#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);
link_invalidate_variable_locations(exec_list *ir);
extern void
-link_assign_uniform_locations(struct gl_shader_program *prog);
+link_assign_uniform_locations(struct gl_shader_program *prog,
+ unsigned int boolean_true);
extern void
-link_set_uniform_initializers(struct gl_shader_program *prog);
+link_set_uniform_initializers(struct gl_shader_program *prog,
+ unsigned int boolean_true);
extern int
link_cross_validate_uniform_block(void *mem_ctx,
unsigned int *num_linked_blocks,
struct gl_uniform_block *new_block);
-void
-link_assign_uniform_block_offsets(struct gl_shader *shader);
-
extern bool
link_uniform_blocks_are_compatible(const gl_uniform_block *a,
const gl_uniform_block *b);
unsigned num_shaders,
struct gl_uniform_block **blocks_ret);
+bool
+validate_intrastage_arrays(struct gl_shader_program *prog,
+ ir_variable *const var,
+ ir_variable *const existing);
+
void
validate_intrastage_interface_blocks(struct gl_shader_program *prog,
const gl_shader **shader_list,
*/
virtual void visit_field(const glsl_struct_field *field);
+ virtual void enter_record(const glsl_type *type, const char *name,
+ bool row_major);
+
+ virtual void leave_record(const glsl_type *type, const char *name,
+ bool row_major);
+
private:
/**
* \param name_length Length of the current name \b not including the