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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>
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1 changed files with 5 additions and 4 deletions
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@ -165,6 +165,7 @@ ir_function_signature *
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ir_function::matching_signature(const exec_list *actual_parameters)
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{
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ir_function_signature *match = NULL;
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int matched_score;
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foreach_iter(exec_list_iterator, iter, signatures) {
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ir_function_signature *const sig =
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@ -173,14 +174,14 @@ ir_function::matching_signature(const exec_list *actual_parameters)
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const int score = parameter_lists_match(& sig->parameters,
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actual_parameters);
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/* If we found an exact match, simply return it */
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if (score == 0)
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return sig;
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if (score > 0) {
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if (match != NULL)
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return NULL;
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/* If we found a match with fewer conversions, use that instead */
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if (score > 0 && (match == NULL || score < matched_score)) {
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match = sig;
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matched_score = score;
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}
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}
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