diff options
-rw-r--r-- | src/mesa/program/ir_to_mesa.cpp | 27 |
1 files changed, 23 insertions, 4 deletions
diff --git a/src/mesa/program/ir_to_mesa.cpp b/src/mesa/program/ir_to_mesa.cpp index 60d498bd9e3..1bd9a2eee1b 100644 --- a/src/mesa/program/ir_to_mesa.cpp +++ b/src/mesa/program/ir_to_mesa.cpp @@ -1256,12 +1256,31 @@ ir_to_mesa_visitor::visit(ir_expression *ir) } break; - case ir_unop_any: + case ir_unop_any: { assert(ir->operands[0]->type->is_vector()); - emit_dp(ir, result_dst, op[0], op[0], - ir->operands[0]->type->vector_elements); - emit(ir, OPCODE_SNE, result_dst, result_src, src_reg_for_float(0.0)); + + /* After the dot-product, the value will be an integer on the + * range [0,4]. Zero stays zero, and positive values become 1.0. + */ + ir_to_mesa_instruction *const dp = + emit_dp(ir, result_dst, op[0], op[0], + ir->operands[0]->type->vector_elements); + if (this->prog->Target == GL_FRAGMENT_PROGRAM_ARB) { + /* The clamping to [0,1] can be done for free in the fragment + * shader with a saturate. + */ + dp->saturate = true; + } else { + /* Negating the result of the dot-product gives values on the range + * [-4, 0]. Zero stays zero, and negative values become 1.0. This + * is achieved using SLT. + */ + src_reg slt_src = result_src; + slt_src.negate = ~slt_src.negate; + emit(ir, OPCODE_SLT, result_dst, slt_src, src_reg_for_float(0.0)); + } break; + } case ir_binop_logic_xor: emit(ir, OPCODE_SNE, result_dst, op[0], op[1]); |