glsl_to_tgsi: implement ir_binop_all_equal and ir_binop_any_nequal for native integers
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@@ -1528,15 +1528,45 @@ glsl_to_tgsi_visitor::visit(ir_expression *ir)
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st_src_reg temp = get_temp(native_integers ?
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glsl_type::get_instance(ir->operands[0]->type->base_type, 4, 1) :
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glsl_type::vec4_type);
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assert(ir->operands[0]->type->base_type == GLSL_TYPE_FLOAT);
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emit(ir, TGSI_OPCODE_SNE, st_dst_reg(temp), op[0], op[1]);
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/* After the dot-product, the value will be an integer on the
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* range [0,4]. Zero becomes 1.0, and positive values become zero.
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*/
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emit_dp(ir, result_dst, temp, temp, vector_elements);
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if (result_dst.type == GLSL_TYPE_FLOAT) {
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if (native_integers) {
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st_dst_reg temp_dst = st_dst_reg(temp);
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st_src_reg temp1 = st_src_reg(temp), temp2 = st_src_reg(temp);
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emit(ir, TGSI_OPCODE_SEQ, st_dst_reg(temp), op[0], op[1]);
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/* Emit 1-3 AND operations to combine the SEQ results. */
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switch (ir->operands[0]->type->vector_elements) {
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case 2:
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break;
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case 3:
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temp_dst.writemask = WRITEMASK_Y;
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temp1.swizzle = SWIZZLE_YYYY;
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temp2.swizzle = SWIZZLE_ZZZZ;
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emit(ir, TGSI_OPCODE_AND, temp_dst, temp1, temp2);
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break;
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case 4:
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temp_dst.writemask = WRITEMASK_X;
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temp1.swizzle = SWIZZLE_XXXX;
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temp2.swizzle = SWIZZLE_YYYY;
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emit(ir, TGSI_OPCODE_AND, temp_dst, temp1, temp2);
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temp_dst.writemask = WRITEMASK_Y;
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temp1.swizzle = SWIZZLE_ZZZZ;
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temp2.swizzle = SWIZZLE_WWWW;
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emit(ir, TGSI_OPCODE_AND, temp_dst, temp1, temp2);
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}
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temp1.swizzle = SWIZZLE_XXXX;
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temp2.swizzle = SWIZZLE_YYYY;
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emit(ir, TGSI_OPCODE_AND, result_dst, temp1, temp2);
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} else {
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emit(ir, TGSI_OPCODE_SNE, st_dst_reg(temp), op[0], op[1]);
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/* After the dot-product, the value will be an integer on the
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* range [0,4]. Zero becomes 1.0, and positive values become zero.
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*/
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emit_dp(ir, result_dst, temp, temp, vector_elements);
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/* Negating the result of the dot-product gives values on the range
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* [-4, 0]. Zero becomes 1.0, and negative values become zero.
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* This is achieved using SGE.
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@@ -1544,11 +1574,6 @@ glsl_to_tgsi_visitor::visit(ir_expression *ir)
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st_src_reg sge_src = result_src;
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sge_src.negate = ~sge_src.negate;
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emit(ir, TGSI_OPCODE_SGE, result_dst, sge_src, st_src_reg_for_float(0.0));
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} else {
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/* The TGSI negate flag doesn't work for integers, so use SEQ 0
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* instead.
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*/
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emit(ir, TGSI_OPCODE_SEQ, result_dst, result_src, st_src_reg_for_int(0));
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}
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} else {
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emit(ir, TGSI_OPCODE_SEQ, result_dst, op[0], op[1]);
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@@ -1561,30 +1586,56 @@ glsl_to_tgsi_visitor::visit(ir_expression *ir)
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st_src_reg temp = get_temp(native_integers ?
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glsl_type::get_instance(ir->operands[0]->type->base_type, 4, 1) :
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glsl_type::vec4_type);
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assert(ir->operands[0]->type->base_type == GLSL_TYPE_FLOAT);
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emit(ir, TGSI_OPCODE_SNE, st_dst_reg(temp), op[0], op[1]);
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/* After the dot-product, the value will be an integer on the
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* range [0,4]. Zero stays zero, and positive values become 1.0.
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*/
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glsl_to_tgsi_instruction *const dp =
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emit_dp(ir, result_dst, temp, temp, vector_elements);
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if (this->prog->Target == GL_FRAGMENT_PROGRAM_ARB &&
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result_dst.type == GLSL_TYPE_FLOAT) {
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/* The clamping to [0,1] can be done for free in the fragment
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* shader with a saturate.
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*/
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dp->saturate = true;
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} else if (result_dst.type == GLSL_TYPE_FLOAT) {
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/* Negating the result of the dot-product gives values on the range
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* [-4, 0]. Zero stays zero, and negative values become 1.0. This
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* achieved using SLT.
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*/
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st_src_reg slt_src = result_src;
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slt_src.negate = ~slt_src.negate;
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emit(ir, TGSI_OPCODE_SLT, result_dst, slt_src, st_src_reg_for_float(0.0));
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if (native_integers) {
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st_dst_reg temp_dst = st_dst_reg(temp);
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st_src_reg temp1 = st_src_reg(temp), temp2 = st_src_reg(temp);
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/* Emit 1-3 OR operations to combine the SNE results. */
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switch (ir->operands[0]->type->vector_elements) {
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case 2:
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break;
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case 3:
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temp_dst.writemask = WRITEMASK_Y;
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temp1.swizzle = SWIZZLE_YYYY;
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temp2.swizzle = SWIZZLE_ZZZZ;
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emit(ir, TGSI_OPCODE_OR, temp_dst, temp1, temp2);
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break;
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case 4:
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temp_dst.writemask = WRITEMASK_X;
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temp1.swizzle = SWIZZLE_XXXX;
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temp2.swizzle = SWIZZLE_YYYY;
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emit(ir, TGSI_OPCODE_OR, temp_dst, temp1, temp2);
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temp_dst.writemask = WRITEMASK_Y;
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temp1.swizzle = SWIZZLE_ZZZZ;
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temp2.swizzle = SWIZZLE_WWWW;
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emit(ir, TGSI_OPCODE_OR, temp_dst, temp1, temp2);
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}
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temp1.swizzle = SWIZZLE_XXXX;
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temp2.swizzle = SWIZZLE_YYYY;
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emit(ir, TGSI_OPCODE_OR, result_dst, temp1, temp2);
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} else {
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emit(ir, TGSI_OPCODE_SNE, result_dst, result_src, st_src_reg_for_int(0));
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/* After the dot-product, the value will be an integer on the
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* range [0,4]. Zero stays zero, and positive values become 1.0.
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*/
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glsl_to_tgsi_instruction *const dp =
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emit_dp(ir, result_dst, temp, temp, vector_elements);
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if (this->prog->Target == GL_FRAGMENT_PROGRAM_ARB) {
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/* The clamping to [0,1] can be done for free in the fragment
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* shader with a saturate.
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*/
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dp->saturate = true;
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} else {
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/* Negating the result of the dot-product gives values on the range
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* [-4, 0]. Zero stays zero, and negative values become 1.0. This
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* achieved using SLT.
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*/
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st_src_reg slt_src = result_src;
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slt_src.negate = ~slt_src.negate;
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emit(ir, TGSI_OPCODE_SLT, result_dst, slt_src, st_src_reg_for_float(0.0));
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}
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}
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} else {
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emit(ir, TGSI_OPCODE_SNE, result_dst, op[0], op[1]);
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