assert(!"FINISHME: array constants");
}
+ /* Unfortunately, 4 floats is all we can get into
+ * _mesa_add_unnamed_constant. So, make a temp to store an
+ * aggregate constant and move each constant value into it. If we
+ * get lucky, copy propagation will eliminate the extra moves.
+ */
+
+ if (ir->type->base_type == GLSL_TYPE_STRUCT) {
+ ir_to_mesa_src_reg temp_base = get_temp(ir->type);
+ ir_to_mesa_dst_reg temp = ir_to_mesa_dst_reg_from_src(temp_base);
+
+ foreach_iter(exec_list_iterator, iter, ir->components) {
+ ir_constant *field_value = (ir_constant *)iter.get();
+ int size = type_size(field_value->type);
+
+ assert(size > 0);
+
+ field_value->accept(this);
+ src_reg = this->result;
+
+ for (i = 0; i < (unsigned int)size; i++) {
+ ir_to_mesa_emit_op1(ir, OPCODE_MOV, temp, src_reg);
+
+ src_reg.index++;
+ temp.index++;
+ }
+ }
+ this->result = temp_base;
+ return;
+ }
+
if (ir->type->is_matrix()) {
- /* Unfortunately, 4 floats is all we can get into
- * _mesa_add_unnamed_constant. So, make a temp to store the
- * matrix and move each constant value into it. If we get
- * lucky, copy propagation will eliminate the extra moves.
- */
ir_to_mesa_src_reg mat = get_temp(glsl_type::vec4_type);
ir_to_mesa_dst_reg mat_column = ir_to_mesa_dst_reg_from_src(mat);