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author | Chris Forbes <[email protected]> | 2014-05-04 20:23:54 +1200 |
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committer | Chris Forbes <[email protected]> | 2014-06-04 19:35:47 +1200 |
commit | 1ace51f0918822a1453cc5e661494bcd7dba9ee9 (patch) | |
tree | c80416c87632ce9daacc134d3ac9410f4d3819d1 /src/glsl/tests | |
parent | 9578bb21d07e2b2143120f34690a75f01f429127 (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]>
Diffstat (limited to 'src/glsl/tests')
0 files changed, 0 insertions, 0 deletions