Use C-style system headers in C++ code to avoid issues with std:: namespace
[mesa.git] / src / glsl / link_functions.cpp
index dfda05fcbe508fac69e773e78923bfc9e7421ff1..5851c14d624ca9b5cda61a5a2876df39562bed94 100644 (file)
  * DEALINGS IN THE SOFTWARE.
  */
 
-#include <cstdlib>
-#include <cstdio>
-#include <cstdarg>
-
-extern "C" {
-#include <talloc.h>
-}
-
-#include "main/mtypes.h"
+#include "main/core.h"
 #include "glsl_symbol_table.h"
 #include "glsl_parser_extras.h"
 #include "ir.h"
@@ -111,7 +103,7 @@ public:
         f = new(linked) ir_function(name);
 
       ir_function_signature *linked_sig =
-        f->matching_signature(&callee->parameters);
+        f->exact_matching_signature(&callee->parameters);
       if (linked_sig == NULL) {
         linked_sig = new(linked) ir_function_signature(callee->return_type);
         f->add_signature(linked_sig);
@@ -183,8 +175,20 @@ public:
             * it to the linked shader.
             */
            var = ir->var->clone(linked, NULL);
-           linked->symbols->add_variable(var->name, var);
+           linked->symbols->add_variable(var);
            linked->ir->push_head(var);
+        } else if (var->type->is_array()) {
+           /* It is possible to have a global array declared in multiple
+            * shaders without a size.  The array is implicitly sized by the
+            * maximal access to it in *any* shader.  Because of this, we
+            * need to track the maximal access to the array as linking pulls
+            * more functions in that access the array.
+            */
+           var->max_array_access =
+              MAX2(var->max_array_access, ir->var->max_array_access);
+
+           if (var->type->length == 0 && ir->var->type->length != 0)
+              var->type = ir->var->type;
         }
 
         ir->var = var;