glsl: add a few missing int64 constant propagation cases
Fixes KHR-GL45.shader_ballot_tests.ShaderBallotAvailability, which causes some silly swizzles to appear, triggering this optimization to get hit. Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu> Reviewed-by: Dave Airlie <airlied@redhat.com> Cc: mesa-stable@lists.freedesktop.org
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@@ -732,6 +732,8 @@ ir_swizzle::constant_expression_value(void *mem_ctx,
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case GLSL_TYPE_FLOAT: data.f[i] = v->value.f[swiz_idx[i]]; break;
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case GLSL_TYPE_BOOL: data.b[i] = v->value.b[swiz_idx[i]]; break;
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case GLSL_TYPE_DOUBLE:data.d[i] = v->value.d[swiz_idx[i]]; break;
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case GLSL_TYPE_UINT64:data.u64[i] = v->value.u64[swiz_idx[i]]; break;
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case GLSL_TYPE_INT64: data.i64[i] = v->value.i64[swiz_idx[i]]; break;
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default: assert(!"Should not get here."); break;
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}
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}
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@@ -238,6 +238,12 @@ ir_constant_propagation_visitor::constant_propagation(ir_rvalue **rvalue) {
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case GLSL_TYPE_BOOL:
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data.b[i] = found->constant->value.b[rhs_channel];
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break;
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case GLSL_TYPE_UINT64:
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data.u64[i] = found->constant->value.u64[rhs_channel];
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break;
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case GLSL_TYPE_INT64:
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data.i64[i] = found->constant->value.i64[rhs_channel];
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break;
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default:
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assert(!"not reached");
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break;
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