glsl: Always use correct float types in constant expression handling
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com> Reviewed-by: Matt Turner <mattst88@gmail.com>
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@@ -842,7 +842,7 @@ ir_expression::constant_expression_value(struct hash_table *variable_context)
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for (unsigned c = 0; c < op[0]->type->components(); c++) {
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switch (this->type->base_type) {
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case GLSL_TYPE_FLOAT:
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data.f[c] = op[0]->value.f[c] - floor(op[0]->value.f[c]);
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data.f[c] = op[0]->value.f[c] - floorf(op[0]->value.f[c]);
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break;
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case GLSL_TYPE_DOUBLE:
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data.d[c] = op[0]->value.d[c] - floor(op[0]->value.d[c]);
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@@ -915,10 +915,10 @@ ir_expression::constant_expression_value(struct hash_table *variable_context)
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data.i[c] = (op[0]->value.i[c] > 0) - (op[0]->value.i[c] < 0);
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break;
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case GLSL_TYPE_FLOAT:
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data.f[c] = float((op[0]->value.f[c] > 0)-(op[0]->value.f[c] < 0));
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data.f[c] = float((op[0]->value.f[c] > 0.0F) - (op[0]->value.f[c] < 0.0F));
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break;
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case GLSL_TYPE_DOUBLE:
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data.d[c] = double((op[0]->value.d[c] > 0)-(op[0]->value.d[c] < 0));
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data.d[c] = double((op[0]->value.d[c] > 0.0) - (op[0]->value.d[c] < 0.0));
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break;
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default:
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assert(0);
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@@ -930,7 +930,7 @@ ir_expression::constant_expression_value(struct hash_table *variable_context)
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for (unsigned c = 0; c < op[0]->type->components(); c++) {
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switch (this->type->base_type) {
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case GLSL_TYPE_FLOAT:
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if (op[0]->value.f[c] != 0.0)
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if (op[0]->value.f[c] != 0.0F)
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data.f[c] = 1.0F / op[0]->value.f[c];
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break;
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case GLSL_TYPE_DOUBLE:
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@@ -997,7 +997,7 @@ ir_expression::constant_expression_value(struct hash_table *variable_context)
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case ir_unop_dFdy_fine:
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assert(op[0]->type->base_type == GLSL_TYPE_FLOAT);
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for (unsigned c = 0; c < op[0]->type->components(); c++) {
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data.f[c] = 0.0;
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data.f[c] = 0.0F;
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}
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break;
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