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authorChris Forbes <[email protected]>2014-05-04 20:23:54 +1200
committerChris Forbes <[email protected]>2014-06-04 19:35:47 +1200
commit1ace51f0918822a1453cc5e661494bcd7dba9ee9 (patch)
treec80416c87632ce9daacc134d3ac9410f4d3819d1 /src/glsl/link_functions.cpp
parent9578bb21d07e2b2143120f34690a75f01f429127 (diff)
glsl: Clean up apply_implicit_conversion
We're about to add new implicit conversions, first for ARB_gpu_shader5, and then later for ARB_gpu_shader_fp64. Pull out the opcode determination into its own function, and get rid of the bool -> float case that could never be hit anyway [since it fails the is_numeric() check]. V2: Retain the vector width mangling. It turns out this is necessary for the conversions done (and then thrown away) when determining the return type of arithmetic operators. Signed-off-by: Chris Forbes <[email protected]> Reviewed-by: Kenneth Graunke <[email protected]>
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