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authorEric Anholt <[email protected]>2010-09-22 11:47:03 -0700
committerEric Anholt <[email protected]>2010-09-22 13:09:51 -0700
commitb39e6f33b60ef9bbaf81f320aaca6a440d8a6a8f (patch)
treec3547819e402b729d84a4847aed95b81ec09fdbf /src/mesa
parent38da5c9cb636387539daaf5688c2a3badee32447 (diff)
glsl: Rework assignments with write_masks to have LHS chan count match RHS.
It turns out that most people new to this IR are surprised when an assignment to (say) 3 components on the LHS takes 4 components on the RHS. It also makes for quite strange IR output: (assign (constant bool (1)) (x) (var_ref color) (swiz x (var_ref v) )) (assign (constant bool (1)) (y) (var_ref color) (swiz yy (var_ref v) )) (assign (constant bool (1)) (z) (var_ref color) (swiz zzz (var_ref v) )) But even worse, even we get it wrong, as shown by this line of our current step(float, vec4): (assign (constant bool (1)) (w) (var_ref t) (expression float b2f (expression bool >= (swiz w (var_ref x))(var_ref edge)))) where we try to assign a float to the writemasked-out x channel and don't supply anything for the actual w channel we're writing. Drivers right now just get lucky since ir_to_mesa spams the float value across all the source channels of a vec4. Instead, the RHS will now have a number of components equal to the number of components actually being written. Hopefully this confuses everyone less, and it also makes codegen for a scalar target simpler. Reviewed-by: Kenneth Graunke <[email protected]> Reviewed-by: Ian Romanick <[email protected]>
Diffstat (limited to 'src/mesa')
-rw-r--r--src/mesa/program/ir_to_mesa.cpp28
1 files changed, 27 insertions, 1 deletions
diff --git a/src/mesa/program/ir_to_mesa.cpp b/src/mesa/program/ir_to_mesa.cpp
index f24dce79f65..de0cb1ac5bd 100644
--- a/src/mesa/program/ir_to_mesa.cpp
+++ b/src/mesa/program/ir_to_mesa.cpp
@@ -1577,13 +1577,39 @@ ir_to_mesa_visitor::visit(ir_assignment *ir)
assert(!ir->lhs->type->is_scalar() && !ir->lhs->type->is_vector());
l.writemask = WRITEMASK_XYZW;
} else if (ir->lhs->type->is_scalar()) {
- /* FINISHME: This hack makes writing to gl_FragData, which lives in the
+ /* FINISHME: This hack makes writing to gl_FragDepth, which lives in the
* FINISHME: W component of fragment shader output zero, work correctly.
*/
l.writemask = WRITEMASK_XYZW;
} else {
+ int swizzles[4];
+ int first_enabled_chan = 0;
+ int rhs_chan = 0;
+
assert(ir->lhs->type->is_vector());
l.writemask = ir->write_mask;
+
+ for (int i = 0; i < 4; i++) {
+ if (l.writemask & (1 << i)) {
+ first_enabled_chan = GET_SWZ(r.swizzle, i);
+ break;
+ }
+ }
+
+ /* Swizzle a small RHS vector into the channels being written.
+ *
+ * glsl ir treats write_mask as dictating how many channels are
+ * present on the RHS while Mesa IR treats write_mask as just
+ * showing which channels of the vec4 RHS get written.
+ */
+ for (int i = 0; i < 4; i++) {
+ if (l.writemask & (1 << i))
+ swizzles[i] = GET_SWZ(r.swizzle, rhs_chan++);
+ else
+ swizzles[i] = first_enabled_chan;
+ }
+ r.swizzle = MAKE_SWIZZLE4(swizzles[0], swizzles[1],
+ swizzles[2], swizzles[3]);
}
assert(l.file != PROGRAM_UNDEFINED);