diff options
author | Ian Romanick <[email protected]> | 2013-10-02 16:19:59 -0700 |
---|---|---|
committer | Ian Romanick <[email protected]> | 2013-10-22 15:23:30 -0700 |
commit | 78b70ceae1c0155b3f832cb052dfb6fff3530ff4 (patch) | |
tree | efc43a5f6f8ad624678d13c306ee77eae36ef6c3 /src/glsl/builtin_variables.cpp | |
parent | 09ceed75872e15b175e362f8d0ea146a8c79ae08 (diff) |
glsl: When constructing a variable with an interface type, set interface_type
Ever since the addition of interface blocks with instance names, we have
had an implicit invariant:
var->type->is_interface() ==
(var->type == var->interface_type)
The odd use of == here is intentional because !var->type->is_interface()
implies var->type != var->interface_type.
Further, if var->type->is_array() is true, we have a related implicit
invariant:
var->type->fields.array->is_interface() ==
(var->type->fields.array == var->interface_type)
However, the ir_variable constructor doesn't maintain either invariant.
That seems kind of silly... and I tripped over it while writing some
other code. This patch makes the constructor do the right thing, and it
introduces some tests to verify that behavior.
v2: Add general-ir-test to .gitignore. Update the description of the
ir_variable invariant for arrays in the commit message. Both suggested
by Paul.
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
Diffstat (limited to 'src/glsl/builtin_variables.cpp')
-rw-r--r-- | src/glsl/builtin_variables.cpp | 1 |
1 files changed, 0 insertions, 1 deletions
diff --git a/src/glsl/builtin_variables.cpp b/src/glsl/builtin_variables.cpp index 64f34061a0f..fc1115bc478 100644 --- a/src/glsl/builtin_variables.cpp +++ b/src/glsl/builtin_variables.cpp @@ -890,7 +890,6 @@ builtin_variable_generator::generate_varyings() this->per_vertex_in.construct_interface_instance(); ir_variable *var = add_variable("gl_in", array(per_vertex_in_type, 0), ir_var_shader_in, -1); - var->init_interface_type(per_vertex_in_type); } if (state->target == vertex_shader || state->target == geometry_shader) { const glsl_type *per_vertex_out_type = |