ir_to_mesa: Emit smarter ir_binop_logic_or for vertex programs
Continue using ADD in the other case because a fragment shader backend could fuse the ADD with a MUL to generate a MAD for ((x && y) || z). Signed-off-by: Ian Romanick <ian.d.romanick@intel.com> Reviewed-by: Matt Turner <mattst88@gmail.com>
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@ -1212,24 +1212,20 @@ ir_to_mesa_visitor::visit(ir_expression *ir)
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break;
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case ir_binop_logic_or: {
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/* After the addition, the value will be an integer on the
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* range [0,2]. Zero stays zero, and positive values become 1.0.
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*/
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ir_to_mesa_instruction *add =
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emit(ir, OPCODE_ADD, result_dst, op[0], op[1]);
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if (this->prog->Target == GL_FRAGMENT_PROGRAM_ARB) {
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/* The clamping to [0,1] can be done for free in the fragment
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* shader with a saturate.
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*/
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/* After the addition, the value will be an integer on the
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* range [0,2]. Zero stays zero, and positive values become 1.0.
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*/
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ir_to_mesa_instruction *add =
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emit(ir, OPCODE_ADD, result_dst, op[0], op[1]);
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add->saturate = true;
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} else {
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/* Negating the result of the addition gives values on the range
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* [-2, 0]. Zero stays zero, and negative values become 1.0. This
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* is achieved using SLT.
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*/
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src_reg slt_src = result_src;
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slt_src.negate = ~slt_src.negate;
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emit(ir, OPCODE_SLT, result_dst, slt_src, src_reg_for_float(0.0));
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/* The Boolean arguments are stored as float 0.0 and 1.0. If either
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* value is 1.0, the result of the logcal-or should be 1.0. If both
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* values are 0.0, the result should be 0.0. This is exactly what
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* MAX does.
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*/
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emit(ir, OPCODE_MAX, result_dst, op[0], op[1]);
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}
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break;
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}
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