glsl: use is_image() anywhere it's possible
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com> Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
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@ -140,7 +140,7 @@ set_opaque_binding(void *mem_ctx, gl_shader_program *prog,
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storage->storage[i].i;
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}
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} else if (storage->type->base_type == GLSL_TYPE_IMAGE &&
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} else if (storage->type->is_image() &&
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storage->opaque[sh].active) {
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for (unsigned i = 0; i < elements; i++) {
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const unsigned index = storage->opaque[sh].index + i;
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@ -2032,8 +2032,7 @@ glsl_type::coordinate_components() const
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* cubemap faces.
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*/
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if (sampler_array &&
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!(base_type == GLSL_TYPE_IMAGE &&
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sampler_dimensionality == GLSL_SAMPLER_DIM_CUBE))
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!(is_image() && sampler_dimensionality == GLSL_SAMPLER_DIM_CUBE))
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size += 1;
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return size;
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@ -356,7 +356,7 @@ _mesa_get_uniform(struct gl_context *ctx, GLuint program, GLint location,
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(uni->type->base_type == GLSL_TYPE_INT
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|| uni->type->base_type == GLSL_TYPE_UINT
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|| uni->type->base_type == GLSL_TYPE_SAMPLER
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|| uni->type->base_type == GLSL_TYPE_IMAGE))
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|| uni->type->is_image()))
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|| ((returnType == GLSL_TYPE_UINT64 ||
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returnType == GLSL_TYPE_INT64 ) &&
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(uni->type->base_type == GLSL_TYPE_UINT64 ||
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