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authorKenneth Graunke <[email protected]>2011-11-11 00:43:06 -0800
committerKenneth Graunke <[email protected]>2011-11-14 17:18:12 -0800
commitf1a677cefbe91a5c1a72dbeda94d2f13a9369e54 (patch)
treee30489d625296580d9664d8061d805e38bfa5473 /src/glsl
parentcdc94082664c329e6c55cf6053893360946275bf (diff)
glsl: Always search for an exact function signature match.
Previously, we would fail to compile the following shader due to a bug in lazy built-in importing: #version 130 void main() { float f = abs(5.0); int i = abs(5); } The first call, abs(5.0), would fail to find a local signature, look through the built-ins, and import "float abs(float)". The second call, abs(5), would find the newly imported float signature in the local shader, and settle for that. Unfortunately, it failed to search the built-ins for the correct/exact signature, "int abs(int)". Thus, abs(5) ended up being a float, causing a bizarre type error when we tried to assign it to an int. Fixes piglit test builtin-overload-matching.frag. This is /not/ a candidate for stable branches, as it should only be possible to trigger this bug using GLSL 1.30's built-in functions that take integer arguments. Plus, the changes are fairly invasive. Signed-off-by: Kenneth Graunke <[email protected]>
Diffstat (limited to 'src/glsl')
-rw-r--r--src/glsl/ast_function.cpp92
1 files changed, 63 insertions, 29 deletions
diff --git a/src/glsl/ast_function.cpp b/src/glsl/ast_function.cpp
index 08fdd64be56..126b610d193 100644
--- a/src/glsl/ast_function.cpp
+++ b/src/glsl/ast_function.cpp
@@ -273,41 +273,75 @@ match_function_by_name(exec_list *instructions, const char *name,
{
void *ctx = state;
ir_function *f = state->symbols->get_function(name);
- ir_function_signature *sig;
-
- sig = f ? f->matching_signature(actual_parameters) : NULL;
+ ir_function_signature *local_sig = NULL;
+ ir_function_signature *sig = NULL;
+
+ /* Is the function hidden by a record type constructor? */
+ if (state->symbols->get_type(name))
+ goto done; /* no match */
+
+ /* Is the function hidden by a variable (impossible in 1.10)? */
+ if (state->language_version != 110 && state->symbols->get_variable(name))
+ goto done; /* no match */
+
+ if (f != NULL) {
+ /* Look for a match in the local shader. If exact, we're done. */
+ bool is_exact = false;
+ sig = local_sig = f->matching_signature(actual_parameters, &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.
+ */
+ goto done;
+ }
+ }
- /* FINISHME: This doesn't handle the case where shader X contains a
- * FINISHME: matching signature but shader X + N contains an _exact_
- * FINISHME: matching signature.
- */
- if (sig == NULL
- && (f == NULL || state->es_shader || !f->has_user_signature())
- && state->symbols->get_type(name) == NULL
- && (state->language_version == 110
- || state->symbols->get_variable(name) == NULL)) {
- /* The current shader doesn't contain a matching function or signature.
- * Before giving up, look for the prototype in the built-in functions.
- */
- _mesa_glsl_initialize_functions(state);
- for (unsigned i = 0; i < state->num_builtins_to_link; i++) {
- ir_function *builtin;
- builtin = state->builtins_to_link[i]->symbols->get_function(name);
- sig = builtin ? builtin->matching_signature(actual_parameters) : NULL;
- if (sig != NULL) {
- if (f == NULL) {
- f = new(ctx) ir_function(name);
- state->symbols->add_global_function(f);
- emit_function(state, f);
- }
+ /* Local shader has no exact candidates; check the built-ins. */
+ _mesa_glsl_initialize_functions(state);
+ for (unsigned i = 0; i < state->num_builtins_to_link; i++) {
+ ir_function *builtin =
+ state->builtins_to_link[i]->symbols->get_function(name);
+ if (builtin == NULL)
+ continue;
+
+ bool is_exact = false;
+ ir_function_signature *builtin_sig =
+ builtin->matching_signature(actual_parameters, &is_exact);
+
+ if (builtin_sig == NULL)
+ continue;
+
+ /* If the built-in signature is exact, we can stop. */
+ if (is_exact) {
+ sig = builtin_sig;
+ goto done;
+ }
- f->add_signature(sig->clone_prototype(f, NULL));
- break;
- }
+ if (sig == NULL) {
+ /* We found an inexact match, which is better than nothing. However,
+ * we should keep searching for an exact match.
+ */
+ sig = builtin_sig;
}
}
+done:
if (sig != NULL) {
+ /* If the match is from a linked built-in shader, import the prototype. */
+ if (sig != local_sig) {
+ if (f == NULL) {
+ f = new(ctx) ir_function(name);
+ state->symbols->add_global_function(f);
+ emit_function(state, f);
+ }
+ f->add_signature(sig->clone_prototype(f, NULL));
+ }
+
+ /* Finally, generate a call instruction. */
return generate_call(instructions, sig, loc, actual_parameters, state);
} else {
char *str = prototype_string(NULL, name, actual_parameters);