Merge pull request #2646 from johnstiles-google/parseconst

Fix mat4x2(scalar) constructor.
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Greg Fischer 2021-05-18 11:00:08 -06:00 committed by GitHub
commit e71278cc92
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3 changed files with 138 additions and 74 deletions

View File

@ -242,6 +242,36 @@ Shader version: 130
0:54 'un34' ( uniform 4X4 matrix of float)
0:54 'um43' ( uniform 4X4 matrix of float)
0:54 'v' ( smooth in 4-component vector of float)
0:56 Sequence
0:56 move second child to first child ( temp 4X2 matrix of float)
0:56 'm42' ( temp 4X2 matrix of float)
0:56 Constant:
0:56 42.000000
0:56 0.000000
0:56 0.000000
0:56 42.000000
0:56 0.000000
0:56 0.000000
0:56 0.000000
0:56 0.000000
0:57 Test condition and select ( temp void)
0:57 Condition
0:57 Compare Equal ( temp bool)
0:57 'm42' ( temp 4X2 matrix of float)
0:57 Constant:
0:57 42.000000
0:57 0.000000
0:57 0.000000
0:57 42.000000
0:57 0.000000
0:57 0.000000
0:57 0.000000
0:57 0.000000
0:57 true case
0:58 Sequence
0:58 add second child into first child ( temp 4-component vector of float)
0:58 'gl_FragColor' ( fragColor 4-component vector of float FragColor)
0:58 'v' ( smooth in 4-component vector of float)
0:? Linker Objects
0:? 'colorTransform' ( uniform 3X3 matrix of float)
0:? 'Color' ( smooth in 3-component vector of float)
@ -495,6 +525,36 @@ Shader version: 130
0:54 'un34' ( uniform 4X4 matrix of float)
0:54 'um43' ( uniform 4X4 matrix of float)
0:54 'v' ( smooth in 4-component vector of float)
0:56 Sequence
0:56 move second child to first child ( temp 4X2 matrix of float)
0:56 'm42' ( temp 4X2 matrix of float)
0:56 Constant:
0:56 42.000000
0:56 0.000000
0:56 0.000000
0:56 42.000000
0:56 0.000000
0:56 0.000000
0:56 0.000000
0:56 0.000000
0:57 Test condition and select ( temp void)
0:57 Condition
0:57 Compare Equal ( temp bool)
0:57 'm42' ( temp 4X2 matrix of float)
0:57 Constant:
0:57 42.000000
0:57 0.000000
0:57 0.000000
0:57 42.000000
0:57 0.000000
0:57 0.000000
0:57 0.000000
0:57 0.000000
0:57 true case
0:58 Sequence
0:58 add second child into first child ( temp 4-component vector of float)
0:58 'gl_FragColor' ( fragColor 4-component vector of float FragColor)
0:58 'v' ( smooth in 4-component vector of float)
0:? Linker Objects
0:? 'colorTransform' ( uniform 3X3 matrix of float)
0:? 'Color' ( smooth in 3-component vector of float)

View File

@ -52,4 +52,9 @@ void main()
gl_FragColor += m34 * u;
else
gl_FragColor += (un34 * um43) * v;
mat4x2 m42 = mat4x2(42);
if (m42 == mat4x2(42, 0, 0, 42, 0, 0, 0, 0)) {
gl_FragColor += v;
}
}

View File

@ -166,35 +166,34 @@ void TConstTraverser::visitConstantUnion(TIntermConstantUnion* node)
}
} else {
// matrix from vector or scalar
int count = 0;
const int startIndex = index;
int nodeComps = node->getType().computeNumComponents();
for (int i = startIndex; i < endIndex; i++) {
if (nodeComps == 1) {
for (int c = 0; c < matrixCols; ++c) {
for (int r = 0; r < matrixRows; ++r) {
if (r == c)
leftUnionArray[index] = rightUnionArray[0];
else
leftUnionArray[index].setDConst(0.0);
index++;
}
}
} else {
int count = 0;
for (int i = index; i < endIndex; i++) {
if (i >= instanceSize)
return;
if (nodeComps == 1) {
// If there is a single scalar parameter to a matrix
// constructor, it is used to initialize all the
// components on the matrix's diagonal, with the
// remaining components initialized to 0.0.
if (i == startIndex || (i - startIndex) % (matrixRows + 1) == 0 )
leftUnionArray[i] = rightUnionArray[count];
else
leftUnionArray[i].setDConst(0.0);
} else {
// construct the matrix in column-major order, from
// the components provided, in order
leftUnionArray[i] = rightUnionArray[count];
}
index++;
if (nodeComps > 1)
count++;
}
}
}
}
}
}
bool TIntermediate::parseConstTree(TIntermNode* root, TConstUnionArray unionArray, TOperator constructorType, const TType& t, bool singleConstantParam)