st_src_reg temp = get_temp(native_integers ?
glsl_type::get_instance(ir->operands[0]->type->base_type, 4, 1) :
glsl_type::vec4_type);
- assert(ir->operands[0]->type->base_type == GLSL_TYPE_FLOAT);
- emit(ir, TGSI_OPCODE_SNE, st_dst_reg(temp), op[0], op[1]);
-
- /* After the dot-product, the value will be an integer on the
- * range [0,4]. Zero becomes 1.0, and positive values become zero.
- */
- emit_dp(ir, result_dst, temp, temp, vector_elements);
- if (result_dst.type == GLSL_TYPE_FLOAT) {
+ if (native_integers) {
+ st_dst_reg temp_dst = st_dst_reg(temp);
+ st_src_reg temp1 = st_src_reg(temp), temp2 = st_src_reg(temp);
+
+ emit(ir, TGSI_OPCODE_SEQ, st_dst_reg(temp), op[0], op[1]);
+
+ /* Emit 1-3 AND operations to combine the SEQ results. */
+ switch (ir->operands[0]->type->vector_elements) {
+ case 2:
+ break;
+ case 3:
+ temp_dst.writemask = WRITEMASK_Y;
+ temp1.swizzle = SWIZZLE_YYYY;
+ temp2.swizzle = SWIZZLE_ZZZZ;
+ emit(ir, TGSI_OPCODE_AND, temp_dst, temp1, temp2);
+ break;
+ case 4:
+ temp_dst.writemask = WRITEMASK_X;
+ temp1.swizzle = SWIZZLE_XXXX;
+ temp2.swizzle = SWIZZLE_YYYY;
+ emit(ir, TGSI_OPCODE_AND, temp_dst, temp1, temp2);
+ temp_dst.writemask = WRITEMASK_Y;
+ temp1.swizzle = SWIZZLE_ZZZZ;
+ temp2.swizzle = SWIZZLE_WWWW;
+ emit(ir, TGSI_OPCODE_AND, temp_dst, temp1, temp2);
+ }
+
+ temp1.swizzle = SWIZZLE_XXXX;
+ temp2.swizzle = SWIZZLE_YYYY;
+ emit(ir, TGSI_OPCODE_AND, result_dst, temp1, temp2);
+ } else {
+ emit(ir, TGSI_OPCODE_SNE, st_dst_reg(temp), op[0], op[1]);
+
+ /* After the dot-product, the value will be an integer on the
+ * range [0,4]. Zero becomes 1.0, and positive values become zero.
+ */
+ emit_dp(ir, result_dst, temp, temp, vector_elements);
+
/* Negating the result of the dot-product gives values on the range
* [-4, 0]. Zero becomes 1.0, and negative values become zero.
* This is achieved using SGE.
st_src_reg sge_src = result_src;
sge_src.negate = ~sge_src.negate;
emit(ir, TGSI_OPCODE_SGE, result_dst, sge_src, st_src_reg_for_float(0.0));
- } else {
- /* The TGSI negate flag doesn't work for integers, so use SEQ 0
- * instead.
- */
- emit(ir, TGSI_OPCODE_SEQ, result_dst, result_src, st_src_reg_for_int(0));
}
} else {
emit(ir, TGSI_OPCODE_SEQ, result_dst, op[0], op[1]);
st_src_reg temp = get_temp(native_integers ?
glsl_type::get_instance(ir->operands[0]->type->base_type, 4, 1) :
glsl_type::vec4_type);
- assert(ir->operands[0]->type->base_type == GLSL_TYPE_FLOAT);
emit(ir, TGSI_OPCODE_SNE, st_dst_reg(temp), op[0], op[1]);
- /* 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, temp, temp, 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
- * 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));
+ if (native_integers) {
+ st_dst_reg temp_dst = st_dst_reg(temp);
+ st_src_reg temp1 = st_src_reg(temp), temp2 = st_src_reg(temp);
+
+ /* Emit 1-3 OR operations to combine the SNE results. */
+ switch (ir->operands[0]->type->vector_elements) {
+ case 2:
+ break;
+ case 3:
+ temp_dst.writemask = WRITEMASK_Y;
+ temp1.swizzle = SWIZZLE_YYYY;
+ temp2.swizzle = SWIZZLE_ZZZZ;
+ emit(ir, TGSI_OPCODE_OR, temp_dst, temp1, temp2);
+ break;
+ case 4:
+ temp_dst.writemask = WRITEMASK_X;
+ temp1.swizzle = SWIZZLE_XXXX;
+ temp2.swizzle = SWIZZLE_YYYY;
+ emit(ir, TGSI_OPCODE_OR, temp_dst, temp1, temp2);
+ temp_dst.writemask = WRITEMASK_Y;
+ temp1.swizzle = SWIZZLE_ZZZZ;
+ temp2.swizzle = SWIZZLE_WWWW;
+ emit(ir, TGSI_OPCODE_OR, temp_dst, temp1, temp2);
+ }
+
+ temp1.swizzle = SWIZZLE_XXXX;
+ temp2.swizzle = SWIZZLE_YYYY;
+ emit(ir, TGSI_OPCODE_OR, result_dst, temp1, temp2);
} else {
- emit(ir, TGSI_OPCODE_SNE, result_dst, result_src, st_src_reg_for_int(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.
+ */
+ glsl_to_tgsi_instruction *const dp =
+ emit_dp(ir, result_dst, temp, temp, 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
+ * 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 {
emit(ir, TGSI_OPCODE_SNE, result_dst, op[0], op[1]);