> So when you say those types are vec2s above, I saw, before and after, a
> masked operation on the two vec4s involved when it came to actual code
> generated.
Ok. So I assume current behavior is correct.
The trouble I have now is unrelated to Mesa itself; I'm trying to use
GLSL2 for a GLSL optim
On Thu, 5 Aug 2010 18:21:11 +0200, Aras Pranckevicius wrote:
> Hi,
>
> Since commit 5a7758efbe14dee026245a4f4f4fb3ccf7b2c23b (Add
> ir_assignment::write_mask and associated methods) I'm somewhat
> confused about types and swizzles.
>
> Expression like this:
> gl_Position.zw = gl_Vertex.xy*2.
Hi,
Since commit 5a7758efbe14dee026245a4f4f4fb3ccf7b2c23b (Add
ir_assignment::write_mask and associated methods) I'm somewhat
confused about types and swizzles.
Expression like this:
gl_Position.zw = gl_Vertex.xy*2.0;
now produces IR that has vec4 node types:
(declare (temporary ) vec2 t