this->has_index2 = false;
this->double_reg2 = false;
this->array_id = 0;
+ this->is_double_vertex_input = false;
}
st_src_reg(gl_register_file file, int index, int type)
this->has_index2 = false;
this->double_reg2 = false;
this->array_id = 0;
+ this->is_double_vertex_input = false;
}
st_src_reg(gl_register_file file, int index, int type, int index2D)
this->has_index2 = false;
this->double_reg2 = false;
this->array_id = 0;
+ this->is_double_vertex_input = false;
}
st_src_reg()
this->has_index2 = false;
this->double_reg2 = false;
this->array_id = 0;
+ this->is_double_vertex_input = false;
}
explicit st_src_reg(st_dst_reg reg);
*/
bool double_reg2;
unsigned array_id;
+ bool is_double_vertex_input;
};
class st_dst_reg {
this->has_index2 = reg.has_index2;
this->double_reg2 = false;
this->array_id = reg.array_id;
+ this->is_double_vertex_input = false;
}
st_dst_reg::st_dst_reg(st_src_reg reg)
this->result = st_src_reg(entry->file, entry->index, var->type);
this->result.array_id = entry->array_id;
+ if (this->shader->Stage == MESA_SHADER_VERTEX && var->data.mode == ir_var_shader_in && var->type->is_double())
+ this->result.is_double_vertex_input = true;
if (!native_integers)
this->result.type = GLSL_TYPE_FLOAT;
}
if (type->is_matrix()) {
const struct glsl_type *vec_type;
- vec_type = glsl_type::get_instance(GLSL_TYPE_FLOAT,
+ vec_type = glsl_type::get_instance(type->is_double() ? GLSL_TYPE_DOUBLE : GLSL_TYPE_FLOAT,
type->vector_elements, 1);
for (int i = 0; i < type->matrix_columns; i++) {
}
l->index++;
r->index++;
+ if (type->is_dual_slot_double()) {
+ l->index++;
+ if (r->is_double_vertex_input == false)
+ r->index++;
+ }
}
void