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authorKenneth Graunke <[email protected]>2014-07-24 14:05:40 -0700
committerKenneth Graunke <[email protected]>2014-08-04 15:47:06 -0700
commit21129d4de300f1a934d02e30347c465520afef9e (patch)
tree499101703099b43852ce4119507131f9fd95550b /src/glsl/ast_function.cpp
parentf82f2fb3dc770902f1657ab1c22e6004faa3afab (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.cpp15
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. */