# optimization in these stages. See bugzilla #111490. In tessellation
# stages applications seem to use 'precise' when necessary, so allow the
# optimization in those stages.
- (('~fadd', ('ffma(is_used_once)', a, b, ('ffma', c, d, ('fmul', 'e(is_not_const_and_not_fsign)', 'f(is_not_const_and_not_fsign)'))), 'g(is_not_const)'),
+ (('~fadd', ('ffma(is_used_once)', a, b, ('ffma', c, d, ('fmul(is_used_once)', 'e(is_not_const_and_not_fsign)', 'f(is_not_const_and_not_fsign)'))), 'g(is_not_const)'),
('ffma', a, b, ('ffma', c, d, ('ffma', e, 'f', 'g'))), '(info->stage != MESA_SHADER_VERTEX && info->stage != MESA_SHADER_GEOMETRY) && !options->intel_vec4'),
- (('~fadd', ('ffma(is_used_once)', a, b, ('fmul', 'c(is_not_const_and_not_fsign)', 'd(is_not_const_and_not_fsign)') ), 'e(is_not_const)'),
+ (('~fadd', ('ffma(is_used_once)', a, b, ('fmul(is_used_once)', 'c(is_not_const_and_not_fsign)', 'd(is_not_const_and_not_fsign)') ), 'e(is_not_const)'),
('ffma', a, b, ('ffma', c, d, e)), '(info->stage != MESA_SHADER_VERTEX && info->stage != MESA_SHADER_GEOMETRY) && !options->intel_vec4'),
- (('~fadd', ('fneg', ('ffma(is_used_once)', a, b, ('ffma', c, d, ('fmul', 'e(is_not_const_and_not_fsign)', 'f(is_not_const_and_not_fsign)')))), 'g(is_not_const)'),
+ (('~fadd', ('fneg', ('ffma(is_used_once)', a, b, ('ffma', c, d, ('fmul(is_used_once)', 'e(is_not_const_and_not_fsign)', 'f(is_not_const_and_not_fsign)')))), 'g(is_not_const)'),
('ffma', ('fneg', a), b, ('ffma', ('fneg', c), d, ('ffma', ('fneg', e), 'f', 'g'))), '(info->stage != MESA_SHADER_VERTEX && info->stage != MESA_SHADER_GEOMETRY) && !options->intel_vec4'),
# Section 8.8 (Integer Functions) of the GLSL 4.60 spec says: