diff options
-rw-r--r-- | src/mesa/state_tracker/st_glsl_to_tgsi.cpp | 100 |
1 files changed, 76 insertions, 24 deletions
diff --git a/src/mesa/state_tracker/st_glsl_to_tgsi.cpp b/src/mesa/state_tracker/st_glsl_to_tgsi.cpp index f5da5ee3092..f3535c5810d 100644 --- a/src/mesa/state_tracker/st_glsl_to_tgsi.cpp +++ b/src/mesa/state_tracker/st_glsl_to_tgsi.cpp @@ -1670,30 +1670,82 @@ glsl_to_tgsi_visitor::visit(ir_expression *ir) case ir_unop_any: { assert(ir->operands[0]->type->is_vector()); - /* After the dot-product, the value will be an integer on the - * range [0,4]. Zero stays zero, and positive values become 1.0. - */ - glsl_to_tgsi_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 && - result_dst.type == GLSL_TYPE_FLOAT) { - /* The clamping to [0,1] can be done for free in the fragment - * shader with a saturate. - */ - dp->saturate = true; - } else if (result_dst.type == GLSL_TYPE_FLOAT) { - /* 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. - */ - st_src_reg slt_src = result_src; - slt_src.negate = ~slt_src.negate; - emit(ir, TGSI_OPCODE_SLT, result_dst, slt_src, st_src_reg_for_float(0.0)); - } - else { - /* Use SNE 0 if integers are being used as boolean values. */ - emit(ir, TGSI_OPCODE_SNE, result_dst, result_src, st_src_reg_for_int(0)); + if (native_integers) { + int dst_swizzle = 0, op0_swizzle, i; + st_src_reg accum = op[0]; + + op0_swizzle = op[0].swizzle; + accum.swizzle = MAKE_SWIZZLE4(GET_SWZ(op0_swizzle, 0), + GET_SWZ(op0_swizzle, 0), + GET_SWZ(op0_swizzle, 0), + GET_SWZ(op0_swizzle, 0)); + for (i = 0; i < 4; i++) { + if (result_dst.writemask & (1 << i)) { + dst_swizzle = MAKE_SWIZZLE4(i, i, i, i); + break; + } + } + assert(i != 4); + assert(ir->operands[0]->type->is_boolean()); + + /* OR all the components together, since they should be either 0 or ~0 + */ + switch (ir->operands[0]->type->vector_elements) { + case 4: + op[0].swizzle = MAKE_SWIZZLE4(GET_SWZ(op0_swizzle, 3), + GET_SWZ(op0_swizzle, 3), + GET_SWZ(op0_swizzle, 3), + GET_SWZ(op0_swizzle, 3)); + emit(ir, TGSI_OPCODE_OR, result_dst, accum, op[0]); + accum = st_src_reg(result_dst); + accum.swizzle = dst_swizzle; + /* fallthrough */ + case 3: + op[0].swizzle = MAKE_SWIZZLE4(GET_SWZ(op0_swizzle, 2), + GET_SWZ(op0_swizzle, 2), + GET_SWZ(op0_swizzle, 2), + GET_SWZ(op0_swizzle, 2)); + emit(ir, TGSI_OPCODE_OR, result_dst, accum, op[0]); + accum = st_src_reg(result_dst); + accum.swizzle = dst_swizzle; + /* fallthrough */ + case 2: + op[0].swizzle = MAKE_SWIZZLE4(GET_SWZ(op0_swizzle, 1), + GET_SWZ(op0_swizzle, 1), + GET_SWZ(op0_swizzle, 1), + GET_SWZ(op0_swizzle, 1)); + emit(ir, TGSI_OPCODE_OR, result_dst, accum, op[0]); + break; + default: + assert(!"Unexpected vector size"); + break; + } + } else { + /* After the dot-product, the value will be an integer on the + * range [0,4]. Zero stays zero, and positive values become 1.0. + */ + glsl_to_tgsi_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 && + result_dst.type == GLSL_TYPE_FLOAT) { + /* The clamping to [0,1] can be done for free in the fragment + * shader with a saturate. + */ + dp->saturate = true; + } else if (result_dst.type == GLSL_TYPE_FLOAT) { + /* 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. + */ + st_src_reg slt_src = result_src; + slt_src.negate = ~slt_src.negate; + emit(ir, TGSI_OPCODE_SLT, result_dst, slt_src, st_src_reg_for_float(0.0)); + } + else { + /* Use SNE 0 if integers are being used as boolean values. */ + emit(ir, TGSI_OPCODE_SNE, result_dst, result_src, st_src_reg_for_int(0)); + } } break; } |