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-rw-r--r--src/compiler/glsl/linker.cpp42
1 files changed, 3 insertions, 39 deletions
diff --git a/src/compiler/glsl/linker.cpp b/src/compiler/glsl/linker.cpp
index 02a8d0c86e4..18062848e7a 100644
--- a/src/compiler/glsl/linker.cpp
+++ b/src/compiler/glsl/linker.cpp
@@ -2098,14 +2098,13 @@ link_intrastage_shaders(void *mem_ctx,
continue;
foreach_in_list(ir_function_signature, sig, &f->signatures) {
- if (!sig->is_defined || sig->is_builtin())
+ if (!sig->is_defined)
continue;
ir_function_signature *other_sig =
other->exact_matching_signature(NULL, &sig->parameters);
- if ((other_sig != NULL) && other_sig->is_defined
- && !other_sig->is_builtin()) {
+ if (other_sig != NULL && other_sig->is_defined) {
linker_error(prog, "function `%s' is multiply defined\n",
f->name);
return NULL;
@@ -2171,42 +2170,7 @@ link_intrastage_shaders(void *mem_ctx,
insertion_point, true, linked);
}
- /* Check if any shader needs built-in functions. */
- bool need_builtins = false;
- for (unsigned i = 0; i < num_shaders; i++) {
- if (shader_list[i]->info.uses_builtin_functions) {
- need_builtins = true;
- break;
- }
- }
-
- bool ok;
- if (need_builtins) {
- /* Make a temporary array one larger than shader_list, which will hold
- * the built-in function shader as well.
- */
- gl_shader **linking_shaders = (gl_shader **)
- calloc(num_shaders + 1, sizeof(gl_shader *));
-
- ok = linking_shaders != NULL;
-
- if (ok) {
- memcpy(linking_shaders, shader_list, num_shaders * sizeof(gl_shader *));
- _mesa_glsl_initialize_builtin_functions();
- linking_shaders[num_shaders] = _mesa_glsl_get_builtin_function_shader();
-
- ok = link_function_calls(prog, linked, linking_shaders, num_shaders + 1);
-
- free(linking_shaders);
- } else {
- _mesa_error_no_memory(__func__);
- }
- } else {
- ok = link_function_calls(prog, linked, shader_list, num_shaders);
- }
-
-
- if (!ok) {
+ if (!link_function_calls(prog, linked, shader_list, num_shaders)) {
_mesa_delete_linked_shader(ctx, linked);
return NULL;
}