dEQP-GLES2.functional.shaders.operator.binary_operator.div_assign_result.mediump_ivec4_int_fragment
dEQP-GLES2.functional.shaders.operator.binary_operator.div_assign_result.mediump_ivec4_int_vertex
dEQP-GLES2.functional.shaders.operator.binary_operator.div_assign_result.mediump_ivec4_vertex
-dEQP-GLES2.functional.shaders.operator.selection.bool_fragment
-dEQP-GLES2.functional.shaders.operator.selection.bool_vertex
-dEQP-GLES2.functional.shaders.operator.selection.bvec2_fragment
-dEQP-GLES2.functional.shaders.operator.selection.bvec2_vertex
-dEQP-GLES2.functional.shaders.operator.selection.bvec3_fragment
-dEQP-GLES2.functional.shaders.operator.selection.bvec3_vertex
-dEQP-GLES2.functional.shaders.operator.selection.bvec4_fragment
-dEQP-GLES2.functional.shaders.operator.selection.bvec4_vertex
-dEQP-GLES2.functional.shaders.operator.selection.highp_int_fragment
-dEQP-GLES2.functional.shaders.operator.selection.highp_int_vertex
-dEQP-GLES2.functional.shaders.operator.selection.highp_ivec2_fragment
-dEQP-GLES2.functional.shaders.operator.selection.highp_ivec2_vertex
-dEQP-GLES2.functional.shaders.operator.selection.highp_ivec3_fragment
-dEQP-GLES2.functional.shaders.operator.selection.highp_ivec3_vertex
-dEQP-GLES2.functional.shaders.operator.selection.highp_ivec4_fragment
-dEQP-GLES2.functional.shaders.operator.selection.highp_ivec4_vertex
-dEQP-GLES2.functional.shaders.operator.selection.lowp_int_fragment
-dEQP-GLES2.functional.shaders.operator.selection.lowp_int_vertex
-dEQP-GLES2.functional.shaders.operator.selection.lowp_ivec2_fragment
-dEQP-GLES2.functional.shaders.operator.selection.lowp_ivec2_vertex
-dEQP-GLES2.functional.shaders.operator.selection.lowp_ivec3_fragment
-dEQP-GLES2.functional.shaders.operator.selection.lowp_ivec3_vertex
-dEQP-GLES2.functional.shaders.operator.selection.lowp_ivec4_fragment
-dEQP-GLES2.functional.shaders.operator.selection.lowp_ivec4_vertex
-dEQP-GLES2.functional.shaders.operator.selection.mediump_int_fragment
-dEQP-GLES2.functional.shaders.operator.selection.mediump_int_vertex
-dEQP-GLES2.functional.shaders.operator.selection.mediump_ivec2_fragment
-dEQP-GLES2.functional.shaders.operator.selection.mediump_ivec2_vertex
-dEQP-GLES2.functional.shaders.operator.selection.mediump_ivec3_fragment
-dEQP-GLES2.functional.shaders.operator.selection.mediump_ivec3_vertex
-dEQP-GLES2.functional.shaders.operator.selection.mediump_ivec4_fragment
-dEQP-GLES2.functional.shaders.operator.selection.mediump_ivec4_vertex
dEQP-GLES2.functional.shaders.preprocessor.predefined_macros.line_2_fragment
dEQP-GLES2.functional.shaders.preprocessor.predefined_macros.line_2_vertex
dEQP-GLES2.functional.shaders.random.all_features.fragment.10
instr->src[1] = instr->src[0];
instr->src[0] = instr->src[2];
} else {
- op = midgard_alu_op_fcsel;
+ /* Midgard features both fcsel and icsel, depending on
+ * the type of the arguments/output. However, as long
+ * as we're careful we can _always_ use icsel and
+ * _never_ need fcsel, since the latter does additional
+ * floating-point-specific processing whereas the
+ * former just moves bits on the wire. It's not obvious
+ * why these are separate opcodes, save for the ability
+ * to do things like sat/pos/abs/neg for free */
+
+ op = midgard_alu_op_icsel;
/* csel works as a two-arg in Midgard, since the condition is hardcoded in r31.w */
nr_inputs = 2;