glsl: Pass _mesa_glsl_parse_state into matching_signature and such.
During compilation, we'll use this to determine built-in availability. The plan is to have a single shader containing every built-in in every version of the language, but filter out the ones that aren't actually available to the shader being compiled. At link time, we don't actually need this filtering capability: we've already imported prototypes for every built-in that the shader actually calls, and they're flagged as is_builtin(). The linker doesn't import any additional prototypes, so it won't pull in any unavailable built-ins. When resolving prototypes to function definitions, the linker ensures the values of is_builtin() match, which means that a shader can't trick the linker into importing the body of an unavailable built-in by defining a suspiciously similar prototype. In other words, during linking, we can just pass in NULL. It will work out fine. Signed-off-by: Kenneth Graunke <kenneth@whitecape.org> Reviewed-by: Matt Turner <mattst88@gmail.com> Reviewed-by: Paul Berry <stereotype441@gmail.com>
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@@ -388,7 +388,8 @@ match_function_by_name(const char *name,
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if (f != NULL) {
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/* Look for a match in the local shader. If exact, we're done. */
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bool is_exact = false;
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sig = local_sig = f->matching_signature(actual_parameters, &is_exact);
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sig = local_sig = f->matching_signature(state, actual_parameters,
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&is_exact);
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if (is_exact)
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goto done;
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@@ -411,7 +412,7 @@ match_function_by_name(const char *name,
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bool is_exact = false;
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ir_function_signature *builtin_sig =
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builtin->matching_signature(actual_parameters, &is_exact);
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builtin->matching_signature(state, actual_parameters, &is_exact);
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if (builtin_sig == NULL)
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continue;
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