}
-/**
- * Generate data for a constant matrix constructor w/a single scalar parameter
- *
- * Matrix constructors in GLSL can be passed a single scalar of the
- * approriate type. In these cases, the resulting matrix is the identity
- * matrix multipled by the specified scalar. This function generates data for
- * that matrix.
- *
- * \param type Type of the desired matrix.
- * \param initializer Scalar value used to initialize the matrix diagonal.
- * \param data Location to store the resulting matrix.
- */
-void
-generate_constructor_matrix(const glsl_type *type, ir_constant *initializer,
- ir_constant_data *data)
-{
- assert(type->base_type == GLSL_TYPE_FLOAT);
- assert(initializer->type->is_scalar());
-
- for (unsigned i = 0; i < type->components(); i++)
- data->f[i] = 0;
-
- for (unsigned i = 0; i < type->matrix_columns; i++) {
- /* The array offset of the ith row and column of the matrix. */
- const unsigned idx = (i * type->vector_elements) + i;
-
- data->f[idx] = initializer->value.f[0];
- }
-}
-
-
-/**
- * Generate data for a constant vector constructor w/a single scalar parameter
- *
- * Vector constructors in GLSL can be passed a single scalar of the
- * approriate type. In these cases, the resulting vector contains the specified
- * value in all components. This function generates data for that vector.
- *
- * \param type Type of the desired vector.
- * \param initializer Scalar value used to initialize the vector.
- * \param data Location to store the resulting vector data.
- */
-void
-generate_constructor_vector(const glsl_type *type, ir_constant *initializer,
- ir_constant_data *data)
-{
- switch (type->base_type) {
- case GLSL_TYPE_UINT:
- case GLSL_TYPE_INT:
- for (unsigned i = 0; i < type->components(); i++)
- data->u[i] = initializer->value.u[0];
-
- break;
-
- case GLSL_TYPE_FLOAT:
- for (unsigned i = 0; i < type->components(); i++)
- data->f[i] = initializer->value.f[0];
-
- break;
-
- case GLSL_TYPE_BOOL:
- for (unsigned i = 0; i < type->components(); i++)
- data->b[i] = initializer->value.b[0];
-
- break;
-
- default:
- assert(!"Should not get here.");
- break;
- }
-}
-
-
/**
* Determine if a list consists of a single scalar r-value
*/
* constant representing the complete collection of parameters.
*/
if (all_parameters_are_constant) {
- if (components_used >= type_components)
- return new(ctx) ir_constant(constructor_type,
- & actual_parameters);
-
- /* The above case must handle all scalar constructors.
- */
- assert(constructor_type->is_vector()
- || constructor_type->is_matrix());
-
- /* Constructors with exactly one component are special for
- * vectors and matrices. For vectors it causes all elements of
- * the vector to be filled with the value. For matrices it
- * causes the matrix to be filled with 0 and the diagonal to be
- * filled with the value.
- */
- ir_constant_data data = { { 0 } };
- ir_constant *const initializer =
- (ir_constant *) actual_parameters.head;
- if (constructor_type->is_matrix())
- generate_constructor_matrix(constructor_type, initializer,
- &data);
- else
- generate_constructor_vector(constructor_type, initializer,
- &data);
-
- return new(ctx) ir_constant(constructor_type, &data);
+ return new(ctx) ir_constant(constructor_type, &actual_parameters);
} else if (constructor_type->is_scalar()) {
return dereference_component((ir_rvalue *) actual_parameters.head,
0);
ir_constant *value = (ir_constant *) (value_list->head);
+ /* Constructors with exactly one scalar argument are special for vectors
+ * and matrices. For vectors, the scalar value is replicated to fill all
+ * the components. For matrices, the scalar fills the components of the
+ * diagonal while the rest is filled with 0.
+ */
+ if (value->type->is_scalar() && value->next->is_tail_sentinel()) {
+ if (type->is_matrix()) {
+ /* Matrix - fill diagonal (rest is already set to 0) */
+ assert(type->base_type == GLSL_TYPE_FLOAT);
+ for (unsigned i = 0; i < type->matrix_columns; i++)
+ this->value.f[i * type->vector_elements + i] = value->value.f[0];
+ } else {
+ /* Vector or scalar - fill all components */
+ switch (type->base_type) {
+ case GLSL_TYPE_UINT:
+ case GLSL_TYPE_INT:
+ for (unsigned i = 0; i < type->components(); i++)
+ this->value.u[i] = value->value.u[0];
+ break;
+ case GLSL_TYPE_FLOAT:
+ for (unsigned i = 0; i < type->components(); i++)
+ this->value.f[i] = value->value.f[0];
+ break;
+ case GLSL_TYPE_BOOL:
+ for (unsigned i = 0; i < type->components(); i++)
+ this->value.b[i] = value->value.b[0];
+ break;
+ default:
+ assert(!"Should not get here.");
+ break;
+ }
+ }
+ return;
+ }
+
/* Use each component from each entry in the value_list to initialize one
* component of the constant being constructed.
*/