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