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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