| // 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/Print.hpp" |
| #include "Reactor/Reactor.hpp" |
| #include "Reactor/SIMD.hpp" |
| #include "System/Debug.hpp" |
| |
| #include <array> |
| #include <atomic> // std::memory_order |
| #include <utility> // std::pair |
| |
| 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; |
| }; |
| |
| class Vector4i |
| { |
| public: |
| Vector4i(); |
| Vector4i(int x, int y, int z, int w); |
| Vector4i(const Vector4i &rhs); |
| |
| Int4 &operator[](int i); |
| Vector4i &operator=(const Vector4i &rhs); |
| |
| Int4 x; |
| Int4 y; |
| Int4 z; |
| Int4 w; |
| }; |
| |
| namespace SIMD { |
| |
| using namespace rr::SIMD; |
| |
| struct Float4 |
| { |
| SIMD::Float x; |
| SIMD::Float y; |
| SIMD::Float z; |
| SIMD::Float w; |
| }; |
| |
| struct Int4 |
| { |
| SIMD::Int x; |
| SIMD::Int y; |
| SIMD::Int z; |
| SIMD::Int w; |
| }; |
| |
| } // namespace SIMD |
| |
| // Vulkan 'SPIR-V Extended Instructions for GLSL' (GLSL.std.450) compliant transcendental functions |
| RValue<SIMD::Float> Sin(RValue<SIMD::Float> x, bool relaxedPrecision); |
| RValue<SIMD::Float> Cos(RValue<SIMD::Float> x, bool relaxedPrecision); |
| RValue<SIMD::Float> Tan(RValue<SIMD::Float> x, bool relaxedPrecision); |
| RValue<SIMD::Float> Asin(RValue<SIMD::Float> x, bool relaxedPrecision); |
| RValue<SIMD::Float> Acos(RValue<SIMD::Float> x, bool relaxedPrecision); |
| RValue<SIMD::Float> Atan(RValue<SIMD::Float> x, bool relaxedPrecision); |
| RValue<SIMD::Float> Atan2(RValue<SIMD::Float> y, RValue<SIMD::Float> x, bool relaxedPrecision); |
| RValue<SIMD::Float> Exp2(RValue<SIMD::Float> x, bool relaxedPrecision); |
| RValue<SIMD::Float> Log2(RValue<SIMD::Float> x, bool relaxedPrecision); |
| RValue<SIMD::Float> Exp(RValue<SIMD::Float> x, bool relaxedPrecision); |
| RValue<SIMD::Float> Log(RValue<SIMD::Float> x, bool relaxedPrecision); |
| RValue<SIMD::Float> Pow(RValue<SIMD::Float> x, RValue<SIMD::Float> y, bool relaxedPrecision); |
| RValue<SIMD::Float> Sinh(RValue<SIMD::Float> x, bool relaxedPrecision); |
| RValue<SIMD::Float> Cosh(RValue<SIMD::Float> x, bool relaxedPrecision); |
| RValue<SIMD::Float> Tanh(RValue<SIMD::Float> x, bool relaxedPrecision); |
| RValue<SIMD::Float> Asinh(RValue<SIMD::Float> x, bool relaxedPrecision); |
| RValue<SIMD::Float> Acosh(RValue<SIMD::Float> x, bool relaxedPrecision); |
| RValue<SIMD::Float> Atanh(RValue<SIMD::Float> x, bool relaxedPrecision); |
| RValue<SIMD::Float> Sqrt(RValue<SIMD::Float> x, bool relaxedPrecision); |
| |
| // Splits x into a floating-point significand in the range [0.5, 1.0) |
| // and an integral exponent of two, such that: |
| // x = significand * 2^exponent |
| // Returns the pair <significand, exponent> |
| std::pair<SIMD::Float, SIMD::Int> Frexp(RValue<SIMD::Float> val); |
| |
| RValue<SIMD::Float> Ldexp(RValue<SIMD::Float> significand, RValue<SIMD::Int> exponent); |
| |
| // Math functions with uses outside of shaders can be invoked using a verbose template argument instead |
| // of a Boolean argument to indicate precision. For example Sqrt<Mediump>(x) equals Sqrt(x, true). |
| enum Precision |
| { |
| Highp, |
| Relaxed, |
| Mediump = Relaxed, // GLSL defines mediump and lowp as corresponding with SPIR-V's RelaxedPrecision |
| }; |
| |
| // clang-format off |
| template<Precision precision> RValue<SIMD::Float> Pow(RValue<SIMD::Float> x, RValue<SIMD::Float> y); |
| template<> inline RValue<SIMD::Float> Pow<Highp>(RValue<SIMD::Float> x, RValue<SIMD::Float> y) { return Pow(x, y, false); } |
| template<> inline RValue<SIMD::Float> Pow<Mediump>(RValue<SIMD::Float> x, RValue<SIMD::Float> y) { return Pow(x, y, true); } |
| |
| template<Precision precision> RValue<SIMD::Float> Sqrt(RValue<SIMD::Float> x); |
| template<> inline RValue<SIMD::Float> Sqrt<Highp>(RValue<SIMD::Float> x) { return Sqrt(x, false); } |
| template<> inline RValue<SIMD::Float> Sqrt<Mediump>(RValue<SIMD::Float> x) { return Sqrt(x, true); } |
| // clang-format on |
| |
| SIMD::UInt halfToFloatBits(SIMD::UInt halfBits); |
| SIMD::UInt floatToHalfBits(SIMD::UInt floatBits, bool storeInUpperBits); |
| SIMD::Float linearToSRGB(const SIMD::Float &c); |
| SIMD::Float sRGBtoLinear(const SIMD::Float &c); |
| |
| RValue<Float4> reciprocal(RValue<Float4> x, bool pp = false, bool exactAtPow2 = false); |
| RValue<SIMD::Float> reciprocal(RValue<SIMD::Float> x, bool pp = false, bool exactAtPow2 = false); |
| RValue<Float4> reciprocalSquareRoot(RValue<Float4> x, bool abs, bool pp = false); |
| |
| RValue<SIMD::Float> mulAdd(RValue<SIMD::Float> x, RValue<SIMD::Float> y, RValue<SIMD::Float> z); // TODO(chromium:1299047) |
| |
| RValue<Float4> Pow(RValue<Float4> x, RValue<Float4> y, bool relaxedPrecision); |
| RValue<Float4> Sqrt(RValue<Float4> x, bool relaxedPrecision); |
| |
| // clang-format off |
| template<Precision precision> RValue<Float4> Pow(RValue<Float4> x, RValue<Float4> y); |
| template<> inline RValue<Float4> Pow<Highp>(RValue<Float4> x, RValue<Float4> y) { return Pow(x, y, false); } |
| template<> inline RValue<Float4> Pow<Mediump>(RValue<Float4> x, RValue<Float4> y) { return Pow(x, y, true); } |
| |
| template<Precision precision> RValue<Float4> Sqrt(RValue<Float4> x); |
| template<> inline RValue<Float4> Sqrt<Highp>(RValue<Float4> x) { return Sqrt(x, false); } |
| template<> inline RValue<Float4> Sqrt<Mediump>(RValue<Float4> x) { return Sqrt(x, true); } |
| // clang-format on |
| |
| 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 transpose4x4zyxw(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(RValue<UInt4> halfBits); |
| UInt4 floatToHalfBits(RValue<UInt4> floatBits, bool storeInUpperBits); |
| Float4 r11g11b10Unpack(UInt r11g11b10bits); |
| UInt r11g11b10Pack(const Float4 &value); |
| Float4 linearToSRGB(const Float4 &c); |
| Float4 sRGBtoLinear(const Float4 &c); |
| |
| template<typename T> |
| inline rr::RValue<T> AndAll(const rr::RValue<T> &mask); |
| |
| template<typename T> |
| inline rr::RValue<T> OrAll(const rr::RValue<T> &mask); |
| |
| rr::RValue<SIMD::Float> Sign(const rr::RValue<SIMD::Float> &val); |
| |
| // Returns the <whole, frac> of val. |
| // Both whole and frac will have the same sign as val. |
| std::pair<rr::RValue<SIMD::Float>, rr::RValue<SIMD::Float>> |
| Modf(const rr::RValue<SIMD::Float> &val); |
| |
| // Returns the number of 1s in bits, per lane. |
| SIMD::UInt CountBits(const rr::RValue<SIMD::UInt> &bits); |
| |
| // Returns 1 << bits. |
| // If the resulting bit overflows a 32 bit integer, 0 is returned. |
| rr::RValue<SIMD::UInt> NthBit32(const rr::RValue<SIMD::UInt> &bits); |
| |
| // Returns bitCount number of of 1's starting from the LSB. |
| rr::RValue<SIMD::UInt> Bitmask32(const rr::RValue<SIMD::UInt> &bitCount); |
| |
| // Computes `a * b + c`, which may be fused into one operation to produce a higher-precision result. |
| rr::RValue<SIMD::Float> FMA( |
| const rr::RValue<SIMD::Float> &a, |
| const rr::RValue<SIMD::Float> &b, |
| const rr::RValue<SIMD::Float> &c); |
| |
| // Returns y if y < x; otherwise result is x. |
| // If one operand is a NaN, the other operand is the result. |
| // If both operands are NaN, the result is a NaN. |
| rr::RValue<SIMD::Float> NMin(const rr::RValue<SIMD::Float> &x, const rr::RValue<SIMD::Float> &y); |
| |
| // Returns y if y > x; otherwise result is x. |
| // If one operand is a NaN, the other operand is the result. |
| // If both operands are NaN, the result is a NaN. |
| rr::RValue<SIMD::Float> NMax(const rr::RValue<SIMD::Float> &x, const rr::RValue<SIMD::Float> &y); |
| |
| // Returns the determinant of a 2x2 matrix. |
| rr::RValue<SIMD::Float> Determinant( |
| const rr::RValue<SIMD::Float> &a, const rr::RValue<SIMD::Float> &b, |
| const rr::RValue<SIMD::Float> &c, const rr::RValue<SIMD::Float> &d); |
| |
| // Returns the determinant of a 3x3 matrix. |
| rr::RValue<SIMD::Float> Determinant( |
| const rr::RValue<SIMD::Float> &a, const rr::RValue<SIMD::Float> &b, const rr::RValue<SIMD::Float> &c, |
| const rr::RValue<SIMD::Float> &d, const rr::RValue<SIMD::Float> &e, const rr::RValue<SIMD::Float> &f, |
| const rr::RValue<SIMD::Float> &g, const rr::RValue<SIMD::Float> &h, const rr::RValue<SIMD::Float> &i); |
| |
| // Returns the determinant of a 4x4 matrix. |
| rr::RValue<SIMD::Float> Determinant( |
| const rr::RValue<SIMD::Float> &a, const rr::RValue<SIMD::Float> &b, const rr::RValue<SIMD::Float> &c, const rr::RValue<SIMD::Float> &d, |
| const rr::RValue<SIMD::Float> &e, const rr::RValue<SIMD::Float> &f, const rr::RValue<SIMD::Float> &g, const rr::RValue<SIMD::Float> &h, |
| const rr::RValue<SIMD::Float> &i, const rr::RValue<SIMD::Float> &j, const rr::RValue<SIMD::Float> &k, const rr::RValue<SIMD::Float> &l, |
| const rr::RValue<SIMD::Float> &m, const rr::RValue<SIMD::Float> &n, const rr::RValue<SIMD::Float> &o, const rr::RValue<SIMD::Float> &p); |
| |
| // Returns the inverse of a 2x2 matrix. |
| std::array<rr::RValue<SIMD::Float>, 4> MatrixInverse( |
| const rr::RValue<SIMD::Float> &a, const rr::RValue<SIMD::Float> &b, |
| const rr::RValue<SIMD::Float> &c, const rr::RValue<SIMD::Float> &d); |
| |
| // Returns the inverse of a 3x3 matrix. |
| std::array<rr::RValue<SIMD::Float>, 9> MatrixInverse( |
| const rr::RValue<SIMD::Float> &a, const rr::RValue<SIMD::Float> &b, const rr::RValue<SIMD::Float> &c, |
| const rr::RValue<SIMD::Float> &d, const rr::RValue<SIMD::Float> &e, const rr::RValue<SIMD::Float> &f, |
| const rr::RValue<SIMD::Float> &g, const rr::RValue<SIMD::Float> &h, const rr::RValue<SIMD::Float> &i); |
| |
| // Returns the inverse of a 4x4 matrix. |
| std::array<rr::RValue<SIMD::Float>, 16> MatrixInverse( |
| const rr::RValue<SIMD::Float> &a, const rr::RValue<SIMD::Float> &b, const rr::RValue<SIMD::Float> &c, const rr::RValue<SIMD::Float> &d, |
| const rr::RValue<SIMD::Float> &e, const rr::RValue<SIMD::Float> &f, const rr::RValue<SIMD::Float> &g, const rr::RValue<SIMD::Float> &h, |
| const rr::RValue<SIMD::Float> &i, const rr::RValue<SIMD::Float> &j, const rr::RValue<SIMD::Float> &k, const rr::RValue<SIMD::Float> &l, |
| const rr::RValue<SIMD::Float> &m, const rr::RValue<SIMD::Float> &n, const rr::RValue<SIMD::Float> &o, const rr::RValue<SIMD::Float> &p); |
| |
| //////////////////////////////////////////////////////////////////////////// |
| // Inline functions |
| //////////////////////////////////////////////////////////////////////////// |
| |
| template<typename T> |
| inline rr::RValue<T> AndAll(const rr::RValue<T> &mask) |
| { |
| T v1 = mask; // [x] [y] [z] [w] |
| T v2 = v1.xzxz & v1.ywyw; // [xy] [zw] [xy] [zw] |
| return v2.xxxx & v2.yyyy; // [xyzw] [xyzw] [xyzw] [xyzw] |
| } |
| |
| template<typename T> |
| inline rr::RValue<T> OrAll(const rr::RValue<T> &mask) |
| { |
| T v1 = mask; // [x] [y] [z] [w] |
| T v2 = v1.xzxz | v1.ywyw; // [xy] [zw] [xy] [zw] |
| return v2.xxxx | v2.yyyy; // [xyzw] [xyzw] [xyzw] [xyzw] |
| } |
| |
| } // namespace sw |
| |
| #ifdef ENABLE_RR_PRINT |
| namespace rr { |
| template<> |
| struct PrintValue::Ty<sw::Vector4f> |
| { |
| static std::string fmt(const sw::Vector4f &v) |
| { |
| return "[x: " + PrintValue::fmt(v.x) + |
| ", y: " + PrintValue::fmt(v.y) + |
| ", z: " + PrintValue::fmt(v.z) + |
| ", w: " + PrintValue::fmt(v.w) + "]"; |
| } |
| |
| static std::vector<rr::Value *> val(const sw::Vector4f &v) |
| { |
| return PrintValue::vals(v.x, v.y, v.z, v.w); |
| } |
| }; |
| template<> |
| struct PrintValue::Ty<sw::Vector4s> |
| { |
| static std::string fmt(const sw::Vector4s &v) |
| { |
| return "[x: " + PrintValue::fmt(v.x) + |
| ", y: " + PrintValue::fmt(v.y) + |
| ", z: " + PrintValue::fmt(v.z) + |
| ", w: " + PrintValue::fmt(v.w) + "]"; |
| } |
| |
| static std::vector<rr::Value *> val(const sw::Vector4s &v) |
| { |
| return PrintValue::vals(v.x, v.y, v.z, v.w); |
| } |
| }; |
| template<> |
| struct PrintValue::Ty<sw::Vector4i> |
| { |
| static std::string fmt(const sw::Vector4i &v) |
| { |
| return "[x: " + PrintValue::fmt(v.x) + |
| ", y: " + PrintValue::fmt(v.y) + |
| ", z: " + PrintValue::fmt(v.z) + |
| ", w: " + PrintValue::fmt(v.w) + "]"; |
| } |
| |
| static std::vector<rr::Value *> val(const sw::Vector4i &v) |
| { |
| return PrintValue::vals(v.x, v.y, v.z, v.w); |
| } |
| }; |
| } // namespace rr |
| #endif // ENABLE_RR_PRINT |
| |
| #endif // sw_ShaderCore_hpp |