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>
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@ -1249,8 +1249,26 @@ ir_to_mesa_visitor::visit(ir_expression *ir)
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ir->operands[1]->type->is_vector()) {
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src_reg temp = get_temp(glsl_type::vec4_type);
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emit(ir, OPCODE_SNE, dst_reg(temp), op[0], op[1]);
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emit_dp(ir, result_dst, temp, temp, vector_elements);
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emit(ir, OPCODE_SNE, result_dst, result_src, src_reg_for_float(0.0));
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/* After the dot-product, the value will be an integer on the
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* range [0,4]. Zero stays zero, and positive values become 1.0.
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*/
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ir_to_mesa_instruction *const dp =
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emit_dp(ir, result_dst, temp, temp, vector_elements);
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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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dp->saturate = true;
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} else {
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/* Negating the result of the dot-product gives values on the range
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* [-4, 0]. Zero stays zero, and negative values become 1.0. This
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* 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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}
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} else {
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emit(ir, OPCODE_SNE, result_dst, op[0], op[1]);
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}
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