glsl: Refactor is_zero/one/negative_one into an is_value() method.
This patch creates a new generic is_value() method, which checks if an ir_constant has a particular value. (For vectors, it must have the single value repeated across all components.) It then rewrites the is_zero/is_one/is_negative_one methods to use this generic helper. All three were basically identical except for the value they checked for. The other difference is that is_negative_one rejects boolean types. The new is_value function maintains this behavior, only allowing boolean types when checking for 0 or 1. Signed-off-by: Kenneth Graunke <kenneth@whitecape.org> Reviewed-by: Matt Turner <mattst88@gmail.com>
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@@ -1122,27 +1122,31 @@ ir_constant::has_value(const ir_constant *c) const
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}
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bool
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ir_constant::is_zero() const
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ir_constant::is_value(float f, int i) const
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{
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if (!this->type->is_scalar() && !this->type->is_vector())
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return false;
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/* Only accept boolean values for 0/1. */
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if (int(bool(i)) != i && this->type->is_boolean())
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return false;
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for (unsigned c = 0; c < this->type->vector_elements; c++) {
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switch (this->type->base_type) {
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case GLSL_TYPE_FLOAT:
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if (this->value.f[c] != 0.0)
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if (this->value.f[c] != f)
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return false;
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break;
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case GLSL_TYPE_INT:
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if (this->value.i[c] != 0)
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if (this->value.i[c] != i)
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return false;
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break;
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case GLSL_TYPE_UINT:
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if (this->value.u[c] != 0)
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if (this->value.u[c] != unsigned(i))
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return false;
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break;
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case GLSL_TYPE_BOOL:
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if (this->value.b[c] != false)
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if (this->value.b[c] != bool(i))
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return false;
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break;
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default:
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@@ -1158,77 +1162,22 @@ ir_constant::is_zero() const
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return true;
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}
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bool
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ir_constant::is_zero() const
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{
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return is_value(0.0, 0);
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}
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bool
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ir_constant::is_one() const
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{
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if (!this->type->is_scalar() && !this->type->is_vector())
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return false;
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for (unsigned c = 0; c < this->type->vector_elements; c++) {
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switch (this->type->base_type) {
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case GLSL_TYPE_FLOAT:
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if (this->value.f[c] != 1.0)
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return false;
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break;
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case GLSL_TYPE_INT:
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if (this->value.i[c] != 1)
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return false;
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break;
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case GLSL_TYPE_UINT:
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if (this->value.u[c] != 1)
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return false;
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break;
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case GLSL_TYPE_BOOL:
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if (this->value.b[c] != true)
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return false;
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break;
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default:
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/* The only other base types are structures, arrays, and samplers.
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* Samplers cannot be constants, and the others should have been
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* filtered out above.
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*/
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assert(!"Should not get here.");
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return false;
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}
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}
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return true;
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return is_value(1.0, 1);
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}
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bool
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ir_constant::is_negative_one() const
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{
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if (!this->type->is_scalar() && !this->type->is_vector())
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return false;
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if (this->type->is_boolean())
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return false;
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for (unsigned c = 0; c < this->type->vector_elements; c++) {
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switch (this->type->base_type) {
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case GLSL_TYPE_FLOAT:
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if (this->value.f[c] != -1.0)
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return false;
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break;
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case GLSL_TYPE_INT:
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if (this->value.i[c] != -1)
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return false;
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break;
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case GLSL_TYPE_UINT:
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if (int(this->value.u[c]) != -1)
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return false;
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break;
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default:
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/* The only other base types are structures, arrays, samplers, and
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* booleans. Samplers cannot be constants, and the others should
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* have been filtered out above.
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*/
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assert(!"Should not get here.");
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return false;
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}
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}
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return true;
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return is_value(-1.0, -1);
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}
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bool
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@@ -2186,6 +2186,12 @@ public:
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*/
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bool has_value(const ir_constant *) const;
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/**
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* Return true if this ir_constant represents the given value.
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*
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* For vectors, this checks that each component is the given value.
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*/
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virtual bool is_value(float f, int i) const;
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virtual bool is_zero() const;
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virtual bool is_one() const;
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virtual bool is_negative_one() const;
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