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authorKenneth Graunke <[email protected]>2012-01-05 13:28:56 -0800
committerKenneth Graunke <[email protected]>2012-01-06 18:18:15 -0800
commitbe21ded2aef97b134379dd92b67e5e206720c1b1 (patch)
tree4bea049265ef72f5f3bc797507a2117b5cb33edb /src/glsl/builtins/profiles
parent7ccf04ebcf6284a68ab6c571dabc5f3e0c6b740b (diff)
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 <[email protected]> Reviewed-by: Ian Romanick <[email protected]>
Diffstat (limited to 'src/glsl/builtins/profiles')
-rw-r--r--src/glsl/builtins/profiles/130.frag5
-rw-r--r--src/glsl/builtins/profiles/130.vert5
2 files changed, 10 insertions, 0 deletions
diff --git a/src/glsl/builtins/profiles/130.frag b/src/glsl/builtins/profiles/130.frag
index bc0fededaa9..bb330324d74 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 35585d5f950..618ecf29f64 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);