===================================================================
@@ -5705,6 +5705,10 @@ get_vectype_for_scalar_type_and_size (tr
if (nbytes == 0)
return NULL_TREE;
+ if (GET_MODE_CLASS (inner_mode) != MODE_INT
+ && GET_MODE_CLASS (inner_mode) != MODE_FLOAT)
+ return NULL_TREE;
+
/* We can't build a vector type of elements with alignment bigger than
their size. */
if (nbytes < TYPE_ALIGN_UNIT (scalar_type))
@@ -5713,16 +5717,15 @@ get_vectype_for_scalar_type_and_size (tr
/* For vector types of elements whose mode precision doesn't
match their types precision we use a element type of mode
precision. The vectorization routines will have to make sure
- they support the proper result truncation/extension. */
+ they support the proper result truncation/extension.
+ We also make sure to build vector types with INTEGER_TYPE
+ component type only. */
if (INTEGRAL_TYPE_P (scalar_type)
- && GET_MODE_BITSIZE (inner_mode) != TYPE_PRECISION (scalar_type))
+ && (GET_MODE_BITSIZE (inner_mode) != TYPE_PRECISION (scalar_type)
+ || TREE_CODE (scalar_type) != INTEGER_TYPE))
scalar_type = build_nonstandard_integer_type (GET_MODE_BITSIZE (inner_mode),
TYPE_UNSIGNED (scalar_type));
- if (GET_MODE_CLASS (inner_mode) != MODE_INT
- && GET_MODE_CLASS (inner_mode) != MODE_FLOAT)
- return NULL_TREE;
-
/* We shouldn't end up building VECTOR_TYPEs of non-scalar components.
When the component mode passes the above test simply use a type
corresponding to that mode. The theory is that any use that
===================================================================
@@ -0,0 +1,30 @@
+// { dg-do compile }
+
+typedef enum { CLASS_IN = 1, CLASS_OUT = -1 } FERGUSON_KEY_CLASS, BEZIER_KEY_CLASS;
+typedef class flag_interface { } VECT3DF_SIMPLE;
+typedef struct vect3df {
+ float x,y,z;
+} VECT3DF, VECT;
+typedef struct vect4df : public vect3df {
+ float w;
+} VECT4DF, WVECT;
+typedef class llist_item { } ANIM_KEY;
+typedef class anim_track : public flag_interface, public llist_item { } ANIM_KEY_BEZ;
+typedef class anim_track_bezier : public anim_track { } ANIM_KEY_BEZ_WVECT;
+typedef class anim_track_bez_wvect : public anim_track_bezier {
+ WVECT * tangent(int kn, BEZIER_KEY_CLASS key_class, WVECT *p_tn);
+} ANIM_TRACK_BEZ_WVECT;
+WVECT * anim_track_bez_wvect::tangent(int kn, BEZIER_KEY_CLASS key_class, WVECT *p_tn)
+{
+ float bias,continuity,tension,tn1,bp1;
+ WVECT *p_p0,*p_p1,*p_p2, t1, g1,g2,g3;
+ g1.x = (p_p1->x - p_p0->x)*bp1;
+ g1.y = (p_p1->y - p_p0->y)*bp1;
+ g1.z = (p_p1->z - p_p0->z)*bp1;
+ g1.w = (p_p1->w - p_p0->w)*bp1;
+ bp1 = (0.5f + key_class*0.5f*continuity);
+ p_tn->x = (g1.x + g3.x*bp1)*tn1;
+ p_tn->y = (g1.y + g3.y*bp1)*tn1;
+ p_tn->z = (g1.z + g3.z*bp1)*tn1;
+ p_tn->w = (g1.w + g3.w*bp1)*tn1;
+}