diff options
author | Matt Turner <[email protected]> | 2014-03-02 10:34:45 -0800 |
---|---|---|
committer | Matt Turner <[email protected]> | 2014-03-18 23:20:29 -0700 |
commit | c049dd4396d1639859810d6124faa863dae61d1b (patch) | |
tree | 047633ec813c5f55e9f2e56397e1d0e932d2edca /src/glsl/builtin_functions.cpp | |
parent | 6cbc64c3cb416fadad6e80042e24cd1e1b682897 (diff) |
glsl: Allow dot() on scalars, and throw out dotlike().
In all uses of dotlike() we're writing generic code that operates on 1-4
component vectors. That our IR requires ir_binop_dot expressions'
operands to be 2+ component vectors is an implementation detail that's
not important when implementing built-in functions with dot(), which is
defined for scalar floats in GLSL.
Reviewed-by: Eric Anholt <[email protected]>
Diffstat (limited to 'src/glsl/builtin_functions.cpp')
-rw-r--r-- | src/glsl/builtin_functions.cpp | 8 |
1 files changed, 4 insertions, 4 deletions
diff --git a/src/glsl/builtin_functions.cpp b/src/glsl/builtin_functions.cpp index 44c30c05653..0e46b53e168 100644 --- a/src/glsl/builtin_functions.cpp +++ b/src/glsl/builtin_functions.cpp @@ -3049,7 +3049,7 @@ builtin_builder::_length(const glsl_type *type) ir_variable *x = in_var(type, "x"); MAKE_SIG(glsl_type::float_type, always_available, 1, x); - body.emit(ret(sqrt(dotlike(x, x)))); + body.emit(ret(sqrt(dot(x, x)))); return sig; } @@ -3139,7 +3139,7 @@ builtin_builder::_faceforward(const glsl_type *type) ir_variable *Nref = in_var(type, "Nref"); MAKE_SIG(type, always_available, 3, N, I, Nref); - body.emit(if_tree(less(dotlike(Nref, I), imm(0.0f)), + body.emit(if_tree(less(dot(Nref, I), imm(0.0f)), ret(N), ret(neg(N)))); return sig; @@ -3153,7 +3153,7 @@ builtin_builder::_reflect(const glsl_type *type) MAKE_SIG(type, always_available, 2, I, N); /* I - 2 * dot(N, I) * N */ - body.emit(ret(sub(I, mul(imm(2.0f), mul(dotlike(N, I), N))))); + body.emit(ret(sub(I, mul(imm(2.0f), mul(dot(N, I), N))))); return sig; } @@ -3167,7 +3167,7 @@ builtin_builder::_refract(const glsl_type *type) MAKE_SIG(type, always_available, 3, I, N, eta); ir_variable *n_dot_i = body.make_temp(glsl_type::float_type, "n_dot_i"); - body.emit(assign(n_dot_i, dotlike(N, I))); + body.emit(assign(n_dot_i, dot(N, I))); /* From the GLSL 1.10 specification: * k = 1.0 - eta * eta * (1.0 - dot(N, I) * dot(N, I)) |