glsl: make use of active_shader_mask when building resource list
[mesa.git] / src / compiler / glsl / ir_equals.cpp
index b86f4ea16bb1545b08df585aff0ebf1accfad8e2..f7359e23904d962fccb1ca54ec04fbb5755f0b78 100644 (file)
@@ -58,7 +58,7 @@ ir_constant::equals(const ir_instruction *ir, enum ir_node_type) const
       return false;
 
    for (unsigned i = 0; i < type->components(); i++) {
-      if (type->base_type == GLSL_TYPE_DOUBLE) {
+      if (type->is_double()) {
          if (value.d[i] != other->value.d[i])
             return false;
       } else {
@@ -143,7 +143,7 @@ ir_texture::equals(const ir_instruction *ir, enum ir_node_type ignore) const
    if (!possibly_null_equals(projector, other->projector, ignore))
       return false;
 
-   if (!possibly_null_equals(shadow_comparitor, other->shadow_comparitor, ignore))
+   if (!possibly_null_equals(shadow_comparator, other->shadow_comparator, ignore))
       return false;
 
    if (!possibly_null_equals(offset, other->offset, ignore))
@@ -202,7 +202,7 @@ ir_expression::equals(const ir_instruction *ir, enum ir_node_type ignore) const
    if (operation != other->operation)
       return false;
 
-   for (unsigned i = 0; i < get_num_operands(); i++) {
+   for (unsigned i = 0; i < num_operands; i++) {
       if (!operands[i]->equals(other->operands[i], ignore))
          return false;
    }