Use GetOperatorString when writing GLSL unary built-in calls
GetOperatorString is now used when writing GLSL for built-in calls
that fall under TIntermUnary. Component-wise not TOperator enum is
renamed for consistency.
This also cleans up some unnecessary creation of string objects when
writing built-in functions.
BUG=angleproject:1682
TEST=angle_unittests, angle_end2end_tests, WebGL conformance tests
Change-Id: I89b2ef222bf5af479d4977417f320789b58ace85
Reviewed-on: https://chromium-review.googlesource.com/424552
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
diff --git a/src/compiler/translator/EmulatePrecision.cpp b/src/compiler/translator/EmulatePrecision.cpp
index ec95ead..780728b 100644
--- a/src/compiler/translator/EmulatePrecision.cpp
+++ b/src/compiler/translator/EmulatePrecision.cpp
@@ -676,12 +676,12 @@
switch (node->getOp())
{
case EOpNegative:
- case EOpVectorLogicalNot:
case EOpLogicalNot:
case EOpPostIncrement:
case EOpPostDecrement:
case EOpPreIncrement:
case EOpPreDecrement:
+ case EOpLogicalNotComponentWise:
break;
default:
if (canRoundFloat(node->getType()) && visit == PreVisit)