[Mesa-dev] [PATCH] glsl/builtins: Add missing mix(genType, genType, bvec) built-ins.

Kenneth Graunke kenneth at whitecape.org
Thu Jan 5 13:28:56 PST 2012


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 <kenneth at whitecape.org>
---
 src/glsl/builtins/ir/mix.ir         |    2 +-
 src/glsl/builtins/profiles/130.frag |    5 +++++
 src/glsl/builtins/profiles/130.vert |    5 +++++
 3 files changed, 11 insertions(+), 1 deletions(-)

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);
-- 
1.7.8.1



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