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authorMatt Turner <[email protected]>2013-08-28 18:01:39 -0700
committerMatt Turner <[email protected]>2013-09-09 15:01:08 -0700
commit56fff7063dd05232cf86aef9d2ae1c04c52a8360 (patch)
tree2be41e9db05029a329484e18cfb35cdcc2ded843 /src/glsl/builtin_functions.cpp
parentfd183fa02c4430e439faf6a5195f5008d34db987 (diff)
glsl: Implement MESA_shader_integer_mix extension.
Because why doesn't GLSL allow you to do this already? Reviewed-by: Kenneth Graunke <[email protected]> Reviewed-by: Ian Romanick <[email protected]>
Diffstat (limited to 'src/glsl/builtin_functions.cpp')
-rw-r--r--src/glsl/builtin_functions.cpp39
1 files changed, 32 insertions, 7 deletions
diff --git a/src/glsl/builtin_functions.cpp b/src/glsl/builtin_functions.cpp
index 0139b6ff01f..eca41aacefb 100644
--- a/src/glsl/builtin_functions.cpp
+++ b/src/glsl/builtin_functions.cpp
@@ -188,6 +188,12 @@ shader_bit_encoding(const _mesa_glsl_parse_state *state)
}
static bool
+shader_integer_mix(const _mesa_glsl_parse_state *state)
+{
+ return v130(state) && state->MESA_shader_integer_mix_enable;
+}
+
+static bool
shader_packing(const _mesa_glsl_parse_state *state)
{
return state->ARB_shading_language_packing_enable ||
@@ -415,7 +421,9 @@ private:
BA2(max)
BA2(clamp)
B2(mix_lrp)
- B2(mix_sel)
+ ir_function_signature *_mix_sel(builtin_available_predicate avail,
+ const glsl_type *val_type,
+ const glsl_type *blend_type);
B2(step)
B2(smoothstep)
B1(isnan)
@@ -773,10 +781,25 @@ builtin_builder::create_builtins()
_mix_lrp(glsl_type::vec3_type, glsl_type::vec3_type),
_mix_lrp(glsl_type::vec4_type, glsl_type::vec4_type),
- _mix_sel(glsl_type::float_type, glsl_type::bool_type),
- _mix_sel(glsl_type::vec2_type, glsl_type::bvec2_type),
- _mix_sel(glsl_type::vec3_type, glsl_type::bvec3_type),
- _mix_sel(glsl_type::vec4_type, glsl_type::bvec4_type),
+ _mix_sel(v130, glsl_type::float_type, glsl_type::bool_type),
+ _mix_sel(v130, glsl_type::vec2_type, glsl_type::bvec2_type),
+ _mix_sel(v130, glsl_type::vec3_type, glsl_type::bvec3_type),
+ _mix_sel(v130, glsl_type::vec4_type, glsl_type::bvec4_type),
+
+ _mix_sel(shader_integer_mix, glsl_type::int_type, glsl_type::bool_type),
+ _mix_sel(shader_integer_mix, glsl_type::ivec2_type, glsl_type::bvec2_type),
+ _mix_sel(shader_integer_mix, glsl_type::ivec3_type, glsl_type::bvec3_type),
+ _mix_sel(shader_integer_mix, glsl_type::ivec4_type, glsl_type::bvec4_type),
+
+ _mix_sel(shader_integer_mix, glsl_type::uint_type, glsl_type::bool_type),
+ _mix_sel(shader_integer_mix, glsl_type::uvec2_type, glsl_type::bvec2_type),
+ _mix_sel(shader_integer_mix, glsl_type::uvec3_type, glsl_type::bvec3_type),
+ _mix_sel(shader_integer_mix, glsl_type::uvec4_type, glsl_type::bvec4_type),
+
+ _mix_sel(shader_integer_mix, glsl_type::bool_type, glsl_type::bool_type),
+ _mix_sel(shader_integer_mix, glsl_type::bvec2_type, glsl_type::bvec2_type),
+ _mix_sel(shader_integer_mix, glsl_type::bvec3_type, glsl_type::bvec3_type),
+ _mix_sel(shader_integer_mix, glsl_type::bvec4_type, glsl_type::bvec4_type),
NULL);
add_function("step",
@@ -2255,12 +2278,14 @@ builtin_builder::_mix_lrp(const glsl_type *val_type, const glsl_type *blend_type
}
ir_function_signature *
-builtin_builder::_mix_sel(const glsl_type *val_type, const glsl_type *blend_type)
+builtin_builder::_mix_sel(builtin_available_predicate avail,
+ const glsl_type *val_type,
+ const glsl_type *blend_type)
{
ir_variable *x = in_var(val_type, "x");
ir_variable *y = in_var(val_type, "y");
ir_variable *a = in_var(blend_type, "a");
- MAKE_SIG(val_type, v130, 3, x, y, a);
+ MAKE_SIG(val_type, avail, 3, x, y, a);
/* csel matches the ternary operator in that a selector of true choses the
* first argument. This differs from mix(x, y, false) which choses the