glsl/builtins: Use ivec for texel offsets in textureProjGradOffset.
authorKenneth Graunke <kenneth@whitecape.org>
Mon, 16 Apr 2012 20:37:20 +0000 (13:37 -0700)
committerKenneth Graunke <kenneth@whitecape.org>
Tue, 17 Apr 2012 18:27:51 +0000 (11:27 -0700)
commitf4f6e1f5a01ed4e4108dc0c4b94d24bb1d76347f
tree1320b48b6c29c33b6b17988018d4a3e5b294e76d
parent48aec56559a0199d8099d9edff8e51312f55f15c
glsl/builtins: Use ivec for texel offsets in textureProjGradOffset.

The GLSL 1.30 -> 4.10 specs all erroneously say "vec2" for a few
overloads of textureProjGradOffset, while most overloads and all other
texturing functions use ivec types.

The GLSL 4.20 specification corrects these to "ivec2", but doesn't
mention this as being a conscious change in behavior.  Nor does the
ARB_shading_language_420pack extension.  So presumably it was a typo.

At any rate, our builtin functions all use ivec already, so the fact
that these prototypes use plain vecs will only lead to applications
dying in a fire when trying to use them.

Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Eric Anholt <eric@anholt.net>
src/glsl/builtins/profiles/130.frag
src/glsl/builtins/profiles/130.vert
src/glsl/builtins/profiles/140.vert