From: Kenneth Graunke Date: Thu, 5 Jan 2012 21:28:56 +0000 (-0800) Subject: glsl/builtins: Add missing mix(genType, genType, bvec) built-ins. X-Git-Tag: 062012170305~2357 X-Git-Url: http://review.tizen.org/git/?a=commitdiff_plain;h=be21ded2aef97b134379dd92b67e5e206720c1b1;p=profile%2Fivi%2Fmesa.git glsl/builtins: Add missing mix(genType, genType, bvec) built-ins. The IR for mix(float, float, bool) was missing a write mask, causing the IR reader to die horribly. Furthermore, I neglected to add any of the new prototypes to the 1.30 profiles. Fixes oglconform's glsl-bif-com advanced.mix test cases. Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=44477 Signed-off-by: Kenneth Graunke Reviewed-by: Ian Romanick --- diff --git a/src/glsl/builtins/ir/mix.ir b/src/glsl/builtins/ir/mix.ir index a31f0fa..70ae13c 100644 --- a/src/glsl/builtins/ir/mix.ir +++ b/src/glsl/builtins/ir/mix.ir @@ -53,7 +53,7 @@ (declare (in) float v1) (declare (in) float v2) (declare (in) bool a)) - ((assign (var_ref a) (var_ref v1) (var_ref v2)) + ((assign (var_ref a) (x) (var_ref v1) (var_ref v2)) (return (var_ref v1)))) (signature vec2 diff --git a/src/glsl/builtins/profiles/130.frag b/src/glsl/builtins/profiles/130.frag index bc0fede..bb33032 100644 --- a/src/glsl/builtins/profiles/130.frag +++ b/src/glsl/builtins/profiles/130.frag @@ -270,6 +270,11 @@ vec2 mix(vec2 x, vec2 y, float a); vec3 mix(vec3 x, vec3 y, float a); vec4 mix(vec4 x, vec4 y, float a); +float mix(float x, float y, bool a); +vec2 mix(vec2 x, vec2 y, bvec2 a); +vec3 mix(vec3 x, vec3 y, bvec3 a); +vec4 mix(vec4 x, vec4 y, bvec4 a); + float step(float edge, float x); vec2 step(vec2 edge, vec2 x); vec3 step(vec3 edge, vec3 x); diff --git a/src/glsl/builtins/profiles/130.vert b/src/glsl/builtins/profiles/130.vert index 35585d5..618ecf2 100644 --- a/src/glsl/builtins/profiles/130.vert +++ b/src/glsl/builtins/profiles/130.vert @@ -270,6 +270,11 @@ vec2 mix(vec2 x, vec2 y, float a); vec3 mix(vec3 x, vec3 y, float a); vec4 mix(vec4 x, vec4 y, float a); +float mix(float x, float y, bool a); +vec2 mix(vec2 x, vec2 y, bvec2 a); +vec3 mix(vec3 x, vec3 y, bvec3 a); +vec4 mix(vec4 x, vec4 y, bvec4 a); + float step(float edge, float x); vec2 step(vec2 edge, vec2 x); vec3 step(vec3 edge, vec3 x);