This shouldn't be required since dot is only defined for floating point
types, even in GLSL 4.0.
case ir_binop_dot:
assert(op[0]->type->is_vector() && op[1]->type->is_vector());
+ assert(op[0]->type->is_float() && op[1]->type->is_float());
data.f[0] = 0;
for (unsigned c = 0; c < op[0]->type->components(); c++) {
- switch (op[0]->type->base_type) {
- case GLSL_TYPE_UINT:
- data.u[0] += op[0]->value.u[c] * op[1]->value.u[c];
- break;
- case GLSL_TYPE_INT:
- data.i[0] += op[0]->value.i[c] * op[1]->value.i[c];
- break;
- case GLSL_TYPE_FLOAT:
- data.f[0] += op[0]->value.f[c] * op[1]->value.f[c];
- break;
- default:
- assert(0);
- }
+ data.f[0] += op[0]->value.f[c] * op[1]->value.f[c];
}
break;