glsl: rename has_implicit_uint_to_int_conversion to *_int_to_uint_*

There is no uint to int implicit conversion in glsl, this is just
a typo in the name of this function. The correct one would be:
has_implicit_int_to_uint_conversion.

Signed-off-by: Danylo Piliaiev <danylo.piliaiev@globallogic.com>
Reviewed-by: Erik Faye-Lund <erik.faye-lund@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/4884>
This commit is contained in:
Danylo Piliaiev 2020-05-04 17:49:26 +03:00 committed by Marge Bot
parent 403eb507f5
commit 8059f206da
3 changed files with 3 additions and 3 deletions

View file

@ -250,7 +250,7 @@ get_implicit_conversion_operation(const glsl_type *to, const glsl_type *from,
}
case GLSL_TYPE_UINT:
if (!state->has_implicit_uint_to_int_conversion())
if (!state->has_implicit_int_to_uint_conversion())
return (ir_expression_operation)0;
switch (from->base_type) {
case GLSL_TYPE_INT: return ir_unop_i2u;

View file

@ -359,7 +359,7 @@ struct _mesa_glsl_parse_state {
return EXT_shader_implicit_conversions_enable || is_version(120, 0);
}
bool has_implicit_uint_to_int_conversion() const
bool has_implicit_int_to_uint_conversion() const
{
return ARB_gpu_shader5_enable ||
MESA_shader_integer_functions_enable ||

View file

@ -1667,7 +1667,7 @@ glsl_type::can_implicitly_convert_to(const glsl_type *desired,
* state-dependent checks have already happened though, so allow anything
* that's allowed in any shader version.
*/
if ((!state || state->has_implicit_uint_to_int_conversion()) &&
if ((!state || state->has_implicit_int_to_uint_conversion()) &&
desired->base_type == GLSL_TYPE_UINT && this->base_type == GLSL_TYPE_INT)
return true;