}
+/**
+ * Some write-masked assignments are simple, but others are hard.
+ * Simple example:
+ * vec3 v;
+ * v.xy = vec2(a, b);
+ * Hard example:
+ * vec3 v;
+ * v.zy = vec2(a, b);
+ * this gets transformed/swizzled into:
+ * v.zy = vec2(a, b).*yx* (* = don't care)
+ * This function helps to determine simple vs. non-simple.
+ */
+static GLboolean
+_slang_simple_writemask(GLuint writemask, GLuint swizzle)
+{
+ switch (writemask) {
+ case WRITEMASK_X:
+ return GET_SWZ(swizzle, 0) == SWIZZLE_X;
+ case WRITEMASK_Y:
+ return GET_SWZ(swizzle, 1) == SWIZZLE_Y;
+ case WRITEMASK_Z:
+ return GET_SWZ(swizzle, 2) == SWIZZLE_Z;
+ case WRITEMASK_W:
+ return GET_SWZ(swizzle, 3) == SWIZZLE_W;
+ case WRITEMASK_XY:
+ return (GET_SWZ(swizzle, 0) == SWIZZLE_X)
+ && (GET_SWZ(swizzle, 1) == SWIZZLE_Y);
+ case WRITEMASK_XYZ:
+ return (GET_SWZ(swizzle, 0) == SWIZZLE_X)
+ && (GET_SWZ(swizzle, 1) == SWIZZLE_Y)
+ && (GET_SWZ(swizzle, 2) == SWIZZLE_Z);
+ case WRITEMASK_XYZW:
+ return swizzle == SWIZZLE_NOOP;
+ default:
+ return GL_FALSE;
+ }
+}
+
+
+/**
+ * Convert the given swizzle into a writemask. In some cases this
+ * is trivial, in other cases, we'll need to also swizzle the right
+ * hand side to put components in the right places.
+ * \param swizzle the incoming swizzle
+ * \param writemaskOut returns the writemask
+ * \param swizzleOut swizzle to apply to the right-hand-side
+ * \return GL_FALSE for simple writemasks, GL_TRUE for non-simple
+ */
+static GLboolean
+swizzle_to_writemask(GLuint swizzle,
+ GLuint *writemaskOut, GLuint *swizzleOut)
+{
+ GLuint mask = 0x0, newSwizzle[4];
+ GLint i, size;
+
+ /* make new dst writemask, compute size */
+ for (i = 0; i < 4; i++) {
+ const GLuint swz = GET_SWZ(swizzle, i);
+ if (swz == SWIZZLE_NIL) {
+ /* end */
+ break;
+ }
+ assert(swz >= 0 && swz <= 3);
+ mask |= (1 << swz);
+ }
+ assert(mask <= 0xf);
+ size = i; /* number of components in mask/swizzle */
+
+ *writemaskOut = mask;
+
+ /* make new src swizzle, by inversion */
+ for (i = 0; i < 4; i++) {
+ newSwizzle[i] = i; /*identity*/
+ }
+ for (i = 0; i < size; i++) {
+ const GLuint swz = GET_SWZ(swizzle, i);
+ newSwizzle[swz] = i;
+ }
+ *swizzleOut = MAKE_SWIZZLE4(newSwizzle[0],
+ newSwizzle[1],
+ newSwizzle[2],
+ newSwizzle[3]);
+
+ if (_slang_simple_writemask(mask, *swizzleOut)) {
+ if (size >= 1)
+ assert(GET_SWZ(*swizzleOut, 0) == SWIZZLE_X);
+ if (size >= 2)
+ assert(GET_SWZ(*swizzleOut, 1) == SWIZZLE_Y);
+ if (size >= 3)
+ assert(GET_SWZ(*swizzleOut, 2) == SWIZZLE_Z);
+ if (size >= 4)
+ assert(GET_SWZ(*swizzleOut, 3) == SWIZZLE_W);
+ return GL_TRUE;
+ }
+ else
+ return GL_FALSE;
+}
+
+
/**
* Generate IR tree for an asm instruction/operation such as:
* __asm vec4_dot __retVal.x, v1, v2;
}
-/**
- * Some write-masked assignments are simple, but others are hard.
- * Simple example:
- * vec3 v;
- * v.xy = vec2(a, b);
- * Hard example:
- * vec3 v;
- * v.zy = vec2(a, b);
- * this gets transformed/swizzled into:
- * v.zy = vec2(a, b).*yx* (* = don't care)
- * This function helps to determine simple vs. non-simple.
- */
-static GLboolean
-_slang_simple_writemask(GLuint writemask, GLuint swizzle)
-{
- switch (writemask) {
- case WRITEMASK_X:
- return GET_SWZ(swizzle, 0) == SWIZZLE_X;
- case WRITEMASK_Y:
- return GET_SWZ(swizzle, 1) == SWIZZLE_Y;
- case WRITEMASK_Z:
- return GET_SWZ(swizzle, 2) == SWIZZLE_Z;
- case WRITEMASK_W:
- return GET_SWZ(swizzle, 3) == SWIZZLE_W;
- case WRITEMASK_XY:
- return (GET_SWZ(swizzle, 0) == SWIZZLE_X)
- && (GET_SWZ(swizzle, 1) == SWIZZLE_Y);
- case WRITEMASK_XYZ:
- return (GET_SWZ(swizzle, 0) == SWIZZLE_X)
- && (GET_SWZ(swizzle, 1) == SWIZZLE_Y)
- && (GET_SWZ(swizzle, 2) == SWIZZLE_Z);
- case WRITEMASK_XYZW:
- return swizzle == SWIZZLE_NOOP;
- default:
- return GL_FALSE;
- }
-}
-
-
-/**
- * Convert the given swizzle into a writemask. In some cases this
- * is trivial, in other cases, we'll need to also swizzle the right
- * hand side to put components in the right places.
- * \param swizzle the incoming swizzle
- * \param writemaskOut returns the writemask
- * \param swizzleOut swizzle to apply to the right-hand-side
- * \return GL_FALSE for simple writemasks, GL_TRUE for non-simple
- */
-static GLboolean
-swizzle_to_writemask(GLuint swizzle,
- GLuint *writemaskOut, GLuint *swizzleOut)
-{
- GLuint mask = 0x0, newSwizzle[4];
- GLint i, size;
-
- /* make new dst writemask, compute size */
- for (i = 0; i < 4; i++) {
- const GLuint swz = GET_SWZ(swizzle, i);
- if (swz == SWIZZLE_NIL) {
- /* end */
- break;
- }
- assert(swz >= 0 && swz <= 3);
- mask |= (1 << swz);
- }
- assert(mask <= 0xf);
- size = i; /* number of components in mask/swizzle */
-
- *writemaskOut = mask;
-
- /* make new src swizzle, by inversion */
- for (i = 0; i < 4; i++) {
- newSwizzle[i] = i; /*identity*/
- }
- for (i = 0; i < size; i++) {
- const GLuint swz = GET_SWZ(swizzle, i);
- newSwizzle[swz] = i;
- }
- *swizzleOut = MAKE_SWIZZLE4(newSwizzle[0],
- newSwizzle[1],
- newSwizzle[2],
- newSwizzle[3]);
-
- if (_slang_simple_writemask(mask, *swizzleOut)) {
- if (size >= 1)
- assert(GET_SWZ(*swizzleOut, 0) == SWIZZLE_X);
- if (size >= 2)
- assert(GET_SWZ(*swizzleOut, 1) == SWIZZLE_Y);
- if (size >= 3)
- assert(GET_SWZ(*swizzleOut, 2) == SWIZZLE_Z);
- if (size >= 4)
- assert(GET_SWZ(*swizzleOut, 3) == SWIZZLE_W);
- return GL_TRUE;
- }
- else
- return GL_FALSE;
-}
-
-
static slang_ir_node *
_slang_gen_swizzle(slang_ir_node *child, GLuint swizzle)
{