diff options
author | Samuel Iglesias Gonsalvez <[email protected]> | 2014-11-25 16:36:53 +0100 |
---|---|---|
committer | Samuel Iglesias Gonsalvez <[email protected]> | 2015-02-19 10:05:33 +0100 |
commit | 187ace73a93d87122a977e4afade237be159ab04 (patch) | |
tree | ac3e79cdf5a2163186cd065a6293eeb372de8ce6 /src/glsl/builtin_functions.cpp | |
parent | 19252fee46b835cb4f6b1cce18d7737d62b64a2e (diff) |
glsl: A shader cannot redefine or overload built-in functions in GLSL ES 3.00
Create a new search function to look for matching built-in functions by name
and use it for built-in function redefinition or overload in GLSL ES 3.00.
GLSL ES 3.0 spec, chapter 6.1 "Function Definitions", page 71
"A shader cannot redefine or overload built-in functions."
While in GLSL ES 1.0 specification, chapter 8 "Built-in Functions"
"User code can overload the built-in functions but cannot redefine them."
So this check is specific to GLSL ES 3.00.
This patch fixes the following dEQP tests:
dEQP-GLES3.functional.shaders.functions.invalid.overload_builtin_function_vertex
dEQP-GLES3.functional.shaders.functions.invalid.overload_builtin_function_fragment
dEQP-GLES3.functional.shaders.functions.invalid.redefine_builtin_function_vertex
dEQP-GLES3.functional.shaders.functions.invalid.redefine_builtin_function_fragment
No piglit regressions.
Signed-off-by: Samuel Iglesias Gonsalvez <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Diffstat (limited to 'src/glsl/builtin_functions.cpp')
-rw-r--r-- | src/glsl/builtin_functions.cpp | 11 |
1 files changed, 11 insertions, 0 deletions
diff --git a/src/glsl/builtin_functions.cpp b/src/glsl/builtin_functions.cpp index fb31dad364b..b643927d021 100644 --- a/src/glsl/builtin_functions.cpp +++ b/src/glsl/builtin_functions.cpp @@ -4851,6 +4851,17 @@ _mesa_glsl_find_builtin_function(_mesa_glsl_parse_state *state, return s; } +ir_function * +_mesa_glsl_find_builtin_function_by_name(_mesa_glsl_parse_state *state, + const char *name) +{ + ir_function *f; + mtx_lock(&builtins_lock); + f = builtins.shader->symbols->get_function(name); + mtx_unlock(&builtins_lock); + return f; +} + gl_shader * _mesa_glsl_get_builtin_function_shader() { |