Hash :
5fec7ab2
Author :
Date :
2018-04-04T11:58:33
Identify functions by unique id in BuiltInFunctionEmulator Now that unique ids of all builtins are compile-time constants, we can use them to look up functions in BuiltInFunctionEmulator. This is simpler than using a custom struct with the name and parameters for identifying functions. This requires that we store a reference to a TFunction in those TIntermUnary nodes that were created based on a function. This decreases shader_translator binary size by about 6 KB on Windows. BUG=angleproject:2267 BUG=chromium:823856 TEST=angle_unittests Change-Id: Idd5a00c772c6f26dd36fdbbfbe161d22ab27c2fe Reviewed-on: https://chromium-review.googlesource.com/995372 Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
//
// Copyright (c) 2017 The ANGLE Project Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
//
// SymbolUniqueId.cpp: Encapsulates a unique id for a symbol.
#include "compiler/translator/SymbolUniqueId.h"
#include "compiler/translator/SymbolTable.h"
namespace sh
{
TSymbolUniqueId::TSymbolUniqueId(TSymbolTable *symbolTable) : mId(symbolTable->nextUniqueIdValue())
{
}
TSymbolUniqueId::TSymbolUniqueId(const TSymbol &symbol) : mId(symbol.uniqueId().get())
{
}
TSymbolUniqueId &TSymbolUniqueId::operator=(const TSymbolUniqueId &) = default;
bool TSymbolUniqueId::operator==(const TSymbolUniqueId &other) const
{
return mId == other.mId;
}
} // namespace sh