| // Copyright 2016 The SwiftShader Authors. All Rights Reserved. |
| // |
| // Licensed under the Apache License, Version 2.0 (the "License"); |
| // you may not use this file except in compliance with the License. |
| // You may obtain a copy of the License at |
| // |
| // http://www.apache.org/licenses/LICENSE-2.0 |
| // |
| // Unless required by applicable law or agreed to in writing, software |
| // distributed under the License is distributed on an "AS IS" BASIS, |
| // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. |
| // See the License for the specific language governing permissions and |
| // limitations under the License. |
| |
| #ifndef sw_ShaderCore_hpp |
| #define sw_ShaderCore_hpp |
| |
| #include "Debug.hpp" |
| #include "Shader.hpp" |
| #include "Reactor/Reactor.hpp" |
| |
| namespace sw |
| { |
| class Vector4s |
| { |
| public: |
| Vector4s(); |
| Vector4s(unsigned short x, unsigned short y, unsigned short z, unsigned short w); |
| Vector4s(const Vector4s &rhs); |
| |
| Short4 &operator[](int i); |
| Vector4s &operator=(const Vector4s &rhs); |
| |
| Short4 x; |
| Short4 y; |
| Short4 z; |
| Short4 w; |
| }; |
| |
| class Vector4f |
| { |
| public: |
| Vector4f(); |
| Vector4f(float x, float y, float z, float w); |
| Vector4f(const Vector4f &rhs); |
| |
| Float4 &operator[](int i); |
| Vector4f &operator=(const Vector4f &rhs); |
| |
| Float4 x; |
| Float4 y; |
| Float4 z; |
| Float4 w; |
| }; |
| |
| Float4 exponential2(RValue<Float4> x, bool pp = false); |
| Float4 logarithm2(RValue<Float4> x, bool abs, bool pp = false); |
| Float4 exponential(RValue<Float4> x, bool pp = false); |
| Float4 logarithm(RValue<Float4> x, bool abs, bool pp = false); |
| Float4 power(RValue<Float4> x, RValue<Float4> y, bool pp = false); |
| Float4 reciprocal(RValue<Float4> x, bool pp = false, bool finite = false, bool exactAtPow2 = false); |
| Float4 reciprocalSquareRoot(RValue<Float4> x, bool abs, bool pp = false); |
| Float4 modulo(RValue<Float4> x, RValue<Float4> y); |
| Float4 sine_pi(RValue<Float4> x, bool pp = false); // limited to [-pi, pi] range |
| Float4 cosine_pi(RValue<Float4> x, bool pp = false); // limited to [-pi, pi] range |
| Float4 sine(RValue<Float4> x, bool pp = false); |
| Float4 cosine(RValue<Float4> x, bool pp = false); |
| Float4 tangent(RValue<Float4> x, bool pp = false); |
| Float4 arccos(RValue<Float4> x, bool pp = false); |
| Float4 arcsin(RValue<Float4> x, bool pp = false); |
| Float4 arctan(RValue<Float4> x, bool pp = false); |
| Float4 arctan(RValue<Float4> y, RValue<Float4> x, bool pp = false); |
| Float4 sineh(RValue<Float4> x, bool pp = false); |
| Float4 cosineh(RValue<Float4> x, bool pp = false); |
| Float4 tangenth(RValue<Float4> x, bool pp = false); |
| Float4 arccosh(RValue<Float4> x, bool pp = false); // Limited to x >= 1 |
| Float4 arcsinh(RValue<Float4> x, bool pp = false); |
| Float4 arctanh(RValue<Float4> x, bool pp = false); // Limited to ]-1, 1[ range |
| |
| Float4 dot2(const Vector4f &v0, const Vector4f &v1); |
| Float4 dot3(const Vector4f &v0, const Vector4f &v1); |
| Float4 dot4(const Vector4f &v0, const Vector4f &v1); |
| |
| void transpose4x4(Short4 &row0, Short4 &row1, Short4 &row2, Short4 &row3); |
| void transpose4x4(Float4 &row0, Float4 &row1, Float4 &row2, Float4 &row3); |
| void transpose4x3(Float4 &row0, Float4 &row1, Float4 &row2, Float4 &row3); |
| void transpose4x2(Float4 &row0, Float4 &row1, Float4 &row2, Float4 &row3); |
| void transpose4x1(Float4 &row0, Float4 &row1, Float4 &row2, Float4 &row3); |
| void transpose2x4(Float4 &row0, Float4 &row1, Float4 &row2, Float4 &row3); |
| void transpose4xN(Float4 &row0, Float4 &row1, Float4 &row2, Float4 &row3, int N); |
| |
| class Register |
| { |
| public: |
| Register(const Reference<Float4> &x, const Reference<Float4> &y, const Reference<Float4> &z, const Reference<Float4> &w) : x(x), y(y), z(z), w(w) |
| { |
| } |
| |
| Reference<Float4> &operator[](int i) |
| { |
| switch(i) |
| { |
| default: |
| case 0: return x; |
| case 1: return y; |
| case 2: return z; |
| case 3: return w; |
| } |
| } |
| |
| Register &operator=(const Register &rhs) |
| { |
| x = rhs.x; |
| y = rhs.y; |
| z = rhs.z; |
| w = rhs.w; |
| |
| return *this; |
| } |
| |
| Register &operator=(const Vector4f &rhs) |
| { |
| x = rhs.x; |
| y = rhs.y; |
| z = rhs.z; |
| w = rhs.w; |
| |
| return *this; |
| } |
| |
| operator Vector4f() |
| { |
| Vector4f v; |
| |
| v.x = x; |
| v.y = y; |
| v.z = z; |
| v.w = w; |
| |
| return v; |
| } |
| |
| Reference<Float4> x; |
| Reference<Float4> y; |
| Reference<Float4> z; |
| Reference<Float4> w; |
| }; |
| |
| template<int S, bool D = false> |
| class RegisterArray |
| { |
| public: |
| RegisterArray(bool dynamic = D) : dynamic(dynamic) |
| { |
| if(dynamic) |
| { |
| x = new Array<Float4>(S); |
| y = new Array<Float4>(S); |
| z = new Array<Float4>(S); |
| w = new Array<Float4>(S); |
| } |
| else |
| { |
| x = new Array<Float4>[S]; |
| y = new Array<Float4>[S]; |
| z = new Array<Float4>[S]; |
| w = new Array<Float4>[S]; |
| } |
| } |
| |
| ~RegisterArray() |
| { |
| if(dynamic) |
| { |
| delete x; |
| delete y; |
| delete z; |
| delete w; |
| } |
| else |
| { |
| delete[] x; |
| delete[] y; |
| delete[] z; |
| delete[] w; |
| } |
| } |
| |
| Register operator[](int i) |
| { |
| if(dynamic) |
| { |
| return Register(x[0][i], y[0][i], z[0][i], w[0][i]); |
| } |
| else |
| { |
| return Register(x[i][0], y[i][0], z[i][0], w[i][0]); |
| } |
| } |
| |
| Register operator[](RValue<Int> i) |
| { |
| ASSERT(dynamic); |
| |
| return Register(x[0][i], y[0][i], z[0][i], w[0][i]); |
| } |
| |
| private: |
| const bool dynamic; |
| Array<Float4> *x; |
| Array<Float4> *y; |
| Array<Float4> *z; |
| Array<Float4> *w; |
| }; |
| |
| class ShaderCore |
| { |
| typedef Shader::Control Control; |
| |
| public: |
| void mov(Vector4f &dst, const Vector4f &src, bool integerDestination = false); |
| void neg(Vector4f &dst, const Vector4f &src); |
| void ineg(Vector4f &dst, const Vector4f &src); |
| void f2b(Vector4f &dst, const Vector4f &src); |
| void b2f(Vector4f &dst, const Vector4f &src); |
| void f2i(Vector4f &dst, const Vector4f &src); |
| void i2f(Vector4f &dst, const Vector4f &src); |
| void f2u(Vector4f &dst, const Vector4f &src); |
| void u2f(Vector4f &dst, const Vector4f &src); |
| void i2b(Vector4f &dst, const Vector4f &src); |
| void b2i(Vector4f &dst, const Vector4f &src); |
| void add(Vector4f &dst, const Vector4f &src0, const Vector4f &src1); |
| void iadd(Vector4f &dst, const Vector4f &src0, const Vector4f &src1); |
| void sub(Vector4f &dst, const Vector4f &src0, const Vector4f &src1); |
| void isub(Vector4f &dst, const Vector4f &src0, const Vector4f &src1); |
| void mad(Vector4f &dst, const Vector4f &src0, const Vector4f &src1, const Vector4f &src2); |
| void imad(Vector4f &dst, const Vector4f &src0, const Vector4f &src1, const Vector4f &src2); |
| void mul(Vector4f &dst, const Vector4f &src0, const Vector4f &src1); |
| void imul(Vector4f &dst, const Vector4f &src0, const Vector4f &src1); |
| void rcpx(Vector4f &dst, const Vector4f &src, bool pp = false); |
| void div(Vector4f &dst, const Vector4f &src0, const Vector4f &src1); |
| void idiv(Vector4f &dst, const Vector4f &src0, const Vector4f &src1); |
| void udiv(Vector4f &dst, const Vector4f &src0, const Vector4f &src1); |
| void mod(Vector4f &dst, const Vector4f &src0, const Vector4f &src1); |
| void imod(Vector4f &dst, const Vector4f &src0, const Vector4f &src1); |
| void umod(Vector4f &dst, const Vector4f &src0, const Vector4f &src1); |
| void shl(Vector4f &dst, const Vector4f &src0, const Vector4f &src1); |
| void ishr(Vector4f &dst, const Vector4f &src0, const Vector4f &src1); |
| void ushr(Vector4f &dst, const Vector4f &src0, const Vector4f &src1); |
| void rsqx(Vector4f &dst, const Vector4f &src, bool pp = false); |
| void sqrt(Vector4f &dst, const Vector4f &src, bool pp = false); |
| void rsq(Vector4f &dst, const Vector4f &src, bool pp = false); |
| void len2(Float4 &dst, const Vector4f &src, bool pp = false); |
| void len3(Float4 &dst, const Vector4f &src, bool pp = false); |
| void len4(Float4 &dst, const Vector4f &src, bool pp = false); |
| void dist1(Float4 &dst, const Vector4f &src0, const Vector4f &src1, bool pp = false); |
| void dist2(Float4 &dst, const Vector4f &src0, const Vector4f &src1, bool pp = false); |
| void dist3(Float4 &dst, const Vector4f &src0, const Vector4f &src1, bool pp = false); |
| void dist4(Float4 &dst, const Vector4f &src0, const Vector4f &src1, bool pp = false); |
| void dp1(Vector4f &dst, const Vector4f &src0, const Vector4f &src1); |
| void dp2(Vector4f &dst, const Vector4f &src0, const Vector4f &src1); |
| void dp2add(Vector4f &dst, const Vector4f &src0, const Vector4f &src1, const Vector4f &src2); |
| void dp3(Vector4f &dst, const Vector4f &src0, const Vector4f &src1); |
| void dp4(Vector4f &dst, const Vector4f &src0, const Vector4f &src1); |
| void det2(Vector4f &dst, const Vector4f &src0, const Vector4f &src1); |
| void det3(Vector4f &dst, const Vector4f &src0, const Vector4f &src1, const Vector4f &src2); |
| void det4(Vector4f &dst, const Vector4f &src0, const Vector4f &src1, const Vector4f &src2, const Vector4f &src3); |
| void min(Vector4f &dst, const Vector4f &src0, const Vector4f &src1); |
| void imin(Vector4f &dst, const Vector4f &src0, const Vector4f &src1); |
| void umin(Vector4f &dst, const Vector4f &src0, const Vector4f &src1); |
| void max(Vector4f &dst, const Vector4f &src0, const Vector4f &src1); |
| void imax(Vector4f &dst, const Vector4f &src0, const Vector4f &src1); |
| void umax(Vector4f &dst, const Vector4f &src0, const Vector4f &src1); |
| void slt(Vector4f &dst, const Vector4f &src0, const Vector4f &src1); |
| void step(Vector4f &dst, const Vector4f &src0, const Vector4f &src1); |
| void exp2x(Vector4f &dst, const Vector4f &src, bool pp = false); |
| void exp2(Vector4f &dst, const Vector4f &src, bool pp = false); |
| void exp(Vector4f &dst, const Vector4f &src, bool pp = false); |
| void log2x(Vector4f &dst, const Vector4f &src, bool pp = false); |
| void log2(Vector4f &dst, const Vector4f &src, bool pp = false); |
| void log(Vector4f &dst, const Vector4f &src, bool pp = false); |
| void lit(Vector4f &dst, const Vector4f &src); |
| void att(Vector4f &dst, const Vector4f &src0, const Vector4f &src1); |
| void lrp(Vector4f &dst, const Vector4f &src0, const Vector4f &src1, const Vector4f &src2); |
| void smooth(Vector4f &dst, const Vector4f &src0, const Vector4f &src1, const Vector4f &src2); |
| void packHalf2x16(Vector4f &dst, const Vector4f &src); |
| void unpackHalf2x16(Vector4f &dst, const Vector4f &src); |
| void packSnorm2x16(Vector4f &dst, const Vector4f &src); |
| void packUnorm2x16(Vector4f &dst, const Vector4f &src); |
| void unpackSnorm2x16(Vector4f &dst, const Vector4f &src); |
| void unpackUnorm2x16(Vector4f &dst, const Vector4f &src); |
| void frc(Vector4f &dst, const Vector4f &src); |
| void trunc(Vector4f &dst, const Vector4f &src); |
| void floor(Vector4f &dst, const Vector4f &src); |
| void round(Vector4f &dst, const Vector4f &src); |
| void roundEven(Vector4f &dst, const Vector4f &src); |
| void ceil(Vector4f &dst, const Vector4f &src); |
| void powx(Vector4f &dst, const Vector4f &src0, const Vector4f &src1, bool pp = false); |
| void pow(Vector4f &dst, const Vector4f &src0, const Vector4f &src1, bool pp = false); |
| void crs(Vector4f &dst, const Vector4f &src0, const Vector4f &src1); |
| void forward1(Vector4f &dst, const Vector4f &src0, const Vector4f &src1, const Vector4f &src2); |
| void forward2(Vector4f &dst, const Vector4f &src0, const Vector4f &src1, const Vector4f &src2); |
| void forward3(Vector4f &dst, const Vector4f &src0, const Vector4f &src1, const Vector4f &src2); |
| void forward4(Vector4f &dst, const Vector4f &src0, const Vector4f &src1, const Vector4f &src2); |
| void reflect1(Vector4f &dst, const Vector4f &src0, const Vector4f &src1); |
| void reflect2(Vector4f &dst, const Vector4f &src0, const Vector4f &src1); |
| void reflect3(Vector4f &dst, const Vector4f &src0, const Vector4f &src1); |
| void reflect4(Vector4f &dst, const Vector4f &src0, const Vector4f &src1); |
| void refract1(Vector4f &dst, const Vector4f &src0, const Vector4f &src1, const Float4 &src2); |
| void refract2(Vector4f &dst, const Vector4f &src0, const Vector4f &src1, const Float4 &src2); |
| void refract3(Vector4f &dst, const Vector4f &src0, const Vector4f &src1, const Float4 &src2); |
| void refract4(Vector4f &dst, const Vector4f &src0, const Vector4f &src1, const Float4 &src2); |
| void sgn(Vector4f &dst, const Vector4f &src); |
| void isgn(Vector4f &dst, const Vector4f &src); |
| void abs(Vector4f &dst, const Vector4f &src); |
| void iabs(Vector4f &dst, const Vector4f &src); |
| void nrm2(Vector4f &dst, const Vector4f &src, bool pp = false); |
| void nrm3(Vector4f &dst, const Vector4f &src, bool pp = false); |
| void nrm4(Vector4f &dst, const Vector4f &src, bool pp = false); |
| void sincos(Vector4f &dst, const Vector4f &src, bool pp = false); |
| void cos(Vector4f &dst, const Vector4f &src, bool pp = false); |
| void sin(Vector4f &dst, const Vector4f &src, bool pp = false); |
| void tan(Vector4f &dst, const Vector4f &src, bool pp = false); |
| void acos(Vector4f &dst, const Vector4f &src, bool pp = false); |
| void asin(Vector4f &dst, const Vector4f &src, bool pp = false); |
| void atan(Vector4f &dst, const Vector4f &src, bool pp = false); |
| void atan2(Vector4f &dst, const Vector4f &src0, const Vector4f &src1, bool pp = false); |
| void cosh(Vector4f &dst, const Vector4f &src, bool pp = false); |
| void sinh(Vector4f &dst, const Vector4f &src, bool pp = false); |
| void tanh(Vector4f &dst, const Vector4f &src, bool pp = false); |
| void acosh(Vector4f &dst, const Vector4f &src, bool pp = false); |
| void asinh(Vector4f &dst, const Vector4f &src, bool pp = false); |
| void atanh(Vector4f &dst, const Vector4f &src, bool pp = false); |
| void expp(Vector4f &dst, const Vector4f &src, unsigned short version); |
| void logp(Vector4f &dst, const Vector4f &src, unsigned short version); |
| void cmp0(Vector4f &dst, const Vector4f &src0, const Vector4f &src1, const Vector4f &src2); |
| void cmp(Vector4f &dst, const Vector4f &src0, const Vector4f &src1, Control control); |
| void icmp(Vector4f &dst, const Vector4f &src0, const Vector4f &src1, Control control); |
| void ucmp(Vector4f &dst, const Vector4f &src0, const Vector4f &src1, Control control); |
| void select(Vector4f &dst, const Vector4f &src0, const Vector4f &src1, const Vector4f &src2); |
| void extract(Float4 &dst, const Vector4f &src0, const Float4 &src1); |
| void insert(Vector4f &dst, const Vector4f &src, const Float4 &element, const Float4 &index); |
| void all(Float4 &dst, const Vector4f &src); |
| void any(Float4 &dst, const Vector4f &src); |
| void bitwise_not(Vector4f &dst, const Vector4f &src); |
| void bitwise_or(Vector4f &dst, const Vector4f &src0, const Vector4f &src1); |
| void bitwise_xor(Vector4f &dst, const Vector4f &src0, const Vector4f &src1); |
| void bitwise_and(Vector4f &dst, const Vector4f &src0, const Vector4f &src1); |
| void equal(Vector4f &dst, const Vector4f &src0, const Vector4f &src1); |
| void notEqual(Vector4f &dst, const Vector4f &src0, const Vector4f &src1); |
| |
| private: |
| void sgn(Float4 &dst, const Float4 &src); |
| void isgn(Float4 &dst, const Float4 &src); |
| void cmp0(Float4 &dst, const Float4 &src0, const Float4 &src1, const Float4 &src2); |
| void cmp0i(Float4 &dst, const Float4 &src0, const Float4 &src1, const Float4 &src2); |
| void select(Float4 &dst, RValue<Int4> src0, const Float4 &src1, const Float4 &src2); |
| void floatToHalfBits(Float4& dst, const Float4& floatBits, bool storeInUpperBits); |
| void halfToFloatBits(Float4& dst, const Float4& halfBits); |
| }; |
| } |
| |
| #endif // sw_ShaderCore_hpp |