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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>
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3 changed files with 3 additions and 3 deletions
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@ -250,7 +250,7 @@ get_implicit_conversion_operation(const glsl_type *to, const glsl_type *from,
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}
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case GLSL_TYPE_UINT:
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if (!state->has_implicit_uint_to_int_conversion())
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if (!state->has_implicit_int_to_uint_conversion())
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return (ir_expression_operation)0;
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switch (from->base_type) {
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case GLSL_TYPE_INT: return ir_unop_i2u;
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@ -359,7 +359,7 @@ struct _mesa_glsl_parse_state {
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return EXT_shader_implicit_conversions_enable || is_version(120, 0);
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}
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bool has_implicit_uint_to_int_conversion() const
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bool has_implicit_int_to_uint_conversion() const
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{
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return ARB_gpu_shader5_enable ||
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MESA_shader_integer_functions_enable ||
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@ -1667,7 +1667,7 @@ glsl_type::can_implicitly_convert_to(const glsl_type *desired,
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* state-dependent checks have already happened though, so allow anything
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* that's allowed in any shader version.
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*/
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if ((!state || state->has_implicit_uint_to_int_conversion()) &&
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if ((!state || state->has_implicit_int_to_uint_conversion()) &&
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desired->base_type == GLSL_TYPE_UINT && this->base_type == GLSL_TYPE_INT)
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return true;
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