From ffd24b0a6844871eed0c78608431e2f82d5615e1 Mon Sep 17 00:00:00 2001 From: Eric Anholt Date: Wed, 7 Jul 2010 17:49:05 -0700 Subject: ir_to_mesa: Add support for constant matrices (untested). --- src/mesa/shader/ir_to_mesa.cpp | 35 +++++++++++++++++++++++++++++++++-- 1 file changed, 33 insertions(+), 2 deletions(-) (limited to 'src') diff --git a/src/mesa/shader/ir_to_mesa.cpp b/src/mesa/shader/ir_to_mesa.cpp index b42ac84842..727a815753 100644 --- a/src/mesa/shader/ir_to_mesa.cpp +++ b/src/mesa/shader/ir_to_mesa.cpp @@ -1355,8 +1355,39 @@ ir_to_mesa_visitor::visit(ir_constant *ir) GLfloat *values = stack_vals; unsigned int i; - if (ir->type->is_matrix() || ir->type->is_array()) { - assert(!"FINISHME: array/matrix constants"); + if (ir->type->is_array()) { + ir->print(); + printf("\n"); + assert(!"FINISHME: array constants"); + } + + if (ir->type->is_matrix()) { + /* Unfortunately, 4 floats is all we can get into + * _mesa_add_unnamed_constant. So, make a temp to store the + * matrix and move each constant value into it. If we get + * lucky, copy propagation will eliminate the extra moves. + */ + ir_to_mesa_src_reg mat = get_temp(glsl_type::vec4_type); + ir_to_mesa_dst_reg mat_column = ir_to_mesa_dst_reg_from_src(mat); + + for (i = 0; i < ir->type->matrix_columns; i++) { + src_reg.file = PROGRAM_CONSTANT; + + assert(ir->type->base_type == GLSL_TYPE_FLOAT); + values = &ir->value.f[i * ir->type->vector_elements]; + + src_reg.index = _mesa_add_unnamed_constant(this->prog->Parameters, + values, + ir->type->vector_elements, + &src_reg.swizzle); + src_reg.reladdr = false; + src_reg.negate = 0; + ir_to_mesa_emit_op1(ir, OPCODE_MOV, mat_column, src_reg); + + mat_column.index++; + } + + this->result = mat; } src_reg.file = PROGRAM_CONSTANT; -- cgit v1.2.3