From: Timothy Arceri Date: Mon, 27 Jun 2016 06:50:00 +0000 (+1000) Subject: glsl: pass symbols to find_matching_signature() rather than shader X-Git-Tag: upstream/17.1.0~8418 X-Git-Url: http://review.tizen.org/git/?a=commitdiff_plain;h=9b41c743cc919ebd18abbedb77d3e80474956863;p=platform%2Fupstream%2Fmesa.git 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 --- diff --git a/src/compiler/glsl/link_functions.cpp b/src/compiler/glsl/link_functions.cpp index 4e10287..de194c3 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;