glsl: Structures must have same name to be considered same type.
According to GLSL(4.2) and GLSL-ES (1.0, 3.0) spec, Structures must have the same name to be considered same type. We currently ignore the name check while checking if two records are same. This patch fixes this. Patch fixes failing tests in WebGL conformance test 'shaders-with-uniform-structs' when running Chrome on OpenGL ES. v2: Do not force name comparison with unnamed types (Tapani) v3: Cleanups (Matt) Signed-off-by: Kalyan Kondapally <kalyan.kondapally@intel.com> Signed-off-by: Tapani Pälli <tapani.palli@intel.com> Reviewed-by: Anuj Phogat <anuj.phogat@gmail.com> Reviewed-by: Matt Turner <mattst88@gmail.com> Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=83934
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@ -490,6 +490,20 @@ glsl_type::record_compare(const glsl_type *b) const
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if (this->interface_packing != b->interface_packing)
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return false;
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/* From the GLSL 4.20 specification (Sec 4.2):
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*
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* "Structures must have the same name, sequence of type names, and
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* type definitions, and field names to be considered the same type."
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*
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* GLSL ES behaves the same (Ver 1.00 Sec 4.2.4, Ver 3.00 Sec 4.2.5).
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*
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* Note that we cannot force type name check when comparing unnamed
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* structure types, these have a unique name assigned during parsing.
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*/
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if (!this->is_anonymous() && !b->is_anonymous())
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if (strcmp(this->name, b->name) != 0)
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return false;
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for (unsigned i = 0; i < this->length; i++) {
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if (this->fields.structure[i].type != b->fields.structure[i].type)
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return false;
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@ -488,6 +488,14 @@ struct glsl_type {
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return base_type == GLSL_TYPE_ERROR;
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}
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/**
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* Query if a type is unnamed/anonymous (named by the parser)
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*/
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bool is_anonymous() const
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{
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return !strncmp(name, "#anon", 5);
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}
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/**
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* Get the type stripped of any arrays
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*
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