Excess conversions considered harmful.
Recently Matt reworked the boolean uniform handling to use the value of
UniformBooleanTrue, rather than integer 1, when uploading uniforms:
mesa: Upload boolean uniforms using UniformBooleanTrue.
glsl: Use UniformBooleanTrue value for uniform initializers.
Marek then set the default to 1.0f for drivers without native integer
support:
mesa: set UniformBooleanTrue = 1.0f by default
However, ir_to_mesa was assuming a value of integer 1, and arranging for
it to be converted to 1.0f on upload. Since Marek's commit, we were
uploading 1.0f = 0x3f800000 which was being interpreted as the integer
value
1065353216 and converted to float as 1.
06535322E9, which broke
assumptions in ir_to_mesa that "true" was exactly 1.0f.
+13 Piglits on classic swrast (fs-bool-less-compare-true,
{vs,fs}-op-not-bool-using-if, glsl-1.20/execution/uniform-initializer).
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=83573
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Matt Turner <mattst88@gmail.com>
columns = storage->type->matrix_columns;
break;
case GLSL_TYPE_BOOL:
- if (ctx->Const.NativeIntegers) {
- format = (ctx->Const.UniformBooleanTrue == 1)
- ? uniform_bool_int_0_1 : uniform_bool_int_0_not0;
- } else {
- format = uniform_bool_float;
- }
+ format = uniform_native;
columns = 1;
break;
case GLSL_TYPE_SAMPLER: