From be21ded2aef97b134379dd92b67e5e206720c1b1 Mon Sep 17 00:00:00 2001 From: Kenneth Graunke Date: Thu, 5 Jan 2012 13:28:56 -0800 Subject: [PATCH] glsl/builtins: Add missing mix(genType, genType, bvec) built-ins. The IR for mix(float, float, bool) was missing a write mask, causing the IR reader to die horribly. Furthermore, I neglected to add any of the new prototypes to the 1.30 profiles. Fixes oglconform's glsl-bif-com advanced.mix test cases. Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=44477 Signed-off-by: Kenneth Graunke Reviewed-by: Ian Romanick --- src/glsl/builtins/ir/mix.ir | 2 +- src/glsl/builtins/profiles/130.frag | 5 +++++ src/glsl/builtins/profiles/130.vert | 5 +++++ 3 files changed, 11 insertions(+), 1 deletion(-) diff --git a/src/glsl/builtins/ir/mix.ir b/src/glsl/builtins/ir/mix.ir index a31f0fa7086..70ae13c9f3f 100644 --- a/src/glsl/builtins/ir/mix.ir +++ b/src/glsl/builtins/ir/mix.ir @@ -53,7 +53,7 @@ (declare (in) float v1) (declare (in) float v2) (declare (in) bool a)) - ((assign (var_ref a) (var_ref v1) (var_ref v2)) + ((assign (var_ref a) (x) (var_ref v1) (var_ref v2)) (return (var_ref v1)))) (signature vec2 diff --git a/src/glsl/builtins/profiles/130.frag b/src/glsl/builtins/profiles/130.frag index bc0fededaa9..bb330324d74 100644 --- a/src/glsl/builtins/profiles/130.frag +++ b/src/glsl/builtins/profiles/130.frag @@ -270,6 +270,11 @@ vec2 mix(vec2 x, vec2 y, float a); vec3 mix(vec3 x, vec3 y, float a); vec4 mix(vec4 x, vec4 y, float a); +float mix(float x, float y, bool a); +vec2 mix(vec2 x, vec2 y, bvec2 a); +vec3 mix(vec3 x, vec3 y, bvec3 a); +vec4 mix(vec4 x, vec4 y, bvec4 a); + float step(float edge, float x); vec2 step(vec2 edge, vec2 x); vec3 step(vec3 edge, vec3 x); diff --git a/src/glsl/builtins/profiles/130.vert b/src/glsl/builtins/profiles/130.vert index 35585d5f950..618ecf29f64 100644 --- a/src/glsl/builtins/profiles/130.vert +++ b/src/glsl/builtins/profiles/130.vert @@ -270,6 +270,11 @@ vec2 mix(vec2 x, vec2 y, float a); vec3 mix(vec3 x, vec3 y, float a); vec4 mix(vec4 x, vec4 y, float a); +float mix(float x, float y, bool a); +vec2 mix(vec2 x, vec2 y, bvec2 a); +vec3 mix(vec3 x, vec3 y, bvec3 a); +vec4 mix(vec4 x, vec4 y, bvec4 a); + float step(float edge, float x); vec2 step(vec2 edge, vec2 x); vec3 step(vec3 edge, vec3 x); -- 2.30.2