[Mesa-dev] [PATCH 1/5] glsl: Add method glsl_type::can_implicitly_convert_to()
Chad Versace
chad at chad-versace.us
Wed Jul 27 22:55:33 PDT 2011
This method checks if a source type is identical to or can be implicitly
converted to a target type according to the GLSL 1.20 spec, Section 4.1.10
Implicit Conversions.
The following commits use the method for a bugfix:
glsl: Fix implicit conversions in non-constructor function calls
glsl: Fix implicit conversions in array constructors
Note: This is a candidate for the 7.10 and 7.11 branches.
CC: Ian Romanick <ian.d.romanick at intel.com>
CC: Kenneth Graunke <kenneth at whitecape.org>
Signed-off-by: Chad Versace <chad at chad-versace.us>
---
src/glsl/glsl_types.cpp | 30 ++++++++++++++++++++++++++++++
src/glsl/glsl_types.h | 40 ++++++++++++++++++++++++++++++++++++++++
2 files changed, 70 insertions(+), 0 deletions(-)
diff --git a/src/glsl/glsl_types.cpp b/src/glsl/glsl_types.cpp
index a5e21bb..9cfdcab 100644
--- a/src/glsl/glsl_types.cpp
+++ b/src/glsl/glsl_types.cpp
@@ -523,3 +523,33 @@ glsl_type::component_slots() const
return 0;
}
}
+
+bool
+glsl_type::can_implicitly_convert_to(const glsl_type *desired) const
+{
+ if (this == desired)
+ return true;
+
+ /* There is no conversion among matrix types. */
+ if (this->matrix_columns != 1 || desired->matrix_columns != 1)
+ return false;
+
+ switch (desired->base_type) {
+ case GLSL_TYPE_UINT:
+ case GLSL_TYPE_INT:
+ case GLSL_TYPE_BOOL:
+ case GLSL_TYPE_SAMPLER:
+ case GLSL_TYPE_STRUCT:
+ case GLSL_TYPE_VOID:
+ case GLSL_TYPE_ERROR:
+ return false;
+
+ case GLSL_TYPE_FLOAT:
+ return this->is_integer()
+ && this->vector_elements == desired->vector_elements;
+
+ default:
+ assert(0);
+ return false;
+ }
+}
diff --git a/src/glsl/glsl_types.h b/src/glsl/glsl_types.h
index 87f57e7..6add33e 100644
--- a/src/glsl/glsl_types.h
+++ b/src/glsl/glsl_types.h
@@ -224,6 +224,46 @@ struct glsl_type {
*/
unsigned component_slots() const;
+ /**
+ * \brief Can this type be implicitly converted to another?
+ *
+ * \return True if the types are identical or if this type can be converted
+ * to \c desired according to Section 4.1.10 of the GLSL spec.
+ *
+ * \verbatim
+ * From page 25 (31 of the pdf) of the GLSL 1.50 spec, Section 4.1.10
+ * Implicit Conversions:
+ *
+ * In some situations, an expression and its type will be implicitly
+ * converted to a different type. The following table shows all allowed
+ * implicit conversions:
+ *
+ * Type of expression | Can be implicitly converted to
+ * --------------------------------------------------
+ * int float
+ * uint
+ *
+ * ivec2 vec2
+ * uvec2
+ *
+ * ivec3 vec3
+ * uvec3
+ *
+ * ivec4 vec4
+ * uvec4
+ *
+ * There are no implicit array or structure conversions. For example,
+ * an array of int cannot be implicitly converted to an array of float.
+ * There are no implicit conversions between signed and unsigned
+ * integers. When an implicit conversion is done, it is not a
+ * re-interpretation of the expression's bit pattern, but a conversion
+ * of its value to an equivalent value in the new type. For example,
+ * the integer value -5 will be converted to the floating-point value
+ * -5.0. Integer values having more bits of precision than a floating
+ * point mantissa will lose precision when converted to float.
+ * \endverbatim
+ */
+ bool can_implicitly_convert_to(const glsl_type *desired) const;
/**
* Query whether or not a type is a scalar (non-vector and non-matrix).
--
1.7.6
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