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authorKenneth Graunke <kenneth@whitecape.org>2010-11-25 00:09:43 -0800
committerIan Romanick <ian.d.romanick@intel.com>2010-12-15 14:38:37 -0800
commit50ec3c74e3f479eb755aecb20aaa417a57197719 (patch)
treeb7728f89b6e3589cc39292dfb2a3e4ba3b44ebc9
parentd595657e5a20129d637464ddb6fd4e4aa492401d (diff)
glsl: Don't inline function prototypes.
Currently, the standalone compiler tries to do function inlining before linking shaders (including linking against the built-in functions). This resulted in the built-in function _prototypes_ being inlined rather than the actual function definition. This is only known to fix a bug in the standalone compiler; most programs should be unaffected. Still, it seems like a good idea. NOTE: This is a candidate for the 7.9 branch. (cherry picked from commit e8a24c65bc06a2a098c05728df0da1e5ed61b1de)
-rw-r--r--src/glsl/ir_function_can_inline.cpp2
1 files changed, 2 insertions, 0 deletions
diff --git a/src/glsl/ir_function_can_inline.cpp b/src/glsl/ir_function_can_inline.cpp
index f29f277ef4b..c367c30e44f 100644
--- a/src/glsl/ir_function_can_inline.cpp
+++ b/src/glsl/ir_function_can_inline.cpp
@@ -60,6 +60,8 @@ can_inline(ir_call *call)
{
ir_function_can_inline_visitor v;
const ir_function_signature *callee = call->get_callee();
+ if (!callee->is_defined)
+ return false;
v.run((exec_list *) &callee->body);