> 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 optimizer (http://github.com/aras-p/glsl-optimizer/commits/glsl2). So when the original GLSL was: gl_Position.zw = gl_Vertex.xy*2.0; and the current HIR has vec4 types and xxxy masks, my current GLSL naive printing code produces something like: gl_Position.zw = vec2((gl_Vertex.xy * 2.000000).xxxy); which is obviously wrong. I'll try to adapt my printing code for the change somehow. -- Aras Pranckevičius work: http://unity3d.com home: http://aras-p.info _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org http://lists.freedesktop.org/mailman/listinfo/mesa-dev