glsl: introduce ir_binop_all_equal and ir_binop_any_equal, allow vector cmps

Currently GLSL IR forbids any vector comparisons, and defines "ir_binop_equal"
and "ir_binop_nequal" to compare all elements and give a single bool.

This is highly unintuitive and prevents generation of optimal Mesa IR.

Hence, first rename "ir_binop_equal" to "ir_binop_all_equal" and
"ir_binop_nequal" to "ir_binop_any_nequal".

Second, readd "ir_binop_equal" and "ir_binop_nequal" with the same semantics
as less, lequal, etc.

Third, allow all comparisons to acts on vectors.

Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
This commit is contained in:
Luca Barbieri
2010-09-08 01:31:39 +02:00
committed by Ian Romanick
parent 2cdbced10d
commit 4dfb89904c
8 changed files with 76 additions and 25 deletions

View File

@@ -210,6 +210,8 @@ ir_expression::get_num_operands(ir_expression_operation op)
2, /* ir_binop_gequal */
2, /* ir_binop_equal */
2, /* ir_binop_nequal */
2, /* ir_binop_all_equal */
2, /* ir_binop_any_nequal */
2, /* ir_binop_lshift */
2, /* ir_binop_rshift */
@@ -275,6 +277,8 @@ static const char *const operator_strs[] = {
">=",
"==",
"!=",
"all_equal",
"any_nequal",
"<<",
">>",
"&",
@@ -293,6 +297,7 @@ static const char *const operator_strs[] = {
const char *ir_expression::operator_string(ir_expression_operation op)
{
assert((unsigned int) op < Elements(operator_strs));
assert(Elements(operator_strs) == (ir_binop_pow + 1));
return operator_strs[op];
}