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

@@ -293,24 +293,30 @@ ir_validate::visit_leave(ir_expression *ir)
assert(ir->operands[0]->type == ir->type);
}
break;
case ir_binop_less:
case ir_binop_greater:
case ir_binop_lequal:
case ir_binop_gequal:
/* GLSL < > <= >= operators take scalar floats/ints, but in the
* IR we may want to do them for vectors instead to support the
* lessEqual() and friends builtins.
*/
assert(ir->type == glsl_type::bool_type);
assert(ir->operands[0]->type == ir->operands[1]->type);
break;
case ir_binop_equal:
case ir_binop_nequal:
/* GLSL == and != operate on vectors and return a bool, and the
* IR matches that. We may want to switch up the IR to work on
* vectors and return a bvec and make the operators break down
* to ANDing/ORing the results of the vector comparison.
/* The semantics of the IR operators differ from the GLSL <, >, <=, >=,
* ==, and != operators. The IR operators perform a component-wise
* comparison on scalar or vector types and return a boolean scalar or
* vector type of the same size.
*/
assert(ir->type->base_type == GLSL_TYPE_BOOL);
assert(ir->operands[0]->type == ir->operands[1]->type);
assert(ir->operands[0]->type->is_vector()
|| ir->operands[0]->type->is_scalar());
assert(ir->operands[0]->type->vector_elements
== ir->type->vector_elements);
break;
case ir_binop_all_equal:
case ir_binop_any_nequal:
/* GLSL == and != operate on scalars, vectors, matrices and arrays, and
* return a scalar boolean. The IR matches that.
*/
assert(ir->type == glsl_type::bool_type);
assert(ir->operands[0]->type == ir->operands[1]->type);