| // 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. | |
| // | |
| #ifndef sw_ShaderCore_hpp | |
| #define sw_ShaderCore_hpp | |
| #include "Debug.hpp" | |
| #include "Shader.hpp" | |
| #include "Reactor/Reactor.hpp" | |
| namespace sw | |
| { | |
| 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 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; | |
| }; | |
| class Vector4u | |
| { | |
| public: | |
| Vector4u(); | |
| Vector4u(unsigned int x, unsigned int y, unsigned int z, unsigned int w); | |
| Vector4u(const Vector4u &rhs); | |
| UInt4 &operator[](int i); | |
| Vector4u &operator=(const Vector4u &rhs); | |
| UInt4 x; | |
| UInt4 y; | |
| UInt4 z; | |
| UInt4 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 abs, bool pp = false); | |
| Float4 exponential(RValue<Float4> x, bool pp = false); | |
| Float4 logarithm(RValue<Float4> x, bool abs, 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); | |
| 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 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 transpose2x4h(Float4 &row0, Float4 &row1, Float4 &row2, Float4 &row3); | |
| void transpose4xN(Float4 &row0, Float4 &row1, Float4 &row2, Float4 &row3, int N); | |
| class Register | |
| { | |
| public: | |
| Register(const Reference<Float4> &x, const Reference<Float4> &y, const Reference<Float4> &z, const Reference<Float4> &w) : x(x), y(y), z(z), w(w) | |
| { | |
| } | |
| Reference<Float4> &operator[](int i) | |
| { | |
| switch(i) | |
| { | |
| default: | |
| case 0: return x; | |
| case 1: return y; | |
| case 2: return z; | |
| case 3: return w; | |
| } | |
| } | |
| Register &operator=(const Register &rhs) | |
| { | |
| x = rhs.x; | |
| y = rhs.y; | |
| z = rhs.z; | |
| w = rhs.w; | |
| return *this; | |
| } | |
| Register &operator=(const Vector4f &rhs) | |
| { | |
| x = rhs.x; | |
| y = rhs.y; | |
| z = rhs.z; | |
| w = rhs.w; | |
| return *this; | |
| } | |
| operator Vector4f() | |
| { | |
| Vector4f v; | |
| v.x = x; | |
| v.y = y; | |
| v.z = z; | |
| v.w = w; | |
| return v; | |
| } | |
| Reference<Float4> x; | |
| Reference<Float4> y; | |
| Reference<Float4> z; | |
| Reference<Float4> w; | |
| }; | |
| template<int S, bool D = false> | |
| class RegisterArray | |
| { | |
| public: | |
| RegisterArray(bool dynamic = D) : dynamic(dynamic) | |
| { | |
| if(dynamic) | |
| { | |
| x = new Array<Float4>(S); | |
| y = new Array<Float4>(S); | |
| z = new Array<Float4>(S); | |
| w = new Array<Float4>(S); | |
| } | |
| else | |
| { | |
| x = new Array<Float4>[S]; | |
| y = new Array<Float4>[S]; | |
| z = new Array<Float4>[S]; | |
| w = new Array<Float4>[S]; | |
| } | |
| } | |
| ~RegisterArray() | |
| { | |
| delete[] x; | |
| delete[] y; | |
| delete[] z; | |
| delete[] w; | |
| } | |
| Register operator[](int i) | |
| { | |
| if(dynamic) | |
| { | |
| return Register(x[0][i], y[0][i], z[0][i], w[0][i]); | |
| } | |
| else | |
| { | |
| return Register(x[i][0], y[i][0], z[i][0], w[i][0]); | |
| } | |
| } | |
| Register operator[](RValue<Int> i) | |
| { | |
| ASSERT(dynamic); | |
| return Register(x[0][i], y[0][i], z[0][i], w[0][i]); | |
| } | |
| private: | |
| const bool dynamic; | |
| Array<Float4> *x; | |
| Array<Float4> *y; | |
| Array<Float4> *z; | |
| Array<Float4> *w; | |
| }; | |
| class ShaderCore | |
| { | |
| typedef Shader::Control Control; | |
| public: | |
| void mov(Vector4f &dst, const Vector4f &src, bool integerDestination = false); | |
| void neg(Vector4f &dst, const Vector4f &src); | |
| void ineg(Vector4f &dst, const Vector4f &src); | |
| void f2b(Vector4f &dst, const Vector4f &src); | |
| void b2f(Vector4f &dst, const Vector4f &src); | |
| void f2i(Vector4f &dst, const Vector4f &src); | |
| void i2f(Vector4f &dst, const Vector4f &src); | |
| void f2u(Vector4f &dst, const Vector4f &src); | |
| void u2f(Vector4f &dst, const Vector4f &src); | |
| void i2b(Vector4f &dst, const Vector4f &src); | |
| void b2i(Vector4f &dst, const Vector4f &src); | |
| void u2b(Vector4f &dst, const Vector4f &src); | |
| void b2u(Vector4f &dst, const Vector4f &src); | |
| void add(Vector4f &dst, const Vector4f &src0, const Vector4f &src1); | |
| void iadd(Vector4f &dst, const Vector4f &src0, const Vector4f &src1); | |
| void sub(Vector4f &dst, const Vector4f &src0, const Vector4f &src1); | |
| void isub(Vector4f &dst, const Vector4f &src0, const Vector4f &src1); | |
| void mad(Vector4f &dst, const Vector4f &src0, const Vector4f &src1, const Vector4f &src2); | |
| void imad(Vector4f &dst, const Vector4f &src0, const Vector4f &src1, const Vector4f &src2); | |
| void mul(Vector4f &dst, const Vector4f &src0, const Vector4f &src1); | |
| void imul(Vector4f &dst, const Vector4f &src0, const Vector4f &src1); | |
| void rcpx(Vector4f &dst, const Vector4f &src, bool pp = false); | |
| void div(Vector4f &dst, const Vector4f &src0, const Vector4f &src1); | |
| void idiv(Vector4f &dst, const Vector4f &src0, const Vector4f &src1); | |
| void udiv(Vector4f &dst, const Vector4f &src0, const Vector4f &src1); | |
| void mod(Vector4f &dst, const Vector4f &src0, const Vector4f &src1); | |
| void imod(Vector4f &dst, const Vector4f &src0, const Vector4f &src1); | |
| void umod(Vector4f &dst, const Vector4f &src0, const Vector4f &src1); | |
| void shl(Vector4f &dst, const Vector4f &src0, const Vector4f &src1); | |
| void ishr(Vector4f &dst, const Vector4f &src0, const Vector4f &src1); | |
| void ushr(Vector4f &dst, const Vector4f &src0, const Vector4f &src1); | |
| void rsqx(Vector4f &dst, const Vector4f &src, bool pp = false); | |
| void sqrt(Vector4f &dst, const Vector4f &src, bool pp = false); | |
| void rsq(Vector4f &dst, const Vector4f &src, bool pp = false); | |
| void len2(Float4 &dst, const Vector4f &src, bool pp = false); | |
| void len3(Float4 &dst, const Vector4f &src, bool pp = false); | |
| void len4(Float4 &dst, const Vector4f &src, bool pp = false); | |
| void dist1(Float4 &dst, const Vector4f &src0, const Vector4f &src1, bool pp = false); | |
| void dist2(Float4 &dst, const Vector4f &src0, const Vector4f &src1, bool pp = false); | |
| void dist3(Float4 &dst, const Vector4f &src0, const Vector4f &src1, bool pp = false); | |
| void dist4(Float4 &dst, const Vector4f &src0, const Vector4f &src1, bool pp = false); | |
| void dp1(Vector4f &dst, const Vector4f &src0, const Vector4f &src1); | |
| void dp2(Vector4f &dst, const Vector4f &src0, const Vector4f &src1); | |
| void dp2add(Vector4f &dst, const Vector4f &src0, const Vector4f &src1, const Vector4f &src2); | |
| void dp3(Vector4f &dst, const Vector4f &src0, const Vector4f &src1); | |
| void dp4(Vector4f &dst, const Vector4f &src0, const Vector4f &src1); | |
| void det2(Vector4f &dst, const Vector4f &src0, const Vector4f &src1); | |
| void det3(Vector4f &dst, const Vector4f &src0, const Vector4f &src1, const Vector4f &src2); | |
| void det4(Vector4f &dst, const Vector4f &src0, const Vector4f &src1, const Vector4f &src2, const Vector4f &src3); | |
| void min(Vector4f &dst, const Vector4f &src0, const Vector4f &src1); | |
| void imin(Vector4f &dst, const Vector4f &src0, const Vector4f &src1); | |
| void umin(Vector4f &dst, const Vector4f &src0, const Vector4f &src1); | |
| void max(Vector4f &dst, const Vector4f &src0, const Vector4f &src1); | |
| void imax(Vector4f &dst, const Vector4f &src0, const Vector4f &src1); | |
| void umax(Vector4f &dst, const Vector4f &src0, const Vector4f &src1); | |
| void slt(Vector4f &dst, const Vector4f &src0, const Vector4f &src1); | |
| void step(Vector4f &dst, const Vector4f &src0, const Vector4f &src1); | |
| void exp2x(Vector4f &dst, const Vector4f &src, bool pp = false); | |
| void exp2(Vector4f &dst, const Vector4f &src, bool pp = false); | |
| void exp(Vector4f &dst, const Vector4f &src, bool pp = false); | |
| void log2x(Vector4f &dst, const Vector4f &src, bool pp = false); | |
| void log2(Vector4f &dst, const Vector4f &src, bool pp = false); | |
| void log(Vector4f &dst, const Vector4f &src, bool pp = false); | |
| void lit(Vector4f &dst, const Vector4f &src); | |
| void att(Vector4f &dst, const Vector4f &src0, const Vector4f &src1); | |
| void lrp(Vector4f &dst, const Vector4f &src0, const Vector4f &src1, const Vector4f &src2); | |
| void smooth(Vector4f &dst, const Vector4f &src0, const Vector4f &src1, const Vector4f &src2); | |
| void frc(Vector4f &dst, const Vector4f &src); | |
| void trunc(Vector4f &dst, const Vector4f &src); | |
| void floor(Vector4f &dst, const Vector4f &src); | |
| void round(Vector4f &dst, const Vector4f &src); | |
| void roundEven(Vector4f &dst, const Vector4f &src); | |
| void ceil(Vector4f &dst, const Vector4f &src); | |
| void powx(Vector4f &dst, const Vector4f &src0, const Vector4f &src1, bool pp = false); | |
| void pow(Vector4f &dst, const Vector4f &src0, const Vector4f &src1, bool pp = false); | |
| void crs(Vector4f &dst, const Vector4f &src0, const Vector4f &src1); | |
| void forward1(Vector4f &dst, const Vector4f &src0, const Vector4f &src1, const Vector4f &src2); | |
| void forward2(Vector4f &dst, const Vector4f &src0, const Vector4f &src1, const Vector4f &src2); | |
| void forward3(Vector4f &dst, const Vector4f &src0, const Vector4f &src1, const Vector4f &src2); | |
| void forward4(Vector4f &dst, const Vector4f &src0, const Vector4f &src1, const Vector4f &src2); | |
| void reflect1(Vector4f &dst, const Vector4f &src0, const Vector4f &src1); | |
| void reflect2(Vector4f &dst, const Vector4f &src0, const Vector4f &src1); | |
| void reflect3(Vector4f &dst, const Vector4f &src0, const Vector4f &src1); | |
| void reflect4(Vector4f &dst, const Vector4f &src0, const Vector4f &src1); | |
| void refract1(Vector4f &dst, const Vector4f &src0, const Vector4f &src1, const Float4 &src2); | |
| void refract2(Vector4f &dst, const Vector4f &src0, const Vector4f &src1, const Float4 &src2); | |
| void refract3(Vector4f &dst, const Vector4f &src0, const Vector4f &src1, const Float4 &src2); | |
| void refract4(Vector4f &dst, const Vector4f &src0, const Vector4f &src1, const Float4 &src2); | |
| void sgn(Vector4f &dst, const Vector4f &src); | |
| void abs(Vector4f &dst, const Vector4f &src); | |
| void nrm2(Vector4f &dst, const Vector4f &src, bool pp = false); | |
| void nrm3(Vector4f &dst, const Vector4f &src, bool pp = false); | |
| void nrm4(Vector4f &dst, const Vector4f &src, bool pp = false); | |
| void sincos(Vector4f &dst, const Vector4f &src, bool pp = false); | |
| void cos(Vector4f &dst, const Vector4f &src, bool pp = false); | |
| void sin(Vector4f &dst, const Vector4f &src, bool pp = false); | |
| void tan(Vector4f &dst, const Vector4f &src, bool pp = false); | |
| void acos(Vector4f &dst, const Vector4f &src, bool pp = false); | |
| void asin(Vector4f &dst, const Vector4f &src, bool pp = false); | |
| void atan(Vector4f &dst, const Vector4f &src, bool pp = false); | |
| void atan2(Vector4f &dst, const Vector4f &src0, const Vector4f &src1, bool pp = false); | |
| void cosh(Vector4f &dst, const Vector4f &src, bool pp = false); | |
| void sinh(Vector4f &dst, const Vector4f &src, bool pp = false); | |
| void tanh(Vector4f &dst, const Vector4f &src, bool pp = false); | |
| void acosh(Vector4f &dst, const Vector4f &src, bool pp = false); | |
| void asinh(Vector4f &dst, const Vector4f &src, bool pp = false); | |
| void atanh(Vector4f &dst, const Vector4f &src, bool pp = false); | |
| void expp(Vector4f &dst, const Vector4f &src, unsigned short version); | |
| void logp(Vector4f &dst, const Vector4f &src, unsigned short version); | |
| void cmp0(Vector4f &dst, const Vector4f &src0, const Vector4f &src1, const Vector4f &src2); | |
| void cmp(Vector4f &dst, const Vector4f &src0, const Vector4f &src1, Control control); | |
| void icmp(Vector4f &dst, const Vector4f &src0, const Vector4f &src1, Control control); | |
| void ucmp(Vector4f &dst, const Vector4f &src0, const Vector4f &src1, Control control); | |
| void select(Vector4f &dst, const Vector4f &src0, const Vector4f &src1, const Vector4f &src2); | |
| void extract(Float4 &dst, const Vector4f &src0, const Float4 &src1); | |
| void insert(Vector4f &dst, const Vector4f &src, const Float4 &element, const Float4 &index); | |
| void all(Float4 &dst, const Vector4f &src); | |
| void any(Float4 &dst, const Vector4f &src); | |
| void not(Vector4f &dst, const Vector4f &src); | |
| void or(Vector4f &dst, const Vector4f &src0, const Vector4f &src1); | |
| void xor(Vector4f &dst, const Vector4f &src0, const Vector4f &src1); | |
| void and(Vector4f &dst, const Vector4f &src0, const Vector4f &src1); | |
| void equal(Vector4f &dst, const Vector4f &src0, const Vector4f &src1); | |
| void notEqual(Vector4f &dst, const Vector4f &src0, const Vector4f &src1); | |
| private: | |
| void sgn(Float4 &dst, const Float4 &src); | |
| void cmp0(Float4 &dst, const Float4 &src0, const Float4 &src1, const Float4 &src2); | |
| void cmp0i(Float4 &dst, const Float4 &src0, const Float4 &src1, const Float4 &src2); | |
| void select(Float4 &dst, RValue<Int4> src0, const Float4 &src1, const Float4 &src2); | |
| }; | |
| } | |
| #endif // sw_ShaderCore_hpp |