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authorIan Romanick <ian.d.romanick@intel.com>2011-07-30 10:49:49 -0700
committerIan Romanick <ian.d.romanick@intel.com>2011-08-16 14:09:40 -0700
commit41f8ffe5e07c4f389eb13d17ecf0ff776890e9bc (patch)
tree60bd671415336847a09be7d09a124fb829d93c1f
parent6ad08989d7c10892919ce1cb9c88c4cf8b73e1dc (diff)
ir_to_mesa: Implement ir_binop_logic_or using an add w/saturate or add w/SLT
Logical-or is implemented using addition (followed by clampling to [0,1]) on values of 0.0 and 1.0. Replacing the logical-or operators with addition gives a + b which has a result on the range [0, 2]. Previously a SNE instruction was used to clamp the resulting logic value to [0,1]. In a fragment shader, using a saturate on the add has the same effect. Adding the saturate to the add is free, so (at least) one instruction is saved. In a vertex shader, using an SLT on the negation of the add result has the same effect. Many older shader architectures do not support the SNE instruction. It must be emulated using two SLT instructions and an ADD. On these architectures, the single SLT saves two instructions. Reviewed-by: Eric Anholt <eric@anholt.net>
-rw-r--r--src/mesa/program/ir_to_mesa.cpp25
1 files changed, 21 insertions, 4 deletions
diff --git a/src/mesa/program/ir_to_mesa.cpp b/src/mesa/program/ir_to_mesa.cpp
index f03ea7a95e0..fcd14c89cd7 100644
--- a/src/mesa/program/ir_to_mesa.cpp
+++ b/src/mesa/program/ir_to_mesa.cpp
@@ -1267,11 +1267,28 @@ ir_to_mesa_visitor::visit(ir_expression *ir)
emit(ir, OPCODE_SNE, result_dst, op[0], op[1]);
break;
- case ir_binop_logic_or:
- /* This could be a saturated add and skip the SNE. */
- emit(ir, OPCODE_ADD, result_dst, op[0], op[1]);
- emit(ir, OPCODE_SNE, result_dst, result_src, src_reg_for_float(0.0));
+ case ir_binop_logic_or: {
+ /* After the addition, the value will be an integer on the
+ * range [0,2]. Zero stays zero, and positive values become 1.0.
+ */
+ ir_to_mesa_instruction *add =
+ emit(ir, OPCODE_ADD, result_dst, op[0], op[1]);
+ if (this->prog->Target == GL_FRAGMENT_PROGRAM_ARB) {
+ /* The clamping to [0,1] can be done for free in the fragment
+ * shader with a saturate.
+ */
+ add->saturate = true;
+ } else {
+ /* Negating the result of the addition gives values on the range
+ * [-2, 0]. Zero stays zero, and negative values become 1.0. This
+ * is achieved using SLT.
+ */
+ src_reg slt_src = result_src;
+ slt_src.negate = ~slt_src.negate;
+ emit(ir, OPCODE_SLT, result_dst, slt_src, src_reg_for_float(0.0));
+ }
break;
+ }
case ir_binop_logic_and:
/* the bool args are stored as float 0.0 or 1.0, so "mul" gives us "and". */