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// 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 "Reactor/Reactor.hpp"
#include "Vulkan/VkDebug.hpp"
namespace sw
{
using namespace rr;
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 pp = false);
Float4 exponential(RValue<Float4> x, bool pp = false);
Float4 logarithm(RValue<Float4> x, 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 transpose4x3(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);
UInt4 halfToFloatBits(UInt4 halfBits);
}
#endif // sw_ShaderCore_hpp