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author | Kenneth Graunke <[email protected]> | 2012-04-16 13:37:20 -0700 |
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committer | Kenneth Graunke <[email protected]> | 2012-04-17 11:27:51 -0700 |
commit | f4f6e1f5a01ed4e4108dc0c4b94d24bb1d76347f (patch) | |
tree | 1320b48b6c29c33b6b17988018d4a3e5b294e76d /src/glsl/ir_function_inlining.h | |
parent | 48aec56559a0199d8099d9edff8e51312f55f15c (diff) |
glsl/builtins: Use ivec for texel offsets in textureProjGradOffset.
The GLSL 1.30 -> 4.10 specs all erroneously say "vec2" for a few
overloads of textureProjGradOffset, while most overloads and all other
texturing functions use ivec types.
The GLSL 4.20 specification corrects these to "ivec2", but doesn't
mention this as being a conscious change in behavior. Nor does the
ARB_shading_language_420pack extension. So presumably it was a typo.
At any rate, our builtin functions all use ivec already, so the fact
that these prototypes use plain vecs will only lead to applications
dying in a fire when trying to use them.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
Diffstat (limited to 'src/glsl/ir_function_inlining.h')
0 files changed, 0 insertions, 0 deletions