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/intermOut.cpp b/src/compiler/translator/intermOut.cpp
index e2b33cd..088448b 100644
--- a/src/compiler/translator/intermOut.cpp
+++ b/src/compiler/translator/intermOut.cpp
@@ -300,9 +300,8 @@
case EOpPositive:
out << "Positive sign";
break;
- case EOpVectorLogicalNot:
case EOpLogicalNot:
- out << "Negate conditional";
+ out << "negation";
break;
case EOpBitwiseNot:
out << "bit-wise not";
@@ -474,6 +473,9 @@
case EOpAll:
out << "all";
break;
+ case EOpLogicalNotComponentWise:
+ out << "component-wise not";
+ break;
default:
out.prefix(SH_ERROR);