Remove EOpInternalFunctionCall
It's cleaner to mark internal functions by using the TName class,
similarly to TIntermSymbol.
TEST=angle_unittests
BUG=angleproject:1116
Change-Id: I12a03a3dea42b3fc571fa25a1b11d0161f24de72
Reviewed-on: https://chromium-review.googlesource.com/291621
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Tested-by: Olli Etuaho <oetuaho@nvidia.com>
diff --git a/src/compiler/translator/OutputGLSLBase.cpp b/src/compiler/translator/OutputGLSLBase.cpp
index 54a1b27..4deeceb 100644
--- a/src/compiler/translator/OutputGLSLBase.cpp
+++ b/src/compiler/translator/OutputGLSLBase.cpp
@@ -783,7 +783,7 @@
out << arrayBrackets(type);
}
- out << " " << hashFunctionName(node->getName());
+ out << " " << hashFunctionNameIfNeeded(node->getNameObj());
out << "(";
writeFunctionParameters(*(node->getSequence()));
@@ -801,7 +801,7 @@
out << arrayBrackets(type);
}
- out << " " << hashFunctionName(node->getName());
+ out << " " << hashFunctionNameIfNeeded(node->getNameObj());
incrementDepth(node);
// Function definition node contains one or two children nodes
@@ -830,16 +830,7 @@
case EOpFunctionCall:
// Function call.
if (visit == PreVisit)
- out << hashFunctionName(node->getName()) << "(";
- else if (visit == InVisit)
- out << ", ";
- else
- out << ")";
- break;
- case EOpInternalFunctionCall:
- // Function call to an internal helper function.
- if (visit == PreVisit)
- out << node->getName() << "(";
+ out << hashFunctionNameIfNeeded(node->getNameObj()) << "(";
else if (visit == InVisit)
out << ", ";
else
@@ -1234,12 +1225,16 @@
return hashName(name);
}
-TString TOutputGLSLBase::hashFunctionName(const TString &mangled_name)
+TString TOutputGLSLBase::hashFunctionNameIfNeeded(const TName &mangledName)
{
- TString name = TFunction::unmangleName(mangled_name);
- if (mSymbolTable.findBuiltIn(mangled_name, mShaderVersion) != NULL || name == "main")
+ TString mangledStr = mangledName.getString();
+ TString name = TFunction::unmangleName(mangledStr);
+ if (mSymbolTable.findBuiltIn(mangledStr, mShaderVersion) != nullptr || name == "main")
return translateTextureFunction(name);
- return hashName(name);
+ if (mangledName.isInternal())
+ return name;
+ else
+ return hashName(name);
}
bool TOutputGLSLBase::structDeclared(const TStructure *structure) const