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:
parent
a43f68810a
commit
f3dce133f0
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@ -1475,8 +1475,29 @@ glsl_to_tgsi_visitor::visit(ir_expression *ir)
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glsl_type::vec4_type);
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assert(ir->operands[0]->type->base_type == GLSL_TYPE_FLOAT);
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emit(ir, TGSI_OPCODE_SNE, st_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, TGSI_OPCODE_SNE, result_dst, result_src, st_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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glsl_to_tgsi_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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result_dst.type == GLSL_TYPE_FLOAT) {
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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 if (result_dst.type == GLSL_TYPE_FLOAT) {
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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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st_src_reg slt_src = result_src;
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slt_src.negate = ~slt_src.negate;
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emit(ir, TGSI_OPCODE_SLT, result_dst, slt_src, st_src_reg_for_float(0.0));
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} else {
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emit(ir, TGSI_OPCODE_SNE, result_dst, result_src, st_src_reg_for_float(0.0));
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}
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} else {
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emit(ir, TGSI_OPCODE_SNE, result_dst, op[0], op[1]);
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}
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