GLSL: Promote HLSL entry-point renaming code to be used by GLSL as well.

Fixes #1045.
This commit is contained in:
John Kessenich 2017-09-11 21:48:19 -06:00
parent 4f4683d251
commit 9855bdad00
16 changed files with 1066 additions and 957 deletions

View file

@ -182,7 +182,7 @@ public:
void pushNamespace(const TString& name);
void popNamespace();
void getFullNamespaceName(const TString*&) const;
void getFullNamespaceName(TString*&) const;
void addScopeMangler(TString&);
void pushSwitchSequence(TIntermSequence* sequence) { switchSequenceStack.push_back(sequence); }
@ -207,9 +207,6 @@ public:
// Determine loop control from attributes
TLoopControl handleLoopControl(const TAttributeMap& attributes) const;
// Potentially rename shader entry point function
void renameShaderFunction(const TString*& name) const;
// Share struct buffer deep types
void shareStructBufferType(TType&);
@ -423,7 +420,6 @@ protected:
unsigned int nextInLocation;
unsigned int nextOutLocation;
TString sourceEntryPointName;
TFunction* entryPointFunction;
TIntermNode* entryPointFunctionBody;