gallium: add new float comparison instructions returning integer masks
Newer graphic languages don't want messy float mask results but instead true "boolean" mask results for float comparisons. Otherwise just need to convert the floats back to integers. Need to keep the old opcodes however due to both legacy (gl and d3d9) needing them and because older hw can't really deal with integers. These new FSEQ/FSGE/FSLT/FSNE opcodes are part of integer API and hence must be supported if a driver claims to support glsl 1.30 (or PIPE_SHADER_CAP_INTEGERS). Reviewed-by: Zack Rusin <zackr@vmware.com>
This commit is contained in:
@@ -512,13 +512,13 @@ This instruction replicates its result.
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.. math::
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dst.x = (src0.x == src1.x) ? 1 : 0
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dst.x = (src0.x == src1.x) ? 1.0F : 0.0F
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dst.y = (src0.y == src1.y) ? 1 : 0
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dst.y = (src0.y == src1.y) ? 1.0F : 0.0F
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dst.z = (src0.z == src1.z) ? 1 : 0
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dst.z = (src0.z == src1.z) ? 1.0F : 0.0F
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dst.w = (src0.w == src1.w) ? 1 : 0
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dst.w = (src0.w == src1.w) ? 1.0F : 0.0F
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.. opcode:: SFL - Set On False
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@@ -538,13 +538,13 @@ This instruction replicates its result.
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.. math::
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dst.x = (src0.x > src1.x) ? 1 : 0
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dst.x = (src0.x > src1.x) ? 1.0F : 0.0F
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dst.y = (src0.y > src1.y) ? 1 : 0
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dst.y = (src0.y > src1.y) ? 1.0F : 0.0F
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dst.z = (src0.z > src1.z) ? 1 : 0
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dst.z = (src0.z > src1.z) ? 1.0F : 0.0F
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dst.w = (src0.w > src1.w) ? 1 : 0
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dst.w = (src0.w > src1.w) ? 1.0F : 0.0F
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.. opcode:: SIN - Sine
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@@ -560,26 +560,26 @@ This instruction replicates its result.
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.. math::
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dst.x = (src0.x <= src1.x) ? 1 : 0
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dst.x = (src0.x <= src1.x) ? 1.0F : 0.0F
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dst.y = (src0.y <= src1.y) ? 1 : 0
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dst.y = (src0.y <= src1.y) ? 1.0F : 0.0F
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dst.z = (src0.z <= src1.z) ? 1 : 0
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dst.z = (src0.z <= src1.z) ? 1.0F : 0.0F
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dst.w = (src0.w <= src1.w) ? 1 : 0
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dst.w = (src0.w <= src1.w) ? 1.0F : 0.0F
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.. opcode:: SNE - Set On Not Equal
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.. math::
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dst.x = (src0.x != src1.x) ? 1 : 0
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dst.x = (src0.x != src1.x) ? 1.0F : 0.0F
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dst.y = (src0.y != src1.y) ? 1 : 0
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dst.y = (src0.y != src1.y) ? 1.0F : 0.0F
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dst.z = (src0.z != src1.z) ? 1 : 0
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dst.z = (src0.z != src1.z) ? 1.0F : 0.0F
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dst.w = (src0.w != src1.w) ? 1 : 0
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dst.w = (src0.w != src1.w) ? 1.0F : 0.0F
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.. opcode:: STR - Set On True
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@@ -1325,6 +1325,21 @@ Support for these opcodes indicated by PIPE_SHADER_CAP_INTEGERS (all of them?)
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.. opcode:: FSLT - Float Set On Less Than (ordered)
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Same comparison as SLT but returns integer instead of 1.0/0.0 float
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.. math::
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dst.x = (src0.x < src1.x) ? ~0 : 0
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dst.y = (src0.y < src1.y) ? ~0 : 0
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dst.z = (src0.z < src1.z) ? ~0 : 0
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dst.w = (src0.w < src1.w) ? ~0 : 0
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.. opcode:: ISLT - Signed Integer Set On Less Than
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.. math::
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@@ -1351,6 +1366,21 @@ Support for these opcodes indicated by PIPE_SHADER_CAP_INTEGERS (all of them?)
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dst.w = (src0.w < src1.w) ? ~0 : 0
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.. opcode:: FSGE - Float Set On Greater Equal Than (ordered)
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Same comparison as SGE but returns integer instead of 1.0/0.0 float
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.. math::
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dst.x = (src0.x >= src1.x) ? ~0 : 0
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dst.y = (src0.y >= src1.y) ? ~0 : 0
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dst.z = (src0.z >= src1.z) ? ~0 : 0
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dst.w = (src0.w >= src1.w) ? ~0 : 0
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.. opcode:: ISGE - Signed Integer Set On Greater Equal Than
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.. math::
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@@ -1377,6 +1407,21 @@ Support for these opcodes indicated by PIPE_SHADER_CAP_INTEGERS (all of them?)
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dst.w = (src0.w >= src1.w) ? ~0 : 0
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.. opcode:: FSEQ - Float Set On Equal (ordered)
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Same comparison as SEQ but returns integer instead of 1.0/0.0 float
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.. math::
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dst.x = (src0.x == src1.x) ? ~0 : 0
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dst.y = (src0.y == src1.y) ? ~0 : 0
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dst.z = (src0.z == src1.z) ? ~0 : 0
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dst.w = (src0.w == src1.w) ? ~0 : 0
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.. opcode:: USEQ - Integer Set On Equal
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.. math::
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@@ -1390,6 +1435,21 @@ Support for these opcodes indicated by PIPE_SHADER_CAP_INTEGERS (all of them?)
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dst.w = (src0.w == src1.w) ? ~0 : 0
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.. opcode:: FSNE - Float Set On Not Equal (unordered)
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Same comparison as SNE but returns integer instead of 1.0/0.0 float
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.. math::
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dst.x = (src0.x != src1.x) ? ~0 : 0
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dst.y = (src0.y != src1.y) ? ~0 : 0
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dst.z = (src0.z != src1.z) ? ~0 : 0
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dst.w = (src0.w != src1.w) ? ~0 : 0
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.. opcode:: USNE - Integer Set On Not Equal
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.. math::
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