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glsl: Clean up apply_implicit_conversion

We're about to add new implicit conversions, first for ARB_gpu_shader5,
and then later for ARB_gpu_shader_fp64. Pull out the opcode
determination into its own function, and get rid of the bool -> float
case that could never be hit anyway [since it fails the is_numeric()
check].

V2: Retain the vector width mangling. It turns out this is necessary for
the conversions done (and then thrown away) when determining the return
type of arithmetic operators.

Signed-off-by: Chris Forbes <chrisf@ijw.co.nz>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
tags/10.3-branchpoint
Chris Forbes 11 years ago
parent
commit
1ace51f091
1 changed files with 31 additions and 27 deletions
  1. 31
    27
      src/glsl/ast_to_hir.cpp

+ 31
- 27
src/glsl/ast_to_hir.cpp View File

@@ -164,6 +164,23 @@ _mesa_ast_to_hir(exec_list *instructions, struct _mesa_glsl_parse_state *state)
}


static ir_expression_operation
get_conversion_operation(const glsl_type *to, const glsl_type *from,
struct _mesa_glsl_parse_state *state)
{
switch (to->base_type) {
case GLSL_TYPE_FLOAT:
switch (from->base_type) {
case GLSL_TYPE_INT: return ir_unop_i2f;
case GLSL_TYPE_UINT: return ir_unop_u2f;
default: return (ir_expression_operation)0;
}

default: return (ir_expression_operation)0;
}
}


/**
* If a conversion is available, convert one operand to a different type
*
@@ -185,9 +202,7 @@ apply_implicit_conversion(const glsl_type *to, ir_rvalue * &from,
if (to->base_type == from->type->base_type)
return true;

/* This conversion was added in GLSL 1.20. If the compilation mode is
* GLSL 1.10, the conversion is skipped.
*/
/* Prior to GLSL 1.20, there are no implicit conversions */
if (!state->is_version(120, 0))
return false;

@@ -195,36 +210,25 @@ apply_implicit_conversion(const glsl_type *to, ir_rvalue * &from,
*
* "There are no implicit array or structure conversions. For
* example, an array of int cannot be implicitly converted to an
* array of float. There are no implicit conversions between
* signed and unsigned integers."
*/
/* FINISHME: The above comment is partially a lie. There is int/uint
* FINISHME: conversion for immediate constants.
* array of float.
*/
if (!to->is_float() || !from->type->is_numeric())
if (!to->is_numeric() || !from->type->is_numeric())
return false;

/* Convert to a floating point type with the same number of components
* as the original type - i.e. int to float, not int to vec4.
/* We don't actually want the specific type `to`, we want a type
* with the same base type as `to`, but the same vector width as
* `from`.
*/
to = glsl_type::get_instance(GLSL_TYPE_FLOAT, from->type->vector_elements,
from->type->matrix_columns);
to = glsl_type::get_instance(to->base_type, from->type->vector_elements,
from->type->matrix_columns);

switch (from->type->base_type) {
case GLSL_TYPE_INT:
from = new(ctx) ir_expression(ir_unop_i2f, to, from, NULL);
break;
case GLSL_TYPE_UINT:
from = new(ctx) ir_expression(ir_unop_u2f, to, from, NULL);
break;
case GLSL_TYPE_BOOL:
from = new(ctx) ir_expression(ir_unop_b2f, to, from, NULL);
break;
default:
assert(0);
ir_expression_operation op = get_conversion_operation(to, from->type, state);
if (op) {
from = new(ctx) ir_expression(op, to, from, NULL);
return true;
} else {
return false;
}

return true;
}



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