i965: Use the lowering pass for texture projection.

We should end up with the same code, but anyone else with this issue
could share the handling (which I got wrong for shadow comparisons in
the driver before).
This commit is contained in:
Eric Anholt 2010-09-30 20:09:53 -07:00
parent aae338104f
commit 5f237a1ccb

View file

@ -138,6 +138,7 @@ brw_link_shader(GLcontext *ctx, struct gl_shader_program *prog)
do_div_to_mul_rcp(shader->ir);
do_sub_to_add_neg(shader->ir);
do_explog_to_explog2(shader->ir);
do_lower_texture_projection(shader->ir);
do {
progress = false;
@ -1229,22 +1230,8 @@ fs_visitor::visit(ir_texture *ir)
ir->coordinate->accept(this);
fs_reg coordinate = this->result;
if (ir->projector) {
fs_reg inv_proj = fs_reg(this, glsl_type::float_type);
ir->projector->accept(this);
emit(fs_inst(FS_OPCODE_RCP, inv_proj, this->result));
fs_reg proj_coordinate = fs_reg(this, ir->coordinate->type);
for (unsigned int i = 0; i < ir->coordinate->type->vector_elements; i++) {
emit(fs_inst(BRW_OPCODE_MUL, proj_coordinate, coordinate, inv_proj));
coordinate.reg_offset++;
proj_coordinate.reg_offset++;
}
proj_coordinate.reg_offset = 0;
coordinate = proj_coordinate;
}
/* Should be lowered by do_lower_texture_projection */
assert(!ir->projector);
for (mlen = 0; mlen < ir->coordinate->type->vector_elements; mlen++) {
emit(fs_inst(BRW_OPCODE_MOV, fs_reg(MRF, base_mrf + mlen), coordinate));