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-rw-r--r--src/glsl/builtin_functions.cpp28
-rw-r--r--src/glsl/ir.h3
-rw-r--r--src/glsl/linker.cpp31
-rw-r--r--src/glsl/linker.h3
-rw-r--r--src/glsl/lower_vertex_id.cpp2
5 files changed, 34 insertions, 33 deletions
diff --git a/src/glsl/builtin_functions.cpp b/src/glsl/builtin_functions.cpp
index 06a29bcfb10..7e77c9321b3 100644
--- a/src/glsl/builtin_functions.cpp
+++ b/src/glsl/builtin_functions.cpp
@@ -5121,4 +5121,32 @@ _mesa_glsl_get_builtin_function_shader()
return builtins.shader;
}
+
+/**
+ * Get the function signature for main from a shader
+ */
+ir_function_signature *
+_mesa_get_main_function_signature(gl_shader *sh)
+{
+ ir_function *const f = sh->symbols->get_function("main");
+ if (f != NULL) {
+ exec_list void_parameters;
+
+ /* Look for the 'void main()' signature and ensure that it's defined.
+ * This keeps the linker from accidentally pick a shader that just
+ * contains a prototype for main.
+ *
+ * We don't have to check for multiple definitions of main (in multiple
+ * shaders) because that would have already been caught above.
+ */
+ ir_function_signature *sig =
+ f->matching_signature(NULL, &void_parameters, false);
+ if ((sig != NULL) && sig->is_defined) {
+ return sig;
+ }
+ }
+
+ return NULL;
+}
+
/** @} */
diff --git a/src/glsl/ir.h b/src/glsl/ir.h
index bb7fa0e0af4..fce72a2d3c4 100644
--- a/src/glsl/ir.h
+++ b/src/glsl/ir.h
@@ -2529,6 +2529,9 @@ _mesa_glsl_find_builtin_function_by_name(const char *name);
extern gl_shader *
_mesa_glsl_get_builtin_function_shader(void);
+extern ir_function_signature *
+_mesa_get_main_function_signature(gl_shader *sh);
+
extern void
_mesa_glsl_release_functions(void);
diff --git a/src/glsl/linker.cpp b/src/glsl/linker.cpp
index 94f847e1e98..fd69dbc2c73 100644
--- a/src/glsl/linker.cpp
+++ b/src/glsl/linker.cpp
@@ -1341,33 +1341,6 @@ move_non_declarations(exec_list *instructions, exec_node *last,
return last;
}
-/**
- * Get the function signature for main from a shader
- */
-ir_function_signature *
-link_get_main_function_signature(gl_shader *sh)
-{
- ir_function *const f = sh->symbols->get_function("main");
- if (f != NULL) {
- exec_list void_parameters;
-
- /* Look for the 'void main()' signature and ensure that it's defined.
- * This keeps the linker from accidentally pick a shader that just
- * contains a prototype for main.
- *
- * We don't have to check for multiple definitions of main (in multiple
- * shaders) because that would have already been caught above.
- */
- ir_function_signature *sig =
- f->matching_signature(NULL, &void_parameters, false);
- if ((sig != NULL) && sig->is_defined) {
- return sig;
- }
- }
-
- return NULL;
-}
-
/**
* This class is only used in link_intrastage_shaders() below but declaring
@@ -2040,7 +2013,7 @@ link_intrastage_shaders(void *mem_ctx,
*/
gl_shader *main = NULL;
for (unsigned i = 0; i < num_shaders; i++) {
- if (link_get_main_function_signature(shader_list[i]) != NULL) {
+ if (_mesa_get_main_function_signature(shader_list[i]) != NULL) {
main = shader_list[i];
break;
}
@@ -2072,7 +2045,7 @@ link_intrastage_shaders(void *mem_ctx,
* copy of the original shader that contained the main function).
*/
ir_function_signature *const main_sig =
- link_get_main_function_signature(linked);
+ _mesa_get_main_function_signature(linked);
/* Move any instructions other than variable declarations or function
* declarations into main.
diff --git a/src/glsl/linker.h b/src/glsl/linker.h
index ce3dc323297..0999878c65a 100644
--- a/src/glsl/linker.h
+++ b/src/glsl/linker.h
@@ -26,9 +26,6 @@
#ifndef GLSL_LINKER_H
#define GLSL_LINKER_H
-ir_function_signature *
-link_get_main_function_signature(gl_shader *sh);
-
extern bool
link_function_calls(gl_shader_program *prog, gl_shader *main,
gl_shader **shader_list, unsigned num_shaders);
diff --git a/src/glsl/lower_vertex_id.cpp b/src/glsl/lower_vertex_id.cpp
index fc90bc8e66f..3da7a2f1b3b 100644
--- a/src/glsl/lower_vertex_id.cpp
+++ b/src/glsl/lower_vertex_id.cpp
@@ -130,7 +130,7 @@ lower_vertex_id(gl_shader *shader)
return false;
ir_function_signature *const main_sig =
- link_get_main_function_signature(shader);
+ _mesa_get_main_function_signature(shader);
if (main_sig == NULL) {
assert(main_sig != NULL);
return false;