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authorBrian Paul <[email protected]>2012-06-29 17:10:58 -0600
committerBrian Paul <[email protected]>2012-07-05 08:03:19 -0600
commitd594f72e1615cda47b838046df4590316da3d1a9 (patch)
tree2b1e4f367d8ff81b7fb340fda49041e7b0041132 /src
parent30f8575fde673f2279aee1fbe89e7df07cb81081 (diff)
svga: fix CMP translation for vertex shaders
Converting CMP to SLT+LRP didn't work when src2 or src3 was Inf/NaN. That's the case for GLSL sqrt(0). sqrt(0) actually happens in many piglit auto-generated tests that use the distance() function. v2: remove debug/devel code, per Jose Reviewed-by: José Fonseca <[email protected]>
Diffstat (limited to 'src')
-rw-r--r--src/gallium/drivers/svga/svga_tgsi_insn.c73
1 files changed, 37 insertions, 36 deletions
diff --git a/src/gallium/drivers/svga/svga_tgsi_insn.c b/src/gallium/drivers/svga/svga_tgsi_insn.c
index 40c743306c7..cd01bf576ed 100644
--- a/src/gallium/drivers/svga/svga_tgsi_insn.c
+++ b/src/gallium/drivers/svga/svga_tgsi_insn.c
@@ -896,42 +896,6 @@ static boolean emit_ceil(struct svga_shader_emitter *emit,
}
-/* Translate the following TGSI CMP instruction.
- * CMP DST, SRC0, SRC1, SRC2
- * To the following SVGA3D instruction sequence.
- * CMP DST, SRC0, SRC2, SRC1
- */
-static boolean emit_cmp(struct svga_shader_emitter *emit,
- const struct tgsi_full_instruction *insn )
-{
- SVGA3dShaderDestToken dst = translate_dst_register( emit, insn, 0 );
- const struct src_register src0 = translate_src_register(
- emit, &insn->Src[0] );
- const struct src_register src1 = translate_src_register(
- emit, &insn->Src[1] );
- const struct src_register src2 = translate_src_register(
- emit, &insn->Src[2] );
-
- if (emit->unit == PIPE_SHADER_VERTEX) {
- SVGA3dShaderDestToken temp = get_temp(emit);
- struct src_register zero = scalar(get_zero_immediate(emit), TGSI_SWIZZLE_X);
-
- /* Since vertex shaders don't support the CMP instruction,
- * simulate it with SLT and LRP instructions.
- * SLT TMP, SRC0, 0.0
- * LRP DST, TMP, SRC1, SRC2
- */
- if (!submit_op2(emit, inst_token(SVGA3DOP_SLT), temp, src0, zero))
- return FALSE;
- return submit_lrp(emit, dst, src(temp), src1, src2);
- }
-
- /* CMP DST, SRC0, SRC2, SRC1 */
- return submit_op3( emit, inst_token( SVGA3DOP_CMP ), dst, src0, src2, src1);
-}
-
-
-
/* Translate the following TGSI DIV instruction.
* DIV DST.xy, SRC0, SRC1
* To the following SVGA3D instruction sequence.
@@ -1445,6 +1409,43 @@ static boolean emit_select_op(struct svga_shader_emitter *emit,
}
+/**
+ * Translate TGSI CMP instruction.
+ */
+static boolean
+emit_cmp(struct svga_shader_emitter *emit,
+ const struct tgsi_full_instruction *insn)
+{
+ SVGA3dShaderDestToken dst = translate_dst_register( emit, insn, 0 );
+ const struct src_register src0 =
+ translate_src_register(emit, &insn->Src[0] );
+ const struct src_register src1 =
+ translate_src_register(emit, &insn->Src[1] );
+ const struct src_register src2 =
+ translate_src_register(emit, &insn->Src[2] );
+
+ if (emit->unit == PIPE_SHADER_VERTEX) {
+ struct src_register zero =
+ scalar(get_zero_immediate(emit), TGSI_SWIZZLE_X);
+ /* We used to simulate CMP with SLT+LRP. But that didn't work when
+ * src1 or src2 was Inf/NaN. In particular, GLSL sqrt(0) failed
+ * because it involves a CMP to handle the 0 case.
+ * Use a conditional expression instead.
+ */
+ return emit_conditional(emit, PIPE_FUNC_LESS, dst,
+ src0, zero, src1, src2);
+ }
+ else {
+ assert(emit->unit == PIPE_SHADER_FRAGMENT);
+
+ /* CMP DST, SRC0, SRC2, SRC1 */
+ return submit_op3( emit, inst_token( SVGA3DOP_CMP ), dst,
+ src0, src2, src1);
+ }
+
+}
+
+
/* Translate texture instructions to SVGA3D representation.
*/
static boolean emit_tex2(struct svga_shader_emitter *emit,