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/Initialize.cpp b/src/compiler/translator/Initialize.cpp
index aa47fbf..b369223 100644
--- a/src/compiler/translator/Initialize.cpp
+++ b/src/compiler/translator/Initialize.cpp
@@ -272,7 +272,7 @@
bvec);
symbolTable.insertBuiltIn(COMMON_BUILTINS, EOpAny, bool1, "any", bvec);
symbolTable.insertBuiltIn(COMMON_BUILTINS, EOpAll, bool1, "all", bvec);
- symbolTable.insertBuiltIn(COMMON_BUILTINS, EOpVectorLogicalNot, bvec, "not", bvec);
+ symbolTable.insertBuiltIn(COMMON_BUILTINS, EOpLogicalNotComponentWise, bvec, "not", bvec);
const TType *sampler2D = TCache::getType(EbtSampler2D);
const TType *samplerCube = TCache::getType(EbtSamplerCube);