Mesa (glsl2): glsl2: Keep the same number of components in implicit conversions.
Ian Romanick
idr at kemper.freedesktop.org
Tue Jun 29 23:32:08 UTC 2010
Module: Mesa
Branch: glsl2
Commit: 506199b852390e14a1d78392285bee8f06b6ede7
URL: http://cgit.freedesktop.org/mesa/mesa/commit/?id=506199b852390e14a1d78392285bee8f06b6ede7
Author: Kenneth Graunke <kenneth at whitecape.org>
Date: Tue Jun 29 15:59:27 2010 -0700
glsl2: Keep the same number of components in implicit conversions.
Fixes piglit test glsl-implicit-conversion-01.
---
src/glsl/ast_to_hir.cpp | 6 ++++++
1 files changed, 6 insertions(+), 0 deletions(-)
diff --git a/src/glsl/ast_to_hir.cpp b/src/glsl/ast_to_hir.cpp
index 664e468..ba29240 100644
--- a/src/glsl/ast_to_hir.cpp
+++ b/src/glsl/ast_to_hir.cpp
@@ -109,6 +109,12 @@ apply_implicit_conversion(const glsl_type *to, ir_rvalue * &from,
if (!to->is_float() || !from->type->is_numeric())
return false;
+ /* Convert to a floating point type with the same number of components
+ * as the original type - i.e. int to float, not int to vec4.
+ */
+ to = glsl_type::get_instance(GLSL_TYPE_FLOAT, from->type->vector_elements,
+ from->type->matrix_columns);
+
switch (from->type->base_type) {
case GLSL_TYPE_INT:
from = new(ctx) ir_expression(ir_unop_i2f, to, from, NULL);
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