In a shader such as:

    struct S { float f; }
    float identity(float S) { return S; }

we would think that "S" in "return S" referred to a structure, even
though it's shadowed by the "float S" parameter in the inner struct.

This led to the parser's grammar seeing TYPE_IDENTIFIER and getting
confused.

Fixes dEQP-GLES2.functional.shaders.scoping.valid.
function_parameter_hides_struct_type_{vertex,fragment}.

Signed-off-by: Kenneth Graunke <kenn...@whitecape.org>
---
 src/compiler/glsl/glsl_parser.yy | 2 ++
 1 file changed, 2 insertions(+)

diff --git a/src/compiler/glsl/glsl_parser.yy b/src/compiler/glsl/glsl_parser.yy
index d69c48e..709d801 100644
--- a/src/compiler/glsl/glsl_parser.yy
+++ b/src/compiler/glsl/glsl_parser.yy
@@ -894,6 +894,7 @@ parameter_declarator:
       $$->type->set_location(@1);
       $$->type->specifier = $1;
       $$->identifier = $2;
+      state->symbols->add_variable(new(state) ir_variable(NULL, $2, 
ir_var_auto));
    }
    | type_specifier any_identifier array_specifier
    {
@@ -905,6 +906,7 @@ parameter_declarator:
       $$->type->specifier = $1;
       $$->identifier = $2;
       $$->array_specifier = $3;
+      state->symbols->add_variable(new(state) ir_variable(NULL, $2, 
ir_var_auto));
    }
    ;
 
-- 
2.7.2

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