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authorEric Anholt <eric@anholt.net>2010-09-22 11:47:03 -0700
committerEric Anholt <eric@anholt.net>2010-09-22 13:09:51 -0700
commitb39e6f33b60ef9bbaf81f320aaca6a440d8a6a8f (patch)
treec3547819e402b729d84a4847aed95b81ec09fdbf /src/mesa/swrast/s_atifragshader.h
parent38da5c9cb636387539daaf5688c2a3badee32447 (diff)
glsl: Rework assignments with write_masks to have LHS chan count match RHS.
It turns out that most people new to this IR are surprised when an assignment to (say) 3 components on the LHS takes 4 components on the RHS. It also makes for quite strange IR output: (assign (constant bool (1)) (x) (var_ref color) (swiz x (var_ref v) )) (assign (constant bool (1)) (y) (var_ref color) (swiz yy (var_ref v) )) (assign (constant bool (1)) (z) (var_ref color) (swiz zzz (var_ref v) )) But even worse, even we get it wrong, as shown by this line of our current step(float, vec4): (assign (constant bool (1)) (w) (var_ref t) (expression float b2f (expression bool >= (swiz w (var_ref x))(var_ref edge)))) where we try to assign a float to the writemasked-out x channel and don't supply anything for the actual w channel we're writing. Drivers right now just get lucky since ir_to_mesa spams the float value across all the source channels of a vec4. Instead, the RHS will now have a number of components equal to the number of components actually being written. Hopefully this confuses everyone less, and it also makes codegen for a scalar target simpler. Reviewed-by: Kenneth Graunke <kenneth@whitecape.org> Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Diffstat (limited to 'src/mesa/swrast/s_atifragshader.h')
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