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.
This commit is contained in:
John Kessenich 2020-05-01 03:07:54 -06:00
parent bfaf88ee6a
commit 2ac3c5b6d6
2 changed files with 56 additions and 44 deletions

View file

@ -315,6 +315,7 @@ public:
TIntermTyped* handleBinaryMath(const TSourceLoc&, const char* str, TOperator op, TIntermTyped* left, TIntermTyped* right);
TIntermTyped* handleUnaryMath(const TSourceLoc&, const char* str, TOperator op, TIntermTyped* childNode);
TIntermTyped* handleDotDereference(const TSourceLoc&, TIntermTyped* base, const TString& field);
TIntermTyped* handleDotSwizzle(const TSourceLoc&, TIntermTyped* base, const TString& field);
void blockMemberExtensionCheck(const TSourceLoc&, const TIntermTyped* base, int member, const TString& memberName);
TFunction* handleFunctionDeclarator(const TSourceLoc&, TFunction& function, bool prototype);
TIntermAggregate* handleFunctionDefinition(const TSourceLoc&, TFunction&);