ir_to_mesa: Implement ir_binop_any_nequal using DP4 w/saturate or DP4 w/SLT

The operation ir_binop_any_nequal is (a.x != b.x) || (a.y != b.y) ||
(a.z != b.z) || (a.w != b.w), and that is the same as any(bvec4(a.x !=
b.x, a.y != b.y, a.z != b.z, a.w != b.w)).  Implement the any() part
the same way the regular ir_unop_any is implemented.

Reviewed-by: Eric Anholt <eric@anholt.net>
This commit is contained in:
Ian Romanick 2011-08-03 15:35:01 -07:00
parent 92ca560d68
commit e7bf096e8b
1 changed files with 20 additions and 2 deletions

View File

@ -1249,8 +1249,26 @@ ir_to_mesa_visitor::visit(ir_expression *ir)
ir->operands[1]->type->is_vector()) {
src_reg temp = get_temp(glsl_type::vec4_type);
emit(ir, OPCODE_SNE, dst_reg(temp), op[0], op[1]);
emit_dp(ir, result_dst, temp, temp, vector_elements);
emit(ir, OPCODE_SNE, result_dst, result_src, 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.
*/
ir_to_mesa_instruction *const dp =
emit_dp(ir, result_dst, temp, temp, vector_elements);
if (this->prog->Target == GL_FRAGMENT_PROGRAM_ARB) {
/* The clamping to [0,1] can be done for free in the fragment
* shader with a saturate.
*/
dp->saturate = true;
} else {
/* Negating the result of the dot-product gives values on the range
* [-4, 0]. Zero stays zero, and negative values become 1.0. This
* achieved using SLT.
*/
src_reg slt_src = result_src;
slt_src.negate = ~slt_src.negate;
emit(ir, OPCODE_SLT, result_dst, slt_src, src_reg_for_float(0.0));
}
} else {
emit(ir, OPCODE_SNE, result_dst, op[0], op[1]);
}