glsl_type::get_instance(GLSL_TYPE_FLOAT,
ir->type->vector_elements,
ir->type->matrix_columns);
- if (result->type->can_implicitly_convert_to(desired_type)) {
+ if (result->type->can_implicitly_convert_to(desired_type, state)) {
/* Even though convert_component() implements the constructor
* conversion rules (not the implicit conversion rules), its safe
* to use it here because we already checked that the implicit
glsl_type::get_instance(GLSL_TYPE_FLOAT,
ir->type->vector_elements,
ir->type->matrix_columns);
- if (result->type->can_implicitly_convert_to(desired_type)) {
+ if (result->type->can_implicitly_convert_to(desired_type, state)) {
/* Even though convert_component() implements the constructor
* conversion rules (not the implicit conversion rules), its safe
* to use it here because we already checked that the implicit
}
bool
-glsl_type::can_implicitly_convert_to(const glsl_type *desired) const
+glsl_type::can_implicitly_convert_to(const glsl_type *desired,
+ _mesa_glsl_parse_state *state) const
{
if (this == desired)
return true;
* integers.
* \endverbatim
*/
- bool can_implicitly_convert_to(const glsl_type *desired) const;
+ bool can_implicitly_convert_to(const glsl_type *desired,
+ _mesa_glsl_parse_state *state) const;
/**
* Query whether or not a type is a scalar (non-vector and non-matrix).
case ir_var_const_in:
case ir_var_function_in:
- if (!actual->type->can_implicitly_convert_to(param->type))
+ if (!actual->type->can_implicitly_convert_to(param->type, state))
return PARAMETER_LIST_NO_MATCH;
break;
case ir_var_function_out:
- if (!param->type->can_implicitly_convert_to(actual->type))
+ if (!param->type->can_implicitly_convert_to(actual->type, state))
return PARAMETER_LIST_NO_MATCH;
break;