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authorMatt Turner <[email protected]>2013-09-09 11:13:20 -0700
committerMatt Turner <[email protected]>2013-09-17 17:01:58 -0700
commitd56bbd04415d439b8e04c8f27e911485813f01e4 (patch)
tree9e9577192c871f6fe4cd944ec868da9ffa4156eb /src/mesa
parentc43d6060b196c3e25b16a0985caa561ae1449ce8 (diff)
glsl: Add frexp signatures and implementation.
I initially implemented frexp() as an IR opcode with a lowering pass, but since it returns a value and has an out-parameter, it would break assumptions our optimization passes make about ir_expressions being pure (i.e., having no side effects). For example, if opt_tree_grafting encounters this code: uniform float u; void main() { int exp; float f = frexp(u, out exp); float g = float(exp)/256.0; float h = float(exp) + 1.0; gl_FragColor = vec4(f, g, h, g + h); } it may try to optimize it to this: uniform float u; void main() { int exp; float g = float(exp)/256.0; float h = float(exp) + 1.0; gl_FragColor = vec4(frexp(u, out exp), g, h, g + h); } Some hardware has an instruction which performs frexp(), but we would need some other compiler infrastructure to be able to generate it, such as an intrinsics system that would allow backends to emit specific code for particular bits of IR. Reviewed-by: Paul Berry <[email protected]>
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