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glsl: Don't convert reductions of ivec to a dot-product

Mesa has an optimization that converts expressions like "v.x + v.y + v.z
+ v.w" into dot(v, 1.0).  And therein lies the rub: the other operand to
the dot-product is always a float... even if the vector is an ivec or
uvec.  This results in an assertion failure in ir_builder.

If the base type of the operand is not float, don't try the
optimization.  Dot-product is not valid on integer data.

Fixes piglit vs-integer-reduction.shader_test and OpenGL ES conformance
test ES2-CTS.gtf.GL2Tests.glGetUniform.glGetUniform.

Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Matt Turner <mattst88@gmail.com>
Reviewed-by: Christoph Brill <egore911@gmail.com>
tags/10.3-branchpoint
Ian Romanick 11 anos atrás
pai
commit
316dafa27d
1 arquivos alterados com 3 adições e 1 exclusões
  1. 3
    1
      src/glsl/opt_algebraic.cpp

+ 3
- 1
src/glsl/opt_algebraic.cpp Ver arquivo

@@ -124,7 +124,9 @@ static ir_expression *
try_replace_with_dot(ir_expression *expr0, ir_expression *expr1, void *mem_ctx)
{
if (expr0 && expr0->operation == ir_binop_add &&
expr1 && expr1->operation == ir_binop_add) {
expr0->type->is_float() &&
expr1 && expr1->operation == ir_binop_add &&
expr1->type->is_float()) {
ir_swizzle *x = expr0->operands[0]->as_swizzle();
ir_swizzle *y = expr0->operands[1]->as_swizzle();
ir_swizzle *z = expr1->operands[0]->as_swizzle();

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