glsl: Make it possible to ignore built-ins when matching signatures.

Historically, we've implemented the rules for overriding built-in
functions by creating multiple ir_functions and relying on the symbol
table to hide the one containing built-in functions.  That works, but
has a few drawbacks, so the next patch will change it.

Instead, we'll have a single ir_function for a particular name, which
will contain both built-in and user-defined signatures.  Passing an
extra parameter to matching_signature makes it easy to ignore built-ins
when they're supposed to be hidden.

I didn't add the parameter to exact_matching_signature since it wasn't
necessary.

Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
This commit is contained in:
Kenneth Graunke
2014-07-24 14:05:40 -07:00
parent f82f2fb3dc
commit 21129d4de3
12 changed files with 30 additions and 20 deletions
+8 -7
View File
@@ -450,20 +450,21 @@ match_function_by_name(const char *name,
goto done; /* no match */
if (f != NULL) {
/* In desktop GL, the presence of a user-defined signature hides any
* built-in signatures, so we must ignore them. In contrast, in ES2
* user-defined signatures add new overloads, so we must consider them.
*/
bool allow_builtins = state->es_shader || !f->has_user_signature();
/* Look for a match in the local shader. If exact, we're done. */
bool is_exact = false;
sig = local_sig = f->matching_signature(state, actual_parameters,
&is_exact);
allow_builtins, &is_exact);
if (is_exact)
goto done;
if (!state->es_shader && f->has_user_signature()) {
/* In desktop GL, the presence of a user-defined signature hides any
* built-in signatures, so we must ignore them. In contrast, in ES2
* user-defined signatures add new overloads, so we must proceed.
*/
if (!allow_builtins)
goto done;
}
}
/* Local shader has no exact candidates; check the built-ins. */