GLSL: Separate out swizzle handling (potentially fixing bugs).
Noticed this when looking at swizzles. It's at least better structure, removing hard-to-see early returns, which might be contributing to bugs.
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2 changed files with 56 additions and 44 deletions
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@ -315,6 +315,7 @@ public:
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TIntermTyped* handleBinaryMath(const TSourceLoc&, const char* str, TOperator op, TIntermTyped* left, TIntermTyped* right);
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TIntermTyped* handleUnaryMath(const TSourceLoc&, const char* str, TOperator op, TIntermTyped* childNode);
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TIntermTyped* handleDotDereference(const TSourceLoc&, TIntermTyped* base, const TString& field);
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TIntermTyped* handleDotSwizzle(const TSourceLoc&, TIntermTyped* base, const TString& field);
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void blockMemberExtensionCheck(const TSourceLoc&, const TIntermTyped* base, int member, const TString& memberName);
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TFunction* handleFunctionDeclarator(const TSourceLoc&, TFunction& function, bool prototype);
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TIntermAggregate* handleFunctionDefinition(const TSourceLoc&, TFunction&);
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