* Doing so will modify the original shader. This may prevent that
* shader from being linkable in other programs.
*/
- const ir_function_signature *const callee = ir->get_callee();
+ const ir_function_signature *const callee = ir->callee;
assert(callee != NULL);
const char *const name = callee->function_name();
find_matching_signature(name, &callee->parameters, &linked, 1,
ir->use_builtin);
if (sig != NULL) {
- ir->set_callee(sig);
+ ir->callee = sig;
return visit_continue;
}
if (sig == NULL) {
/* FINISHME: Log the full signature of unresolved function.
*/
- linker_error_printf(this->prog, "unresolved reference to function "
- "`%s'\n", name);
+ linker_error(this->prog, "unresolved reference to function `%s'\n",
+ name);
this->success = false;
return visit_stop;
}
if (f == NULL) {
f = new(linked) ir_function(name);
- /* Add the new function to the linked IR.
+ /* Add the new function to the linked IR. Put it at the end
+ * so that it comes after any global variable declarations
+ * that it refers to.
*/
linked->symbols->add_function(f);
- linked->ir->push_head(f);
+ linked->ir->push_tail(f);
}
ir_function_signature *linked_sig =
*/
linked_sig->accept(this);
- ir->set_callee(linked_sig);
+ ir->callee = linked_sig;
return visit_continue;
}