[Mesa-dev] [PATCH 1/6] glsl: Clean up apply_implicit_conversion
Chris Forbes
chrisf at ijw.co.nz
Sun Apr 27 02:44:51 PDT 2014
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].
Signed-off-by: Chris Forbes <chrisf at ijw.co.nz>
---
src/glsl/ast_to_hir.cpp | 57 +++++++++++++++++++++++++------------------------
1 file changed, 29 insertions(+), 28 deletions(-)
diff --git a/src/glsl/ast_to_hir.cpp b/src/glsl/ast_to_hir.cpp
index 0411bef..39ad418 100644
--- a/src/glsl/ast_to_hir.cpp
+++ b/src/glsl/ast_to_hir.cpp
@@ -159,6 +159,23 @@ _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
*
@@ -180,9 +197,7 @@ 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 1.10, there are no implicit conversions */
if (!state->is_version(120, 0))
return false;
@@ -190,36 +205,22 @@ 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."
+ * array of float.
*/
- /* FINISHME: The above comment is partially a lie. There is int/uint
- * FINISHME: conversion for immediate constants.
- */
- 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.
- */
- to = glsl_type::get_instance(GLSL_TYPE_FLOAT, from->type->vector_elements,
- from->type->matrix_columns);
+ /* Both types must have the same number of components. */
+ if (to->components() != from->type->components())
+ return false;
- 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;
}
--
1.9.2
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