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>
This commit is contained in:
Kenneth Graunke
2013-08-30 23:11:55 -07:00
parent 0823a87a75
commit 3e820e3aef
12 changed files with 30 additions and 21 deletions

View File

@@ -388,7 +388,8 @@ match_function_by_name(const char *name,
if (f != NULL) {
/* Look for a match in the local shader. If exact, we're done. */
bool is_exact = false;
sig = local_sig = f->matching_signature(actual_parameters, &is_exact);
sig = local_sig = f->matching_signature(state, actual_parameters,
&is_exact);
if (is_exact)
goto done;
@@ -411,7 +412,7 @@ match_function_by_name(const char *name,
bool is_exact = false;
ir_function_signature *builtin_sig =
builtin->matching_signature(actual_parameters, &is_exact);
builtin->matching_signature(state, actual_parameters, &is_exact);
if (builtin_sig == NULL)
continue;