From 6da8c21124152c68fb968b196895f2c881a24280 Mon Sep 17 00:00:00 2001 From: Bryan Cain Date: Mon, 19 Sep 2011 16:46:44 -0500 Subject: [PATCH] glsl_to_tgsi: implement ir_binop_all_equal and ir_binop_any_nequal for native integers --- src/mesa/state_tracker/st_glsl_to_tgsi.cpp | 119 +++++++++++++++------ 1 file changed, 85 insertions(+), 34 deletions(-) diff --git a/src/mesa/state_tracker/st_glsl_to_tgsi.cpp b/src/mesa/state_tracker/st_glsl_to_tgsi.cpp index 892169822eb..f68270d0f62 100644 --- a/src/mesa/state_tracker/st_glsl_to_tgsi.cpp +++ b/src/mesa/state_tracker/st_glsl_to_tgsi.cpp @@ -1528,15 +1528,45 @@ glsl_to_tgsi_visitor::visit(ir_expression *ir) 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. @@ -1544,11 +1574,6 @@ glsl_to_tgsi_visitor::visit(ir_expression *ir) 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]); @@ -1561,30 +1586,56 @@ glsl_to_tgsi_visitor::visit(ir_expression *ir) 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]); -- 2.30.2