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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_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
Int4 floatBitsToInt(RValue<Float4> x);
UInt4 floatBitsToUInt(RValue<Float4> x);
Float4 intBitsToFloat(RValue<Int4> x);
Float4 uintBitsToFloat(RValue<UInt4> x);
Float4 dot2(Vector4f &v0, Vector4f &v1);
Float4 dot3(Vector4f &v0, Vector4f &v1);
Float4 dot4(Vector4f &v0, 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, Vector4f &src, bool floorToInteger = false);
void f2b(Vector4f &dst, Vector4f &src);
void b2f(Vector4f &dst, Vector4f &src);
void add(Vector4f &dst, Vector4f &src0, Vector4f &src1);
void sub(Vector4f &dst, Vector4f &src0, Vector4f &src1);
void mad(Vector4f &dst, Vector4f &src0, Vector4f &src1, Vector4f &src2);
void mul(Vector4f &dst, Vector4f &src0, Vector4f &src1);
void rcpx(Vector4f &dst, Vector4f &src, bool pp = false);
void div(Vector4f &dst, Vector4f &src0, Vector4f &src1);
void mod(Vector4f &dst, Vector4f &src0, Vector4f &src1);
void rsqx(Vector4f &dst, Vector4f &src, bool pp = false);
void sqrt(Vector4f &dst, Vector4f &src, bool pp = false);
void rsq(Vector4f &dst, Vector4f &src, bool pp = false);
void len2(Float4 &dst, Vector4f &src, bool pp = false);
void len3(Float4 &dst, Vector4f &src, bool pp = false);
void len4(Float4 &dst, Vector4f &src, bool pp = false);
void dist1(Float4 &dst, Vector4f &src0, Vector4f &src1, bool pp = false);
void dist2(Float4 &dst, Vector4f &src0, Vector4f &src1, bool pp = false);
void dist3(Float4 &dst, Vector4f &src0, Vector4f &src1, bool pp = false);
void dist4(Float4 &dst, Vector4f &src0, Vector4f &src1, bool pp = false);
void dp1(Vector4f &dst, Vector4f &src0, Vector4f &src1);
void dp2(Vector4f &dst, Vector4f &src0, Vector4f &src1);
void dp2add(Vector4f &dst, Vector4f &src0, Vector4f &src1, Vector4f &src2);
void dp3(Vector4f &dst, Vector4f &src0, Vector4f &src1);
void dp4(Vector4f &dst, Vector4f &src0, Vector4f &src1);
void min(Vector4f &dst, Vector4f &src0, Vector4f &src1);
void max(Vector4f &dst, Vector4f &src0, Vector4f &src1);
void slt(Vector4f &dst, Vector4f &src0, Vector4f &src1);
void step(Vector4f &dst, Vector4f &src0, Vector4f &src1);
void exp2x(Vector4f &dst, Vector4f &src, bool pp = false);
void exp2(Vector4f &dst, Vector4f &src, bool pp = false);
void exp(Vector4f &dst, Vector4f &src, bool pp = false);
void log2x(Vector4f &dst, Vector4f &src, bool pp = false);
void log2(Vector4f &dst, Vector4f &src, bool pp = false);
void log(Vector4f &dst, Vector4f &src, bool pp = false);
void lit(Vector4f &dst, Vector4f &src);
void att(Vector4f &dst, Vector4f &src0, Vector4f &src1);
void lrp(Vector4f &dst, Vector4f &src0, Vector4f &src1, Vector4f &src2);
void smooth(Vector4f &dst, Vector4f &src0, Vector4f &src1, Vector4f &src2);
void floatBitsToInt(Vector4i &dst, Vector4f &src);
void floatBitsToUInt(Vector4u &dst, Vector4f &src);
void intBitsToFloat(Vector4f &dst, Vector4i &src);
void uintBitsToFloat(Vector4f &dst, Vector4u &src);
void frc(Vector4f &dst, Vector4f &src);
void trunc(Vector4f &dst, Vector4f &src);
void floor(Vector4f &dst, Vector4f &src);
void round(Vector4f &dst, Vector4f &src);
void ceil(Vector4f &dst, Vector4f &src);
void powx(Vector4f &dst, Vector4f &src0, Vector4f &src1, bool pp = false);
void pow(Vector4f &dst, Vector4f &src0, Vector4f &src1, bool pp = false);
void crs(Vector4f &dst, Vector4f &src0, Vector4f &src1);
void forward1(Vector4f &dst, Vector4f &src0, Vector4f &src1, Vector4f &src2);
void forward2(Vector4f &dst, Vector4f &src0, Vector4f &src1, Vector4f &src2);
void forward3(Vector4f &dst, Vector4f &src0, Vector4f &src1, Vector4f &src2);
void forward4(Vector4f &dst, Vector4f &src0, Vector4f &src1, Vector4f &src2);
void reflect1(Vector4f &dst, Vector4f &src0, Vector4f &src1);
void reflect2(Vector4f &dst, Vector4f &src0, Vector4f &src1);
void reflect3(Vector4f &dst, Vector4f &src0, Vector4f &src1);
void reflect4(Vector4f &dst, Vector4f &src0, Vector4f &src1);
void refract1(Vector4f &dst, Vector4f &src0, Vector4f &src1, Float4 &src2);
void refract2(Vector4f &dst, Vector4f &src0, Vector4f &src1, Float4 &src2);
void refract3(Vector4f &dst, Vector4f &src0, Vector4f &src1, Float4 &src2);
void refract4(Vector4f &dst, Vector4f &src0, Vector4f &src1, Float4 &src2);
void sgn(Vector4f &dst, Vector4f &src);
void abs(Vector4f &dst, Vector4f &src);
void nrm2(Vector4f &dst, Vector4f &src, bool pp = false);
void nrm3(Vector4f &dst, Vector4f &src, bool pp = false);
void nrm4(Vector4f &dst, Vector4f &src, bool pp = false);
void sincos(Vector4f &dst, Vector4f &src, bool pp = false);
void cos(Vector4f &dst, Vector4f &src, bool pp = false);
void sin(Vector4f &dst, Vector4f &src, bool pp = false);
void tan(Vector4f &dst, Vector4f &src, bool pp = false);
void acos(Vector4f &dst, Vector4f &src, bool pp = false);
void asin(Vector4f &dst, Vector4f &src, bool pp = false);
void atan(Vector4f &dst, Vector4f &src, bool pp = false);
void atan2(Vector4f &dst, Vector4f &src0, Vector4f &src1, bool pp = false);
void cosh(Vector4f &dst, Vector4f &src, bool pp = false);
void sinh(Vector4f &dst, Vector4f &src, bool pp = false);
void tanh(Vector4f &dst, Vector4f &src, bool pp = false);
void acosh(Vector4f &dst, Vector4f &src, bool pp = false);
void asinh(Vector4f &dst, Vector4f &src, bool pp = false);
void atanh(Vector4f &dst, Vector4f &src, bool pp = false);
void expp(Vector4f &dst, Vector4f &src, unsigned short version);
void logp(Vector4f &dst, Vector4f &src, unsigned short version);
void cmp0(Vector4f &dst, Vector4f &src0, Vector4f &src1, Vector4f &src2);
void cmp(Vector4f &dst, Vector4f &src0, Vector4f &src1, Control control);
void icmp(Vector4f &dst, Vector4f &src0, Vector4f &src1, Control control);
void select(Vector4f &dst, Vector4f &src0, Vector4f &src1, Vector4f &src2);
void extract(Float4 &dst, Vector4f &src0, Float4 &src1);
void insert(Vector4f &dst, Vector4f &src, Float4 &element, Float4 &index);
void all(Float4 &dst, Vector4f &src);
void any(Float4 &dst, Vector4f &src);
void not(Vector4f &dst, Vector4f &src);
void or(Float4 &dst, Float4 &src0, Float4 &src1);
void xor(Float4 &dst, Float4 &src0, Float4 &src1);
void and(Float4 &dst, Float4 &src0, Float4 &src1);
private:
void sgn(Float4 &dst, Float4 &src);
void cmp0(Float4 &dst, Float4 &src0, Float4 &src1, Float4 &src2);
void select(Float4 &dst, RValue<Int4> src0, Float4 &src1, Float4 &src2);
};
}
#endif // sw_ShaderCore_hpp