glsl: make use of glsl_type::is_float()
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com> Reviewed-by: Samuel Iglesias Gonsálvez <siglesias@igalia.com> Reviewed-by: Edward O'Callaghan <funfunctor@folklore1984.net>
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@@ -783,10 +783,9 @@ ir_constant::ir_constant(const struct glsl_type *type, exec_list *value_list)
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if (value->type->is_scalar() && value->next->is_tail_sentinel()) {
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if (type->is_matrix()) {
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/* Matrix - fill diagonal (rest is already set to 0) */
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assert(type->base_type == GLSL_TYPE_FLOAT ||
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type->is_double());
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assert(type->is_float() || type->is_double());
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for (unsigned i = 0; i < type->matrix_columns; i++) {
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if (type->base_type == GLSL_TYPE_FLOAT)
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if (type->is_float())
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this->value.f[i * type->vector_elements + i] =
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value->value.f[0];
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else
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@@ -1510,7 +1509,7 @@ ir_texture::set_sampler(ir_dereference *sampler, const glsl_type *type)
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assert(type->base_type == GLSL_TYPE_INT);
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} else if (this->op == ir_lod) {
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assert(type->vector_elements == 2);
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assert(type->base_type == GLSL_TYPE_FLOAT);
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assert(type->is_float());
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} else if (this->op == ir_samples_identical) {
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assert(type == glsl_type::bool_type);
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assert(sampler->type->is_sampler());
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