Handling new opcodes in PixelProgram and VertexProgram
The new opcodes related to true int and uint support in
glsl shader are now handled properly in PixelProgram and
VertexProgram.
Change-Id: I62565844f24708b4bd89dd99bbf971b55495c5da
Reviewed-on: https://swiftshader-review.googlesource.com/3932
Tested-by: Alexis Hétu <sugoi@google.com>
Reviewed-by: Nicolas Capens <capn@google.com>
diff --git a/src/Shader/PixelProgram.cpp b/src/Shader/PixelProgram.cpp
index 4a7cf76..415117d 100644
--- a/src/Shader/PixelProgram.cpp
+++ b/src/Shader/PixelProgram.cpp
@@ -146,12 +146,26 @@
case Shader::OPCODE_DCL: break;
case Shader::OPCODE_NOP: break;
case Shader::OPCODE_MOV: mov(d, s0); break;
+ case Shader::OPCODE_NEG: neg(d, s0); break;
+ case Shader::OPCODE_INEG: ineg(d, s0); break;
case Shader::OPCODE_F2B: f2b(d, s0); break;
case Shader::OPCODE_B2F: b2f(d, s0); break;
+ case Shader::OPCODE_F2I: f2i(d, s0); break;
+ case Shader::OPCODE_I2F: i2f(d, s0); break;
+ case Shader::OPCODE_F2U: f2u(d, s0); break;
+ case Shader::OPCODE_U2F: u2f(d, s0); break;
+ case Shader::OPCODE_I2B: i2b(d, s0); break;
+ case Shader::OPCODE_B2I: b2i(d, s0); break;
+ case Shader::OPCODE_U2B: u2b(d, s0); break;
+ case Shader::OPCODE_B2U: b2u(d, s0); break;
case Shader::OPCODE_ADD: add(d, s0, s1); break;
+ case Shader::OPCODE_IADD: iadd(d, s0, s1); break;
case Shader::OPCODE_SUB: sub(d, s0, s1); break;
+ case Shader::OPCODE_ISUB: isub(d, s0, s1); break;
case Shader::OPCODE_MUL: mul(d, s0, s1); break;
+ case Shader::OPCODE_IMUL: imul(d, s0, s1); break;
case Shader::OPCODE_MAD: mad(d, s0, s1, s2); break;
+ case Shader::OPCODE_IMAD: imad(d, s0, s1, s2); break;
case Shader::OPCODE_DP1: dp1(d, s0, s1); break;
case Shader::OPCODE_DP2: dp2(d, s0, s1); break;
case Shader::OPCODE_DP2ADD: dp2add(d, s0, s1, s2); break;
@@ -159,6 +173,7 @@
case Shader::OPCODE_DP4: dp4(d, s0, s1); break;
case Shader::OPCODE_CMP0: cmp0(d, s0, s1, s2); break;
case Shader::OPCODE_ICMP: icmp(d, s0, s1, control); break;
+ case Shader::OPCODE_UCMP: ucmp(d, s0, s1, control); break;
case Shader::OPCODE_SELECT: select(d, s0, s1, s2); break;
case Shader::OPCODE_EXTRACT: extract(d.x, s0, s1.x); break;
case Shader::OPCODE_INSERT: insert(d, s0, s1.x, s2.x); break;
@@ -176,7 +191,14 @@
case Shader::OPCODE_LOG: log(d, s0, pp); break;
case Shader::OPCODE_RCPX: rcpx(d, s0, pp); break;
case Shader::OPCODE_DIV: div(d, s0, s1); break;
+ case Shader::OPCODE_IDIV: idiv(d, s0, s1); break;
+ case Shader::OPCODE_UDIV: udiv(d, s0, s1); break;
case Shader::OPCODE_MOD: mod(d, s0, s1); break;
+ case Shader::OPCODE_IMOD: imod(d, s0, s1); break;
+ case Shader::OPCODE_UMOD: umod(d, s0, s1); break;
+ case Shader::OPCODE_SHL: shl(d, s0, s1); break;
+ case Shader::OPCODE_ISHR: ishr(d, s0, s1); break;
+ case Shader::OPCODE_USHR: ushr(d, s0, s1); break;
case Shader::OPCODE_RSQX: rsqx(d, s0, pp); break;
case Shader::OPCODE_SQRT: sqrt(d, s0, pp); break;
case Shader::OPCODE_RSQ: rsq(d, s0, pp); break;
@@ -188,10 +210,18 @@
case Shader::OPCODE_DIST3: dist3(d.x, s0, s1, pp); break;
case Shader::OPCODE_DIST4: dist4(d.x, s0, s1, pp); break;
case Shader::OPCODE_MIN: min(d, s0, s1); break;
+ case Shader::OPCODE_IMIN: imin(d, s0, s1); break;
+ case Shader::OPCODE_UMIN: umin(d, s0, s1); break;
case Shader::OPCODE_MAX: max(d, s0, s1); break;
+ case Shader::OPCODE_IMAX: imax(d, s0, s1); break;
+ case Shader::OPCODE_UMAX: umax(d, s0, s1); break;
case Shader::OPCODE_LRP: lrp(d, s0, s1, s2); break;
case Shader::OPCODE_STEP: step(d, s0, s1); break;
case Shader::OPCODE_SMOOTH: smooth(d, s0, s1, s2); break;
+ case Shader::OPCODE_FLOATBITSTOINT:
+ case Shader::OPCODE_FLOATBITSTOUINT:
+ case Shader::OPCODE_INTBITSTOFLOAT:
+ case Shader::OPCODE_UINTBITSTOFLOAT: d = s0; break;
case Shader::OPCODE_POWX: powx(d, s0, s1, pp); break;
case Shader::OPCODE_POW: pow(d, s0, s1, pp); break;
case Shader::OPCODE_SGN: sgn(d, s0); break;
@@ -266,6 +296,8 @@
case Shader::OPCODE_OR: or(d, s0, s1); break;
case Shader::OPCODE_XOR: xor(d, s0, s1); break;
case Shader::OPCODE_AND: and(d, s0, s1); break;
+ case Shader::OPCODE_EQ: equal(d, s0, s1); break;
+ case Shader::OPCODE_NE: notEqual(d, s0, s1); break;
case Shader::OPCODE_END: break;
default:
ASSERT(false);