}
/* Local shader has no exact candidates; check the built-ins. */
- _mesa_glsl_initialize_functions(state);
- for (unsigned i = 0; i < state->num_builtins_to_link; i++) {
- ir_function *builtin =
- state->builtins_to_link[i]->symbols->get_function(name);
- if (builtin == NULL)
- continue;
-
- bool is_exact = false;
- ir_function_signature *builtin_sig =
- builtin->matching_signature(state, actual_parameters, &is_exact);
-
- if (builtin_sig == NULL)
- continue;
-
- /* If the built-in signature is exact, we can stop. */
- if (is_exact) {
- sig = builtin_sig;
- goto done;
- }
-
- if (sig == NULL) {
- /* We found an inexact match, which is better than nothing. However,
- * we should keep searching for an exact match.
- */
- sig = builtin_sig;
- }
- }
+ _mesa_glsl_initialize_builtin_functions();
+ sig = _mesa_glsl_find_builtin_function(state, name, actual_parameters);
done:
if (sig != NULL) {
ralloc_free(whole_program);
_mesa_glsl_release_types();
- _mesa_glsl_release_functions();
+ _mesa_glsl_release_builtin_functions();
return status;
}