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authorEric Anholt <[email protected]>2010-07-07 17:49:05 -0700
committerEric Anholt <[email protected]>2010-07-07 17:49:05 -0700
commitffd24b0a6844871eed0c78608431e2f82d5615e1 (patch)
tree0cd8b164fadf5ea543d59473c65bdce22f28723e
parentb4d0c0e0ee983ee614b047799c3e01221a353c98 (diff)
ir_to_mesa: Add support for constant matrices (untested).
-rw-r--r--src/mesa/shader/ir_to_mesa.cpp35
1 files changed, 33 insertions, 2 deletions
diff --git a/src/mesa/shader/ir_to_mesa.cpp b/src/mesa/shader/ir_to_mesa.cpp
index b42ac84842e..727a815753c 100644
--- a/src/mesa/shader/ir_to_mesa.cpp
+++ b/src/mesa/shader/ir_to_mesa.cpp
@@ -1355,8 +1355,39 @@ ir_to_mesa_visitor::visit(ir_constant *ir)
GLfloat *values = stack_vals;
unsigned int i;
- if (ir->type->is_matrix() || ir->type->is_array()) {
- assert(!"FINISHME: array/matrix constants");
+ if (ir->type->is_array()) {
+ ir->print();
+ printf("\n");
+ assert(!"FINISHME: array constants");
+ }
+
+ if (ir->type->is_matrix()) {
+ /* Unfortunately, 4 floats is all we can get into
+ * _mesa_add_unnamed_constant. So, make a temp to store the
+ * matrix and move each constant value into it. If we get
+ * lucky, copy propagation will eliminate the extra moves.
+ */
+ ir_to_mesa_src_reg mat = get_temp(glsl_type::vec4_type);
+ ir_to_mesa_dst_reg mat_column = ir_to_mesa_dst_reg_from_src(mat);
+
+ for (i = 0; i < ir->type->matrix_columns; i++) {
+ src_reg.file = PROGRAM_CONSTANT;
+
+ assert(ir->type->base_type == GLSL_TYPE_FLOAT);
+ values = &ir->value.f[i * ir->type->vector_elements];
+
+ src_reg.index = _mesa_add_unnamed_constant(this->prog->Parameters,
+ values,
+ ir->type->vector_elements,
+ &src_reg.swizzle);
+ src_reg.reladdr = false;
+ src_reg.negate = 0;
+ ir_to_mesa_emit_op1(ir, OPCODE_MOV, mat_column, src_reg);
+
+ mat_column.index++;
+ }
+
+ this->result = mat;
}
src_reg.file = PROGRAM_CONSTANT;