{
void *ctx = state;
ir_function *f = state->symbols->get_function(name);
- ir_function_signature *sig = NULL;
+ ir_function_signature *sig;
+
+ sig = f ? f->matching_signature(actual_parameters) : NULL;
/* FINISHME: This doesn't handle the case where shader X contains a
* FINISHME: matching signature but shader X + N contains an _exact_
* FINISHME: matching signature.
*/
- if (f != NULL) {
- sig = f->matching_signature(actual_parameters);
- } else if (state->symbols->get_type(name) == NULL && (state->language_version == 110 || state->symbols->get_variable(name) == NULL)) {
+ if (sig == NULL && (f == NULL || state->es_shader || !f->has_user_signature()) && state->symbols->get_type(name) == NULL && (state->language_version == 110 || state->symbols->get_variable(name) == NULL)) {
/* The current shader doesn't contain a matching function or signature.
* Before giving up, look for the prototype in the built-in functions.
*/
for (unsigned i = 0; i < state->num_builtins_to_link; i++) {
- f = state->builtins_to_link[i]->symbols->get_function(name);
- sig = f ? f->matching_signature(actual_parameters) : NULL;
+ ir_function *builtin;
+ builtin = state->builtins_to_link[i]->symbols->get_function(name);
+ sig = builtin ? builtin->matching_signature(actual_parameters) : NULL;
if (sig != NULL) {
- f = new(ctx) ir_function(name);
+ if (f == NULL) {
+ f = new(ctx) ir_function(name);
+ state->symbols->add_global_function(f);
+ emit_function(state, instructions, f);
+ }
+
f->add_signature(sig->clone_prototype(f, NULL));
break;
}
return _mesa_symbol_table_add_symbol(table, -1, f->name, entry) == 0;
}
+void glsl_symbol_table::add_global_function(ir_function *f)
+{
+ symbol_table_entry *entry = new(mem_ctx) symbol_table_entry(f);
+ int added = _mesa_symbol_table_add_global_symbol(table, -1, f->name, entry);
+ assert(added == 0);
+}
+
ir_variable *glsl_symbol_table::get_variable(const char *name)
{
symbol_table_entry *entry = get_entry(name);