glsl_to_tgsi: implement ir_unop_any using DP4 w/saturate or DP4 w/SLT

This is a port of commit 92ca560d68 to glsl_to_tgsi, with integer support
added.
This commit is contained in:
Bryan Cain 2011-08-20 13:26:12 -05:00
parent c15eb5569b
commit a43f68810a

View file

@ -1482,12 +1482,36 @@ glsl_to_tgsi_visitor::visit(ir_expression *ir)
}
break;
case ir_unop_any:
case ir_unop_any: {
assert(ir->operands[0]->type->is_vector());
emit_dp(ir, result_dst, op[0], op[0],
ir->operands[0]->type->vector_elements);
emit(ir, TGSI_OPCODE_SNE, result_dst, result_src, st_src_reg_for_float(0.0));
/* After the dot-product, the value will be an integer on the
* range [0,4]. Zero stays zero, and positive values become 1.0.
*/
glsl_to_tgsi_instruction *const dp =
emit_dp(ir, result_dst, op[0], op[0],
ir->operands[0]->type->vector_elements);
if (this->prog->Target == GL_FRAGMENT_PROGRAM_ARB &&
result_dst.type == GLSL_TYPE_FLOAT) {
/* The clamping to [0,1] can be done for free in the fragment
* shader with a saturate.
*/
dp->saturate = true;
} else if (result_dst.type == GLSL_TYPE_FLOAT) {
/* Negating the result of the dot-product gives values on the range
* [-4, 0]. Zero stays zero, and negative values become 1.0. This
* is achieved using SLT.
*/
st_src_reg slt_src = result_src;
slt_src.negate = ~slt_src.negate;
emit(ir, TGSI_OPCODE_SLT, result_dst, slt_src, st_src_reg_for_float(0.0));
}
else {
/* Use SNE 0 if integers are being used as boolean values. */
emit(ir, TGSI_OPCODE_SNE, result_dst, result_src, st_src_reg_for_int(0));
}
break;
}
case ir_binop_logic_xor:
emit(ir, TGSI_OPCODE_SNE, result_dst, op[0], op[1]);