[Mesa-dev] [PATCH] glsl: Set proper swizzle when a channel is missing in vectorizing.
Matt Turner
mattst88 at gmail.com
Fri Jan 24 15:17:08 PST 2014
Previously, for example if the x channel was missing from a series of
assignments we were attempting to vectorize, the wrong swizzle mask
would be applied.
a.y = b.y;
a.z = b.z;
a.w = b.w;
would be incorrectly transformed into
a.yzw = b.xyz;
Fixes two transform feedback tests in the ES3 conformance suite.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=73954
---
src/glsl/opt_vectorize.cpp | 17 +++++++++++++----
1 file changed, 13 insertions(+), 4 deletions(-)
diff --git a/src/glsl/opt_vectorize.cpp b/src/glsl/opt_vectorize.cpp
index 9ca811a..ac43a29 100644
--- a/src/glsl/opt_vectorize.cpp
+++ b/src/glsl/opt_vectorize.cpp
@@ -170,22 +170,31 @@ void
ir_vectorize_visitor::try_vectorize()
{
if (this->last_assignment && this->channels > 1) {
- ir_swizzle_mask mask = {0, 1, 2, 3, channels, 0};
-
- visit_tree(this->last_assignment->rhs, rewrite_swizzle, &mask);
+ ir_swizzle_mask mask = {0, 0, 0, 0, channels, 0};
this->last_assignment->write_mask = 0;
- for (unsigned i = 0; i < 4; i++) {
+ for (unsigned i = 0, j = 0; i < 4; i++) {
if (this->assignment[i]) {
this->last_assignment->write_mask |= 1 << i;
if (this->assignment[i] != this->last_assignment) {
this->assignment[i]->remove();
}
+
+ switch (j) {
+ case 0: mask.x = i; break;
+ case 1: mask.y = i; break;
+ case 2: mask.z = i; break;
+ case 3: mask.w = i; break;
+ }
+
+ j++;
}
}
+ visit_tree(this->last_assignment->rhs, rewrite_swizzle, &mask);
+
this->progress = true;
}
clear();
--
1.8.3.2
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