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-rw-r--r--src/mesa/state_tracker/st_glsl_to_tgsi.cpp100
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;
}