glsl: Find the "closest" signature when there are multiple matches.

Previously, ir_function::matching_signature had a fatal bug: if a
function had more than one non-exact match, it would simply return NULL.

This occured, for example, when looking for max(uvec3, uvec3):
- max(vec3, vec3)   -> score 1 (found first)
- max(ivec3, ivec3) -> score 1 (found second...used to return NULL here)
- max(uvec3, uvec3) -> score 0 (exact match...the right answer)

This did not occur for max(ivec3, ivec3) since the second match found
was an exact match.

The new behavior is to return a match with the lowest score.  If there
is an exact match, that will be returned.  Otherwise, a match with the
least number of implicit conversions is chosen.

Fixes piglit tests max-uvec3.vert and glsl-inexact-overloads.shader_test.

NOTE: This is a candidate for the 7.10 and 7.11 branches.

Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Eric Anholt <eric@anholt.net>
This commit is contained in:
Kenneth Graunke 2011-06-14 16:28:32 -07:00
parent 6b1ba7ccef
commit 60eb63a855

View file

@ -165,6 +165,7 @@ ir_function_signature *
ir_function::matching_signature(const exec_list *actual_parameters)
{
ir_function_signature *match = NULL;
int matched_score;
foreach_iter(exec_list_iterator, iter, signatures) {
ir_function_signature *const sig =
@ -173,14 +174,14 @@ ir_function::matching_signature(const exec_list *actual_parameters)
const int score = parameter_lists_match(& sig->parameters,
actual_parameters);
/* If we found an exact match, simply return it */
if (score == 0)
return sig;
if (score > 0) {
if (match != NULL)
return NULL;
/* If we found a match with fewer conversions, use that instead */
if (score > 0 && (match == NULL || score < matched_score)) {
match = sig;
matched_score = score;
}
}