bool gs_input_toplevel,
unsigned vertex_index)
{
- unsigned dmul = rvalue->type->is_double() ? 2 : 1;
+ unsigned dmul = rvalue->type->is_64bit() ? 2 : 1;
/* When gs_input_toplevel is set, we should be looking at a geometry shader
* input array.
*/
char right_swizzle_name[4] = { 0, 0, 0, 0 };
left_components = 4 - fine_location % 4;
- if (rvalue->type->is_double()) {
+ if (rvalue->type->is_64bit()) {
/* We might actually end up with 0 left components! */
left_components /= 2;
}
return false;
type = type->without_array();
- if (type->vector_elements == 4 && !type->is_double())
+ if (type->vector_elements == 4 && !type->is_64bit())
return false;
return true;
}