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 <kenneth@whitecape.org> Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
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@@ -53,7 +53,7 @@
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(declare (in) float v1)
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(declare (in) float v2)
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(declare (in) bool a))
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((assign (var_ref a) (var_ref v1) (var_ref v2))
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((assign (var_ref a) (x) (var_ref v1) (var_ref v2))
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(return (var_ref v1))))
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(signature vec2
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@@ -270,6 +270,11 @@ vec2 mix(vec2 x, vec2 y, float a);
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vec3 mix(vec3 x, vec3 y, float a);
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vec4 mix(vec4 x, vec4 y, float a);
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float mix(float x, float y, bool a);
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vec2 mix(vec2 x, vec2 y, bvec2 a);
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vec3 mix(vec3 x, vec3 y, bvec3 a);
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vec4 mix(vec4 x, vec4 y, bvec4 a);
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float step(float edge, float x);
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vec2 step(vec2 edge, vec2 x);
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vec3 step(vec3 edge, vec3 x);
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@@ -270,6 +270,11 @@ vec2 mix(vec2 x, vec2 y, float a);
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vec3 mix(vec3 x, vec3 y, float a);
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vec4 mix(vec4 x, vec4 y, float a);
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float mix(float x, float y, bool a);
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vec2 mix(vec2 x, vec2 y, bvec2 a);
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vec3 mix(vec3 x, vec3 y, bvec3 a);
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vec4 mix(vec4 x, vec4 y, bvec4 a);
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float step(float edge, float x);
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vec2 step(vec2 edge, vec2 x);
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vec3 step(vec3 edge, vec3 x);
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