break;
case ir_binop_logic_or: {
- /* After the addition, the value will be an integer on the
- * range [0,2]. Zero stays zero, and positive values become 1.0.
- */
- ir_to_mesa_instruction *add =
- emit(ir, OPCODE_ADD, result_dst, op[0], op[1]);
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.
- */
+ /* After the addition, the value will be an integer on the
+ * range [0,2]. Zero stays zero, and positive values become 1.0.
+ */
+ ir_to_mesa_instruction *add =
+ emit(ir, OPCODE_ADD, result_dst, op[0], op[1]);
add->saturate = true;
} else {
- /* Negating the result of the addition gives values on the range
- * [-2, 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));
+ /* The Boolean arguments are stored as float 0.0 and 1.0. If either
+ * value is 1.0, the result of the logcal-or should be 1.0. If both
+ * values are 0.0, the result should be 0.0. This is exactly what
+ * MAX does.
+ */
+ emit(ir, OPCODE_MAX, result_dst, op[0], op[1]);
}
break;
}