diff options
author | Kenneth Graunke <[email protected]> | 2014-01-06 14:39:19 -0800 |
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committer | Kenneth Graunke <[email protected]> | 2014-01-24 14:18:15 -0800 |
commit | 6709f0549f60a52d76868f3a929e075a8971c7fb (patch) | |
tree | 3341e432fcb139301136e077792828d8368dd916 /src/glsl | |
parent | 44a86e2b4fca7c7cab243dfa62dc17f4379fc8e3 (diff) |
glsl: Simplify built-in generator functions for min3/max3/mid3.
The type of all three parameters are identical, so we don't need to
specify it three times. The predicate is always identical too, so we
don't need to make it a parameter, either.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
Diffstat (limited to 'src/glsl')
-rw-r--r-- | src/glsl/builtin_functions.cpp | 137 |
1 files changed, 60 insertions, 77 deletions
diff --git a/src/glsl/builtin_functions.cpp b/src/glsl/builtin_functions.cpp index 662ff4cea3f..aeb8e5d9461 100644 --- a/src/glsl/builtin_functions.cpp +++ b/src/glsl/builtin_functions.cpp @@ -576,20 +576,9 @@ private: ir_function_signature *_atomic_op(const char *intrinsic, builtin_available_predicate avail); - ir_function_signature *_min3(builtin_available_predicate avail, - const glsl_type *x_type, - const glsl_type *y_type, - const glsl_type *z_type); - - ir_function_signature *_max3(builtin_available_predicate avail, - const glsl_type *x_type, - const glsl_type *y_type, - const glsl_type *z_type); - - ir_function_signature *_mid3(builtin_available_predicate avail, - const glsl_type *x_type, - const glsl_type *y_type, - const glsl_type *z_type); + B1(min3) + B1(max3) + B1(mid3) #undef B0 #undef B1 @@ -2128,54 +2117,54 @@ builtin_builder::create_builtins() NULL); add_function("min3", - _min3(shader_trinary_minmax, glsl_type::float_type, glsl_type::float_type, glsl_type::float_type), - _min3(shader_trinary_minmax, glsl_type::vec2_type, glsl_type::vec2_type, glsl_type::vec2_type), - _min3(shader_trinary_minmax, glsl_type::vec3_type, glsl_type::vec3_type, glsl_type::vec3_type), - _min3(shader_trinary_minmax, glsl_type::vec4_type, glsl_type::vec4_type, glsl_type::vec4_type), - - _min3(shader_trinary_minmax, glsl_type::int_type, glsl_type::int_type, glsl_type::int_type), - _min3(shader_trinary_minmax, glsl_type::ivec2_type, glsl_type::ivec2_type, glsl_type::ivec2_type), - _min3(shader_trinary_minmax, glsl_type::ivec3_type, glsl_type::ivec3_type, glsl_type::ivec3_type), - _min3(shader_trinary_minmax, glsl_type::ivec4_type, glsl_type::ivec4_type, glsl_type::ivec4_type), - - _min3(shader_trinary_minmax, glsl_type::uint_type, glsl_type::uint_type, glsl_type::uint_type), - _min3(shader_trinary_minmax, glsl_type::uvec2_type, glsl_type::uvec2_type, glsl_type::uvec2_type), - _min3(shader_trinary_minmax, glsl_type::uvec3_type, glsl_type::uvec3_type, glsl_type::uvec3_type), - _min3(shader_trinary_minmax, glsl_type::uvec4_type, glsl_type::uvec4_type, glsl_type::uvec4_type), + _min3(glsl_type::float_type), + _min3(glsl_type::vec2_type), + _min3(glsl_type::vec3_type), + _min3(glsl_type::vec4_type), + + _min3(glsl_type::int_type), + _min3(glsl_type::ivec2_type), + _min3(glsl_type::ivec3_type), + _min3(glsl_type::ivec4_type), + + _min3(glsl_type::uint_type), + _min3(glsl_type::uvec2_type), + _min3(glsl_type::uvec3_type), + _min3(glsl_type::uvec4_type), NULL); add_function("max3", - _max3(shader_trinary_minmax, glsl_type::float_type, glsl_type::float_type, glsl_type::float_type), - _max3(shader_trinary_minmax, glsl_type::vec2_type, glsl_type::vec2_type, glsl_type::vec2_type), - _max3(shader_trinary_minmax, glsl_type::vec3_type, glsl_type::vec3_type, glsl_type::vec3_type), - _max3(shader_trinary_minmax, glsl_type::vec4_type, glsl_type::vec4_type, glsl_type::vec4_type), - - _max3(shader_trinary_minmax, glsl_type::int_type, glsl_type::int_type, glsl_type::int_type), - _max3(shader_trinary_minmax, glsl_type::ivec2_type, glsl_type::ivec2_type, glsl_type::ivec2_type), - _max3(shader_trinary_minmax, glsl_type::ivec3_type, glsl_type::ivec3_type, glsl_type::ivec3_type), - _max3(shader_trinary_minmax, glsl_type::ivec4_type, glsl_type::ivec4_type, glsl_type::ivec4_type), - - _max3(shader_trinary_minmax, glsl_type::uint_type, glsl_type::uint_type, glsl_type::uint_type), - _max3(shader_trinary_minmax, glsl_type::uvec2_type, glsl_type::uvec2_type, glsl_type::uvec2_type), - _max3(shader_trinary_minmax, glsl_type::uvec3_type, glsl_type::uvec3_type, glsl_type::uvec3_type), - _max3(shader_trinary_minmax, glsl_type::uvec4_type, glsl_type::uvec4_type, glsl_type::uvec4_type), + _max3(glsl_type::float_type), + _max3(glsl_type::vec2_type), + _max3(glsl_type::vec3_type), + _max3(glsl_type::vec4_type), + + _max3(glsl_type::int_type), + _max3(glsl_type::ivec2_type), + _max3(glsl_type::ivec3_type), + _max3(glsl_type::ivec4_type), + + _max3(glsl_type::uint_type), + _max3(glsl_type::uvec2_type), + _max3(glsl_type::uvec3_type), + _max3(glsl_type::uvec4_type), NULL); add_function("mid3", - _mid3(shader_trinary_minmax, glsl_type::float_type, glsl_type::float_type, glsl_type::float_type), - _mid3(shader_trinary_minmax, glsl_type::vec2_type, glsl_type::vec2_type, glsl_type::vec2_type), - _mid3(shader_trinary_minmax, glsl_type::vec3_type, glsl_type::vec3_type, glsl_type::vec3_type), - _mid3(shader_trinary_minmax, glsl_type::vec4_type, glsl_type::vec4_type, glsl_type::vec4_type), - - _mid3(shader_trinary_minmax, glsl_type::int_type, glsl_type::int_type, glsl_type::int_type), - _mid3(shader_trinary_minmax, glsl_type::ivec2_type, glsl_type::ivec2_type, glsl_type::ivec2_type), - _mid3(shader_trinary_minmax, glsl_type::ivec3_type, glsl_type::ivec3_type, glsl_type::ivec3_type), - _mid3(shader_trinary_minmax, glsl_type::ivec4_type, glsl_type::ivec4_type, glsl_type::ivec4_type), - - _mid3(shader_trinary_minmax, glsl_type::uint_type, glsl_type::uint_type, glsl_type::uint_type), - _mid3(shader_trinary_minmax, glsl_type::uvec2_type, glsl_type::uvec2_type, glsl_type::uvec2_type), - _mid3(shader_trinary_minmax, glsl_type::uvec3_type, glsl_type::uvec3_type, glsl_type::uvec3_type), - _mid3(shader_trinary_minmax, glsl_type::uvec4_type, glsl_type::uvec4_type, glsl_type::uvec4_type), + _mid3(glsl_type::float_type), + _mid3(glsl_type::vec2_type), + _mid3(glsl_type::vec3_type), + _mid3(glsl_type::vec4_type), + + _mid3(glsl_type::int_type), + _mid3(glsl_type::ivec2_type), + _mid3(glsl_type::ivec3_type), + _mid3(glsl_type::ivec4_type), + + _mid3(glsl_type::uint_type), + _mid3(glsl_type::uvec2_type), + _mid3(glsl_type::uvec3_type), + _mid3(glsl_type::uvec4_type), NULL); #undef F @@ -4064,14 +4053,12 @@ builtin_builder::_atomic_op(const char *intrinsic, } ir_function_signature * -builtin_builder::_min3(builtin_available_predicate avail, - const glsl_type *x_type, const glsl_type *y_type, - const glsl_type *z_type) +builtin_builder::_min3(const glsl_type *type) { - ir_variable *x = in_var(x_type, "x"); - ir_variable *y = in_var(y_type, "y"); - ir_variable *z = in_var(z_type, "z"); - MAKE_SIG(x_type, avail, 3, x, y, z); + ir_variable *x = in_var(type, "x"); + ir_variable *y = in_var(type, "y"); + ir_variable *z = in_var(type, "z"); + MAKE_SIG(type, shader_trinary_minmax, 3, x, y, z); ir_expression *min3 = min2(x, min2(y,z)); body.emit(ret(min3)); @@ -4080,14 +4067,12 @@ builtin_builder::_min3(builtin_available_predicate avail, } ir_function_signature * -builtin_builder::_max3(builtin_available_predicate avail, - const glsl_type *x_type, const glsl_type *y_type, - const glsl_type *z_type) +builtin_builder::_max3(const glsl_type *type) { - ir_variable *x = in_var(x_type, "x"); - ir_variable *y = in_var(y_type, "y"); - ir_variable *z = in_var(z_type, "z"); - MAKE_SIG(x_type, avail, 3, x, y, z); + ir_variable *x = in_var(type, "x"); + ir_variable *y = in_var(type, "y"); + ir_variable *z = in_var(type, "z"); + MAKE_SIG(type, shader_trinary_minmax, 3, x, y, z); ir_expression *max3 = max2(x, max2(y,z)); body.emit(ret(max3)); @@ -4096,14 +4081,12 @@ builtin_builder::_max3(builtin_available_predicate avail, } ir_function_signature * -builtin_builder::_mid3(builtin_available_predicate avail, - const glsl_type *x_type, const glsl_type *y_type, - const glsl_type *z_type) +builtin_builder::_mid3(const glsl_type *type) { - ir_variable *x = in_var(x_type, "x"); - ir_variable *y = in_var(y_type, "y"); - ir_variable *z = in_var(z_type, "z"); - MAKE_SIG(x_type, avail, 3, x, y, z); + ir_variable *x = in_var(type, "x"); + ir_variable *y = in_var(type, "y"); + ir_variable *z = in_var(type, "z"); + MAKE_SIG(type, shader_trinary_minmax, 3, x, y, z); ir_expression *mid3 = max2(min2(x, y), max2(min2(x, z), min2(y, z))); body.emit(ret(mid3)); |