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authorTimothy Arceri <[email protected]>2016-06-27 16:50:00 +1000
committerTimothy Arceri <[email protected]>2016-06-30 16:51:25 +1000
commit9b41c743cc919ebd18abbedb77d3e80474956863 (patch)
tree95eb8ba86264ba1726469abb95972c581335689b /src
parent47f83817303e0f24f2d410450f897945a5746ef2 (diff)
glsl: pass symbols to find_matching_signature() rather than shader
This will allow us to later split gl_shader into two structs. Reviewed-by: Iago Toral Quiroga <[email protected]>
Diffstat (limited to 'src')
-rw-r--r--src/compiler/glsl/link_functions.cpp47
1 files changed, 22 insertions, 25 deletions
diff --git a/src/compiler/glsl/link_functions.cpp b/src/compiler/glsl/link_functions.cpp
index 4e1028769fe..de194c32451 100644
--- a/src/compiler/glsl/link_functions.cpp
+++ b/src/compiler/glsl/link_functions.cpp
@@ -31,8 +31,7 @@
static ir_function_signature *
find_matching_signature(const char *name, const exec_list *actual_parameters,
- gl_shader **shader_list, unsigned num_shaders,
- bool use_builtin);
+ glsl_symbol_table *symbols, bool use_builtin);
namespace {
@@ -78,8 +77,8 @@ public:
* final linked shader. If it does, use it as the target of the call.
*/
ir_function_signature *sig =
- find_matching_signature(name, &callee->parameters, &linked, 1,
- ir->use_builtin);
+ find_matching_signature(name, &callee->parameters, linked->symbols,
+ ir->use_builtin);
if (sig != NULL) {
ir->callee = sig;
return visit_continue;
@@ -88,8 +87,14 @@ public:
/* Try to find the signature in one of the other shaders that is being
* linked. If it's not found there, return an error.
*/
- sig = find_matching_signature(name, &ir->actual_parameters, shader_list,
- num_shaders, ir->use_builtin);
+ for (unsigned i = 0; i < num_shaders; i++) {
+ sig = find_matching_signature(name, &ir->actual_parameters,
+ shader_list[i]->symbols,
+ ir->use_builtin);
+ if (sig)
+ break;
+ }
+
if (sig == NULL) {
/* FINISHME: Log the full signature of unresolved function.
*/
@@ -307,30 +312,22 @@ private:
*/
ir_function_signature *
find_matching_signature(const char *name, const exec_list *actual_parameters,
- gl_shader **shader_list, unsigned num_shaders,
- bool use_builtin)
+ glsl_symbol_table *symbols, bool use_builtin)
{
- for (unsigned i = 0; i < num_shaders; i++) {
- ir_function *const f = shader_list[i]->symbols->get_function(name);
-
- if (f == NULL)
- continue;
+ ir_function *const f = symbols->get_function(name);
+ if (f) {
ir_function_signature *sig =
f->matching_signature(NULL, actual_parameters, use_builtin);
- if ((sig == NULL) ||
- (!sig->is_defined && !sig->is_intrinsic))
- continue;
-
- /* If this function expects to bind to a built-in function and the
- * signature that we found isn't a built-in, keep looking. Also keep
- * looking if we expect a non-built-in but found a built-in.
- */
- if (use_builtin != sig->is_builtin())
- continue;
-
- return sig;
+ if (sig && (sig->is_defined || sig->is_intrinsic)) {
+ /* If this function expects to bind to a built-in function and the
+ * signature that we found isn't a built-in, keep looking. Also keep
+ * looking if we expect a non-built-in but found a built-in.
+ */
+ if (use_builtin == sig->is_builtin())
+ return sig;
+ }
}
return NULL;