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authorKenneth Graunke <[email protected]>2014-09-08 14:28:39 -0700
committerKenneth Graunke <[email protected]>2014-09-09 13:19:44 -0700
commite36bbff0e6d6d2baeaeab153b93e201674be2056 (patch)
tree67ca2cc3205760ecc58a05e26eb9b3727c232af9 /src/mesa/program
parentc68073e65f15b0df43bec2df1d7470ed4cddd761 (diff)
ir_to_mesa: Stop converting uniform booleans.
Excess conversions considered harmful. Recently Matt reworked the boolean uniform handling to use the value of UniformBooleanTrue, rather than integer 1, when uploading uniforms: mesa: Upload boolean uniforms using UniformBooleanTrue. glsl: Use UniformBooleanTrue value for uniform initializers. Marek then set the default to 1.0f for drivers without native integer support: mesa: set UniformBooleanTrue = 1.0f by default However, ir_to_mesa was assuming a value of integer 1, and arranging for it to be converted to 1.0f on upload. Since Marek's commit, we were uploading 1.0f = 0x3f800000 which was being interpreted as the integer value 1065353216 and converted to float as 1.06535322E9, which broke assumptions in ir_to_mesa that "true" was exactly 1.0f. +13 Piglits on classic swrast (fs-bool-less-compare-true, {vs,fs}-op-not-bool-using-if, glsl-1.20/execution/uniform-initializer). Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=83573 Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Matt Turner <[email protected]>
Diffstat (limited to 'src/mesa/program')
-rw-r--r--src/mesa/program/ir_to_mesa.cpp7
1 files changed, 1 insertions, 6 deletions
diff --git a/src/mesa/program/ir_to_mesa.cpp b/src/mesa/program/ir_to_mesa.cpp
index 49e4a7a40eb..293fe34b9e4 100644
--- a/src/mesa/program/ir_to_mesa.cpp
+++ b/src/mesa/program/ir_to_mesa.cpp
@@ -2505,12 +2505,7 @@ _mesa_associate_uniform_storage(struct gl_context *ctx,
columns = storage->type->matrix_columns;
break;
case GLSL_TYPE_BOOL:
- if (ctx->Const.NativeIntegers) {
- format = (ctx->Const.UniformBooleanTrue == 1)
- ? uniform_bool_int_0_1 : uniform_bool_int_0_not0;
- } else {
- format = uniform_bool_float;
- }
+ format = uniform_native;
columns = 1;
break;
case GLSL_TYPE_SAMPLER: