blob: 26facac1c451dbe24adf4efc05787d0f61ff360b [file] [log] [blame]
// 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);
}
}
}