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authorIan Romanick <[email protected]>2013-03-15 18:05:55 -0700
committerIan Romanick <[email protected]>2013-03-29 12:01:07 -0700
commitdbf94d105a48b7aafb2c8cf64d8b4392d87efea1 (patch)
tree520dd307dce18c892fde014b550d1f3a83d7156d /src/glsl/builtins
parentc770faea0a308ffb858c0125c9e680c6e477efee (diff)
glsl: Replace constant-index vector array accesses with swizzles
Search and replace: ][0] -> ].x ][1] -> ].y ][2] -> ].z ][3] -> ].w Fixes piglit tests inverse-mat[234].{vert,frag}. These tests call the inverse function with constant parameters and expect proper constant folding to happen. My suspicion is that this patch papers over some bug in constant propagation involving array accesses. Either way, all of these accesses eventually get lowered to swizzles. This cuts out the middle man (saving a trivial amount of CPU). NOTE: This is a candidate for the 9.1 branch. Signed-off-by: Ian Romanick <[email protected]> Reviewed-by: Matt Turner <[email protected]> Reviewed-by: Kenneth Graunke <[email protected]> Reviewed-by: Jordan Justen <[email protected]> Cc: Eric Anholt <[email protected]> Cc: Paul Berry <[email protected]>
Diffstat (limited to 'src/glsl/builtins')
-rw-r--r--src/glsl/builtins/glsl/determinant.glsl62
-rw-r--r--src/glsl/builtins/glsl/inverse.glsl112
2 files changed, 87 insertions, 87 deletions
diff --git a/src/glsl/builtins/glsl/determinant.glsl b/src/glsl/builtins/glsl/determinant.glsl
index 32695a874af..78751a6dca3 100644
--- a/src/glsl/builtins/glsl/determinant.glsl
+++ b/src/glsl/builtins/glsl/determinant.glsl
@@ -24,47 +24,47 @@
#version 120
float determinant(mat2 m)
{
- return m[0][0] * m[1][1] - m[1][0] * m[0][1];
+ return m[0].x * m[1].y - m[1].x * m[0].y;
}
float determinant(mat3 m)
{
- return (+ m[0][0] * (m[1][1] * m[2][2] - m[1][2] * m[2][1])
- - m[0][1] * (m[1][0] * m[2][2] - m[1][2] * m[2][0])
- + m[0][2] * (m[1][0] * m[2][1] - m[1][1] * m[2][0]));
+ return (+ m[0].x * (m[1].y * m[2].z - m[1].z * m[2].y)
+ - m[0].y * (m[1].x * m[2].z - m[1].z * m[2].x)
+ + m[0].z * (m[1].x * m[2].y - m[1].y * m[2].x));
}
float determinant(mat4 m)
{
- float SubFactor00 = m[2][2] * m[3][3] - m[3][2] * m[2][3];
- float SubFactor01 = m[2][1] * m[3][3] - m[3][1] * m[2][3];
- float SubFactor02 = m[2][1] * m[3][2] - m[3][1] * m[2][2];
- float SubFactor03 = m[2][0] * m[3][3] - m[3][0] * m[2][3];
- float SubFactor04 = m[2][0] * m[3][2] - m[3][0] * m[2][2];
- float SubFactor05 = m[2][0] * m[3][1] - m[3][0] * m[2][1];
- float SubFactor06 = m[1][2] * m[3][3] - m[3][2] * m[1][3];
- float SubFactor07 = m[1][1] * m[3][3] - m[3][1] * m[1][3];
- float SubFactor08 = m[1][1] * m[3][2] - m[3][1] * m[1][2];
- float SubFactor09 = m[1][0] * m[3][3] - m[3][0] * m[1][3];
- float SubFactor10 = m[1][0] * m[3][2] - m[3][0] * m[1][2];
- float SubFactor11 = m[1][1] * m[3][3] - m[3][1] * m[1][3];
- float SubFactor12 = m[1][0] * m[3][1] - m[3][0] * m[1][1];
- float SubFactor13 = m[1][2] * m[2][3] - m[2][2] * m[1][3];
- float SubFactor14 = m[1][1] * m[2][3] - m[2][1] * m[1][3];
- float SubFactor15 = m[1][1] * m[2][2] - m[2][1] * m[1][2];
- float SubFactor16 = m[1][0] * m[2][3] - m[2][0] * m[1][3];
- float SubFactor17 = m[1][0] * m[2][2] - m[2][0] * m[1][2];
- float SubFactor18 = m[1][0] * m[2][1] - m[2][0] * m[1][1];
+ float SubFactor00 = m[2].z * m[3].w - m[3].z * m[2].w;
+ float SubFactor01 = m[2].y * m[3].w - m[3].y * m[2].w;
+ float SubFactor02 = m[2].y * m[3].z - m[3].y * m[2].z;
+ float SubFactor03 = m[2].x * m[3].w - m[3].x * m[2].w;
+ float SubFactor04 = m[2].x * m[3].z - m[3].x * m[2].z;
+ float SubFactor05 = m[2].x * m[3].y - m[3].x * m[2].y;
+ float SubFactor06 = m[1].z * m[3].w - m[3].z * m[1].w;
+ float SubFactor07 = m[1].y * m[3].w - m[3].y * m[1].w;
+ float SubFactor08 = m[1].y * m[3].z - m[3].y * m[1].z;
+ float SubFactor09 = m[1].x * m[3].w - m[3].x * m[1].w;
+ float SubFactor10 = m[1].x * m[3].z - m[3].x * m[1].z;
+ float SubFactor11 = m[1].y * m[3].w - m[3].y * m[1].w;
+ float SubFactor12 = m[1].x * m[3].y - m[3].x * m[1].y;
+ float SubFactor13 = m[1].z * m[2].w - m[2].z * m[1].w;
+ float SubFactor14 = m[1].y * m[2].w - m[2].y * m[1].w;
+ float SubFactor15 = m[1].y * m[2].z - m[2].y * m[1].z;
+ float SubFactor16 = m[1].x * m[2].w - m[2].x * m[1].w;
+ float SubFactor17 = m[1].x * m[2].z - m[2].x * m[1].z;
+ float SubFactor18 = m[1].x * m[2].y - m[2].x * m[1].y;
vec4 adj_0;
- adj_0[0] = + (m[1][1] * SubFactor00 - m[1][2] * SubFactor01 + m[1][3] * SubFactor02);
- adj_0[1] = - (m[1][0] * SubFactor00 - m[1][2] * SubFactor03 + m[1][3] * SubFactor04);
- adj_0[2] = + (m[1][0] * SubFactor01 - m[1][1] * SubFactor03 + m[1][3] * SubFactor05);
- adj_0[3] = - (m[1][0] * SubFactor02 - m[1][1] * SubFactor04 + m[1][2] * SubFactor05);
+ adj_0.x = + (m[1].y * SubFactor00 - m[1].z * SubFactor01 + m[1].w * SubFactor02);
+ adj_0.y = - (m[1].x * SubFactor00 - m[1].z * SubFactor03 + m[1].w * SubFactor04);
+ adj_0.z = + (m[1].x * SubFactor01 - m[1].y * SubFactor03 + m[1].w * SubFactor05);
+ adj_0.w = - (m[1].x * SubFactor02 - m[1].y * SubFactor04 + m[1].z * SubFactor05);
- return (+ m[0][0] * adj_0[0]
- + m[0][1] * adj_0[1]
- + m[0][2] * adj_0[2]
- + m[0][3] * adj_0[3]);
+ return (+ m[0].x * adj_0.x
+ + m[0].y * adj_0.y
+ + m[0].z * adj_0.z
+ + m[0].w * adj_0.w);
}
diff --git a/src/glsl/builtins/glsl/inverse.glsl b/src/glsl/builtins/glsl/inverse.glsl
index ffb84f90794..3578d988833 100644
--- a/src/glsl/builtins/glsl/inverse.glsl
+++ b/src/glsl/builtins/glsl/inverse.glsl
@@ -24,82 +24,82 @@
mat2 inverse(mat2 m)
{
mat2 adj;
- adj[0][0] = m[1][1];
- adj[0][1] = -m[0][1];
- adj[1][0] = -m[1][0];
- adj[1][1] = m[0][0];
- float det = m[0][0] * m[1][1] - m[1][0] * m[0][1];
+ adj[0].x = m[1].y;
+ adj[0].y = -m[0].y;
+ adj[1].x = -m[1].x;
+ adj[1].y = m[0].x;
+ float det = m[0].x * m[1].y - m[1].x * m[0].y;
return adj / det;
}
mat3 inverse(mat3 m)
{
mat3 adj;
- adj[0][0] = + (m[1][1] * m[2][2] - m[2][1] * m[1][2]);
- adj[1][0] = - (m[1][0] * m[2][2] - m[2][0] * m[1][2]);
- adj[2][0] = + (m[1][0] * m[2][1] - m[2][0] * m[1][1]);
- adj[0][1] = - (m[0][1] * m[2][2] - m[2][1] * m[0][2]);
- adj[1][1] = + (m[0][0] * m[2][2] - m[2][0] * m[0][2]);
- adj[2][1] = - (m[0][0] * m[2][1] - m[2][0] * m[0][1]);
- adj[0][2] = + (m[0][1] * m[1][2] - m[1][1] * m[0][2]);
- adj[1][2] = - (m[0][0] * m[1][2] - m[1][0] * m[0][2]);
- adj[2][2] = + (m[0][0] * m[1][1] - m[1][0] * m[0][1]);
+ adj[0].x = + (m[1].y * m[2].z - m[2].y * m[1].z);
+ adj[1].x = - (m[1].x * m[2].z - m[2].x * m[1].z);
+ adj[2].x = + (m[1].x * m[2].y - m[2].x * m[1].y);
+ adj[0].y = - (m[0].y * m[2].z - m[2].y * m[0].z);
+ adj[1].y = + (m[0].x * m[2].z - m[2].x * m[0].z);
+ adj[2].y = - (m[0].x * m[2].y - m[2].x * m[0].y);
+ adj[0].z = + (m[0].y * m[1].z - m[1].y * m[0].z);
+ adj[1].z = - (m[0].x * m[1].z - m[1].x * m[0].z);
+ adj[2].z = + (m[0].x * m[1].y - m[1].x * m[0].y);
- float det = (+ m[0][0] * (m[1][1] * m[2][2] - m[1][2] * m[2][1])
- - m[0][1] * (m[1][0] * m[2][2] - m[1][2] * m[2][0])
- + m[0][2] * (m[1][0] * m[2][1] - m[1][1] * m[2][0]));
+ float det = (+ m[0].x * (m[1].y * m[2].z - m[1].z * m[2].y)
+ - m[0].y * (m[1].x * m[2].z - m[1].z * m[2].x)
+ + m[0].z * (m[1].x * m[2].y - m[1].y * m[2].x));
return adj / det;
}
mat4 inverse(mat4 m)
{
- float SubFactor00 = m[2][2] * m[3][3] - m[3][2] * m[2][3];
- float SubFactor01 = m[2][1] * m[3][3] - m[3][1] * m[2][3];
- float SubFactor02 = m[2][1] * m[3][2] - m[3][1] * m[2][2];
- float SubFactor03 = m[2][0] * m[3][3] - m[3][0] * m[2][3];
- float SubFactor04 = m[2][0] * m[3][2] - m[3][0] * m[2][2];
- float SubFactor05 = m[2][0] * m[3][1] - m[3][0] * m[2][1];
- float SubFactor06 = m[1][2] * m[3][3] - m[3][2] * m[1][3];
- float SubFactor07 = m[1][1] * m[3][3] - m[3][1] * m[1][3];
- float SubFactor08 = m[1][1] * m[3][2] - m[3][1] * m[1][2];
- float SubFactor09 = m[1][0] * m[3][3] - m[3][0] * m[1][3];
- float SubFactor10 = m[1][0] * m[3][2] - m[3][0] * m[1][2];
- float SubFactor11 = m[1][1] * m[3][3] - m[3][1] * m[1][3];
- float SubFactor12 = m[1][0] * m[3][1] - m[3][0] * m[1][1];
- float SubFactor13 = m[1][2] * m[2][3] - m[2][2] * m[1][3];
- float SubFactor14 = m[1][1] * m[2][3] - m[2][1] * m[1][3];
- float SubFactor15 = m[1][1] * m[2][2] - m[2][1] * m[1][2];
- float SubFactor16 = m[1][0] * m[2][3] - m[2][0] * m[1][3];
- float SubFactor17 = m[1][0] * m[2][2] - m[2][0] * m[1][2];
- float SubFactor18 = m[1][0] * m[2][1] - m[2][0] * m[1][1];
+ float SubFactor00 = m[2].z * m[3].w - m[3].z * m[2].w;
+ float SubFactor01 = m[2].y * m[3].w - m[3].y * m[2].w;
+ float SubFactor02 = m[2].y * m[3].z - m[3].y * m[2].z;
+ float SubFactor03 = m[2].x * m[3].w - m[3].x * m[2].w;
+ float SubFactor04 = m[2].x * m[3].z - m[3].x * m[2].z;
+ float SubFactor05 = m[2].x * m[3].y - m[3].x * m[2].y;
+ float SubFactor06 = m[1].z * m[3].w - m[3].z * m[1].w;
+ float SubFactor07 = m[1].y * m[3].w - m[3].y * m[1].w;
+ float SubFactor08 = m[1].y * m[3].z - m[3].y * m[1].z;
+ float SubFactor09 = m[1].x * m[3].w - m[3].x * m[1].w;
+ float SubFactor10 = m[1].x * m[3].z - m[3].x * m[1].z;
+ float SubFactor11 = m[1].y * m[3].w - m[3].y * m[1].w;
+ float SubFactor12 = m[1].x * m[3].y - m[3].x * m[1].y;
+ float SubFactor13 = m[1].z * m[2].w - m[2].z * m[1].w;
+ float SubFactor14 = m[1].y * m[2].w - m[2].y * m[1].w;
+ float SubFactor15 = m[1].y * m[2].z - m[2].y * m[1].z;
+ float SubFactor16 = m[1].x * m[2].w - m[2].x * m[1].w;
+ float SubFactor17 = m[1].x * m[2].z - m[2].x * m[1].z;
+ float SubFactor18 = m[1].x * m[2].y - m[2].x * m[1].y;
mat4 adj;
- adj[0][0] = + (m[1][1] * SubFactor00 - m[1][2] * SubFactor01 + m[1][3] * SubFactor02);
- adj[1][0] = - (m[1][0] * SubFactor00 - m[1][2] * SubFactor03 + m[1][3] * SubFactor04);
- adj[2][0] = + (m[1][0] * SubFactor01 - m[1][1] * SubFactor03 + m[1][3] * SubFactor05);
- adj[3][0] = - (m[1][0] * SubFactor02 - m[1][1] * SubFactor04 + m[1][2] * SubFactor05);
+ adj[0].x = + (m[1].y * SubFactor00 - m[1].z * SubFactor01 + m[1].w * SubFactor02);
+ adj[1].x = - (m[1].x * SubFactor00 - m[1].z * SubFactor03 + m[1].w * SubFactor04);
+ adj[2].x = + (m[1].x * SubFactor01 - m[1].y * SubFactor03 + m[1].w * SubFactor05);
+ adj[3].x = - (m[1].x * SubFactor02 - m[1].y * SubFactor04 + m[1].z * SubFactor05);
- adj[0][1] = - (m[0][1] * SubFactor00 - m[0][2] * SubFactor01 + m[0][3] * SubFactor02);
- adj[1][1] = + (m[0][0] * SubFactor00 - m[0][2] * SubFactor03 + m[0][3] * SubFactor04);
- adj[2][1] = - (m[0][0] * SubFactor01 - m[0][1] * SubFactor03 + m[0][3] * SubFactor05);
- adj[3][1] = + (m[0][0] * SubFactor02 - m[0][1] * SubFactor04 + m[0][2] * SubFactor05);
+ adj[0].y = - (m[0].y * SubFactor00 - m[0].z * SubFactor01 + m[0].w * SubFactor02);
+ adj[1].y = + (m[0].x * SubFactor00 - m[0].z * SubFactor03 + m[0].w * SubFactor04);
+ adj[2].y = - (m[0].x * SubFactor01 - m[0].y * SubFactor03 + m[0].w * SubFactor05);
+ adj[3].y = + (m[0].x * SubFactor02 - m[0].y * SubFactor04 + m[0].z * SubFactor05);
- adj[0][2] = + (m[0][1] * SubFactor06 - m[0][2] * SubFactor07 + m[0][3] * SubFactor08);
- adj[1][2] = - (m[0][0] * SubFactor06 - m[0][2] * SubFactor09 + m[0][3] * SubFactor10);
- adj[2][2] = + (m[0][0] * SubFactor11 - m[0][1] * SubFactor09 + m[0][3] * SubFactor12);
- adj[3][2] = - (m[0][0] * SubFactor08 - m[0][1] * SubFactor10 + m[0][2] * SubFactor12);
+ adj[0].z = + (m[0].y * SubFactor06 - m[0].z * SubFactor07 + m[0].w * SubFactor08);
+ adj[1].z = - (m[0].x * SubFactor06 - m[0].z * SubFactor09 + m[0].w * SubFactor10);
+ adj[2].z = + (m[0].x * SubFactor11 - m[0].y * SubFactor09 + m[0].w * SubFactor12);
+ adj[3].z = - (m[0].x * SubFactor08 - m[0].y * SubFactor10 + m[0].z * SubFactor12);
- adj[0][3] = - (m[0][1] * SubFactor13 - m[0][2] * SubFactor14 + m[0][3] * SubFactor15);
- adj[1][3] = + (m[0][0] * SubFactor13 - m[0][2] * SubFactor16 + m[0][3] * SubFactor17);
- adj[2][3] = - (m[0][0] * SubFactor14 - m[0][1] * SubFactor16 + m[0][3] * SubFactor18);
- adj[3][3] = + (m[0][0] * SubFactor15 - m[0][1] * SubFactor17 + m[0][2] * SubFactor18);
+ adj[0].w = - (m[0].y * SubFactor13 - m[0].z * SubFactor14 + m[0].w * SubFactor15);
+ adj[1].w = + (m[0].x * SubFactor13 - m[0].z * SubFactor16 + m[0].w * SubFactor17);
+ adj[2].w = - (m[0].x * SubFactor14 - m[0].y * SubFactor16 + m[0].w * SubFactor18);
+ adj[3].w = + (m[0].x * SubFactor15 - m[0].y * SubFactor17 + m[0].z * SubFactor18);
- float det = (+ m[0][0] * adj[0][0]
- + m[0][1] * adj[1][0]
- + m[0][2] * adj[2][0]
- + m[0][3] * adj[3][0]);
+ float det = (+ m[0].x * adj[0].x
+ + m[0].y * adj[1].x
+ + m[0].z * adj[2].x
+ + m[0].w * adj[3].x);
return adj / det;
}