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);
- emit(ir, TGSI_OPCODE_SEQ, result_dst, result_src, st_src_reg_for_float(0.0));
+
+ if (result_dst.type == GLSL_TYPE_FLOAT) {
+ /* 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]);
}