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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