blob: 4ea326063710818f14021604641aef7f15757f92 [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
72 Vector4f::Vector4f()
73 {
74 }
75
76 Vector4f::Vector4f(float x, float y, float z, float w)
77 {
78 this->x = Float4(x);
79 this->y = Float4(y);
80 this->z = Float4(z);
81 this->w = Float4(w);
82 }
83
84 Vector4f::Vector4f(const Vector4f &rhs)
85 {
86 x = rhs.x;
87 y = rhs.y;
88 z = rhs.z;
89 w = rhs.w;
90 }
91
92 Vector4f &Vector4f::operator=(const Vector4f &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 Float4 &Vector4f::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 Float4 exponential2(RValue<Float4> x, bool pp)
116 {
Nicolas Capens41bcdc72018-01-11 21:19:34 -0500117 // This implementation is based on 2^(i + f) = 2^i * 2^f,
118 // where i is the integer part of x and f is the fraction.
Nicolas Capens0bac2852016-05-07 06:09:58 -0400119
Nicolas Capens41bcdc72018-01-11 21:19:34 -0500120 // For 2^i we can put the integer part directly in the exponent of
121 // the IEEE-754 floating-point number. Clamp to prevent overflow
122 // past the representation of infinity.
123 Float4 x0 = x;
John Bauman19bac1e2014-05-06 15:23:49 -0400124 x0 = Min(x0, As<Float4>(Int4(0x43010000))); // 129.00000e+0f
125 x0 = Max(x0, As<Float4>(Int4(0xC2FDFFFF))); // -126.99999e+0f
Nicolas Capens0bac2852016-05-07 06:09:58 -0400126
Nicolas Capens41bcdc72018-01-11 21:19:34 -0500127 Int4 i = RoundInt(x0 - Float4(0.5f));
128 Float4 ii = As<Float4>((i + Int4(127)) << 23); // Add single-precision bias, and shift into exponent.
129
130 // For the fractional part use a polynomial
131 // which approximates 2^f in the 0 to 1 range.
132 Float4 f = x0 - Float4(i);
133 Float4 ff = As<Float4>(Int4(0x3AF61905)); // 1.8775767e-3f
134 ff = ff * f + As<Float4>(Int4(0x3C134806)); // 8.9893397e-3f
135 ff = ff * f + As<Float4>(Int4(0x3D64AA23)); // 5.5826318e-2f
136 ff = ff * f + As<Float4>(Int4(0x3E75EAD4)); // 2.4015361e-1f
137 ff = ff * f + As<Float4>(Int4(0x3F31727B)); // 6.9315308e-1f
138 ff = ff * f + Float4(1.0f);
139
140 return ii * ff;
John Bauman19bac1e2014-05-06 15:23:49 -0400141 }
142
143 Float4 logarithm2(RValue<Float4> x, bool absolute, bool pp)
144 {
145 Float4 x0;
146 Float4 x1;
147 Float4 x2;
148 Float4 x3;
Nicolas Capens0bac2852016-05-07 06:09:58 -0400149
John Bauman19bac1e2014-05-06 15:23:49 -0400150 x0 = x;
Nicolas Capens0bac2852016-05-07 06:09:58 -0400151
John Bauman19bac1e2014-05-06 15:23:49 -0400152 x1 = As<Float4>(As<Int4>(x0) & Int4(0x7F800000));
153 x1 = As<Float4>(As<UInt4>(x1) >> 8);
154 x1 = As<Float4>(As<Int4>(x1) | As<Int4>(Float4(1.0f)));
155 x1 = (x1 - Float4(1.4960938f)) * Float4(256.0f); // FIXME: (x1 - 1.4960938f) * 256.0f;
156 x0 = As<Float4>((As<Int4>(x0) & Int4(0x007FFFFF)) | As<Int4>(Float4(1.0f)));
157
158 x2 = (Float4(9.5428179e-2f) * x0 + Float4(4.7779095e-1f)) * x0 + Float4(1.9782813e-1f);
159 x3 = ((Float4(1.6618466e-2f) * x0 + Float4(2.0350508e-1f)) * x0 + Float4(2.7382900e-1f)) * x0 + Float4(4.0496687e-2f);
160 x2 /= x3;
161
162 x1 += (x0 - Float4(1.0f)) * x2;
Nicolas Capens0bac2852016-05-07 06:09:58 -0400163
Alexis Hetu0b7003b2017-11-13 16:21:11 -0500164 Int4 pos_inf_x = CmpEQ(As<Int4>(x), Int4(0x7F800000));
165 return As<Float4>((pos_inf_x & As<Int4>(x)) | (~pos_inf_x & As<Int4>(x1)));
John Bauman19bac1e2014-05-06 15:23:49 -0400166 }
167
168 Float4 exponential(RValue<Float4> x, bool pp)
169 {
170 // FIXME: Propagate the constant
Alexis Hetu0b7003b2017-11-13 16:21:11 -0500171 return exponential2(Float4(1.44269504f) * x, pp); // 1/ln(2)
John Bauman19bac1e2014-05-06 15:23:49 -0400172 }
173
174 Float4 logarithm(RValue<Float4> x, bool absolute, bool pp)
175 {
176 // FIXME: Propagate the constant
177 return Float4(6.93147181e-1f) * logarithm2(x, absolute, pp); // ln(2)
178 }
179
180 Float4 power(RValue<Float4> x, RValue<Float4> y, bool pp)
181 {
182 Float4 log = logarithm2(x, true, pp);
183 log *= y;
184 return exponential2(log, pp);
185 }
186
Nicolas Capens05b3d662016-02-25 23:58:33 -0500187 Float4 reciprocal(RValue<Float4> x, bool pp, bool finite, bool exactAtPow2)
John Bauman19bac1e2014-05-06 15:23:49 -0400188 {
189 Float4 rcp;
190
191 if(!pp && rcpPrecision >= WHQL)
192 {
193 rcp = Float4(1.0f) / x;
194 }
195 else
196 {
Nicolas Capens05b3d662016-02-25 23:58:33 -0500197 rcp = Rcp_pp(x, exactAtPow2);
John Bauman19bac1e2014-05-06 15:23:49 -0400198
199 if(!pp)
200 {
201 rcp = (rcp + rcp) - (x * rcp * rcp);
202 }
203 }
204
205 if(finite)
206 {
207 int big = 0x7F7FFFFF;
208 rcp = Min(rcp, Float4((float&)big));
209 }
210
211 return rcp;
212 }
213
214 Float4 reciprocalSquareRoot(RValue<Float4> x, bool absolute, bool pp)
215 {
216 Float4 abs = x;
217
218 if(absolute)
219 {
220 abs = Abs(abs);
221 }
222
223 Float4 rsq;
224
Alexis Hetua0ef97a2017-11-13 17:31:20 -0500225 if(!pp)
John Bauman19bac1e2014-05-06 15:23:49 -0400226 {
227 rsq = Float4(1.0f) / Sqrt(abs);
228 }
229 else
230 {
231 rsq = RcpSqrt_pp(abs);
232
233 if(!pp)
234 {
235 rsq = rsq * (Float4(3.0f) - rsq * rsq * abs) * Float4(0.5f);
236 }
John Bauman19bac1e2014-05-06 15:23:49 -0400237
Alexis Hetua0ef97a2017-11-13 17:31:20 -0500238 rsq = As<Float4>(CmpNEQ(As<Int4>(abs), Int4(0x7F800000)) & As<Int4>(rsq));
239 }
John Bauman19bac1e2014-05-06 15:23:49 -0400240
241 return rsq;
242 }
243
244 Float4 modulo(RValue<Float4> x, RValue<Float4> y)
245 {
246 return x - y * Floor(x / y);
247 }
248
249 Float4 sine_pi(RValue<Float4> x, bool pp)
250 {
251 const Float4 A = Float4(-4.05284734e-1f); // -4/pi^2
252 const Float4 B = Float4(1.27323954e+0f); // 4/pi
253 const Float4 C = Float4(7.75160950e-1f);
254 const Float4 D = Float4(2.24839049e-1f);
255
256 // Parabola approximating sine
257 Float4 sin = x * (Abs(x) * A + B);
258
259 // Improve precision from 0.06 to 0.001
260 if(true)
261 {
262 sin = sin * (Abs(sin) * D + C);
263 }
264
265 return sin;
266 }
267
268 Float4 cosine_pi(RValue<Float4> x, bool pp)
269 {
270 // cos(x) = sin(x + pi/2)
271 Float4 y = x + Float4(1.57079632e+0f);
Nicolas Capens0bac2852016-05-07 06:09:58 -0400272
John Bauman19bac1e2014-05-06 15:23:49 -0400273 // Wrap around
274 y -= As<Float4>(CmpNLT(y, Float4(3.14159265e+0f)) & As<Int4>(Float4(6.28318530e+0f)));
275
276 return sine_pi(y, pp);
277 }
278
279 Float4 sine(RValue<Float4> x, bool pp)
280 {
281 // Reduce to [-0.5, 0.5] range
282 Float4 y = x * Float4(1.59154943e-1f); // 1/2pi
283 y = y - Round(y);
284
Alexis Hetu929c6b02017-11-07 16:04:25 -0500285 if(!pp)
286 {
287 // From the paper: "A Fast, Vectorizable Algorithm for Producing Single-Precision Sine-Cosine Pairs"
288 // This implementation passes OpenGL ES 3.0 precision requirements, at the cost of more operations:
289 // !pp : 17 mul, 7 add, 1 sub, 1 reciprocal
290 // pp : 4 mul, 2 add, 2 abs
291
292 Float4 y2 = y * y;
293 Float4 c1 = y2 * (y2 * (y2 * Float4(-0.0204391631f) + Float4(0.2536086171f)) + Float4(-1.2336977925f)) + Float4(1.0f);
294 Float4 s1 = y * (y2 * (y2 * (y2 * Float4(-0.0046075748f) + Float4(0.0796819754f)) + Float4(-0.645963615f)) + Float4(1.5707963235f));
295 Float4 c2 = (c1 * c1) - (s1 * s1);
296 Float4 s2 = Float4(2.0f) * s1 * c1;
297 return Float4(2.0f) * s2 * c2 * reciprocal(s2 * s2 + c2 * c2, pp, true);
298 }
299
John Bauman19bac1e2014-05-06 15:23:49 -0400300 const Float4 A = Float4(-16.0f);
301 const Float4 B = Float4(8.0f);
302 const Float4 C = Float4(7.75160950e-1f);
303 const Float4 D = Float4(2.24839049e-1f);
304
305 // Parabola approximating sine
306 Float4 sin = y * (Abs(y) * A + B);
307
308 // Improve precision from 0.06 to 0.001
309 if(true)
310 {
311 sin = sin * (Abs(sin) * D + C);
312 }
313
314 return sin;
315 }
316
317 Float4 cosine(RValue<Float4> x, bool pp)
318 {
319 // cos(x) = sin(x + pi/2)
320 Float4 y = x + Float4(1.57079632e+0f);
321 return sine(y, pp);
322 }
323
324 Float4 tangent(RValue<Float4> x, bool pp)
325 {
326 return sine(x, pp) / cosine(x, pp);
327 }
328
329 Float4 arccos(RValue<Float4> x, bool pp)
330 {
331 // pi/2 - arcsin(x)
332 return Float4(1.57079632e+0f) - arcsin(x);
333 }
334
335 Float4 arcsin(RValue<Float4> x, bool pp)
336 {
Alexis Hetu1728dde2017-11-08 13:43:16 -0500337 if(false) // Simpler implementation fails even lowp precision tests
338 {
339 // x*(pi/2-sqrt(1-x*x)*pi/5)
340 return x * (Float4(1.57079632e+0f) - Sqrt(Float4(1.0f) - x*x) * Float4(6.28318531e-1f));
341 }
342 else
343 {
344 // From 4.4.45, page 81 of the Handbook of Mathematical Functions, by Milton Abramowitz and Irene Stegun
345 const Float4 half_pi(1.57079632f);
346 const Float4 a0(1.5707288f);
347 const Float4 a1(-0.2121144f);
348 const Float4 a2(0.0742610f);
349 const Float4 a3(-0.0187293f);
350 Float4 absx = Abs(x);
351 return As<Float4>(As<Int4>(half_pi - Sqrt(Float4(1.0f) - absx) * (a0 + absx * (a1 + absx * (a2 + absx * a3)))) ^
352 (As<Int4>(x) & Int4(0x80000000)));
353 }
354 }
355
356 // Approximation of atan in [0..1]
357 Float4 arctan_01(Float4 x, bool pp)
358 {
359 if(pp)
360 {
361 return x * (Float4(-0.27f) * x + Float4(1.05539816f));
362 }
363 else
364 {
365 // From 4.4.49, page 81 of the Handbook of Mathematical Functions, by Milton Abramowitz and Irene Stegun
366 const Float4 a2(-0.3333314528f);
367 const Float4 a4(0.1999355085f);
368 const Float4 a6(-0.1420889944f);
369 const Float4 a8(0.1065626393f);
370 const Float4 a10(-0.0752896400f);
371 const Float4 a12(0.0429096138f);
372 const Float4 a14(-0.0161657367f);
373 const Float4 a16(0.0028662257f);
374 Float4 x2 = x * x;
375 return (x + x * (x2 * (a2 + x2 * (a4 + x2 * (a6 + x2 * (a8 + x2 * (a10 + x2 * (a12 + x2 * (a14 + x2 * a16)))))))));
376 }
John Bauman19bac1e2014-05-06 15:23:49 -0400377 }
378
379 Float4 arctan(RValue<Float4> x, bool pp)
380 {
Alexis Hetu1728dde2017-11-08 13:43:16 -0500381 Float4 absx = Abs(x);
382 Int4 O = CmpNLT(absx, Float4(1.0f));
383 Float4 y = As<Float4>((O & As<Int4>(Float4(1.0f) / absx)) | (~O & As<Int4>(absx))); // FIXME: Vector select
John Bauman19bac1e2014-05-06 15:23:49 -0400384
Alexis Hetu1728dde2017-11-08 13:43:16 -0500385 const Float4 half_pi(1.57079632f);
386 Float4 theta = arctan_01(y, pp);
387 return As<Float4>(((O & As<Int4>(half_pi - theta)) | (~O & As<Int4>(theta))) ^ // FIXME: Vector select
388 (As<Int4>(x) & Int4(0x80000000)));
John Bauman19bac1e2014-05-06 15:23:49 -0400389 }
390
391 Float4 arctan(RValue<Float4> y, RValue<Float4> x, bool pp)
392 {
Alexis Hetu1728dde2017-11-08 13:43:16 -0500393 const Float4 pi(3.14159265f); // pi
394 const Float4 minus_pi(-3.14159265f); // -pi
395 const Float4 half_pi(1.57079632f); // pi/2
396 const Float4 quarter_pi(7.85398163e-1f); // pi/4
397
John Bauman19bac1e2014-05-06 15:23:49 -0400398 // Rotate to upper semicircle when in lower semicircle
399 Int4 S = CmpLT(y, Float4(0.0f));
Alexis Hetu1728dde2017-11-08 13:43:16 -0500400 Float4 theta = As<Float4>(S & As<Int4>(minus_pi));
John Bauman19bac1e2014-05-06 15:23:49 -0400401 Float4 x0 = As<Float4>((As<Int4>(y) & Int4(0x80000000)) ^ As<Int4>(x));
402 Float4 y0 = Abs(y);
403
404 // Rotate to right quadrant when in left quadrant
Alexis Hetu596f6532018-05-15 14:07:19 -0400405 Int4 Q = CmpLT(x0, Float4(0.0f));
Alexis Hetu1728dde2017-11-08 13:43:16 -0500406 theta += As<Float4>(Q & As<Int4>(half_pi));
407 Float4 x1 = As<Float4>((Q & As<Int4>(y0)) | (~Q & As<Int4>(x0))); // FIXME: Vector select
408 Float4 y1 = As<Float4>((Q & As<Int4>(-x0)) | (~Q & As<Int4>(y0))); // FIXME: Vector select
John Bauman19bac1e2014-05-06 15:23:49 -0400409
Alexis Hetu1728dde2017-11-08 13:43:16 -0500410 // Mirror to first octant when in second octant
Alexis Hetu596f6532018-05-15 14:07:19 -0400411 Int4 O = CmpNLT(y1, x1);
Alexis Hetu1728dde2017-11-08 13:43:16 -0500412 Float4 x2 = As<Float4>((O & As<Int4>(y1)) | (~O & As<Int4>(x1))); // FIXME: Vector select
413 Float4 y2 = As<Float4>((O & As<Int4>(x1)) | (~O & As<Int4>(y1))); // FIXME: Vector select
John Bauman19bac1e2014-05-06 15:23:49 -0400414
415 // Approximation of atan in [0..1]
Alexis Hetu1728dde2017-11-08 13:43:16 -0500416 Int4 zero_x = CmpEQ(x2, Float4(0.0f));
417 Int4 inf_y = IsInf(y2); // Since x2 >= y2, this means x2 == y2 == inf, so we use 45 degrees or pi/4
418 Float4 atan2_theta = arctan_01(y2 / x2, pp);
Alexis Hetu596f6532018-05-15 14:07:19 -0400419 theta += As<Float4>((~zero_x & ~inf_y & ((O & As<Int4>(half_pi - atan2_theta)) | (~O & (As<Int4>(atan2_theta))))) | // FIXME: Vector select
Alexis Hetu1728dde2017-11-08 13:43:16 -0500420 (inf_y & As<Int4>(quarter_pi)));
John Bauman19bac1e2014-05-06 15:23:49 -0400421
Alexis Hetu1728dde2017-11-08 13:43:16 -0500422 // Recover loss of precision for tiny theta angles
423 Int4 precision_loss = S & Q & O & ~inf_y; // This combination results in (-pi + half_pi + half_pi - atan2_theta) which is equivalent to -atan2_theta
424 return As<Float4>((precision_loss & As<Int4>(-atan2_theta)) | (~precision_loss & As<Int4>(theta))); // FIXME: Vector select
John Bauman19bac1e2014-05-06 15:23:49 -0400425 }
426
Alexis Hetu8b5f3ef2015-04-16 11:33:34 -0400427 Float4 sineh(RValue<Float4> x, bool pp)
428 {
429 return (exponential(x, pp) - exponential(-x, pp)) * Float4(0.5f);
430 }
431
432 Float4 cosineh(RValue<Float4> x, bool pp)
433 {
434 return (exponential(x, pp) + exponential(-x, pp)) * Float4(0.5f);
435 }
436
437 Float4 tangenth(RValue<Float4> x, bool pp)
438 {
439 Float4 e_x = exponential(x, pp);
440 Float4 e_minus_x = exponential(-x, pp);
441 return (e_x - e_minus_x) / (e_x + e_minus_x);
442 }
443
444 Float4 arccosh(RValue<Float4> x, bool pp)
445 {
446 return logarithm(x + Sqrt(x + Float4(1.0f)) * Sqrt(x - Float4(1.0f)), pp);
447 }
448
449 Float4 arcsinh(RValue<Float4> x, bool pp)
450 {
451 return logarithm(x + Sqrt(x * x + Float4(1.0f)), pp);
452 }
453
454 Float4 arctanh(RValue<Float4> x, bool pp)
455 {
456 return logarithm((Float4(1.0f) + x) / (Float4(1.0f) - x), pp) * Float4(0.5f);
457 }
458
Alexis Hetuecad5192015-06-05 13:42:05 -0400459 Float4 dot2(const Vector4f &v0, const Vector4f &v1)
John Bauman19bac1e2014-05-06 15:23:49 -0400460 {
461 return v0.x * v1.x + v0.y * v1.y;
462 }
463
Alexis Hetuecad5192015-06-05 13:42:05 -0400464 Float4 dot3(const Vector4f &v0, const Vector4f &v1)
John Bauman19bac1e2014-05-06 15:23:49 -0400465 {
466 return v0.x * v1.x + v0.y * v1.y + v0.z * v1.z;
467 }
468
Alexis Hetuecad5192015-06-05 13:42:05 -0400469 Float4 dot4(const Vector4f &v0, const Vector4f &v1)
John Bauman19bac1e2014-05-06 15:23:49 -0400470 {
471 return v0.x * v1.x + v0.y * v1.y + v0.z * v1.z + v0.w * v1.w;
472 }
473
474 void transpose4x4(Short4 &row0, Short4 &row1, Short4 &row2, Short4 &row3)
475 {
476 Int2 tmp0 = UnpackHigh(row0, row1);
477 Int2 tmp1 = UnpackHigh(row2, row3);
478 Int2 tmp2 = UnpackLow(row0, row1);
479 Int2 tmp3 = UnpackLow(row2, row3);
480
Nicolas Capens45f187a2016-12-02 15:30:56 -0500481 row0 = UnpackLow(tmp2, tmp3);
482 row1 = UnpackHigh(tmp2, tmp3);
483 row2 = UnpackLow(tmp0, tmp1);
484 row3 = UnpackHigh(tmp0, tmp1);
John Bauman19bac1e2014-05-06 15:23:49 -0400485 }
486
Nicolas Capense4a88b92017-11-30 00:14:57 -0500487 void transpose4x3(Short4 &row0, Short4 &row1, Short4 &row2, Short4 &row3)
488 {
489 Int2 tmp0 = UnpackHigh(row0, row1);
490 Int2 tmp1 = UnpackHigh(row2, row3);
491 Int2 tmp2 = UnpackLow(row0, row1);
492 Int2 tmp3 = UnpackLow(row2, row3);
493
494 row0 = UnpackLow(tmp2, tmp3);
495 row1 = UnpackHigh(tmp2, tmp3);
496 row2 = UnpackLow(tmp0, tmp1);
497 }
498
John Bauman19bac1e2014-05-06 15:23:49 -0400499 void transpose4x4(Float4 &row0, Float4 &row1, Float4 &row2, Float4 &row3)
500 {
501 Float4 tmp0 = UnpackLow(row0, row1);
502 Float4 tmp1 = UnpackLow(row2, row3);
503 Float4 tmp2 = UnpackHigh(row0, row1);
504 Float4 tmp3 = UnpackHigh(row2, row3);
505
506 row0 = Float4(tmp0.xy, tmp1.xy);
507 row1 = Float4(tmp0.zw, tmp1.zw);
508 row2 = Float4(tmp2.xy, tmp3.xy);
509 row3 = Float4(tmp2.zw, tmp3.zw);
510 }
511
512 void transpose4x3(Float4 &row0, Float4 &row1, Float4 &row2, Float4 &row3)
513 {
514 Float4 tmp0 = UnpackLow(row0, row1);
515 Float4 tmp1 = UnpackLow(row2, row3);
516 Float4 tmp2 = UnpackHigh(row0, row1);
517 Float4 tmp3 = UnpackHigh(row2, row3);
518
519 row0 = Float4(tmp0.xy, tmp1.xy);
520 row1 = Float4(tmp0.zw, tmp1.zw);
521 row2 = Float4(tmp2.xy, tmp3.xy);
522 }
523
524 void transpose4x2(Float4 &row0, Float4 &row1, Float4 &row2, Float4 &row3)
525 {
526 Float4 tmp0 = UnpackLow(row0, row1);
527 Float4 tmp1 = UnpackLow(row2, row3);
528
529 row0 = Float4(tmp0.xy, tmp1.xy);
530 row1 = Float4(tmp0.zw, tmp1.zw);
531 }
532
533 void transpose4x1(Float4 &row0, Float4 &row1, Float4 &row2, Float4 &row3)
534 {
535 Float4 tmp0 = UnpackLow(row0, row1);
536 Float4 tmp1 = UnpackLow(row2, row3);
537
538 row0 = Float4(tmp0.xy, tmp1.xy);
539 }
540
541 void transpose2x4(Float4 &row0, Float4 &row1, Float4 &row2, Float4 &row3)
542 {
Nicolas Capens54ac5e82016-12-09 14:07:50 -0500543 Float4 tmp01 = UnpackLow(row0, row1);
544 Float4 tmp23 = UnpackHigh(row0, row1);
John Bauman19bac1e2014-05-06 15:23:49 -0400545
Nicolas Capens54ac5e82016-12-09 14:07:50 -0500546 row0 = tmp01;
547 row1 = Float4(tmp01.zw, row1.zw);
548 row2 = tmp23;
549 row3 = Float4(tmp23.zw, row3.zw);
John Bauman19bac1e2014-05-06 15:23:49 -0400550 }
551
552 void transpose4xN(Float4 &row0, Float4 &row1, Float4 &row2, Float4 &row3, int N)
553 {
554 switch(N)
555 {
556 case 1: transpose4x1(row0, row1, row2, row3); break;
557 case 2: transpose4x2(row0, row1, row2, row3); break;
558 case 3: transpose4x3(row0, row1, row2, row3); break;
559 case 4: transpose4x4(row0, row1, row2, row3); break;
560 }
561 }
562
Nicolas Capens5bff4052018-05-28 13:18:59 -0400563 const Vector4f RegisterFile::operator[](RValue<Int4> index)
564 {
565 ASSERT(indirectAddressable);
566
567 Int index0 = Extract(index, 0);
568 Int index1 = Extract(index, 1);
569 Int index2 = Extract(index, 2);
570 Int index3 = Extract(index, 3);
571
572 Vector4f r;
573
574 r.x.x = Extract(x[0][index0], 0);
575 r.x.y = Extract(x[0][index1], 1);
576 r.x.z = Extract(x[0][index2], 2);
577 r.x.w = Extract(x[0][index3], 3);
578
579 r.y.x = Extract(y[0][index0], 0);
580 r.y.y = Extract(y[0][index1], 1);
581 r.y.z = Extract(y[0][index2], 2);
582 r.y.w = Extract(y[0][index3], 3);
583
584 r.z.x = Extract(z[0][index0], 0);
585 r.z.y = Extract(z[0][index1], 1);
586 r.z.z = Extract(z[0][index2], 2);
587 r.z.w = Extract(z[0][index3], 3);
588
589 r.w.x = Extract(w[0][index0], 0);
590 r.w.y = Extract(w[0][index1], 1);
591 r.w.z = Extract(w[0][index2], 2);
592 r.w.w = Extract(w[0][index3], 3);
593
594 return r;
595 }
596
597 void RegisterFile::scatter_x(Int4 index, RValue<Float4> r)
598 {
599 ASSERT(indirectAddressable);
600
601 Int index0 = Extract(index, 0);
602 Int index1 = Extract(index, 1);
603 Int index2 = Extract(index, 2);
604 Int index3 = Extract(index, 3);
605
606 x[0][index0] = Insert(x[0][index0], Extract(r, 0), 0);
607 x[0][index1] = Insert(x[0][index1], Extract(r, 1), 1);
608 x[0][index2] = Insert(x[0][index2], Extract(r, 2), 2);
609 x[0][index3] = Insert(x[0][index3], Extract(r, 3), 3);
610 }
611
612 void RegisterFile::scatter_y(Int4 index, RValue<Float4> r)
613 {
614 ASSERT(indirectAddressable);
615
616 Int index0 = Extract(index, 0);
617 Int index1 = Extract(index, 1);
618 Int index2 = Extract(index, 2);
619 Int index3 = Extract(index, 3);
620
621 y[0][index0] = Insert(y[0][index0], Extract(r, 0), 0);
622 y[0][index1] = Insert(y[0][index1], Extract(r, 1), 1);
623 y[0][index2] = Insert(y[0][index2], Extract(r, 2), 2);
624 y[0][index3] = Insert(y[0][index3], Extract(r, 3), 3);
625 }
626
627 void RegisterFile::scatter_z(Int4 index, RValue<Float4> r)
628 {
629 ASSERT(indirectAddressable);
630
631 Int index0 = Extract(index, 0);
632 Int index1 = Extract(index, 1);
633 Int index2 = Extract(index, 2);
634 Int index3 = Extract(index, 3);
635
636 z[0][index0] = Insert(z[0][index0], Extract(r, 0), 0);
637 z[0][index1] = Insert(z[0][index1], Extract(r, 1), 1);
638 z[0][index2] = Insert(z[0][index2], Extract(r, 2), 2);
639 z[0][index3] = Insert(z[0][index3], Extract(r, 3), 3);
640 }
641
642 void RegisterFile::scatter_w(Int4 index, RValue<Float4> r)
643 {
644 ASSERT(indirectAddressable);
645
646 Int index0 = Extract(index, 0);
647 Int index1 = Extract(index, 1);
648 Int index2 = Extract(index, 2);
649 Int index3 = Extract(index, 3);
650
651 w[0][index0] = Insert(w[0][index0], Extract(r, 0), 0);
652 w[0][index1] = Insert(w[0][index1], Extract(r, 1), 1);
653 w[0][index2] = Insert(w[0][index2], Extract(r, 2), 2);
654 w[0][index3] = Insert(w[0][index3], Extract(r, 3), 3);
655 }
656
Alexis Hetu02a2bb82015-08-20 14:10:33 -0400657 void ShaderCore::mov(Vector4f &dst, const Vector4f &src, bool integerDestination)
John Bauman89401822014-05-06 15:04:28 -0400658 {
Alexis Hetu02a2bb82015-08-20 14:10:33 -0400659 if(integerDestination)
John Bauman89401822014-05-06 15:04:28 -0400660 {
Alexis Hetu02a2bb82015-08-20 14:10:33 -0400661 dst.x = As<Float4>(RoundInt(src.x));
662 dst.y = As<Float4>(RoundInt(src.y));
663 dst.z = As<Float4>(RoundInt(src.z));
664 dst.w = As<Float4>(RoundInt(src.w));
John Bauman89401822014-05-06 15:04:28 -0400665 }
666 else
667 {
668 dst = src;
669 }
670 }
671
Alexis Hetuc4f2c292015-08-18 15:43:09 -0400672 void ShaderCore::neg(Vector4f &dst, const Vector4f &src)
673 {
674 dst.x = -src.x;
675 dst.y = -src.y;
676 dst.z = -src.z;
677 dst.w = -src.w;
678 }
679
680 void ShaderCore::ineg(Vector4f &dst, const Vector4f &src)
681 {
682 dst.x = As<Float4>(-As<Int4>(src.x));
683 dst.y = As<Float4>(-As<Int4>(src.y));
684 dst.z = As<Float4>(-As<Int4>(src.z));
685 dst.w = As<Float4>(-As<Int4>(src.w));
686 }
687
Alexis Hetuecad5192015-06-05 13:42:05 -0400688 void ShaderCore::f2b(Vector4f &dst, const Vector4f &src)
John Bauman19bac1e2014-05-06 15:23:49 -0400689 {
690 dst.x = As<Float4>(CmpNEQ(src.x, Float4(0.0f)));
691 dst.y = As<Float4>(CmpNEQ(src.y, Float4(0.0f)));
692 dst.z = As<Float4>(CmpNEQ(src.z, Float4(0.0f)));
693 dst.w = As<Float4>(CmpNEQ(src.w, Float4(0.0f)));
694 }
695
Alexis Hetuecad5192015-06-05 13:42:05 -0400696 void ShaderCore::b2f(Vector4f &dst, const Vector4f &src)
John Bauman19bac1e2014-05-06 15:23:49 -0400697 {
698 dst.x = As<Float4>(As<Int4>(src.x) & As<Int4>(Float4(1.0f)));
699 dst.y = As<Float4>(As<Int4>(src.y) & As<Int4>(Float4(1.0f)));
700 dst.z = As<Float4>(As<Int4>(src.z) & As<Int4>(Float4(1.0f)));
701 dst.w = As<Float4>(As<Int4>(src.w) & As<Int4>(Float4(1.0f)));
702 }
703
Alexis Hetuc4f2c292015-08-18 15:43:09 -0400704 void ShaderCore::f2i(Vector4f &dst, const Vector4f &src)
705 {
706 dst.x = As<Float4>(Int4(src.x));
707 dst.y = As<Float4>(Int4(src.y));
708 dst.z = As<Float4>(Int4(src.z));
709 dst.w = As<Float4>(Int4(src.w));
710 }
711
712 void ShaderCore::i2f(Vector4f &dst, const Vector4f &src)
713 {
714 dst.x = Float4(As<Int4>(src.x));
715 dst.y = Float4(As<Int4>(src.y));
716 dst.z = Float4(As<Int4>(src.z));
717 dst.w = Float4(As<Int4>(src.w));
718 }
719
720 void ShaderCore::f2u(Vector4f &dst, const Vector4f &src)
721 {
722 dst.x = As<Float4>(UInt4(src.x));
723 dst.y = As<Float4>(UInt4(src.y));
724 dst.z = As<Float4>(UInt4(src.z));
725 dst.w = As<Float4>(UInt4(src.w));
726 }
727
728 void ShaderCore::u2f(Vector4f &dst, const Vector4f &src)
729 {
730 dst.x = Float4(As<UInt4>(src.x));
731 dst.y = Float4(As<UInt4>(src.y));
732 dst.z = Float4(As<UInt4>(src.z));
733 dst.w = Float4(As<UInt4>(src.w));
734 }
735
736 void ShaderCore::i2b(Vector4f &dst, const Vector4f &src)
737 {
738 dst.x = As<Float4>(CmpNEQ(As<Int4>(src.x), Int4(0)));
739 dst.y = As<Float4>(CmpNEQ(As<Int4>(src.y), Int4(0)));
740 dst.z = As<Float4>(CmpNEQ(As<Int4>(src.z), Int4(0)));
741 dst.w = As<Float4>(CmpNEQ(As<Int4>(src.w), Int4(0)));
742 }
743
744 void ShaderCore::b2i(Vector4f &dst, const Vector4f &src)
745 {
746 dst.x = As<Float4>(As<Int4>(src.x) & Int4(1));
747 dst.y = As<Float4>(As<Int4>(src.y) & Int4(1));
748 dst.z = As<Float4>(As<Int4>(src.z) & Int4(1));
749 dst.w = As<Float4>(As<Int4>(src.w) & Int4(1));
750 }
751
Alexis Hetuecad5192015-06-05 13:42:05 -0400752 void ShaderCore::add(Vector4f &dst, const Vector4f &src0, const Vector4f &src1)
John Bauman89401822014-05-06 15:04:28 -0400753 {
754 dst.x = src0.x + src1.x;
755 dst.y = src0.y + src1.y;
756 dst.z = src0.z + src1.z;
757 dst.w = src0.w + src1.w;
758 }
759
Alexis Hetuc4f2c292015-08-18 15:43:09 -0400760 void ShaderCore::iadd(Vector4f &dst, const Vector4f &src0, const Vector4f &src1)
761 {
762 dst.x = As<Float4>(As<Int4>(src0.x) + As<Int4>(src1.x));
763 dst.y = As<Float4>(As<Int4>(src0.y) + As<Int4>(src1.y));
764 dst.z = As<Float4>(As<Int4>(src0.z) + As<Int4>(src1.z));
765 dst.w = As<Float4>(As<Int4>(src0.w) + As<Int4>(src1.w));
766 }
767
Alexis Hetuecad5192015-06-05 13:42:05 -0400768 void ShaderCore::sub(Vector4f &dst, const Vector4f &src0, const Vector4f &src1)
John Bauman89401822014-05-06 15:04:28 -0400769 {
770 dst.x = src0.x - src1.x;
771 dst.y = src0.y - src1.y;
772 dst.z = src0.z - src1.z;
773 dst.w = src0.w - src1.w;
774 }
775
Alexis Hetuc4f2c292015-08-18 15:43:09 -0400776 void ShaderCore::isub(Vector4f &dst, const Vector4f &src0, const Vector4f &src1)
777 {
778 dst.x = As<Float4>(As<Int4>(src0.x) - As<Int4>(src1.x));
779 dst.y = As<Float4>(As<Int4>(src0.y) - As<Int4>(src1.y));
780 dst.z = As<Float4>(As<Int4>(src0.z) - As<Int4>(src1.z));
781 dst.w = As<Float4>(As<Int4>(src0.w) - As<Int4>(src1.w));
782 }
783
Alexis Hetuecad5192015-06-05 13:42:05 -0400784 void ShaderCore::mad(Vector4f &dst, const Vector4f &src0, const Vector4f &src1, const Vector4f &src2)
John Bauman89401822014-05-06 15:04:28 -0400785 {
786 dst.x = src0.x * src1.x + src2.x;
787 dst.y = src0.y * src1.y + src2.y;
788 dst.z = src0.z * src1.z + src2.z;
789 dst.w = src0.w * src1.w + src2.w;
790 }
791
Alexis Hetuc4f2c292015-08-18 15:43:09 -0400792 void ShaderCore::imad(Vector4f &dst, const Vector4f &src0, const Vector4f &src1, const Vector4f &src2)
793 {
794 dst.x = As<Float4>(As<Int4>(src0.x) * As<Int4>(src1.x) + As<Int4>(src2.x));
795 dst.y = As<Float4>(As<Int4>(src0.y) * As<Int4>(src1.y) + As<Int4>(src2.y));
796 dst.z = As<Float4>(As<Int4>(src0.z) * As<Int4>(src1.z) + As<Int4>(src2.z));
797 dst.w = As<Float4>(As<Int4>(src0.w) * As<Int4>(src1.w) + As<Int4>(src2.w));
798 }
799
Alexis Hetuecad5192015-06-05 13:42:05 -0400800 void ShaderCore::mul(Vector4f &dst, const Vector4f &src0, const Vector4f &src1)
John Bauman89401822014-05-06 15:04:28 -0400801 {
802 dst.x = src0.x * src1.x;
803 dst.y = src0.y * src1.y;
804 dst.z = src0.z * src1.z;
805 dst.w = src0.w * src1.w;
806 }
807
Alexis Hetuc4f2c292015-08-18 15:43:09 -0400808 void ShaderCore::imul(Vector4f &dst, const Vector4f &src0, const Vector4f &src1)
809 {
810 dst.x = As<Float4>(As<Int4>(src0.x) * As<Int4>(src1.x));
811 dst.y = As<Float4>(As<Int4>(src0.y) * As<Int4>(src1.y));
812 dst.z = As<Float4>(As<Int4>(src0.z) * As<Int4>(src1.z));
813 dst.w = As<Float4>(As<Int4>(src0.w) * As<Int4>(src1.w));
814 }
815
Alexis Hetuecad5192015-06-05 13:42:05 -0400816 void ShaderCore::rcpx(Vector4f &dst, const Vector4f &src, bool pp)
John Bauman89401822014-05-06 15:04:28 -0400817 {
Nicolas Capensaf13df42018-01-09 16:27:15 -0500818 Float4 rcp = reciprocal(src.x, pp, true, true);
John Bauman89401822014-05-06 15:04:28 -0400819
820 dst.x = rcp;
821 dst.y = rcp;
822 dst.z = rcp;
823 dst.w = rcp;
824 }
825
Alexis Hetuecad5192015-06-05 13:42:05 -0400826 void ShaderCore::div(Vector4f &dst, const Vector4f &src0, const Vector4f &src1)
John Bauman19bac1e2014-05-06 15:23:49 -0400827 {
828 dst.x = src0.x / src1.x;
829 dst.y = src0.y / src1.y;
830 dst.z = src0.z / src1.z;
831 dst.w = src0.w / src1.w;
832 }
833
Alexis Hetuc4f2c292015-08-18 15:43:09 -0400834 void ShaderCore::idiv(Vector4f &dst, const Vector4f &src0, const Vector4f &src1)
835 {
836 Float4 intMax(As<Float4>(Int4(INT_MAX)));
837 cmp0i(dst.x, src1.x, intMax, src1.x);
838 dst.x = As<Float4>(As<Int4>(src0.x) / As<Int4>(dst.x));
839 cmp0i(dst.y, src1.y, intMax, src1.y);
840 dst.y = As<Float4>(As<Int4>(src0.y) / As<Int4>(dst.y));
841 cmp0i(dst.z, src1.z, intMax, src1.z);
842 dst.z = As<Float4>(As<Int4>(src0.z) / As<Int4>(dst.z));
843 cmp0i(dst.w, src1.w, intMax, src1.w);
844 dst.w = As<Float4>(As<Int4>(src0.w) / As<Int4>(dst.w));
845 }
846
847 void ShaderCore::udiv(Vector4f &dst, const Vector4f &src0, const Vector4f &src1)
848 {
849 Float4 uintMax(As<Float4>(UInt4(UINT_MAX)));
850 cmp0i(dst.x, src1.x, uintMax, src1.x);
851 dst.x = As<Float4>(As<UInt4>(src0.x) / As<UInt4>(dst.x));
852 cmp0i(dst.y, src1.y, uintMax, src1.y);
853 dst.y = As<Float4>(As<UInt4>(src0.y) / As<UInt4>(dst.y));
854 cmp0i(dst.z, src1.z, uintMax, src1.z);
855 dst.z = As<Float4>(As<UInt4>(src0.z) / As<UInt4>(dst.z));
856 cmp0i(dst.w, src1.w, uintMax, src1.w);
857 dst.w = As<Float4>(As<UInt4>(src0.w) / As<UInt4>(dst.w));
858 }
859
Alexis Hetuecad5192015-06-05 13:42:05 -0400860 void ShaderCore::mod(Vector4f &dst, const Vector4f &src0, const Vector4f &src1)
John Bauman19bac1e2014-05-06 15:23:49 -0400861 {
862 dst.x = modulo(src0.x, src1.x);
863 dst.y = modulo(src0.y, src1.y);
864 dst.z = modulo(src0.z, src1.z);
865 dst.w = modulo(src0.w, src1.w);
866 }
867
Alexis Hetuc4f2c292015-08-18 15:43:09 -0400868 void ShaderCore::imod(Vector4f &dst, const Vector4f &src0, const Vector4f &src1)
869 {
Alexis Hetu28958102017-10-02 13:48:19 -0400870 Float4 intMax(As<Float4>(Int4(INT_MAX)));
871 cmp0i(dst.x, src1.x, intMax, src1.x);
Alexis Hetuc4f2c292015-08-18 15:43:09 -0400872 dst.x = As<Float4>(As<Int4>(src0.x) % As<Int4>(dst.x));
Alexis Hetu28958102017-10-02 13:48:19 -0400873 cmp0i(dst.y, src1.y, intMax, src1.y);
Alexis Hetuc4f2c292015-08-18 15:43:09 -0400874 dst.y = As<Float4>(As<Int4>(src0.y) % As<Int4>(dst.y));
Alexis Hetu28958102017-10-02 13:48:19 -0400875 cmp0i(dst.z, src1.z, intMax, src1.z);
Alexis Hetuc4f2c292015-08-18 15:43:09 -0400876 dst.z = As<Float4>(As<Int4>(src0.z) % As<Int4>(dst.z));
Alexis Hetu28958102017-10-02 13:48:19 -0400877 cmp0i(dst.w, src1.w, intMax, src1.w);
Alexis Hetuc4f2c292015-08-18 15:43:09 -0400878 dst.w = As<Float4>(As<Int4>(src0.w) % As<Int4>(dst.w));
879 }
Alexis Hetu28958102017-10-02 13:48:19 -0400880
Alexis Hetuc4f2c292015-08-18 15:43:09 -0400881 void ShaderCore::umod(Vector4f &dst, const Vector4f &src0, const Vector4f &src1)
882 {
Alexis Hetu28958102017-10-02 13:48:19 -0400883 Float4 uintMax(As<Float4>(UInt4(UINT_MAX)));
884 cmp0i(dst.x, src1.x, uintMax, src1.x);
Alexis Hetuc4f2c292015-08-18 15:43:09 -0400885 dst.x = As<Float4>(As<UInt4>(src0.x) % As<UInt4>(dst.x));
Alexis Hetu28958102017-10-02 13:48:19 -0400886 cmp0i(dst.y, src1.y, uintMax, src1.y);
Alexis Hetuc4f2c292015-08-18 15:43:09 -0400887 dst.y = As<Float4>(As<UInt4>(src0.y) % As<UInt4>(dst.y));
Alexis Hetu28958102017-10-02 13:48:19 -0400888 cmp0i(dst.z, src1.z, uintMax, src1.z);
Alexis Hetuc4f2c292015-08-18 15:43:09 -0400889 dst.z = As<Float4>(As<UInt4>(src0.z) % As<UInt4>(dst.z));
Alexis Hetu28958102017-10-02 13:48:19 -0400890 cmp0i(dst.w, src1.w, uintMax, src1.w);
Alexis Hetuc4f2c292015-08-18 15:43:09 -0400891 dst.w = As<Float4>(As<UInt4>(src0.w) % As<UInt4>(dst.w));
892 }
893
894 void ShaderCore::shl(Vector4f &dst, const Vector4f &src0, const Vector4f &src1)
895 {
896 dst.x = As<Float4>(As<Int4>(src0.x) << As<Int4>(src1.x));
897 dst.y = As<Float4>(As<Int4>(src0.y) << As<Int4>(src1.y));
898 dst.z = As<Float4>(As<Int4>(src0.z) << As<Int4>(src1.z));
899 dst.w = As<Float4>(As<Int4>(src0.w) << As<Int4>(src1.w));
900 }
901
902 void ShaderCore::ishr(Vector4f &dst, const Vector4f &src0, const Vector4f &src1)
903 {
904 dst.x = As<Float4>(As<Int4>(src0.x) >> As<Int4>(src1.x));
905 dst.y = As<Float4>(As<Int4>(src0.y) >> As<Int4>(src1.y));
906 dst.z = As<Float4>(As<Int4>(src0.z) >> As<Int4>(src1.z));
907 dst.w = As<Float4>(As<Int4>(src0.w) >> As<Int4>(src1.w));
908 }
909
910 void ShaderCore::ushr(Vector4f &dst, const Vector4f &src0, const Vector4f &src1)
911 {
912 dst.x = As<Float4>(As<UInt4>(src0.x) >> As<UInt4>(src1.x));
913 dst.y = As<Float4>(As<UInt4>(src0.y) >> As<UInt4>(src1.y));
914 dst.z = As<Float4>(As<UInt4>(src0.z) >> As<UInt4>(src1.z));
915 dst.w = As<Float4>(As<UInt4>(src0.w) >> As<UInt4>(src1.w));
916 }
917
Alexis Hetuecad5192015-06-05 13:42:05 -0400918 void ShaderCore::rsqx(Vector4f &dst, const Vector4f &src, bool pp)
John Bauman89401822014-05-06 15:04:28 -0400919 {
920 Float4 rsq = reciprocalSquareRoot(src.x, true, pp);
921
John Bauman19bac1e2014-05-06 15:23:49 -0400922 dst.x = rsq;
923 dst.y = rsq;
924 dst.z = rsq;
925 dst.w = rsq;
John Bauman89401822014-05-06 15:04:28 -0400926 }
927
Alexis Hetuecad5192015-06-05 13:42:05 -0400928 void ShaderCore::sqrt(Vector4f &dst, const Vector4f &src, bool pp)
John Bauman19bac1e2014-05-06 15:23:49 -0400929 {
930 dst.x = Sqrt(src.x);
931 dst.y = Sqrt(src.y);
932 dst.z = Sqrt(src.z);
933 dst.w = Sqrt(src.w);
934 }
935
Alexis Hetuecad5192015-06-05 13:42:05 -0400936 void ShaderCore::rsq(Vector4f &dst, const Vector4f &src, bool pp)
John Bauman19bac1e2014-05-06 15:23:49 -0400937 {
938 dst.x = reciprocalSquareRoot(src.x, false, pp);
939 dst.y = reciprocalSquareRoot(src.y, false, pp);
940 dst.z = reciprocalSquareRoot(src.z, false, pp);
941 dst.w = reciprocalSquareRoot(src.w, false, pp);
942 }
943
Alexis Hetuecad5192015-06-05 13:42:05 -0400944 void ShaderCore::len2(Float4 &dst, const Vector4f &src, bool pp)
John Bauman19bac1e2014-05-06 15:23:49 -0400945 {
946 dst = Sqrt(dot2(src, src));
947 }
948
Alexis Hetuecad5192015-06-05 13:42:05 -0400949 void ShaderCore::len3(Float4 &dst, const Vector4f &src, bool pp)
John Bauman19bac1e2014-05-06 15:23:49 -0400950 {
951 dst = Sqrt(dot3(src, src));
952 }
953
Alexis Hetuecad5192015-06-05 13:42:05 -0400954 void ShaderCore::len4(Float4 &dst, const Vector4f &src, bool pp)
John Bauman19bac1e2014-05-06 15:23:49 -0400955 {
956 dst = Sqrt(dot4(src, src));
957 }
958
Alexis Hetuecad5192015-06-05 13:42:05 -0400959 void ShaderCore::dist1(Float4 &dst, const Vector4f &src0, const Vector4f &src1, bool pp)
John Bauman19bac1e2014-05-06 15:23:49 -0400960 {
961 dst = Abs(src0.x - src1.x);
962 }
963
Alexis Hetuecad5192015-06-05 13:42:05 -0400964 void ShaderCore::dist2(Float4 &dst, const Vector4f &src0, const Vector4f &src1, bool pp)
John Bauman19bac1e2014-05-06 15:23:49 -0400965 {
966 Float4 dx = src0.x - src1.x;
967 Float4 dy = src0.y - src1.y;
968 Float4 dot2 = dx * dx + dy * dy;
969 dst = Sqrt(dot2);
970 }
971
Alexis Hetuecad5192015-06-05 13:42:05 -0400972 void ShaderCore::dist3(Float4 &dst, const Vector4f &src0, const Vector4f &src1, bool pp)
John Bauman19bac1e2014-05-06 15:23:49 -0400973 {
974 Float4 dx = src0.x - src1.x;
975 Float4 dy = src0.y - src1.y;
976 Float4 dz = src0.z - src1.z;
977 Float4 dot3 = dx * dx + dy * dy + dz * dz;
978 dst = Sqrt(dot3);
979 }
980
Alexis Hetuecad5192015-06-05 13:42:05 -0400981 void ShaderCore::dist4(Float4 &dst, const Vector4f &src0, const Vector4f &src1, bool pp)
John Bauman19bac1e2014-05-06 15:23:49 -0400982 {
983 Float4 dx = src0.x - src1.x;
984 Float4 dy = src0.y - src1.y;
985 Float4 dz = src0.z - src1.z;
986 Float4 dw = src0.w - src1.w;
987 Float4 dot4 = dx * dx + dy * dy + dz * dz + dw * dw;
988 dst = Sqrt(dot4);
989 }
990
Alexis Hetuecad5192015-06-05 13:42:05 -0400991 void ShaderCore::dp1(Vector4f &dst, const Vector4f &src0, const Vector4f &src1)
John Bauman19bac1e2014-05-06 15:23:49 -0400992 {
993 Float4 t = src0.x * src1.x;
994
995 dst.x = t;
996 dst.y = t;
997 dst.z = t;
998 dst.w = t;
999 }
1000
Alexis Hetuecad5192015-06-05 13:42:05 -04001001 void ShaderCore::dp2(Vector4f &dst, const Vector4f &src0, const Vector4f &src1)
John Bauman19bac1e2014-05-06 15:23:49 -04001002 {
1003 Float4 t = dot2(src0, src1);
1004
1005 dst.x = t;
1006 dst.y = t;
1007 dst.z = t;
1008 dst.w = t;
1009 }
1010
Alexis Hetuecad5192015-06-05 13:42:05 -04001011 void ShaderCore::dp2add(Vector4f &dst, const Vector4f &src0, const Vector4f &src1, const Vector4f &src2)
John Bauman19bac1e2014-05-06 15:23:49 -04001012 {
1013 Float4 t = dot2(src0, src1) + src2.x;
1014
1015 dst.x = t;
1016 dst.y = t;
1017 dst.z = t;
1018 dst.w = t;
1019 }
1020
Alexis Hetuecad5192015-06-05 13:42:05 -04001021 void ShaderCore::dp3(Vector4f &dst, const Vector4f &src0, const Vector4f &src1)
John Bauman89401822014-05-06 15:04:28 -04001022 {
1023 Float4 dot = dot3(src0, src1);
1024
1025 dst.x = dot;
1026 dst.y = dot;
1027 dst.z = dot;
1028 dst.w = dot;
1029 }
1030
Alexis Hetuecad5192015-06-05 13:42:05 -04001031 void ShaderCore::dp4(Vector4f &dst, const Vector4f &src0, const Vector4f &src1)
John Bauman89401822014-05-06 15:04:28 -04001032 {
1033 Float4 dot = dot4(src0, src1);
1034
1035 dst.x = dot;
1036 dst.y = dot;
1037 dst.z = dot;
1038 dst.w = dot;
1039 }
1040
Alexis Hetuecad5192015-06-05 13:42:05 -04001041 void ShaderCore::min(Vector4f &dst, const Vector4f &src0, const Vector4f &src1)
John Bauman89401822014-05-06 15:04:28 -04001042 {
1043 dst.x = Min(src0.x, src1.x);
1044 dst.y = Min(src0.y, src1.y);
1045 dst.z = Min(src0.z, src1.z);
1046 dst.w = Min(src0.w, src1.w);
1047 }
1048
Alexis Hetuc4f2c292015-08-18 15:43:09 -04001049 void ShaderCore::imin(Vector4f &dst, const Vector4f &src0, const Vector4f &src1)
1050 {
1051 dst.x = As<Float4>(Min(As<Int4>(src0.x), As<Int4>(src1.x)));
1052 dst.y = As<Float4>(Min(As<Int4>(src0.y), As<Int4>(src1.y)));
1053 dst.z = As<Float4>(Min(As<Int4>(src0.z), As<Int4>(src1.z)));
1054 dst.w = As<Float4>(Min(As<Int4>(src0.w), As<Int4>(src1.w)));
1055 }
1056
1057 void ShaderCore::umin(Vector4f &dst, const Vector4f &src0, const Vector4f &src1)
1058 {
1059 dst.x = As<Float4>(Min(As<UInt4>(src0.x), As<UInt4>(src1.x)));
1060 dst.y = As<Float4>(Min(As<UInt4>(src0.y), As<UInt4>(src1.y)));
1061 dst.z = As<Float4>(Min(As<UInt4>(src0.z), As<UInt4>(src1.z)));
1062 dst.w = As<Float4>(Min(As<UInt4>(src0.w), As<UInt4>(src1.w)));
1063 }
1064
Alexis Hetuecad5192015-06-05 13:42:05 -04001065 void ShaderCore::max(Vector4f &dst, const Vector4f &src0, const Vector4f &src1)
John Bauman89401822014-05-06 15:04:28 -04001066 {
1067 dst.x = Max(src0.x, src1.x);
1068 dst.y = Max(src0.y, src1.y);
1069 dst.z = Max(src0.z, src1.z);
1070 dst.w = Max(src0.w, src1.w);
1071 }
1072
Alexis Hetuc4f2c292015-08-18 15:43:09 -04001073 void ShaderCore::imax(Vector4f &dst, const Vector4f &src0, const Vector4f &src1)
1074 {
1075 dst.x = As<Float4>(Max(As<Int4>(src0.x), As<Int4>(src1.x)));
1076 dst.y = As<Float4>(Max(As<Int4>(src0.y), As<Int4>(src1.y)));
1077 dst.z = As<Float4>(Max(As<Int4>(src0.z), As<Int4>(src1.z)));
1078 dst.w = As<Float4>(Max(As<Int4>(src0.w), As<Int4>(src1.w)));
1079 }
1080
1081 void ShaderCore::umax(Vector4f &dst, const Vector4f &src0, const Vector4f &src1)
1082 {
1083 dst.x = As<Float4>(Max(As<Int4>(src0.x), As<Int4>(src1.x)));
1084 dst.y = As<Float4>(Max(As<Int4>(src0.y), As<Int4>(src1.y)));
1085 dst.z = As<Float4>(Max(As<Int4>(src0.z), As<Int4>(src1.z)));
1086 dst.w = As<Float4>(Max(As<Int4>(src0.w), As<Int4>(src1.w)));
1087 }
1088
Alexis Hetuecad5192015-06-05 13:42:05 -04001089 void ShaderCore::slt(Vector4f &dst, const Vector4f &src0, const Vector4f &src1)
John Bauman89401822014-05-06 15:04:28 -04001090 {
John Bauman19bac1e2014-05-06 15:23:49 -04001091 dst.x = As<Float4>(As<Int4>(CmpLT(src0.x, src1.x)) & As<Int4>(Float4(1.0f)));
1092 dst.y = As<Float4>(As<Int4>(CmpLT(src0.y, src1.y)) & As<Int4>(Float4(1.0f)));
1093 dst.z = As<Float4>(As<Int4>(CmpLT(src0.z, src1.z)) & As<Int4>(Float4(1.0f)));
1094 dst.w = As<Float4>(As<Int4>(CmpLT(src0.w, src1.w)) & As<Int4>(Float4(1.0f)));
John Bauman89401822014-05-06 15:04:28 -04001095 }
1096
Alexis Hetuecad5192015-06-05 13:42:05 -04001097 void ShaderCore::step(Vector4f &dst, const Vector4f &edge, const Vector4f &x)
John Bauman89401822014-05-06 15:04:28 -04001098 {
John Bauman19bac1e2014-05-06 15:23:49 -04001099 dst.x = As<Float4>(CmpNLT(x.x, edge.x) & As<Int4>(Float4(1.0f)));
1100 dst.y = As<Float4>(CmpNLT(x.y, edge.y) & As<Int4>(Float4(1.0f)));
1101 dst.z = As<Float4>(CmpNLT(x.z, edge.z) & As<Int4>(Float4(1.0f)));
1102 dst.w = As<Float4>(CmpNLT(x.w, edge.w) & As<Int4>(Float4(1.0f)));
John Bauman89401822014-05-06 15:04:28 -04001103 }
1104
Alexis Hetuecad5192015-06-05 13:42:05 -04001105 void ShaderCore::exp2x(Vector4f &dst, const Vector4f &src, bool pp)
Nicolas Capens0bac2852016-05-07 06:09:58 -04001106 {
John Bauman19bac1e2014-05-06 15:23:49 -04001107 Float4 exp = exponential2(src.x, pp);
John Bauman89401822014-05-06 15:04:28 -04001108
1109 dst.x = exp;
1110 dst.y = exp;
1111 dst.z = exp;
1112 dst.w = exp;
1113 }
1114
Alexis Hetuecad5192015-06-05 13:42:05 -04001115 void ShaderCore::exp2(Vector4f &dst, const Vector4f &src, bool pp)
John Bauman89401822014-05-06 15:04:28 -04001116 {
John Bauman19bac1e2014-05-06 15:23:49 -04001117 dst.x = exponential2(src.x, pp);
1118 dst.y = exponential2(src.y, pp);
1119 dst.z = exponential2(src.z, pp);
1120 dst.w = exponential2(src.w, pp);
1121 }
1122
Alexis Hetuecad5192015-06-05 13:42:05 -04001123 void ShaderCore::exp(Vector4f &dst, const Vector4f &src, bool pp)
John Bauman19bac1e2014-05-06 15:23:49 -04001124 {
1125 dst.x = exponential(src.x, pp);
1126 dst.y = exponential(src.y, pp);
1127 dst.z = exponential(src.z, pp);
1128 dst.w = exponential(src.w, pp);
1129 }
1130
Alexis Hetuecad5192015-06-05 13:42:05 -04001131 void ShaderCore::log2x(Vector4f &dst, const Vector4f &src, bool pp)
John Bauman19bac1e2014-05-06 15:23:49 -04001132 {
1133 Float4 log = logarithm2(src.x, true, pp);
John Bauman89401822014-05-06 15:04:28 -04001134
1135 dst.x = log;
1136 dst.y = log;
1137 dst.z = log;
1138 dst.w = log;
1139 }
1140
Alexis Hetuecad5192015-06-05 13:42:05 -04001141 void ShaderCore::log2(Vector4f &dst, const Vector4f &src, bool pp)
John Bauman89401822014-05-06 15:04:28 -04001142 {
Alexis Hetua781af72017-07-06 17:12:47 -04001143 dst.x = logarithm2(src.x, false, pp);
1144 dst.y = logarithm2(src.y, false, pp);
1145 dst.z = logarithm2(src.z, false, pp);
1146 dst.w = logarithm2(src.w, false, pp);
John Bauman19bac1e2014-05-06 15:23:49 -04001147 }
1148
Alexis Hetuecad5192015-06-05 13:42:05 -04001149 void ShaderCore::log(Vector4f &dst, const Vector4f &src, bool pp)
John Bauman19bac1e2014-05-06 15:23:49 -04001150 {
1151 dst.x = logarithm(src.x, false, pp);
1152 dst.y = logarithm(src.y, false, pp);
1153 dst.z = logarithm(src.z, false, pp);
1154 dst.w = logarithm(src.w, false, pp);
1155 }
1156
Alexis Hetuecad5192015-06-05 13:42:05 -04001157 void ShaderCore::lit(Vector4f &dst, const Vector4f &src)
John Bauman19bac1e2014-05-06 15:23:49 -04001158 {
1159 dst.x = Float4(1.0f);
1160 dst.y = Max(src.x, Float4(0.0f));
John Bauman89401822014-05-06 15:04:28 -04001161
1162 Float4 pow;
1163
1164 pow = src.w;
John Bauman19bac1e2014-05-06 15:23:49 -04001165 pow = Min(pow, Float4(127.9961f));
1166 pow = Max(pow, Float4(-127.9961f));
John Bauman89401822014-05-06 15:04:28 -04001167
1168 dst.z = power(src.y, pow);
John Bauman19bac1e2014-05-06 15:23:49 -04001169 dst.z = As<Float4>(As<Int4>(dst.z) & CmpNLT(src.x, Float4(0.0f)));
1170 dst.z = As<Float4>(As<Int4>(dst.z) & CmpNLT(src.y, Float4(0.0f)));
John Bauman89401822014-05-06 15:04:28 -04001171
John Bauman19bac1e2014-05-06 15:23:49 -04001172 dst.w = Float4(1.0f);
John Bauman89401822014-05-06 15:04:28 -04001173 }
1174
Alexis Hetuecad5192015-06-05 13:42:05 -04001175 void ShaderCore::att(Vector4f &dst, const Vector4f &src0, const Vector4f &src1)
John Bauman89401822014-05-06 15:04:28 -04001176 {
John Bauman19bac1e2014-05-06 15:23:49 -04001177 // Computes attenuation factors (1, d, d^2, 1/d) assuming src0 = d^2, src1 = 1/d
John Bauman89401822014-05-06 15:04:28 -04001178 dst.x = 1;
1179 dst.y = src0.y * src1.y;
1180 dst.z = src0.z;
1181 dst.w = src1.w;
1182 }
1183
Alexis Hetuecad5192015-06-05 13:42:05 -04001184 void ShaderCore::lrp(Vector4f &dst, const Vector4f &src0, const Vector4f &src1, const Vector4f &src2)
John Bauman89401822014-05-06 15:04:28 -04001185 {
1186 dst.x = src0.x * (src1.x - src2.x) + src2.x;
1187 dst.y = src0.y * (src1.y - src2.y) + src2.y;
1188 dst.z = src0.z * (src1.z - src2.z) + src2.z;
1189 dst.w = src0.w * (src1.w - src2.w) + src2.w;
1190 }
1191
Alexis Hetu8ef6d102017-11-09 15:49:09 -05001192 void ShaderCore::isinf(Vector4f &dst, const Vector4f &src)
1193 {
1194 dst.x = As<Float4>(IsInf(src.x));
1195 dst.y = As<Float4>(IsInf(src.y));
1196 dst.z = As<Float4>(IsInf(src.z));
1197 dst.w = As<Float4>(IsInf(src.w));
1198 }
1199
1200 void ShaderCore::isnan(Vector4f &dst, const Vector4f &src)
1201 {
1202 dst.x = As<Float4>(IsNan(src.x));
1203 dst.y = As<Float4>(IsNan(src.y));
1204 dst.z = As<Float4>(IsNan(src.z));
1205 dst.w = As<Float4>(IsNan(src.w));
1206 }
1207
Alexis Hetuecad5192015-06-05 13:42:05 -04001208 void ShaderCore::smooth(Vector4f &dst, const Vector4f &edge0, const Vector4f &edge1, const Vector4f &x)
John Bauman89401822014-05-06 15:04:28 -04001209 {
John Bauman19bac1e2014-05-06 15:23:49 -04001210 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);
1211 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);
1212 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);
1213 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 -04001214 }
1215
Alexis Hetuffb35eb2016-04-06 18:05:00 -04001216 void ShaderCore::floatToHalfBits(Float4& dst, const Float4& floatBits, bool storeInUpperBits)
1217 {
1218 static const uint32_t mask_sign = 0x80000000u;
1219 static const uint32_t mask_round = ~0xfffu;
1220 static const uint32_t c_f32infty = 255 << 23;
1221 static const uint32_t c_magic = 15 << 23;
1222 static const uint32_t c_nanbit = 0x200;
1223 static const uint32_t c_infty_as_fp16 = 0x7c00;
1224 static const uint32_t c_clamp = (31 << 23) - 0x1000;
Nicolas Capens0bac2852016-05-07 06:09:58 -04001225
Alexis Hetuffb35eb2016-04-06 18:05:00 -04001226 UInt4 justsign = UInt4(mask_sign) & As<UInt4>(floatBits);
1227 UInt4 absf = As<UInt4>(floatBits) ^ justsign;
1228 UInt4 b_isnormal = CmpNLE(UInt4(c_f32infty), absf);
1229
1230 // 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
1231 // instead of nearest even, since that's fine for GLSL ES 3.0's needs (see section 2.1.1 Floating-Point Computation)
1232 UInt4 joined = ((((As<UInt4>(Min(As<Float4>(absf & UInt4(mask_round)) * As<Float4>(UInt4(c_magic)),
1233 As<Float4>(UInt4(c_clamp))))) - UInt4(mask_round)) >> 13) & b_isnormal) |
1234 ((b_isnormal ^ UInt4(0xFFFFFFFF)) & ((CmpNLE(absf, UInt4(c_f32infty)) & UInt4(c_nanbit)) |
1235 UInt4(c_infty_as_fp16)));
1236
1237 dst = As<Float4>(storeInUpperBits ? As<UInt4>(dst) | ((joined << 16) | justsign) : joined | (justsign >> 16));
1238 }
1239
1240 void ShaderCore::halfToFloatBits(Float4& dst, const Float4& halfBits)
1241 {
1242 static const uint32_t mask_nosign = 0x7FFF;
1243 static const uint32_t magic = (254 - 15) << 23;
1244 static const uint32_t was_infnan = 0x7BFF;
1245 static const uint32_t exp_infnan = 255 << 23;
1246
1247 UInt4 expmant = As<UInt4>(halfBits) & UInt4(mask_nosign);
1248 dst = As<Float4>(As<UInt4>(As<Float4>(expmant << 13) * As<Float4>(UInt4(magic))) |
1249 ((As<UInt4>(halfBits) ^ UInt4(expmant)) << 16) |
1250 (CmpNLE(As<UInt4>(expmant), UInt4(was_infnan)) & UInt4(exp_infnan)));
1251 }
1252
1253 void ShaderCore::packHalf2x16(Vector4f &d, const Vector4f &s0)
1254 {
1255 // half2 | half1
1256 floatToHalfBits(d.x, s0.x, false);
1257 floatToHalfBits(d.x, s0.y, true);
1258 }
1259
1260 void ShaderCore::unpackHalf2x16(Vector4f &dst, const Vector4f &s0)
1261 {
1262 // half2 | half1
1263 halfToFloatBits(dst.x, As<Float4>(As<UInt4>(s0.x) & UInt4(0x0000FFFF)));
1264 halfToFloatBits(dst.y, As<Float4>((As<UInt4>(s0.x) & UInt4(0xFFFF0000)) >> 16));
1265 }
1266
Alexis Hetu9cde9742016-04-06 13:03:38 -04001267 void ShaderCore::packSnorm2x16(Vector4f &d, const Vector4f &s0)
1268 {
1269 // round(clamp(c, -1.0, 1.0) * 32767.0)
1270 d.x = As<Float4>((Int4(Round(Min(Max(s0.x, Float4(-1.0f)), Float4(1.0f)) * Float4(32767.0f))) & Int4(0xFFFF)) |
1271 ((Int4(Round(Min(Max(s0.y, Float4(-1.0f)), Float4(1.0f)) * Float4(32767.0f))) & Int4(0xFFFF)) << 16));
1272 }
1273
1274 void ShaderCore::packUnorm2x16(Vector4f &d, const Vector4f &s0)
1275 {
1276 // round(clamp(c, 0.0, 1.0) * 65535.0)
1277 d.x = As<Float4>((Int4(Round(Min(Max(s0.x, Float4(0.0f)), Float4(1.0f)) * Float4(65535.0f))) & Int4(0xFFFF)) |
1278 ((Int4(Round(Min(Max(s0.y, Float4(0.0f)), Float4(1.0f)) * Float4(65535.0f))) & Int4(0xFFFF)) << 16));
1279 }
1280
1281 void ShaderCore::unpackSnorm2x16(Vector4f &dst, const Vector4f &s0)
1282 {
1283 // clamp(f / 32727.0, -1.0, 1.0)
1284 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));
1285 dst.y = Min(Max(Float4(As<Int4>(As<UInt4>(s0.x) & UInt4(0xFFFF0000))) * Float4(1.0f / float(0x7FFF0000)), Float4(-1.0f)), Float4(1.0f));
1286 }
1287
1288 void ShaderCore::unpackUnorm2x16(Vector4f &dst, const Vector4f &s0)
1289 {
1290 // f / 65535.0
1291 dst.x = Float4((As<UInt4>(s0.x) & UInt4(0x0000FFFF)) << 16) * Float4(1.0f / float(0xFFFF0000));
1292 dst.y = Float4(As<UInt4>(s0.x) & UInt4(0xFFFF0000)) * Float4(1.0f / float(0xFFFF0000));
1293 }
1294
Alexis Hetuc3d95f32015-09-23 12:27:32 -04001295 void ShaderCore::det2(Vector4f &dst, const Vector4f &src0, const Vector4f &src1)
1296 {
1297 dst.x = src0.x * src1.y - src0.y * src1.x;
1298 dst.y = dst.z = dst.w = dst.x;
1299 }
1300
1301 void ShaderCore::det3(Vector4f &dst, const Vector4f &src0, const Vector4f &src1, const Vector4f &src2)
1302 {
1303 crs(dst, src1, src2);
1304 dp3(dst, dst, src0);
1305 }
1306
1307 void ShaderCore::det4(Vector4f &dst, const Vector4f &src0, const Vector4f &src1, const Vector4f &src2, const Vector4f &src3)
1308 {
1309 dst.x = src2.z * src3.w - src2.w * src3.z;
1310 dst.y = src1.w * src3.z - src1.z * src3.w;
1311 dst.z = src1.z * src2.w - src1.w * src2.z;
1312 dst.x = src0.x * (src1.y * dst.x + src2.y * dst.y + src3.y * dst.z) -
1313 src0.y * (src1.x * dst.x + src2.x * dst.y + src3.x * dst.z) +
1314 src0.z * (src1.x * (src2.y * src3.w - src2.w * src3.y) +
1315 src2.x * (src1.w * src3.y - src1.y * src3.w) +
1316 src3.x * (src1.y * src2.w - src1.w * src2.y)) +
1317 src0.w * (src1.x * (src2.z * src3.y - src2.y * src3.z) +
1318 src2.x * (src1.y * src3.z - src1.z * src3.y) +
1319 src3.x * (src1.z * src2.y - src1.y * src2.z));
1320 dst.y = dst.z = dst.w = dst.x;
1321 }
1322
Alexis Hetuecad5192015-06-05 13:42:05 -04001323 void ShaderCore::frc(Vector4f &dst, const Vector4f &src)
John Bauman19bac1e2014-05-06 15:23:49 -04001324 {
1325 dst.x = Frac(src.x);
1326 dst.y = Frac(src.y);
1327 dst.z = Frac(src.z);
1328 dst.w = Frac(src.w);
1329 }
1330
Alexis Hetuecad5192015-06-05 13:42:05 -04001331 void ShaderCore::trunc(Vector4f &dst, const Vector4f &src)
John Bauman19bac1e2014-05-06 15:23:49 -04001332 {
1333 dst.x = Trunc(src.x);
1334 dst.y = Trunc(src.y);
1335 dst.z = Trunc(src.z);
1336 dst.w = Trunc(src.w);
1337 }
1338
Alexis Hetuecad5192015-06-05 13:42:05 -04001339 void ShaderCore::floor(Vector4f &dst, const Vector4f &src)
John Bauman19bac1e2014-05-06 15:23:49 -04001340 {
1341 dst.x = Floor(src.x);
1342 dst.y = Floor(src.y);
1343 dst.z = Floor(src.z);
1344 dst.w = Floor(src.w);
1345 }
1346
Alexis Hetuecad5192015-06-05 13:42:05 -04001347 void ShaderCore::round(Vector4f &dst, const Vector4f &src)
Alexis Hetu8b5f3ef2015-04-16 11:33:34 -04001348 {
1349 dst.x = Round(src.x);
1350 dst.y = Round(src.y);
1351 dst.z = Round(src.z);
1352 dst.w = Round(src.w);
1353 }
1354
Alexis Hetuecad5192015-06-05 13:42:05 -04001355 void ShaderCore::roundEven(Vector4f &dst, const Vector4f &src)
Alexis Hetu8e851c12015-06-04 11:30:54 -04001356 {
1357 // dst = round(src) + ((round(src) < src) * 2 - 1) * (fract(src) == 0.5) * isOdd(round(src));
1358 // ex.: 1.5: 2 + (0 * 2 - 1) * 1 * 0 = 2
1359 // 2.5: 3 + (0 * 2 - 1) * 1 * 1 = 2
1360 // -1.5: -2 + (1 * 2 - 1) * 1 * 0 = -2
1361 // -2.5: -3 + (1 * 2 - 1) * 1 * 1 = -2
1362 // Even if the round implementation rounds the other way:
1363 // 1.5: 1 + (1 * 2 - 1) * 1 * 1 = 2
1364 // 2.5: 2 + (1 * 2 - 1) * 1 * 0 = 2
1365 // -1.5: -1 + (0 * 2 - 1) * 1 * 1 = -2
1366 // -2.5: -2 + (0 * 2 - 1) * 1 * 0 = -2
1367 round(dst, src);
1368 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));
1369 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));
1370 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));
1371 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));
1372 }
1373
Alexis Hetuecad5192015-06-05 13:42:05 -04001374 void ShaderCore::ceil(Vector4f &dst, const Vector4f &src)
John Bauman19bac1e2014-05-06 15:23:49 -04001375 {
1376 dst.x = Ceil(src.x);
1377 dst.y = Ceil(src.y);
1378 dst.z = Ceil(src.z);
1379 dst.w = Ceil(src.w);
1380 }
1381
Alexis Hetuecad5192015-06-05 13:42:05 -04001382 void ShaderCore::powx(Vector4f &dst, const Vector4f &src0, const Vector4f &src1, bool pp)
John Bauman89401822014-05-06 15:04:28 -04001383 {
1384 Float4 pow = power(src0.x, src1.x, pp);
1385
1386 dst.x = pow;
1387 dst.y = pow;
1388 dst.z = pow;
1389 dst.w = pow;
1390 }
1391
Alexis Hetuecad5192015-06-05 13:42:05 -04001392 void ShaderCore::pow(Vector4f &dst, const Vector4f &src0, const Vector4f &src1, bool pp)
John Bauman19bac1e2014-05-06 15:23:49 -04001393 {
1394 dst.x = power(src0.x, src1.x, pp);
1395 dst.y = power(src0.y, src1.y, pp);
1396 dst.z = power(src0.z, src1.z, pp);
1397 dst.w = power(src0.w, src1.w, pp);
1398 }
1399
Alexis Hetuecad5192015-06-05 13:42:05 -04001400 void ShaderCore::crs(Vector4f &dst, const Vector4f &src0, const Vector4f &src1)
John Bauman89401822014-05-06 15:04:28 -04001401 {
1402 dst.x = src0.y * src1.z - src0.z * src1.y;
1403 dst.y = src0.z * src1.x - src0.x * src1.z;
1404 dst.z = src0.x * src1.y - src0.y * src1.x;
1405 }
1406
Alexis Hetuecad5192015-06-05 13:42:05 -04001407 void ShaderCore::forward1(Vector4f &dst, const Vector4f &N, const Vector4f &I, const Vector4f &Nref)
John Bauman19bac1e2014-05-06 15:23:49 -04001408 {
1409 Int4 flip = CmpNLT(Nref.x * I.x, Float4(0.0f)) & Int4(0x80000000);
1410
1411 dst.x = As<Float4>(flip ^ As<Int4>(N.x));
1412 }
1413
Alexis Hetuecad5192015-06-05 13:42:05 -04001414 void ShaderCore::forward2(Vector4f &dst, const Vector4f &N, const Vector4f &I, const Vector4f &Nref)
John Bauman19bac1e2014-05-06 15:23:49 -04001415 {
1416 Int4 flip = CmpNLT(dot2(Nref, I), Float4(0.0f)) & Int4(0x80000000);
1417
1418 dst.x = As<Float4>(flip ^ As<Int4>(N.x));
1419 dst.y = As<Float4>(flip ^ As<Int4>(N.y));
1420 }
1421
Alexis Hetuecad5192015-06-05 13:42:05 -04001422 void ShaderCore::forward3(Vector4f &dst, const Vector4f &N, const Vector4f &I, const Vector4f &Nref)
John Bauman19bac1e2014-05-06 15:23:49 -04001423 {
1424 Int4 flip = CmpNLT(dot3(Nref, I), Float4(0.0f)) & Int4(0x80000000);
1425
1426 dst.x = As<Float4>(flip ^ As<Int4>(N.x));
1427 dst.y = As<Float4>(flip ^ As<Int4>(N.y));
1428 dst.z = As<Float4>(flip ^ As<Int4>(N.z));
1429 }
1430
Alexis Hetuecad5192015-06-05 13:42:05 -04001431 void ShaderCore::forward4(Vector4f &dst, const Vector4f &N, const Vector4f &I, const Vector4f &Nref)
John Bauman19bac1e2014-05-06 15:23:49 -04001432 {
1433 Int4 flip = CmpNLT(dot4(Nref, I), Float4(0.0f)) & Int4(0x80000000);
1434
1435 dst.x = As<Float4>(flip ^ As<Int4>(N.x));
1436 dst.y = As<Float4>(flip ^ As<Int4>(N.y));
1437 dst.z = As<Float4>(flip ^ As<Int4>(N.z));
1438 dst.w = As<Float4>(flip ^ As<Int4>(N.w));
1439 }
Nicolas Capens0bac2852016-05-07 06:09:58 -04001440
Alexis Hetuecad5192015-06-05 13:42:05 -04001441 void ShaderCore::reflect1(Vector4f &dst, const Vector4f &I, const Vector4f &N)
John Bauman19bac1e2014-05-06 15:23:49 -04001442 {
1443 Float4 d = N.x * I.x;
1444
1445 dst.x = I.x - Float4(2.0f) * d * N.x;
1446 }
1447
Alexis Hetuecad5192015-06-05 13:42:05 -04001448 void ShaderCore::reflect2(Vector4f &dst, const Vector4f &I, const Vector4f &N)
John Bauman19bac1e2014-05-06 15:23:49 -04001449 {
1450 Float4 d = dot2(N, I);
1451
1452 dst.x = I.x - Float4(2.0f) * d * N.x;
1453 dst.y = I.y - Float4(2.0f) * d * N.y;
1454 }
1455
Alexis Hetuecad5192015-06-05 13:42:05 -04001456 void ShaderCore::reflect3(Vector4f &dst, const Vector4f &I, const Vector4f &N)
John Bauman19bac1e2014-05-06 15:23:49 -04001457 {
1458 Float4 d = dot3(N, I);
1459
1460 dst.x = I.x - Float4(2.0f) * d * N.x;
1461 dst.y = I.y - Float4(2.0f) * d * N.y;
1462 dst.z = I.z - Float4(2.0f) * d * N.z;
1463 }
1464
Alexis Hetuecad5192015-06-05 13:42:05 -04001465 void ShaderCore::reflect4(Vector4f &dst, const Vector4f &I, const Vector4f &N)
John Bauman19bac1e2014-05-06 15:23:49 -04001466 {
1467 Float4 d = dot4(N, I);
1468
1469 dst.x = I.x - Float4(2.0f) * d * N.x;
1470 dst.y = I.y - Float4(2.0f) * d * N.y;
1471 dst.z = I.z - Float4(2.0f) * d * N.z;
1472 dst.w = I.w - Float4(2.0f) * d * N.w;
1473 }
1474
Alexis Hetuecad5192015-06-05 13:42:05 -04001475 void ShaderCore::refract1(Vector4f &dst, const Vector4f &I, const Vector4f &N, const Float4 &eta)
John Bauman19bac1e2014-05-06 15:23:49 -04001476 {
1477 Float4 d = N.x * I.x;
1478 Float4 k = Float4(1.0f) - eta * eta * (Float4(1.0f) - d * d);
1479 Int4 pos = CmpNLT(k, Float4(0.0f));
1480 Float4 t = (eta * d + Sqrt(k));
1481
1482 dst.x = As<Float4>(pos & As<Int4>(eta * I.x - t * N.x));
1483 }
1484
Alexis Hetuecad5192015-06-05 13:42:05 -04001485 void ShaderCore::refract2(Vector4f &dst, const Vector4f &I, const Vector4f &N, const Float4 &eta)
John Bauman19bac1e2014-05-06 15:23:49 -04001486 {
1487 Float4 d = dot2(N, I);
1488 Float4 k = Float4(1.0f) - eta * eta * (Float4(1.0f) - d * d);
1489 Int4 pos = CmpNLT(k, Float4(0.0f));
1490 Float4 t = (eta * d + Sqrt(k));
1491
1492 dst.x = As<Float4>(pos & As<Int4>(eta * I.x - t * N.x));
1493 dst.y = As<Float4>(pos & As<Int4>(eta * I.y - t * N.y));
1494 }
1495
Alexis Hetuecad5192015-06-05 13:42:05 -04001496 void ShaderCore::refract3(Vector4f &dst, const Vector4f &I, const Vector4f &N, const Float4 &eta)
John Bauman19bac1e2014-05-06 15:23:49 -04001497 {
1498 Float4 d = dot3(N, I);
1499 Float4 k = Float4(1.0f) - eta * eta * (Float4(1.0f) - d * d);
1500 Int4 pos = CmpNLT(k, Float4(0.0f));
1501 Float4 t = (eta * d + Sqrt(k));
1502
1503 dst.x = As<Float4>(pos & As<Int4>(eta * I.x - t * N.x));
1504 dst.y = As<Float4>(pos & As<Int4>(eta * I.y - t * N.y));
1505 dst.z = As<Float4>(pos & As<Int4>(eta * I.z - t * N.z));
1506 }
1507
Alexis Hetuecad5192015-06-05 13:42:05 -04001508 void ShaderCore::refract4(Vector4f &dst, const Vector4f &I, const Vector4f &N, const Float4 &eta)
John Bauman19bac1e2014-05-06 15:23:49 -04001509 {
1510 Float4 d = dot4(N, I);
1511 Float4 k = Float4(1.0f) - eta * eta * (Float4(1.0f) - d * d);
1512 Int4 pos = CmpNLT(k, Float4(0.0f));
1513 Float4 t = (eta * d + Sqrt(k));
1514
1515 dst.x = As<Float4>(pos & As<Int4>(eta * I.x - t * N.x));
1516 dst.y = As<Float4>(pos & As<Int4>(eta * I.y - t * N.y));
1517 dst.z = As<Float4>(pos & As<Int4>(eta * I.z - t * N.z));
1518 dst.w = As<Float4>(pos & As<Int4>(eta * I.w - t * N.w));
1519 }
1520
Alexis Hetuecad5192015-06-05 13:42:05 -04001521 void ShaderCore::sgn(Vector4f &dst, const Vector4f &src)
John Bauman89401822014-05-06 15:04:28 -04001522 {
1523 sgn(dst.x, src.x);
1524 sgn(dst.y, src.y);
1525 sgn(dst.z, src.z);
1526 sgn(dst.w, src.w);
1527 }
1528
Alexis Hetu0f448072016-03-18 10:56:08 -04001529 void ShaderCore::isgn(Vector4f &dst, const Vector4f &src)
1530 {
1531 isgn(dst.x, src.x);
1532 isgn(dst.y, src.y);
1533 isgn(dst.z, src.z);
1534 isgn(dst.w, src.w);
1535 }
1536
Alexis Hetuecad5192015-06-05 13:42:05 -04001537 void ShaderCore::abs(Vector4f &dst, const Vector4f &src)
John Bauman89401822014-05-06 15:04:28 -04001538 {
1539 dst.x = Abs(src.x);
1540 dst.y = Abs(src.y);
1541 dst.z = Abs(src.z);
1542 dst.w = Abs(src.w);
1543 }
Alexis Hetu0f448072016-03-18 10:56:08 -04001544
1545 void ShaderCore::iabs(Vector4f &dst, const Vector4f &src)
1546 {
1547 dst.x = As<Float4>(Abs(As<Int4>(src.x)));
1548 dst.y = As<Float4>(Abs(As<Int4>(src.y)));
1549 dst.z = As<Float4>(Abs(As<Int4>(src.z)));
1550 dst.w = As<Float4>(Abs(As<Int4>(src.w)));
1551 }
1552
Alexis Hetuecad5192015-06-05 13:42:05 -04001553 void ShaderCore::nrm2(Vector4f &dst, const Vector4f &src, bool pp)
John Bauman19bac1e2014-05-06 15:23:49 -04001554 {
1555 Float4 dot = dot2(src, src);
1556 Float4 rsq = reciprocalSquareRoot(dot, false, pp);
John Bauman89401822014-05-06 15:04:28 -04001557
John Bauman19bac1e2014-05-06 15:23:49 -04001558 dst.x = src.x * rsq;
1559 dst.y = src.y * rsq;
1560 dst.z = src.z * rsq;
1561 dst.w = src.w * rsq;
1562 }
1563
Alexis Hetuecad5192015-06-05 13:42:05 -04001564 void ShaderCore::nrm3(Vector4f &dst, const Vector4f &src, bool pp)
John Bauman89401822014-05-06 15:04:28 -04001565 {
1566 Float4 dot = dot3(src, src);
1567 Float4 rsq = reciprocalSquareRoot(dot, false, pp);
1568
1569 dst.x = src.x * rsq;
1570 dst.y = src.y * rsq;
1571 dst.z = src.z * rsq;
1572 dst.w = src.w * rsq;
1573 }
John Bauman19bac1e2014-05-06 15:23:49 -04001574
Alexis Hetuecad5192015-06-05 13:42:05 -04001575 void ShaderCore::nrm4(Vector4f &dst, const Vector4f &src, bool pp)
John Bauman89401822014-05-06 15:04:28 -04001576 {
John Bauman19bac1e2014-05-06 15:23:49 -04001577 Float4 dot = dot4(src, src);
1578 Float4 rsq = reciprocalSquareRoot(dot, false, pp);
John Bauman89401822014-05-06 15:04:28 -04001579
John Bauman19bac1e2014-05-06 15:23:49 -04001580 dst.x = src.x * rsq;
1581 dst.y = src.y * rsq;
1582 dst.z = src.z * rsq;
1583 dst.w = src.w * rsq;
1584 }
Nicolas Capens0bac2852016-05-07 06:09:58 -04001585
Alexis Hetuecad5192015-06-05 13:42:05 -04001586 void ShaderCore::sincos(Vector4f &dst, const Vector4f &src, bool pp)
John Bauman19bac1e2014-05-06 15:23:49 -04001587 {
1588 dst.x = cosine_pi(src.x, pp);
1589 dst.y = sine_pi(src.x, pp);
John Bauman89401822014-05-06 15:04:28 -04001590 }
1591
Alexis Hetuecad5192015-06-05 13:42:05 -04001592 void ShaderCore::cos(Vector4f &dst, const Vector4f &src, bool pp)
John Bauman19bac1e2014-05-06 15:23:49 -04001593 {
1594 dst.x = cosine(src.x, pp);
1595 dst.y = cosine(src.y, pp);
1596 dst.z = cosine(src.z, pp);
1597 dst.w = cosine(src.w, pp);
1598 }
1599
Alexis Hetuecad5192015-06-05 13:42:05 -04001600 void ShaderCore::sin(Vector4f &dst, const Vector4f &src, bool pp)
John Bauman19bac1e2014-05-06 15:23:49 -04001601 {
1602 dst.x = sine(src.x, pp);
1603 dst.y = sine(src.y, pp);
1604 dst.z = sine(src.z, pp);
1605 dst.w = sine(src.w, pp);
1606 }
1607
Alexis Hetuecad5192015-06-05 13:42:05 -04001608 void ShaderCore::tan(Vector4f &dst, const Vector4f &src, bool pp)
John Bauman19bac1e2014-05-06 15:23:49 -04001609 {
1610 dst.x = tangent(src.x, pp);
1611 dst.y = tangent(src.y, pp);
1612 dst.z = tangent(src.z, pp);
1613 dst.w = tangent(src.w, pp);
1614 }
1615
Alexis Hetuecad5192015-06-05 13:42:05 -04001616 void ShaderCore::acos(Vector4f &dst, const Vector4f &src, bool pp)
John Bauman19bac1e2014-05-06 15:23:49 -04001617 {
1618 dst.x = arccos(src.x, pp);
1619 dst.y = arccos(src.y, pp);
1620 dst.z = arccos(src.z, pp);
1621 dst.w = arccos(src.w, pp);
1622 }
1623
Alexis Hetuecad5192015-06-05 13:42:05 -04001624 void ShaderCore::asin(Vector4f &dst, const Vector4f &src, bool pp)
John Bauman19bac1e2014-05-06 15:23:49 -04001625 {
1626 dst.x = arcsin(src.x, pp);
1627 dst.y = arcsin(src.y, pp);
1628 dst.z = arcsin(src.z, pp);
1629 dst.w = arcsin(src.w, pp);
1630 }
1631
Alexis Hetuecad5192015-06-05 13:42:05 -04001632 void ShaderCore::atan(Vector4f &dst, const Vector4f &src, bool pp)
John Bauman19bac1e2014-05-06 15:23:49 -04001633 {
1634 dst.x = arctan(src.x, pp);
1635 dst.y = arctan(src.y, pp);
1636 dst.z = arctan(src.z, pp);
1637 dst.w = arctan(src.w, pp);
1638 }
1639
Alexis Hetuecad5192015-06-05 13:42:05 -04001640 void ShaderCore::atan2(Vector4f &dst, const Vector4f &src0, const Vector4f &src1, bool pp)
John Bauman19bac1e2014-05-06 15:23:49 -04001641 {
1642 dst.x = arctan(src0.x, src1.x, pp);
1643 dst.y = arctan(src0.y, src1.y, pp);
1644 dst.z = arctan(src0.z, src1.z, pp);
1645 dst.w = arctan(src0.w, src1.w, pp);
1646 }
1647
Alexis Hetuecad5192015-06-05 13:42:05 -04001648 void ShaderCore::cosh(Vector4f &dst, const Vector4f &src, bool pp)
Alexis Hetu8b5f3ef2015-04-16 11:33:34 -04001649 {
1650 dst.x = cosineh(src.x, pp);
1651 dst.y = cosineh(src.y, pp);
1652 dst.z = cosineh(src.z, pp);
1653 dst.w = cosineh(src.w, pp);
1654 }
1655
Alexis Hetuecad5192015-06-05 13:42:05 -04001656 void ShaderCore::sinh(Vector4f &dst, const Vector4f &src, bool pp)
Alexis Hetu8b5f3ef2015-04-16 11:33:34 -04001657 {
1658 dst.x = sineh(src.x, pp);
1659 dst.y = sineh(src.y, pp);
1660 dst.z = sineh(src.z, pp);
1661 dst.w = sineh(src.w, pp);
1662 }
1663
Alexis Hetuecad5192015-06-05 13:42:05 -04001664 void ShaderCore::tanh(Vector4f &dst, const Vector4f &src, bool pp)
Alexis Hetu8b5f3ef2015-04-16 11:33:34 -04001665 {
1666 dst.x = tangenth(src.x, pp);
1667 dst.y = tangenth(src.y, pp);
1668 dst.z = tangenth(src.z, pp);
1669 dst.w = tangenth(src.w, pp);
1670 }
1671
Alexis Hetuecad5192015-06-05 13:42:05 -04001672 void ShaderCore::acosh(Vector4f &dst, const Vector4f &src, bool pp)
Alexis Hetu8b5f3ef2015-04-16 11:33:34 -04001673 {
1674 dst.x = arccosh(src.x, pp);
1675 dst.y = arccosh(src.y, pp);
1676 dst.z = arccosh(src.z, pp);
1677 dst.w = arccosh(src.w, pp);
1678 }
1679
Alexis Hetuecad5192015-06-05 13:42:05 -04001680 void ShaderCore::asinh(Vector4f &dst, const Vector4f &src, bool pp)
Alexis Hetu8b5f3ef2015-04-16 11:33:34 -04001681 {
1682 dst.x = arcsinh(src.x, pp);
1683 dst.y = arcsinh(src.y, pp);
1684 dst.z = arcsinh(src.z, pp);
1685 dst.w = arcsinh(src.w, pp);
1686 }
1687
Alexis Hetuecad5192015-06-05 13:42:05 -04001688 void ShaderCore::atanh(Vector4f &dst, const Vector4f &src, bool pp)
Alexis Hetu8b5f3ef2015-04-16 11:33:34 -04001689 {
1690 dst.x = arctanh(src.x, pp);
1691 dst.y = arctanh(src.y, pp);
1692 dst.z = arctanh(src.z, pp);
1693 dst.w = arctanh(src.w, pp);
1694 }
1695
Alexis Hetu53ad4af2017-12-06 14:49:07 -05001696 void ShaderCore::expp(Vector4f &dst, const Vector4f &src, unsigned short shaderModel)
John Bauman89401822014-05-06 15:04:28 -04001697 {
Alexis Hetu53ad4af2017-12-06 14:49:07 -05001698 if(shaderModel < 0x0200)
John Bauman89401822014-05-06 15:04:28 -04001699 {
John Bauman19bac1e2014-05-06 15:23:49 -04001700 Float4 frc = Frac(src.x);
John Bauman89401822014-05-06 15:04:28 -04001701 Float4 floor = src.x - frc;
1702
John Bauman19bac1e2014-05-06 15:23:49 -04001703 dst.x = exponential2(floor, true);
John Bauman89401822014-05-06 15:04:28 -04001704 dst.y = frc;
John Bauman19bac1e2014-05-06 15:23:49 -04001705 dst.z = exponential2(src.x, true);
1706 dst.w = Float4(1.0f);
John Bauman89401822014-05-06 15:04:28 -04001707 }
1708 else // Version >= 2.0
1709 {
John Bauman19bac1e2014-05-06 15:23:49 -04001710 exp2x(dst, src, true); // FIXME: 10-bit precision suffices
John Bauman89401822014-05-06 15:04:28 -04001711 }
1712 }
Nicolas Capens0bac2852016-05-07 06:09:58 -04001713
Alexis Hetu53ad4af2017-12-06 14:49:07 -05001714 void ShaderCore::logp(Vector4f &dst, const Vector4f &src, unsigned short shaderModel)
John Bauman89401822014-05-06 15:04:28 -04001715 {
Alexis Hetu53ad4af2017-12-06 14:49:07 -05001716 if(shaderModel < 0x0200)
John Bauman89401822014-05-06 15:04:28 -04001717 {
1718 Float4 tmp0;
1719 Float4 tmp1;
1720 Float4 t;
1721 Int4 r;
1722
1723 tmp0 = Abs(src.x);
1724 tmp1 = tmp0;
1725
1726 // X component
John Bauman19bac1e2014-05-06 15:23:49 -04001727 r = As<Int4>(As<UInt4>(tmp0) >> 23) - Int4(127);
John Bauman89401822014-05-06 15:04:28 -04001728 dst.x = Float4(r);
1729
1730 // Y component
1731 dst.y = As<Float4>((As<Int4>(tmp1) & Int4(0x007FFFFF)) | As<Int4>(Float4(1.0f)));
1732
1733 // Z component
John Bauman19bac1e2014-05-06 15:23:49 -04001734 dst.z = logarithm2(src.x, true, true);
John Bauman89401822014-05-06 15:04:28 -04001735
1736 // W component
1737 dst.w = 1.0f;
1738 }
1739 else
1740 {
John Bauman19bac1e2014-05-06 15:23:49 -04001741 log2x(dst, src, true);
John Bauman89401822014-05-06 15:04:28 -04001742 }
1743 }
Nicolas Capens0bac2852016-05-07 06:09:58 -04001744
Alexis Hetuecad5192015-06-05 13:42:05 -04001745 void ShaderCore::cmp0(Vector4f &dst, const Vector4f &src0, const Vector4f &src1, const Vector4f &src2)
John Bauman89401822014-05-06 15:04:28 -04001746 {
John Bauman19bac1e2014-05-06 15:23:49 -04001747 cmp0(dst.x, src0.x, src1.x, src2.x);
1748 cmp0(dst.y, src0.y, src1.y, src2.y);
1749 cmp0(dst.z, src0.z, src1.z, src2.z);
1750 cmp0(dst.w, src0.w, src1.w, src2.w);
John Bauman89401822014-05-06 15:04:28 -04001751 }
John Bauman89401822014-05-06 15:04:28 -04001752
Alexis Hetuecad5192015-06-05 13:42:05 -04001753 void ShaderCore::select(Vector4f &dst, const Vector4f &src0, const Vector4f &src1, const Vector4f &src2)
John Bauman19bac1e2014-05-06 15:23:49 -04001754 {
1755 select(dst.x, As<Int4>(src0.x), src1.x, src2.x);
1756 select(dst.y, As<Int4>(src0.y), src1.y, src2.y);
1757 select(dst.z, As<Int4>(src0.z), src1.z, src2.z);
1758 select(dst.w, As<Int4>(src0.w), src1.w, src2.w);
1759 }
1760
Alexis Hetuecad5192015-06-05 13:42:05 -04001761 void ShaderCore::extract(Float4 &dst, const Vector4f &src0, const Float4 &src1)
John Bauman19bac1e2014-05-06 15:23:49 -04001762 {
Alexis Hetuc4f2c292015-08-18 15:43:09 -04001763 select(dst, CmpEQ(As<Int4>(src1), Int4(1)), src0.y, src0.x);
1764 select(dst, CmpEQ(As<Int4>(src1), Int4(2)), src0.z, dst);
1765 select(dst, CmpEQ(As<Int4>(src1), Int4(3)), src0.w, dst);
John Bauman19bac1e2014-05-06 15:23:49 -04001766 }
1767
Alexis Hetuecad5192015-06-05 13:42:05 -04001768 void ShaderCore::insert(Vector4f &dst, const Vector4f &src, const Float4 &element, const Float4 &index)
John Bauman19bac1e2014-05-06 15:23:49 -04001769 {
Alexis Hetuc4f2c292015-08-18 15:43:09 -04001770 select(dst.x, CmpEQ(As<Int4>(index), Int4(0)), element, src.x);
1771 select(dst.y, CmpEQ(As<Int4>(index), Int4(1)), element, src.y);
1772 select(dst.z, CmpEQ(As<Int4>(index), Int4(2)), element, src.z);
1773 select(dst.w, CmpEQ(As<Int4>(index), Int4(3)), element, src.w);
John Bauman89401822014-05-06 15:04:28 -04001774 }
1775
Alexis Hetuecad5192015-06-05 13:42:05 -04001776 void ShaderCore::sgn(Float4 &dst, const Float4 &src)
John Bauman89401822014-05-06 15:04:28 -04001777 {
John Bauman19bac1e2014-05-06 15:23:49 -04001778 Int4 neg = As<Int4>(CmpLT(src, Float4(-0.0f))) & As<Int4>(Float4(-1.0f));
1779 Int4 pos = As<Int4>(CmpNLE(src, Float4(+0.0f))) & As<Int4>(Float4(1.0f));
John Bauman89401822014-05-06 15:04:28 -04001780 dst = As<Float4>(neg | pos);
1781 }
1782
Alexis Hetu0f448072016-03-18 10:56:08 -04001783 void ShaderCore::isgn(Float4 &dst, const Float4 &src)
1784 {
1785 Int4 neg = CmpLT(As<Int4>(src), Int4(0)) & Int4(-1);
1786 Int4 pos = CmpNLE(As<Int4>(src), Int4(0)) & Int4(1);
1787 dst = As<Float4>(neg | pos);
1788 }
1789
Alexis Hetuecad5192015-06-05 13:42:05 -04001790 void ShaderCore::cmp0(Float4 &dst, const Float4 &src0, const Float4 &src1, const Float4 &src2)
John Bauman89401822014-05-06 15:04:28 -04001791 {
John Bauman19bac1e2014-05-06 15:23:49 -04001792 Int4 pos = CmpLE(Float4(0.0f), src0);
1793 select(dst, pos, src1, src2);
John Bauman89401822014-05-06 15:04:28 -04001794 }
1795
Alexis Hetuc4f2c292015-08-18 15:43:09 -04001796 void ShaderCore::cmp0i(Float4 &dst, const Float4 &src0, const Float4 &src1, const Float4 &src2)
1797 {
1798 Int4 pos = CmpEQ(Int4(0), As<Int4>(src0));
1799 select(dst, pos, src1, src2);
1800 }
1801
Alexis Hetuecad5192015-06-05 13:42:05 -04001802 void ShaderCore::select(Float4 &dst, RValue<Int4> src0, const Float4 &src1, const Float4 &src2)
John Bauman19bac1e2014-05-06 15:23:49 -04001803 {
1804 // FIXME: LLVM vector select
Tom Anderson69bc6e82017-03-20 11:54:29 -07001805 dst = As<Float4>((src0 & As<Int4>(src1)) | (~src0 & As<Int4>(src2)));
John Bauman19bac1e2014-05-06 15:23:49 -04001806 }
1807
Alexis Hetuecad5192015-06-05 13:42:05 -04001808 void ShaderCore::cmp(Vector4f &dst, const Vector4f &src0, const Vector4f &src1, Control control)
John Bauman89401822014-05-06 15:04:28 -04001809 {
1810 switch(control)
1811 {
John Bauman19bac1e2014-05-06 15:23:49 -04001812 case Shader::CONTROL_GT:
John Bauman89401822014-05-06 15:04:28 -04001813 dst.x = As<Float4>(CmpNLE(src0.x, src1.x));
1814 dst.y = As<Float4>(CmpNLE(src0.y, src1.y));
1815 dst.z = As<Float4>(CmpNLE(src0.z, src1.z));
1816 dst.w = As<Float4>(CmpNLE(src0.w, src1.w));
1817 break;
John Bauman19bac1e2014-05-06 15:23:49 -04001818 case Shader::CONTROL_EQ:
John Bauman89401822014-05-06 15:04:28 -04001819 dst.x = As<Float4>(CmpEQ(src0.x, src1.x));
1820 dst.y = As<Float4>(CmpEQ(src0.y, src1.y));
1821 dst.z = As<Float4>(CmpEQ(src0.z, src1.z));
1822 dst.w = As<Float4>(CmpEQ(src0.w, src1.w));
1823 break;
John Bauman19bac1e2014-05-06 15:23:49 -04001824 case Shader::CONTROL_GE:
John Bauman89401822014-05-06 15:04:28 -04001825 dst.x = As<Float4>(CmpNLT(src0.x, src1.x));
1826 dst.y = As<Float4>(CmpNLT(src0.y, src1.y));
1827 dst.z = As<Float4>(CmpNLT(src0.z, src1.z));
1828 dst.w = As<Float4>(CmpNLT(src0.w, src1.w));
1829 break;
John Bauman19bac1e2014-05-06 15:23:49 -04001830 case Shader::CONTROL_LT:
John Bauman89401822014-05-06 15:04:28 -04001831 dst.x = As<Float4>(CmpLT(src0.x, src1.x));
1832 dst.y = As<Float4>(CmpLT(src0.y, src1.y));
1833 dst.z = As<Float4>(CmpLT(src0.z, src1.z));
1834 dst.w = As<Float4>(CmpLT(src0.w, src1.w));
1835 break;
John Bauman19bac1e2014-05-06 15:23:49 -04001836 case Shader::CONTROL_NE:
John Bauman89401822014-05-06 15:04:28 -04001837 dst.x = As<Float4>(CmpNEQ(src0.x, src1.x));
1838 dst.y = As<Float4>(CmpNEQ(src0.y, src1.y));
1839 dst.z = As<Float4>(CmpNEQ(src0.z, src1.z));
1840 dst.w = As<Float4>(CmpNEQ(src0.w, src1.w));
1841 break;
John Bauman19bac1e2014-05-06 15:23:49 -04001842 case Shader::CONTROL_LE:
John Bauman89401822014-05-06 15:04:28 -04001843 dst.x = As<Float4>(CmpLE(src0.x, src1.x));
1844 dst.y = As<Float4>(CmpLE(src0.y, src1.y));
1845 dst.z = As<Float4>(CmpLE(src0.z, src1.z));
1846 dst.w = As<Float4>(CmpLE(src0.w, src1.w));
1847 break;
1848 default:
1849 ASSERT(false);
1850 }
1851 }
John Bauman19bac1e2014-05-06 15:23:49 -04001852
Alexis Hetuecad5192015-06-05 13:42:05 -04001853 void ShaderCore::icmp(Vector4f &dst, const Vector4f &src0, const Vector4f &src1, Control control)
John Bauman19bac1e2014-05-06 15:23:49 -04001854 {
1855 switch(control)
1856 {
1857 case Shader::CONTROL_GT:
1858 dst.x = As<Float4>(CmpNLE(As<Int4>(src0.x), As<Int4>(src1.x)));
1859 dst.y = As<Float4>(CmpNLE(As<Int4>(src0.y), As<Int4>(src1.y)));
1860 dst.z = As<Float4>(CmpNLE(As<Int4>(src0.z), As<Int4>(src1.z)));
1861 dst.w = As<Float4>(CmpNLE(As<Int4>(src0.w), As<Int4>(src1.w)));
1862 break;
1863 case Shader::CONTROL_EQ:
1864 dst.x = As<Float4>(CmpEQ(As<Int4>(src0.x), As<Int4>(src1.x)));
1865 dst.y = As<Float4>(CmpEQ(As<Int4>(src0.y), As<Int4>(src1.y)));
1866 dst.z = As<Float4>(CmpEQ(As<Int4>(src0.z), As<Int4>(src1.z)));
1867 dst.w = As<Float4>(CmpEQ(As<Int4>(src0.w), As<Int4>(src1.w)));
1868 break;
1869 case Shader::CONTROL_GE:
1870 dst.x = As<Float4>(CmpNLT(As<Int4>(src0.x), As<Int4>(src1.x)));
1871 dst.y = As<Float4>(CmpNLT(As<Int4>(src0.y), As<Int4>(src1.y)));
1872 dst.z = As<Float4>(CmpNLT(As<Int4>(src0.z), As<Int4>(src1.z)));
1873 dst.w = As<Float4>(CmpNLT(As<Int4>(src0.w), As<Int4>(src1.w)));
1874 break;
1875 case Shader::CONTROL_LT:
1876 dst.x = As<Float4>(CmpLT(As<Int4>(src0.x), As<Int4>(src1.x)));
1877 dst.y = As<Float4>(CmpLT(As<Int4>(src0.y), As<Int4>(src1.y)));
1878 dst.z = As<Float4>(CmpLT(As<Int4>(src0.z), As<Int4>(src1.z)));
1879 dst.w = As<Float4>(CmpLT(As<Int4>(src0.w), As<Int4>(src1.w)));
1880 break;
1881 case Shader::CONTROL_NE:
1882 dst.x = As<Float4>(CmpNEQ(As<Int4>(src0.x), As<Int4>(src1.x)));
1883 dst.y = As<Float4>(CmpNEQ(As<Int4>(src0.y), As<Int4>(src1.y)));
1884 dst.z = As<Float4>(CmpNEQ(As<Int4>(src0.z), As<Int4>(src1.z)));
1885 dst.w = As<Float4>(CmpNEQ(As<Int4>(src0.w), As<Int4>(src1.w)));
1886 break;
1887 case Shader::CONTROL_LE:
1888 dst.x = As<Float4>(CmpLE(As<Int4>(src0.x), As<Int4>(src1.x)));
1889 dst.y = As<Float4>(CmpLE(As<Int4>(src0.y), As<Int4>(src1.y)));
1890 dst.z = As<Float4>(CmpLE(As<Int4>(src0.z), As<Int4>(src1.z)));
1891 dst.w = As<Float4>(CmpLE(As<Int4>(src0.w), As<Int4>(src1.w)));
1892 break;
1893 default:
1894 ASSERT(false);
1895 }
1896 }
1897
Alexis Hetuc4f2c292015-08-18 15:43:09 -04001898 void ShaderCore::ucmp(Vector4f &dst, const Vector4f &src0, const Vector4f &src1, Control control)
1899 {
1900 switch(control)
1901 {
1902 case Shader::CONTROL_GT:
1903 dst.x = As<Float4>(CmpNLE(As<UInt4>(src0.x), As<UInt4>(src1.x)));
1904 dst.y = As<Float4>(CmpNLE(As<UInt4>(src0.y), As<UInt4>(src1.y)));
1905 dst.z = As<Float4>(CmpNLE(As<UInt4>(src0.z), As<UInt4>(src1.z)));
1906 dst.w = As<Float4>(CmpNLE(As<UInt4>(src0.w), As<UInt4>(src1.w)));
1907 break;
1908 case Shader::CONTROL_EQ:
1909 dst.x = As<Float4>(CmpEQ(As<UInt4>(src0.x), As<UInt4>(src1.x)));
1910 dst.y = As<Float4>(CmpEQ(As<UInt4>(src0.y), As<UInt4>(src1.y)));
1911 dst.z = As<Float4>(CmpEQ(As<UInt4>(src0.z), As<UInt4>(src1.z)));
1912 dst.w = As<Float4>(CmpEQ(As<UInt4>(src0.w), As<UInt4>(src1.w)));
1913 break;
1914 case Shader::CONTROL_GE:
1915 dst.x = As<Float4>(CmpNLT(As<UInt4>(src0.x), As<UInt4>(src1.x)));
1916 dst.y = As<Float4>(CmpNLT(As<UInt4>(src0.y), As<UInt4>(src1.y)));
1917 dst.z = As<Float4>(CmpNLT(As<UInt4>(src0.z), As<UInt4>(src1.z)));
1918 dst.w = As<Float4>(CmpNLT(As<UInt4>(src0.w), As<UInt4>(src1.w)));
1919 break;
1920 case Shader::CONTROL_LT:
1921 dst.x = As<Float4>(CmpLT(As<UInt4>(src0.x), As<UInt4>(src1.x)));
1922 dst.y = As<Float4>(CmpLT(As<UInt4>(src0.y), As<UInt4>(src1.y)));
1923 dst.z = As<Float4>(CmpLT(As<UInt4>(src0.z), As<UInt4>(src1.z)));
1924 dst.w = As<Float4>(CmpLT(As<UInt4>(src0.w), As<UInt4>(src1.w)));
1925 break;
1926 case Shader::CONTROL_NE:
1927 dst.x = As<Float4>(CmpNEQ(As<UInt4>(src0.x), As<UInt4>(src1.x)));
1928 dst.y = As<Float4>(CmpNEQ(As<UInt4>(src0.y), As<UInt4>(src1.y)));
1929 dst.z = As<Float4>(CmpNEQ(As<UInt4>(src0.z), As<UInt4>(src1.z)));
1930 dst.w = As<Float4>(CmpNEQ(As<UInt4>(src0.w), As<UInt4>(src1.w)));
1931 break;
1932 case Shader::CONTROL_LE:
1933 dst.x = As<Float4>(CmpLE(As<UInt4>(src0.x), As<UInt4>(src1.x)));
1934 dst.y = As<Float4>(CmpLE(As<UInt4>(src0.y), As<UInt4>(src1.y)));
1935 dst.z = As<Float4>(CmpLE(As<UInt4>(src0.z), As<UInt4>(src1.z)));
1936 dst.w = As<Float4>(CmpLE(As<UInt4>(src0.w), As<UInt4>(src1.w)));
1937 break;
1938 default:
1939 ASSERT(false);
1940 }
1941 }
1942
Alexis Hetuecad5192015-06-05 13:42:05 -04001943 void ShaderCore::all(Float4 &dst, const Vector4f &src)
John Bauman19bac1e2014-05-06 15:23:49 -04001944 {
1945 dst = As<Float4>(As<Int4>(src.x) & As<Int4>(src.y) & As<Int4>(src.z) & As<Int4>(src.w));
1946 }
1947
Alexis Hetuecad5192015-06-05 13:42:05 -04001948 void ShaderCore::any(Float4 &dst, const Vector4f &src)
John Bauman19bac1e2014-05-06 15:23:49 -04001949 {
1950 dst = As<Float4>(As<Int4>(src.x) | As<Int4>(src.y) | As<Int4>(src.z) | As<Int4>(src.w));
1951 }
1952
Alexis Hetu24f454e2016-08-31 17:22:13 -04001953 void ShaderCore::bitwise_not(Vector4f &dst, const Vector4f &src)
John Bauman19bac1e2014-05-06 15:23:49 -04001954 {
1955 dst.x = As<Float4>(As<Int4>(src.x) ^ Int4(0xFFFFFFFF));
1956 dst.y = As<Float4>(As<Int4>(src.y) ^ Int4(0xFFFFFFFF));
1957 dst.z = As<Float4>(As<Int4>(src.z) ^ Int4(0xFFFFFFFF));
1958 dst.w = As<Float4>(As<Int4>(src.w) ^ Int4(0xFFFFFFFF));
1959 }
1960
Alexis Hetu24f454e2016-08-31 17:22:13 -04001961 void ShaderCore::bitwise_or(Vector4f &dst, const Vector4f &src0, const Vector4f &src1)
John Bauman19bac1e2014-05-06 15:23:49 -04001962 {
Alexis Hetuc4f2c292015-08-18 15:43:09 -04001963 dst.x = As<Float4>(As<Int4>(src0.x) | As<Int4>(src1.x));
1964 dst.y = As<Float4>(As<Int4>(src0.y) | As<Int4>(src1.y));
1965 dst.z = As<Float4>(As<Int4>(src0.z) | As<Int4>(src1.z));
1966 dst.w = As<Float4>(As<Int4>(src0.w) | As<Int4>(src1.w));
John Bauman19bac1e2014-05-06 15:23:49 -04001967 }
1968
Alexis Hetu24f454e2016-08-31 17:22:13 -04001969 void ShaderCore::bitwise_xor(Vector4f &dst, const Vector4f &src0, const Vector4f &src1)
John Bauman19bac1e2014-05-06 15:23:49 -04001970 {
Alexis Hetuc4f2c292015-08-18 15:43:09 -04001971 dst.x = As<Float4>(As<Int4>(src0.x) ^ As<Int4>(src1.x));
1972 dst.y = As<Float4>(As<Int4>(src0.y) ^ As<Int4>(src1.y));
1973 dst.z = As<Float4>(As<Int4>(src0.z) ^ As<Int4>(src1.z));
1974 dst.w = As<Float4>(As<Int4>(src0.w) ^ As<Int4>(src1.w));
John Bauman19bac1e2014-05-06 15:23:49 -04001975 }
1976
Alexis Hetu24f454e2016-08-31 17:22:13 -04001977 void ShaderCore::bitwise_and(Vector4f &dst, const Vector4f &src0, const Vector4f &src1)
John Bauman19bac1e2014-05-06 15:23:49 -04001978 {
Alexis Hetuc4f2c292015-08-18 15:43:09 -04001979 dst.x = As<Float4>(As<Int4>(src0.x) & As<Int4>(src1.x));
1980 dst.y = As<Float4>(As<Int4>(src0.y) & As<Int4>(src1.y));
1981 dst.z = As<Float4>(As<Int4>(src0.z) & As<Int4>(src1.z));
1982 dst.w = As<Float4>(As<Int4>(src0.w) & As<Int4>(src1.w));
1983 }
1984
1985 void ShaderCore::equal(Vector4f &dst, const Vector4f &src0, const Vector4f &src1)
1986 {
1987 dst.x = As<Float4>(CmpEQ(As<UInt4>(src0.x), As<UInt4>(src1.x)) &
1988 CmpEQ(As<UInt4>(src0.y), As<UInt4>(src1.y)) &
1989 CmpEQ(As<UInt4>(src0.z), As<UInt4>(src1.z)) &
1990 CmpEQ(As<UInt4>(src0.w), As<UInt4>(src1.w)));
1991 dst.y = dst.x;
1992 dst.z = dst.x;
1993 dst.w = dst.x;
1994 }
1995
1996 void ShaderCore::notEqual(Vector4f &dst, const Vector4f &src0, const Vector4f &src1)
1997 {
1998 dst.x = As<Float4>(CmpNEQ(As<UInt4>(src0.x), As<UInt4>(src1.x)) |
1999 CmpNEQ(As<UInt4>(src0.y), As<UInt4>(src1.y)) |
2000 CmpNEQ(As<UInt4>(src0.z), As<UInt4>(src1.z)) |
2001 CmpNEQ(As<UInt4>(src0.w), As<UInt4>(src1.w)));
2002 dst.y = dst.x;
2003 dst.z = dst.x;
2004 dst.w = dst.x;
John Bauman19bac1e2014-05-06 15:23:49 -04002005 }
John Bauman89401822014-05-06 15:04:28 -04002006}