glsl: Add support for comparing function parameter conversions

The ARB_gpu_shader5 spec says:

"To determine whether the conversion for a single argument in one match is
better than that for another match, the following rules are applied, in
order:

  1. An exact match is better than a match involving any implicit
     conversion.

  2. A match involving an implicit conversion from float to double is
     better than a match involving any other implicit conversion.

  3. A match involving an implicit conversion from either int or uint to
     float is better than a match involving an implicit conversion from
     either int or uint to double.

If none of the rules above apply to a particular pair of conversions,
neither conversion is considered better than the other."

V3: Add spec citation, including oddball difference between gs5 and GLSL
4.0; comment a bit better as per Jordan's suggestions.

Signed-off-by: Chris Forbes <chrisf@ijw.co.nz>
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
This commit is contained in:
Chris Forbes
2014-05-04 20:24:00 +12:00
parent 59dd444cac
commit c1ceadfc32

View File

@@ -117,6 +117,81 @@ parameter_lists_match(_mesa_glsl_parse_state *state,
}
/* Classes of parameter match, sorted (mostly) best matches first.
* See is_better_parameter_match() below for the exceptions.
* */
typedef enum {
PARAMETER_EXACT_MATCH,
PARAMETER_FLOAT_TO_DOUBLE,
PARAMETER_INT_TO_FLOAT,
PARAMETER_INT_TO_DOUBLE,
PARAMETER_OTHER_CONVERSION,
} parameter_match_t;
static parameter_match_t
get_parameter_match_type(const ir_variable *param,
const ir_rvalue *actual)
{
const glsl_type *from_type;
const glsl_type *to_type;
if (param->data.mode == ir_var_function_out) {
from_type = param->type;
to_type = actual->type;
} else {
from_type = actual->type;
to_type = param->type;
}
if (from_type == to_type)
return PARAMETER_EXACT_MATCH;
/* XXX: When ARB_gpu_shader_fp64 support is added, check for float->double,
* and int/uint->double conversions
*/
if (to_type->base_type == GLSL_TYPE_FLOAT)
return PARAMETER_INT_TO_FLOAT;
/* int -> uint and any other oddball conversions */
return PARAMETER_OTHER_CONVERSION;
}
static bool
is_better_parameter_match(parameter_match_t a_match,
parameter_match_t b_match)
{
/* From section 6.1 of the GLSL 4.00 spec (and the ARB_gpu_shader5 spec):
*
* 1. An exact match is better than a match involving any implicit
* conversion.
*
* 2. A match involving an implicit conversion from float to double
* is better than match involving any other implicit conversion.
*
* [XXX: Not in GLSL 4.0: Only in ARB_gpu_shader5:
* 3. A match involving an implicit conversion from either int or uint
* to float is better than a match involving an implicit conversion
* from either int or uint to double.]
*
* If none of the rules above apply to a particular pair of conversions,
* neither conversion is considered better than the other.
*
* --
*
* Notably, the int->uint conversion is *not* considered to be better
* or worse than int/uint->float or int/uint->double.
*/
if (a_match >= PARAMETER_INT_TO_FLOAT && b_match == PARAMETER_OTHER_CONVERSION)
return false;
return a_match < b_match;
}
static ir_function_signature *
choose_best_inexact_overload(_mesa_glsl_parse_state *state,
const exec_list *actual_parameters,
@@ -173,7 +248,8 @@ ir_function::matching_signature(_mesa_glsl_parse_state *state,
free(inexact_matches);
return sig;
case PARAMETER_LIST_INEXACT_MATCH:
inexact_matches = realloc(inexact_matches,
inexact_matches = (ir_function_signature **)
realloc(inexact_matches,
sizeof(*inexact_matches) *
(num_inexact_matches + 1));
assert(inexact_matches);