Add SwiftShader source to repo Oct 6 code drop from Transgaming Review URL: https://chromereviews.googleplex.com/3846015
diff --git a/src/Shader/ShaderCore.cpp b/src/Shader/ShaderCore.cpp new file mode 100644 index 0000000..26facac --- /dev/null +++ b/src/Shader/ShaderCore.cpp
@@ -0,0 +1,396 @@ +// SwiftShader Software Renderer +// +// Copyright(c) 2005-2011 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 "Debug.hpp" + +namespace sw +{ + void ShaderCore::mov(Color4f &dst, Color4f &src, bool floorToInteger) + { + if(floorToInteger) + { + dst.x = Floor(src.x); + } + else + { + dst = src; + } + } + + void ShaderCore::add(Color4f &dst, Color4f &src0, Color4f &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(Color4f &dst, Color4f &src0, Color4f &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(Color4f &dst, Color4f &src0, Color4f &src1, Color4f &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(Color4f &dst, Color4f &src0, Color4f &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::rcp(Color4f &dst, Color4f &src, bool pp) + { + Float4 rcp = reciprocal(src.x, pp, true); + + dst.x = rcp; + dst.y = rcp; + dst.z = rcp; + dst.w = rcp; + } + + void ShaderCore::rsq(Color4f &dst, Color4f &src, bool pp) + { + Float4 rsq = reciprocalSquareRoot(src.x, true, pp); + + dst.r = rsq; + dst.g = rsq; + dst.b = rsq; + dst.a = rsq; + } + + void ShaderCore::dp3(Color4f &dst, Color4f &src0, Color4f &src1) + { + Float4 dot = dot3(src0, src1); + + dst.x = dot; + dst.y = dot; + dst.z = dot; + dst.w = dot; + } + + void ShaderCore::dp4(Color4f &dst, Color4f &src0, Color4f &src1) + { + Float4 dot = dot4(src0, src1); + + dst.x = dot; + dst.y = dot; + dst.z = dot; + dst.w = dot; + } + + void ShaderCore::min(Color4f &dst, Color4f &src0, Color4f &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(Color4f &dst, Color4f &src0, Color4f &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(Color4f &dst, Color4f &src0, Color4f &src1) + { + Int4 xMask = As<Int4>(CmpLT(src0.x, src1.x)); + Int4 yMask = As<Int4>(CmpLT(src0.y, src1.y)); + Int4 zMask = As<Int4>(CmpLT(src0.z, src1.z)); + Int4 wMask = As<Int4>(CmpLT(src0.w, src1.w)); + + Int4 iOne = As<Int4>(Float4(1, 1, 1, 1)); + + dst.x = As<Float4>(xMask & iOne); + dst.y = As<Float4>(yMask & iOne); + dst.z = As<Float4>(zMask & iOne); + dst.w = As<Float4>(wMask & iOne); + } + + void ShaderCore::sge(Color4f &dst, Color4f &src0, Color4f &src1) + { + Int4 xMask = As<Int4>(CmpNLT(src0.x, src1.x)); + Int4 yMask = As<Int4>(CmpNLT(src0.y, src1.y)); + Int4 zMask = As<Int4>(CmpNLT(src0.z, src1.z)); + Int4 wMask = As<Int4>(CmpNLT(src0.w, src1.w)); + + Int4 iOne = As<Int4>(Float4(1, 1, 1, 1)); + + dst.x = As<Float4>(xMask & iOne); + dst.y = As<Float4>(yMask & iOne); + dst.z = As<Float4>(zMask & iOne); + dst.w = As<Float4>(wMask & iOne); + } + + void ShaderCore::exp(Color4f &dst, Color4f &src, bool pp) + { + Float4 exp = exponential(src.x, pp); + + dst.x = exp; + dst.y = exp; + dst.z = exp; + dst.w = exp; + } + + void ShaderCore::log(Color4f &dst, Color4f &src, bool pp) + { + Float4 log = logarithm(src.x, true, pp); + + dst.x = log; + dst.y = log; + dst.z = log; + dst.w = log; + } + + void ShaderCore::lit(Color4f &dst, Color4f &src) + { + dst.x = Float4(1.0f, 1.0f, 1.0f, 1.0f); + dst.y = Max(src.x, Float4(0.0f, 0.0f, 0.0f, 0.0f)); + + Float4 pow; + + pow = src.w; + pow = Min(pow, Float4(127.9961f, 127.9961f, 127.9961f, 127.9961f)); + pow = Max(pow, Float4(-127.9961f, -127.9961f, -127.9961f, -127.9961f)); + + dst.z = power(src.y, pow); + dst.z = As<Float4>(As<Int4>(dst.z) & CmpNLT(src.x, Float4(0.0f, 0.0f, 0.0f, 0.0f))); + dst.z = As<Float4>(As<Int4>(dst.z) & CmpNLT(src.y, Float4(0.0f, 0.0f, 0.0f, 0.0f))); + + dst.w = Float4(1.0f, 1.0f, 1.0f, 1.0f); + } + + void ShaderCore::dst(Color4f &dst, Color4f &src0, Color4f &src1) + { + dst.x = 1; + dst.y = src0.y * src1.y; + dst.z = src0.z; + dst.w = src1.w; + } + + void ShaderCore::lrp(Color4f &dst, Color4f &src0, Color4f &src1, Color4f &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::frc(Color4f &dst, Color4f &src) + { + dst.x = Fraction(src.x); + dst.y = Fraction(src.y); + dst.z = Fraction(src.z); + dst.w = Fraction(src.w); + } + + void ShaderCore::pow(Color4f &dst, Color4f &src0, Color4f &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::crs(Color4f &dst, Color4f &src0, Color4f &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::sgn(Color4f &dst, Color4f &src) + { + sgn(dst.x, src.x); + sgn(dst.y, src.y); + sgn(dst.z, src.z); + sgn(dst.w, src.w); + } + + void ShaderCore::abs(Color4f &dst, Color4f &src) + { + dst.x = Abs(src.x); + dst.y = Abs(src.y); + dst.z = Abs(src.z); + dst.w = Abs(src.w); + } + + void ShaderCore::nrm(Color4f &dst, Color4f &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::sincos(Color4f &dst, Color4f &src, bool pp) + { + Float4 tmp0; + Float4 tmp1; + + tmp0 = src.x; + + // cos(x) = sin(x + pi/2) + tmp0 += Float4(1.57079632e+0f); + tmp1 = As<Float4>(CmpNLT(tmp0, Float4(3.14159265e+0f)) & As<Int4>(Float4(6.28318530e+0f))); + tmp0 -= tmp1; + + dst.x = sine(tmp0, pp); + dst.y = sine(src.x, pp); + } + + void ShaderCore::expp(Color4f &dst, Color4f &src, unsigned short version) + { + if(version < 0x0200) + { + Float4 frc = Fraction(src.x); + Float4 floor = src.x - frc; + + dst.x = exponential(floor, true); + dst.y = frc; + dst.z = exponential(src.x, true); + dst.w = Float4(1.0f, 1.0f, 1.0f, 1.0f); + } + else // Version >= 2.0 + { + exp(dst, src, true); // FIXME: 10-bit precision suffices + } + } + + void ShaderCore::logp(Color4f &dst, Color4f &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, 127, 127, 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 = logarithm(src.x, true, true); + + // W component + dst.w = 1.0f; + } + else + { + log(dst, src, true); + } + } + + void ShaderCore::cmp(Color4f &dst, Color4f &src0, Color4f &src1, Color4f &src2) + { + cmp(dst.x, src0.x, src1.x, src2.x); + cmp(dst.y, src0.y, src1.y, src2.y); + cmp(dst.z, src0.z, src1.z, src2.z); + cmp(dst.w, src0.w, src1.w, src2.w); + } + + void ShaderCore::dp2add(Color4f &dst, Color4f &src0, Color4f &src1, Color4f &src2) + { + Float4 t = src0.x * src1.x + src0.y * src1.y + src2.x; + + dst.x = t; + dst.y = t; + dst.z = t; + dst.w = t; + } + + void ShaderCore::sgn(Float4 &dst, Float4 &src) + { + Int4 neg = As<Int4>(CmpLT(src, Float4(0, 0, 0, 0))) & As<Int4>(Float4(-1, -1, -1, -1)); + Int4 pos = As<Int4>(CmpNLT(src, Float4(0, 0, 0, 0))) & As<Int4>(Float4(1, 1, 1, 1)); + dst = As<Float4>(neg | pos); + } + + void ShaderCore::cmp(Float4 &dst, Float4 &src0, Float4 &src1, Float4 &src2) + { + Int4 pos = CmpNLE(Float4(0.0f, 0.0f, 0.0f, 0.0f), src0); + Int4 t0 = pos & As<Int4>(src2); + Int4 t1 = ~pos & As<Int4>(src1); + dst = As<Float4>(t0 | t1); + } + + void ShaderCore::setp(Color4f &dst, Color4f &src0, Color4f &src1, Control control) + { + switch(control) + { + case Op::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 Op::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 Op::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 Op::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 Op::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 Op::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); + } + } +}