Use glsl_type::row_type and glsl_type::column type in arithmetic_result_type
This substantially clarifies the code for matching matrix types. It also eliminates some uses of glsl_type member data.
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@@ -183,24 +183,39 @@ arithmetic_result_type(const struct glsl_type *type_a,
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return (type_a == type_b) ? type_a : glsl_error_type;
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} else {
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if (type_a->is_matrix() && type_b->is_matrix()) {
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if (type_a->vector_elements == type_b->matrix_rows) {
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return glsl_type::get_instance(type_a->base_type,
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type_b->matrix_rows,
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type_a->vector_elements);
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/* Matrix multiply. The columns of A must match the rows of B. Given
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* the other previously tested constraints, this means the vector type
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* of a row from A must be the same as the vector type of a column from
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* B.
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*/
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if (type_a->row_type() == type_b->column_type()) {
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/* The resulting matrix has the number of columns of matrix B and
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* the number of rows of matrix A. We get the row count of A by
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* looking at the size of a vector that makes up a column. The
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* transpose (size of a row) is done for B.
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*/
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return
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glsl_type::get_instance(type_a->base_type,
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type_a->column_type()->vector_elements,
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type_b->row_type()->vector_elements);
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}
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} else if (type_a->is_matrix()) {
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/* A is a matrix and B is a column vector. Columns of A must match
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* rows of B.
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* rows of B. Given the other previously tested constraints, this
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* means the vector type of a row from A must be the same as the
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* vector the type of B.
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*/
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if (type_a->vector_elements == type_b->vector_elements)
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if (type_a->row_type() == type_b)
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return type_b;
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} else {
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assert(type_b->is_matrix());
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/* A is a row vector and B is a matrix. Columns of A must match
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* rows of B.
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/* A is a row vector and B is a matrix. Columns of A must match rows
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* of B. Given the other previously tested constraints, this means
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* the type of A must be the same as the vector type of a column from
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* B.
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*/
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if (type_a->vector_elements == type_b->matrix_rows)
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if (type_a == type_b->column_type())
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return type_a;
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}
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}
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