compiler/types: Use glsl_get_type_name() to access the type name
This will allow us later to store builtin names in a different way. Reviewed-by: Adam Jackson <ajax@redhat.com> Reviewed-by: Ian Romanick <ian.d.romanick@intel.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/25191>
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@@ -2108,11 +2108,11 @@ _mesa_glsl_copy_symbols_from_table(struct exec_list *shader_ir,
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const glsl_type *iface =
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src->get_interface("gl_PerVertex", ir_var_shader_in);
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if (iface)
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dest->add_interface(iface->name, iface, ir_var_shader_in);
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dest->add_interface(glsl_get_type_name(iface), iface, ir_var_shader_in);
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iface = src->get_interface("gl_PerVertex", ir_var_shader_out);
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if (iface)
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dest->add_interface(iface->name, iface, ir_var_shader_out);
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dest->add_interface(glsl_get_type_name(iface), iface, ir_var_shader_out);
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}
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}
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