At the very least, unreal4/sun-temple/102.shader_test uses this pattern
for a signed integer result. However, that shader did not hit the
optimization in the first place because it uses !gl_FrontFacing. I
changed the shader to use remove the logical-not and reverse the other
operands. I verified that incorrect code is generated before this
change and correct code is generated after.
Fixes fs-frontfacing-ternary-1-neg-1.shader_test.
No shader-db changes.
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Matt Turner <mattst88@gmail.com>
if (!then_rhs || !else_rhs)
return false;
+ if (then_rhs->type->base_type != GLSL_TYPE_FLOAT)
+ return false;
+
if ((then_rhs->is_one() && else_rhs->is_negative_one()) ||
(else_rhs->is_one() && then_rhs->is_negative_one())) {
then_assign->lhs->accept(this);