glsl: Add ir_binop_vector_extract in NIR

Implement ir_binop_vector_extract using NIR operations. Based on SPIR-V
to NIR approach.

This fixes:
dEQP-GLES3.functional.shaders.indexing.moredynamic.with_value_from_indexing_expression_fragment
Piglit's glsl-fs-vec4-indexing-8.shader_test

CC: mesa-stable@lists.freedesktop.org
Signed-off-by: Juan A. Suarez Romero <jasuarez@igalia.com>

Reviewed-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Iago Toral <itoral@igalia.com>
This commit is contained in:
Juan A. Suarez Romero 2018-05-09 15:17:59 +00:00
parent 4ad8e2ac82
commit cbe4baed1f
1 changed files with 9 additions and 0 deletions

View File

@ -1940,6 +1940,15 @@ nir_visitor::visit(ir_expression *ir)
unreachable("not reached");
}
break;
case ir_binop_vector_extract: {
result = nir_channel(&b, srcs[0], 0);
for (unsigned i = 1; i < ir->operands[0]->type->vector_elements; i++) {
nir_ssa_def *swizzled = nir_channel(&b, srcs[0], i);
result = nir_bcsel(&b, nir_ieq(&b, srcs[1], nir_imm_int(&b, i)),
swizzled, result);
}
break;
}
case ir_binop_ldexp: result = nir_ldexp(&b, srcs[0], srcs[1]); break;
case ir_triop_fma: