blob: 3a5a6cade5495d5c7781f075f4e7e10a26214df8 [file] [log] [blame]
// Copyright 2019 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.
#include "SpirvShader.hpp"
#include "ShaderCore.hpp"
#include "Device/Primitive.hpp"
#include "Pipeline/Constants.hpp"
#include <spirv/unified1/GLSL.std.450.h>
#include <spirv/unified1/spirv.hpp>
namespace sw {
static constexpr float PI = 3.141592653589793f;
void SpirvEmitter::EmitExtGLSLstd450(Spirv::InsnIterator insn)
{
auto &type = shader.getType(insn.resultTypeId());
auto &dst = createIntermediate(insn.resultId(), type.componentCount);
auto extInstIndex = static_cast<GLSLstd450>(insn.word(4));
switch(extInstIndex)
{
case GLSLstd450FAbs:
{
auto src = Operand(shader, *this, insn.word(5));
for(auto i = 0u; i < type.componentCount; i++)
{
dst.move(i, Abs(src.Float(i)));
}
}
break;
case GLSLstd450SAbs:
{
auto src = Operand(shader, *this, insn.word(5));
for(auto i = 0u; i < type.componentCount; i++)
{
dst.move(i, Abs(src.Int(i)));
}
}
break;
case GLSLstd450Cross:
{
auto lhs = Operand(shader, *this, insn.word(5));
auto rhs = Operand(shader, *this, insn.word(6));
dst.move(0, lhs.Float(1) * rhs.Float(2) - rhs.Float(1) * lhs.Float(2));
dst.move(1, lhs.Float(2) * rhs.Float(0) - rhs.Float(2) * lhs.Float(0));
dst.move(2, lhs.Float(0) * rhs.Float(1) - rhs.Float(0) * lhs.Float(1));
}
break;
case GLSLstd450Floor:
{
auto src = Operand(shader, *this, insn.word(5));
for(auto i = 0u; i < type.componentCount; i++)
{
dst.move(i, Floor(src.Float(i)));
}
}
break;
case GLSLstd450Trunc:
{
auto src = Operand(shader, *this, insn.word(5));
for(auto i = 0u; i < type.componentCount; i++)
{
dst.move(i, Trunc(src.Float(i)));
}
}
break;
case GLSLstd450Ceil:
{
auto src = Operand(shader, *this, insn.word(5));
for(auto i = 0u; i < type.componentCount; i++)
{
dst.move(i, Ceil(src.Float(i)));
}
}
break;
case GLSLstd450Fract:
{
auto src = Operand(shader, *this, insn.word(5));
for(auto i = 0u; i < type.componentCount; i++)
{
dst.move(i, Frac(src.Float(i)));
}
}
break;
case GLSLstd450Round:
{
auto src = Operand(shader, *this, insn.word(5));
for(auto i = 0u; i < type.componentCount; i++)
{
dst.move(i, Round(src.Float(i)));
}
}
break;
case GLSLstd450RoundEven:
{
auto src = Operand(shader, *this, insn.word(5));
for(auto i = 0u; i < type.componentCount; i++)
{
auto x = Round(src.Float(i));
// dst = round(src) + ((round(src) < src) * 2 - 1) * (fract(src) == 0.5) * isOdd(round(src));
dst.move(i, x + ((SIMD::Float(CmpLT(x, src.Float(i)) & SIMD::Int(1)) * SIMD::Float(2.0f)) - SIMD::Float(1.0f)) *
SIMD::Float(CmpEQ(Frac(src.Float(i)), SIMD::Float(0.5f)) & SIMD::Int(1)) * SIMD::Float(SIMD::Int(x) & SIMD::Int(1)));
}
}
break;
case GLSLstd450FMin:
{
auto lhs = Operand(shader, *this, insn.word(5));
auto rhs = Operand(shader, *this, insn.word(6));
for(auto i = 0u; i < type.componentCount; i++)
{
dst.move(i, Min(lhs.Float(i), rhs.Float(i)));
}
}
break;
case GLSLstd450FMax:
{
auto lhs = Operand(shader, *this, insn.word(5));
auto rhs = Operand(shader, *this, insn.word(6));
for(auto i = 0u; i < type.componentCount; i++)
{
dst.move(i, Max(lhs.Float(i), rhs.Float(i)));
}
}
break;
case GLSLstd450SMin:
{
auto lhs = Operand(shader, *this, insn.word(5));
auto rhs = Operand(shader, *this, insn.word(6));
for(auto i = 0u; i < type.componentCount; i++)
{
dst.move(i, Min(lhs.Int(i), rhs.Int(i)));
}
}
break;
case GLSLstd450SMax:
{
auto lhs = Operand(shader, *this, insn.word(5));
auto rhs = Operand(shader, *this, insn.word(6));
for(auto i = 0u; i < type.componentCount; i++)
{
dst.move(i, Max(lhs.Int(i), rhs.Int(i)));
}
}
break;
case GLSLstd450UMin:
{
auto lhs = Operand(shader, *this, insn.word(5));
auto rhs = Operand(shader, *this, insn.word(6));
for(auto i = 0u; i < type.componentCount; i++)
{
dst.move(i, Min(lhs.UInt(i), rhs.UInt(i)));
}
}
break;
case GLSLstd450UMax:
{
auto lhs = Operand(shader, *this, insn.word(5));
auto rhs = Operand(shader, *this, insn.word(6));
for(auto i = 0u; i < type.componentCount; i++)
{
dst.move(i, Max(lhs.UInt(i), rhs.UInt(i)));
}
}
break;
case GLSLstd450Step:
{
auto edge = Operand(shader, *this, insn.word(5));
auto x = Operand(shader, *this, insn.word(6));
for(auto i = 0u; i < type.componentCount; i++)
{
dst.move(i, CmpNLT(x.Float(i), edge.Float(i)) & As<SIMD::Int>(SIMD::Float(1.0f)));
}
}
break;
case GLSLstd450SmoothStep:
{
auto edge0 = Operand(shader, *this, insn.word(5));
auto edge1 = Operand(shader, *this, insn.word(6));
auto x = Operand(shader, *this, insn.word(7));
for(auto i = 0u; i < type.componentCount; i++)
{
auto tx = Min(Max((x.Float(i) - edge0.Float(i)) / (edge1.Float(i) - edge0.Float(i)), 0.0f), 1.0f);
dst.move(i, tx * tx * (3.0f - 2.0f * tx));
}
}
break;
case GLSLstd450FMix:
{
auto x = Operand(shader, *this, insn.word(5));
auto y = Operand(shader, *this, insn.word(6));
auto a = Operand(shader, *this, insn.word(7));
for(auto i = 0u; i < type.componentCount; i++)
{
dst.move(i, a.Float(i) * (y.Float(i) - x.Float(i)) + x.Float(i));
}
}
break;
case GLSLstd450FClamp:
{
auto x = Operand(shader, *this, insn.word(5));
auto minVal = Operand(shader, *this, insn.word(6));
auto maxVal = Operand(shader, *this, insn.word(7));
for(auto i = 0u; i < type.componentCount; i++)
{
dst.move(i, Min(Max(x.Float(i), minVal.Float(i)), maxVal.Float(i)));
}
}
break;
case GLSLstd450SClamp:
{
auto x = Operand(shader, *this, insn.word(5));
auto minVal = Operand(shader, *this, insn.word(6));
auto maxVal = Operand(shader, *this, insn.word(7));
for(auto i = 0u; i < type.componentCount; i++)
{
dst.move(i, Min(Max(x.Int(i), minVal.Int(i)), maxVal.Int(i)));
}
}
break;
case GLSLstd450UClamp:
{
auto x = Operand(shader, *this, insn.word(5));
auto minVal = Operand(shader, *this, insn.word(6));
auto maxVal = Operand(shader, *this, insn.word(7));
for(auto i = 0u; i < type.componentCount; i++)
{
dst.move(i, Min(Max(x.UInt(i), minVal.UInt(i)), maxVal.UInt(i)));
}
}
break;
case GLSLstd450FSign:
{
auto src = Operand(shader, *this, insn.word(5));
for(auto i = 0u; i < type.componentCount; i++)
{
auto neg = As<SIMD::Int>(CmpLT(src.Float(i), SIMD::Float(-0.0f))) & As<SIMD::Int>(SIMD::Float(-1.0f));
auto pos = As<SIMD::Int>(CmpNLE(src.Float(i), SIMD::Float(+0.0f))) & As<SIMD::Int>(SIMD::Float(1.0f));
dst.move(i, neg | pos);
}
}
break;
case GLSLstd450SSign:
{
auto src = Operand(shader, *this, insn.word(5));
for(auto i = 0u; i < type.componentCount; i++)
{
auto neg = CmpLT(src.Int(i), SIMD::Int(0)) & SIMD::Int(-1);
auto pos = CmpNLE(src.Int(i), SIMD::Int(0)) & SIMD::Int(1);
dst.move(i, neg | pos);
}
}
break;
case GLSLstd450Reflect:
{
auto I = Operand(shader, *this, insn.word(5));
auto N = Operand(shader, *this, insn.word(6));
SIMD::Float d = FDot(type.componentCount, I, N);
for(auto i = 0u; i < type.componentCount; i++)
{
dst.move(i, I.Float(i) - SIMD::Float(2.0f) * d * N.Float(i));
}
}
break;
case GLSLstd450Refract:
{
auto I = Operand(shader, *this, insn.word(5));
auto N = Operand(shader, *this, insn.word(6));
auto eta = Operand(shader, *this, insn.word(7));
Spirv::Decorations r = shader.GetDecorationsForId(insn.resultId());
SIMD::Float d = FDot(type.componentCount, I, N);
SIMD::Float k = SIMD::Float(1.0f) - eta.Float(0) * eta.Float(0) * (SIMD::Float(1.0f) - d * d);
SIMD::Int pos = CmpNLT(k, SIMD::Float(0.0f));
SIMD::Float t = (eta.Float(0) * d + Sqrt(k, r.RelaxedPrecision));
for(auto i = 0u; i < type.componentCount; i++)
{
dst.move(i, pos & As<SIMD::Int>(eta.Float(0) * I.Float(i) - t * N.Float(i)));
}
}
break;
case GLSLstd450FaceForward:
{
auto N = Operand(shader, *this, insn.word(5));
auto I = Operand(shader, *this, insn.word(6));
auto Nref = Operand(shader, *this, insn.word(7));
SIMD::Float d = FDot(type.componentCount, I, Nref);
SIMD::Int neg = CmpLT(d, SIMD::Float(0.0f));
for(auto i = 0u; i < type.componentCount; i++)
{
auto n = N.Float(i);
dst.move(i, (neg & As<SIMD::Int>(n)) | (~neg & As<SIMD::Int>(-n)));
}
}
break;
case GLSLstd450Length:
{
auto x = Operand(shader, *this, insn.word(5));
SIMD::Float d = FDot(shader.getObjectType(insn.word(5)).componentCount, x, x);
Spirv::Decorations r = shader.GetDecorationsForId(insn.resultId());
dst.move(0, Sqrt(d, r.RelaxedPrecision));
}
break;
case GLSLstd450Normalize:
{
auto x = Operand(shader, *this, insn.word(5));
Spirv::Decorations r = shader.GetDecorationsForId(insn.resultId());
SIMD::Float d = FDot(shader.getObjectType(insn.word(5)).componentCount, x, x);
SIMD::Float invLength = SIMD::Float(1.0f) / Sqrt(d, r.RelaxedPrecision);
for(auto i = 0u; i < type.componentCount; i++)
{
dst.move(i, invLength * x.Float(i));
}
}
break;
case GLSLstd450Distance:
{
auto p0 = Operand(shader, *this, insn.word(5));
auto p1 = Operand(shader, *this, insn.word(6));
Spirv::Decorations r = shader.GetDecorationsForId(insn.resultId());
// sqrt(dot(p0-p1, p0-p1))
SIMD::Float d = (p0.Float(0) - p1.Float(0)) * (p0.Float(0) - p1.Float(0));
for(auto i = 1u; i < p0.componentCount; i++)
{
d += (p0.Float(i) - p1.Float(i)) * (p0.Float(i) - p1.Float(i));
}
dst.move(0, Sqrt(d, r.RelaxedPrecision));
}
break;
case GLSLstd450Modf:
{
auto val = Operand(shader, *this, insn.word(5));
auto ptrId = Spirv::Object::ID(insn.word(6));
Intermediate whole(type.componentCount);
for(auto i = 0u; i < type.componentCount; i++)
{
auto wholeAndFrac = Modf(val.Float(i));
dst.move(i, wholeAndFrac.second);
whole.move(i, wholeAndFrac.first);
}
Store(ptrId, whole, false, std::memory_order_relaxed);
}
break;
case GLSLstd450ModfStruct:
{
auto val = Operand(shader, *this, insn.word(5));
for(auto i = 0u; i < val.componentCount; i++)
{
auto wholeAndFrac = Modf(val.Float(i));
dst.move(i, wholeAndFrac.second);
dst.move(val.componentCount + i, wholeAndFrac.first);
}
}
break;
case GLSLstd450PackSnorm4x8:
{
auto val = Operand(shader, *this, insn.word(5));
dst.move(0, (SIMD::Int(Round(Min(Max(val.Float(0), SIMD::Float(-1.0f)), SIMD::Float(1.0f)) * SIMD::Float(127.0f))) &
SIMD::Int(0xFF)) |
((SIMD::Int(Round(Min(Max(val.Float(1), SIMD::Float(-1.0f)), SIMD::Float(1.0f)) * SIMD::Float(127.0f))) &
SIMD::Int(0xFF))
<< 8) |
((SIMD::Int(Round(Min(Max(val.Float(2), SIMD::Float(-1.0f)), SIMD::Float(1.0f)) * SIMD::Float(127.0f))) &
SIMD::Int(0xFF))
<< 16) |
((SIMD::Int(Round(Min(Max(val.Float(3), SIMD::Float(-1.0f)), SIMD::Float(1.0f)) * SIMD::Float(127.0f))) &
SIMD::Int(0xFF))
<< 24));
}
break;
case GLSLstd450PackUnorm4x8:
{
auto val = Operand(shader, *this, insn.word(5));
dst.move(0, (SIMD::UInt(Round(Min(Max(val.Float(0), SIMD::Float(0.0f)), SIMD::Float(1.0f)) * SIMD::Float(255.0f)))) |
((SIMD::UInt(Round(Min(Max(val.Float(1), SIMD::Float(0.0f)), SIMD::Float(1.0f)) * SIMD::Float(255.0f)))) << 8) |
((SIMD::UInt(Round(Min(Max(val.Float(2), SIMD::Float(0.0f)), SIMD::Float(1.0f)) * SIMD::Float(255.0f)))) << 16) |
((SIMD::UInt(Round(Min(Max(val.Float(3), SIMD::Float(0.0f)), SIMD::Float(1.0f)) * SIMD::Float(255.0f)))) << 24));
}
break;
case GLSLstd450PackSnorm2x16:
{
auto val = Operand(shader, *this, insn.word(5));
dst.move(0, (SIMD::Int(Round(Min(Max(val.Float(0), SIMD::Float(-1.0f)), SIMD::Float(1.0f)) * SIMD::Float(32767.0f))) &
SIMD::Int(0xFFFF)) |
((SIMD::Int(Round(Min(Max(val.Float(1), SIMD::Float(-1.0f)), SIMD::Float(1.0f)) * SIMD::Float(32767.0f))) &
SIMD::Int(0xFFFF))
<< 16));
}
break;
case GLSLstd450PackUnorm2x16:
{
auto val = Operand(shader, *this, insn.word(5));
dst.move(0, (SIMD::UInt(Round(Min(Max(val.Float(0), SIMD::Float(0.0f)), SIMD::Float(1.0f)) * SIMD::Float(65535.0f))) &
SIMD::UInt(0xFFFF)) |
((SIMD::UInt(Round(Min(Max(val.Float(1), SIMD::Float(0.0f)), SIMD::Float(1.0f)) * SIMD::Float(65535.0f))) &
SIMD::UInt(0xFFFF))
<< 16));
}
break;
case GLSLstd450PackHalf2x16:
{
auto val = Operand(shader, *this, insn.word(5));
dst.move(0, floatToHalfBits(val.UInt(0), false) | floatToHalfBits(val.UInt(1), true));
}
break;
case GLSLstd450UnpackSnorm4x8:
{
auto val = Operand(shader, *this, insn.word(5));
dst.move(0, Min(Max(SIMD::Float(((val.Int(0) << 24) & SIMD::Int(0xFF000000))) * SIMD::Float(1.0f / float(0x7f000000)), SIMD::Float(-1.0f)), SIMD::Float(1.0f)));
dst.move(1, Min(Max(SIMD::Float(((val.Int(0) << 16) & SIMD::Int(0xFF000000))) * SIMD::Float(1.0f / float(0x7f000000)), SIMD::Float(-1.0f)), SIMD::Float(1.0f)));
dst.move(2, Min(Max(SIMD::Float(((val.Int(0) << 8) & SIMD::Int(0xFF000000))) * SIMD::Float(1.0f / float(0x7f000000)), SIMD::Float(-1.0f)), SIMD::Float(1.0f)));
dst.move(3, Min(Max(SIMD::Float(((val.Int(0)) & SIMD::Int(0xFF000000))) * SIMD::Float(1.0f / float(0x7f000000)), SIMD::Float(-1.0f)), SIMD::Float(1.0f)));
}
break;
case GLSLstd450UnpackUnorm4x8:
{
auto val = Operand(shader, *this, insn.word(5));
dst.move(0, SIMD::Float((val.UInt(0) & SIMD::UInt(0xFF))) * SIMD::Float(1.0f / 255.f));
dst.move(1, SIMD::Float(((val.UInt(0) >> 8) & SIMD::UInt(0xFF))) * SIMD::Float(1.0f / 255.f));
dst.move(2, SIMD::Float(((val.UInt(0) >> 16) & SIMD::UInt(0xFF))) * SIMD::Float(1.0f / 255.f));
dst.move(3, SIMD::Float(((val.UInt(0) >> 24) & SIMD::UInt(0xFF))) * SIMD::Float(1.0f / 255.f));
}
break;
case GLSLstd450UnpackSnorm2x16:
{
auto val = Operand(shader, *this, insn.word(5));
// clamp(f / 32767.0, -1.0, 1.0)
dst.move(0, Min(Max(SIMD::Float(As<SIMD::Int>((val.UInt(0) & SIMD::UInt(0x0000FFFF)) << 16)) *
SIMD::Float(1.0f / float(0x7FFF0000)),
SIMD::Float(-1.0f)),
SIMD::Float(1.0f)));
dst.move(1, Min(Max(SIMD::Float(As<SIMD::Int>(val.UInt(0) & SIMD::UInt(0xFFFF0000))) * SIMD::Float(1.0f / float(0x7FFF0000)),
SIMD::Float(-1.0f)),
SIMD::Float(1.0f)));
}
break;
case GLSLstd450UnpackUnorm2x16:
{
auto val = Operand(shader, *this, insn.word(5));
// f / 65535.0
dst.move(0, SIMD::Float((val.UInt(0) & SIMD::UInt(0x0000FFFF)) << 16) * SIMD::Float(1.0f / float(0xFFFF0000)));
dst.move(1, SIMD::Float(val.UInt(0) & SIMD::UInt(0xFFFF0000)) * SIMD::Float(1.0f / float(0xFFFF0000)));
}
break;
case GLSLstd450UnpackHalf2x16:
{
auto val = Operand(shader, *this, insn.word(5));
dst.move(0, halfToFloatBits(val.UInt(0) & SIMD::UInt(0x0000FFFF)));
dst.move(1, halfToFloatBits((val.UInt(0) & SIMD::UInt(0xFFFF0000)) >> 16));
}
break;
case GLSLstd450Fma:
{
auto a = Operand(shader, *this, insn.word(5));
auto b = Operand(shader, *this, insn.word(6));
auto c = Operand(shader, *this, insn.word(7));
for(auto i = 0u; i < type.componentCount; i++)
{
dst.move(i, MulAdd(a.Float(i), b.Float(i), c.Float(i)));
}
}
break;
case GLSLstd450Frexp:
{
auto val = Operand(shader, *this, insn.word(5));
auto ptrId = Spirv::Object::ID(insn.word(6));
Intermediate exp(type.componentCount);
for(auto i = 0u; i < type.componentCount; i++)
{
auto significandAndExponent = Frexp(val.Float(i));
dst.move(i, significandAndExponent.first);
exp.move(i, significandAndExponent.second);
}
Store(ptrId, exp, false, std::memory_order_relaxed);
}
break;
case GLSLstd450FrexpStruct:
{
auto val = Operand(shader, *this, insn.word(5));
for(auto i = 0u; i < val.componentCount; i++)
{
auto significandAndExponent = Frexp(val.Float(i));
dst.move(i, significandAndExponent.first);
dst.move(val.componentCount + i, significandAndExponent.second);
}
}
break;
case GLSLstd450Ldexp:
{
auto x = Operand(shader, *this, insn.word(5));
auto exp = Operand(shader, *this, insn.word(6));
for(auto i = 0u; i < type.componentCount; i++)
{
dst.move(i, Ldexp(x.Float(i), exp.Int(i)));
}
}
break;
case GLSLstd450Radians:
{
auto degrees = Operand(shader, *this, insn.word(5));
for(auto i = 0u; i < type.componentCount; i++)
{
dst.move(i, degrees.Float(i) * SIMD::Float(PI / 180.0f));
}
}
break;
case GLSLstd450Degrees:
{
auto radians = Operand(shader, *this, insn.word(5));
for(auto i = 0u; i < type.componentCount; i++)
{
dst.move(i, radians.Float(i) * SIMD::Float(180.0f / PI));
}
}
break;
case GLSLstd450Sin:
{
auto radians = Operand(shader, *this, insn.word(5));
Spirv::Decorations d = shader.GetDecorationsForId(insn.resultId());
for(auto i = 0u; i < type.componentCount; i++)
{
dst.move(i, Sin(radians.Float(i), d.RelaxedPrecision));
}
}
break;
case GLSLstd450Cos:
{
auto radians = Operand(shader, *this, insn.word(5));
Spirv::Decorations d = shader.GetDecorationsForId(insn.resultId());
for(auto i = 0u; i < type.componentCount; i++)
{
dst.move(i, Cos(radians.Float(i), d.RelaxedPrecision));
}
}
break;
case GLSLstd450Tan:
{
auto radians = Operand(shader, *this, insn.word(5));
Spirv::Decorations d = shader.GetDecorationsForId(insn.resultId());
for(auto i = 0u; i < type.componentCount; i++)
{
dst.move(i, Tan(radians.Float(i), d.RelaxedPrecision));
}
}
break;
case GLSLstd450Asin:
{
auto val = Operand(shader, *this, insn.word(5));
Spirv::Decorations d = shader.GetDecorationsForId(insn.resultId());
for(auto i = 0u; i < type.componentCount; i++)
{
dst.move(i, Asin(val.Float(i), d.RelaxedPrecision));
}
}
break;
case GLSLstd450Acos:
{
auto val = Operand(shader, *this, insn.word(5));
Spirv::Decorations d = shader.GetDecorationsForId(insn.resultId());
for(auto i = 0u; i < type.componentCount; i++)
{
dst.move(i, Acos(val.Float(i), d.RelaxedPrecision));
}
}
break;
case GLSLstd450Atan:
{
auto val = Operand(shader, *this, insn.word(5));
Spirv::Decorations d = shader.GetDecorationsForId(insn.resultId());
for(auto i = 0u; i < type.componentCount; i++)
{
dst.move(i, Atan(val.Float(i), d.RelaxedPrecision));
}
}
break;
case GLSLstd450Sinh:
{
auto val = Operand(shader, *this, insn.word(5));
Spirv::Decorations d = shader.GetDecorationsForId(insn.resultId());
for(auto i = 0u; i < type.componentCount; i++)
{
dst.move(i, Sinh(val.Float(i), d.RelaxedPrecision));
}
}
break;
case GLSLstd450Cosh:
{
auto val = Operand(shader, *this, insn.word(5));
Spirv::Decorations d = shader.GetDecorationsForId(insn.resultId());
for(auto i = 0u; i < type.componentCount; i++)
{
dst.move(i, Cosh(val.Float(i), d.RelaxedPrecision));
}
}
break;
case GLSLstd450Tanh:
{
auto val = Operand(shader, *this, insn.word(5));
Spirv::Decorations d = shader.GetDecorationsForId(insn.resultId());
for(auto i = 0u; i < type.componentCount; i++)
{
dst.move(i, Tanh(val.Float(i), d.RelaxedPrecision));
}
}
break;
case GLSLstd450Asinh:
{
auto val = Operand(shader, *this, insn.word(5));
Spirv::Decorations d = shader.GetDecorationsForId(insn.resultId());
for(auto i = 0u; i < type.componentCount; i++)
{
dst.move(i, Asinh(val.Float(i), d.RelaxedPrecision));
}
}
break;
case GLSLstd450Acosh:
{
auto val = Operand(shader, *this, insn.word(5));
Spirv::Decorations d = shader.GetDecorationsForId(insn.resultId());
for(auto i = 0u; i < type.componentCount; i++)
{
dst.move(i, Acosh(val.Float(i), d.RelaxedPrecision));
}
}
break;
case GLSLstd450Atanh:
{
auto val = Operand(shader, *this, insn.word(5));
Spirv::Decorations d = shader.GetDecorationsForId(insn.resultId());
for(auto i = 0u; i < type.componentCount; i++)
{
dst.move(i, Atanh(val.Float(i), d.RelaxedPrecision));
}
}
break;
case GLSLstd450Atan2:
{
auto x = Operand(shader, *this, insn.word(5));
auto y = Operand(shader, *this, insn.word(6));
Spirv::Decorations d = shader.GetDecorationsForId(insn.resultId());
for(auto i = 0u; i < type.componentCount; i++)
{
dst.move(i, Atan2(x.Float(i), y.Float(i), d.RelaxedPrecision));
}
}
break;
case GLSLstd450Pow:
{
auto x = Operand(shader, *this, insn.word(5));
auto y = Operand(shader, *this, insn.word(6));
Spirv::Decorations d = shader.GetDecorationsForId(insn.resultId());
for(auto i = 0u; i < type.componentCount; i++)
{
dst.move(i, Pow(x.Float(i), y.Float(i), d.RelaxedPrecision));
}
}
break;
case GLSLstd450Exp:
{
auto val = Operand(shader, *this, insn.word(5));
Spirv::Decorations d = shader.GetDecorationsForId(insn.resultId());
for(auto i = 0u; i < type.componentCount; i++)
{
dst.move(i, Exp(val.Float(i), d.RelaxedPrecision));
}
}
break;
case GLSLstd450Log:
{
auto val = Operand(shader, *this, insn.word(5));
Spirv::Decorations d = shader.GetDecorationsForId(insn.resultId());
for(auto i = 0u; i < type.componentCount; i++)
{
dst.move(i, Log(val.Float(i), d.RelaxedPrecision));
}
}
break;
case GLSLstd450Exp2:
{
auto val = Operand(shader, *this, insn.word(5));
Spirv::Decorations d = shader.GetDecorationsForId(insn.resultId());
for(auto i = 0u; i < type.componentCount; i++)
{
dst.move(i, Exp2(val.Float(i), d.RelaxedPrecision));
}
}
break;
case GLSLstd450Log2:
{
auto val = Operand(shader, *this, insn.word(5));
Spirv::Decorations d = shader.GetDecorationsForId(insn.resultId());
for(auto i = 0u; i < type.componentCount; i++)
{
dst.move(i, Log2(val.Float(i), d.RelaxedPrecision));
}
}
break;
case GLSLstd450Sqrt:
{
auto val = Operand(shader, *this, insn.word(5));
Spirv::Decorations d = shader.GetDecorationsForId(insn.resultId());
for(auto i = 0u; i < type.componentCount; i++)
{
dst.move(i, Sqrt(val.Float(i), d.RelaxedPrecision));
}
}
break;
case GLSLstd450InverseSqrt:
{
auto val = Operand(shader, *this, insn.word(5));
Spirv::Decorations d = shader.GetDecorationsForId(insn.resultId());
for(auto i = 0u; i < type.componentCount; i++)
{
dst.move(i, RcpSqrt(val.Float(i), d.RelaxedPrecision));
}
}
break;
case GLSLstd450Determinant:
{
auto mat = Operand(shader, *this, insn.word(5));
switch(mat.componentCount)
{
case 4: // 2x2
dst.move(0, Determinant(
mat.Float(0), mat.Float(1),
mat.Float(2), mat.Float(3)));
break;
case 9: // 3x3
dst.move(0, Determinant(
mat.Float(0), mat.Float(1), mat.Float(2),
mat.Float(3), mat.Float(4), mat.Float(5),
mat.Float(6), mat.Float(7), mat.Float(8)));
break;
case 16: // 4x4
dst.move(0, Determinant(
mat.Float(0), mat.Float(1), mat.Float(2), mat.Float(3),
mat.Float(4), mat.Float(5), mat.Float(6), mat.Float(7),
mat.Float(8), mat.Float(9), mat.Float(10), mat.Float(11),
mat.Float(12), mat.Float(13), mat.Float(14), mat.Float(15)));
break;
default:
UNREACHABLE("GLSLstd450Determinant can only operate with square matrices. Got %d elements", int(mat.componentCount));
}
}
break;
case GLSLstd450MatrixInverse:
{
auto mat = Operand(shader, *this, insn.word(5));
switch(mat.componentCount)
{
case 4: // 2x2
{
auto inv = MatrixInverse(
mat.Float(0), mat.Float(1),
mat.Float(2), mat.Float(3));
for(uint32_t i = 0; i < inv.size(); i++)
{
dst.move(i, inv[i]);
}
}
break;
case 9: // 3x3
{
auto inv = MatrixInverse(
mat.Float(0), mat.Float(1), mat.Float(2),
mat.Float(3), mat.Float(4), mat.Float(5),
mat.Float(6), mat.Float(7), mat.Float(8));
for(uint32_t i = 0; i < inv.size(); i++)
{
dst.move(i, inv[i]);
}
}
break;
case 16: // 4x4
{
auto inv = MatrixInverse(
mat.Float(0), mat.Float(1), mat.Float(2), mat.Float(3),
mat.Float(4), mat.Float(5), mat.Float(6), mat.Float(7),
mat.Float(8), mat.Float(9), mat.Float(10), mat.Float(11),
mat.Float(12), mat.Float(13), mat.Float(14), mat.Float(15));
for(uint32_t i = 0; i < inv.size(); i++)
{
dst.move(i, inv[i]);
}
}
break;
default:
UNREACHABLE("GLSLstd450MatrixInverse can only operate with square matrices. Got %d elements", int(mat.componentCount));
}
}
break;
case GLSLstd450IMix:
{
UNREACHABLE("GLSLstd450IMix has been removed from the specification");
}
break;
case GLSLstd450PackDouble2x32:
{
UNSUPPORTED("SPIR-V Float64 Capability (GLSLstd450PackDouble2x32)");
}
break;
case GLSLstd450UnpackDouble2x32:
{
UNSUPPORTED("SPIR-V Float64 Capability (GLSLstd450UnpackDouble2x32)");
}
break;
case GLSLstd450FindILsb:
{
auto val = Operand(shader, *this, insn.word(5));
for(auto i = 0u; i < type.componentCount; i++)
{
auto v = val.UInt(i);
dst.move(i, Cttz(v, true) | CmpEQ(v, SIMD::UInt(0)));
}
}
break;
case GLSLstd450FindSMsb:
{
auto val = Operand(shader, *this, insn.word(5));
for(auto i = 0u; i < type.componentCount; i++)
{
auto v = val.UInt(i) ^ As<SIMD::UInt>(CmpLT(val.Int(i), SIMD::Int(0)));
dst.move(i, SIMD::UInt(31) - Ctlz(v, false));
}
}
break;
case GLSLstd450FindUMsb:
{
auto val = Operand(shader, *this, insn.word(5));
for(auto i = 0u; i < type.componentCount; i++)
{
dst.move(i, SIMD::UInt(31) - Ctlz(val.UInt(i), false));
}
}
break;
case GLSLstd450InterpolateAtCentroid:
{
Spirv::Decorations d = shader.GetDecorationsForId(insn.word(5));
auto ptr = getPointer(insn.word(5));
for(auto i = 0u; i < type.componentCount; i++)
{
dst.move(i, EmitInterpolate(ptr, d.Location, 0, i, Centroid));
}
}
break;
case GLSLstd450InterpolateAtSample:
{
Spirv::Decorations d = shader.GetDecorationsForId(insn.word(5));
auto ptr = getPointer(insn.word(5));
for(auto i = 0u; i < type.componentCount; i++)
{
dst.move(i, EmitInterpolate(ptr, d.Location, insn.word(6), i, AtSample));
}
}
break;
case GLSLstd450InterpolateAtOffset:
{
Spirv::Decorations d = shader.GetDecorationsForId(insn.word(5));
auto ptr = getPointer(insn.word(5));
for(auto i = 0u; i < type.componentCount; i++)
{
dst.move(i, EmitInterpolate(ptr, d.Location, insn.word(6), i, AtOffset));
}
}
break;
case GLSLstd450NMin:
{
auto x = Operand(shader, *this, insn.word(5));
auto y = Operand(shader, *this, insn.word(6));
for(auto i = 0u; i < type.componentCount; i++)
{
dst.move(i, NMin(x.Float(i), y.Float(i)));
}
}
break;
case GLSLstd450NMax:
{
auto x = Operand(shader, *this, insn.word(5));
auto y = Operand(shader, *this, insn.word(6));
for(auto i = 0u; i < type.componentCount; i++)
{
dst.move(i, NMax(x.Float(i), y.Float(i)));
}
}
break;
case GLSLstd450NClamp:
{
auto x = Operand(shader, *this, insn.word(5));
auto minVal = Operand(shader, *this, insn.word(6));
auto maxVal = Operand(shader, *this, insn.word(7));
for(auto i = 0u; i < type.componentCount; i++)
{
auto clamp = NMin(NMax(x.Float(i), minVal.Float(i)), maxVal.Float(i));
dst.move(i, clamp);
}
}
break;
default:
UNREACHABLE("ExtInst %d", int(extInstIndex));
break;
}
}
static SIMD::Float Interpolate(const SIMD::Float &x, const SIMD::Float &y, const SIMD::Float &rhw,
const SIMD::Float &A, const SIMD::Float &B, const SIMD::Float &C,
SpirvRoutine::Interpolation interpolation)
{
SIMD::Float interpolant = C;
if(interpolation != SpirvRoutine::Flat)
{
interpolant += x * A + y * B;
if(interpolation == SpirvRoutine::Perspective)
{
interpolant *= rhw;
}
}
return interpolant;
}
SIMD::Float SpirvEmitter::EmitInterpolate(const SIMD::Pointer &ptr, int32_t location, Spirv::Object::ID paramId,
uint32_t component, InterpolationType type) const
{
uint32_t interpolant = (location * 4);
uint32_t components_per_row = shader.GetNumInputComponents(location);
if((location < 0) || (interpolant >= shader.inputs.size()) || (components_per_row == 0))
{
return SIMD::Float(0.0f);
}
const auto &interpolationData = routine->interpolationData;
SIMD::Float x;
SIMD::Float y;
SIMD::Float rhw;
bool multisample = (multiSampleCount > 1);
switch(type)
{
case Centroid:
if(multisample)
{
x = interpolationData.xCentroid;
y = interpolationData.yCentroid;
rhw = interpolationData.rhwCentroid;
}
else
{
x = interpolationData.x;
y = interpolationData.y;
rhw = interpolationData.rhw;
}
break;
case AtSample:
x = SIMD::Float(0.0f);
y = SIMD::Float(0.0f);
if(multisample)
{
static constexpr int NUM_SAMPLES = 4;
ASSERT(multiSampleCount == NUM_SAMPLES);
auto sampleOperand = Operand(shader, *this, paramId);
ASSERT(sampleOperand.componentCount == 1);
// If sample does not exist, the position used to interpolate the
// input variable is undefined, so we just clamp to avoid OOB accesses.
SIMD::Int samples = sampleOperand.Int(0) & SIMD::Int(NUM_SAMPLES - 1);
for(int i = 0; i < SIMD::Width; i++)
{
Int sample = Extract(samples, i);
x = Insert(x, *Pointer<Float>(routine->constants + OFFSET(Constants, SampleLocationsX) + sample * sizeof(float)), i);
y = Insert(y, *Pointer<Float>(routine->constants + OFFSET(Constants, SampleLocationsY) + sample * sizeof(float)), i);
}
}
x += interpolationData.x;
y += interpolationData.y;
rhw = interpolationData.rhw;
break;
case AtOffset:
{
// An offset of (0, 0) identifies the center of the pixel.
auto offset = Operand(shader, *this, paramId);
ASSERT(offset.componentCount == 2);
x = interpolationData.x + offset.Float(0);
y = interpolationData.y + offset.Float(1);
rhw = interpolationData.rhw;
}
break;
default:
UNREACHABLE("Unknown interpolation type: %d", (int)type);
return SIMD::Float(0.0f);
}
uint32_t packedInterpolant = shader.GetPackedInterpolant(location);
Pointer<Byte> planeEquation = interpolationData.primitive + OFFSET(Primitive, V[packedInterpolant]);
// The pointer's offsets index into the input variable array, which are SIMD::Float vectors.
// To obtain the index into the interpolant's plane equation we must unscale by the vector size.
const int offsetShift = log2i(sizeof(float) * SIMD::Width);
if(ptr.hasDynamicOffsets)
{
// Combine plane equations into one
SIMD::Float A;
SIMD::Float B;
SIMD::Float C;
for(int i = 0; i < SIMD::Width; i++)
{
Int offset = ((Extract(ptr.dynamicOffsets, i) + ptr.staticOffsets[i]) >> offsetShift) + component;
Pointer<Byte> planeEquationI = planeEquation + (offset * sizeof(PlaneEquation));
A = Insert(A, *Pointer<Float>(planeEquationI + OFFSET(PlaneEquation, A)), i);
B = Insert(B, *Pointer<Float>(planeEquationI + OFFSET(PlaneEquation, B)), i);
C = Insert(C, *Pointer<Float>(planeEquationI + OFFSET(PlaneEquation, C)), i);
}
return Interpolate(x, y, rhw, A, B, C, routine->inputsInterpolation[packedInterpolant]);
}
else
{
ASSERT(ptr.hasStaticEqualOffsets());
uint32_t offset = (ptr.staticOffsets[0] >> offsetShift) + component;
if((interpolant + offset) >= shader.inputs.size())
{
return SIMD::Float(0.0f);
}
planeEquation += offset * sizeof(PlaneEquation);
}
return SpirvRoutine::interpolateAtXY(x, y, rhw, planeEquation, routine->inputsInterpolation[packedInterpolant]);
}
SIMD::Float SpirvRoutine::interpolateAtXY(const SIMD::Float &x, const SIMD::Float &y, const SIMD::Float &rhw, Pointer<Byte> planeEquation, Interpolation interpolation)
{
SIMD::Float A;
SIMD::Float B;
SIMD::Float C = *Pointer<Float>(planeEquation + OFFSET(PlaneEquation, C));
if(interpolation != SpirvRoutine::Flat)
{
A = *Pointer<Float>(planeEquation + OFFSET(PlaneEquation, A));
B = *Pointer<Float>(planeEquation + OFFSET(PlaneEquation, B));
}
return Interpolate(x, y, rhw, A, B, C, interpolation);
}
} // namespace sw