On 01/05/2012 01:28 PM, Kenneth Graunke wrote:
The IR for mix(float, float, bool) was missing a write mask, causing the
IR reader to die horribly. Furthermore, I neglected to add any of the
new prototypes to the 1.30 profiles.
Fixes oglconform's glsl-bif-com advanced.mix test cases.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=44477
Signed-off-by: Kenneth Graunke<kenn...@whitecape.org>
This looks like what I was expecting for this bug.
Reviewed-by: Ian Romanick <ian.d.roman...@intel.com>
---
src/glsl/builtins/ir/mix.ir | 2 +-
src/glsl/builtins/profiles/130.frag | 5 +++++
src/glsl/builtins/profiles/130.vert | 5 +++++
3 files changed, 11 insertions(+), 1 deletions(-)
diff --git a/src/glsl/builtins/ir/mix.ir b/src/glsl/builtins/ir/mix.ir
index a31f0fa..70ae13c 100644
--- a/src/glsl/builtins/ir/mix.ir
+++ b/src/glsl/builtins/ir/mix.ir
@@ -53,7 +53,7 @@
(declare (in) float v1)
(declare (in) float v2)
(declare (in) bool a))
- ((assign (var_ref a) (var_ref v1) (var_ref v2))
+ ((assign (var_ref a) (x) (var_ref v1) (var_ref v2))
(return (var_ref v1))))
(signature vec2
diff --git a/src/glsl/builtins/profiles/130.frag
b/src/glsl/builtins/profiles/130.frag
index bc0fede..bb33032 100644
--- a/src/glsl/builtins/profiles/130.frag
+++ b/src/glsl/builtins/profiles/130.frag
@@ -270,6 +270,11 @@ vec2 mix(vec2 x, vec2 y, float a);
vec3 mix(vec3 x, vec3 y, float a);
vec4 mix(vec4 x, vec4 y, float a);
+float mix(float x, float y, bool a);
+vec2 mix(vec2 x, vec2 y, bvec2 a);
+vec3 mix(vec3 x, vec3 y, bvec3 a);
+vec4 mix(vec4 x, vec4 y, bvec4 a);
+
float step(float edge, float x);
vec2 step(vec2 edge, vec2 x);
vec3 step(vec3 edge, vec3 x);
diff --git a/src/glsl/builtins/profiles/130.vert
b/src/glsl/builtins/profiles/130.vert
index 35585d5..618ecf2 100644
--- a/src/glsl/builtins/profiles/130.vert
+++ b/src/glsl/builtins/profiles/130.vert
@@ -270,6 +270,11 @@ vec2 mix(vec2 x, vec2 y, float a);
vec3 mix(vec3 x, vec3 y, float a);
vec4 mix(vec4 x, vec4 y, float a);
+float mix(float x, float y, bool a);
+vec2 mix(vec2 x, vec2 y, bvec2 a);
+vec3 mix(vec3 x, vec3 y, bvec3 a);
+vec4 mix(vec4 x, vec4 y, bvec4 a);
+
float step(float edge, float x);
vec2 step(vec2 edge, vec2 x);
vec3 step(vec3 edge, vec3 x);
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