if (this->type != c->type)
return false;
- /* FINISHME: This will probably also handle constant arrays as soon as those
- * FINISHME: are supported.
- */
+ if (this->type->is_array()) {
+ for (unsigned i = 0; i < this->type->length; i++) {
+ if (this->array_elements[i]->has_value(c->array_elements[i]))
+ return false;
+ }
+ return true;
+ }
+
if (this->type->base_type == GLSL_TYPE_STRUCT) {
const exec_node *a_node = this->components.head;
const exec_node *b_node = c->components.head;
components = op[1]->type->components();
}
+ void *ctx = talloc_parent(this);
+
+ /* Handle array operations here, rather than below. */
+ if (op[0]->type->is_array()) {
+ assert(op[1] != NULL && op[1]->type->is_array());
+ switch (this->operation) {
+ case ir_binop_equal:
+ return new(ctx) ir_constant(op[0]->has_value(op[1]));
+ case ir_binop_nequal:
+ return new(ctx) ir_constant(!op[0]->has_value(op[1]));
+ default:
+ break;
+ }
+ return NULL;
+ }
+
switch (this->operation) {
case ir_unop_logic_not:
assert(op[0]->type->base_type == GLSL_TYPE_BOOL);
return NULL;
}
- void *ctx = talloc_parent(this);
return new(ctx) ir_constant(this->type, &data);
}