glsl2: Keep the same number of components in implicit conversions.
authorKenneth Graunke <kenneth@whitecape.org>
Tue, 29 Jun 2010 22:59:27 +0000 (15:59 -0700)
committerIan Romanick <ian.d.romanick@intel.com>
Tue, 29 Jun 2010 23:31:52 +0000 (16:31 -0700)
Fixes piglit test glsl-implicit-conversion-01.

src/glsl/ast_to_hir.cpp

index 664e4687c4eaa93c4f354ec7dc23ff1218b60de4..ba292400925cb0c06c6d45cd86bb2b1d5f31225b 100644 (file)
@@ -109,6 +109,12 @@ apply_implicit_conversion(const glsl_type *to, ir_rvalue * &from,
    if (!to->is_float() || !from->type->is_numeric())
       return false;
 
+   /* Convert to a floating point type with the same number of components
+    * as the original type - i.e. int to float, not int to vec4.
+    */
+   to = glsl_type::get_instance(GLSL_TYPE_FLOAT, from->type->vector_elements,
+                               from->type->matrix_columns);
+
    switch (from->type->base_type) {
    case GLSL_TYPE_INT:
       from = new(ctx) ir_expression(ir_unop_i2f, to, from, NULL);