dEQP-GLES2.functional.shaders.loops.while_uniform_iterations.unconditional_continue_vertex,Fail
dEQP-GLES2.functional.shaders.loops.while_uniform_iterations.vector_counter_fragment,Fail
dEQP-GLES2.functional.shaders.loops.while_uniform_iterations.vector_counter_vertex,Fail
-dEQP-GLES2.functional.shaders.operator.angle_and_trigonometry.asin.highp_vec2_fragment,Fail
-dEQP-GLES2.functional.shaders.operator.angle_and_trigonometry.asin.mediump_vec2_fragment,Fail
-dEQP-GLES2.functional.shaders.operator.angle_and_trigonometry.atan.highp_vec2_fragment,Fail
-dEQP-GLES2.functional.shaders.operator.angle_and_trigonometry.atan.mediump_vec2_fragment,Fail
dEQP-GLES2.functional.shaders.random.all_features.fragment.1,Fail
dEQP-GLES2.functional.shaders.random.all_features.fragment.5,Fail
dEQP-GLES2.functional.shaders.random.all_features.fragment.6,Fail
};
static const int num_native_swizzles = ARRAY_SIZE(native_swizzles);
+/* Only swizzles with srcp_stride != 0 can be used for presub, so
+ * just the first five from the list. */
+static const int num_presub_swizzles = 5;
/**
* Find a native RGB swizzle that matches the given swizzle.
unsigned int best_matchmask = 0;
int i, comp;
- for(i = 0; i < num_native_swizzles; ++i) {
+ unsigned num_swizzles = src.File == RC_FILE_PRESUB ? num_presub_swizzles : num_native_swizzles;
+
+ for(i = 0; i < num_swizzles; ++i) {
const struct swizzle_data *sd = &native_swizzles[i];
unsigned int matchcount = 0;
unsigned int matchmask = 0;