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

Implement the any() part of the operation the same way regular ir_unop_any
is implemented.

This is a port of commit e7bf096e8b to glsl_to_tgsi, with added integer
support.
This commit is contained in:
Bryan Cain 2011-08-20 13:56:06 -05:00
parent a43f68810a
commit f3dce133f0
1 changed files with 23 additions and 2 deletions

View File

@ -1475,8 +1475,29 @@ glsl_to_tgsi_visitor::visit(ir_expression *ir)
glsl_type::vec4_type);
assert(ir->operands[0]->type->base_type == GLSL_TYPE_FLOAT);
emit(ir, TGSI_OPCODE_SNE, st_dst_reg(temp), op[0], op[1]);
emit_dp(ir, result_dst, temp, temp, 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, temp, temp, 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
* 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 {
emit(ir, TGSI_OPCODE_SNE, result_dst, result_src, st_src_reg_for_float(0.0));
}
} else {
emit(ir, TGSI_OPCODE_SNE, result_dst, op[0], op[1]);
}