Memory: Don't use pool memory to store the entry point name in the intermediate representation.

This might address issue #221, which I couldn't reproduce.
This commit is contained in:
John Kessenich
2016-04-06 19:03:15 -06:00
parent 78a6b78810
commit 7e3e486344
4 changed files with 5 additions and 5 deletions

View File

@@ -2126,7 +2126,7 @@ bool TGlslangToSpvTraverser::isShaderEntrypoint(const glslang::TIntermAggregate*
{
// have to ignore mangling and just look at the base name
int firstOpen = node->getName().find('(');
return node->getName().compare(0, firstOpen, glslangIntermediate->getEntryPoint()) == 0;
return node->getName().compare(0, firstOpen, glslangIntermediate->getEntryPoint().c_str()) == 0;
}
// Make all the functions, skeletally, without actually visiting their bodies.