glsl: Implement min3 built-in function

Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
This commit is contained in:
Maxence Le Doré 2014-01-03 00:09:51 +01:00 committed by Kenneth Graunke
parent 61c450fc81
commit ce46e14729

View file

@ -576,6 +576,11 @@ private:
ir_function_signature *_atomic_op(const char *intrinsic,
builtin_available_predicate avail);
ir_function_signature *_min3(builtin_available_predicate avail,
const glsl_type *x_type,
const glsl_type *y_type,
const glsl_type *z_type);
#undef B0
#undef B1
#undef B2
@ -2112,6 +2117,23 @@ builtin_builder::create_builtins()
shader_atomic_counters),
NULL);
add_function("min3",
_min3(shader_trinary_minmax, glsl_type::float_type, glsl_type::float_type, glsl_type::float_type),
_min3(shader_trinary_minmax, glsl_type::vec2_type, glsl_type::vec2_type, glsl_type::vec2_type),
_min3(shader_trinary_minmax, glsl_type::vec3_type, glsl_type::vec3_type, glsl_type::vec3_type),
_min3(shader_trinary_minmax, glsl_type::vec4_type, glsl_type::vec4_type, glsl_type::vec4_type),
_min3(shader_trinary_minmax, glsl_type::int_type, glsl_type::int_type, glsl_type::int_type),
_min3(shader_trinary_minmax, glsl_type::ivec2_type, glsl_type::ivec2_type, glsl_type::ivec2_type),
_min3(shader_trinary_minmax, glsl_type::ivec3_type, glsl_type::ivec3_type, glsl_type::ivec3_type),
_min3(shader_trinary_minmax, glsl_type::ivec4_type, glsl_type::ivec4_type, glsl_type::ivec4_type),
_min3(shader_trinary_minmax, glsl_type::uint_type, glsl_type::uint_type, glsl_type::uint_type),
_min3(shader_trinary_minmax, glsl_type::uvec2_type, glsl_type::uvec2_type, glsl_type::uvec2_type),
_min3(shader_trinary_minmax, glsl_type::uvec3_type, glsl_type::uvec3_type, glsl_type::uvec3_type),
_min3(shader_trinary_minmax, glsl_type::uvec4_type, glsl_type::uvec4_type, glsl_type::uvec4_type),
NULL);
#undef F
#undef FI
#undef FIU
@ -3997,6 +4019,22 @@ builtin_builder::_atomic_op(const char *intrinsic,
return sig;
}
ir_function_signature *
builtin_builder::_min3(builtin_available_predicate avail,
const glsl_type *x_type, const glsl_type *y_type,
const glsl_type *z_type)
{
ir_variable *x = in_var(x_type, "x");
ir_variable *y = in_var(y_type, "y");
ir_variable *z = in_var(z_type, "z");
MAKE_SIG(x_type, avail, 3, x, y, z);
ir_expression *min3 = min(x, min(y,z));
body.emit(ret(min3));
return sig;
}
/** @} */
/******************************************************************************/