case GLSL_TYPE_INT:
case GLSL_TYPE_FLOAT:
case GLSL_TYPE_BOOL:
+ case GLSL_TYPE_DOUBLE:
if (type->is_matrix()) {
- return type->matrix_columns;
+ const glsl_type *col_type = type->column_type();
+ unsigned col_slots = col_type->is_dual_slot_double() ? 2 : 1;
+ return type->matrix_columns * col_slots;
} else {
- /* Regardless of size of vector, it gets a vec4. This is bad
- * packing for things like floats, but otherwise arrays become a
- * mess. Hopefully a later pass over the code can pack scalars
- * down if appropriate.
- */
- return 1;
+ /* Regardless of size of vector, it gets a vec4. This is bad
+ * packing for things like floats, but otherwise arrays become a
+ * mess. Hopefully a later pass over the code can pack scalars
+ * down if appropriate.
+ */
+ return type->is_dual_slot_double() ? 2 : 1;
}
case GLSL_TYPE_ARRAY:
assert(type->length > 0);
case GLSL_TYPE_IMAGE:
return DIV_ROUND_UP(BRW_IMAGE_PARAM_SIZE, 4);
case GLSL_TYPE_VOID:
- case GLSL_TYPE_DOUBLE:
case GLSL_TYPE_ERROR:
case GLSL_TYPE_INTERFACE:
case GLSL_TYPE_FUNCTION: