diff options
author | Chris Forbes <[email protected]> | 2014-05-04 20:23:54 +1200 |
---|---|---|
committer | Chris Forbes <[email protected]> | 2014-06-04 19:35:47 +1200 |
commit | 1ace51f0918822a1453cc5e661494bcd7dba9ee9 (patch) | |
tree | c80416c87632ce9daacc134d3ac9410f4d3819d1 | |
parent | 9578bb21d07e2b2143120f34690a75f01f429127 (diff) |
glsl: Clean up apply_implicit_conversion
We're about to add new implicit conversions, first for ARB_gpu_shader5,
and then later for ARB_gpu_shader_fp64. Pull out the opcode
determination into its own function, and get rid of the bool -> float
case that could never be hit anyway [since it fails the is_numeric()
check].
V2: Retain the vector width mangling. It turns out this is necessary for
the conversions done (and then thrown away) when determining the return
type of arithmetic operators.
Signed-off-by: Chris Forbes <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
-rw-r--r-- | src/glsl/ast_to_hir.cpp | 58 |
1 files changed, 31 insertions, 27 deletions
diff --git a/src/glsl/ast_to_hir.cpp b/src/glsl/ast_to_hir.cpp index e1f95081378..659e8cb1145 100644 --- a/src/glsl/ast_to_hir.cpp +++ b/src/glsl/ast_to_hir.cpp @@ -164,6 +164,23 @@ _mesa_ast_to_hir(exec_list *instructions, struct _mesa_glsl_parse_state *state) } +static ir_expression_operation +get_conversion_operation(const glsl_type *to, const glsl_type *from, + struct _mesa_glsl_parse_state *state) +{ + switch (to->base_type) { + case GLSL_TYPE_FLOAT: + switch (from->base_type) { + case GLSL_TYPE_INT: return ir_unop_i2f; + case GLSL_TYPE_UINT: return ir_unop_u2f; + default: return (ir_expression_operation)0; + } + + default: return (ir_expression_operation)0; + } +} + + /** * If a conversion is available, convert one operand to a different type * @@ -185,9 +202,7 @@ apply_implicit_conversion(const glsl_type *to, ir_rvalue * &from, if (to->base_type == from->type->base_type) return true; - /* This conversion was added in GLSL 1.20. If the compilation mode is - * GLSL 1.10, the conversion is skipped. - */ + /* Prior to GLSL 1.20, there are no implicit conversions */ if (!state->is_version(120, 0)) return false; @@ -195,36 +210,25 @@ apply_implicit_conversion(const glsl_type *to, ir_rvalue * &from, * * "There are no implicit array or structure conversions. For * example, an array of int cannot be implicitly converted to an - * array of float. There are no implicit conversions between - * signed and unsigned integers." - */ - /* FINISHME: The above comment is partially a lie. There is int/uint - * FINISHME: conversion for immediate constants. + * array of float. */ - if (!to->is_float() || !from->type->is_numeric()) + if (!to->is_numeric() || !from->type->is_numeric()) return false; - /* Convert to a floating point type with the same number of components - * as the original type - i.e. int to float, not int to vec4. + /* We don't actually want the specific type `to`, we want a type + * with the same base type as `to`, but the same vector width as + * `from`. */ - to = glsl_type::get_instance(GLSL_TYPE_FLOAT, from->type->vector_elements, - from->type->matrix_columns); + to = glsl_type::get_instance(to->base_type, from->type->vector_elements, + from->type->matrix_columns); - switch (from->type->base_type) { - case GLSL_TYPE_INT: - from = new(ctx) ir_expression(ir_unop_i2f, to, from, NULL); - break; - case GLSL_TYPE_UINT: - from = new(ctx) ir_expression(ir_unop_u2f, to, from, NULL); - break; - case GLSL_TYPE_BOOL: - from = new(ctx) ir_expression(ir_unop_b2f, to, from, NULL); - break; - default: - assert(0); + ir_expression_operation op = get_conversion_operation(to, from->type, state); + if (op) { + from = new(ctx) ir_expression(op, to, from, NULL); + return true; + } else { + return false; } - - return true; } |