Create linkage symbol nodes in the AST so a linker has access to all global objects that were declared, for error checking, etc. Use it now for all ins/outs/uniforms as well as gl_VertexID and gl_InstanceID.

Also fixed a confusing name and added more 'const'.


git-svn-id: https://cvs.khronos.org/svn/repos/ogl/trunk/ecosystem/public/sdk/tools/glslang@22142 e7fa87d3-cd2b-0410-9028-fcbf551c1848
This commit is contained in:
John Kessenich 2013-06-24 17:26:56 +00:00
parent b29ba33089
commit 06f8464fb5
10 changed files with 101 additions and 34 deletions

View file

@ -556,6 +556,7 @@ int ShCompile(
int ret = PaParseStrings(const_cast<char**>(shaderStrings), 0, numStrings, parseContext, parseContext.getPreamble());
if (ret)
success = false;
intermediate.addSymbolLinkageNodes(parseContext.treeRoot, parseContext.linkage, parseContext.language, symbolTable);
if (success && parseContext.treeRoot) {
if (optLevel == EShOptNoGeneration)
@ -564,7 +565,6 @@ int ShCompile(
success = intermediate.postProcess(parseContext.treeRoot, parseContext.language);
if (success) {
if (debugOptions & EDebugOpIntermediate)
intermediate.outputTree(parseContext.treeRoot);