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authorBrian Paul <brian.paul@tungstengraphics.com>2008-11-14 13:19:31 -0700
committerBrian Paul <brianp@vmware.com>2009-01-06 08:49:08 -0700
commit2a6c12cf532b5206cebf6d643ab6e970a949b874 (patch)
tree9b922934ea061254205f4c7a64e3ff8cfa5dcfb1 /src/mesa/shader
parentdef84fac39fe356f34d8803989b554f15dac5909 (diff)
mesa: updated comment
(cherry picked from commit d9fa9e3290611944d5fd52301645367eeeb24f03)
Diffstat (limited to 'src/mesa/shader')
-rw-r--r--src/mesa/shader/slang/slang_codegen.c2
1 files changed, 2 insertions, 0 deletions
diff --git a/src/mesa/shader/slang/slang_codegen.c b/src/mesa/shader/slang/slang_codegen.c
index 0f7b5a5d12..d93ef8f799 100644
--- a/src/mesa/shader/slang/slang_codegen.c
+++ b/src/mesa/shader/slang/slang_codegen.c
@@ -1474,6 +1474,8 @@ _slang_simple_writemask(GLuint writemask, GLuint swizzle)
* Convert the given swizzle into a writemask. In some cases this
* is trivial, in other cases, we'll need to also swizzle the right
* hand side to put components in the right places.
+ * See comment above for more info.
+ * XXX this function could be simplified and should probably be renamed.
* \param swizzle the incoming swizzle
* \param writemaskOut returns the writemask
* \param swizzleOut swizzle to apply to the right-hand-side