linker: Only over-ride built-ins when a prototype has been seen

The GLSL spec says:

    "If a built-in function is redeclared in a shader (i.e., a
    prototype is visible) before a call to it, then the linker will
    only attempt to resolve that call within the set of shaders that
    are linked with it."

This patch enforces this behavior.  When a function call is processed
a flag is set in the ir_call to indicate whether the previously seen
prototype is the built-in or not.  At link time a call will only bind
to an instance of a function that matches the "want built-in" setting
in the ir_call.

This has the odd side effect that first call to abs() in the shader
below will call the built-in and the second will not:

float foo(float x) { return abs(x); }
float abs(float x) { return -x; }
float bar(float x) { return abs(x); }

This seems insane, but it matches what the spec says.

Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=31744
This commit is contained in:
Ian Romanick 2011-06-29 14:52:10 -07:00
parent 7eed3d4808
commit 66f4ac988d
2 changed files with 21 additions and 5 deletions

View File

@ -991,6 +991,7 @@ public:
assert(callee->return_type != NULL);
type = callee->return_type;
actual_parameters->move_nodes_to(& this->actual_parameters);
this->use_builtin = callee->is_builtin;
}
virtual ir_call *clone(void *mem_ctx, struct hash_table *ht) const;
@ -1054,6 +1055,9 @@ public:
/* List of ir_rvalue of paramaters passed in this call. */
exec_list actual_parameters;
/** Should this call only bind to a built-in function? */
bool use_builtin;
private:
ir_call()
: callee(NULL)

View File

@ -31,7 +31,8 @@
static ir_function_signature *
find_matching_signature(const char *name, const exec_list *actual_parameters,
gl_shader **shader_list, unsigned num_shaders);
gl_shader **shader_list, unsigned num_shaders,
bool use_builtin);
class call_link_visitor : public ir_hierarchical_visitor {
public:
@ -75,7 +76,8 @@ public:
* final linked shader. If it does, use it as the target of the call.
*/
ir_function_signature *sig =
find_matching_signature(name, &callee->parameters, &linked, 1);
find_matching_signature(name, &callee->parameters, &linked, 1,
ir->use_builtin);
if (sig != NULL) {
ir->set_callee(sig);
return visit_continue;
@ -85,7 +87,7 @@ public:
* linked. If it's not found there, return an error.
*/
sig = find_matching_signature(name, &ir->actual_parameters, shader_list,
num_shaders);
num_shaders, ir->use_builtin);
if (sig == NULL) {
/* FINISHME: Log the full signature of unresolved function.
*/
@ -110,7 +112,9 @@ public:
ir_function_signature *linked_sig =
f->exact_matching_signature(&callee->parameters);
if (linked_sig == NULL) {
if ((linked_sig == NULL)
|| ((linked_sig != NULL)
&& (linked_sig->is_builtin != ir->use_builtin))) {
linked_sig = new(linked) ir_function_signature(callee->return_type);
f->add_signature(linked_sig);
}
@ -241,7 +245,8 @@ private:
*/
ir_function_signature *
find_matching_signature(const char *name, const exec_list *actual_parameters,
gl_shader **shader_list, unsigned num_shaders)
gl_shader **shader_list, unsigned num_shaders,
bool use_builtin)
{
for (unsigned i = 0; i < num_shaders; i++) {
ir_function *const f = shader_list[i]->symbols->get_function(name);
@ -254,6 +259,13 @@ find_matching_signature(const char *name, const exec_list *actual_parameters,
if ((sig == NULL) || !sig->is_defined)
continue;
/* If this function expects to bind to a built-in function and the
* signature that we found isn't a built-in, keep looking. Also keep
* looking if we expect a non-built-in but found a built-in.
*/
if (use_builtin != sig->is_builtin)
continue;
return sig;
}