| // SwiftShader Software Renderer | |
| // | |
| // Copyright(c) 2005-2012 TransGaming Inc. | |
| // | |
| // All rights reserved. No part of this software may be copied, distributed, transmitted, | |
| // transcribed, stored in a retrieval system, translated into any human or computer | |
| // language by any means, or disclosed to third parties without the explicit written | |
| // agreement of TransGaming Inc. Without such an agreement, no rights or licenses, express | |
| // or implied, including but not limited to any patent rights, are granted to you. | |
| // | |
| #include "ShaderCore.hpp" | |
| #include "Renderer/Renderer.hpp" | |
| #include "Common/Debug.hpp" | |
| namespace sw | |
| { | |
| extern TranscendentalPrecision logPrecision; | |
| extern TranscendentalPrecision expPrecision; | |
| extern TranscendentalPrecision rcpPrecision; | |
| extern TranscendentalPrecision rsqPrecision; | |
| Vector4s::Vector4s() | |
| { | |
| } | |
| Vector4s::Vector4s(unsigned short x, unsigned short y, unsigned short z, unsigned short w) | |
| { | |
| this->x = Short4(x); | |
| this->y = Short4(y); | |
| this->z = Short4(z); | |
| this->w = Short4(w); | |
| } | |
| Vector4s::Vector4s(const Vector4s &rhs) | |
| { | |
| x = rhs.x; | |
| y = rhs.y; | |
| z = rhs.z; | |
| w = rhs.w; | |
| } | |
| Vector4s &Vector4s::operator=(const Vector4s &rhs) | |
| { | |
| x = rhs.x; | |
| y = rhs.y; | |
| z = rhs.z; | |
| w = rhs.w; | |
| return *this; | |
| } | |
| Short4 &Vector4s::operator[](int i) | |
| { | |
| switch(i) | |
| { | |
| case 0: return x; | |
| case 1: return y; | |
| case 2: return z; | |
| case 3: return w; | |
| } | |
| return x; | |
| } | |
| Vector4i::Vector4i() | |
| { | |
| } | |
| Vector4i::Vector4i(int x, int y, int z, int w) | |
| { | |
| this->x = Int4(x); | |
| this->y = Int4(y); | |
| this->z = Int4(z); | |
| this->w = Int4(w); | |
| } | |
| Vector4i::Vector4i(const Vector4i &rhs) | |
| { | |
| x = rhs.x; | |
| y = rhs.y; | |
| z = rhs.z; | |
| w = rhs.w; | |
| } | |
| Vector4i &Vector4i::operator=(const Vector4i &rhs) | |
| { | |
| x = rhs.x; | |
| y = rhs.y; | |
| z = rhs.z; | |
| w = rhs.w; | |
| return *this; | |
| } | |
| Int4 &Vector4i::operator[](int i) | |
| { | |
| switch(i) | |
| { | |
| case 0: return x; | |
| case 1: return y; | |
| case 2: return z; | |
| case 3: return w; | |
| } | |
| return x; | |
| } | |
| Vector4u::Vector4u() | |
| { | |
| } | |
| Vector4u::Vector4u(unsigned int x, unsigned int y, unsigned int z, unsigned int w) | |
| { | |
| this->x = UInt4(x); | |
| this->y = UInt4(y); | |
| this->z = UInt4(z); | |
| this->w = UInt4(w); | |
| } | |
| Vector4u::Vector4u(const Vector4u &rhs) | |
| { | |
| x = rhs.x; | |
| y = rhs.y; | |
| z = rhs.z; | |
| w = rhs.w; | |
| } | |
| Vector4u &Vector4u::operator=(const Vector4u &rhs) | |
| { | |
| x = rhs.x; | |
| y = rhs.y; | |
| z = rhs.z; | |
| w = rhs.w; | |
| return *this; | |
| } | |
| UInt4 &Vector4u::operator[](int i) | |
| { | |
| switch(i) | |
| { | |
| case 0: return x; | |
| case 1: return y; | |
| case 2: return z; | |
| case 3: return w; | |
| } | |
| return x; | |
| } | |
| Vector4f::Vector4f() | |
| { | |
| } | |
| Vector4f::Vector4f(float x, float y, float z, float w) | |
| { | |
| this->x = Float4(x); | |
| this->y = Float4(y); | |
| this->z = Float4(z); | |
| this->w = Float4(w); | |
| } | |
| Vector4f::Vector4f(const Vector4f &rhs) | |
| { | |
| x = rhs.x; | |
| y = rhs.y; | |
| z = rhs.z; | |
| w = rhs.w; | |
| } | |
| Vector4f &Vector4f::operator=(const Vector4f &rhs) | |
| { | |
| x = rhs.x; | |
| y = rhs.y; | |
| z = rhs.z; | |
| w = rhs.w; | |
| return *this; | |
| } | |
| Float4 &Vector4f::operator[](int i) | |
| { | |
| switch(i) | |
| { | |
| case 0: return x; | |
| case 1: return y; | |
| case 2: return z; | |
| case 3: return w; | |
| } | |
| return x; | |
| } | |
| Float4 exponential2(RValue<Float4> x, bool pp) | |
| { | |
| Float4 x0; | |
| Float4 x1; | |
| Int4 x2; | |
| x0 = x; | |
| x0 = Min(x0, As<Float4>(Int4(0x43010000))); // 129.00000e+0f | |
| x0 = Max(x0, As<Float4>(Int4(0xC2FDFFFF))); // -126.99999e+0f | |
| x1 = x0; | |
| x1 -= Float4(0.5f); | |
| x2 = RoundInt(x1); | |
| x1 = Float4(x2); | |
| x2 += Int4(0x0000007F); // 127 | |
| x2 = x2 << 23; | |
| x0 -= x1; | |
| x1 = As<Float4>(Int4(0x3AF61905)); // 1.8775767e-3f | |
| x1 *= x0; | |
| x1 += As<Float4>(Int4(0x3C134806)); // 8.9893397e-3f | |
| x1 *= x0; | |
| x1 += As<Float4>(Int4(0x3D64AA23)); // 5.5826318e-2f | |
| x1 *= x0; | |
| x1 += As<Float4>(Int4(0x3E75EAD4)); // 2.4015361e-1f | |
| x1 *= x0; | |
| x1 += As<Float4>(Int4(0x3F31727B)); // 6.9315308e-1f | |
| x1 *= x0; | |
| x1 += As<Float4>(Int4(0x3F7FFFFF)); // 9.9999994e-1f | |
| x1 *= As<Float4>(x2); | |
| return x1; | |
| } | |
| Float4 logarithm2(RValue<Float4> x, bool absolute, bool pp) | |
| { | |
| Float4 x0; | |
| Float4 x1; | |
| Float4 x2; | |
| Float4 x3; | |
| x0 = x; | |
| x1 = As<Float4>(As<Int4>(x0) & Int4(0x7F800000)); | |
| x1 = As<Float4>(As<UInt4>(x1) >> 8); | |
| x1 = As<Float4>(As<Int4>(x1) | As<Int4>(Float4(1.0f))); | |
| x1 = (x1 - Float4(1.4960938f)) * Float4(256.0f); // FIXME: (x1 - 1.4960938f) * 256.0f; | |
| x0 = As<Float4>((As<Int4>(x0) & Int4(0x007FFFFF)) | As<Int4>(Float4(1.0f))); | |
| x2 = (Float4(9.5428179e-2f) * x0 + Float4(4.7779095e-1f)) * x0 + Float4(1.9782813e-1f); | |
| x3 = ((Float4(1.6618466e-2f) * x0 + Float4(2.0350508e-1f)) * x0 + Float4(2.7382900e-1f)) * x0 + Float4(4.0496687e-2f); | |
| x2 /= x3; | |
| x1 += (x0 - Float4(1.0f)) * x2; | |
| return x1; | |
| } | |
| Float4 exponential(RValue<Float4> x, bool pp) | |
| { | |
| // FIXME: Propagate the constant | |
| return exponential2(Float4(1.44269541f) * x, pp); // 1/ln(2) | |
| } | |
| Float4 logarithm(RValue<Float4> x, bool absolute, bool pp) | |
| { | |
| // FIXME: Propagate the constant | |
| return Float4(6.93147181e-1f) * logarithm2(x, absolute, pp); // ln(2) | |
| } | |
| Float4 power(RValue<Float4> x, RValue<Float4> y, bool pp) | |
| { | |
| Float4 log = logarithm2(x, true, pp); | |
| log *= y; | |
| return exponential2(log, pp); | |
| } | |
| Float4 reciprocal(RValue<Float4> x, bool pp, bool finite) | |
| { | |
| Float4 rcp; | |
| if(!pp && rcpPrecision >= WHQL) | |
| { | |
| rcp = Float4(1.0f) / x; | |
| } | |
| else | |
| { | |
| rcp = Rcp_pp(x); | |
| if(!pp) | |
| { | |
| rcp = (rcp + rcp) - (x * rcp * rcp); | |
| } | |
| } | |
| if(finite) | |
| { | |
| int big = 0x7F7FFFFF; | |
| rcp = Min(rcp, Float4((float&)big)); | |
| } | |
| return rcp; | |
| } | |
| Float4 reciprocalSquareRoot(RValue<Float4> x, bool absolute, bool pp) | |
| { | |
| Float4 abs = x; | |
| if(absolute) | |
| { | |
| abs = Abs(abs); | |
| } | |
| Float4 rsq; | |
| if(!pp && rsqPrecision >= IEEE) | |
| { | |
| rsq = Float4(1.0f) / Sqrt(abs); | |
| } | |
| else | |
| { | |
| rsq = RcpSqrt_pp(abs); | |
| if(!pp) | |
| { | |
| rsq = rsq * (Float4(3.0f) - rsq * rsq * abs) * Float4(0.5f); | |
| } | |
| } | |
| int big = 0x7F7FFFFF; | |
| rsq = Min(rsq, Float4((float&)big)); | |
| return rsq; | |
| } | |
| Float4 modulo(RValue<Float4> x, RValue<Float4> y) | |
| { | |
| return x - y * Floor(x / y); | |
| } | |
| Float4 sine_pi(RValue<Float4> x, bool pp) | |
| { | |
| const Float4 A = Float4(-4.05284734e-1f); // -4/pi^2 | |
| const Float4 B = Float4(1.27323954e+0f); // 4/pi | |
| const Float4 C = Float4(7.75160950e-1f); | |
| const Float4 D = Float4(2.24839049e-1f); | |
| // Parabola approximating sine | |
| Float4 sin = x * (Abs(x) * A + B); | |
| // Improve precision from 0.06 to 0.001 | |
| if(true) | |
| { | |
| sin = sin * (Abs(sin) * D + C); | |
| } | |
| return sin; | |
| } | |
| Float4 cosine_pi(RValue<Float4> x, bool pp) | |
| { | |
| // cos(x) = sin(x + pi/2) | |
| Float4 y = x + Float4(1.57079632e+0f); | |
| // Wrap around | |
| y -= As<Float4>(CmpNLT(y, Float4(3.14159265e+0f)) & As<Int4>(Float4(6.28318530e+0f))); | |
| return sine_pi(y, pp); | |
| } | |
| Float4 sine(RValue<Float4> x, bool pp) | |
| { | |
| // Reduce to [-0.5, 0.5] range | |
| Float4 y = x * Float4(1.59154943e-1f); // 1/2pi | |
| y = y - Round(y); | |
| const Float4 A = Float4(-16.0f); | |
| const Float4 B = Float4(8.0f); | |
| const Float4 C = Float4(7.75160950e-1f); | |
| const Float4 D = Float4(2.24839049e-1f); | |
| // Parabola approximating sine | |
| Float4 sin = y * (Abs(y) * A + B); | |
| // Improve precision from 0.06 to 0.001 | |
| if(true) | |
| { | |
| sin = sin * (Abs(sin) * D + C); | |
| } | |
| return sin; | |
| } | |
| Float4 cosine(RValue<Float4> x, bool pp) | |
| { | |
| // cos(x) = sin(x + pi/2) | |
| Float4 y = x + Float4(1.57079632e+0f); | |
| return sine(y, pp); | |
| } | |
| Float4 tangent(RValue<Float4> x, bool pp) | |
| { | |
| return sine(x, pp) / cosine(x, pp); | |
| } | |
| Float4 arccos(RValue<Float4> x, bool pp) | |
| { | |
| // pi/2 - arcsin(x) | |
| return Float4(1.57079632e+0f) - arcsin(x); | |
| } | |
| Float4 arcsin(RValue<Float4> x, bool pp) | |
| { | |
| // x*(pi/2-sqrt(1-x*x)*pi/5) | |
| return x * (Float4(1.57079632e+0f) - Sqrt(Float4(1.0f) - x*x) * Float4(6.28318531e-1f)); | |
| } | |
| Float4 arctan(RValue<Float4> x, bool pp) | |
| { | |
| Int4 O = CmpNLT(Abs(x), Float4(1.0f)); | |
| Float4 y = As<Float4>(O & As<Int4>(Float4(1.0f) / x) | ~O & As<Int4>(x)); // FIXME: Vector select | |
| // Approximation of atan in [-1..1] | |
| Float4 theta = y * (Float4(-0.27f) * Abs(y) + Float4(1.05539816f)); | |
| // +/-pi/2 depending on sign of x | |
| Float4 sgnPi_2 = As<Float4>(As<Int4>(Float4(1.57079632e+0f)) ^ (As<Int4>(x) & Int4(0x80000000))); | |
| theta = As<Float4>(O & As<Int4>(sgnPi_2 - theta) | ~O & As<Int4>(theta)); // FIXME: Vector select | |
| return theta; | |
| } | |
| Float4 arctan(RValue<Float4> y, RValue<Float4> x, bool pp) | |
| { | |
| // Rotate to upper semicircle when in lower semicircle | |
| Int4 S = CmpLT(y, Float4(0.0f)); | |
| Float4 theta = As<Float4>(S & As<Int4>(Float4(-3.14159265e+0f))); // -pi | |
| Float4 x0 = As<Float4>((As<Int4>(y) & Int4(0x80000000)) ^ As<Int4>(x)); | |
| Float4 y0 = Abs(y); | |
| // Rotate to right quadrant when in left quadrant | |
| Int4 Q = CmpLT(x0, Float4(0.0f)); | |
| theta += As<Float4>(Q & As<Int4>(Float4(1.57079632e+0f))); // pi/2 | |
| Float4 x1 = As<Float4>(Q & As<Int4>(y0) | ~Q & As<Int4>(x0)); // FIXME: Vector select | |
| Float4 y1 = As<Float4>(Q & As<Int4>(-x0) | ~Q & As<Int4>(y0)); // FIXME: Vector select | |
| // Rotate to first octant when in second octant | |
| Int4 O = CmpNLT(y1, x1); | |
| theta += As<Float4>(O & As<Int4>(Float4(7.85398163e-1f))); // pi/4 | |
| Float4 x2 = As<Float4>(O & As<Int4>(Float4(7.07106781e-1f) * x1 + Float4(7.07106781e-1f) * y1) | ~O & As<Int4>(x1)); // sqrt(2)/2 // FIXME: Vector select | |
| Float4 y2 = As<Float4>(O & As<Int4>(Float4(7.07106781e-1f) * y1 - Float4(7.07106781e-1f) * x1) | ~O & As<Int4>(y1)); // FIXME: Vector select | |
| // Approximation of atan in [0..1] | |
| Float4 y_x = y2 / x2; | |
| theta += y_x * (Float4(-0.27f) * y_x + Float4(1.05539816f)); | |
| return theta; | |
| } | |
| Float4 sineh(RValue<Float4> x, bool pp) | |
| { | |
| return (exponential(x, pp) - exponential(-x, pp)) * Float4(0.5f); | |
| } | |
| Float4 cosineh(RValue<Float4> x, bool pp) | |
| { | |
| return (exponential(x, pp) + exponential(-x, pp)) * Float4(0.5f); | |
| } | |
| Float4 tangenth(RValue<Float4> x, bool pp) | |
| { | |
| Float4 e_x = exponential(x, pp); | |
| Float4 e_minus_x = exponential(-x, pp); | |
| return (e_x - e_minus_x) / (e_x + e_minus_x); | |
| } | |
| Float4 arccosh(RValue<Float4> x, bool pp) | |
| { | |
| return logarithm(x + Sqrt(x + Float4(1.0f)) * Sqrt(x - Float4(1.0f)), pp); | |
| } | |
| Float4 arcsinh(RValue<Float4> x, bool pp) | |
| { | |
| return logarithm(x + Sqrt(x * x + Float4(1.0f)), pp); | |
| } | |
| Float4 arctanh(RValue<Float4> x, bool pp) | |
| { | |
| return logarithm((Float4(1.0f) + x) / (Float4(1.0f) - x), pp) * Float4(0.5f); | |
| } | |
| Int4 floatBitsToInt(RValue<Float4> x) | |
| { | |
| return As<Int4>(x); | |
| } | |
| UInt4 floatBitsToUInt(RValue<Float4> x) | |
| { | |
| return As<UInt4>(x); | |
| } | |
| Float4 intBitsToFloat(RValue<Int4> x) | |
| { | |
| return As<Float4>(x); | |
| } | |
| Float4 uintBitsToFloat(RValue<UInt4> x) | |
| { | |
| return As<Float4>(x); | |
| } | |
| Float4 dot2(Vector4f &v0, Vector4f &v1) | |
| { | |
| return v0.x * v1.x + v0.y * v1.y; | |
| } | |
| Float4 dot3(Vector4f &v0, Vector4f &v1) | |
| { | |
| return v0.x * v1.x + v0.y * v1.y + v0.z * v1.z; | |
| } | |
| Float4 dot4(Vector4f &v0, Vector4f &v1) | |
| { | |
| return v0.x * v1.x + v0.y * v1.y + v0.z * v1.z + v0.w * v1.w; | |
| } | |
| void transpose4x4(Short4 &row0, Short4 &row1, Short4 &row2, Short4 &row3) | |
| { | |
| Int2 tmp0 = UnpackHigh(row0, row1); | |
| Int2 tmp1 = UnpackHigh(row2, row3); | |
| Int2 tmp2 = UnpackLow(row0, row1); | |
| Int2 tmp3 = UnpackLow(row2, row3); | |
| row0 = As<Short4>(UnpackLow(tmp2, tmp3)); | |
| row1 = As<Short4>(UnpackHigh(tmp2, tmp3)); | |
| row2 = As<Short4>(UnpackLow(tmp0, tmp1)); | |
| row3 = As<Short4>(UnpackHigh(tmp0, tmp1)); | |
| } | |
| void transpose4x4(Float4 &row0, Float4 &row1, Float4 &row2, Float4 &row3) | |
| { | |
| Float4 tmp0 = UnpackLow(row0, row1); | |
| Float4 tmp1 = UnpackLow(row2, row3); | |
| Float4 tmp2 = UnpackHigh(row0, row1); | |
| Float4 tmp3 = UnpackHigh(row2, row3); | |
| row0 = Float4(tmp0.xy, tmp1.xy); | |
| row1 = Float4(tmp0.zw, tmp1.zw); | |
| row2 = Float4(tmp2.xy, tmp3.xy); | |
| row3 = Float4(tmp2.zw, tmp3.zw); | |
| } | |
| void transpose4x3(Float4 &row0, Float4 &row1, Float4 &row2, Float4 &row3) | |
| { | |
| Float4 tmp0 = UnpackLow(row0, row1); | |
| Float4 tmp1 = UnpackLow(row2, row3); | |
| Float4 tmp2 = UnpackHigh(row0, row1); | |
| Float4 tmp3 = UnpackHigh(row2, row3); | |
| row0 = Float4(tmp0.xy, tmp1.xy); | |
| row1 = Float4(tmp0.zw, tmp1.zw); | |
| row2 = Float4(tmp2.xy, tmp3.xy); | |
| } | |
| void transpose4x2(Float4 &row0, Float4 &row1, Float4 &row2, Float4 &row3) | |
| { | |
| Float4 tmp0 = UnpackLow(row0, row1); | |
| Float4 tmp1 = UnpackLow(row2, row3); | |
| row0 = Float4(tmp0.xy, tmp1.xy); | |
| row1 = Float4(tmp0.zw, tmp1.zw); | |
| } | |
| void transpose4x1(Float4 &row0, Float4 &row1, Float4 &row2, Float4 &row3) | |
| { | |
| Float4 tmp0 = UnpackLow(row0, row1); | |
| Float4 tmp1 = UnpackLow(row2, row3); | |
| row0 = Float4(tmp0.xy, tmp1.xy); | |
| } | |
| void transpose2x4(Float4 &row0, Float4 &row1, Float4 &row2, Float4 &row3) | |
| { | |
| row0 = UnpackLow(row0, row1); | |
| row1 = Float4(row0.zw, row1.zw); | |
| row2 = UnpackHigh(row0, row1); | |
| row3 = Float4(row2.zw, row3.zw); | |
| } | |
| void transpose2x4h(Float4 &row0, Float4 &row1, Float4 &row2, Float4 &row3) | |
| { | |
| row0 = UnpackLow(row2, row3); | |
| row1 = Float4(row0.zw, row1.zw); | |
| row2 = UnpackHigh(row2, row3); | |
| row3 = Float4(row2.zw, row3.zw); | |
| } | |
| void transpose4xN(Float4 &row0, Float4 &row1, Float4 &row2, Float4 &row3, int N) | |
| { | |
| switch(N) | |
| { | |
| case 1: transpose4x1(row0, row1, row2, row3); break; | |
| case 2: transpose4x2(row0, row1, row2, row3); break; | |
| case 3: transpose4x3(row0, row1, row2, row3); break; | |
| case 4: transpose4x4(row0, row1, row2, row3); break; | |
| } | |
| } | |
| void ShaderCore::mov(Vector4f &dst, Vector4f &src, bool floorToInteger) | |
| { | |
| if(floorToInteger) | |
| { | |
| dst.x = Floor(src.x); | |
| } | |
| else | |
| { | |
| dst = src; | |
| } | |
| } | |
| void ShaderCore::f2b(Vector4f &dst, Vector4f &src) | |
| { | |
| dst.x = As<Float4>(CmpNEQ(src.x, Float4(0.0f))); | |
| dst.y = As<Float4>(CmpNEQ(src.y, Float4(0.0f))); | |
| dst.z = As<Float4>(CmpNEQ(src.z, Float4(0.0f))); | |
| dst.w = As<Float4>(CmpNEQ(src.w, Float4(0.0f))); | |
| } | |
| void ShaderCore::b2f(Vector4f &dst, Vector4f &src) | |
| { | |
| dst.x = As<Float4>(As<Int4>(src.x) & As<Int4>(Float4(1.0f))); | |
| dst.y = As<Float4>(As<Int4>(src.y) & As<Int4>(Float4(1.0f))); | |
| dst.z = As<Float4>(As<Int4>(src.z) & As<Int4>(Float4(1.0f))); | |
| dst.w = As<Float4>(As<Int4>(src.w) & As<Int4>(Float4(1.0f))); | |
| } | |
| void ShaderCore::add(Vector4f &dst, Vector4f &src0, Vector4f &src1) | |
| { | |
| dst.x = src0.x + src1.x; | |
| dst.y = src0.y + src1.y; | |
| dst.z = src0.z + src1.z; | |
| dst.w = src0.w + src1.w; | |
| } | |
| void ShaderCore::sub(Vector4f &dst, Vector4f &src0, Vector4f &src1) | |
| { | |
| dst.x = src0.x - src1.x; | |
| dst.y = src0.y - src1.y; | |
| dst.z = src0.z - src1.z; | |
| dst.w = src0.w - src1.w; | |
| } | |
| void ShaderCore::mad(Vector4f &dst, Vector4f &src0, Vector4f &src1, Vector4f &src2) | |
| { | |
| dst.x = src0.x * src1.x + src2.x; | |
| dst.y = src0.y * src1.y + src2.y; | |
| dst.z = src0.z * src1.z + src2.z; | |
| dst.w = src0.w * src1.w + src2.w; | |
| } | |
| void ShaderCore::mul(Vector4f &dst, Vector4f &src0, Vector4f &src1) | |
| { | |
| dst.x = src0.x * src1.x; | |
| dst.y = src0.y * src1.y; | |
| dst.z = src0.z * src1.z; | |
| dst.w = src0.w * src1.w; | |
| } | |
| void ShaderCore::rcpx(Vector4f &dst, Vector4f &src, bool pp) | |
| { | |
| Float4 rcp = reciprocal(src.x, pp, true); | |
| dst.x = rcp; | |
| dst.y = rcp; | |
| dst.z = rcp; | |
| dst.w = rcp; | |
| } | |
| void ShaderCore::div(Vector4f &dst, Vector4f &src0, Vector4f &src1) | |
| { | |
| dst.x = src0.x / src1.x; | |
| dst.y = src0.y / src1.y; | |
| dst.z = src0.z / src1.z; | |
| dst.w = src0.w / src1.w; | |
| } | |
| void ShaderCore::mod(Vector4f &dst, Vector4f &src0, Vector4f &src1) | |
| { | |
| dst.x = modulo(src0.x, src1.x); | |
| dst.y = modulo(src0.y, src1.y); | |
| dst.z = modulo(src0.z, src1.z); | |
| dst.w = modulo(src0.w, src1.w); | |
| } | |
| void ShaderCore::rsqx(Vector4f &dst, Vector4f &src, bool pp) | |
| { | |
| Float4 rsq = reciprocalSquareRoot(src.x, true, pp); | |
| dst.x = rsq; | |
| dst.y = rsq; | |
| dst.z = rsq; | |
| dst.w = rsq; | |
| } | |
| void ShaderCore::sqrt(Vector4f &dst, Vector4f &src, bool pp) | |
| { | |
| dst.x = Sqrt(src.x); | |
| dst.y = Sqrt(src.y); | |
| dst.z = Sqrt(src.z); | |
| dst.w = Sqrt(src.w); | |
| } | |
| void ShaderCore::rsq(Vector4f &dst, Vector4f &src, bool pp) | |
| { | |
| dst.x = reciprocalSquareRoot(src.x, false, pp); | |
| dst.y = reciprocalSquareRoot(src.y, false, pp); | |
| dst.z = reciprocalSquareRoot(src.z, false, pp); | |
| dst.w = reciprocalSquareRoot(src.w, false, pp); | |
| } | |
| void ShaderCore::len2(Float4 &dst, Vector4f &src, bool pp) | |
| { | |
| dst = Sqrt(dot2(src, src)); | |
| } | |
| void ShaderCore::len3(Float4 &dst, Vector4f &src, bool pp) | |
| { | |
| dst = Sqrt(dot3(src, src)); | |
| } | |
| void ShaderCore::len4(Float4 &dst, Vector4f &src, bool pp) | |
| { | |
| dst = Sqrt(dot4(src, src)); | |
| } | |
| void ShaderCore::dist1(Float4 &dst, Vector4f &src0, Vector4f &src1, bool pp) | |
| { | |
| dst = Abs(src0.x - src1.x); | |
| } | |
| void ShaderCore::dist2(Float4 &dst, Vector4f &src0, Vector4f &src1, bool pp) | |
| { | |
| Float4 dx = src0.x - src1.x; | |
| Float4 dy = src0.y - src1.y; | |
| Float4 dot2 = dx * dx + dy * dy; | |
| dst = Sqrt(dot2); | |
| } | |
| void ShaderCore::dist3(Float4 &dst, Vector4f &src0, Vector4f &src1, bool pp) | |
| { | |
| Float4 dx = src0.x - src1.x; | |
| Float4 dy = src0.y - src1.y; | |
| Float4 dz = src0.z - src1.z; | |
| Float4 dot3 = dx * dx + dy * dy + dz * dz; | |
| dst = Sqrt(dot3); | |
| } | |
| void ShaderCore::dist4(Float4 &dst, Vector4f &src0, Vector4f &src1, bool pp) | |
| { | |
| Float4 dx = src0.x - src1.x; | |
| Float4 dy = src0.y - src1.y; | |
| Float4 dz = src0.z - src1.z; | |
| Float4 dw = src0.w - src1.w; | |
| Float4 dot4 = dx * dx + dy * dy + dz * dz + dw * dw; | |
| dst = Sqrt(dot4); | |
| } | |
| void ShaderCore::dp1(Vector4f &dst, Vector4f &src0, Vector4f &src1) | |
| { | |
| Float4 t = src0.x * src1.x; | |
| dst.x = t; | |
| dst.y = t; | |
| dst.z = t; | |
| dst.w = t; | |
| } | |
| void ShaderCore::dp2(Vector4f &dst, Vector4f &src0, Vector4f &src1) | |
| { | |
| Float4 t = dot2(src0, src1); | |
| dst.x = t; | |
| dst.y = t; | |
| dst.z = t; | |
| dst.w = t; | |
| } | |
| void ShaderCore::dp2add(Vector4f &dst, Vector4f &src0, Vector4f &src1, Vector4f &src2) | |
| { | |
| Float4 t = dot2(src0, src1) + src2.x; | |
| dst.x = t; | |
| dst.y = t; | |
| dst.z = t; | |
| dst.w = t; | |
| } | |
| void ShaderCore::dp3(Vector4f &dst, Vector4f &src0, Vector4f &src1) | |
| { | |
| Float4 dot = dot3(src0, src1); | |
| dst.x = dot; | |
| dst.y = dot; | |
| dst.z = dot; | |
| dst.w = dot; | |
| } | |
| void ShaderCore::dp4(Vector4f &dst, Vector4f &src0, Vector4f &src1) | |
| { | |
| Float4 dot = dot4(src0, src1); | |
| dst.x = dot; | |
| dst.y = dot; | |
| dst.z = dot; | |
| dst.w = dot; | |
| } | |
| void ShaderCore::min(Vector4f &dst, Vector4f &src0, Vector4f &src1) | |
| { | |
| dst.x = Min(src0.x, src1.x); | |
| dst.y = Min(src0.y, src1.y); | |
| dst.z = Min(src0.z, src1.z); | |
| dst.w = Min(src0.w, src1.w); | |
| } | |
| void ShaderCore::max(Vector4f &dst, Vector4f &src0, Vector4f &src1) | |
| { | |
| dst.x = Max(src0.x, src1.x); | |
| dst.y = Max(src0.y, src1.y); | |
| dst.z = Max(src0.z, src1.z); | |
| dst.w = Max(src0.w, src1.w); | |
| } | |
| void ShaderCore::slt(Vector4f &dst, Vector4f &src0, Vector4f &src1) | |
| { | |
| dst.x = As<Float4>(As<Int4>(CmpLT(src0.x, src1.x)) & As<Int4>(Float4(1.0f))); | |
| dst.y = As<Float4>(As<Int4>(CmpLT(src0.y, src1.y)) & As<Int4>(Float4(1.0f))); | |
| dst.z = As<Float4>(As<Int4>(CmpLT(src0.z, src1.z)) & As<Int4>(Float4(1.0f))); | |
| dst.w = As<Float4>(As<Int4>(CmpLT(src0.w, src1.w)) & As<Int4>(Float4(1.0f))); | |
| } | |
| void ShaderCore::step(Vector4f &dst, Vector4f &edge, Vector4f &x) | |
| { | |
| dst.x = As<Float4>(CmpNLT(x.x, edge.x) & As<Int4>(Float4(1.0f))); | |
| dst.y = As<Float4>(CmpNLT(x.y, edge.y) & As<Int4>(Float4(1.0f))); | |
| dst.z = As<Float4>(CmpNLT(x.z, edge.z) & As<Int4>(Float4(1.0f))); | |
| dst.w = As<Float4>(CmpNLT(x.w, edge.w) & As<Int4>(Float4(1.0f))); | |
| } | |
| void ShaderCore::exp2x(Vector4f &dst, Vector4f &src, bool pp) | |
| { | |
| Float4 exp = exponential2(src.x, pp); | |
| dst.x = exp; | |
| dst.y = exp; | |
| dst.z = exp; | |
| dst.w = exp; | |
| } | |
| void ShaderCore::exp2(Vector4f &dst, Vector4f &src, bool pp) | |
| { | |
| dst.x = exponential2(src.x, pp); | |
| dst.y = exponential2(src.y, pp); | |
| dst.z = exponential2(src.z, pp); | |
| dst.w = exponential2(src.w, pp); | |
| } | |
| void ShaderCore::exp(Vector4f &dst, Vector4f &src, bool pp) | |
| { | |
| dst.x = exponential(src.x, pp); | |
| dst.y = exponential(src.y, pp); | |
| dst.z = exponential(src.z, pp); | |
| dst.w = exponential(src.w, pp); | |
| } | |
| void ShaderCore::log2x(Vector4f &dst, Vector4f &src, bool pp) | |
| { | |
| Float4 log = logarithm2(src.x, true, pp); | |
| dst.x = log; | |
| dst.y = log; | |
| dst.z = log; | |
| dst.w = log; | |
| } | |
| void ShaderCore::log2(Vector4f &dst, Vector4f &src, bool pp) | |
| { | |
| dst.x = logarithm2(src.x, pp); | |
| dst.y = logarithm2(src.y, pp); | |
| dst.z = logarithm2(src.z, pp); | |
| dst.w = logarithm2(src.w, pp); | |
| } | |
| void ShaderCore::log(Vector4f &dst, Vector4f &src, bool pp) | |
| { | |
| dst.x = logarithm(src.x, false, pp); | |
| dst.y = logarithm(src.y, false, pp); | |
| dst.z = logarithm(src.z, false, pp); | |
| dst.w = logarithm(src.w, false, pp); | |
| } | |
| void ShaderCore::lit(Vector4f &dst, Vector4f &src) | |
| { | |
| dst.x = Float4(1.0f); | |
| dst.y = Max(src.x, Float4(0.0f)); | |
| Float4 pow; | |
| pow = src.w; | |
| pow = Min(pow, Float4(127.9961f)); | |
| pow = Max(pow, Float4(-127.9961f)); | |
| dst.z = power(src.y, pow); | |
| dst.z = As<Float4>(As<Int4>(dst.z) & CmpNLT(src.x, Float4(0.0f))); | |
| dst.z = As<Float4>(As<Int4>(dst.z) & CmpNLT(src.y, Float4(0.0f))); | |
| dst.w = Float4(1.0f); | |
| } | |
| void ShaderCore::att(Vector4f &dst, Vector4f &src0, Vector4f &src1) | |
| { | |
| // Computes attenuation factors (1, d, d^2, 1/d) assuming src0 = d^2, src1 = 1/d | |
| dst.x = 1; | |
| dst.y = src0.y * src1.y; | |
| dst.z = src0.z; | |
| dst.w = src1.w; | |
| } | |
| void ShaderCore::lrp(Vector4f &dst, Vector4f &src0, Vector4f &src1, Vector4f &src2) | |
| { | |
| dst.x = src0.x * (src1.x - src2.x) + src2.x; | |
| dst.y = src0.y * (src1.y - src2.y) + src2.y; | |
| dst.z = src0.z * (src1.z - src2.z) + src2.z; | |
| dst.w = src0.w * (src1.w - src2.w) + src2.w; | |
| } | |
| void ShaderCore::smooth(Vector4f &dst, Vector4f &edge0, Vector4f &edge1, Vector4f &x) | |
| { | |
| Float4 tx = Min(Max((x.x - edge0.x) / (edge1.x - edge0.x), Float4(0.0f)), Float4(1.0f)); dst.x = tx * tx * (Float4(3.0f) - Float4(2.0f) * tx); | |
| Float4 ty = Min(Max((x.y - edge0.y) / (edge1.y - edge0.y), Float4(0.0f)), Float4(1.0f)); dst.y = ty * ty * (Float4(3.0f) - Float4(2.0f) * ty); | |
| Float4 tz = Min(Max((x.z - edge0.z) / (edge1.z - edge0.z), Float4(0.0f)), Float4(1.0f)); dst.z = tz * tz * (Float4(3.0f) - Float4(2.0f) * tz); | |
| Float4 tw = Min(Max((x.w - edge0.w) / (edge1.w - edge0.w), Float4(0.0f)), Float4(1.0f)); dst.w = tw * tw * (Float4(3.0f) - Float4(2.0f) * tw); | |
| } | |
| void ShaderCore::floatBitsToInt(Vector4i &dst, Vector4f &src) | |
| { | |
| dst.x = sw::floatBitsToInt(src.x); | |
| dst.y = sw::floatBitsToInt(src.y); | |
| dst.z = sw::floatBitsToInt(src.z); | |
| dst.w = sw::floatBitsToInt(src.w); | |
| } | |
| void ShaderCore::floatBitsToUInt(Vector4u &dst, Vector4f &src) | |
| { | |
| dst.x = sw::floatBitsToUInt(src.x); | |
| dst.y = sw::floatBitsToUInt(src.y); | |
| dst.z = sw::floatBitsToUInt(src.z); | |
| dst.w = sw::floatBitsToUInt(src.w); | |
| } | |
| void ShaderCore::intBitsToFloat(Vector4f &dst, Vector4i &src) | |
| { | |
| dst.x = sw::intBitsToFloat(src.x); | |
| dst.y = sw::intBitsToFloat(src.y); | |
| dst.z = sw::intBitsToFloat(src.z); | |
| dst.w = sw::intBitsToFloat(src.w); | |
| } | |
| void ShaderCore::uintBitsToFloat(Vector4f &dst, Vector4u &src) | |
| { | |
| dst.x = sw::uintBitsToFloat(src.x); | |
| dst.y = sw::uintBitsToFloat(src.y); | |
| dst.z = sw::uintBitsToFloat(src.z); | |
| dst.w = sw::uintBitsToFloat(src.w); | |
| } | |
| void ShaderCore::frc(Vector4f &dst, Vector4f &src) | |
| { | |
| dst.x = Frac(src.x); | |
| dst.y = Frac(src.y); | |
| dst.z = Frac(src.z); | |
| dst.w = Frac(src.w); | |
| } | |
| void ShaderCore::trunc(Vector4f &dst, Vector4f &src) | |
| { | |
| dst.x = Trunc(src.x); | |
| dst.y = Trunc(src.y); | |
| dst.z = Trunc(src.z); | |
| dst.w = Trunc(src.w); | |
| } | |
| void ShaderCore::floor(Vector4f &dst, Vector4f &src) | |
| { | |
| dst.x = Floor(src.x); | |
| dst.y = Floor(src.y); | |
| dst.z = Floor(src.z); | |
| dst.w = Floor(src.w); | |
| } | |
| void ShaderCore::round(Vector4f &dst, Vector4f &src) | |
| { | |
| dst.x = Round(src.x); | |
| dst.y = Round(src.y); | |
| dst.z = Round(src.z); | |
| dst.w = Round(src.w); | |
| } | |
| void ShaderCore::ceil(Vector4f &dst, Vector4f &src) | |
| { | |
| dst.x = Ceil(src.x); | |
| dst.y = Ceil(src.y); | |
| dst.z = Ceil(src.z); | |
| dst.w = Ceil(src.w); | |
| } | |
| void ShaderCore::powx(Vector4f &dst, Vector4f &src0, Vector4f &src1, bool pp) | |
| { | |
| Float4 pow = power(src0.x, src1.x, pp); | |
| dst.x = pow; | |
| dst.y = pow; | |
| dst.z = pow; | |
| dst.w = pow; | |
| } | |
| void ShaderCore::pow(Vector4f &dst, Vector4f &src0, Vector4f &src1, bool pp) | |
| { | |
| dst.x = power(src0.x, src1.x, pp); | |
| dst.y = power(src0.y, src1.y, pp); | |
| dst.z = power(src0.z, src1.z, pp); | |
| dst.w = power(src0.w, src1.w, pp); | |
| } | |
| void ShaderCore::crs(Vector4f &dst, Vector4f &src0, Vector4f &src1) | |
| { | |
| dst.x = src0.y * src1.z - src0.z * src1.y; | |
| dst.y = src0.z * src1.x - src0.x * src1.z; | |
| dst.z = src0.x * src1.y - src0.y * src1.x; | |
| } | |
| void ShaderCore::forward1(Vector4f &dst, Vector4f &N, Vector4f &I, Vector4f &Nref) | |
| { | |
| Int4 flip = CmpNLT(Nref.x * I.x, Float4(0.0f)) & Int4(0x80000000); | |
| dst.x = As<Float4>(flip ^ As<Int4>(N.x)); | |
| } | |
| void ShaderCore::forward2(Vector4f &dst, Vector4f &N, Vector4f &I, Vector4f &Nref) | |
| { | |
| Int4 flip = CmpNLT(dot2(Nref, I), Float4(0.0f)) & Int4(0x80000000); | |
| dst.x = As<Float4>(flip ^ As<Int4>(N.x)); | |
| dst.y = As<Float4>(flip ^ As<Int4>(N.y)); | |
| } | |
| void ShaderCore::forward3(Vector4f &dst, Vector4f &N, Vector4f &I, Vector4f &Nref) | |
| { | |
| Int4 flip = CmpNLT(dot3(Nref, I), Float4(0.0f)) & Int4(0x80000000); | |
| dst.x = As<Float4>(flip ^ As<Int4>(N.x)); | |
| dst.y = As<Float4>(flip ^ As<Int4>(N.y)); | |
| dst.z = As<Float4>(flip ^ As<Int4>(N.z)); | |
| } | |
| void ShaderCore::forward4(Vector4f &dst, Vector4f &N, Vector4f &I, Vector4f &Nref) | |
| { | |
| Int4 flip = CmpNLT(dot4(Nref, I), Float4(0.0f)) & Int4(0x80000000); | |
| dst.x = As<Float4>(flip ^ As<Int4>(N.x)); | |
| dst.y = As<Float4>(flip ^ As<Int4>(N.y)); | |
| dst.z = As<Float4>(flip ^ As<Int4>(N.z)); | |
| dst.w = As<Float4>(flip ^ As<Int4>(N.w)); | |
| } | |
| void ShaderCore::reflect1(Vector4f &dst, Vector4f &I, Vector4f &N) | |
| { | |
| Float4 d = N.x * I.x; | |
| dst.x = I.x - Float4(2.0f) * d * N.x; | |
| } | |
| void ShaderCore::reflect2(Vector4f &dst, Vector4f &I, Vector4f &N) | |
| { | |
| Float4 d = dot2(N, I); | |
| dst.x = I.x - Float4(2.0f) * d * N.x; | |
| dst.y = I.y - Float4(2.0f) * d * N.y; | |
| } | |
| void ShaderCore::reflect3(Vector4f &dst, Vector4f &I, Vector4f &N) | |
| { | |
| Float4 d = dot3(N, I); | |
| dst.x = I.x - Float4(2.0f) * d * N.x; | |
| dst.y = I.y - Float4(2.0f) * d * N.y; | |
| dst.z = I.z - Float4(2.0f) * d * N.z; | |
| } | |
| void ShaderCore::reflect4(Vector4f &dst, Vector4f &I, Vector4f &N) | |
| { | |
| Float4 d = dot4(N, I); | |
| dst.x = I.x - Float4(2.0f) * d * N.x; | |
| dst.y = I.y - Float4(2.0f) * d * N.y; | |
| dst.z = I.z - Float4(2.0f) * d * N.z; | |
| dst.w = I.w - Float4(2.0f) * d * N.w; | |
| } | |
| void ShaderCore::refract1(Vector4f &dst, Vector4f &I, Vector4f &N, Float4 &eta) | |
| { | |
| Float4 d = N.x * I.x; | |
| Float4 k = Float4(1.0f) - eta * eta * (Float4(1.0f) - d * d); | |
| Int4 pos = CmpNLT(k, Float4(0.0f)); | |
| Float4 t = (eta * d + Sqrt(k)); | |
| dst.x = As<Float4>(pos & As<Int4>(eta * I.x - t * N.x)); | |
| } | |
| void ShaderCore::refract2(Vector4f &dst, Vector4f &I, Vector4f &N, Float4 &eta) | |
| { | |
| Float4 d = dot2(N, I); | |
| Float4 k = Float4(1.0f) - eta * eta * (Float4(1.0f) - d * d); | |
| Int4 pos = CmpNLT(k, Float4(0.0f)); | |
| Float4 t = (eta * d + Sqrt(k)); | |
| dst.x = As<Float4>(pos & As<Int4>(eta * I.x - t * N.x)); | |
| dst.y = As<Float4>(pos & As<Int4>(eta * I.y - t * N.y)); | |
| } | |
| void ShaderCore::refract3(Vector4f &dst, Vector4f &I, Vector4f &N, Float4 &eta) | |
| { | |
| Float4 d = dot3(N, I); | |
| Float4 k = Float4(1.0f) - eta * eta * (Float4(1.0f) - d * d); | |
| Int4 pos = CmpNLT(k, Float4(0.0f)); | |
| Float4 t = (eta * d + Sqrt(k)); | |
| dst.x = As<Float4>(pos & As<Int4>(eta * I.x - t * N.x)); | |
| dst.y = As<Float4>(pos & As<Int4>(eta * I.y - t * N.y)); | |
| dst.z = As<Float4>(pos & As<Int4>(eta * I.z - t * N.z)); | |
| } | |
| void ShaderCore::refract4(Vector4f &dst, Vector4f &I, Vector4f &N, Float4 &eta) | |
| { | |
| Float4 d = dot4(N, I); | |
| Float4 k = Float4(1.0f) - eta * eta * (Float4(1.0f) - d * d); | |
| Int4 pos = CmpNLT(k, Float4(0.0f)); | |
| Float4 t = (eta * d + Sqrt(k)); | |
| dst.x = As<Float4>(pos & As<Int4>(eta * I.x - t * N.x)); | |
| dst.y = As<Float4>(pos & As<Int4>(eta * I.y - t * N.y)); | |
| dst.z = As<Float4>(pos & As<Int4>(eta * I.z - t * N.z)); | |
| dst.w = As<Float4>(pos & As<Int4>(eta * I.w - t * N.w)); | |
| } | |
| void ShaderCore::sgn(Vector4f &dst, Vector4f &src) | |
| { | |
| sgn(dst.x, src.x); | |
| sgn(dst.y, src.y); | |
| sgn(dst.z, src.z); | |
| sgn(dst.w, src.w); | |
| } | |
| void ShaderCore::abs(Vector4f &dst, Vector4f &src) | |
| { | |
| dst.x = Abs(src.x); | |
| dst.y = Abs(src.y); | |
| dst.z = Abs(src.z); | |
| dst.w = Abs(src.w); | |
| } | |
| void ShaderCore::nrm2(Vector4f &dst, Vector4f &src, bool pp) | |
| { | |
| Float4 dot = dot2(src, src); | |
| Float4 rsq = reciprocalSquareRoot(dot, false, pp); | |
| dst.x = src.x * rsq; | |
| dst.y = src.y * rsq; | |
| dst.z = src.z * rsq; | |
| dst.w = src.w * rsq; | |
| } | |
| void ShaderCore::nrm3(Vector4f &dst, Vector4f &src, bool pp) | |
| { | |
| Float4 dot = dot3(src, src); | |
| Float4 rsq = reciprocalSquareRoot(dot, false, pp); | |
| dst.x = src.x * rsq; | |
| dst.y = src.y * rsq; | |
| dst.z = src.z * rsq; | |
| dst.w = src.w * rsq; | |
| } | |
| void ShaderCore::nrm4(Vector4f &dst, Vector4f &src, bool pp) | |
| { | |
| Float4 dot = dot4(src, src); | |
| Float4 rsq = reciprocalSquareRoot(dot, false, pp); | |
| dst.x = src.x * rsq; | |
| dst.y = src.y * rsq; | |
| dst.z = src.z * rsq; | |
| dst.w = src.w * rsq; | |
| } | |
| void ShaderCore::sincos(Vector4f &dst, Vector4f &src, bool pp) | |
| { | |
| dst.x = cosine_pi(src.x, pp); | |
| dst.y = sine_pi(src.x, pp); | |
| } | |
| void ShaderCore::cos(Vector4f &dst, Vector4f &src, bool pp) | |
| { | |
| dst.x = cosine(src.x, pp); | |
| dst.y = cosine(src.y, pp); | |
| dst.z = cosine(src.z, pp); | |
| dst.w = cosine(src.w, pp); | |
| } | |
| void ShaderCore::sin(Vector4f &dst, Vector4f &src, bool pp) | |
| { | |
| dst.x = sine(src.x, pp); | |
| dst.y = sine(src.y, pp); | |
| dst.z = sine(src.z, pp); | |
| dst.w = sine(src.w, pp); | |
| } | |
| void ShaderCore::tan(Vector4f &dst, Vector4f &src, bool pp) | |
| { | |
| dst.x = tangent(src.x, pp); | |
| dst.y = tangent(src.y, pp); | |
| dst.z = tangent(src.z, pp); | |
| dst.w = tangent(src.w, pp); | |
| } | |
| void ShaderCore::acos(Vector4f &dst, Vector4f &src, bool pp) | |
| { | |
| dst.x = arccos(src.x, pp); | |
| dst.y = arccos(src.y, pp); | |
| dst.z = arccos(src.z, pp); | |
| dst.w = arccos(src.w, pp); | |
| } | |
| void ShaderCore::asin(Vector4f &dst, Vector4f &src, bool pp) | |
| { | |
| dst.x = arcsin(src.x, pp); | |
| dst.y = arcsin(src.y, pp); | |
| dst.z = arcsin(src.z, pp); | |
| dst.w = arcsin(src.w, pp); | |
| } | |
| void ShaderCore::atan(Vector4f &dst, Vector4f &src, bool pp) | |
| { | |
| dst.x = arctan(src.x, pp); | |
| dst.y = arctan(src.y, pp); | |
| dst.z = arctan(src.z, pp); | |
| dst.w = arctan(src.w, pp); | |
| } | |
| void ShaderCore::atan2(Vector4f &dst, Vector4f &src0, Vector4f &src1, bool pp) | |
| { | |
| dst.x = arctan(src0.x, src1.x, pp); | |
| dst.y = arctan(src0.y, src1.y, pp); | |
| dst.z = arctan(src0.z, src1.z, pp); | |
| dst.w = arctan(src0.w, src1.w, pp); | |
| } | |
| void ShaderCore::cosh(Vector4f &dst, Vector4f &src, bool pp) | |
| { | |
| dst.x = cosineh(src.x, pp); | |
| dst.y = cosineh(src.y, pp); | |
| dst.z = cosineh(src.z, pp); | |
| dst.w = cosineh(src.w, pp); | |
| } | |
| void ShaderCore::sinh(Vector4f &dst, Vector4f &src, bool pp) | |
| { | |
| dst.x = sineh(src.x, pp); | |
| dst.y = sineh(src.y, pp); | |
| dst.z = sineh(src.z, pp); | |
| dst.w = sineh(src.w, pp); | |
| } | |
| void ShaderCore::tanh(Vector4f &dst, Vector4f &src, bool pp) | |
| { | |
| dst.x = tangenth(src.x, pp); | |
| dst.y = tangenth(src.y, pp); | |
| dst.z = tangenth(src.z, pp); | |
| dst.w = tangenth(src.w, pp); | |
| } | |
| void ShaderCore::acosh(Vector4f &dst, Vector4f &src, bool pp) | |
| { | |
| dst.x = arccosh(src.x, pp); | |
| dst.y = arccosh(src.y, pp); | |
| dst.z = arccosh(src.z, pp); | |
| dst.w = arccosh(src.w, pp); | |
| } | |
| void ShaderCore::asinh(Vector4f &dst, Vector4f &src, bool pp) | |
| { | |
| dst.x = arcsinh(src.x, pp); | |
| dst.y = arcsinh(src.y, pp); | |
| dst.z = arcsinh(src.z, pp); | |
| dst.w = arcsinh(src.w, pp); | |
| } | |
| void ShaderCore::atanh(Vector4f &dst, Vector4f &src, bool pp) | |
| { | |
| dst.x = arctanh(src.x, pp); | |
| dst.y = arctanh(src.y, pp); | |
| dst.z = arctanh(src.z, pp); | |
| dst.w = arctanh(src.w, pp); | |
| } | |
| void ShaderCore::expp(Vector4f &dst, Vector4f &src, unsigned short version) | |
| { | |
| if(version < 0x0200) | |
| { | |
| Float4 frc = Frac(src.x); | |
| Float4 floor = src.x - frc; | |
| dst.x = exponential2(floor, true); | |
| dst.y = frc; | |
| dst.z = exponential2(src.x, true); | |
| dst.w = Float4(1.0f); | |
| } | |
| else // Version >= 2.0 | |
| { | |
| exp2x(dst, src, true); // FIXME: 10-bit precision suffices | |
| } | |
| } | |
| void ShaderCore::logp(Vector4f &dst, Vector4f &src, unsigned short version) | |
| { | |
| if(version < 0x0200) | |
| { | |
| Float4 tmp0; | |
| Float4 tmp1; | |
| Float4 t; | |
| Int4 r; | |
| tmp0 = Abs(src.x); | |
| tmp1 = tmp0; | |
| // X component | |
| r = As<Int4>(As<UInt4>(tmp0) >> 23) - Int4(127); | |
| dst.x = Float4(r); | |
| // Y component | |
| dst.y = As<Float4>((As<Int4>(tmp1) & Int4(0x007FFFFF)) | As<Int4>(Float4(1.0f))); | |
| // Z component | |
| dst.z = logarithm2(src.x, true, true); | |
| // W component | |
| dst.w = 1.0f; | |
| } | |
| else | |
| { | |
| log2x(dst, src, true); | |
| } | |
| } | |
| void ShaderCore::cmp0(Vector4f &dst, Vector4f &src0, Vector4f &src1, Vector4f &src2) | |
| { | |
| cmp0(dst.x, src0.x, src1.x, src2.x); | |
| cmp0(dst.y, src0.y, src1.y, src2.y); | |
| cmp0(dst.z, src0.z, src1.z, src2.z); | |
| cmp0(dst.w, src0.w, src1.w, src2.w); | |
| } | |
| void ShaderCore::select(Vector4f &dst, Vector4f &src0, Vector4f &src1, Vector4f &src2) | |
| { | |
| select(dst.x, As<Int4>(src0.x), src1.x, src2.x); | |
| select(dst.y, As<Int4>(src0.y), src1.y, src2.y); | |
| select(dst.z, As<Int4>(src0.z), src1.z, src2.z); | |
| select(dst.w, As<Int4>(src0.w), src1.w, src2.w); | |
| } | |
| void ShaderCore::extract(Float4 &dst, Vector4f &src0, Float4 &src1) | |
| { | |
| select(dst, CmpEQ(src1, Float4(1.0f)), src0.y, src0.x); | |
| select(dst, CmpEQ(src1, Float4(2.0f)), src0.z, dst); | |
| select(dst, CmpEQ(src1, Float4(3.0f)), src0.w, dst); | |
| } | |
| void ShaderCore::insert(Vector4f &dst, Vector4f &src, Float4 &element, Float4 &index) | |
| { | |
| select(dst.x, CmpEQ(index, Float4(0.0f)), element, src.x); | |
| select(dst.y, CmpEQ(index, Float4(1.0f)), element, src.y); | |
| select(dst.z, CmpEQ(index, Float4(2.0f)), element, src.z); | |
| select(dst.w, CmpEQ(index, Float4(3.0f)), element, src.w); | |
| } | |
| void ShaderCore::sgn(Float4 &dst, Float4 &src) | |
| { | |
| Int4 neg = As<Int4>(CmpLT(src, Float4(-0.0f))) & As<Int4>(Float4(-1.0f)); | |
| Int4 pos = As<Int4>(CmpNLE(src, Float4(+0.0f))) & As<Int4>(Float4(1.0f)); | |
| dst = As<Float4>(neg | pos); | |
| } | |
| void ShaderCore::cmp0(Float4 &dst, Float4 &src0, Float4 &src1, Float4 &src2) | |
| { | |
| Int4 pos = CmpLE(Float4(0.0f), src0); | |
| select(dst, pos, src1, src2); | |
| } | |
| void ShaderCore::select(Float4 &dst, RValue<Int4> src0, Float4 &src1, Float4 &src2) | |
| { | |
| // FIXME: LLVM vector select | |
| dst = As<Float4>(src0 & As<Int4>(src1) | ~src0 & As<Int4>(src2)); | |
| } | |
| void ShaderCore::cmp(Vector4f &dst, Vector4f &src0, Vector4f &src1, Control control) | |
| { | |
| switch(control) | |
| { | |
| case Shader::CONTROL_GT: | |
| dst.x = As<Float4>(CmpNLE(src0.x, src1.x)); | |
| dst.y = As<Float4>(CmpNLE(src0.y, src1.y)); | |
| dst.z = As<Float4>(CmpNLE(src0.z, src1.z)); | |
| dst.w = As<Float4>(CmpNLE(src0.w, src1.w)); | |
| break; | |
| case Shader::CONTROL_EQ: | |
| dst.x = As<Float4>(CmpEQ(src0.x, src1.x)); | |
| dst.y = As<Float4>(CmpEQ(src0.y, src1.y)); | |
| dst.z = As<Float4>(CmpEQ(src0.z, src1.z)); | |
| dst.w = As<Float4>(CmpEQ(src0.w, src1.w)); | |
| break; | |
| case Shader::CONTROL_GE: | |
| dst.x = As<Float4>(CmpNLT(src0.x, src1.x)); | |
| dst.y = As<Float4>(CmpNLT(src0.y, src1.y)); | |
| dst.z = As<Float4>(CmpNLT(src0.z, src1.z)); | |
| dst.w = As<Float4>(CmpNLT(src0.w, src1.w)); | |
| break; | |
| case Shader::CONTROL_LT: | |
| dst.x = As<Float4>(CmpLT(src0.x, src1.x)); | |
| dst.y = As<Float4>(CmpLT(src0.y, src1.y)); | |
| dst.z = As<Float4>(CmpLT(src0.z, src1.z)); | |
| dst.w = As<Float4>(CmpLT(src0.w, src1.w)); | |
| break; | |
| case Shader::CONTROL_NE: | |
| dst.x = As<Float4>(CmpNEQ(src0.x, src1.x)); | |
| dst.y = As<Float4>(CmpNEQ(src0.y, src1.y)); | |
| dst.z = As<Float4>(CmpNEQ(src0.z, src1.z)); | |
| dst.w = As<Float4>(CmpNEQ(src0.w, src1.w)); | |
| break; | |
| case Shader::CONTROL_LE: | |
| dst.x = As<Float4>(CmpLE(src0.x, src1.x)); | |
| dst.y = As<Float4>(CmpLE(src0.y, src1.y)); | |
| dst.z = As<Float4>(CmpLE(src0.z, src1.z)); | |
| dst.w = As<Float4>(CmpLE(src0.w, src1.w)); | |
| break; | |
| default: | |
| ASSERT(false); | |
| } | |
| } | |
| void ShaderCore::icmp(Vector4f &dst, Vector4f &src0, Vector4f &src1, Control control) | |
| { | |
| switch(control) | |
| { | |
| case Shader::CONTROL_GT: | |
| dst.x = As<Float4>(CmpNLE(As<Int4>(src0.x), As<Int4>(src1.x))); | |
| dst.y = As<Float4>(CmpNLE(As<Int4>(src0.y), As<Int4>(src1.y))); | |
| dst.z = As<Float4>(CmpNLE(As<Int4>(src0.z), As<Int4>(src1.z))); | |
| dst.w = As<Float4>(CmpNLE(As<Int4>(src0.w), As<Int4>(src1.w))); | |
| break; | |
| case Shader::CONTROL_EQ: | |
| dst.x = As<Float4>(CmpEQ(As<Int4>(src0.x), As<Int4>(src1.x))); | |
| dst.y = As<Float4>(CmpEQ(As<Int4>(src0.y), As<Int4>(src1.y))); | |
| dst.z = As<Float4>(CmpEQ(As<Int4>(src0.z), As<Int4>(src1.z))); | |
| dst.w = As<Float4>(CmpEQ(As<Int4>(src0.w), As<Int4>(src1.w))); | |
| break; | |
| case Shader::CONTROL_GE: | |
| dst.x = As<Float4>(CmpNLT(As<Int4>(src0.x), As<Int4>(src1.x))); | |
| dst.y = As<Float4>(CmpNLT(As<Int4>(src0.y), As<Int4>(src1.y))); | |
| dst.z = As<Float4>(CmpNLT(As<Int4>(src0.z), As<Int4>(src1.z))); | |
| dst.w = As<Float4>(CmpNLT(As<Int4>(src0.w), As<Int4>(src1.w))); | |
| break; | |
| case Shader::CONTROL_LT: | |
| dst.x = As<Float4>(CmpLT(As<Int4>(src0.x), As<Int4>(src1.x))); | |
| dst.y = As<Float4>(CmpLT(As<Int4>(src0.y), As<Int4>(src1.y))); | |
| dst.z = As<Float4>(CmpLT(As<Int4>(src0.z), As<Int4>(src1.z))); | |
| dst.w = As<Float4>(CmpLT(As<Int4>(src0.w), As<Int4>(src1.w))); | |
| break; | |
| case Shader::CONTROL_NE: | |
| dst.x = As<Float4>(CmpNEQ(As<Int4>(src0.x), As<Int4>(src1.x))); | |
| dst.y = As<Float4>(CmpNEQ(As<Int4>(src0.y), As<Int4>(src1.y))); | |
| dst.z = As<Float4>(CmpNEQ(As<Int4>(src0.z), As<Int4>(src1.z))); | |
| dst.w = As<Float4>(CmpNEQ(As<Int4>(src0.w), As<Int4>(src1.w))); | |
| break; | |
| case Shader::CONTROL_LE: | |
| dst.x = As<Float4>(CmpLE(As<Int4>(src0.x), As<Int4>(src1.x))); | |
| dst.y = As<Float4>(CmpLE(As<Int4>(src0.y), As<Int4>(src1.y))); | |
| dst.z = As<Float4>(CmpLE(As<Int4>(src0.z), As<Int4>(src1.z))); | |
| dst.w = As<Float4>(CmpLE(As<Int4>(src0.w), As<Int4>(src1.w))); | |
| break; | |
| default: | |
| ASSERT(false); | |
| } | |
| } | |
| void ShaderCore::all(Float4 &dst, Vector4f &src) | |
| { | |
| dst = As<Float4>(As<Int4>(src.x) & As<Int4>(src.y) & As<Int4>(src.z) & As<Int4>(src.w)); | |
| } | |
| void ShaderCore::any(Float4 &dst, Vector4f &src) | |
| { | |
| dst = As<Float4>(As<Int4>(src.x) | As<Int4>(src.y) | As<Int4>(src.z) | As<Int4>(src.w)); | |
| } | |
| void ShaderCore::not(Vector4f &dst, Vector4f &src) | |
| { | |
| dst.x = As<Float4>(As<Int4>(src.x) ^ Int4(0xFFFFFFFF)); | |
| dst.y = As<Float4>(As<Int4>(src.y) ^ Int4(0xFFFFFFFF)); | |
| dst.z = As<Float4>(As<Int4>(src.z) ^ Int4(0xFFFFFFFF)); | |
| dst.w = As<Float4>(As<Int4>(src.w) ^ Int4(0xFFFFFFFF)); | |
| } | |
| void ShaderCore::or(Float4 &dst, Float4 &src0, Float4 &src1) | |
| { | |
| dst = As<Float4>(As<Int4>(src0) | As<Int4>(src1)); | |
| } | |
| void ShaderCore::xor(Float4 &dst, Float4 &src0, Float4 &src1) | |
| { | |
| dst = As<Float4>(As<Int4>(src0) ^ As<Int4>(src1)); | |
| } | |
| void ShaderCore::and(Float4 &dst, Float4 &src0, Float4 &src1) | |
| { | |
| dst = As<Float4>(As<Int4>(src0) & As<Int4>(src1)); | |
| } | |
| } |