glsl: add has_implicit_uint_to_int_conversion()-helper

This makes the code a bit easier to read, as well as reduces repetition,
especially when we add support for EXT_shader_implicit_conversions.

Signed-off-by: Erik Faye-Lund <erik.faye-lund@collabora.com>
Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
This commit is contained in:
Erik Faye-Lund
2018-10-25 16:01:00 +02:00
parent 12f001f013
commit e975c5b785
3 changed files with 9 additions and 4 deletions

View File

@@ -250,8 +250,7 @@ get_implicit_conversion_operation(const glsl_type *to, const glsl_type *from,
}
case GLSL_TYPE_UINT:
if (!state->is_version(400, 0) && !state->ARB_gpu_shader5_enable
&& !state->MESA_shader_integer_functions_enable)
if (!state->has_implicit_uint_to_int_conversion())
return (ir_expression_operation)0;
switch (from->base_type) {
case GLSL_TYPE_INT: return ir_unop_i2u;

View File

@@ -349,6 +349,13 @@ struct _mesa_glsl_parse_state {
return is_version(120, 0);
}
bool has_implicit_uint_to_int_conversion() const
{
return ARB_gpu_shader5_enable ||
MESA_shader_integer_functions_enable ||
is_version(400, 0);
}
void process_version_directive(YYLTYPE *locp, int version,
const char *ident);