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authorChris Forbes <[email protected]>2014-05-04 20:23:54 +1200
committerChris Forbes <[email protected]>2014-06-04 19:35:47 +1200
commit1ace51f0918822a1453cc5e661494bcd7dba9ee9 (patch)
treec80416c87632ce9daacc134d3ac9410f4d3819d1
parent9578bb21d07e2b2143120f34690a75f01f429127 (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.cpp58
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;
}