GLSL: Allow desktop shaders to call functions from outside main().
Fixes issue #239.
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@ -1,9 +1,8 @@
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110scope.vert
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ERROR: 0:5: 'a' : redefinition
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ERROR: 0:34: 'f' : can't call user function from global scope
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ERROR: 0:57: 'z' : undeclared identifier
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ERROR: 0:57: 'z' : redefinition
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ERROR: 4 compilation errors. No code generated.
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ERROR: 3 compilation errors. No code generated.
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Shader version: 110
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@ -2,5 +2,5 @@
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// For the version, it uses the latest git tag followed by the number of commits.
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// For the date, it uses the current date (when then script is run).
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#define GLSLANG_REVISION "Overload400-PrecQual.1674"
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#define GLSLANG_DATE "03-Dec-2016"
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#define GLSLANG_REVISION "Overload400-PrecQual.1676"
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#define GLSLANG_DATE "05-Dec-2016"
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@ -1109,9 +1109,10 @@ TIntermTyped* TParseContext::handleFunctionCall(const TSourceLoc& loc, TFunction
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// if builtIn == true, it's definitely a built-in function with EOpNull
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if (! builtIn) {
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call->setUserDefined();
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if (symbolTable.atGlobalLevel())
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error(loc, "can't call user function from global scope", fnCandidate->getName().c_str(), "");
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else
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if (symbolTable.atGlobalLevel()) {
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requireProfile(loc, ~EEsProfile, "calling user function from global scope");
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intermediate.addToCallGraph(infoSink, "main(", fnCandidate->getMangledName());
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} else
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intermediate.addToCallGraph(infoSink, currentCaller, fnCandidate->getMangledName());
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}
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