On 01/07/2014 12:31 PM, Thomas Sondergaard wrote:
> MSVC 2013 version of math.h includes an fma() function.
> ---
>  src/glsl/builtin_functions.cpp | 2 +-
>  1 file changed, 1 insertion(+), 1 deletion(-)
> 
> diff --git a/src/glsl/builtin_functions.cpp b/src/glsl/builtin_functions.cpp
> index 10127f3..b3e407a 100644
> --- a/src/glsl/builtin_functions.cpp
> +++ b/src/glsl/builtin_functions.cpp
> @@ -3936,7 +3936,7 @@ builtin_builder::_fma(const glsl_type *type)
>     ir_variable *c = in_var(type, "c");
>     MAKE_SIG(type, gpu_shader5, 3, a, b, c);
>  
> -   body.emit(ret(fma(a, b, c)));
> +   body.emit(ret(ir_builder::fma(a, b, c)));
>  
>     return sig;
>  }
> 

Shouldn't function overloading already make this work out, though?  The
fma() in math.h certainly doesn't have the same operand types.

That's basically why we've gotten away with using incredibly generic
names like abs()...

--Ken
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