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authorIlia Mirkin <[email protected]>2014-05-08 09:06:36 -0400
committerIlia Mirkin <[email protected]>2014-05-14 09:40:37 -0400
commit04b7e65814cd2174185109d3c55c86eb4134f09b (patch)
treee23cae18955fe62ba1cd77010bf9c94aa3ce5dd4
parent209522070e370d927ede7b4fa60aca57566159f8 (diff)
mesa/st: provide native integers implementation of ir_unop_any
Previously, ir_unop_any was implemented via a dot-product call, which uses floating point multiplication and addition. The multiplication was completely pointless, and the addition can just as well be done with an or. Since we know that the inputs are booleans, they must already be in canonical 0/~0 format, and the final SNE can also be avoided. Signed-off-by: Ilia Mirkin <[email protected]> Reviewed-by: Roland Scheidegger <[email protected]>
-rw-r--r--src/mesa/state_tracker/st_glsl_to_tgsi.cpp100
1 files changed, 76 insertions, 24 deletions
diff --git a/src/mesa/state_tracker/st_glsl_to_tgsi.cpp b/src/mesa/state_tracker/st_glsl_to_tgsi.cpp
index f5da5ee3092..f3535c5810d 100644
--- a/src/mesa/state_tracker/st_glsl_to_tgsi.cpp
+++ b/src/mesa/state_tracker/st_glsl_to_tgsi.cpp
@@ -1670,30 +1670,82 @@ glsl_to_tgsi_visitor::visit(ir_expression *ir)
case ir_unop_any: {
assert(ir->operands[0]->type->is_vector());
- /* 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, op[0], op[0],
- ir->operands[0]->type->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
- * is 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 {
- /* Use SNE 0 if integers are being used as boolean values. */
- emit(ir, TGSI_OPCODE_SNE, result_dst, result_src, st_src_reg_for_int(0));
+ if (native_integers) {
+ int dst_swizzle = 0, op0_swizzle, i;
+ st_src_reg accum = op[0];
+
+ op0_swizzle = op[0].swizzle;
+ accum.swizzle = MAKE_SWIZZLE4(GET_SWZ(op0_swizzle, 0),
+ GET_SWZ(op0_swizzle, 0),
+ GET_SWZ(op0_swizzle, 0),
+ GET_SWZ(op0_swizzle, 0));
+ for (i = 0; i < 4; i++) {
+ if (result_dst.writemask & (1 << i)) {
+ dst_swizzle = MAKE_SWIZZLE4(i, i, i, i);
+ break;
+ }
+ }
+ assert(i != 4);
+ assert(ir->operands[0]->type->is_boolean());
+
+ /* OR all the components together, since they should be either 0 or ~0
+ */
+ switch (ir->operands[0]->type->vector_elements) {
+ case 4:
+ op[0].swizzle = MAKE_SWIZZLE4(GET_SWZ(op0_swizzle, 3),
+ GET_SWZ(op0_swizzle, 3),
+ GET_SWZ(op0_swizzle, 3),
+ GET_SWZ(op0_swizzle, 3));
+ emit(ir, TGSI_OPCODE_OR, result_dst, accum, op[0]);
+ accum = st_src_reg(result_dst);
+ accum.swizzle = dst_swizzle;
+ /* fallthrough */
+ case 3:
+ op[0].swizzle = MAKE_SWIZZLE4(GET_SWZ(op0_swizzle, 2),
+ GET_SWZ(op0_swizzle, 2),
+ GET_SWZ(op0_swizzle, 2),
+ GET_SWZ(op0_swizzle, 2));
+ emit(ir, TGSI_OPCODE_OR, result_dst, accum, op[0]);
+ accum = st_src_reg(result_dst);
+ accum.swizzle = dst_swizzle;
+ /* fallthrough */
+ case 2:
+ op[0].swizzle = MAKE_SWIZZLE4(GET_SWZ(op0_swizzle, 1),
+ GET_SWZ(op0_swizzle, 1),
+ GET_SWZ(op0_swizzle, 1),
+ GET_SWZ(op0_swizzle, 1));
+ emit(ir, TGSI_OPCODE_OR, result_dst, accum, op[0]);
+ break;
+ default:
+ assert(!"Unexpected vector size");
+ break;
+ }
+ } else {
+ /* 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, op[0], op[0],
+ ir->operands[0]->type->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
+ * is 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 {
+ /* Use SNE 0 if integers are being used as boolean values. */
+ emit(ir, TGSI_OPCODE_SNE, result_dst, result_src, st_src_reg_for_int(0));
+ }
}
break;
}