From: Kenneth Graunke Date: Thu, 14 Oct 2010 21:33:30 +0000 (-0700) Subject: glsl: Add support for the 1.30 round() built-in. X-Git-Url: https://git.libre-soc.org/?a=commitdiff_plain;h=27ced5c5ff907557007ed6cb78cef5810cf48ef5;p=mesa.git glsl: Add support for the 1.30 round() built-in. This implements round() via the ir_unop_round_even opcode, rather than adding a new opcode. We may wish to add one in the future, since it might enable a small performance increase on some hardware, but for now, this should suffice. --- diff --git a/src/glsl/builtins/ir/round b/src/glsl/builtins/ir/round new file mode 100644 index 00000000000..d0d425bd656 --- /dev/null +++ b/src/glsl/builtins/ir/round @@ -0,0 +1,21 @@ +((function round + (signature float + (parameters + (declare (in) float arg0)) + ((return (expression float round_even (var_ref arg0))))) + + (signature vec2 + (parameters + (declare (in) vec2 arg0)) + ((return (expression vec2 round_even (var_ref arg0))))) + + (signature vec3 + (parameters + (declare (in) vec3 arg0)) + ((return (expression vec3 round_even (var_ref arg0))))) + + (signature vec4 + (parameters + (declare (in) vec4 arg0)) + ((return (expression vec4 round_even (var_ref arg0))))) +)) diff --git a/src/glsl/builtins/profiles/130.frag b/src/glsl/builtins/profiles/130.frag index c8b6319ae62..96440703bd3 100644 --- a/src/glsl/builtins/profiles/130.frag +++ b/src/glsl/builtins/profiles/130.frag @@ -148,6 +148,11 @@ vec2 trunc(vec2 x); vec3 trunc(vec3 x); vec4 trunc(vec4 x); +float round(float x); +vec2 round(vec2 x); +vec3 round(vec3 x); +vec4 round(vec4 x); + float roundEven(float x); vec2 roundEven(vec2 x); vec3 roundEven(vec3 x); diff --git a/src/glsl/builtins/profiles/130.vert b/src/glsl/builtins/profiles/130.vert index 9d1056f282f..eb765186fc8 100644 --- a/src/glsl/builtins/profiles/130.vert +++ b/src/glsl/builtins/profiles/130.vert @@ -148,6 +148,11 @@ vec2 trunc(vec2 x); vec3 trunc(vec3 x); vec4 trunc(vec4 x); +float round(float x); +vec2 round(vec2 x); +vec3 round(vec3 x); +vec4 round(vec4 x); + float roundEven(float x); vec2 roundEven(vec2 x); vec3 roundEven(vec3 x);