Fix GCC build

This CL fixes building the 'all' target in a Chromium checkout with the following args.gn:
is_debug = false
is_clang = false
use_sysroot = false
proprietary_codecs = true
ffmpeg_branding = "Chrome"
is_component_build = true
enable_nacl = false
use_goma = true

Bug chromium:697528
Change-Id: Ie725988e8a1cb9ee672eb1e8e20d718ac91004fa

Change-Id: Ie725988e8a1cb9ee672eb1e8e20d718ac91004fa
Reviewed-on: https://swiftshader-review.googlesource.com/8888
Reviewed-by: Nicolas Capens <capn@google.com>
Tested-by: Tom Anderson <thomasanderson@google.com>
diff --git a/src/Shader/SamplerCore.cpp b/src/Shader/SamplerCore.cpp
index 2a6766a..6025291 100644
--- a/src/Shader/SamplerCore.cpp
+++ b/src/Shader/SamplerCore.cpp
@@ -705,10 +705,10 @@
 		{
 			Short4 b;
 
-			c.x = borderMask & c.x | ~borderMask & (*Pointer<Short4>(texture + OFFSET(Texture,borderColor4[0])) >> (hasUnsignedTextureComponent(0) ? 0 : 1));
-			c.y = borderMask & c.y | ~borderMask & (*Pointer<Short4>(texture + OFFSET(Texture,borderColor4[1])) >> (hasUnsignedTextureComponent(1) ? 0 : 1));
-			c.z = borderMask & c.z | ~borderMask & (*Pointer<Short4>(texture + OFFSET(Texture,borderColor4[2])) >> (hasUnsignedTextureComponent(2) ? 0 : 1));
-			c.w = borderMask & c.w | ~borderMask & (*Pointer<Short4>(texture + OFFSET(Texture,borderColor4[3])) >> (hasUnsignedTextureComponent(3) ? 0 : 1));
+			c.x = (borderMask & c.x) | (~borderMask & (*Pointer<Short4>(texture + OFFSET(Texture,borderColor4[0])) >> (hasUnsignedTextureComponent(0) ? 0 : 1)));
+			c.y = (borderMask & c.y) | (~borderMask & (*Pointer<Short4>(texture + OFFSET(Texture,borderColor4[1])) >> (hasUnsignedTextureComponent(1) ? 0 : 1)));
+			c.z = (borderMask & c.z) | (~borderMask & (*Pointer<Short4>(texture + OFFSET(Texture,borderColor4[2])) >> (hasUnsignedTextureComponent(2) ? 0 : 1)));
+			c.w = (borderMask & c.w) | (~borderMask & (*Pointer<Short4>(texture + OFFSET(Texture,borderColor4[3])) >> (hasUnsignedTextureComponent(3) ? 0 : 1)));
 		}
 	}
 
@@ -1170,10 +1170,10 @@
 		{
 			Int4 b;
 
-			c.x = As<Float4>(borderMask & As<Int4>(c.x) | ~borderMask & *Pointer<Int4>(texture + OFFSET(Texture,borderColorF[0])));
-			c.y = As<Float4>(borderMask & As<Int4>(c.y) | ~borderMask & *Pointer<Int4>(texture + OFFSET(Texture,borderColorF[1])));
-			c.z = As<Float4>(borderMask & As<Int4>(c.z) | ~borderMask & *Pointer<Int4>(texture + OFFSET(Texture,borderColorF[2])));
-			c.w = As<Float4>(borderMask & As<Int4>(c.w) | ~borderMask & *Pointer<Int4>(texture + OFFSET(Texture,borderColorF[3])));
+			c.x = As<Float4>((borderMask & As<Int4>(c.x)) | (~borderMask & *Pointer<Int4>(texture + OFFSET(Texture,borderColorF[0]))));
+			c.y = As<Float4>((borderMask & As<Int4>(c.y)) | (~borderMask & *Pointer<Int4>(texture + OFFSET(Texture,borderColorF[1]))));
+			c.z = As<Float4>((borderMask & As<Int4>(c.z)) | (~borderMask & *Pointer<Int4>(texture + OFFSET(Texture,borderColorF[2]))));
+			c.w = As<Float4>((borderMask & As<Int4>(c.w)) | (~borderMask & *Pointer<Int4>(texture + OFFSET(Texture,borderColorF[3]))));
 		}
 	}
 
@@ -1439,8 +1439,8 @@
 				Float4 dvdy = duvdxy.wwww;
 
 				Int4 mask = As<Int4>(CmpNLT(dUV2.x, dUV2.y));
-				uDelta = As<Float4>(As<Int4>(dudx) & mask | As<Int4>(dudy) & ~mask);
-				vDelta = As<Float4>(As<Int4>(dvdx) & mask | As<Int4>(dvdy) & ~mask);
+				uDelta = As<Float4>((As<Int4>(dudx) & mask) | ((As<Int4>(dudy) & ~mask)));
+				vDelta = As<Float4>((As<Int4>(dvdx) & mask) | ((As<Int4>(dvdy) & ~mask)));
 
 				anisotropy = lod * Rcp_pp(det);
 				anisotropy = Min(anisotropy, *Pointer<Float>(texture + OFFSET(Texture,maxAnisotropy)));
diff --git a/src/Shader/ShaderCore.cpp b/src/Shader/ShaderCore.cpp
index 338ea08..424636b 100644
--- a/src/Shader/ShaderCore.cpp
+++ b/src/Shader/ShaderCore.cpp
@@ -331,7 +331,7 @@
 	Float4 arctan(RValue<Float4> x, bool pp)
 	{
 		Int4 O = CmpNLT(Abs(x), Float4(1.0f));
-		Float4 y = As<Float4>(O & As<Int4>(Float4(1.0f) / x) | ~O & As<Int4>(x));   // FIXME: Vector select
+		Float4 y = As<Float4>((O & As<Int4>(Float4(1.0f) / x)) | (~O & As<Int4>(x)));   // FIXME: Vector select
 
 		// Approximation of atan in [-1..1]
 		Float4 theta = y * (Float4(-0.27f) * Abs(y) + Float4(1.05539816f));
@@ -339,7 +339,7 @@
 		// +/-pi/2 depending on sign of x
 		Float4 sgnPi_2 = As<Float4>(As<Int4>(Float4(1.57079632e+0f)) ^ (As<Int4>(x) & Int4(0x80000000)));
 
-		theta = As<Float4>(O & As<Int4>(sgnPi_2 - theta) | ~O & As<Int4>(theta));   // FIXME: Vector select
+		theta = As<Float4>((O & As<Int4>(sgnPi_2 - theta)) | (~O & As<Int4>(theta)));   // FIXME: Vector select
 
 		return theta;
 	}
@@ -355,14 +355,14 @@
 		// Rotate to right quadrant when in left quadrant
 		Int4 Q = CmpLT(x0, Float4(0.0f));
 		theta += As<Float4>(Q & As<Int4>(Float4(1.57079632e+0f)));   // pi/2
-		Float4 x1 = As<Float4>(Q & As<Int4>(y0) | ~Q & As<Int4>(x0));    // FIXME: Vector select
-		Float4 y1 = As<Float4>(Q & As<Int4>(-x0) | ~Q & As<Int4>(y0));   // FIXME: Vector select
+		Float4 x1 = As<Float4>((Q & As<Int4>(y0)) | (~Q & As<Int4>(x0)));    // FIXME: Vector select
+		Float4 y1 = As<Float4>((Q & As<Int4>(-x0)) | (~Q & As<Int4>(y0)));   // FIXME: Vector select
 
 		// Rotate to first octant when in second octant
 		Int4 O = CmpNLT(y1, x1);
 		theta += As<Float4>(O & As<Int4>(Float4(7.85398163e-1f)));   // pi/4
-		Float4 x2 = As<Float4>(O & As<Int4>(Float4(7.07106781e-1f) * x1 + Float4(7.07106781e-1f) * y1) | ~O & As<Int4>(x1));   // sqrt(2)/2   // FIXME: Vector select
-		Float4 y2 = As<Float4>(O & As<Int4>(Float4(7.07106781e-1f) * y1 - Float4(7.07106781e-1f) * x1) | ~O & As<Int4>(y1));   // FIXME: Vector select
+		Float4 x2 = As<Float4>((O & As<Int4>(Float4(7.07106781e-1f) * x1 + Float4(7.07106781e-1f) * y1)) | (~O & As<Int4>(x1)));   // sqrt(2)/2   // FIXME: Vector select
+		Float4 y2 = As<Float4>((O & As<Int4>(Float4(7.07106781e-1f) * y1 - Float4(7.07106781e-1f) * x1)) | (~O & As<Int4>(y1)));   // FIXME: Vector select
 
 		// Approximation of atan in [0..1]
 		Float4 y_x = y2 / x2;
@@ -1624,7 +1624,7 @@
 	void ShaderCore::select(Float4 &dst, RValue<Int4> src0, const Float4 &src1, const Float4 &src2)
 	{
 		// FIXME: LLVM vector select
-		dst = As<Float4>(src0 & As<Int4>(src1) | ~src0 & As<Int4>(src2));
+		dst = As<Float4>((src0 & As<Int4>(src1)) | (~src0 & As<Int4>(src2)));
 	}
 
 	void ShaderCore::cmp(Vector4f &dst, const Vector4f &src0, const Vector4f &src1, Control control)