{
const struct glsl_type *type;
- type = state->symbols->get_type(this->type_name);
+ if (structure)
+ type = structure->type;
+ else
+ type = state->symbols->get_type(this->type_name);
*name = this->type_name;
YYLTYPE loc = this->get_location();
validate_identifier(this->name, loc, state);
- const glsl_type *t =
- glsl_type::get_record_instance(fields, decl_count, this->name);
+ type = glsl_type::get_record_instance(fields, decl_count, this->name);
- if (!state->symbols->add_type(name, t)) {
+ if (!state->symbols->add_type(name, type)) {
const glsl_type *match = state->symbols->get_type(name);
/* allow struct matching for desktop GL - older UE4 does this */
- if (match != NULL && state->is_version(130, 0) && match->record_compare(t, false))
+ if (match != NULL && state->is_version(130, 0) && match->record_compare(type, false))
_mesa_glsl_warning(& loc, state, "struct `%s' previously defined", name);
else
_mesa_glsl_error(& loc, state, "struct `%s' previously defined", name);
const glsl_type *,
state->num_user_structures + 1);
if (s != NULL) {
- s[state->num_user_structures] = t;
+ s[state->num_user_structures] = type;
state->user_structures = s;
state->num_user_structures++;
}