gl_shader_decompiler: Rename "sepparate" to "separate"

master
ReinUsesLisp 2019-12-16 02:12:51 +07:00
parent 3d2c44848b
commit a87c85eba2
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GPG Key ID: 2DFC508897B39CFE
1 changed files with 3 additions and 3 deletions

@ -1076,7 +1076,7 @@ private:
}
std::string GenerateTexture(Operation operation, const std::string& function_suffix,
const std::vector<TextureIR>& extras, bool sepparate_dc = false) {
const std::vector<TextureIR>& extras, bool separate_dc = false) {
constexpr std::array coord_constructors = {"float", "vec2", "vec3", "vec4"};
const auto meta = std::get_if<MetaTexture>(&operation.GetMeta());
@ -1092,7 +1092,7 @@ private:
}
expr += '(' + GetSampler(meta->sampler) + ", ";
expr += coord_constructors.at(count + (has_array ? 1 : 0) +
(has_shadow && !sepparate_dc ? 1 : 0) - 1);
(has_shadow && !separate_dc ? 1 : 0) - 1);
expr += '(';
for (std::size_t i = 0; i < count; ++i) {
expr += Visit(operation[i]).AsFloat();
@ -1105,7 +1105,7 @@ private:
expr += ", float(" + Visit(meta->array).AsInt() + ')';
}
if (has_shadow) {
if (sepparate_dc) {
if (separate_dc) {
expr += "), " + Visit(meta->depth_compare).AsFloat();
} else {
expr += ", " + Visit(meta->depth_compare).AsFloat() + ')';