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authorLuca Barbieri <luca@luca-barbieri.com>2010-09-08 01:31:39 +0200
committerIan Romanick <ian.d.romanick@intel.com>2010-09-13 17:53:04 -0700
commit4dfb89904c0a3d2166e9a3fc0253a254680e91bc (patch)
treecbdcd0ef976c8cb33d604a29caf10bec1571af3b /src/glx/indirect_texture_compression.c
parent2cdbced10d98214616bcc5f960b21185c433d23b (diff)
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>
Diffstat (limited to 'src/glx/indirect_texture_compression.c')
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