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path: root/src/glsl/builtins/ir
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2010-10-21glsl: Add support for GLSL 1.30's modf built-in.Kenneth Graunke
2010-10-14glsl: Add support for the 1.30 round() built-in.Kenneth Graunke
This implements round() via the ir_unop_round_even opcode, rather than adding a new opcode. We may wish to add one in the future, since it might enable a small performance increase on some hardware, but for now, this should suffice.
2010-10-14glsl: Add front-end support for GLSL 1.30's roundEven built-in.Kenneth Graunke
Implemented using the op-code introduced in the previous commit.
2010-10-14glsl: Add front-end support for the "trunc" built-in.Kenneth Graunke
2010-09-22glsl: Rework assignments with write_masks to have LHS chan count match RHS.Eric Anholt
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>
2010-09-18glsl/builtins: Switch comparison functions to just return an expression.Kenneth Graunke
2010-09-18glsl/builtins: Fix equal and notEqual builtins.Kenneth Graunke
Commit 309cd4115b7cba669a0bf858e7809cb6dae90ddf incorrectly converted these to all_equal and any_nequal, which is the wrong operation.
2010-09-13glsl2: Port equal() and notEqual() to ir_unop_all_equal and ir_unop_any_nequalIan Romanick
2010-09-09glsl2: Implement noise[1234] built-in functions using ir_unop_noiseIan Romanick
2010-09-09glsl/builtins: normalize of a negative scalar should be -1.0.Kenneth Graunke
2010-09-08glsl: Fix for scalar float built-in definitions.Kenneth Graunke
These need abs, and we need more tests.
2010-09-08glsl: Fix typo in builtin step() using a wrong channel.Eric Anholt
2010-09-08glsl/builtins: Don't use ir_binop_dot on floating point values.Kenneth Graunke
ir_binop_dot is only defined for vector types. Use ir_binop_mul.
2010-09-08glsl/builtins: Simplify degenerate scalar float cases.Kenneth Graunke
The code being generated was just stupid, considering that: - normalize(x) = 1.0 - length(x) = x - distance(x, y) = x - y
2010-09-04glsl/builtins: Convert assignments to new format (with write mask).Kenneth Graunke
2010-09-01glsl: Add forgotten implementations of equal/notEqual on bvecs.Kenneth Graunke
2010-08-31glsl2: fix bug in atan(y, x) functionBrian Paul
When x==0, the result was wrong. Fixes piglit glsl-fs-atan-1.shader_test
2010-08-23mesa: Add new ir_unop_any() expression operation.Eric Anholt
The previous any() implementation would generate arg0.x || arg0.y || arg0.z. Having an expression operation for this makes it easy for the backend to generate something easier (DPn + SNE for 915 FS, .any predication on 965 VS)
2010-08-13glsl2: Rework builtin function generation.Kenneth Graunke
Each language version/extension and target now has a "profile" containing all of the available builtin function prototypes. These are written in GLSL, and come directly out of the GLSL spec (except for expanding genType). A new builtins/ir/ folder contains the hand-written IR for each builtin, regardless of what version includes it. Only those definitions that have prototypes in the profile will be included. The autogenerated IR for texture builtins is no longer written to disk, so there's no longer any confusion as to what's hand-written or generated. All scripts are now in python instead of perl.