There is no uint to int implicit conversion in glsl, this is just
a typo in the name of this function. The correct one would be:
has_implicit_int_to_uint_conversion.
Signed-off-by: Danylo Piliaiev <danylo.piliaiev@globallogic.com>
Reviewed-by: Erik Faye-Lund <erik.faye-lund@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/4884>
}
case GLSL_TYPE_UINT:
- if (!state->has_implicit_uint_to_int_conversion())
+ if (!state->has_implicit_int_to_uint_conversion())
return (ir_expression_operation)0;
switch (from->base_type) {
case GLSL_TYPE_INT: return ir_unop_i2u;
return EXT_shader_implicit_conversions_enable || is_version(120, 0);
}
- bool has_implicit_uint_to_int_conversion() const
+ bool has_implicit_int_to_uint_conversion() const
{
return ARB_gpu_shader5_enable ||
MESA_shader_integer_functions_enable ||
* state-dependent checks have already happened though, so allow anything
* that's allowed in any shader version.
*/
- if ((!state || state->has_implicit_uint_to_int_conversion()) &&
+ if ((!state || state->has_implicit_int_to_uint_conversion()) &&
desired->base_type == GLSL_TYPE_UINT && this->base_type == GLSL_TYPE_INT)
return true;