Use glsl_type::get_instance instead of symbol table look-up

This commit is contained in:
Ian Romanick
2010-03-24 17:45:14 -07:00
parent e4fca97afd
commit d2b6bc651a

View File

@@ -192,25 +192,9 @@ arithmetic_result_type(const struct glsl_type *type_a,
} else {
if (type_a->is_matrix() && type_b->is_matrix()) {
if (type_a->vector_elements == type_b->matrix_rows) {
char type_name[7];
const struct glsl_type *t;
type_name[0] = 'm';
type_name[1] = 'a';
type_name[2] = 't';
if (type_a->matrix_rows == type_b->vector_elements) {
type_name[3] = '0' + type_a->matrix_rows;
type_name[4] = '\0';
} else {
type_name[3] = '0' + type_a->matrix_rows;
type_name[4] = 'x';
type_name[5] = '0' + type_b->vector_elements;
type_name[6] = '\0';
}
t = state->symbols->get_type(type_name);
return (t != NULL) ? t : glsl_error_type;
return glsl_type::get_instance(type_a->base_type,
type_b->matrix_rows,
type_a->vector_elements);
}
} else if (type_a->is_matrix()) {
/* A is a matrix and B is a column vector. Columns of A must match