| // 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 |