glsl2: Use MIN2 from macros.h instead of open coding it
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@ -25,11 +25,7 @@
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#include "ast.h"
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#include "glsl_types.h"
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#include "ir.h"
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inline unsigned min(unsigned a, unsigned b)
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{
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return (a < b) ? a : b;
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}
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#include "main/macros.h"
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static ir_rvalue *
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convert_component(ir_rvalue *src, const glsl_type *desired_type);
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@ -781,8 +777,8 @@ emit_inline_matrix_constructor(const glsl_type *type,
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{ 1, 1, 1, 0 }
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};
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const unsigned cols_to_init = min(type->matrix_columns,
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type->vector_elements);
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const unsigned cols_to_init = MIN2(type->matrix_columns,
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type->vector_elements);
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for (unsigned i = 0; i < cols_to_init; i++) {
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ir_constant *const col_idx = new(ctx) ir_constant(i);
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ir_rvalue *const col_ref = new(ctx) ir_dereference_array(var, col_idx);
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@ -875,8 +871,8 @@ emit_inline_matrix_constructor(const glsl_type *type,
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for (unsigned i = 1; i < src_matrix->type->vector_elements; i++)
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swiz[i] = i;
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const unsigned last_col = min(src_matrix->type->matrix_columns,
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var->type->matrix_columns);
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const unsigned last_col = MIN2(src_matrix->type->matrix_columns,
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var->type->matrix_columns);
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const unsigned write_mask = (1U << var->type->vector_elements) - 1;
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for (unsigned i = 0; i < last_col; i++) {
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@ -938,8 +934,8 @@ emit_inline_matrix_constructor(const glsl_type *type,
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* single vec4, for example, can completely fill a mat2.
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*/
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if (rhs_components >= components_remaining_this_column) {
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const unsigned count = min(rhs_components,
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components_remaining_this_column);
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const unsigned count = MIN2(rhs_components,
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components_remaining_this_column);
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rhs_var_ref = new(ctx) ir_dereference_variable(rhs_var);
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