347c465520afef9e (patch) | |
tree | 499101703099b43852ce4119507131f9fd95550b /src/glsl/ast_function.cpp | |
parent | f82f2fb3dc770902f1657ab1c22e6004faa3afab (diff) |
glsl: Make it possible to ignore built-ins when matching signatures.
Historically, we've implemented the rules for overriding built-in
functions by creating multiple ir_functions and relying on the symbol
table to hide the one containing built-in functions. That works, but
has a few drawbacks, so the next patch will change it.
Instead, we'll have a single ir_function for a particular name, which
will contain both built-in and user-defined signatures. Passing an
extra parameter to matching_signature makes it easy to ignore built-ins
when they're supposed to be hidden.
I didn't add the parameter to exact_matching_signature since it wasn't
necessary.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
Diffstat (limited to 'src/glsl/ast_function.cpp')
-rw-r--r-- | src/glsl/ast_function.cpp | 15 |
1 files changed, 8 insertions, 7 deletions
diff --git a/src/glsl/ast_function.cpp b/src/glsl/ast_function.cpp index 4981fe17458..39c7beeb22a 100644 --- a/src/glsl/ast_function.cpp +++ b/src/glsl/ast_function.cpp @@ -450,20 +450,21 @@ match_function_by_name(const char *name, goto done; /* no match */ if (f != NULL) { + /* In desktop GL, the presence of a user-defined signature hides any + * built-in signatures, so we must ignore them. In contrast, in ES2 + * user-defined signatures add new overloads, so we must consider them. + */ + bool allow_builtins = state->es_shader || !f->has_user_signature(); + /* Look for a match in the local shader. If exact, we're done. */ bool is_exact = false; sig = local_sig = f->matching_signature(state, actual_parameters, - &is_exact); + allow_builtins, &is_exact); if (is_exact) goto done; - if (!state->es_shader && f->has_user_signature()) { - /* In desktop GL, the presence of a user-defined signature hides any - * built-in signatures, so we must ignore them. In contrast, in ES2 - * user-defined signatures add new overloads, so we must proceed. - */ + if (!allow_builtins) goto done; - } } /* Local shader has no exact candidates; check the built-ins. */ |