| // 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); |
| } |
| } |
| } |