}
break;
+ case ir_binop_equal:
+ if (ir->operands[0]->type == ir->operands[1]->type) {
+ type = glsl_type::bool_type;
+ b[0] = true;
+ for (c = 0; c < ir->operands[0]->type->components(); c++) {
+ switch (ir->operands[0]->type->base_type) {
+ case GLSL_TYPE_UINT:
+ b[0] = b[0] && op[0]->value.u[c] == op[1]->value.u[c];
+ break;
+ case GLSL_TYPE_INT:
+ b[0] = b[0] && op[0]->value.i[c] == op[1]->value.i[c];
+ break;
+ case GLSL_TYPE_FLOAT:
+ b[0] = b[0] && op[0]->value.f[c] == op[1]->value.f[c];
+ break;
+ default:
+ assert(0);
+ }
+ }
+ }
+ break;
+ case ir_binop_nequal:
+ if (ir->operands[0]->type == ir->operands[1]->type) {
+ type = glsl_type::bool_type;
+ b[0] = false;
+ for (c = 0; c < ir->operands[0]->type->components(); c++) {
+ switch (ir->operands[0]->type->base_type) {
+ case GLSL_TYPE_UINT:
+ b[0] = b[0] || op[0]->value.u[c] != op[1]->value.u[c];
+ break;
+ case GLSL_TYPE_INT:
+ b[0] = b[0] || op[0]->value.i[c] != op[1]->value.i[c];
+ break;
+ case GLSL_TYPE_FLOAT:
+ b[0] = b[0] || op[0]->value.f[c] != op[1]->value.f[c];
+ break;
+ default:
+ assert(0);
+ }
+ }
+ }
+ break;
+
default:
break;
}