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authorIan Romanick <[email protected]>2011-06-29 14:52:10 -0700
committerIan Romanick <[email protected]>2011-07-17 13:02:49 -0700
commit66f4ac988d5053c9782d1390541b04f4d9c50078 (patch)
tree14a41c35ab1b769de289328b9c815fce294f9cc0 /src/glu
parent7eed3d4808097606bf2854e687589a8503db435d (diff)
linker: Only over-ride built-ins when a prototype has been seen
The GLSL spec says: "If a built-in function is redeclared in a shader (i.e., a prototype is visible) before a call to it, then the linker will only attempt to resolve that call within the set of shaders that are linked with it." This patch enforces this behavior. When a function call is processed a flag is set in the ir_call to indicate whether the previously seen prototype is the built-in or not. At link time a call will only bind to an instance of a function that matches the "want built-in" setting in the ir_call. This has the odd side effect that first call to abs() in the shader below will call the built-in and the second will not: float foo(float x) { return abs(x); } float abs(float x) { return -x; } float bar(float x) { return abs(x); } This seems insane, but it matches what the spec says. Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=31744
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