glsl: do not add unnamed struct types to the symbol table
We removed the need for lookups, and we will assign them all the same name in the future. Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
This commit is contained in:
@@ -7509,7 +7509,7 @@ ast_struct_specifier::hir(exec_list *instructions,
|
||||
|
||||
type = glsl_type::get_record_instance(fields, decl_count, this->name);
|
||||
|
||||
if (!state->symbols->add_type(name, type)) {
|
||||
if (!type->is_anonymous() && !state->symbols->add_type(name, type)) {
|
||||
const glsl_type *match = state->symbols->get_type(name);
|
||||
/* allow struct matching for desktop GL - older UE4 does this */
|
||||
if (match != NULL && state->is_version(130, 0) && match->record_compare(type, false))
|
||||
|
||||
Reference in New Issue
Block a user