From: Ian Romanick Date: Thu, 19 Jun 2014 19:05:20 +0000 (-0700) Subject: glsl/linker: Make get_main_function_signature public X-Git-Url: https://git.libre-soc.org/?a=commitdiff_plain;h=04d3323d4b7b7cae4954d80946f0ca202770dd14;p=mesa.git glsl/linker: Make get_main_function_signature public The next patch will use this function in a different file. Signed-off-by: Ian Romanick Reviewed-by: Kenneth Graunke Reviewed-by: Tapani Pälli --- diff --git a/src/glsl/linker.cpp b/src/glsl/linker.cpp index e9cf5503a27..bdd81c79065 100644 --- a/src/glsl/linker.cpp +++ b/src/glsl/linker.cpp @@ -1115,8 +1115,8 @@ move_non_declarations(exec_list *instructions, exec_node *last, /** * Get the function signature for main from a shader */ -static ir_function_signature * -get_main_function_signature(gl_shader *sh) +ir_function_signature * +link_get_main_function_signature(gl_shader *sh) { ir_function *const f = sh->symbols->get_function("main"); if (f != NULL) { @@ -1644,7 +1644,7 @@ link_intrastage_shaders(void *mem_ctx, */ gl_shader *main = NULL; for (unsigned i = 0; i < num_shaders; i++) { - if (get_main_function_signature(shader_list[i]) != NULL) { + if (link_get_main_function_signature(shader_list[i]) != NULL) { main = shader_list[i]; break; } @@ -1673,7 +1673,8 @@ link_intrastage_shaders(void *mem_ctx, /* The a pointer to the main function in the final linked shader (i.e., the * copy of the original shader that contained the main function). */ - ir_function_signature *const main_sig = get_main_function_signature(linked); + ir_function_signature *const main_sig = + link_get_main_function_signature(linked); /* Move any instructions other than variable declarations or function * declarations into main. diff --git a/src/glsl/linker.h b/src/glsl/linker.h index beb9bb21695..9440794e23f 100644 --- a/src/glsl/linker.h +++ b/src/glsl/linker.h @@ -26,6 +26,9 @@ #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);