Convert is_glsl_type_matrix to glsl_type::is_matrix
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@@ -169,14 +169,14 @@ arithmetic_result_type(const struct glsl_type *type_a,
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* more detail how vectors and matrices are operated on."
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*/
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if (! multiply) {
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if (is_glsl_type_matrix(type_a) && is_glsl_type_matrix(type_b)
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if (type_a->is_matrix() && type_b->is_matrix()
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&& (type_a->vector_elements == type_b->vector_elements)
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&& (type_a->matrix_rows == type_b->matrix_rows))
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return type_a;
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else
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return glsl_error_type;
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} else {
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if (is_glsl_type_matrix(type_a) && is_glsl_type_matrix(type_b)) {
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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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char type_name[7];
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const struct glsl_type *t;
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@@ -199,14 +199,14 @@ arithmetic_result_type(const struct glsl_type *type_a,
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_mesa_symbol_table_find_symbol(state->symbols, 0, type_name);
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return (t != NULL) ? t : glsl_error_type;
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}
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} else if (is_glsl_type_matrix(type_a)) {
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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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*/
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if (type_a->vector_elements == type_b->vector_elements)
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return type_b;
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} else {
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assert(is_glsl_type_matrix(type_b));
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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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13
glsl_types.h
13
glsl_types.h
@@ -156,11 +156,16 @@ struct glsl_type {
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&& (base_type >= GLSL_TYPE_UINT)
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&& (base_type <= GLSL_TYPE_BOOL);
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}
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};
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#define is_glsl_type_matrix(t) \
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(((t)->matrix_rows > 0) \
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&& ((t)->base_type == GLSL_TYPE_FLOAT)) /* GLSL only has float matrices. */
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/**
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* Query whether or not a type is a matrix
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*/
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bool is_matrix() const
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{
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/* GLSL only has float matrices. */
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return (matrix_rows > 0) && (base_type == GLSL_TYPE_FLOAT);
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}
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};
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struct glsl_struct_field {
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const struct glsl_type *type;
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