blob: 685848a1f3cd5c044bad6697b98831fcecfcf3fb [file] [log] [blame]
Nicolas Capens0bac2852016-05-07 06:09:58 -04001// Copyright 2016 The SwiftShader Authors. All Rights Reserved.
John Bauman89401822014-05-06 15:04:28 -04002//
Nicolas Capens0bac2852016-05-07 06:09:58 -04003// Licensed under the Apache License, Version 2.0 (the "License");
4// you may not use this file except in compliance with the License.
5// You may obtain a copy of the License at
John Bauman89401822014-05-06 15:04:28 -04006//
Nicolas Capens0bac2852016-05-07 06:09:58 -04007// http://www.apache.org/licenses/LICENSE-2.0
John Bauman89401822014-05-06 15:04:28 -04008//
Nicolas Capens0bac2852016-05-07 06:09:58 -04009// Unless required by applicable law or agreed to in writing, software
10// distributed under the License is distributed on an "AS IS" BASIS,
11// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
12// See the License for the specific language governing permissions and
13// limitations under the License.
John Bauman89401822014-05-06 15:04:28 -040014
15#include "ShaderCore.hpp"
16
John Bauman19bac1e2014-05-06 15:23:49 -040017#include "Renderer/Renderer.hpp"
18#include "Common/Debug.hpp"
John Bauman89401822014-05-06 15:04:28 -040019
Alexis Hetud5c31da2015-08-28 14:39:13 -040020#include <limits.h>
21
John Bauman89401822014-05-06 15:04:28 -040022namespace sw
23{
John Bauman19bac1e2014-05-06 15:23:49 -040024 extern TranscendentalPrecision logPrecision;
25 extern TranscendentalPrecision expPrecision;
26 extern TranscendentalPrecision rcpPrecision;
27 extern TranscendentalPrecision rsqPrecision;
28
Alexis Hetu96517182015-04-15 10:30:23 -040029 Vector4s::Vector4s()
John Bauman19bac1e2014-05-06 15:23:49 -040030 {
31 }
32
Alexis Hetu96517182015-04-15 10:30:23 -040033 Vector4s::Vector4s(unsigned short x, unsigned short y, unsigned short z, unsigned short w)
John Bauman19bac1e2014-05-06 15:23:49 -040034 {
35 this->x = Short4(x);
36 this->y = Short4(y);
37 this->z = Short4(z);
38 this->w = Short4(w);
39 }
40
Alexis Hetu96517182015-04-15 10:30:23 -040041 Vector4s::Vector4s(const Vector4s &rhs)
John Bauman19bac1e2014-05-06 15:23:49 -040042 {
43 x = rhs.x;
44 y = rhs.y;
45 z = rhs.z;
46 w = rhs.w;
47 }
48
Alexis Hetu96517182015-04-15 10:30:23 -040049 Vector4s &Vector4s::operator=(const Vector4s &rhs)
John Bauman19bac1e2014-05-06 15:23:49 -040050 {
51 x = rhs.x;
52 y = rhs.y;
53 z = rhs.z;
54 w = rhs.w;
55
56 return *this;
57 }
58
Alexis Hetu96517182015-04-15 10:30:23 -040059 Short4 &Vector4s::operator[](int i)
John Bauman19bac1e2014-05-06 15:23:49 -040060 {
61 switch(i)
62 {
63 case 0: return x;
64 case 1: return y;
65 case 2: return z;
66 case 3: return w;
67 }
68
69 return x;
70 }
71
Alexis Hetu8b5f3ef2015-04-16 11:33:34 -040072 Vector4i::Vector4i()
73 {
74 }
75
76 Vector4i::Vector4i(int x, int y, int z, int w)
77 {
78 this->x = Int4(x);
79 this->y = Int4(y);
80 this->z = Int4(z);
81 this->w = Int4(w);
82 }
83
84 Vector4i::Vector4i(const Vector4i &rhs)
85 {
86 x = rhs.x;
87 y = rhs.y;
88 z = rhs.z;
89 w = rhs.w;
90 }
91
92 Vector4i &Vector4i::operator=(const Vector4i &rhs)
93 {
94 x = rhs.x;
95 y = rhs.y;
96 z = rhs.z;
97 w = rhs.w;
98
99 return *this;
100 }
101
102 Int4 &Vector4i::operator[](int i)
103 {
104 switch(i)
105 {
106 case 0: return x;
107 case 1: return y;
108 case 2: return z;
109 case 3: return w;
110 }
111
112 return x;
113 }
114
115 Vector4u::Vector4u()
116 {
117 }
118
119 Vector4u::Vector4u(unsigned int x, unsigned int y, unsigned int z, unsigned int w)
120 {
121 this->x = UInt4(x);
122 this->y = UInt4(y);
123 this->z = UInt4(z);
124 this->w = UInt4(w);
125 }
126
127 Vector4u::Vector4u(const Vector4u &rhs)
128 {
129 x = rhs.x;
130 y = rhs.y;
131 z = rhs.z;
132 w = rhs.w;
133 }
134
135 Vector4u &Vector4u::operator=(const Vector4u &rhs)
136 {
137 x = rhs.x;
138 y = rhs.y;
139 z = rhs.z;
140 w = rhs.w;
141
142 return *this;
143 }
144
145 UInt4 &Vector4u::operator[](int i)
146 {
147 switch(i)
148 {
149 case 0: return x;
150 case 1: return y;
151 case 2: return z;
152 case 3: return w;
153 }
154
155 return x;
156 }
157
John Bauman19bac1e2014-05-06 15:23:49 -0400158 Vector4f::Vector4f()
159 {
160 }
161
162 Vector4f::Vector4f(float x, float y, float z, float w)
163 {
164 this->x = Float4(x);
165 this->y = Float4(y);
166 this->z = Float4(z);
167 this->w = Float4(w);
168 }
169
170 Vector4f::Vector4f(const Vector4f &rhs)
171 {
172 x = rhs.x;
173 y = rhs.y;
174 z = rhs.z;
175 w = rhs.w;
176 }
177
178 Vector4f &Vector4f::operator=(const Vector4f &rhs)
179 {
180 x = rhs.x;
181 y = rhs.y;
182 z = rhs.z;
183 w = rhs.w;
184
185 return *this;
186 }
187
188 Float4 &Vector4f::operator[](int i)
189 {
190 switch(i)
191 {
192 case 0: return x;
193 case 1: return y;
194 case 2: return z;
195 case 3: return w;
196 }
197
198 return x;
199 }
200
201 Float4 exponential2(RValue<Float4> x, bool pp)
202 {
203 Float4 x0;
204 Float4 x1;
205 Int4 x2;
Nicolas Capens0bac2852016-05-07 06:09:58 -0400206
John Bauman19bac1e2014-05-06 15:23:49 -0400207 x0 = x;
208
209 x0 = Min(x0, As<Float4>(Int4(0x43010000))); // 129.00000e+0f
210 x0 = Max(x0, As<Float4>(Int4(0xC2FDFFFF))); // -126.99999e+0f
211 x1 = x0;
212 x1 -= Float4(0.5f);
213 x2 = RoundInt(x1);
214 x1 = Float4(x2);
215 x2 += Int4(0x0000007F); // 127
216 x2 = x2 << 23;
217 x0 -= x1;
218 x1 = As<Float4>(Int4(0x3AF61905)); // 1.8775767e-3f
219 x1 *= x0;
220 x1 += As<Float4>(Int4(0x3C134806)); // 8.9893397e-3f
221 x1 *= x0;
222 x1 += As<Float4>(Int4(0x3D64AA23)); // 5.5826318e-2f
223 x1 *= x0;
224 x1 += As<Float4>(Int4(0x3E75EAD4)); // 2.4015361e-1f
225 x1 *= x0;
226 x1 += As<Float4>(Int4(0x3F31727B)); // 6.9315308e-1f
227 x1 *= x0;
228 x1 += As<Float4>(Int4(0x3F7FFFFF)); // 9.9999994e-1f
229 x1 *= As<Float4>(x2);
Nicolas Capens0bac2852016-05-07 06:09:58 -0400230
John Bauman19bac1e2014-05-06 15:23:49 -0400231 return x1;
232 }
233
234 Float4 logarithm2(RValue<Float4> x, bool absolute, bool pp)
235 {
236 Float4 x0;
237 Float4 x1;
238 Float4 x2;
239 Float4 x3;
Nicolas Capens0bac2852016-05-07 06:09:58 -0400240
John Bauman19bac1e2014-05-06 15:23:49 -0400241 x0 = x;
Nicolas Capens0bac2852016-05-07 06:09:58 -0400242
John Bauman19bac1e2014-05-06 15:23:49 -0400243 x1 = As<Float4>(As<Int4>(x0) & Int4(0x7F800000));
244 x1 = As<Float4>(As<UInt4>(x1) >> 8);
245 x1 = As<Float4>(As<Int4>(x1) | As<Int4>(Float4(1.0f)));
246 x1 = (x1 - Float4(1.4960938f)) * Float4(256.0f); // FIXME: (x1 - 1.4960938f) * 256.0f;
247 x0 = As<Float4>((As<Int4>(x0) & Int4(0x007FFFFF)) | As<Int4>(Float4(1.0f)));
248
249 x2 = (Float4(9.5428179e-2f) * x0 + Float4(4.7779095e-1f)) * x0 + Float4(1.9782813e-1f);
250 x3 = ((Float4(1.6618466e-2f) * x0 + Float4(2.0350508e-1f)) * x0 + Float4(2.7382900e-1f)) * x0 + Float4(4.0496687e-2f);
251 x2 /= x3;
252
253 x1 += (x0 - Float4(1.0f)) * x2;
Nicolas Capens0bac2852016-05-07 06:09:58 -0400254
John Bauman19bac1e2014-05-06 15:23:49 -0400255 return x1;
256 }
257
258 Float4 exponential(RValue<Float4> x, bool pp)
259 {
260 // FIXME: Propagate the constant
261 return exponential2(Float4(1.44269541f) * x, pp); // 1/ln(2)
262 }
263
264 Float4 logarithm(RValue<Float4> x, bool absolute, bool pp)
265 {
266 // FIXME: Propagate the constant
267 return Float4(6.93147181e-1f) * logarithm2(x, absolute, pp); // ln(2)
268 }
269
270 Float4 power(RValue<Float4> x, RValue<Float4> y, bool pp)
271 {
272 Float4 log = logarithm2(x, true, pp);
273 log *= y;
274 return exponential2(log, pp);
275 }
276
Nicolas Capens05b3d662016-02-25 23:58:33 -0500277 Float4 reciprocal(RValue<Float4> x, bool pp, bool finite, bool exactAtPow2)
John Bauman19bac1e2014-05-06 15:23:49 -0400278 {
279 Float4 rcp;
280
281 if(!pp && rcpPrecision >= WHQL)
282 {
283 rcp = Float4(1.0f) / x;
284 }
285 else
286 {
Nicolas Capens05b3d662016-02-25 23:58:33 -0500287 rcp = Rcp_pp(x, exactAtPow2);
John Bauman19bac1e2014-05-06 15:23:49 -0400288
289 if(!pp)
290 {
291 rcp = (rcp + rcp) - (x * rcp * rcp);
292 }
293 }
294
295 if(finite)
296 {
297 int big = 0x7F7FFFFF;
298 rcp = Min(rcp, Float4((float&)big));
299 }
300
301 return rcp;
302 }
303
304 Float4 reciprocalSquareRoot(RValue<Float4> x, bool absolute, bool pp)
305 {
306 Float4 abs = x;
307
308 if(absolute)
309 {
310 abs = Abs(abs);
311 }
312
313 Float4 rsq;
314
315 if(!pp && rsqPrecision >= IEEE)
316 {
317 rsq = Float4(1.0f) / Sqrt(abs);
318 }
319 else
320 {
321 rsq = RcpSqrt_pp(abs);
322
323 if(!pp)
324 {
325 rsq = rsq * (Float4(3.0f) - rsq * rsq * abs) * Float4(0.5f);
326 }
327 }
328
329 int big = 0x7F7FFFFF;
330 rsq = Min(rsq, Float4((float&)big));
331
332 return rsq;
333 }
334
335 Float4 modulo(RValue<Float4> x, RValue<Float4> y)
336 {
337 return x - y * Floor(x / y);
338 }
339
340 Float4 sine_pi(RValue<Float4> x, bool pp)
341 {
342 const Float4 A = Float4(-4.05284734e-1f); // -4/pi^2
343 const Float4 B = Float4(1.27323954e+0f); // 4/pi
344 const Float4 C = Float4(7.75160950e-1f);
345 const Float4 D = Float4(2.24839049e-1f);
346
347 // Parabola approximating sine
348 Float4 sin = x * (Abs(x) * A + B);
349
350 // Improve precision from 0.06 to 0.001
351 if(true)
352 {
353 sin = sin * (Abs(sin) * D + C);
354 }
355
356 return sin;
357 }
358
359 Float4 cosine_pi(RValue<Float4> x, bool pp)
360 {
361 // cos(x) = sin(x + pi/2)
362 Float4 y = x + Float4(1.57079632e+0f);
Nicolas Capens0bac2852016-05-07 06:09:58 -0400363
John Bauman19bac1e2014-05-06 15:23:49 -0400364 // Wrap around
365 y -= As<Float4>(CmpNLT(y, Float4(3.14159265e+0f)) & As<Int4>(Float4(6.28318530e+0f)));
366
367 return sine_pi(y, pp);
368 }
369
370 Float4 sine(RValue<Float4> x, bool pp)
371 {
372 // Reduce to [-0.5, 0.5] range
373 Float4 y = x * Float4(1.59154943e-1f); // 1/2pi
374 y = y - Round(y);
375
376 const Float4 A = Float4(-16.0f);
377 const Float4 B = Float4(8.0f);
378 const Float4 C = Float4(7.75160950e-1f);
379 const Float4 D = Float4(2.24839049e-1f);
380
381 // Parabola approximating sine
382 Float4 sin = y * (Abs(y) * A + B);
383
384 // Improve precision from 0.06 to 0.001
385 if(true)
386 {
387 sin = sin * (Abs(sin) * D + C);
388 }
389
390 return sin;
391 }
392
393 Float4 cosine(RValue<Float4> x, bool pp)
394 {
395 // cos(x) = sin(x + pi/2)
396 Float4 y = x + Float4(1.57079632e+0f);
397 return sine(y, pp);
398 }
399
400 Float4 tangent(RValue<Float4> x, bool pp)
401 {
402 return sine(x, pp) / cosine(x, pp);
403 }
404
405 Float4 arccos(RValue<Float4> x, bool pp)
406 {
407 // pi/2 - arcsin(x)
408 return Float4(1.57079632e+0f) - arcsin(x);
409 }
410
411 Float4 arcsin(RValue<Float4> x, bool pp)
412 {
413 // x*(pi/2-sqrt(1-x*x)*pi/5)
414 return x * (Float4(1.57079632e+0f) - Sqrt(Float4(1.0f) - x*x) * Float4(6.28318531e-1f));
415 }
416
417 Float4 arctan(RValue<Float4> x, bool pp)
418 {
419 Int4 O = CmpNLT(Abs(x), Float4(1.0f));
420 Float4 y = As<Float4>(O & As<Int4>(Float4(1.0f) / x) | ~O & As<Int4>(x)); // FIXME: Vector select
421
422 // Approximation of atan in [-1..1]
423 Float4 theta = y * (Float4(-0.27f) * Abs(y) + Float4(1.05539816f));
Nicolas Capens0bac2852016-05-07 06:09:58 -0400424
John Bauman19bac1e2014-05-06 15:23:49 -0400425 // +/-pi/2 depending on sign of x
426 Float4 sgnPi_2 = As<Float4>(As<Int4>(Float4(1.57079632e+0f)) ^ (As<Int4>(x) & Int4(0x80000000)));
427
428 theta = As<Float4>(O & As<Int4>(sgnPi_2 - theta) | ~O & As<Int4>(theta)); // FIXME: Vector select
429
430 return theta;
431 }
432
433 Float4 arctan(RValue<Float4> y, RValue<Float4> x, bool pp)
434 {
435 // Rotate to upper semicircle when in lower semicircle
436 Int4 S = CmpLT(y, Float4(0.0f));
437 Float4 theta = As<Float4>(S & As<Int4>(Float4(-3.14159265e+0f))); // -pi
438 Float4 x0 = As<Float4>((As<Int4>(y) & Int4(0x80000000)) ^ As<Int4>(x));
439 Float4 y0 = Abs(y);
440
441 // Rotate to right quadrant when in left quadrant
442 Int4 Q = CmpLT(x0, Float4(0.0f));
443 theta += As<Float4>(Q & As<Int4>(Float4(1.57079632e+0f))); // pi/2
444 Float4 x1 = As<Float4>(Q & As<Int4>(y0) | ~Q & As<Int4>(x0)); // FIXME: Vector select
445 Float4 y1 = As<Float4>(Q & As<Int4>(-x0) | ~Q & As<Int4>(y0)); // FIXME: Vector select
446
447 // Rotate to first octant when in second octant
448 Int4 O = CmpNLT(y1, x1);
449 theta += As<Float4>(O & As<Int4>(Float4(7.85398163e-1f))); // pi/4
450 Float4 x2 = As<Float4>(O & As<Int4>(Float4(7.07106781e-1f) * x1 + Float4(7.07106781e-1f) * y1) | ~O & As<Int4>(x1)); // sqrt(2)/2 // FIXME: Vector select
451 Float4 y2 = As<Float4>(O & As<Int4>(Float4(7.07106781e-1f) * y1 - Float4(7.07106781e-1f) * x1) | ~O & As<Int4>(y1)); // FIXME: Vector select
452
453 // Approximation of atan in [0..1]
454 Float4 y_x = y2 / x2;
455 theta += y_x * (Float4(-0.27f) * y_x + Float4(1.05539816f));
456
457 return theta;
458 }
459
Alexis Hetu8b5f3ef2015-04-16 11:33:34 -0400460 Float4 sineh(RValue<Float4> x, bool pp)
461 {
462 return (exponential(x, pp) - exponential(-x, pp)) * Float4(0.5f);
463 }
464
465 Float4 cosineh(RValue<Float4> x, bool pp)
466 {
467 return (exponential(x, pp) + exponential(-x, pp)) * Float4(0.5f);
468 }
469
470 Float4 tangenth(RValue<Float4> x, bool pp)
471 {
472 Float4 e_x = exponential(x, pp);
473 Float4 e_minus_x = exponential(-x, pp);
474 return (e_x - e_minus_x) / (e_x + e_minus_x);
475 }
476
477 Float4 arccosh(RValue<Float4> x, bool pp)
478 {
479 return logarithm(x + Sqrt(x + Float4(1.0f)) * Sqrt(x - Float4(1.0f)), pp);
480 }
481
482 Float4 arcsinh(RValue<Float4> x, bool pp)
483 {
484 return logarithm(x + Sqrt(x * x + Float4(1.0f)), pp);
485 }
486
487 Float4 arctanh(RValue<Float4> x, bool pp)
488 {
489 return logarithm((Float4(1.0f) + x) / (Float4(1.0f) - x), pp) * Float4(0.5f);
490 }
491
Alexis Hetuecad5192015-06-05 13:42:05 -0400492 Float4 dot2(const Vector4f &v0, const Vector4f &v1)
John Bauman19bac1e2014-05-06 15:23:49 -0400493 {
494 return v0.x * v1.x + v0.y * v1.y;
495 }
496
Alexis Hetuecad5192015-06-05 13:42:05 -0400497 Float4 dot3(const Vector4f &v0, const Vector4f &v1)
John Bauman19bac1e2014-05-06 15:23:49 -0400498 {
499 return v0.x * v1.x + v0.y * v1.y + v0.z * v1.z;
500 }
501
Alexis Hetuecad5192015-06-05 13:42:05 -0400502 Float4 dot4(const Vector4f &v0, const Vector4f &v1)
John Bauman19bac1e2014-05-06 15:23:49 -0400503 {
504 return v0.x * v1.x + v0.y * v1.y + v0.z * v1.z + v0.w * v1.w;
505 }
506
507 void transpose4x4(Short4 &row0, Short4 &row1, Short4 &row2, Short4 &row3)
508 {
509 Int2 tmp0 = UnpackHigh(row0, row1);
510 Int2 tmp1 = UnpackHigh(row2, row3);
511 Int2 tmp2 = UnpackLow(row0, row1);
512 Int2 tmp3 = UnpackLow(row2, row3);
513
514 row0 = As<Short4>(UnpackLow(tmp2, tmp3));
515 row1 = As<Short4>(UnpackHigh(tmp2, tmp3));
516 row2 = As<Short4>(UnpackLow(tmp0, tmp1));
517 row3 = As<Short4>(UnpackHigh(tmp0, tmp1));
518 }
519
520 void transpose4x4(Float4 &row0, Float4 &row1, Float4 &row2, Float4 &row3)
521 {
522 Float4 tmp0 = UnpackLow(row0, row1);
523 Float4 tmp1 = UnpackLow(row2, row3);
524 Float4 tmp2 = UnpackHigh(row0, row1);
525 Float4 tmp3 = UnpackHigh(row2, row3);
526
527 row0 = Float4(tmp0.xy, tmp1.xy);
528 row1 = Float4(tmp0.zw, tmp1.zw);
529 row2 = Float4(tmp2.xy, tmp3.xy);
530 row3 = Float4(tmp2.zw, tmp3.zw);
531 }
532
533 void transpose4x3(Float4 &row0, Float4 &row1, Float4 &row2, Float4 &row3)
534 {
535 Float4 tmp0 = UnpackLow(row0, row1);
536 Float4 tmp1 = UnpackLow(row2, row3);
537 Float4 tmp2 = UnpackHigh(row0, row1);
538 Float4 tmp3 = UnpackHigh(row2, row3);
539
540 row0 = Float4(tmp0.xy, tmp1.xy);
541 row1 = Float4(tmp0.zw, tmp1.zw);
542 row2 = Float4(tmp2.xy, tmp3.xy);
543 }
544
545 void transpose4x2(Float4 &row0, Float4 &row1, Float4 &row2, Float4 &row3)
546 {
547 Float4 tmp0 = UnpackLow(row0, row1);
548 Float4 tmp1 = UnpackLow(row2, row3);
549
550 row0 = Float4(tmp0.xy, tmp1.xy);
551 row1 = Float4(tmp0.zw, tmp1.zw);
552 }
553
554 void transpose4x1(Float4 &row0, Float4 &row1, Float4 &row2, Float4 &row3)
555 {
556 Float4 tmp0 = UnpackLow(row0, row1);
557 Float4 tmp1 = UnpackLow(row2, row3);
558
559 row0 = Float4(tmp0.xy, tmp1.xy);
560 }
561
562 void transpose2x4(Float4 &row0, Float4 &row1, Float4 &row2, Float4 &row3)
563 {
564 row0 = UnpackLow(row0, row1);
565 row1 = Float4(row0.zw, row1.zw);
566 row2 = UnpackHigh(row0, row1);
567 row3 = Float4(row2.zw, row3.zw);
568 }
569
570 void transpose2x4h(Float4 &row0, Float4 &row1, Float4 &row2, Float4 &row3)
571 {
572 row0 = UnpackLow(row2, row3);
573 row1 = Float4(row0.zw, row1.zw);
574 row2 = UnpackHigh(row2, row3);
575 row3 = Float4(row2.zw, row3.zw);
576 }
577
578 void transpose4xN(Float4 &row0, Float4 &row1, Float4 &row2, Float4 &row3, int N)
579 {
580 switch(N)
581 {
582 case 1: transpose4x1(row0, row1, row2, row3); break;
583 case 2: transpose4x2(row0, row1, row2, row3); break;
584 case 3: transpose4x3(row0, row1, row2, row3); break;
585 case 4: transpose4x4(row0, row1, row2, row3); break;
586 }
587 }
588
Alexis Hetu02a2bb82015-08-20 14:10:33 -0400589 void ShaderCore::mov(Vector4f &dst, const Vector4f &src, bool integerDestination)
John Bauman89401822014-05-06 15:04:28 -0400590 {
Alexis Hetu02a2bb82015-08-20 14:10:33 -0400591 if(integerDestination)
John Bauman89401822014-05-06 15:04:28 -0400592 {
Alexis Hetu02a2bb82015-08-20 14:10:33 -0400593 dst.x = As<Float4>(RoundInt(src.x));
594 dst.y = As<Float4>(RoundInt(src.y));
595 dst.z = As<Float4>(RoundInt(src.z));
596 dst.w = As<Float4>(RoundInt(src.w));
John Bauman89401822014-05-06 15:04:28 -0400597 }
598 else
599 {
600 dst = src;
601 }
602 }
603
Alexis Hetuc4f2c292015-08-18 15:43:09 -0400604 void ShaderCore::neg(Vector4f &dst, const Vector4f &src)
605 {
606 dst.x = -src.x;
607 dst.y = -src.y;
608 dst.z = -src.z;
609 dst.w = -src.w;
610 }
611
612 void ShaderCore::ineg(Vector4f &dst, const Vector4f &src)
613 {
614 dst.x = As<Float4>(-As<Int4>(src.x));
615 dst.y = As<Float4>(-As<Int4>(src.y));
616 dst.z = As<Float4>(-As<Int4>(src.z));
617 dst.w = As<Float4>(-As<Int4>(src.w));
618 }
619
Alexis Hetuecad5192015-06-05 13:42:05 -0400620 void ShaderCore::f2b(Vector4f &dst, const Vector4f &src)
John Bauman19bac1e2014-05-06 15:23:49 -0400621 {
622 dst.x = As<Float4>(CmpNEQ(src.x, Float4(0.0f)));
623 dst.y = As<Float4>(CmpNEQ(src.y, Float4(0.0f)));
624 dst.z = As<Float4>(CmpNEQ(src.z, Float4(0.0f)));
625 dst.w = As<Float4>(CmpNEQ(src.w, Float4(0.0f)));
626 }
627
Alexis Hetuecad5192015-06-05 13:42:05 -0400628 void ShaderCore::b2f(Vector4f &dst, const Vector4f &src)
John Bauman19bac1e2014-05-06 15:23:49 -0400629 {
630 dst.x = As<Float4>(As<Int4>(src.x) & As<Int4>(Float4(1.0f)));
631 dst.y = As<Float4>(As<Int4>(src.y) & As<Int4>(Float4(1.0f)));
632 dst.z = As<Float4>(As<Int4>(src.z) & As<Int4>(Float4(1.0f)));
633 dst.w = As<Float4>(As<Int4>(src.w) & As<Int4>(Float4(1.0f)));
634 }
635
Alexis Hetuc4f2c292015-08-18 15:43:09 -0400636 void ShaderCore::f2i(Vector4f &dst, const Vector4f &src)
637 {
638 dst.x = As<Float4>(Int4(src.x));
639 dst.y = As<Float4>(Int4(src.y));
640 dst.z = As<Float4>(Int4(src.z));
641 dst.w = As<Float4>(Int4(src.w));
642 }
643
644 void ShaderCore::i2f(Vector4f &dst, const Vector4f &src)
645 {
646 dst.x = Float4(As<Int4>(src.x));
647 dst.y = Float4(As<Int4>(src.y));
648 dst.z = Float4(As<Int4>(src.z));
649 dst.w = Float4(As<Int4>(src.w));
650 }
651
652 void ShaderCore::f2u(Vector4f &dst, const Vector4f &src)
653 {
654 dst.x = As<Float4>(UInt4(src.x));
655 dst.y = As<Float4>(UInt4(src.y));
656 dst.z = As<Float4>(UInt4(src.z));
657 dst.w = As<Float4>(UInt4(src.w));
658 }
659
660 void ShaderCore::u2f(Vector4f &dst, const Vector4f &src)
661 {
662 dst.x = Float4(As<UInt4>(src.x));
663 dst.y = Float4(As<UInt4>(src.y));
664 dst.z = Float4(As<UInt4>(src.z));
665 dst.w = Float4(As<UInt4>(src.w));
666 }
667
668 void ShaderCore::i2b(Vector4f &dst, const Vector4f &src)
669 {
670 dst.x = As<Float4>(CmpNEQ(As<Int4>(src.x), Int4(0)));
671 dst.y = As<Float4>(CmpNEQ(As<Int4>(src.y), Int4(0)));
672 dst.z = As<Float4>(CmpNEQ(As<Int4>(src.z), Int4(0)));
673 dst.w = As<Float4>(CmpNEQ(As<Int4>(src.w), Int4(0)));
674 }
675
676 void ShaderCore::b2i(Vector4f &dst, const Vector4f &src)
677 {
678 dst.x = As<Float4>(As<Int4>(src.x) & Int4(1));
679 dst.y = As<Float4>(As<Int4>(src.y) & Int4(1));
680 dst.z = As<Float4>(As<Int4>(src.z) & Int4(1));
681 dst.w = As<Float4>(As<Int4>(src.w) & Int4(1));
682 }
683
Alexis Hetuecad5192015-06-05 13:42:05 -0400684 void ShaderCore::add(Vector4f &dst, const Vector4f &src0, const Vector4f &src1)
John Bauman89401822014-05-06 15:04:28 -0400685 {
686 dst.x = src0.x + src1.x;
687 dst.y = src0.y + src1.y;
688 dst.z = src0.z + src1.z;
689 dst.w = src0.w + src1.w;
690 }
691
Alexis Hetuc4f2c292015-08-18 15:43:09 -0400692 void ShaderCore::iadd(Vector4f &dst, const Vector4f &src0, const Vector4f &src1)
693 {
694 dst.x = As<Float4>(As<Int4>(src0.x) + As<Int4>(src1.x));
695 dst.y = As<Float4>(As<Int4>(src0.y) + As<Int4>(src1.y));
696 dst.z = As<Float4>(As<Int4>(src0.z) + As<Int4>(src1.z));
697 dst.w = As<Float4>(As<Int4>(src0.w) + As<Int4>(src1.w));
698 }
699
Alexis Hetuecad5192015-06-05 13:42:05 -0400700 void ShaderCore::sub(Vector4f &dst, const Vector4f &src0, const Vector4f &src1)
John Bauman89401822014-05-06 15:04:28 -0400701 {
702 dst.x = src0.x - src1.x;
703 dst.y = src0.y - src1.y;
704 dst.z = src0.z - src1.z;
705 dst.w = src0.w - src1.w;
706 }
707
Alexis Hetuc4f2c292015-08-18 15:43:09 -0400708 void ShaderCore::isub(Vector4f &dst, const Vector4f &src0, const Vector4f &src1)
709 {
710 dst.x = As<Float4>(As<Int4>(src0.x) - As<Int4>(src1.x));
711 dst.y = As<Float4>(As<Int4>(src0.y) - As<Int4>(src1.y));
712 dst.z = As<Float4>(As<Int4>(src0.z) - As<Int4>(src1.z));
713 dst.w = As<Float4>(As<Int4>(src0.w) - As<Int4>(src1.w));
714 }
715
Alexis Hetuecad5192015-06-05 13:42:05 -0400716 void ShaderCore::mad(Vector4f &dst, const Vector4f &src0, const Vector4f &src1, const Vector4f &src2)
John Bauman89401822014-05-06 15:04:28 -0400717 {
718 dst.x = src0.x * src1.x + src2.x;
719 dst.y = src0.y * src1.y + src2.y;
720 dst.z = src0.z * src1.z + src2.z;
721 dst.w = src0.w * src1.w + src2.w;
722 }
723
Alexis Hetuc4f2c292015-08-18 15:43:09 -0400724 void ShaderCore::imad(Vector4f &dst, const Vector4f &src0, const Vector4f &src1, const Vector4f &src2)
725 {
726 dst.x = As<Float4>(As<Int4>(src0.x) * As<Int4>(src1.x) + As<Int4>(src2.x));
727 dst.y = As<Float4>(As<Int4>(src0.y) * As<Int4>(src1.y) + As<Int4>(src2.y));
728 dst.z = As<Float4>(As<Int4>(src0.z) * As<Int4>(src1.z) + As<Int4>(src2.z));
729 dst.w = As<Float4>(As<Int4>(src0.w) * As<Int4>(src1.w) + As<Int4>(src2.w));
730 }
731
Alexis Hetuecad5192015-06-05 13:42:05 -0400732 void ShaderCore::mul(Vector4f &dst, const Vector4f &src0, const Vector4f &src1)
John Bauman89401822014-05-06 15:04:28 -0400733 {
734 dst.x = src0.x * src1.x;
735 dst.y = src0.y * src1.y;
736 dst.z = src0.z * src1.z;
737 dst.w = src0.w * src1.w;
738 }
739
Alexis Hetuc4f2c292015-08-18 15:43:09 -0400740 void ShaderCore::imul(Vector4f &dst, const Vector4f &src0, const Vector4f &src1)
741 {
742 dst.x = As<Float4>(As<Int4>(src0.x) * As<Int4>(src1.x));
743 dst.y = As<Float4>(As<Int4>(src0.y) * As<Int4>(src1.y));
744 dst.z = As<Float4>(As<Int4>(src0.z) * As<Int4>(src1.z));
745 dst.w = As<Float4>(As<Int4>(src0.w) * As<Int4>(src1.w));
746 }
747
Alexis Hetuecad5192015-06-05 13:42:05 -0400748 void ShaderCore::rcpx(Vector4f &dst, const Vector4f &src, bool pp)
John Bauman89401822014-05-06 15:04:28 -0400749 {
750 Float4 rcp = reciprocal(src.x, pp, true);
751
752 dst.x = rcp;
753 dst.y = rcp;
754 dst.z = rcp;
755 dst.w = rcp;
756 }
757
Alexis Hetuecad5192015-06-05 13:42:05 -0400758 void ShaderCore::div(Vector4f &dst, const Vector4f &src0, const Vector4f &src1)
John Bauman19bac1e2014-05-06 15:23:49 -0400759 {
760 dst.x = src0.x / src1.x;
761 dst.y = src0.y / src1.y;
762 dst.z = src0.z / src1.z;
763 dst.w = src0.w / src1.w;
764 }
765
Alexis Hetuc4f2c292015-08-18 15:43:09 -0400766 void ShaderCore::idiv(Vector4f &dst, const Vector4f &src0, const Vector4f &src1)
767 {
768 Float4 intMax(As<Float4>(Int4(INT_MAX)));
769 cmp0i(dst.x, src1.x, intMax, src1.x);
770 dst.x = As<Float4>(As<Int4>(src0.x) / As<Int4>(dst.x));
771 cmp0i(dst.y, src1.y, intMax, src1.y);
772 dst.y = As<Float4>(As<Int4>(src0.y) / As<Int4>(dst.y));
773 cmp0i(dst.z, src1.z, intMax, src1.z);
774 dst.z = As<Float4>(As<Int4>(src0.z) / As<Int4>(dst.z));
775 cmp0i(dst.w, src1.w, intMax, src1.w);
776 dst.w = As<Float4>(As<Int4>(src0.w) / As<Int4>(dst.w));
777 }
778
779 void ShaderCore::udiv(Vector4f &dst, const Vector4f &src0, const Vector4f &src1)
780 {
781 Float4 uintMax(As<Float4>(UInt4(UINT_MAX)));
782 cmp0i(dst.x, src1.x, uintMax, src1.x);
783 dst.x = As<Float4>(As<UInt4>(src0.x) / As<UInt4>(dst.x));
784 cmp0i(dst.y, src1.y, uintMax, src1.y);
785 dst.y = As<Float4>(As<UInt4>(src0.y) / As<UInt4>(dst.y));
786 cmp0i(dst.z, src1.z, uintMax, src1.z);
787 dst.z = As<Float4>(As<UInt4>(src0.z) / As<UInt4>(dst.z));
788 cmp0i(dst.w, src1.w, uintMax, src1.w);
789 dst.w = As<Float4>(As<UInt4>(src0.w) / As<UInt4>(dst.w));
790 }
791
Alexis Hetuecad5192015-06-05 13:42:05 -0400792 void ShaderCore::mod(Vector4f &dst, const Vector4f &src0, const Vector4f &src1)
John Bauman19bac1e2014-05-06 15:23:49 -0400793 {
794 dst.x = modulo(src0.x, src1.x);
795 dst.y = modulo(src0.y, src1.y);
796 dst.z = modulo(src0.z, src1.z);
797 dst.w = modulo(src0.w, src1.w);
798 }
799
Alexis Hetuc4f2c292015-08-18 15:43:09 -0400800 void ShaderCore::imod(Vector4f &dst, const Vector4f &src0, const Vector4f &src1)
801 {
802 cmp0i(dst.x, src1.x, src0.x, src1.x);
803 dst.x = As<Float4>(As<Int4>(src0.x) % As<Int4>(dst.x));
804 cmp0i(dst.y, src1.y, src0.y, src1.y);
805 dst.y = As<Float4>(As<Int4>(src0.y) % As<Int4>(dst.y));
806 cmp0i(dst.z, src1.z, src0.z, src1.z);
807 dst.z = As<Float4>(As<Int4>(src0.z) % As<Int4>(dst.z));
808 cmp0i(dst.w, src1.w, src0.w, src1.w);
809 dst.w = As<Float4>(As<Int4>(src0.w) % As<Int4>(dst.w));
810 }
811 void ShaderCore::umod(Vector4f &dst, const Vector4f &src0, const Vector4f &src1)
812 {
813 cmp0i(dst.x, src1.x, src0.x, src1.x);
814 dst.x = As<Float4>(As<UInt4>(src0.x) % As<UInt4>(dst.x));
815 cmp0i(dst.y, src1.y, src0.y, src1.y);
816 dst.y = As<Float4>(As<UInt4>(src0.y) % As<UInt4>(dst.y));
817 cmp0i(dst.z, src1.z, src0.z, src1.z);
818 dst.z = As<Float4>(As<UInt4>(src0.z) % As<UInt4>(dst.z));
819 cmp0i(dst.w, src1.w, src0.w, src1.w);
820 dst.w = As<Float4>(As<UInt4>(src0.w) % As<UInt4>(dst.w));
821 }
822
823 void ShaderCore::shl(Vector4f &dst, const Vector4f &src0, const Vector4f &src1)
824 {
825 dst.x = As<Float4>(As<Int4>(src0.x) << As<Int4>(src1.x));
826 dst.y = As<Float4>(As<Int4>(src0.y) << As<Int4>(src1.y));
827 dst.z = As<Float4>(As<Int4>(src0.z) << As<Int4>(src1.z));
828 dst.w = As<Float4>(As<Int4>(src0.w) << As<Int4>(src1.w));
829 }
830
831 void ShaderCore::ishr(Vector4f &dst, const Vector4f &src0, const Vector4f &src1)
832 {
833 dst.x = As<Float4>(As<Int4>(src0.x) >> As<Int4>(src1.x));
834 dst.y = As<Float4>(As<Int4>(src0.y) >> As<Int4>(src1.y));
835 dst.z = As<Float4>(As<Int4>(src0.z) >> As<Int4>(src1.z));
836 dst.w = As<Float4>(As<Int4>(src0.w) >> As<Int4>(src1.w));
837 }
838
839 void ShaderCore::ushr(Vector4f &dst, const Vector4f &src0, const Vector4f &src1)
840 {
841 dst.x = As<Float4>(As<UInt4>(src0.x) >> As<UInt4>(src1.x));
842 dst.y = As<Float4>(As<UInt4>(src0.y) >> As<UInt4>(src1.y));
843 dst.z = As<Float4>(As<UInt4>(src0.z) >> As<UInt4>(src1.z));
844 dst.w = As<Float4>(As<UInt4>(src0.w) >> As<UInt4>(src1.w));
845 }
846
Alexis Hetuecad5192015-06-05 13:42:05 -0400847 void ShaderCore::rsqx(Vector4f &dst, const Vector4f &src, bool pp)
John Bauman89401822014-05-06 15:04:28 -0400848 {
849 Float4 rsq = reciprocalSquareRoot(src.x, true, pp);
850
John Bauman19bac1e2014-05-06 15:23:49 -0400851 dst.x = rsq;
852 dst.y = rsq;
853 dst.z = rsq;
854 dst.w = rsq;
John Bauman89401822014-05-06 15:04:28 -0400855 }
856
Alexis Hetuecad5192015-06-05 13:42:05 -0400857 void ShaderCore::sqrt(Vector4f &dst, const Vector4f &src, bool pp)
John Bauman19bac1e2014-05-06 15:23:49 -0400858 {
859 dst.x = Sqrt(src.x);
860 dst.y = Sqrt(src.y);
861 dst.z = Sqrt(src.z);
862 dst.w = Sqrt(src.w);
863 }
864
Alexis Hetuecad5192015-06-05 13:42:05 -0400865 void ShaderCore::rsq(Vector4f &dst, const Vector4f &src, bool pp)
John Bauman19bac1e2014-05-06 15:23:49 -0400866 {
867 dst.x = reciprocalSquareRoot(src.x, false, pp);
868 dst.y = reciprocalSquareRoot(src.y, false, pp);
869 dst.z = reciprocalSquareRoot(src.z, false, pp);
870 dst.w = reciprocalSquareRoot(src.w, false, pp);
871 }
872
Alexis Hetuecad5192015-06-05 13:42:05 -0400873 void ShaderCore::len2(Float4 &dst, const Vector4f &src, bool pp)
John Bauman19bac1e2014-05-06 15:23:49 -0400874 {
875 dst = Sqrt(dot2(src, src));
876 }
877
Alexis Hetuecad5192015-06-05 13:42:05 -0400878 void ShaderCore::len3(Float4 &dst, const Vector4f &src, bool pp)
John Bauman19bac1e2014-05-06 15:23:49 -0400879 {
880 dst = Sqrt(dot3(src, src));
881 }
882
Alexis Hetuecad5192015-06-05 13:42:05 -0400883 void ShaderCore::len4(Float4 &dst, const Vector4f &src, bool pp)
John Bauman19bac1e2014-05-06 15:23:49 -0400884 {
885 dst = Sqrt(dot4(src, src));
886 }
887
Alexis Hetuecad5192015-06-05 13:42:05 -0400888 void ShaderCore::dist1(Float4 &dst, const Vector4f &src0, const Vector4f &src1, bool pp)
John Bauman19bac1e2014-05-06 15:23:49 -0400889 {
890 dst = Abs(src0.x - src1.x);
891 }
892
Alexis Hetuecad5192015-06-05 13:42:05 -0400893 void ShaderCore::dist2(Float4 &dst, const Vector4f &src0, const Vector4f &src1, bool pp)
John Bauman19bac1e2014-05-06 15:23:49 -0400894 {
895 Float4 dx = src0.x - src1.x;
896 Float4 dy = src0.y - src1.y;
897 Float4 dot2 = dx * dx + dy * dy;
898 dst = Sqrt(dot2);
899 }
900
Alexis Hetuecad5192015-06-05 13:42:05 -0400901 void ShaderCore::dist3(Float4 &dst, const Vector4f &src0, const Vector4f &src1, bool pp)
John Bauman19bac1e2014-05-06 15:23:49 -0400902 {
903 Float4 dx = src0.x - src1.x;
904 Float4 dy = src0.y - src1.y;
905 Float4 dz = src0.z - src1.z;
906 Float4 dot3 = dx * dx + dy * dy + dz * dz;
907 dst = Sqrt(dot3);
908 }
909
Alexis Hetuecad5192015-06-05 13:42:05 -0400910 void ShaderCore::dist4(Float4 &dst, const Vector4f &src0, const Vector4f &src1, bool pp)
John Bauman19bac1e2014-05-06 15:23:49 -0400911 {
912 Float4 dx = src0.x - src1.x;
913 Float4 dy = src0.y - src1.y;
914 Float4 dz = src0.z - src1.z;
915 Float4 dw = src0.w - src1.w;
916 Float4 dot4 = dx * dx + dy * dy + dz * dz + dw * dw;
917 dst = Sqrt(dot4);
918 }
919
Alexis Hetuecad5192015-06-05 13:42:05 -0400920 void ShaderCore::dp1(Vector4f &dst, const Vector4f &src0, const Vector4f &src1)
John Bauman19bac1e2014-05-06 15:23:49 -0400921 {
922 Float4 t = src0.x * src1.x;
923
924 dst.x = t;
925 dst.y = t;
926 dst.z = t;
927 dst.w = t;
928 }
929
Alexis Hetuecad5192015-06-05 13:42:05 -0400930 void ShaderCore::dp2(Vector4f &dst, const Vector4f &src0, const Vector4f &src1)
John Bauman19bac1e2014-05-06 15:23:49 -0400931 {
932 Float4 t = dot2(src0, src1);
933
934 dst.x = t;
935 dst.y = t;
936 dst.z = t;
937 dst.w = t;
938 }
939
Alexis Hetuecad5192015-06-05 13:42:05 -0400940 void ShaderCore::dp2add(Vector4f &dst, const Vector4f &src0, const Vector4f &src1, const Vector4f &src2)
John Bauman19bac1e2014-05-06 15:23:49 -0400941 {
942 Float4 t = dot2(src0, src1) + src2.x;
943
944 dst.x = t;
945 dst.y = t;
946 dst.z = t;
947 dst.w = t;
948 }
949
Alexis Hetuecad5192015-06-05 13:42:05 -0400950 void ShaderCore::dp3(Vector4f &dst, const Vector4f &src0, const Vector4f &src1)
John Bauman89401822014-05-06 15:04:28 -0400951 {
952 Float4 dot = dot3(src0, src1);
953
954 dst.x = dot;
955 dst.y = dot;
956 dst.z = dot;
957 dst.w = dot;
958 }
959
Alexis Hetuecad5192015-06-05 13:42:05 -0400960 void ShaderCore::dp4(Vector4f &dst, const Vector4f &src0, const Vector4f &src1)
John Bauman89401822014-05-06 15:04:28 -0400961 {
962 Float4 dot = dot4(src0, src1);
963
964 dst.x = dot;
965 dst.y = dot;
966 dst.z = dot;
967 dst.w = dot;
968 }
969
Alexis Hetuecad5192015-06-05 13:42:05 -0400970 void ShaderCore::min(Vector4f &dst, const Vector4f &src0, const Vector4f &src1)
John Bauman89401822014-05-06 15:04:28 -0400971 {
972 dst.x = Min(src0.x, src1.x);
973 dst.y = Min(src0.y, src1.y);
974 dst.z = Min(src0.z, src1.z);
975 dst.w = Min(src0.w, src1.w);
976 }
977
Alexis Hetuc4f2c292015-08-18 15:43:09 -0400978 void ShaderCore::imin(Vector4f &dst, const Vector4f &src0, const Vector4f &src1)
979 {
980 dst.x = As<Float4>(Min(As<Int4>(src0.x), As<Int4>(src1.x)));
981 dst.y = As<Float4>(Min(As<Int4>(src0.y), As<Int4>(src1.y)));
982 dst.z = As<Float4>(Min(As<Int4>(src0.z), As<Int4>(src1.z)));
983 dst.w = As<Float4>(Min(As<Int4>(src0.w), As<Int4>(src1.w)));
984 }
985
986 void ShaderCore::umin(Vector4f &dst, const Vector4f &src0, const Vector4f &src1)
987 {
988 dst.x = As<Float4>(Min(As<UInt4>(src0.x), As<UInt4>(src1.x)));
989 dst.y = As<Float4>(Min(As<UInt4>(src0.y), As<UInt4>(src1.y)));
990 dst.z = As<Float4>(Min(As<UInt4>(src0.z), As<UInt4>(src1.z)));
991 dst.w = As<Float4>(Min(As<UInt4>(src0.w), As<UInt4>(src1.w)));
992 }
993
Alexis Hetuecad5192015-06-05 13:42:05 -0400994 void ShaderCore::max(Vector4f &dst, const Vector4f &src0, const Vector4f &src1)
John Bauman89401822014-05-06 15:04:28 -0400995 {
996 dst.x = Max(src0.x, src1.x);
997 dst.y = Max(src0.y, src1.y);
998 dst.z = Max(src0.z, src1.z);
999 dst.w = Max(src0.w, src1.w);
1000 }
1001
Alexis Hetuc4f2c292015-08-18 15:43:09 -04001002 void ShaderCore::imax(Vector4f &dst, const Vector4f &src0, const Vector4f &src1)
1003 {
1004 dst.x = As<Float4>(Max(As<Int4>(src0.x), As<Int4>(src1.x)));
1005 dst.y = As<Float4>(Max(As<Int4>(src0.y), As<Int4>(src1.y)));
1006 dst.z = As<Float4>(Max(As<Int4>(src0.z), As<Int4>(src1.z)));
1007 dst.w = As<Float4>(Max(As<Int4>(src0.w), As<Int4>(src1.w)));
1008 }
1009
1010 void ShaderCore::umax(Vector4f &dst, const Vector4f &src0, const Vector4f &src1)
1011 {
1012 dst.x = As<Float4>(Max(As<Int4>(src0.x), As<Int4>(src1.x)));
1013 dst.y = As<Float4>(Max(As<Int4>(src0.y), As<Int4>(src1.y)));
1014 dst.z = As<Float4>(Max(As<Int4>(src0.z), As<Int4>(src1.z)));
1015 dst.w = As<Float4>(Max(As<Int4>(src0.w), As<Int4>(src1.w)));
1016 }
1017
Alexis Hetuecad5192015-06-05 13:42:05 -04001018 void ShaderCore::slt(Vector4f &dst, const Vector4f &src0, const Vector4f &src1)
John Bauman89401822014-05-06 15:04:28 -04001019 {
John Bauman19bac1e2014-05-06 15:23:49 -04001020 dst.x = As<Float4>(As<Int4>(CmpLT(src0.x, src1.x)) & As<Int4>(Float4(1.0f)));
1021 dst.y = As<Float4>(As<Int4>(CmpLT(src0.y, src1.y)) & As<Int4>(Float4(1.0f)));
1022 dst.z = As<Float4>(As<Int4>(CmpLT(src0.z, src1.z)) & As<Int4>(Float4(1.0f)));
1023 dst.w = As<Float4>(As<Int4>(CmpLT(src0.w, src1.w)) & As<Int4>(Float4(1.0f)));
John Bauman89401822014-05-06 15:04:28 -04001024 }
1025
Alexis Hetuecad5192015-06-05 13:42:05 -04001026 void ShaderCore::step(Vector4f &dst, const Vector4f &edge, const Vector4f &x)
John Bauman89401822014-05-06 15:04:28 -04001027 {
John Bauman19bac1e2014-05-06 15:23:49 -04001028 dst.x = As<Float4>(CmpNLT(x.x, edge.x) & As<Int4>(Float4(1.0f)));
1029 dst.y = As<Float4>(CmpNLT(x.y, edge.y) & As<Int4>(Float4(1.0f)));
1030 dst.z = As<Float4>(CmpNLT(x.z, edge.z) & As<Int4>(Float4(1.0f)));
1031 dst.w = As<Float4>(CmpNLT(x.w, edge.w) & As<Int4>(Float4(1.0f)));
John Bauman89401822014-05-06 15:04:28 -04001032 }
1033
Alexis Hetuecad5192015-06-05 13:42:05 -04001034 void ShaderCore::exp2x(Vector4f &dst, const Vector4f &src, bool pp)
Nicolas Capens0bac2852016-05-07 06:09:58 -04001035 {
John Bauman19bac1e2014-05-06 15:23:49 -04001036 Float4 exp = exponential2(src.x, pp);
John Bauman89401822014-05-06 15:04:28 -04001037
1038 dst.x = exp;
1039 dst.y = exp;
1040 dst.z = exp;
1041 dst.w = exp;
1042 }
1043
Alexis Hetuecad5192015-06-05 13:42:05 -04001044 void ShaderCore::exp2(Vector4f &dst, const Vector4f &src, bool pp)
John Bauman89401822014-05-06 15:04:28 -04001045 {
John Bauman19bac1e2014-05-06 15:23:49 -04001046 dst.x = exponential2(src.x, pp);
1047 dst.y = exponential2(src.y, pp);
1048 dst.z = exponential2(src.z, pp);
1049 dst.w = exponential2(src.w, pp);
1050 }
1051
Alexis Hetuecad5192015-06-05 13:42:05 -04001052 void ShaderCore::exp(Vector4f &dst, const Vector4f &src, bool pp)
John Bauman19bac1e2014-05-06 15:23:49 -04001053 {
1054 dst.x = exponential(src.x, pp);
1055 dst.y = exponential(src.y, pp);
1056 dst.z = exponential(src.z, pp);
1057 dst.w = exponential(src.w, pp);
1058 }
1059
Alexis Hetuecad5192015-06-05 13:42:05 -04001060 void ShaderCore::log2x(Vector4f &dst, const Vector4f &src, bool pp)
John Bauman19bac1e2014-05-06 15:23:49 -04001061 {
1062 Float4 log = logarithm2(src.x, true, pp);
John Bauman89401822014-05-06 15:04:28 -04001063
1064 dst.x = log;
1065 dst.y = log;
1066 dst.z = log;
1067 dst.w = log;
1068 }
1069
Alexis Hetuecad5192015-06-05 13:42:05 -04001070 void ShaderCore::log2(Vector4f &dst, const Vector4f &src, bool pp)
John Bauman89401822014-05-06 15:04:28 -04001071 {
John Bauman19bac1e2014-05-06 15:23:49 -04001072 dst.x = logarithm2(src.x, pp);
1073 dst.y = logarithm2(src.y, pp);
1074 dst.z = logarithm2(src.z, pp);
1075 dst.w = logarithm2(src.w, pp);
1076 }
1077
Alexis Hetuecad5192015-06-05 13:42:05 -04001078 void ShaderCore::log(Vector4f &dst, const Vector4f &src, bool pp)
John Bauman19bac1e2014-05-06 15:23:49 -04001079 {
1080 dst.x = logarithm(src.x, false, pp);
1081 dst.y = logarithm(src.y, false, pp);
1082 dst.z = logarithm(src.z, false, pp);
1083 dst.w = logarithm(src.w, false, pp);
1084 }
1085
Alexis Hetuecad5192015-06-05 13:42:05 -04001086 void ShaderCore::lit(Vector4f &dst, const Vector4f &src)
John Bauman19bac1e2014-05-06 15:23:49 -04001087 {
1088 dst.x = Float4(1.0f);
1089 dst.y = Max(src.x, Float4(0.0f));
John Bauman89401822014-05-06 15:04:28 -04001090
1091 Float4 pow;
1092
1093 pow = src.w;
John Bauman19bac1e2014-05-06 15:23:49 -04001094 pow = Min(pow, Float4(127.9961f));
1095 pow = Max(pow, Float4(-127.9961f));
John Bauman89401822014-05-06 15:04:28 -04001096
1097 dst.z = power(src.y, pow);
John Bauman19bac1e2014-05-06 15:23:49 -04001098 dst.z = As<Float4>(As<Int4>(dst.z) & CmpNLT(src.x, Float4(0.0f)));
1099 dst.z = As<Float4>(As<Int4>(dst.z) & CmpNLT(src.y, Float4(0.0f)));
John Bauman89401822014-05-06 15:04:28 -04001100
John Bauman19bac1e2014-05-06 15:23:49 -04001101 dst.w = Float4(1.0f);
John Bauman89401822014-05-06 15:04:28 -04001102 }
1103
Alexis Hetuecad5192015-06-05 13:42:05 -04001104 void ShaderCore::att(Vector4f &dst, const Vector4f &src0, const Vector4f &src1)
John Bauman89401822014-05-06 15:04:28 -04001105 {
John Bauman19bac1e2014-05-06 15:23:49 -04001106 // Computes attenuation factors (1, d, d^2, 1/d) assuming src0 = d^2, src1 = 1/d
John Bauman89401822014-05-06 15:04:28 -04001107 dst.x = 1;
1108 dst.y = src0.y * src1.y;
1109 dst.z = src0.z;
1110 dst.w = src1.w;
1111 }
1112
Alexis Hetuecad5192015-06-05 13:42:05 -04001113 void ShaderCore::lrp(Vector4f &dst, const Vector4f &src0, const Vector4f &src1, const Vector4f &src2)
John Bauman89401822014-05-06 15:04:28 -04001114 {
1115 dst.x = src0.x * (src1.x - src2.x) + src2.x;
1116 dst.y = src0.y * (src1.y - src2.y) + src2.y;
1117 dst.z = src0.z * (src1.z - src2.z) + src2.z;
1118 dst.w = src0.w * (src1.w - src2.w) + src2.w;
1119 }
1120
Alexis Hetuecad5192015-06-05 13:42:05 -04001121 void ShaderCore::smooth(Vector4f &dst, const Vector4f &edge0, const Vector4f &edge1, const Vector4f &x)
John Bauman89401822014-05-06 15:04:28 -04001122 {
John Bauman19bac1e2014-05-06 15:23:49 -04001123 Float4 tx = Min(Max((x.x - edge0.x) / (edge1.x - edge0.x), Float4(0.0f)), Float4(1.0f)); dst.x = tx * tx * (Float4(3.0f) - Float4(2.0f) * tx);
1124 Float4 ty = Min(Max((x.y - edge0.y) / (edge1.y - edge0.y), Float4(0.0f)), Float4(1.0f)); dst.y = ty * ty * (Float4(3.0f) - Float4(2.0f) * ty);
1125 Float4 tz = Min(Max((x.z - edge0.z) / (edge1.z - edge0.z), Float4(0.0f)), Float4(1.0f)); dst.z = tz * tz * (Float4(3.0f) - Float4(2.0f) * tz);
1126 Float4 tw = Min(Max((x.w - edge0.w) / (edge1.w - edge0.w), Float4(0.0f)), Float4(1.0f)); dst.w = tw * tw * (Float4(3.0f) - Float4(2.0f) * tw);
John Bauman89401822014-05-06 15:04:28 -04001127 }
1128
Alexis Hetuffb35eb2016-04-06 18:05:00 -04001129 void ShaderCore::floatToHalfBits(Float4& dst, const Float4& floatBits, bool storeInUpperBits)
1130 {
1131 static const uint32_t mask_sign = 0x80000000u;
1132 static const uint32_t mask_round = ~0xfffu;
1133 static const uint32_t c_f32infty = 255 << 23;
1134 static const uint32_t c_magic = 15 << 23;
1135 static const uint32_t c_nanbit = 0x200;
1136 static const uint32_t c_infty_as_fp16 = 0x7c00;
1137 static const uint32_t c_clamp = (31 << 23) - 0x1000;
Nicolas Capens0bac2852016-05-07 06:09:58 -04001138
Alexis Hetuffb35eb2016-04-06 18:05:00 -04001139 UInt4 justsign = UInt4(mask_sign) & As<UInt4>(floatBits);
1140 UInt4 absf = As<UInt4>(floatBits) ^ justsign;
1141 UInt4 b_isnormal = CmpNLE(UInt4(c_f32infty), absf);
1142
1143 // Note: this version doesn't round to the nearest even in case of a tie as defined by IEEE 754-2008, it rounds to +inf
1144 // instead of nearest even, since that's fine for GLSL ES 3.0's needs (see section 2.1.1 Floating-Point Computation)
1145 UInt4 joined = ((((As<UInt4>(Min(As<Float4>(absf & UInt4(mask_round)) * As<Float4>(UInt4(c_magic)),
1146 As<Float4>(UInt4(c_clamp))))) - UInt4(mask_round)) >> 13) & b_isnormal) |
1147 ((b_isnormal ^ UInt4(0xFFFFFFFF)) & ((CmpNLE(absf, UInt4(c_f32infty)) & UInt4(c_nanbit)) |
1148 UInt4(c_infty_as_fp16)));
1149
1150 dst = As<Float4>(storeInUpperBits ? As<UInt4>(dst) | ((joined << 16) | justsign) : joined | (justsign >> 16));
1151 }
1152
1153 void ShaderCore::halfToFloatBits(Float4& dst, const Float4& halfBits)
1154 {
1155 static const uint32_t mask_nosign = 0x7FFF;
1156 static const uint32_t magic = (254 - 15) << 23;
1157 static const uint32_t was_infnan = 0x7BFF;
1158 static const uint32_t exp_infnan = 255 << 23;
1159
1160 UInt4 expmant = As<UInt4>(halfBits) & UInt4(mask_nosign);
1161 dst = As<Float4>(As<UInt4>(As<Float4>(expmant << 13) * As<Float4>(UInt4(magic))) |
1162 ((As<UInt4>(halfBits) ^ UInt4(expmant)) << 16) |
1163 (CmpNLE(As<UInt4>(expmant), UInt4(was_infnan)) & UInt4(exp_infnan)));
1164 }
1165
1166 void ShaderCore::packHalf2x16(Vector4f &d, const Vector4f &s0)
1167 {
1168 // half2 | half1
1169 floatToHalfBits(d.x, s0.x, false);
1170 floatToHalfBits(d.x, s0.y, true);
1171 }
1172
1173 void ShaderCore::unpackHalf2x16(Vector4f &dst, const Vector4f &s0)
1174 {
1175 // half2 | half1
1176 halfToFloatBits(dst.x, As<Float4>(As<UInt4>(s0.x) & UInt4(0x0000FFFF)));
1177 halfToFloatBits(dst.y, As<Float4>((As<UInt4>(s0.x) & UInt4(0xFFFF0000)) >> 16));
1178 }
1179
Alexis Hetu9cde9742016-04-06 13:03:38 -04001180 void ShaderCore::packSnorm2x16(Vector4f &d, const Vector4f &s0)
1181 {
1182 // round(clamp(c, -1.0, 1.0) * 32767.0)
1183 d.x = As<Float4>((Int4(Round(Min(Max(s0.x, Float4(-1.0f)), Float4(1.0f)) * Float4(32767.0f))) & Int4(0xFFFF)) |
1184 ((Int4(Round(Min(Max(s0.y, Float4(-1.0f)), Float4(1.0f)) * Float4(32767.0f))) & Int4(0xFFFF)) << 16));
1185 }
1186
1187 void ShaderCore::packUnorm2x16(Vector4f &d, const Vector4f &s0)
1188 {
1189 // round(clamp(c, 0.0, 1.0) * 65535.0)
1190 d.x = As<Float4>((Int4(Round(Min(Max(s0.x, Float4(0.0f)), Float4(1.0f)) * Float4(65535.0f))) & Int4(0xFFFF)) |
1191 ((Int4(Round(Min(Max(s0.y, Float4(0.0f)), Float4(1.0f)) * Float4(65535.0f))) & Int4(0xFFFF)) << 16));
1192 }
1193
1194 void ShaderCore::unpackSnorm2x16(Vector4f &dst, const Vector4f &s0)
1195 {
1196 // clamp(f / 32727.0, -1.0, 1.0)
1197 dst.x = Min(Max(Float4(As<Int4>((As<UInt4>(s0.x) & UInt4(0x0000FFFF)) << 16)) * Float4(1.0f / float(0x7FFF0000)), Float4(-1.0f)), Float4(1.0f));
1198 dst.y = Min(Max(Float4(As<Int4>(As<UInt4>(s0.x) & UInt4(0xFFFF0000))) * Float4(1.0f / float(0x7FFF0000)), Float4(-1.0f)), Float4(1.0f));
1199 }
1200
1201 void ShaderCore::unpackUnorm2x16(Vector4f &dst, const Vector4f &s0)
1202 {
1203 // f / 65535.0
1204 dst.x = Float4((As<UInt4>(s0.x) & UInt4(0x0000FFFF)) << 16) * Float4(1.0f / float(0xFFFF0000));
1205 dst.y = Float4(As<UInt4>(s0.x) & UInt4(0xFFFF0000)) * Float4(1.0f / float(0xFFFF0000));
1206 }
1207
Alexis Hetuc3d95f32015-09-23 12:27:32 -04001208 void ShaderCore::det2(Vector4f &dst, const Vector4f &src0, const Vector4f &src1)
1209 {
1210 dst.x = src0.x * src1.y - src0.y * src1.x;
1211 dst.y = dst.z = dst.w = dst.x;
1212 }
1213
1214 void ShaderCore::det3(Vector4f &dst, const Vector4f &src0, const Vector4f &src1, const Vector4f &src2)
1215 {
1216 crs(dst, src1, src2);
1217 dp3(dst, dst, src0);
1218 }
1219
1220 void ShaderCore::det4(Vector4f &dst, const Vector4f &src0, const Vector4f &src1, const Vector4f &src2, const Vector4f &src3)
1221 {
1222 dst.x = src2.z * src3.w - src2.w * src3.z;
1223 dst.y = src1.w * src3.z - src1.z * src3.w;
1224 dst.z = src1.z * src2.w - src1.w * src2.z;
1225 dst.x = src0.x * (src1.y * dst.x + src2.y * dst.y + src3.y * dst.z) -
1226 src0.y * (src1.x * dst.x + src2.x * dst.y + src3.x * dst.z) +
1227 src0.z * (src1.x * (src2.y * src3.w - src2.w * src3.y) +
1228 src2.x * (src1.w * src3.y - src1.y * src3.w) +
1229 src3.x * (src1.y * src2.w - src1.w * src2.y)) +
1230 src0.w * (src1.x * (src2.z * src3.y - src2.y * src3.z) +
1231 src2.x * (src1.y * src3.z - src1.z * src3.y) +
1232 src3.x * (src1.z * src2.y - src1.y * src2.z));
1233 dst.y = dst.z = dst.w = dst.x;
1234 }
1235
Alexis Hetuecad5192015-06-05 13:42:05 -04001236 void ShaderCore::frc(Vector4f &dst, const Vector4f &src)
John Bauman19bac1e2014-05-06 15:23:49 -04001237 {
1238 dst.x = Frac(src.x);
1239 dst.y = Frac(src.y);
1240 dst.z = Frac(src.z);
1241 dst.w = Frac(src.w);
1242 }
1243
Alexis Hetuecad5192015-06-05 13:42:05 -04001244 void ShaderCore::trunc(Vector4f &dst, const Vector4f &src)
John Bauman19bac1e2014-05-06 15:23:49 -04001245 {
1246 dst.x = Trunc(src.x);
1247 dst.y = Trunc(src.y);
1248 dst.z = Trunc(src.z);
1249 dst.w = Trunc(src.w);
1250 }
1251
Alexis Hetuecad5192015-06-05 13:42:05 -04001252 void ShaderCore::floor(Vector4f &dst, const Vector4f &src)
John Bauman19bac1e2014-05-06 15:23:49 -04001253 {
1254 dst.x = Floor(src.x);
1255 dst.y = Floor(src.y);
1256 dst.z = Floor(src.z);
1257 dst.w = Floor(src.w);
1258 }
1259
Alexis Hetuecad5192015-06-05 13:42:05 -04001260 void ShaderCore::round(Vector4f &dst, const Vector4f &src)
Alexis Hetu8b5f3ef2015-04-16 11:33:34 -04001261 {
1262 dst.x = Round(src.x);
1263 dst.y = Round(src.y);
1264 dst.z = Round(src.z);
1265 dst.w = Round(src.w);
1266 }
1267
Alexis Hetuecad5192015-06-05 13:42:05 -04001268 void ShaderCore::roundEven(Vector4f &dst, const Vector4f &src)
Alexis Hetu8e851c12015-06-04 11:30:54 -04001269 {
1270 // dst = round(src) + ((round(src) < src) * 2 - 1) * (fract(src) == 0.5) * isOdd(round(src));
1271 // ex.: 1.5: 2 + (0 * 2 - 1) * 1 * 0 = 2
1272 // 2.5: 3 + (0 * 2 - 1) * 1 * 1 = 2
1273 // -1.5: -2 + (1 * 2 - 1) * 1 * 0 = -2
1274 // -2.5: -3 + (1 * 2 - 1) * 1 * 1 = -2
1275 // Even if the round implementation rounds the other way:
1276 // 1.5: 1 + (1 * 2 - 1) * 1 * 1 = 2
1277 // 2.5: 2 + (1 * 2 - 1) * 1 * 0 = 2
1278 // -1.5: -1 + (0 * 2 - 1) * 1 * 1 = -2
1279 // -2.5: -2 + (0 * 2 - 1) * 1 * 0 = -2
1280 round(dst, src);
1281 dst.x += ((Float4(CmpLT(dst.x, src.x) & Int4(1)) * Float4(2.0f)) - Float4(1.0f)) * Float4(CmpEQ(Frac(src.x), Float4(0.5f)) & Int4(1)) * Float4(Int4(dst.x) & Int4(1));
1282 dst.y += ((Float4(CmpLT(dst.y, src.y) & Int4(1)) * Float4(2.0f)) - Float4(1.0f)) * Float4(CmpEQ(Frac(src.y), Float4(0.5f)) & Int4(1)) * Float4(Int4(dst.y) & Int4(1));
1283 dst.z += ((Float4(CmpLT(dst.z, src.z) & Int4(1)) * Float4(2.0f)) - Float4(1.0f)) * Float4(CmpEQ(Frac(src.z), Float4(0.5f)) & Int4(1)) * Float4(Int4(dst.z) & Int4(1));
1284 dst.w += ((Float4(CmpLT(dst.w, src.w) & Int4(1)) * Float4(2.0f)) - Float4(1.0f)) * Float4(CmpEQ(Frac(src.w), Float4(0.5f)) & Int4(1)) * Float4(Int4(dst.w) & Int4(1));
1285 }
1286
Alexis Hetuecad5192015-06-05 13:42:05 -04001287 void ShaderCore::ceil(Vector4f &dst, const Vector4f &src)
John Bauman19bac1e2014-05-06 15:23:49 -04001288 {
1289 dst.x = Ceil(src.x);
1290 dst.y = Ceil(src.y);
1291 dst.z = Ceil(src.z);
1292 dst.w = Ceil(src.w);
1293 }
1294
Alexis Hetuecad5192015-06-05 13:42:05 -04001295 void ShaderCore::powx(Vector4f &dst, const Vector4f &src0, const Vector4f &src1, bool pp)
John Bauman89401822014-05-06 15:04:28 -04001296 {
1297 Float4 pow = power(src0.x, src1.x, pp);
1298
1299 dst.x = pow;
1300 dst.y = pow;
1301 dst.z = pow;
1302 dst.w = pow;
1303 }
1304
Alexis Hetuecad5192015-06-05 13:42:05 -04001305 void ShaderCore::pow(Vector4f &dst, const Vector4f &src0, const Vector4f &src1, bool pp)
John Bauman19bac1e2014-05-06 15:23:49 -04001306 {
1307 dst.x = power(src0.x, src1.x, pp);
1308 dst.y = power(src0.y, src1.y, pp);
1309 dst.z = power(src0.z, src1.z, pp);
1310 dst.w = power(src0.w, src1.w, pp);
1311 }
1312
Alexis Hetuecad5192015-06-05 13:42:05 -04001313 void ShaderCore::crs(Vector4f &dst, const Vector4f &src0, const Vector4f &src1)
John Bauman89401822014-05-06 15:04:28 -04001314 {
1315 dst.x = src0.y * src1.z - src0.z * src1.y;
1316 dst.y = src0.z * src1.x - src0.x * src1.z;
1317 dst.z = src0.x * src1.y - src0.y * src1.x;
1318 }
1319
Alexis Hetuecad5192015-06-05 13:42:05 -04001320 void ShaderCore::forward1(Vector4f &dst, const Vector4f &N, const Vector4f &I, const Vector4f &Nref)
John Bauman19bac1e2014-05-06 15:23:49 -04001321 {
1322 Int4 flip = CmpNLT(Nref.x * I.x, Float4(0.0f)) & Int4(0x80000000);
1323
1324 dst.x = As<Float4>(flip ^ As<Int4>(N.x));
1325 }
1326
Alexis Hetuecad5192015-06-05 13:42:05 -04001327 void ShaderCore::forward2(Vector4f &dst, const Vector4f &N, const Vector4f &I, const Vector4f &Nref)
John Bauman19bac1e2014-05-06 15:23:49 -04001328 {
1329 Int4 flip = CmpNLT(dot2(Nref, I), Float4(0.0f)) & Int4(0x80000000);
1330
1331 dst.x = As<Float4>(flip ^ As<Int4>(N.x));
1332 dst.y = As<Float4>(flip ^ As<Int4>(N.y));
1333 }
1334
Alexis Hetuecad5192015-06-05 13:42:05 -04001335 void ShaderCore::forward3(Vector4f &dst, const Vector4f &N, const Vector4f &I, const Vector4f &Nref)
John Bauman19bac1e2014-05-06 15:23:49 -04001336 {
1337 Int4 flip = CmpNLT(dot3(Nref, I), Float4(0.0f)) & Int4(0x80000000);
1338
1339 dst.x = As<Float4>(flip ^ As<Int4>(N.x));
1340 dst.y = As<Float4>(flip ^ As<Int4>(N.y));
1341 dst.z = As<Float4>(flip ^ As<Int4>(N.z));
1342 }
1343
Alexis Hetuecad5192015-06-05 13:42:05 -04001344 void ShaderCore::forward4(Vector4f &dst, const Vector4f &N, const Vector4f &I, const Vector4f &Nref)
John Bauman19bac1e2014-05-06 15:23:49 -04001345 {
1346 Int4 flip = CmpNLT(dot4(Nref, I), Float4(0.0f)) & Int4(0x80000000);
1347
1348 dst.x = As<Float4>(flip ^ As<Int4>(N.x));
1349 dst.y = As<Float4>(flip ^ As<Int4>(N.y));
1350 dst.z = As<Float4>(flip ^ As<Int4>(N.z));
1351 dst.w = As<Float4>(flip ^ As<Int4>(N.w));
1352 }
Nicolas Capens0bac2852016-05-07 06:09:58 -04001353
Alexis Hetuecad5192015-06-05 13:42:05 -04001354 void ShaderCore::reflect1(Vector4f &dst, const Vector4f &I, const Vector4f &N)
John Bauman19bac1e2014-05-06 15:23:49 -04001355 {
1356 Float4 d = N.x * I.x;
1357
1358 dst.x = I.x - Float4(2.0f) * d * N.x;
1359 }
1360
Alexis Hetuecad5192015-06-05 13:42:05 -04001361 void ShaderCore::reflect2(Vector4f &dst, const Vector4f &I, const Vector4f &N)
John Bauman19bac1e2014-05-06 15:23:49 -04001362 {
1363 Float4 d = dot2(N, I);
1364
1365 dst.x = I.x - Float4(2.0f) * d * N.x;
1366 dst.y = I.y - Float4(2.0f) * d * N.y;
1367 }
1368
Alexis Hetuecad5192015-06-05 13:42:05 -04001369 void ShaderCore::reflect3(Vector4f &dst, const Vector4f &I, const Vector4f &N)
John Bauman19bac1e2014-05-06 15:23:49 -04001370 {
1371 Float4 d = dot3(N, I);
1372
1373 dst.x = I.x - Float4(2.0f) * d * N.x;
1374 dst.y = I.y - Float4(2.0f) * d * N.y;
1375 dst.z = I.z - Float4(2.0f) * d * N.z;
1376 }
1377
Alexis Hetuecad5192015-06-05 13:42:05 -04001378 void ShaderCore::reflect4(Vector4f &dst, const Vector4f &I, const Vector4f &N)
John Bauman19bac1e2014-05-06 15:23:49 -04001379 {
1380 Float4 d = dot4(N, I);
1381
1382 dst.x = I.x - Float4(2.0f) * d * N.x;
1383 dst.y = I.y - Float4(2.0f) * d * N.y;
1384 dst.z = I.z - Float4(2.0f) * d * N.z;
1385 dst.w = I.w - Float4(2.0f) * d * N.w;
1386 }
1387
Alexis Hetuecad5192015-06-05 13:42:05 -04001388 void ShaderCore::refract1(Vector4f &dst, const Vector4f &I, const Vector4f &N, const Float4 &eta)
John Bauman19bac1e2014-05-06 15:23:49 -04001389 {
1390 Float4 d = N.x * I.x;
1391 Float4 k = Float4(1.0f) - eta * eta * (Float4(1.0f) - d * d);
1392 Int4 pos = CmpNLT(k, Float4(0.0f));
1393 Float4 t = (eta * d + Sqrt(k));
1394
1395 dst.x = As<Float4>(pos & As<Int4>(eta * I.x - t * N.x));
1396 }
1397
Alexis Hetuecad5192015-06-05 13:42:05 -04001398 void ShaderCore::refract2(Vector4f &dst, const Vector4f &I, const Vector4f &N, const Float4 &eta)
John Bauman19bac1e2014-05-06 15:23:49 -04001399 {
1400 Float4 d = dot2(N, I);
1401 Float4 k = Float4(1.0f) - eta * eta * (Float4(1.0f) - d * d);
1402 Int4 pos = CmpNLT(k, Float4(0.0f));
1403 Float4 t = (eta * d + Sqrt(k));
1404
1405 dst.x = As<Float4>(pos & As<Int4>(eta * I.x - t * N.x));
1406 dst.y = As<Float4>(pos & As<Int4>(eta * I.y - t * N.y));
1407 }
1408
Alexis Hetuecad5192015-06-05 13:42:05 -04001409 void ShaderCore::refract3(Vector4f &dst, const Vector4f &I, const Vector4f &N, const Float4 &eta)
John Bauman19bac1e2014-05-06 15:23:49 -04001410 {
1411 Float4 d = dot3(N, I);
1412 Float4 k = Float4(1.0f) - eta * eta * (Float4(1.0f) - d * d);
1413 Int4 pos = CmpNLT(k, Float4(0.0f));
1414 Float4 t = (eta * d + Sqrt(k));
1415
1416 dst.x = As<Float4>(pos & As<Int4>(eta * I.x - t * N.x));
1417 dst.y = As<Float4>(pos & As<Int4>(eta * I.y - t * N.y));
1418 dst.z = As<Float4>(pos & As<Int4>(eta * I.z - t * N.z));
1419 }
1420
Alexis Hetuecad5192015-06-05 13:42:05 -04001421 void ShaderCore::refract4(Vector4f &dst, const Vector4f &I, const Vector4f &N, const Float4 &eta)
John Bauman19bac1e2014-05-06 15:23:49 -04001422 {
1423 Float4 d = dot4(N, I);
1424 Float4 k = Float4(1.0f) - eta * eta * (Float4(1.0f) - d * d);
1425 Int4 pos = CmpNLT(k, Float4(0.0f));
1426 Float4 t = (eta * d + Sqrt(k));
1427
1428 dst.x = As<Float4>(pos & As<Int4>(eta * I.x - t * N.x));
1429 dst.y = As<Float4>(pos & As<Int4>(eta * I.y - t * N.y));
1430 dst.z = As<Float4>(pos & As<Int4>(eta * I.z - t * N.z));
1431 dst.w = As<Float4>(pos & As<Int4>(eta * I.w - t * N.w));
1432 }
1433
Alexis Hetuecad5192015-06-05 13:42:05 -04001434 void ShaderCore::sgn(Vector4f &dst, const Vector4f &src)
John Bauman89401822014-05-06 15:04:28 -04001435 {
1436 sgn(dst.x, src.x);
1437 sgn(dst.y, src.y);
1438 sgn(dst.z, src.z);
1439 sgn(dst.w, src.w);
1440 }
1441
Alexis Hetu0f448072016-03-18 10:56:08 -04001442 void ShaderCore::isgn(Vector4f &dst, const Vector4f &src)
1443 {
1444 isgn(dst.x, src.x);
1445 isgn(dst.y, src.y);
1446 isgn(dst.z, src.z);
1447 isgn(dst.w, src.w);
1448 }
1449
Alexis Hetuecad5192015-06-05 13:42:05 -04001450 void ShaderCore::abs(Vector4f &dst, const Vector4f &src)
John Bauman89401822014-05-06 15:04:28 -04001451 {
1452 dst.x = Abs(src.x);
1453 dst.y = Abs(src.y);
1454 dst.z = Abs(src.z);
1455 dst.w = Abs(src.w);
1456 }
Alexis Hetu0f448072016-03-18 10:56:08 -04001457
1458 void ShaderCore::iabs(Vector4f &dst, const Vector4f &src)
1459 {
1460 dst.x = As<Float4>(Abs(As<Int4>(src.x)));
1461 dst.y = As<Float4>(Abs(As<Int4>(src.y)));
1462 dst.z = As<Float4>(Abs(As<Int4>(src.z)));
1463 dst.w = As<Float4>(Abs(As<Int4>(src.w)));
1464 }
1465
Alexis Hetuecad5192015-06-05 13:42:05 -04001466 void ShaderCore::nrm2(Vector4f &dst, const Vector4f &src, bool pp)
John Bauman19bac1e2014-05-06 15:23:49 -04001467 {
1468 Float4 dot = dot2(src, src);
1469 Float4 rsq = reciprocalSquareRoot(dot, false, pp);
John Bauman89401822014-05-06 15:04:28 -04001470
John Bauman19bac1e2014-05-06 15:23:49 -04001471 dst.x = src.x * rsq;
1472 dst.y = src.y * rsq;
1473 dst.z = src.z * rsq;
1474 dst.w = src.w * rsq;
1475 }
1476
Alexis Hetuecad5192015-06-05 13:42:05 -04001477 void ShaderCore::nrm3(Vector4f &dst, const Vector4f &src, bool pp)
John Bauman89401822014-05-06 15:04:28 -04001478 {
1479 Float4 dot = dot3(src, src);
1480 Float4 rsq = reciprocalSquareRoot(dot, false, pp);
1481
1482 dst.x = src.x * rsq;
1483 dst.y = src.y * rsq;
1484 dst.z = src.z * rsq;
1485 dst.w = src.w * rsq;
1486 }
John Bauman19bac1e2014-05-06 15:23:49 -04001487
Alexis Hetuecad5192015-06-05 13:42:05 -04001488 void ShaderCore::nrm4(Vector4f &dst, const Vector4f &src, bool pp)
John Bauman89401822014-05-06 15:04:28 -04001489 {
John Bauman19bac1e2014-05-06 15:23:49 -04001490 Float4 dot = dot4(src, src);
1491 Float4 rsq = reciprocalSquareRoot(dot, false, pp);
John Bauman89401822014-05-06 15:04:28 -04001492
John Bauman19bac1e2014-05-06 15:23:49 -04001493 dst.x = src.x * rsq;
1494 dst.y = src.y * rsq;
1495 dst.z = src.z * rsq;
1496 dst.w = src.w * rsq;
1497 }
Nicolas Capens0bac2852016-05-07 06:09:58 -04001498
Alexis Hetuecad5192015-06-05 13:42:05 -04001499 void ShaderCore::sincos(Vector4f &dst, const Vector4f &src, bool pp)
John Bauman19bac1e2014-05-06 15:23:49 -04001500 {
1501 dst.x = cosine_pi(src.x, pp);
1502 dst.y = sine_pi(src.x, pp);
John Bauman89401822014-05-06 15:04:28 -04001503 }
1504
Alexis Hetuecad5192015-06-05 13:42:05 -04001505 void ShaderCore::cos(Vector4f &dst, const Vector4f &src, bool pp)
John Bauman19bac1e2014-05-06 15:23:49 -04001506 {
1507 dst.x = cosine(src.x, pp);
1508 dst.y = cosine(src.y, pp);
1509 dst.z = cosine(src.z, pp);
1510 dst.w = cosine(src.w, pp);
1511 }
1512
Alexis Hetuecad5192015-06-05 13:42:05 -04001513 void ShaderCore::sin(Vector4f &dst, const Vector4f &src, bool pp)
John Bauman19bac1e2014-05-06 15:23:49 -04001514 {
1515 dst.x = sine(src.x, pp);
1516 dst.y = sine(src.y, pp);
1517 dst.z = sine(src.z, pp);
1518 dst.w = sine(src.w, pp);
1519 }
1520
Alexis Hetuecad5192015-06-05 13:42:05 -04001521 void ShaderCore::tan(Vector4f &dst, const Vector4f &src, bool pp)
John Bauman19bac1e2014-05-06 15:23:49 -04001522 {
1523 dst.x = tangent(src.x, pp);
1524 dst.y = tangent(src.y, pp);
1525 dst.z = tangent(src.z, pp);
1526 dst.w = tangent(src.w, pp);
1527 }
1528
Alexis Hetuecad5192015-06-05 13:42:05 -04001529 void ShaderCore::acos(Vector4f &dst, const Vector4f &src, bool pp)
John Bauman19bac1e2014-05-06 15:23:49 -04001530 {
1531 dst.x = arccos(src.x, pp);
1532 dst.y = arccos(src.y, pp);
1533 dst.z = arccos(src.z, pp);
1534 dst.w = arccos(src.w, pp);
1535 }
1536
Alexis Hetuecad5192015-06-05 13:42:05 -04001537 void ShaderCore::asin(Vector4f &dst, const Vector4f &src, bool pp)
John Bauman19bac1e2014-05-06 15:23:49 -04001538 {
1539 dst.x = arcsin(src.x, pp);
1540 dst.y = arcsin(src.y, pp);
1541 dst.z = arcsin(src.z, pp);
1542 dst.w = arcsin(src.w, pp);
1543 }
1544
Alexis Hetuecad5192015-06-05 13:42:05 -04001545 void ShaderCore::atan(Vector4f &dst, const Vector4f &src, bool pp)
John Bauman19bac1e2014-05-06 15:23:49 -04001546 {
1547 dst.x = arctan(src.x, pp);
1548 dst.y = arctan(src.y, pp);
1549 dst.z = arctan(src.z, pp);
1550 dst.w = arctan(src.w, pp);
1551 }
1552
Alexis Hetuecad5192015-06-05 13:42:05 -04001553 void ShaderCore::atan2(Vector4f &dst, const Vector4f &src0, const Vector4f &src1, bool pp)
John Bauman19bac1e2014-05-06 15:23:49 -04001554 {
1555 dst.x = arctan(src0.x, src1.x, pp);
1556 dst.y = arctan(src0.y, src1.y, pp);
1557 dst.z = arctan(src0.z, src1.z, pp);
1558 dst.w = arctan(src0.w, src1.w, pp);
1559 }
1560
Alexis Hetuecad5192015-06-05 13:42:05 -04001561 void ShaderCore::cosh(Vector4f &dst, const Vector4f &src, bool pp)
Alexis Hetu8b5f3ef2015-04-16 11:33:34 -04001562 {
1563 dst.x = cosineh(src.x, pp);
1564 dst.y = cosineh(src.y, pp);
1565 dst.z = cosineh(src.z, pp);
1566 dst.w = cosineh(src.w, pp);
1567 }
1568
Alexis Hetuecad5192015-06-05 13:42:05 -04001569 void ShaderCore::sinh(Vector4f &dst, const Vector4f &src, bool pp)
Alexis Hetu8b5f3ef2015-04-16 11:33:34 -04001570 {
1571 dst.x = sineh(src.x, pp);
1572 dst.y = sineh(src.y, pp);
1573 dst.z = sineh(src.z, pp);
1574 dst.w = sineh(src.w, pp);
1575 }
1576
Alexis Hetuecad5192015-06-05 13:42:05 -04001577 void ShaderCore::tanh(Vector4f &dst, const Vector4f &src, bool pp)
Alexis Hetu8b5f3ef2015-04-16 11:33:34 -04001578 {
1579 dst.x = tangenth(src.x, pp);
1580 dst.y = tangenth(src.y, pp);
1581 dst.z = tangenth(src.z, pp);
1582 dst.w = tangenth(src.w, pp);
1583 }
1584
Alexis Hetuecad5192015-06-05 13:42:05 -04001585 void ShaderCore::acosh(Vector4f &dst, const Vector4f &src, bool pp)
Alexis Hetu8b5f3ef2015-04-16 11:33:34 -04001586 {
1587 dst.x = arccosh(src.x, pp);
1588 dst.y = arccosh(src.y, pp);
1589 dst.z = arccosh(src.z, pp);
1590 dst.w = arccosh(src.w, pp);
1591 }
1592
Alexis Hetuecad5192015-06-05 13:42:05 -04001593 void ShaderCore::asinh(Vector4f &dst, const Vector4f &src, bool pp)
Alexis Hetu8b5f3ef2015-04-16 11:33:34 -04001594 {
1595 dst.x = arcsinh(src.x, pp);
1596 dst.y = arcsinh(src.y, pp);
1597 dst.z = arcsinh(src.z, pp);
1598 dst.w = arcsinh(src.w, pp);
1599 }
1600
Alexis Hetuecad5192015-06-05 13:42:05 -04001601 void ShaderCore::atanh(Vector4f &dst, const Vector4f &src, bool pp)
Alexis Hetu8b5f3ef2015-04-16 11:33:34 -04001602 {
1603 dst.x = arctanh(src.x, pp);
1604 dst.y = arctanh(src.y, pp);
1605 dst.z = arctanh(src.z, pp);
1606 dst.w = arctanh(src.w, pp);
1607 }
1608
Alexis Hetuecad5192015-06-05 13:42:05 -04001609 void ShaderCore::expp(Vector4f &dst, const Vector4f &src, unsigned short version)
John Bauman89401822014-05-06 15:04:28 -04001610 {
1611 if(version < 0x0200)
1612 {
John Bauman19bac1e2014-05-06 15:23:49 -04001613 Float4 frc = Frac(src.x);
John Bauman89401822014-05-06 15:04:28 -04001614 Float4 floor = src.x - frc;
1615
John Bauman19bac1e2014-05-06 15:23:49 -04001616 dst.x = exponential2(floor, true);
John Bauman89401822014-05-06 15:04:28 -04001617 dst.y = frc;
John Bauman19bac1e2014-05-06 15:23:49 -04001618 dst.z = exponential2(src.x, true);
1619 dst.w = Float4(1.0f);
John Bauman89401822014-05-06 15:04:28 -04001620 }
1621 else // Version >= 2.0
1622 {
John Bauman19bac1e2014-05-06 15:23:49 -04001623 exp2x(dst, src, true); // FIXME: 10-bit precision suffices
John Bauman89401822014-05-06 15:04:28 -04001624 }
1625 }
Nicolas Capens0bac2852016-05-07 06:09:58 -04001626
Alexis Hetuecad5192015-06-05 13:42:05 -04001627 void ShaderCore::logp(Vector4f &dst, const Vector4f &src, unsigned short version)
John Bauman89401822014-05-06 15:04:28 -04001628 {
1629 if(version < 0x0200)
1630 {
1631 Float4 tmp0;
1632 Float4 tmp1;
1633 Float4 t;
1634 Int4 r;
1635
1636 tmp0 = Abs(src.x);
1637 tmp1 = tmp0;
1638
1639 // X component
John Bauman19bac1e2014-05-06 15:23:49 -04001640 r = As<Int4>(As<UInt4>(tmp0) >> 23) - Int4(127);
John Bauman89401822014-05-06 15:04:28 -04001641 dst.x = Float4(r);
1642
1643 // Y component
1644 dst.y = As<Float4>((As<Int4>(tmp1) & Int4(0x007FFFFF)) | As<Int4>(Float4(1.0f)));
1645
1646 // Z component
John Bauman19bac1e2014-05-06 15:23:49 -04001647 dst.z = logarithm2(src.x, true, true);
John Bauman89401822014-05-06 15:04:28 -04001648
1649 // W component
1650 dst.w = 1.0f;
1651 }
1652 else
1653 {
John Bauman19bac1e2014-05-06 15:23:49 -04001654 log2x(dst, src, true);
John Bauman89401822014-05-06 15:04:28 -04001655 }
1656 }
Nicolas Capens0bac2852016-05-07 06:09:58 -04001657
Alexis Hetuecad5192015-06-05 13:42:05 -04001658 void ShaderCore::cmp0(Vector4f &dst, const Vector4f &src0, const Vector4f &src1, const Vector4f &src2)
John Bauman89401822014-05-06 15:04:28 -04001659 {
John Bauman19bac1e2014-05-06 15:23:49 -04001660 cmp0(dst.x, src0.x, src1.x, src2.x);
1661 cmp0(dst.y, src0.y, src1.y, src2.y);
1662 cmp0(dst.z, src0.z, src1.z, src2.z);
1663 cmp0(dst.w, src0.w, src1.w, src2.w);
John Bauman89401822014-05-06 15:04:28 -04001664 }
John Bauman89401822014-05-06 15:04:28 -04001665
Alexis Hetuecad5192015-06-05 13:42:05 -04001666 void ShaderCore::select(Vector4f &dst, const Vector4f &src0, const Vector4f &src1, const Vector4f &src2)
John Bauman19bac1e2014-05-06 15:23:49 -04001667 {
1668 select(dst.x, As<Int4>(src0.x), src1.x, src2.x);
1669 select(dst.y, As<Int4>(src0.y), src1.y, src2.y);
1670 select(dst.z, As<Int4>(src0.z), src1.z, src2.z);
1671 select(dst.w, As<Int4>(src0.w), src1.w, src2.w);
1672 }
1673
Alexis Hetuecad5192015-06-05 13:42:05 -04001674 void ShaderCore::extract(Float4 &dst, const Vector4f &src0, const Float4 &src1)
John Bauman19bac1e2014-05-06 15:23:49 -04001675 {
Alexis Hetuc4f2c292015-08-18 15:43:09 -04001676 select(dst, CmpEQ(As<Int4>(src1), Int4(1)), src0.y, src0.x);
1677 select(dst, CmpEQ(As<Int4>(src1), Int4(2)), src0.z, dst);
1678 select(dst, CmpEQ(As<Int4>(src1), Int4(3)), src0.w, dst);
John Bauman19bac1e2014-05-06 15:23:49 -04001679 }
1680
Alexis Hetuecad5192015-06-05 13:42:05 -04001681 void ShaderCore::insert(Vector4f &dst, const Vector4f &src, const Float4 &element, const Float4 &index)
John Bauman19bac1e2014-05-06 15:23:49 -04001682 {
Alexis Hetuc4f2c292015-08-18 15:43:09 -04001683 select(dst.x, CmpEQ(As<Int4>(index), Int4(0)), element, src.x);
1684 select(dst.y, CmpEQ(As<Int4>(index), Int4(1)), element, src.y);
1685 select(dst.z, CmpEQ(As<Int4>(index), Int4(2)), element, src.z);
1686 select(dst.w, CmpEQ(As<Int4>(index), Int4(3)), element, src.w);
John Bauman89401822014-05-06 15:04:28 -04001687 }
1688
Alexis Hetuecad5192015-06-05 13:42:05 -04001689 void ShaderCore::sgn(Float4 &dst, const Float4 &src)
John Bauman89401822014-05-06 15:04:28 -04001690 {
John Bauman19bac1e2014-05-06 15:23:49 -04001691 Int4 neg = As<Int4>(CmpLT(src, Float4(-0.0f))) & As<Int4>(Float4(-1.0f));
1692 Int4 pos = As<Int4>(CmpNLE(src, Float4(+0.0f))) & As<Int4>(Float4(1.0f));
John Bauman89401822014-05-06 15:04:28 -04001693 dst = As<Float4>(neg | pos);
1694 }
1695
Alexis Hetu0f448072016-03-18 10:56:08 -04001696 void ShaderCore::isgn(Float4 &dst, const Float4 &src)
1697 {
1698 Int4 neg = CmpLT(As<Int4>(src), Int4(0)) & Int4(-1);
1699 Int4 pos = CmpNLE(As<Int4>(src), Int4(0)) & Int4(1);
1700 dst = As<Float4>(neg | pos);
1701 }
1702
Alexis Hetuecad5192015-06-05 13:42:05 -04001703 void ShaderCore::cmp0(Float4 &dst, const Float4 &src0, const Float4 &src1, const Float4 &src2)
John Bauman89401822014-05-06 15:04:28 -04001704 {
John Bauman19bac1e2014-05-06 15:23:49 -04001705 Int4 pos = CmpLE(Float4(0.0f), src0);
1706 select(dst, pos, src1, src2);
John Bauman89401822014-05-06 15:04:28 -04001707 }
1708
Alexis Hetuc4f2c292015-08-18 15:43:09 -04001709 void ShaderCore::cmp0i(Float4 &dst, const Float4 &src0, const Float4 &src1, const Float4 &src2)
1710 {
1711 Int4 pos = CmpEQ(Int4(0), As<Int4>(src0));
1712 select(dst, pos, src1, src2);
1713 }
1714
Alexis Hetuecad5192015-06-05 13:42:05 -04001715 void ShaderCore::select(Float4 &dst, RValue<Int4> src0, const Float4 &src1, const Float4 &src2)
John Bauman19bac1e2014-05-06 15:23:49 -04001716 {
1717 // FIXME: LLVM vector select
1718 dst = As<Float4>(src0 & As<Int4>(src1) | ~src0 & As<Int4>(src2));
1719 }
1720
Alexis Hetuecad5192015-06-05 13:42:05 -04001721 void ShaderCore::cmp(Vector4f &dst, const Vector4f &src0, const Vector4f &src1, Control control)
John Bauman89401822014-05-06 15:04:28 -04001722 {
1723 switch(control)
1724 {
John Bauman19bac1e2014-05-06 15:23:49 -04001725 case Shader::CONTROL_GT:
John Bauman89401822014-05-06 15:04:28 -04001726 dst.x = As<Float4>(CmpNLE(src0.x, src1.x));
1727 dst.y = As<Float4>(CmpNLE(src0.y, src1.y));
1728 dst.z = As<Float4>(CmpNLE(src0.z, src1.z));
1729 dst.w = As<Float4>(CmpNLE(src0.w, src1.w));
1730 break;
John Bauman19bac1e2014-05-06 15:23:49 -04001731 case Shader::CONTROL_EQ:
John Bauman89401822014-05-06 15:04:28 -04001732 dst.x = As<Float4>(CmpEQ(src0.x, src1.x));
1733 dst.y = As<Float4>(CmpEQ(src0.y, src1.y));
1734 dst.z = As<Float4>(CmpEQ(src0.z, src1.z));
1735 dst.w = As<Float4>(CmpEQ(src0.w, src1.w));
1736 break;
John Bauman19bac1e2014-05-06 15:23:49 -04001737 case Shader::CONTROL_GE:
John Bauman89401822014-05-06 15:04:28 -04001738 dst.x = As<Float4>(CmpNLT(src0.x, src1.x));
1739 dst.y = As<Float4>(CmpNLT(src0.y, src1.y));
1740 dst.z = As<Float4>(CmpNLT(src0.z, src1.z));
1741 dst.w = As<Float4>(CmpNLT(src0.w, src1.w));
1742 break;
John Bauman19bac1e2014-05-06 15:23:49 -04001743 case Shader::CONTROL_LT:
John Bauman89401822014-05-06 15:04:28 -04001744 dst.x = As<Float4>(CmpLT(src0.x, src1.x));
1745 dst.y = As<Float4>(CmpLT(src0.y, src1.y));
1746 dst.z = As<Float4>(CmpLT(src0.z, src1.z));
1747 dst.w = As<Float4>(CmpLT(src0.w, src1.w));
1748 break;
John Bauman19bac1e2014-05-06 15:23:49 -04001749 case Shader::CONTROL_NE:
John Bauman89401822014-05-06 15:04:28 -04001750 dst.x = As<Float4>(CmpNEQ(src0.x, src1.x));
1751 dst.y = As<Float4>(CmpNEQ(src0.y, src1.y));
1752 dst.z = As<Float4>(CmpNEQ(src0.z, src1.z));
1753 dst.w = As<Float4>(CmpNEQ(src0.w, src1.w));
1754 break;
John Bauman19bac1e2014-05-06 15:23:49 -04001755 case Shader::CONTROL_LE:
John Bauman89401822014-05-06 15:04:28 -04001756 dst.x = As<Float4>(CmpLE(src0.x, src1.x));
1757 dst.y = As<Float4>(CmpLE(src0.y, src1.y));
1758 dst.z = As<Float4>(CmpLE(src0.z, src1.z));
1759 dst.w = As<Float4>(CmpLE(src0.w, src1.w));
1760 break;
1761 default:
1762 ASSERT(false);
1763 }
1764 }
John Bauman19bac1e2014-05-06 15:23:49 -04001765
Alexis Hetuecad5192015-06-05 13:42:05 -04001766 void ShaderCore::icmp(Vector4f &dst, const Vector4f &src0, const Vector4f &src1, Control control)
John Bauman19bac1e2014-05-06 15:23:49 -04001767 {
1768 switch(control)
1769 {
1770 case Shader::CONTROL_GT:
1771 dst.x = As<Float4>(CmpNLE(As<Int4>(src0.x), As<Int4>(src1.x)));
1772 dst.y = As<Float4>(CmpNLE(As<Int4>(src0.y), As<Int4>(src1.y)));
1773 dst.z = As<Float4>(CmpNLE(As<Int4>(src0.z), As<Int4>(src1.z)));
1774 dst.w = As<Float4>(CmpNLE(As<Int4>(src0.w), As<Int4>(src1.w)));
1775 break;
1776 case Shader::CONTROL_EQ:
1777 dst.x = As<Float4>(CmpEQ(As<Int4>(src0.x), As<Int4>(src1.x)));
1778 dst.y = As<Float4>(CmpEQ(As<Int4>(src0.y), As<Int4>(src1.y)));
1779 dst.z = As<Float4>(CmpEQ(As<Int4>(src0.z), As<Int4>(src1.z)));
1780 dst.w = As<Float4>(CmpEQ(As<Int4>(src0.w), As<Int4>(src1.w)));
1781 break;
1782 case Shader::CONTROL_GE:
1783 dst.x = As<Float4>(CmpNLT(As<Int4>(src0.x), As<Int4>(src1.x)));
1784 dst.y = As<Float4>(CmpNLT(As<Int4>(src0.y), As<Int4>(src1.y)));
1785 dst.z = As<Float4>(CmpNLT(As<Int4>(src0.z), As<Int4>(src1.z)));
1786 dst.w = As<Float4>(CmpNLT(As<Int4>(src0.w), As<Int4>(src1.w)));
1787 break;
1788 case Shader::CONTROL_LT:
1789 dst.x = As<Float4>(CmpLT(As<Int4>(src0.x), As<Int4>(src1.x)));
1790 dst.y = As<Float4>(CmpLT(As<Int4>(src0.y), As<Int4>(src1.y)));
1791 dst.z = As<Float4>(CmpLT(As<Int4>(src0.z), As<Int4>(src1.z)));
1792 dst.w = As<Float4>(CmpLT(As<Int4>(src0.w), As<Int4>(src1.w)));
1793 break;
1794 case Shader::CONTROL_NE:
1795 dst.x = As<Float4>(CmpNEQ(As<Int4>(src0.x), As<Int4>(src1.x)));
1796 dst.y = As<Float4>(CmpNEQ(As<Int4>(src0.y), As<Int4>(src1.y)));
1797 dst.z = As<Float4>(CmpNEQ(As<Int4>(src0.z), As<Int4>(src1.z)));
1798 dst.w = As<Float4>(CmpNEQ(As<Int4>(src0.w), As<Int4>(src1.w)));
1799 break;
1800 case Shader::CONTROL_LE:
1801 dst.x = As<Float4>(CmpLE(As<Int4>(src0.x), As<Int4>(src1.x)));
1802 dst.y = As<Float4>(CmpLE(As<Int4>(src0.y), As<Int4>(src1.y)));
1803 dst.z = As<Float4>(CmpLE(As<Int4>(src0.z), As<Int4>(src1.z)));
1804 dst.w = As<Float4>(CmpLE(As<Int4>(src0.w), As<Int4>(src1.w)));
1805 break;
1806 default:
1807 ASSERT(false);
1808 }
1809 }
1810
Alexis Hetuc4f2c292015-08-18 15:43:09 -04001811 void ShaderCore::ucmp(Vector4f &dst, const Vector4f &src0, const Vector4f &src1, Control control)
1812 {
1813 switch(control)
1814 {
1815 case Shader::CONTROL_GT:
1816 dst.x = As<Float4>(CmpNLE(As<UInt4>(src0.x), As<UInt4>(src1.x)));
1817 dst.y = As<Float4>(CmpNLE(As<UInt4>(src0.y), As<UInt4>(src1.y)));
1818 dst.z = As<Float4>(CmpNLE(As<UInt4>(src0.z), As<UInt4>(src1.z)));
1819 dst.w = As<Float4>(CmpNLE(As<UInt4>(src0.w), As<UInt4>(src1.w)));
1820 break;
1821 case Shader::CONTROL_EQ:
1822 dst.x = As<Float4>(CmpEQ(As<UInt4>(src0.x), As<UInt4>(src1.x)));
1823 dst.y = As<Float4>(CmpEQ(As<UInt4>(src0.y), As<UInt4>(src1.y)));
1824 dst.z = As<Float4>(CmpEQ(As<UInt4>(src0.z), As<UInt4>(src1.z)));
1825 dst.w = As<Float4>(CmpEQ(As<UInt4>(src0.w), As<UInt4>(src1.w)));
1826 break;
1827 case Shader::CONTROL_GE:
1828 dst.x = As<Float4>(CmpNLT(As<UInt4>(src0.x), As<UInt4>(src1.x)));
1829 dst.y = As<Float4>(CmpNLT(As<UInt4>(src0.y), As<UInt4>(src1.y)));
1830 dst.z = As<Float4>(CmpNLT(As<UInt4>(src0.z), As<UInt4>(src1.z)));
1831 dst.w = As<Float4>(CmpNLT(As<UInt4>(src0.w), As<UInt4>(src1.w)));
1832 break;
1833 case Shader::CONTROL_LT:
1834 dst.x = As<Float4>(CmpLT(As<UInt4>(src0.x), As<UInt4>(src1.x)));
1835 dst.y = As<Float4>(CmpLT(As<UInt4>(src0.y), As<UInt4>(src1.y)));
1836 dst.z = As<Float4>(CmpLT(As<UInt4>(src0.z), As<UInt4>(src1.z)));
1837 dst.w = As<Float4>(CmpLT(As<UInt4>(src0.w), As<UInt4>(src1.w)));
1838 break;
1839 case Shader::CONTROL_NE:
1840 dst.x = As<Float4>(CmpNEQ(As<UInt4>(src0.x), As<UInt4>(src1.x)));
1841 dst.y = As<Float4>(CmpNEQ(As<UInt4>(src0.y), As<UInt4>(src1.y)));
1842 dst.z = As<Float4>(CmpNEQ(As<UInt4>(src0.z), As<UInt4>(src1.z)));
1843 dst.w = As<Float4>(CmpNEQ(As<UInt4>(src0.w), As<UInt4>(src1.w)));
1844 break;
1845 case Shader::CONTROL_LE:
1846 dst.x = As<Float4>(CmpLE(As<UInt4>(src0.x), As<UInt4>(src1.x)));
1847 dst.y = As<Float4>(CmpLE(As<UInt4>(src0.y), As<UInt4>(src1.y)));
1848 dst.z = As<Float4>(CmpLE(As<UInt4>(src0.z), As<UInt4>(src1.z)));
1849 dst.w = As<Float4>(CmpLE(As<UInt4>(src0.w), As<UInt4>(src1.w)));
1850 break;
1851 default:
1852 ASSERT(false);
1853 }
1854 }
1855
Alexis Hetuecad5192015-06-05 13:42:05 -04001856 void ShaderCore::all(Float4 &dst, const Vector4f &src)
John Bauman19bac1e2014-05-06 15:23:49 -04001857 {
1858 dst = As<Float4>(As<Int4>(src.x) & As<Int4>(src.y) & As<Int4>(src.z) & As<Int4>(src.w));
1859 }
1860
Alexis Hetuecad5192015-06-05 13:42:05 -04001861 void ShaderCore::any(Float4 &dst, const Vector4f &src)
John Bauman19bac1e2014-05-06 15:23:49 -04001862 {
1863 dst = As<Float4>(As<Int4>(src.x) | As<Int4>(src.y) | As<Int4>(src.z) | As<Int4>(src.w));
1864 }
1865
Alexis Hetuecad5192015-06-05 13:42:05 -04001866 void ShaderCore::not(Vector4f &dst, const Vector4f &src)
John Bauman19bac1e2014-05-06 15:23:49 -04001867 {
1868 dst.x = As<Float4>(As<Int4>(src.x) ^ Int4(0xFFFFFFFF));
1869 dst.y = As<Float4>(As<Int4>(src.y) ^ Int4(0xFFFFFFFF));
1870 dst.z = As<Float4>(As<Int4>(src.z) ^ Int4(0xFFFFFFFF));
1871 dst.w = As<Float4>(As<Int4>(src.w) ^ Int4(0xFFFFFFFF));
1872 }
1873
Alexis Hetuc4f2c292015-08-18 15:43:09 -04001874 void ShaderCore::or(Vector4f &dst, const Vector4f &src0, const Vector4f &src1)
John Bauman19bac1e2014-05-06 15:23:49 -04001875 {
Alexis Hetuc4f2c292015-08-18 15:43:09 -04001876 dst.x = As<Float4>(As<Int4>(src0.x) | As<Int4>(src1.x));
1877 dst.y = As<Float4>(As<Int4>(src0.y) | As<Int4>(src1.y));
1878 dst.z = As<Float4>(As<Int4>(src0.z) | As<Int4>(src1.z));
1879 dst.w = As<Float4>(As<Int4>(src0.w) | As<Int4>(src1.w));
John Bauman19bac1e2014-05-06 15:23:49 -04001880 }
1881
Alexis Hetuc4f2c292015-08-18 15:43:09 -04001882 void ShaderCore::xor(Vector4f &dst, const Vector4f &src0, const Vector4f &src1)
John Bauman19bac1e2014-05-06 15:23:49 -04001883 {
Alexis Hetuc4f2c292015-08-18 15:43:09 -04001884 dst.x = As<Float4>(As<Int4>(src0.x) ^ As<Int4>(src1.x));
1885 dst.y = As<Float4>(As<Int4>(src0.y) ^ As<Int4>(src1.y));
1886 dst.z = As<Float4>(As<Int4>(src0.z) ^ As<Int4>(src1.z));
1887 dst.w = As<Float4>(As<Int4>(src0.w) ^ As<Int4>(src1.w));
John Bauman19bac1e2014-05-06 15:23:49 -04001888 }
1889
Alexis Hetuc4f2c292015-08-18 15:43:09 -04001890 void ShaderCore::and(Vector4f &dst, const Vector4f &src0, const Vector4f &src1)
John Bauman19bac1e2014-05-06 15:23:49 -04001891 {
Alexis Hetuc4f2c292015-08-18 15:43:09 -04001892 dst.x = As<Float4>(As<Int4>(src0.x) & As<Int4>(src1.x));
1893 dst.y = As<Float4>(As<Int4>(src0.y) & As<Int4>(src1.y));
1894 dst.z = As<Float4>(As<Int4>(src0.z) & As<Int4>(src1.z));
1895 dst.w = As<Float4>(As<Int4>(src0.w) & As<Int4>(src1.w));
1896 }
1897
1898 void ShaderCore::equal(Vector4f &dst, const Vector4f &src0, const Vector4f &src1)
1899 {
1900 dst.x = As<Float4>(CmpEQ(As<UInt4>(src0.x), As<UInt4>(src1.x)) &
1901 CmpEQ(As<UInt4>(src0.y), As<UInt4>(src1.y)) &
1902 CmpEQ(As<UInt4>(src0.z), As<UInt4>(src1.z)) &
1903 CmpEQ(As<UInt4>(src0.w), As<UInt4>(src1.w)));
1904 dst.y = dst.x;
1905 dst.z = dst.x;
1906 dst.w = dst.x;
1907 }
1908
1909 void ShaderCore::notEqual(Vector4f &dst, const Vector4f &src0, const Vector4f &src1)
1910 {
1911 dst.x = As<Float4>(CmpNEQ(As<UInt4>(src0.x), As<UInt4>(src1.x)) |
1912 CmpNEQ(As<UInt4>(src0.y), As<UInt4>(src1.y)) |
1913 CmpNEQ(As<UInt4>(src0.z), As<UInt4>(src1.z)) |
1914 CmpNEQ(As<UInt4>(src0.w), As<UInt4>(src1.w)));
1915 dst.y = dst.x;
1916 dst.z = dst.x;
1917 dst.w = dst.x;
John Bauman19bac1e2014-05-06 15:23:49 -04001918 }
John Bauman89401822014-05-06 15:04:28 -04001919}