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// 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_Types_hpp
#define sw_Types_hpp
#if defined(_MSC_VER)
typedef signed __int8 int8_t;
typedef signed __int16 int16_t;
typedef signed __int32 int32_t;
typedef signed __int64 int64_t;
typedef unsigned __int8 uint8_t;
typedef unsigned __int16 uint16_t;
typedef unsigned __int32 uint32_t;
typedef unsigned __int64 uint64_t;
#define ALIGN(bytes, type) __declspec(align(bytes)) type
#else
#include <stdint.h>
#define ALIGN(bytes, type) type __attribute__((aligned(bytes)))
#endif
namespace sw
{
typedef ALIGN(1, uint8_t) byte;
typedef ALIGN(2, uint16_t) word;
typedef ALIGN(4, uint32_t) dword;
typedef ALIGN(8, uint64_t) qword;
typedef ALIGN(16, uint64_t) qword2[2];
typedef ALIGN(4, uint8_t) byte4[4];
typedef ALIGN(8, uint8_t) byte8[8];
typedef ALIGN(16, uint8_t) byte16[16];
typedef ALIGN(8, uint16_t) word4[4];
typedef ALIGN(8, uint32_t) dword2[2];
typedef ALIGN(16, uint32_t) dword4[4];
typedef ALIGN(16, uint64_t) xword[2];
typedef ALIGN(1, int8_t) sbyte;
typedef ALIGN(4, int8_t) sbyte4[4];
typedef ALIGN(8, int8_t) sbyte8[8];
typedef ALIGN(16, int8_t) sbyte16[16];
typedef ALIGN(8, short) short4[4];
typedef ALIGN(8, unsigned short) ushort4[4];
typedef ALIGN(16, short) short8[8];
typedef ALIGN(16, unsigned short) ushort8[8];
typedef ALIGN(8, int) int2[2];
typedef ALIGN(8, unsigned int) uint2[2];
typedef ALIGN(16, unsigned int) uint4[4];
typedef ALIGN(8, float) float2[2];
ALIGN(16, struct int4
{
struct
{
int x;
int y;
int z;
int w;
};
int &operator[](int i)
{
return (&x)[i];
}
const int &operator[](int i) const
{
return (&x)[i];
}
bool operator!=(int4 &rhs)
{
return x != rhs.x || y != rhs.y || z != rhs.z || w != rhs.w;
}
bool operator==(int4 &rhs)
{
return x == rhs.x && y == rhs.y && z == rhs.z && w == rhs.w;
}
});
ALIGN(16, struct float4
{
union
{
struct
{
float x;
float y;
float z;
float w;
};
struct
{
float r;
float g;
float b;
float a;
};
};
float &operator[](int i)
{
return (&x)[i];
}
const float &operator[](int i) const
{
return (&x)[i];
}
bool operator!=(float4 &rhs)
{
return x != rhs.x || y != rhs.y || z != rhs.z || w != rhs.w;
}
bool operator==(float4 &rhs)
{
return x == rhs.x && y == rhs.y && z == rhs.z && w == rhs.w;
}
});
inline float4 vector(float x, float y, float z, float w)
{
float4 v;
v.x = x;
v.y = y;
v.z = z;
v.w = w;
return v;
}
inline float4 replicate(float f)
{
float4 v;
v.x = f;
v.y = f;
v.z = f;
v.w = f;
return v;
}
#define OFFSET(s,m) (int)(size_t)&reinterpret_cast<const volatile char&>((((s*)0)->m))
}
#endif // sw_Types_hpp