We removed the need for lookups, and we will assign them all the same
name in the future.
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
type = glsl_type::get_record_instance(fields, decl_count, this->name);
- if (!state->symbols->add_type(name, type)) {
+ if (!type->is_anonymous() && !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(type, false))