blob: 883131c9f93d0cd7728f5bfbf3cf431b627c0793 [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 Hetu1728dde2017-11-08 13:43:16 -0500405 Int4 non_zero_y = CmpNEQ(y0, Float4(0.0f));
406 Int4 Q = CmpLT(x0, Float4(0.0f)) & non_zero_y;
407 theta += As<Float4>(Q & As<Int4>(half_pi));
408 Float4 x1 = As<Float4>((Q & As<Int4>(y0)) | (~Q & As<Int4>(x0))); // FIXME: Vector select
409 Float4 y1 = As<Float4>((Q & As<Int4>(-x0)) | (~Q & As<Int4>(y0))); // FIXME: Vector select
John Bauman19bac1e2014-05-06 15:23:49 -0400410
Alexis Hetu1728dde2017-11-08 13:43:16 -0500411 // Mirror to first octant when in second octant
412 Int4 O = CmpNLT(y1, x1) & non_zero_y;
413 Float4 x2 = As<Float4>((O & As<Int4>(y1)) | (~O & As<Int4>(x1))); // FIXME: Vector select
414 Float4 y2 = As<Float4>((O & As<Int4>(x1)) | (~O & As<Int4>(y1))); // FIXME: Vector select
John Bauman19bac1e2014-05-06 15:23:49 -0400415
416 // Approximation of atan in [0..1]
Alexis Hetu1728dde2017-11-08 13:43:16 -0500417 Int4 zero_x = CmpEQ(x2, Float4(0.0f));
418 Int4 inf_y = IsInf(y2); // Since x2 >= y2, this means x2 == y2 == inf, so we use 45 degrees or pi/4
419 Float4 atan2_theta = arctan_01(y2 / x2, pp);
420 theta += As<Float4>((~zero_x & ~inf_y & non_zero_y & ((O & As<Int4>(half_pi - atan2_theta)) | (~O & (As<Int4>(atan2_theta))))) | // FIXME: Vector select
421 (inf_y & As<Int4>(quarter_pi)));
John Bauman19bac1e2014-05-06 15:23:49 -0400422
Alexis Hetu1728dde2017-11-08 13:43:16 -0500423 // Recover loss of precision for tiny theta angles
424 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
425 return As<Float4>((precision_loss & As<Int4>(-atan2_theta)) | (~precision_loss & As<Int4>(theta))); // FIXME: Vector select
John Bauman19bac1e2014-05-06 15:23:49 -0400426 }
427
Alexis Hetu8b5f3ef2015-04-16 11:33:34 -0400428 Float4 sineh(RValue<Float4> x, bool pp)
429 {
430 return (exponential(x, pp) - exponential(-x, pp)) * Float4(0.5f);
431 }
432
433 Float4 cosineh(RValue<Float4> x, bool pp)
434 {
435 return (exponential(x, pp) + exponential(-x, pp)) * Float4(0.5f);
436 }
437
438 Float4 tangenth(RValue<Float4> x, bool pp)
439 {
440 Float4 e_x = exponential(x, pp);
441 Float4 e_minus_x = exponential(-x, pp);
442 return (e_x - e_minus_x) / (e_x + e_minus_x);
443 }
444
445 Float4 arccosh(RValue<Float4> x, bool pp)
446 {
447 return logarithm(x + Sqrt(x + Float4(1.0f)) * Sqrt(x - Float4(1.0f)), pp);
448 }
449
450 Float4 arcsinh(RValue<Float4> x, bool pp)
451 {
452 return logarithm(x + Sqrt(x * x + Float4(1.0f)), pp);
453 }
454
455 Float4 arctanh(RValue<Float4> x, bool pp)
456 {
457 return logarithm((Float4(1.0f) + x) / (Float4(1.0f) - x), pp) * Float4(0.5f);
458 }
459
Alexis Hetuecad5192015-06-05 13:42:05 -0400460 Float4 dot2(const Vector4f &v0, const Vector4f &v1)
John Bauman19bac1e2014-05-06 15:23:49 -0400461 {
462 return v0.x * v1.x + v0.y * v1.y;
463 }
464
Alexis Hetuecad5192015-06-05 13:42:05 -0400465 Float4 dot3(const Vector4f &v0, const Vector4f &v1)
John Bauman19bac1e2014-05-06 15:23:49 -0400466 {
467 return v0.x * v1.x + v0.y * v1.y + v0.z * v1.z;
468 }
469
Alexis Hetuecad5192015-06-05 13:42:05 -0400470 Float4 dot4(const Vector4f &v0, const Vector4f &v1)
John Bauman19bac1e2014-05-06 15:23:49 -0400471 {
472 return v0.x * v1.x + v0.y * v1.y + v0.z * v1.z + v0.w * v1.w;
473 }
474
475 void transpose4x4(Short4 &row0, Short4 &row1, Short4 &row2, Short4 &row3)
476 {
477 Int2 tmp0 = UnpackHigh(row0, row1);
478 Int2 tmp1 = UnpackHigh(row2, row3);
479 Int2 tmp2 = UnpackLow(row0, row1);
480 Int2 tmp3 = UnpackLow(row2, row3);
481
Nicolas Capens45f187a2016-12-02 15:30:56 -0500482 row0 = UnpackLow(tmp2, tmp3);
483 row1 = UnpackHigh(tmp2, tmp3);
484 row2 = UnpackLow(tmp0, tmp1);
485 row3 = UnpackHigh(tmp0, tmp1);
John Bauman19bac1e2014-05-06 15:23:49 -0400486 }
487
Nicolas Capense4a88b92017-11-30 00:14:57 -0500488 void transpose4x3(Short4 &row0, Short4 &row1, Short4 &row2, Short4 &row3)
489 {
490 Int2 tmp0 = UnpackHigh(row0, row1);
491 Int2 tmp1 = UnpackHigh(row2, row3);
492 Int2 tmp2 = UnpackLow(row0, row1);
493 Int2 tmp3 = UnpackLow(row2, row3);
494
495 row0 = UnpackLow(tmp2, tmp3);
496 row1 = UnpackHigh(tmp2, tmp3);
497 row2 = UnpackLow(tmp0, tmp1);
498 }
499
John Bauman19bac1e2014-05-06 15:23:49 -0400500 void transpose4x4(Float4 &row0, Float4 &row1, Float4 &row2, Float4 &row3)
501 {
502 Float4 tmp0 = UnpackLow(row0, row1);
503 Float4 tmp1 = UnpackLow(row2, row3);
504 Float4 tmp2 = UnpackHigh(row0, row1);
505 Float4 tmp3 = UnpackHigh(row2, row3);
506
507 row0 = Float4(tmp0.xy, tmp1.xy);
508 row1 = Float4(tmp0.zw, tmp1.zw);
509 row2 = Float4(tmp2.xy, tmp3.xy);
510 row3 = Float4(tmp2.zw, tmp3.zw);
511 }
512
513 void transpose4x3(Float4 &row0, Float4 &row1, Float4 &row2, Float4 &row3)
514 {
515 Float4 tmp0 = UnpackLow(row0, row1);
516 Float4 tmp1 = UnpackLow(row2, row3);
517 Float4 tmp2 = UnpackHigh(row0, row1);
518 Float4 tmp3 = UnpackHigh(row2, row3);
519
520 row0 = Float4(tmp0.xy, tmp1.xy);
521 row1 = Float4(tmp0.zw, tmp1.zw);
522 row2 = Float4(tmp2.xy, tmp3.xy);
523 }
524
525 void transpose4x2(Float4 &row0, Float4 &row1, Float4 &row2, Float4 &row3)
526 {
527 Float4 tmp0 = UnpackLow(row0, row1);
528 Float4 tmp1 = UnpackLow(row2, row3);
529
530 row0 = Float4(tmp0.xy, tmp1.xy);
531 row1 = Float4(tmp0.zw, tmp1.zw);
532 }
533
534 void transpose4x1(Float4 &row0, Float4 &row1, Float4 &row2, Float4 &row3)
535 {
536 Float4 tmp0 = UnpackLow(row0, row1);
537 Float4 tmp1 = UnpackLow(row2, row3);
538
539 row0 = Float4(tmp0.xy, tmp1.xy);
540 }
541
542 void transpose2x4(Float4 &row0, Float4 &row1, Float4 &row2, Float4 &row3)
543 {
Nicolas Capens54ac5e82016-12-09 14:07:50 -0500544 Float4 tmp01 = UnpackLow(row0, row1);
545 Float4 tmp23 = UnpackHigh(row0, row1);
John Bauman19bac1e2014-05-06 15:23:49 -0400546
Nicolas Capens54ac5e82016-12-09 14:07:50 -0500547 row0 = tmp01;
548 row1 = Float4(tmp01.zw, row1.zw);
549 row2 = tmp23;
550 row3 = Float4(tmp23.zw, row3.zw);
John Bauman19bac1e2014-05-06 15:23:49 -0400551 }
552
553 void transpose4xN(Float4 &row0, Float4 &row1, Float4 &row2, Float4 &row3, int N)
554 {
555 switch(N)
556 {
557 case 1: transpose4x1(row0, row1, row2, row3); break;
558 case 2: transpose4x2(row0, row1, row2, row3); break;
559 case 3: transpose4x3(row0, row1, row2, row3); break;
560 case 4: transpose4x4(row0, row1, row2, row3); break;
561 }
562 }
563
Alexis Hetu02a2bb82015-08-20 14:10:33 -0400564 void ShaderCore::mov(Vector4f &dst, const Vector4f &src, bool integerDestination)
John Bauman89401822014-05-06 15:04:28 -0400565 {
Alexis Hetu02a2bb82015-08-20 14:10:33 -0400566 if(integerDestination)
John Bauman89401822014-05-06 15:04:28 -0400567 {
Alexis Hetu02a2bb82015-08-20 14:10:33 -0400568 dst.x = As<Float4>(RoundInt(src.x));
569 dst.y = As<Float4>(RoundInt(src.y));
570 dst.z = As<Float4>(RoundInt(src.z));
571 dst.w = As<Float4>(RoundInt(src.w));
John Bauman89401822014-05-06 15:04:28 -0400572 }
573 else
574 {
575 dst = src;
576 }
577 }
578
Alexis Hetuc4f2c292015-08-18 15:43:09 -0400579 void ShaderCore::neg(Vector4f &dst, const Vector4f &src)
580 {
581 dst.x = -src.x;
582 dst.y = -src.y;
583 dst.z = -src.z;
584 dst.w = -src.w;
585 }
586
587 void ShaderCore::ineg(Vector4f &dst, const Vector4f &src)
588 {
589 dst.x = As<Float4>(-As<Int4>(src.x));
590 dst.y = As<Float4>(-As<Int4>(src.y));
591 dst.z = As<Float4>(-As<Int4>(src.z));
592 dst.w = As<Float4>(-As<Int4>(src.w));
593 }
594
Alexis Hetuecad5192015-06-05 13:42:05 -0400595 void ShaderCore::f2b(Vector4f &dst, const Vector4f &src)
John Bauman19bac1e2014-05-06 15:23:49 -0400596 {
597 dst.x = As<Float4>(CmpNEQ(src.x, Float4(0.0f)));
598 dst.y = As<Float4>(CmpNEQ(src.y, Float4(0.0f)));
599 dst.z = As<Float4>(CmpNEQ(src.z, Float4(0.0f)));
600 dst.w = As<Float4>(CmpNEQ(src.w, Float4(0.0f)));
601 }
602
Alexis Hetuecad5192015-06-05 13:42:05 -0400603 void ShaderCore::b2f(Vector4f &dst, const Vector4f &src)
John Bauman19bac1e2014-05-06 15:23:49 -0400604 {
605 dst.x = As<Float4>(As<Int4>(src.x) & As<Int4>(Float4(1.0f)));
606 dst.y = As<Float4>(As<Int4>(src.y) & As<Int4>(Float4(1.0f)));
607 dst.z = As<Float4>(As<Int4>(src.z) & As<Int4>(Float4(1.0f)));
608 dst.w = As<Float4>(As<Int4>(src.w) & As<Int4>(Float4(1.0f)));
609 }
610
Alexis Hetuc4f2c292015-08-18 15:43:09 -0400611 void ShaderCore::f2i(Vector4f &dst, const Vector4f &src)
612 {
613 dst.x = As<Float4>(Int4(src.x));
614 dst.y = As<Float4>(Int4(src.y));
615 dst.z = As<Float4>(Int4(src.z));
616 dst.w = As<Float4>(Int4(src.w));
617 }
618
619 void ShaderCore::i2f(Vector4f &dst, const Vector4f &src)
620 {
621 dst.x = Float4(As<Int4>(src.x));
622 dst.y = Float4(As<Int4>(src.y));
623 dst.z = Float4(As<Int4>(src.z));
624 dst.w = Float4(As<Int4>(src.w));
625 }
626
627 void ShaderCore::f2u(Vector4f &dst, const Vector4f &src)
628 {
629 dst.x = As<Float4>(UInt4(src.x));
630 dst.y = As<Float4>(UInt4(src.y));
631 dst.z = As<Float4>(UInt4(src.z));
632 dst.w = As<Float4>(UInt4(src.w));
633 }
634
635 void ShaderCore::u2f(Vector4f &dst, const Vector4f &src)
636 {
637 dst.x = Float4(As<UInt4>(src.x));
638 dst.y = Float4(As<UInt4>(src.y));
639 dst.z = Float4(As<UInt4>(src.z));
640 dst.w = Float4(As<UInt4>(src.w));
641 }
642
643 void ShaderCore::i2b(Vector4f &dst, const Vector4f &src)
644 {
645 dst.x = As<Float4>(CmpNEQ(As<Int4>(src.x), Int4(0)));
646 dst.y = As<Float4>(CmpNEQ(As<Int4>(src.y), Int4(0)));
647 dst.z = As<Float4>(CmpNEQ(As<Int4>(src.z), Int4(0)));
648 dst.w = As<Float4>(CmpNEQ(As<Int4>(src.w), Int4(0)));
649 }
650
651 void ShaderCore::b2i(Vector4f &dst, const Vector4f &src)
652 {
653 dst.x = As<Float4>(As<Int4>(src.x) & Int4(1));
654 dst.y = As<Float4>(As<Int4>(src.y) & Int4(1));
655 dst.z = As<Float4>(As<Int4>(src.z) & Int4(1));
656 dst.w = As<Float4>(As<Int4>(src.w) & Int4(1));
657 }
658
Alexis Hetuecad5192015-06-05 13:42:05 -0400659 void ShaderCore::add(Vector4f &dst, const Vector4f &src0, const Vector4f &src1)
John Bauman89401822014-05-06 15:04:28 -0400660 {
661 dst.x = src0.x + src1.x;
662 dst.y = src0.y + src1.y;
663 dst.z = src0.z + src1.z;
664 dst.w = src0.w + src1.w;
665 }
666
Alexis Hetuc4f2c292015-08-18 15:43:09 -0400667 void ShaderCore::iadd(Vector4f &dst, const Vector4f &src0, const Vector4f &src1)
668 {
669 dst.x = As<Float4>(As<Int4>(src0.x) + As<Int4>(src1.x));
670 dst.y = As<Float4>(As<Int4>(src0.y) + As<Int4>(src1.y));
671 dst.z = As<Float4>(As<Int4>(src0.z) + As<Int4>(src1.z));
672 dst.w = As<Float4>(As<Int4>(src0.w) + As<Int4>(src1.w));
673 }
674
Alexis Hetuecad5192015-06-05 13:42:05 -0400675 void ShaderCore::sub(Vector4f &dst, const Vector4f &src0, const Vector4f &src1)
John Bauman89401822014-05-06 15:04:28 -0400676 {
677 dst.x = src0.x - src1.x;
678 dst.y = src0.y - src1.y;
679 dst.z = src0.z - src1.z;
680 dst.w = src0.w - src1.w;
681 }
682
Alexis Hetuc4f2c292015-08-18 15:43:09 -0400683 void ShaderCore::isub(Vector4f &dst, const Vector4f &src0, const Vector4f &src1)
684 {
685 dst.x = As<Float4>(As<Int4>(src0.x) - As<Int4>(src1.x));
686 dst.y = As<Float4>(As<Int4>(src0.y) - As<Int4>(src1.y));
687 dst.z = As<Float4>(As<Int4>(src0.z) - As<Int4>(src1.z));
688 dst.w = As<Float4>(As<Int4>(src0.w) - As<Int4>(src1.w));
689 }
690
Alexis Hetuecad5192015-06-05 13:42:05 -0400691 void ShaderCore::mad(Vector4f &dst, const Vector4f &src0, const Vector4f &src1, const Vector4f &src2)
John Bauman89401822014-05-06 15:04:28 -0400692 {
693 dst.x = src0.x * src1.x + src2.x;
694 dst.y = src0.y * src1.y + src2.y;
695 dst.z = src0.z * src1.z + src2.z;
696 dst.w = src0.w * src1.w + src2.w;
697 }
698
Alexis Hetuc4f2c292015-08-18 15:43:09 -0400699 void ShaderCore::imad(Vector4f &dst, const Vector4f &src0, const Vector4f &src1, const Vector4f &src2)
700 {
701 dst.x = As<Float4>(As<Int4>(src0.x) * As<Int4>(src1.x) + As<Int4>(src2.x));
702 dst.y = As<Float4>(As<Int4>(src0.y) * As<Int4>(src1.y) + As<Int4>(src2.y));
703 dst.z = As<Float4>(As<Int4>(src0.z) * As<Int4>(src1.z) + As<Int4>(src2.z));
704 dst.w = As<Float4>(As<Int4>(src0.w) * As<Int4>(src1.w) + As<Int4>(src2.w));
705 }
706
Alexis Hetuecad5192015-06-05 13:42:05 -0400707 void ShaderCore::mul(Vector4f &dst, const Vector4f &src0, const Vector4f &src1)
John Bauman89401822014-05-06 15:04:28 -0400708 {
709 dst.x = src0.x * src1.x;
710 dst.y = src0.y * src1.y;
711 dst.z = src0.z * src1.z;
712 dst.w = src0.w * src1.w;
713 }
714
Alexis Hetuc4f2c292015-08-18 15:43:09 -0400715 void ShaderCore::imul(Vector4f &dst, const Vector4f &src0, const Vector4f &src1)
716 {
717 dst.x = As<Float4>(As<Int4>(src0.x) * As<Int4>(src1.x));
718 dst.y = As<Float4>(As<Int4>(src0.y) * As<Int4>(src1.y));
719 dst.z = As<Float4>(As<Int4>(src0.z) * As<Int4>(src1.z));
720 dst.w = As<Float4>(As<Int4>(src0.w) * As<Int4>(src1.w));
721 }
722
Alexis Hetuecad5192015-06-05 13:42:05 -0400723 void ShaderCore::rcpx(Vector4f &dst, const Vector4f &src, bool pp)
John Bauman89401822014-05-06 15:04:28 -0400724 {
Nicolas Capensaf13df42018-01-09 16:27:15 -0500725 Float4 rcp = reciprocal(src.x, pp, true, true);
John Bauman89401822014-05-06 15:04:28 -0400726
727 dst.x = rcp;
728 dst.y = rcp;
729 dst.z = rcp;
730 dst.w = rcp;
731 }
732
Alexis Hetuecad5192015-06-05 13:42:05 -0400733 void ShaderCore::div(Vector4f &dst, const Vector4f &src0, const Vector4f &src1)
John Bauman19bac1e2014-05-06 15:23:49 -0400734 {
735 dst.x = src0.x / src1.x;
736 dst.y = src0.y / src1.y;
737 dst.z = src0.z / src1.z;
738 dst.w = src0.w / src1.w;
739 }
740
Alexis Hetuc4f2c292015-08-18 15:43:09 -0400741 void ShaderCore::idiv(Vector4f &dst, const Vector4f &src0, const Vector4f &src1)
742 {
743 Float4 intMax(As<Float4>(Int4(INT_MAX)));
744 cmp0i(dst.x, src1.x, intMax, src1.x);
745 dst.x = As<Float4>(As<Int4>(src0.x) / As<Int4>(dst.x));
746 cmp0i(dst.y, src1.y, intMax, src1.y);
747 dst.y = As<Float4>(As<Int4>(src0.y) / As<Int4>(dst.y));
748 cmp0i(dst.z, src1.z, intMax, src1.z);
749 dst.z = As<Float4>(As<Int4>(src0.z) / As<Int4>(dst.z));
750 cmp0i(dst.w, src1.w, intMax, src1.w);
751 dst.w = As<Float4>(As<Int4>(src0.w) / As<Int4>(dst.w));
752 }
753
754 void ShaderCore::udiv(Vector4f &dst, const Vector4f &src0, const Vector4f &src1)
755 {
756 Float4 uintMax(As<Float4>(UInt4(UINT_MAX)));
757 cmp0i(dst.x, src1.x, uintMax, src1.x);
758 dst.x = As<Float4>(As<UInt4>(src0.x) / As<UInt4>(dst.x));
759 cmp0i(dst.y, src1.y, uintMax, src1.y);
760 dst.y = As<Float4>(As<UInt4>(src0.y) / As<UInt4>(dst.y));
761 cmp0i(dst.z, src1.z, uintMax, src1.z);
762 dst.z = As<Float4>(As<UInt4>(src0.z) / As<UInt4>(dst.z));
763 cmp0i(dst.w, src1.w, uintMax, src1.w);
764 dst.w = As<Float4>(As<UInt4>(src0.w) / As<UInt4>(dst.w));
765 }
766
Alexis Hetuecad5192015-06-05 13:42:05 -0400767 void ShaderCore::mod(Vector4f &dst, const Vector4f &src0, const Vector4f &src1)
John Bauman19bac1e2014-05-06 15:23:49 -0400768 {
769 dst.x = modulo(src0.x, src1.x);
770 dst.y = modulo(src0.y, src1.y);
771 dst.z = modulo(src0.z, src1.z);
772 dst.w = modulo(src0.w, src1.w);
773 }
774
Alexis Hetuc4f2c292015-08-18 15:43:09 -0400775 void ShaderCore::imod(Vector4f &dst, const Vector4f &src0, const Vector4f &src1)
776 {
Alexis Hetu28958102017-10-02 13:48:19 -0400777 Float4 intMax(As<Float4>(Int4(INT_MAX)));
778 cmp0i(dst.x, src1.x, intMax, src1.x);
Alexis Hetuc4f2c292015-08-18 15:43:09 -0400779 dst.x = As<Float4>(As<Int4>(src0.x) % As<Int4>(dst.x));
Alexis Hetu28958102017-10-02 13:48:19 -0400780 cmp0i(dst.y, src1.y, intMax, src1.y);
Alexis Hetuc4f2c292015-08-18 15:43:09 -0400781 dst.y = As<Float4>(As<Int4>(src0.y) % As<Int4>(dst.y));
Alexis Hetu28958102017-10-02 13:48:19 -0400782 cmp0i(dst.z, src1.z, intMax, src1.z);
Alexis Hetuc4f2c292015-08-18 15:43:09 -0400783 dst.z = As<Float4>(As<Int4>(src0.z) % As<Int4>(dst.z));
Alexis Hetu28958102017-10-02 13:48:19 -0400784 cmp0i(dst.w, src1.w, intMax, src1.w);
Alexis Hetuc4f2c292015-08-18 15:43:09 -0400785 dst.w = As<Float4>(As<Int4>(src0.w) % As<Int4>(dst.w));
786 }
Alexis Hetu28958102017-10-02 13:48:19 -0400787
Alexis Hetuc4f2c292015-08-18 15:43:09 -0400788 void ShaderCore::umod(Vector4f &dst, const Vector4f &src0, const Vector4f &src1)
789 {
Alexis Hetu28958102017-10-02 13:48:19 -0400790 Float4 uintMax(As<Float4>(UInt4(UINT_MAX)));
791 cmp0i(dst.x, src1.x, uintMax, src1.x);
Alexis Hetuc4f2c292015-08-18 15:43:09 -0400792 dst.x = As<Float4>(As<UInt4>(src0.x) % As<UInt4>(dst.x));
Alexis Hetu28958102017-10-02 13:48:19 -0400793 cmp0i(dst.y, src1.y, uintMax, src1.y);
Alexis Hetuc4f2c292015-08-18 15:43:09 -0400794 dst.y = As<Float4>(As<UInt4>(src0.y) % As<UInt4>(dst.y));
Alexis Hetu28958102017-10-02 13:48:19 -0400795 cmp0i(dst.z, src1.z, uintMax, src1.z);
Alexis Hetuc4f2c292015-08-18 15:43:09 -0400796 dst.z = As<Float4>(As<UInt4>(src0.z) % As<UInt4>(dst.z));
Alexis Hetu28958102017-10-02 13:48:19 -0400797 cmp0i(dst.w, src1.w, uintMax, src1.w);
Alexis Hetuc4f2c292015-08-18 15:43:09 -0400798 dst.w = As<Float4>(As<UInt4>(src0.w) % As<UInt4>(dst.w));
799 }
800
801 void ShaderCore::shl(Vector4f &dst, const Vector4f &src0, const Vector4f &src1)
802 {
803 dst.x = As<Float4>(As<Int4>(src0.x) << As<Int4>(src1.x));
804 dst.y = As<Float4>(As<Int4>(src0.y) << As<Int4>(src1.y));
805 dst.z = As<Float4>(As<Int4>(src0.z) << As<Int4>(src1.z));
806 dst.w = As<Float4>(As<Int4>(src0.w) << As<Int4>(src1.w));
807 }
808
809 void ShaderCore::ishr(Vector4f &dst, const Vector4f &src0, const Vector4f &src1)
810 {
811 dst.x = As<Float4>(As<Int4>(src0.x) >> As<Int4>(src1.x));
812 dst.y = As<Float4>(As<Int4>(src0.y) >> As<Int4>(src1.y));
813 dst.z = As<Float4>(As<Int4>(src0.z) >> As<Int4>(src1.z));
814 dst.w = As<Float4>(As<Int4>(src0.w) >> As<Int4>(src1.w));
815 }
816
817 void ShaderCore::ushr(Vector4f &dst, const Vector4f &src0, const Vector4f &src1)
818 {
819 dst.x = As<Float4>(As<UInt4>(src0.x) >> As<UInt4>(src1.x));
820 dst.y = As<Float4>(As<UInt4>(src0.y) >> As<UInt4>(src1.y));
821 dst.z = As<Float4>(As<UInt4>(src0.z) >> As<UInt4>(src1.z));
822 dst.w = As<Float4>(As<UInt4>(src0.w) >> As<UInt4>(src1.w));
823 }
824
Alexis Hetuecad5192015-06-05 13:42:05 -0400825 void ShaderCore::rsqx(Vector4f &dst, const Vector4f &src, bool pp)
John Bauman89401822014-05-06 15:04:28 -0400826 {
827 Float4 rsq = reciprocalSquareRoot(src.x, true, pp);
828
John Bauman19bac1e2014-05-06 15:23:49 -0400829 dst.x = rsq;
830 dst.y = rsq;
831 dst.z = rsq;
832 dst.w = rsq;
John Bauman89401822014-05-06 15:04:28 -0400833 }
834
Alexis Hetuecad5192015-06-05 13:42:05 -0400835 void ShaderCore::sqrt(Vector4f &dst, const Vector4f &src, bool pp)
John Bauman19bac1e2014-05-06 15:23:49 -0400836 {
837 dst.x = Sqrt(src.x);
838 dst.y = Sqrt(src.y);
839 dst.z = Sqrt(src.z);
840 dst.w = Sqrt(src.w);
841 }
842
Alexis Hetuecad5192015-06-05 13:42:05 -0400843 void ShaderCore::rsq(Vector4f &dst, const Vector4f &src, bool pp)
John Bauman19bac1e2014-05-06 15:23:49 -0400844 {
845 dst.x = reciprocalSquareRoot(src.x, false, pp);
846 dst.y = reciprocalSquareRoot(src.y, false, pp);
847 dst.z = reciprocalSquareRoot(src.z, false, pp);
848 dst.w = reciprocalSquareRoot(src.w, false, pp);
849 }
850
Alexis Hetuecad5192015-06-05 13:42:05 -0400851 void ShaderCore::len2(Float4 &dst, const Vector4f &src, bool pp)
John Bauman19bac1e2014-05-06 15:23:49 -0400852 {
853 dst = Sqrt(dot2(src, src));
854 }
855
Alexis Hetuecad5192015-06-05 13:42:05 -0400856 void ShaderCore::len3(Float4 &dst, const Vector4f &src, bool pp)
John Bauman19bac1e2014-05-06 15:23:49 -0400857 {
858 dst = Sqrt(dot3(src, src));
859 }
860
Alexis Hetuecad5192015-06-05 13:42:05 -0400861 void ShaderCore::len4(Float4 &dst, const Vector4f &src, bool pp)
John Bauman19bac1e2014-05-06 15:23:49 -0400862 {
863 dst = Sqrt(dot4(src, src));
864 }
865
Alexis Hetuecad5192015-06-05 13:42:05 -0400866 void ShaderCore::dist1(Float4 &dst, const Vector4f &src0, const Vector4f &src1, bool pp)
John Bauman19bac1e2014-05-06 15:23:49 -0400867 {
868 dst = Abs(src0.x - src1.x);
869 }
870
Alexis Hetuecad5192015-06-05 13:42:05 -0400871 void ShaderCore::dist2(Float4 &dst, const Vector4f &src0, const Vector4f &src1, bool pp)
John Bauman19bac1e2014-05-06 15:23:49 -0400872 {
873 Float4 dx = src0.x - src1.x;
874 Float4 dy = src0.y - src1.y;
875 Float4 dot2 = dx * dx + dy * dy;
876 dst = Sqrt(dot2);
877 }
878
Alexis Hetuecad5192015-06-05 13:42:05 -0400879 void ShaderCore::dist3(Float4 &dst, const Vector4f &src0, const Vector4f &src1, bool pp)
John Bauman19bac1e2014-05-06 15:23:49 -0400880 {
881 Float4 dx = src0.x - src1.x;
882 Float4 dy = src0.y - src1.y;
883 Float4 dz = src0.z - src1.z;
884 Float4 dot3 = dx * dx + dy * dy + dz * dz;
885 dst = Sqrt(dot3);
886 }
887
Alexis Hetuecad5192015-06-05 13:42:05 -0400888 void ShaderCore::dist4(Float4 &dst, const Vector4f &src0, const Vector4f &src1, bool pp)
John Bauman19bac1e2014-05-06 15:23:49 -0400889 {
890 Float4 dx = src0.x - src1.x;
891 Float4 dy = src0.y - src1.y;
892 Float4 dz = src0.z - src1.z;
893 Float4 dw = src0.w - src1.w;
894 Float4 dot4 = dx * dx + dy * dy + dz * dz + dw * dw;
895 dst = Sqrt(dot4);
896 }
897
Alexis Hetuecad5192015-06-05 13:42:05 -0400898 void ShaderCore::dp1(Vector4f &dst, const Vector4f &src0, const Vector4f &src1)
John Bauman19bac1e2014-05-06 15:23:49 -0400899 {
900 Float4 t = src0.x * src1.x;
901
902 dst.x = t;
903 dst.y = t;
904 dst.z = t;
905 dst.w = t;
906 }
907
Alexis Hetuecad5192015-06-05 13:42:05 -0400908 void ShaderCore::dp2(Vector4f &dst, const Vector4f &src0, const Vector4f &src1)
John Bauman19bac1e2014-05-06 15:23:49 -0400909 {
910 Float4 t = dot2(src0, src1);
911
912 dst.x = t;
913 dst.y = t;
914 dst.z = t;
915 dst.w = t;
916 }
917
Alexis Hetuecad5192015-06-05 13:42:05 -0400918 void ShaderCore::dp2add(Vector4f &dst, const Vector4f &src0, const Vector4f &src1, const Vector4f &src2)
John Bauman19bac1e2014-05-06 15:23:49 -0400919 {
920 Float4 t = dot2(src0, src1) + src2.x;
921
922 dst.x = t;
923 dst.y = t;
924 dst.z = t;
925 dst.w = t;
926 }
927
Alexis Hetuecad5192015-06-05 13:42:05 -0400928 void ShaderCore::dp3(Vector4f &dst, const Vector4f &src0, const Vector4f &src1)
John Bauman89401822014-05-06 15:04:28 -0400929 {
930 Float4 dot = dot3(src0, src1);
931
932 dst.x = dot;
933 dst.y = dot;
934 dst.z = dot;
935 dst.w = dot;
936 }
937
Alexis Hetuecad5192015-06-05 13:42:05 -0400938 void ShaderCore::dp4(Vector4f &dst, const Vector4f &src0, const Vector4f &src1)
John Bauman89401822014-05-06 15:04:28 -0400939 {
940 Float4 dot = dot4(src0, src1);
941
942 dst.x = dot;
943 dst.y = dot;
944 dst.z = dot;
945 dst.w = dot;
946 }
947
Alexis Hetuecad5192015-06-05 13:42:05 -0400948 void ShaderCore::min(Vector4f &dst, const Vector4f &src0, const Vector4f &src1)
John Bauman89401822014-05-06 15:04:28 -0400949 {
950 dst.x = Min(src0.x, src1.x);
951 dst.y = Min(src0.y, src1.y);
952 dst.z = Min(src0.z, src1.z);
953 dst.w = Min(src0.w, src1.w);
954 }
955
Alexis Hetuc4f2c292015-08-18 15:43:09 -0400956 void ShaderCore::imin(Vector4f &dst, const Vector4f &src0, const Vector4f &src1)
957 {
958 dst.x = As<Float4>(Min(As<Int4>(src0.x), As<Int4>(src1.x)));
959 dst.y = As<Float4>(Min(As<Int4>(src0.y), As<Int4>(src1.y)));
960 dst.z = As<Float4>(Min(As<Int4>(src0.z), As<Int4>(src1.z)));
961 dst.w = As<Float4>(Min(As<Int4>(src0.w), As<Int4>(src1.w)));
962 }
963
964 void ShaderCore::umin(Vector4f &dst, const Vector4f &src0, const Vector4f &src1)
965 {
966 dst.x = As<Float4>(Min(As<UInt4>(src0.x), As<UInt4>(src1.x)));
967 dst.y = As<Float4>(Min(As<UInt4>(src0.y), As<UInt4>(src1.y)));
968 dst.z = As<Float4>(Min(As<UInt4>(src0.z), As<UInt4>(src1.z)));
969 dst.w = As<Float4>(Min(As<UInt4>(src0.w), As<UInt4>(src1.w)));
970 }
971
Alexis Hetuecad5192015-06-05 13:42:05 -0400972 void ShaderCore::max(Vector4f &dst, const Vector4f &src0, const Vector4f &src1)
John Bauman89401822014-05-06 15:04:28 -0400973 {
974 dst.x = Max(src0.x, src1.x);
975 dst.y = Max(src0.y, src1.y);
976 dst.z = Max(src0.z, src1.z);
977 dst.w = Max(src0.w, src1.w);
978 }
979
Alexis Hetuc4f2c292015-08-18 15:43:09 -0400980 void ShaderCore::imax(Vector4f &dst, const Vector4f &src0, const Vector4f &src1)
981 {
982 dst.x = As<Float4>(Max(As<Int4>(src0.x), As<Int4>(src1.x)));
983 dst.y = As<Float4>(Max(As<Int4>(src0.y), As<Int4>(src1.y)));
984 dst.z = As<Float4>(Max(As<Int4>(src0.z), As<Int4>(src1.z)));
985 dst.w = As<Float4>(Max(As<Int4>(src0.w), As<Int4>(src1.w)));
986 }
987
988 void ShaderCore::umax(Vector4f &dst, const Vector4f &src0, const Vector4f &src1)
989 {
990 dst.x = As<Float4>(Max(As<Int4>(src0.x), As<Int4>(src1.x)));
991 dst.y = As<Float4>(Max(As<Int4>(src0.y), As<Int4>(src1.y)));
992 dst.z = As<Float4>(Max(As<Int4>(src0.z), As<Int4>(src1.z)));
993 dst.w = As<Float4>(Max(As<Int4>(src0.w), As<Int4>(src1.w)));
994 }
995
Alexis Hetuecad5192015-06-05 13:42:05 -0400996 void ShaderCore::slt(Vector4f &dst, const Vector4f &src0, const Vector4f &src1)
John Bauman89401822014-05-06 15:04:28 -0400997 {
John Bauman19bac1e2014-05-06 15:23:49 -0400998 dst.x = As<Float4>(As<Int4>(CmpLT(src0.x, src1.x)) & As<Int4>(Float4(1.0f)));
999 dst.y = As<Float4>(As<Int4>(CmpLT(src0.y, src1.y)) & As<Int4>(Float4(1.0f)));
1000 dst.z = As<Float4>(As<Int4>(CmpLT(src0.z, src1.z)) & As<Int4>(Float4(1.0f)));
1001 dst.w = As<Float4>(As<Int4>(CmpLT(src0.w, src1.w)) & As<Int4>(Float4(1.0f)));
John Bauman89401822014-05-06 15:04:28 -04001002 }
1003
Alexis Hetuecad5192015-06-05 13:42:05 -04001004 void ShaderCore::step(Vector4f &dst, const Vector4f &edge, const Vector4f &x)
John Bauman89401822014-05-06 15:04:28 -04001005 {
John Bauman19bac1e2014-05-06 15:23:49 -04001006 dst.x = As<Float4>(CmpNLT(x.x, edge.x) & As<Int4>(Float4(1.0f)));
1007 dst.y = As<Float4>(CmpNLT(x.y, edge.y) & As<Int4>(Float4(1.0f)));
1008 dst.z = As<Float4>(CmpNLT(x.z, edge.z) & As<Int4>(Float4(1.0f)));
1009 dst.w = As<Float4>(CmpNLT(x.w, edge.w) & As<Int4>(Float4(1.0f)));
John Bauman89401822014-05-06 15:04:28 -04001010 }
1011
Alexis Hetuecad5192015-06-05 13:42:05 -04001012 void ShaderCore::exp2x(Vector4f &dst, const Vector4f &src, bool pp)
Nicolas Capens0bac2852016-05-07 06:09:58 -04001013 {
John Bauman19bac1e2014-05-06 15:23:49 -04001014 Float4 exp = exponential2(src.x, pp);
John Bauman89401822014-05-06 15:04:28 -04001015
1016 dst.x = exp;
1017 dst.y = exp;
1018 dst.z = exp;
1019 dst.w = exp;
1020 }
1021
Alexis Hetuecad5192015-06-05 13:42:05 -04001022 void ShaderCore::exp2(Vector4f &dst, const Vector4f &src, bool pp)
John Bauman89401822014-05-06 15:04:28 -04001023 {
John Bauman19bac1e2014-05-06 15:23:49 -04001024 dst.x = exponential2(src.x, pp);
1025 dst.y = exponential2(src.y, pp);
1026 dst.z = exponential2(src.z, pp);
1027 dst.w = exponential2(src.w, pp);
1028 }
1029
Alexis Hetuecad5192015-06-05 13:42:05 -04001030 void ShaderCore::exp(Vector4f &dst, const Vector4f &src, bool pp)
John Bauman19bac1e2014-05-06 15:23:49 -04001031 {
1032 dst.x = exponential(src.x, pp);
1033 dst.y = exponential(src.y, pp);
1034 dst.z = exponential(src.z, pp);
1035 dst.w = exponential(src.w, pp);
1036 }
1037
Alexis Hetuecad5192015-06-05 13:42:05 -04001038 void ShaderCore::log2x(Vector4f &dst, const Vector4f &src, bool pp)
John Bauman19bac1e2014-05-06 15:23:49 -04001039 {
1040 Float4 log = logarithm2(src.x, true, pp);
John Bauman89401822014-05-06 15:04:28 -04001041
1042 dst.x = log;
1043 dst.y = log;
1044 dst.z = log;
1045 dst.w = log;
1046 }
1047
Alexis Hetuecad5192015-06-05 13:42:05 -04001048 void ShaderCore::log2(Vector4f &dst, const Vector4f &src, bool pp)
John Bauman89401822014-05-06 15:04:28 -04001049 {
Alexis Hetua781af72017-07-06 17:12:47 -04001050 dst.x = logarithm2(src.x, false, pp);
1051 dst.y = logarithm2(src.y, false, pp);
1052 dst.z = logarithm2(src.z, false, pp);
1053 dst.w = logarithm2(src.w, false, pp);
John Bauman19bac1e2014-05-06 15:23:49 -04001054 }
1055
Alexis Hetuecad5192015-06-05 13:42:05 -04001056 void ShaderCore::log(Vector4f &dst, const Vector4f &src, bool pp)
John Bauman19bac1e2014-05-06 15:23:49 -04001057 {
1058 dst.x = logarithm(src.x, false, pp);
1059 dst.y = logarithm(src.y, false, pp);
1060 dst.z = logarithm(src.z, false, pp);
1061 dst.w = logarithm(src.w, false, pp);
1062 }
1063
Alexis Hetuecad5192015-06-05 13:42:05 -04001064 void ShaderCore::lit(Vector4f &dst, const Vector4f &src)
John Bauman19bac1e2014-05-06 15:23:49 -04001065 {
1066 dst.x = Float4(1.0f);
1067 dst.y = Max(src.x, Float4(0.0f));
John Bauman89401822014-05-06 15:04:28 -04001068
1069 Float4 pow;
1070
1071 pow = src.w;
John Bauman19bac1e2014-05-06 15:23:49 -04001072 pow = Min(pow, Float4(127.9961f));
1073 pow = Max(pow, Float4(-127.9961f));
John Bauman89401822014-05-06 15:04:28 -04001074
1075 dst.z = power(src.y, pow);
John Bauman19bac1e2014-05-06 15:23:49 -04001076 dst.z = As<Float4>(As<Int4>(dst.z) & CmpNLT(src.x, Float4(0.0f)));
1077 dst.z = As<Float4>(As<Int4>(dst.z) & CmpNLT(src.y, Float4(0.0f)));
John Bauman89401822014-05-06 15:04:28 -04001078
John Bauman19bac1e2014-05-06 15:23:49 -04001079 dst.w = Float4(1.0f);
John Bauman89401822014-05-06 15:04:28 -04001080 }
1081
Alexis Hetuecad5192015-06-05 13:42:05 -04001082 void ShaderCore::att(Vector4f &dst, const Vector4f &src0, const Vector4f &src1)
John Bauman89401822014-05-06 15:04:28 -04001083 {
John Bauman19bac1e2014-05-06 15:23:49 -04001084 // Computes attenuation factors (1, d, d^2, 1/d) assuming src0 = d^2, src1 = 1/d
John Bauman89401822014-05-06 15:04:28 -04001085 dst.x = 1;
1086 dst.y = src0.y * src1.y;
1087 dst.z = src0.z;
1088 dst.w = src1.w;
1089 }
1090
Alexis Hetuecad5192015-06-05 13:42:05 -04001091 void ShaderCore::lrp(Vector4f &dst, const Vector4f &src0, const Vector4f &src1, const Vector4f &src2)
John Bauman89401822014-05-06 15:04:28 -04001092 {
1093 dst.x = src0.x * (src1.x - src2.x) + src2.x;
1094 dst.y = src0.y * (src1.y - src2.y) + src2.y;
1095 dst.z = src0.z * (src1.z - src2.z) + src2.z;
1096 dst.w = src0.w * (src1.w - src2.w) + src2.w;
1097 }
1098
Alexis Hetu8ef6d102017-11-09 15:49:09 -05001099 void ShaderCore::isinf(Vector4f &dst, const Vector4f &src)
1100 {
1101 dst.x = As<Float4>(IsInf(src.x));
1102 dst.y = As<Float4>(IsInf(src.y));
1103 dst.z = As<Float4>(IsInf(src.z));
1104 dst.w = As<Float4>(IsInf(src.w));
1105 }
1106
1107 void ShaderCore::isnan(Vector4f &dst, const Vector4f &src)
1108 {
1109 dst.x = As<Float4>(IsNan(src.x));
1110 dst.y = As<Float4>(IsNan(src.y));
1111 dst.z = As<Float4>(IsNan(src.z));
1112 dst.w = As<Float4>(IsNan(src.w));
1113 }
1114
Alexis Hetuecad5192015-06-05 13:42:05 -04001115 void ShaderCore::smooth(Vector4f &dst, const Vector4f &edge0, const Vector4f &edge1, const Vector4f &x)
John Bauman89401822014-05-06 15:04:28 -04001116 {
John Bauman19bac1e2014-05-06 15:23:49 -04001117 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);
1118 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);
1119 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);
1120 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 -04001121 }
1122
Alexis Hetuffb35eb2016-04-06 18:05:00 -04001123 void ShaderCore::floatToHalfBits(Float4& dst, const Float4& floatBits, bool storeInUpperBits)
1124 {
1125 static const uint32_t mask_sign = 0x80000000u;
1126 static const uint32_t mask_round = ~0xfffu;
1127 static const uint32_t c_f32infty = 255 << 23;
1128 static const uint32_t c_magic = 15 << 23;
1129 static const uint32_t c_nanbit = 0x200;
1130 static const uint32_t c_infty_as_fp16 = 0x7c00;
1131 static const uint32_t c_clamp = (31 << 23) - 0x1000;
Nicolas Capens0bac2852016-05-07 06:09:58 -04001132
Alexis Hetuffb35eb2016-04-06 18:05:00 -04001133 UInt4 justsign = UInt4(mask_sign) & As<UInt4>(floatBits);
1134 UInt4 absf = As<UInt4>(floatBits) ^ justsign;
1135 UInt4 b_isnormal = CmpNLE(UInt4(c_f32infty), absf);
1136
1137 // 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
1138 // instead of nearest even, since that's fine for GLSL ES 3.0's needs (see section 2.1.1 Floating-Point Computation)
1139 UInt4 joined = ((((As<UInt4>(Min(As<Float4>(absf & UInt4(mask_round)) * As<Float4>(UInt4(c_magic)),
1140 As<Float4>(UInt4(c_clamp))))) - UInt4(mask_round)) >> 13) & b_isnormal) |
1141 ((b_isnormal ^ UInt4(0xFFFFFFFF)) & ((CmpNLE(absf, UInt4(c_f32infty)) & UInt4(c_nanbit)) |
1142 UInt4(c_infty_as_fp16)));
1143
1144 dst = As<Float4>(storeInUpperBits ? As<UInt4>(dst) | ((joined << 16) | justsign) : joined | (justsign >> 16));
1145 }
1146
1147 void ShaderCore::halfToFloatBits(Float4& dst, const Float4& halfBits)
1148 {
1149 static const uint32_t mask_nosign = 0x7FFF;
1150 static const uint32_t magic = (254 - 15) << 23;
1151 static const uint32_t was_infnan = 0x7BFF;
1152 static const uint32_t exp_infnan = 255 << 23;
1153
1154 UInt4 expmant = As<UInt4>(halfBits) & UInt4(mask_nosign);
1155 dst = As<Float4>(As<UInt4>(As<Float4>(expmant << 13) * As<Float4>(UInt4(magic))) |
1156 ((As<UInt4>(halfBits) ^ UInt4(expmant)) << 16) |
1157 (CmpNLE(As<UInt4>(expmant), UInt4(was_infnan)) & UInt4(exp_infnan)));
1158 }
1159
1160 void ShaderCore::packHalf2x16(Vector4f &d, const Vector4f &s0)
1161 {
1162 // half2 | half1
1163 floatToHalfBits(d.x, s0.x, false);
1164 floatToHalfBits(d.x, s0.y, true);
1165 }
1166
1167 void ShaderCore::unpackHalf2x16(Vector4f &dst, const Vector4f &s0)
1168 {
1169 // half2 | half1
1170 halfToFloatBits(dst.x, As<Float4>(As<UInt4>(s0.x) & UInt4(0x0000FFFF)));
1171 halfToFloatBits(dst.y, As<Float4>((As<UInt4>(s0.x) & UInt4(0xFFFF0000)) >> 16));
1172 }
1173
Alexis Hetu9cde9742016-04-06 13:03:38 -04001174 void ShaderCore::packSnorm2x16(Vector4f &d, const Vector4f &s0)
1175 {
1176 // round(clamp(c, -1.0, 1.0) * 32767.0)
1177 d.x = As<Float4>((Int4(Round(Min(Max(s0.x, Float4(-1.0f)), Float4(1.0f)) * Float4(32767.0f))) & Int4(0xFFFF)) |
1178 ((Int4(Round(Min(Max(s0.y, Float4(-1.0f)), Float4(1.0f)) * Float4(32767.0f))) & Int4(0xFFFF)) << 16));
1179 }
1180
1181 void ShaderCore::packUnorm2x16(Vector4f &d, const Vector4f &s0)
1182 {
1183 // round(clamp(c, 0.0, 1.0) * 65535.0)
1184 d.x = As<Float4>((Int4(Round(Min(Max(s0.x, Float4(0.0f)), Float4(1.0f)) * Float4(65535.0f))) & Int4(0xFFFF)) |
1185 ((Int4(Round(Min(Max(s0.y, Float4(0.0f)), Float4(1.0f)) * Float4(65535.0f))) & Int4(0xFFFF)) << 16));
1186 }
1187
1188 void ShaderCore::unpackSnorm2x16(Vector4f &dst, const Vector4f &s0)
1189 {
1190 // clamp(f / 32727.0, -1.0, 1.0)
1191 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));
1192 dst.y = Min(Max(Float4(As<Int4>(As<UInt4>(s0.x) & UInt4(0xFFFF0000))) * Float4(1.0f / float(0x7FFF0000)), Float4(-1.0f)), Float4(1.0f));
1193 }
1194
1195 void ShaderCore::unpackUnorm2x16(Vector4f &dst, const Vector4f &s0)
1196 {
1197 // f / 65535.0
1198 dst.x = Float4((As<UInt4>(s0.x) & UInt4(0x0000FFFF)) << 16) * Float4(1.0f / float(0xFFFF0000));
1199 dst.y = Float4(As<UInt4>(s0.x) & UInt4(0xFFFF0000)) * Float4(1.0f / float(0xFFFF0000));
1200 }
1201
Alexis Hetuc3d95f32015-09-23 12:27:32 -04001202 void ShaderCore::det2(Vector4f &dst, const Vector4f &src0, const Vector4f &src1)
1203 {
1204 dst.x = src0.x * src1.y - src0.y * src1.x;
1205 dst.y = dst.z = dst.w = dst.x;
1206 }
1207
1208 void ShaderCore::det3(Vector4f &dst, const Vector4f &src0, const Vector4f &src1, const Vector4f &src2)
1209 {
1210 crs(dst, src1, src2);
1211 dp3(dst, dst, src0);
1212 }
1213
1214 void ShaderCore::det4(Vector4f &dst, const Vector4f &src0, const Vector4f &src1, const Vector4f &src2, const Vector4f &src3)
1215 {
1216 dst.x = src2.z * src3.w - src2.w * src3.z;
1217 dst.y = src1.w * src3.z - src1.z * src3.w;
1218 dst.z = src1.z * src2.w - src1.w * src2.z;
1219 dst.x = src0.x * (src1.y * dst.x + src2.y * dst.y + src3.y * dst.z) -
1220 src0.y * (src1.x * dst.x + src2.x * dst.y + src3.x * dst.z) +
1221 src0.z * (src1.x * (src2.y * src3.w - src2.w * src3.y) +
1222 src2.x * (src1.w * src3.y - src1.y * src3.w) +
1223 src3.x * (src1.y * src2.w - src1.w * src2.y)) +
1224 src0.w * (src1.x * (src2.z * src3.y - src2.y * src3.z) +
1225 src2.x * (src1.y * src3.z - src1.z * src3.y) +
1226 src3.x * (src1.z * src2.y - src1.y * src2.z));
1227 dst.y = dst.z = dst.w = dst.x;
1228 }
1229
Alexis Hetuecad5192015-06-05 13:42:05 -04001230 void ShaderCore::frc(Vector4f &dst, const Vector4f &src)
John Bauman19bac1e2014-05-06 15:23:49 -04001231 {
1232 dst.x = Frac(src.x);
1233 dst.y = Frac(src.y);
1234 dst.z = Frac(src.z);
1235 dst.w = Frac(src.w);
1236 }
1237
Alexis Hetuecad5192015-06-05 13:42:05 -04001238 void ShaderCore::trunc(Vector4f &dst, const Vector4f &src)
John Bauman19bac1e2014-05-06 15:23:49 -04001239 {
1240 dst.x = Trunc(src.x);
1241 dst.y = Trunc(src.y);
1242 dst.z = Trunc(src.z);
1243 dst.w = Trunc(src.w);
1244 }
1245
Alexis Hetuecad5192015-06-05 13:42:05 -04001246 void ShaderCore::floor(Vector4f &dst, const Vector4f &src)
John Bauman19bac1e2014-05-06 15:23:49 -04001247 {
1248 dst.x = Floor(src.x);
1249 dst.y = Floor(src.y);
1250 dst.z = Floor(src.z);
1251 dst.w = Floor(src.w);
1252 }
1253
Alexis Hetuecad5192015-06-05 13:42:05 -04001254 void ShaderCore::round(Vector4f &dst, const Vector4f &src)
Alexis Hetu8b5f3ef2015-04-16 11:33:34 -04001255 {
1256 dst.x = Round(src.x);
1257 dst.y = Round(src.y);
1258 dst.z = Round(src.z);
1259 dst.w = Round(src.w);
1260 }
1261
Alexis Hetuecad5192015-06-05 13:42:05 -04001262 void ShaderCore::roundEven(Vector4f &dst, const Vector4f &src)
Alexis Hetu8e851c12015-06-04 11:30:54 -04001263 {
1264 // dst = round(src) + ((round(src) < src) * 2 - 1) * (fract(src) == 0.5) * isOdd(round(src));
1265 // ex.: 1.5: 2 + (0 * 2 - 1) * 1 * 0 = 2
1266 // 2.5: 3 + (0 * 2 - 1) * 1 * 1 = 2
1267 // -1.5: -2 + (1 * 2 - 1) * 1 * 0 = -2
1268 // -2.5: -3 + (1 * 2 - 1) * 1 * 1 = -2
1269 // Even if the round implementation rounds the other way:
1270 // 1.5: 1 + (1 * 2 - 1) * 1 * 1 = 2
1271 // 2.5: 2 + (1 * 2 - 1) * 1 * 0 = 2
1272 // -1.5: -1 + (0 * 2 - 1) * 1 * 1 = -2
1273 // -2.5: -2 + (0 * 2 - 1) * 1 * 0 = -2
1274 round(dst, src);
1275 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));
1276 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));
1277 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));
1278 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));
1279 }
1280
Alexis Hetuecad5192015-06-05 13:42:05 -04001281 void ShaderCore::ceil(Vector4f &dst, const Vector4f &src)
John Bauman19bac1e2014-05-06 15:23:49 -04001282 {
1283 dst.x = Ceil(src.x);
1284 dst.y = Ceil(src.y);
1285 dst.z = Ceil(src.z);
1286 dst.w = Ceil(src.w);
1287 }
1288
Alexis Hetuecad5192015-06-05 13:42:05 -04001289 void ShaderCore::powx(Vector4f &dst, const Vector4f &src0, const Vector4f &src1, bool pp)
John Bauman89401822014-05-06 15:04:28 -04001290 {
1291 Float4 pow = power(src0.x, src1.x, pp);
1292
1293 dst.x = pow;
1294 dst.y = pow;
1295 dst.z = pow;
1296 dst.w = pow;
1297 }
1298
Alexis Hetuecad5192015-06-05 13:42:05 -04001299 void ShaderCore::pow(Vector4f &dst, const Vector4f &src0, const Vector4f &src1, bool pp)
John Bauman19bac1e2014-05-06 15:23:49 -04001300 {
1301 dst.x = power(src0.x, src1.x, pp);
1302 dst.y = power(src0.y, src1.y, pp);
1303 dst.z = power(src0.z, src1.z, pp);
1304 dst.w = power(src0.w, src1.w, pp);
1305 }
1306
Alexis Hetuecad5192015-06-05 13:42:05 -04001307 void ShaderCore::crs(Vector4f &dst, const Vector4f &src0, const Vector4f &src1)
John Bauman89401822014-05-06 15:04:28 -04001308 {
1309 dst.x = src0.y * src1.z - src0.z * src1.y;
1310 dst.y = src0.z * src1.x - src0.x * src1.z;
1311 dst.z = src0.x * src1.y - src0.y * src1.x;
1312 }
1313
Alexis Hetuecad5192015-06-05 13:42:05 -04001314 void ShaderCore::forward1(Vector4f &dst, const Vector4f &N, const Vector4f &I, const Vector4f &Nref)
John Bauman19bac1e2014-05-06 15:23:49 -04001315 {
1316 Int4 flip = CmpNLT(Nref.x * I.x, Float4(0.0f)) & Int4(0x80000000);
1317
1318 dst.x = As<Float4>(flip ^ As<Int4>(N.x));
1319 }
1320
Alexis Hetuecad5192015-06-05 13:42:05 -04001321 void ShaderCore::forward2(Vector4f &dst, const Vector4f &N, const Vector4f &I, const Vector4f &Nref)
John Bauman19bac1e2014-05-06 15:23:49 -04001322 {
1323 Int4 flip = CmpNLT(dot2(Nref, I), Float4(0.0f)) & Int4(0x80000000);
1324
1325 dst.x = As<Float4>(flip ^ As<Int4>(N.x));
1326 dst.y = As<Float4>(flip ^ As<Int4>(N.y));
1327 }
1328
Alexis Hetuecad5192015-06-05 13:42:05 -04001329 void ShaderCore::forward3(Vector4f &dst, const Vector4f &N, const Vector4f &I, const Vector4f &Nref)
John Bauman19bac1e2014-05-06 15:23:49 -04001330 {
1331 Int4 flip = CmpNLT(dot3(Nref, I), Float4(0.0f)) & Int4(0x80000000);
1332
1333 dst.x = As<Float4>(flip ^ As<Int4>(N.x));
1334 dst.y = As<Float4>(flip ^ As<Int4>(N.y));
1335 dst.z = As<Float4>(flip ^ As<Int4>(N.z));
1336 }
1337
Alexis Hetuecad5192015-06-05 13:42:05 -04001338 void ShaderCore::forward4(Vector4f &dst, const Vector4f &N, const Vector4f &I, const Vector4f &Nref)
John Bauman19bac1e2014-05-06 15:23:49 -04001339 {
1340 Int4 flip = CmpNLT(dot4(Nref, I), Float4(0.0f)) & Int4(0x80000000);
1341
1342 dst.x = As<Float4>(flip ^ As<Int4>(N.x));
1343 dst.y = As<Float4>(flip ^ As<Int4>(N.y));
1344 dst.z = As<Float4>(flip ^ As<Int4>(N.z));
1345 dst.w = As<Float4>(flip ^ As<Int4>(N.w));
1346 }
Nicolas Capens0bac2852016-05-07 06:09:58 -04001347
Alexis Hetuecad5192015-06-05 13:42:05 -04001348 void ShaderCore::reflect1(Vector4f &dst, const Vector4f &I, const Vector4f &N)
John Bauman19bac1e2014-05-06 15:23:49 -04001349 {
1350 Float4 d = N.x * I.x;
1351
1352 dst.x = I.x - Float4(2.0f) * d * N.x;
1353 }
1354
Alexis Hetuecad5192015-06-05 13:42:05 -04001355 void ShaderCore::reflect2(Vector4f &dst, const Vector4f &I, const Vector4f &N)
John Bauman19bac1e2014-05-06 15:23:49 -04001356 {
1357 Float4 d = dot2(N, I);
1358
1359 dst.x = I.x - Float4(2.0f) * d * N.x;
1360 dst.y = I.y - Float4(2.0f) * d * N.y;
1361 }
1362
Alexis Hetuecad5192015-06-05 13:42:05 -04001363 void ShaderCore::reflect3(Vector4f &dst, const Vector4f &I, const Vector4f &N)
John Bauman19bac1e2014-05-06 15:23:49 -04001364 {
1365 Float4 d = dot3(N, I);
1366
1367 dst.x = I.x - Float4(2.0f) * d * N.x;
1368 dst.y = I.y - Float4(2.0f) * d * N.y;
1369 dst.z = I.z - Float4(2.0f) * d * N.z;
1370 }
1371
Alexis Hetuecad5192015-06-05 13:42:05 -04001372 void ShaderCore::reflect4(Vector4f &dst, const Vector4f &I, const Vector4f &N)
John Bauman19bac1e2014-05-06 15:23:49 -04001373 {
1374 Float4 d = dot4(N, I);
1375
1376 dst.x = I.x - Float4(2.0f) * d * N.x;
1377 dst.y = I.y - Float4(2.0f) * d * N.y;
1378 dst.z = I.z - Float4(2.0f) * d * N.z;
1379 dst.w = I.w - Float4(2.0f) * d * N.w;
1380 }
1381
Alexis Hetuecad5192015-06-05 13:42:05 -04001382 void ShaderCore::refract1(Vector4f &dst, const Vector4f &I, const Vector4f &N, const Float4 &eta)
John Bauman19bac1e2014-05-06 15:23:49 -04001383 {
1384 Float4 d = N.x * I.x;
1385 Float4 k = Float4(1.0f) - eta * eta * (Float4(1.0f) - d * d);
1386 Int4 pos = CmpNLT(k, Float4(0.0f));
1387 Float4 t = (eta * d + Sqrt(k));
1388
1389 dst.x = As<Float4>(pos & As<Int4>(eta * I.x - t * N.x));
1390 }
1391
Alexis Hetuecad5192015-06-05 13:42:05 -04001392 void ShaderCore::refract2(Vector4f &dst, const Vector4f &I, const Vector4f &N, const Float4 &eta)
John Bauman19bac1e2014-05-06 15:23:49 -04001393 {
1394 Float4 d = dot2(N, I);
1395 Float4 k = Float4(1.0f) - eta * eta * (Float4(1.0f) - d * d);
1396 Int4 pos = CmpNLT(k, Float4(0.0f));
1397 Float4 t = (eta * d + Sqrt(k));
1398
1399 dst.x = As<Float4>(pos & As<Int4>(eta * I.x - t * N.x));
1400 dst.y = As<Float4>(pos & As<Int4>(eta * I.y - t * N.y));
1401 }
1402
Alexis Hetuecad5192015-06-05 13:42:05 -04001403 void ShaderCore::refract3(Vector4f &dst, const Vector4f &I, const Vector4f &N, const Float4 &eta)
John Bauman19bac1e2014-05-06 15:23:49 -04001404 {
1405 Float4 d = dot3(N, I);
1406 Float4 k = Float4(1.0f) - eta * eta * (Float4(1.0f) - d * d);
1407 Int4 pos = CmpNLT(k, Float4(0.0f));
1408 Float4 t = (eta * d + Sqrt(k));
1409
1410 dst.x = As<Float4>(pos & As<Int4>(eta * I.x - t * N.x));
1411 dst.y = As<Float4>(pos & As<Int4>(eta * I.y - t * N.y));
1412 dst.z = As<Float4>(pos & As<Int4>(eta * I.z - t * N.z));
1413 }
1414
Alexis Hetuecad5192015-06-05 13:42:05 -04001415 void ShaderCore::refract4(Vector4f &dst, const Vector4f &I, const Vector4f &N, const Float4 &eta)
John Bauman19bac1e2014-05-06 15:23:49 -04001416 {
1417 Float4 d = dot4(N, I);
1418 Float4 k = Float4(1.0f) - eta * eta * (Float4(1.0f) - d * d);
1419 Int4 pos = CmpNLT(k, Float4(0.0f));
1420 Float4 t = (eta * d + Sqrt(k));
1421
1422 dst.x = As<Float4>(pos & As<Int4>(eta * I.x - t * N.x));
1423 dst.y = As<Float4>(pos & As<Int4>(eta * I.y - t * N.y));
1424 dst.z = As<Float4>(pos & As<Int4>(eta * I.z - t * N.z));
1425 dst.w = As<Float4>(pos & As<Int4>(eta * I.w - t * N.w));
1426 }
1427
Alexis Hetuecad5192015-06-05 13:42:05 -04001428 void ShaderCore::sgn(Vector4f &dst, const Vector4f &src)
John Bauman89401822014-05-06 15:04:28 -04001429 {
1430 sgn(dst.x, src.x);
1431 sgn(dst.y, src.y);
1432 sgn(dst.z, src.z);
1433 sgn(dst.w, src.w);
1434 }
1435
Alexis Hetu0f448072016-03-18 10:56:08 -04001436 void ShaderCore::isgn(Vector4f &dst, const Vector4f &src)
1437 {
1438 isgn(dst.x, src.x);
1439 isgn(dst.y, src.y);
1440 isgn(dst.z, src.z);
1441 isgn(dst.w, src.w);
1442 }
1443
Alexis Hetuecad5192015-06-05 13:42:05 -04001444 void ShaderCore::abs(Vector4f &dst, const Vector4f &src)
John Bauman89401822014-05-06 15:04:28 -04001445 {
1446 dst.x = Abs(src.x);
1447 dst.y = Abs(src.y);
1448 dst.z = Abs(src.z);
1449 dst.w = Abs(src.w);
1450 }
Alexis Hetu0f448072016-03-18 10:56:08 -04001451
1452 void ShaderCore::iabs(Vector4f &dst, const Vector4f &src)
1453 {
1454 dst.x = As<Float4>(Abs(As<Int4>(src.x)));
1455 dst.y = As<Float4>(Abs(As<Int4>(src.y)));
1456 dst.z = As<Float4>(Abs(As<Int4>(src.z)));
1457 dst.w = As<Float4>(Abs(As<Int4>(src.w)));
1458 }
1459
Alexis Hetuecad5192015-06-05 13:42:05 -04001460 void ShaderCore::nrm2(Vector4f &dst, const Vector4f &src, bool pp)
John Bauman19bac1e2014-05-06 15:23:49 -04001461 {
1462 Float4 dot = dot2(src, src);
1463 Float4 rsq = reciprocalSquareRoot(dot, false, pp);
John Bauman89401822014-05-06 15:04:28 -04001464
John Bauman19bac1e2014-05-06 15:23:49 -04001465 dst.x = src.x * rsq;
1466 dst.y = src.y * rsq;
1467 dst.z = src.z * rsq;
1468 dst.w = src.w * rsq;
1469 }
1470
Alexis Hetuecad5192015-06-05 13:42:05 -04001471 void ShaderCore::nrm3(Vector4f &dst, const Vector4f &src, bool pp)
John Bauman89401822014-05-06 15:04:28 -04001472 {
1473 Float4 dot = dot3(src, src);
1474 Float4 rsq = reciprocalSquareRoot(dot, false, pp);
1475
1476 dst.x = src.x * rsq;
1477 dst.y = src.y * rsq;
1478 dst.z = src.z * rsq;
1479 dst.w = src.w * rsq;
1480 }
John Bauman19bac1e2014-05-06 15:23:49 -04001481
Alexis Hetuecad5192015-06-05 13:42:05 -04001482 void ShaderCore::nrm4(Vector4f &dst, const Vector4f &src, bool pp)
John Bauman89401822014-05-06 15:04:28 -04001483 {
John Bauman19bac1e2014-05-06 15:23:49 -04001484 Float4 dot = dot4(src, src);
1485 Float4 rsq = reciprocalSquareRoot(dot, false, pp);
John Bauman89401822014-05-06 15:04:28 -04001486
John Bauman19bac1e2014-05-06 15:23:49 -04001487 dst.x = src.x * rsq;
1488 dst.y = src.y * rsq;
1489 dst.z = src.z * rsq;
1490 dst.w = src.w * rsq;
1491 }
Nicolas Capens0bac2852016-05-07 06:09:58 -04001492
Alexis Hetuecad5192015-06-05 13:42:05 -04001493 void ShaderCore::sincos(Vector4f &dst, const Vector4f &src, bool pp)
John Bauman19bac1e2014-05-06 15:23:49 -04001494 {
1495 dst.x = cosine_pi(src.x, pp);
1496 dst.y = sine_pi(src.x, pp);
John Bauman89401822014-05-06 15:04:28 -04001497 }
1498
Alexis Hetuecad5192015-06-05 13:42:05 -04001499 void ShaderCore::cos(Vector4f &dst, const Vector4f &src, bool pp)
John Bauman19bac1e2014-05-06 15:23:49 -04001500 {
1501 dst.x = cosine(src.x, pp);
1502 dst.y = cosine(src.y, pp);
1503 dst.z = cosine(src.z, pp);
1504 dst.w = cosine(src.w, pp);
1505 }
1506
Alexis Hetuecad5192015-06-05 13:42:05 -04001507 void ShaderCore::sin(Vector4f &dst, const Vector4f &src, bool pp)
John Bauman19bac1e2014-05-06 15:23:49 -04001508 {
1509 dst.x = sine(src.x, pp);
1510 dst.y = sine(src.y, pp);
1511 dst.z = sine(src.z, pp);
1512 dst.w = sine(src.w, pp);
1513 }
1514
Alexis Hetuecad5192015-06-05 13:42:05 -04001515 void ShaderCore::tan(Vector4f &dst, const Vector4f &src, bool pp)
John Bauman19bac1e2014-05-06 15:23:49 -04001516 {
1517 dst.x = tangent(src.x, pp);
1518 dst.y = tangent(src.y, pp);
1519 dst.z = tangent(src.z, pp);
1520 dst.w = tangent(src.w, pp);
1521 }
1522
Alexis Hetuecad5192015-06-05 13:42:05 -04001523 void ShaderCore::acos(Vector4f &dst, const Vector4f &src, bool pp)
John Bauman19bac1e2014-05-06 15:23:49 -04001524 {
1525 dst.x = arccos(src.x, pp);
1526 dst.y = arccos(src.y, pp);
1527 dst.z = arccos(src.z, pp);
1528 dst.w = arccos(src.w, pp);
1529 }
1530
Alexis Hetuecad5192015-06-05 13:42:05 -04001531 void ShaderCore::asin(Vector4f &dst, const Vector4f &src, bool pp)
John Bauman19bac1e2014-05-06 15:23:49 -04001532 {
1533 dst.x = arcsin(src.x, pp);
1534 dst.y = arcsin(src.y, pp);
1535 dst.z = arcsin(src.z, pp);
1536 dst.w = arcsin(src.w, pp);
1537 }
1538
Alexis Hetuecad5192015-06-05 13:42:05 -04001539 void ShaderCore::atan(Vector4f &dst, const Vector4f &src, bool pp)
John Bauman19bac1e2014-05-06 15:23:49 -04001540 {
1541 dst.x = arctan(src.x, pp);
1542 dst.y = arctan(src.y, pp);
1543 dst.z = arctan(src.z, pp);
1544 dst.w = arctan(src.w, pp);
1545 }
1546
Alexis Hetuecad5192015-06-05 13:42:05 -04001547 void ShaderCore::atan2(Vector4f &dst, const Vector4f &src0, const Vector4f &src1, bool pp)
John Bauman19bac1e2014-05-06 15:23:49 -04001548 {
1549 dst.x = arctan(src0.x, src1.x, pp);
1550 dst.y = arctan(src0.y, src1.y, pp);
1551 dst.z = arctan(src0.z, src1.z, pp);
1552 dst.w = arctan(src0.w, src1.w, pp);
1553 }
1554
Alexis Hetuecad5192015-06-05 13:42:05 -04001555 void ShaderCore::cosh(Vector4f &dst, const Vector4f &src, bool pp)
Alexis Hetu8b5f3ef2015-04-16 11:33:34 -04001556 {
1557 dst.x = cosineh(src.x, pp);
1558 dst.y = cosineh(src.y, pp);
1559 dst.z = cosineh(src.z, pp);
1560 dst.w = cosineh(src.w, pp);
1561 }
1562
Alexis Hetuecad5192015-06-05 13:42:05 -04001563 void ShaderCore::sinh(Vector4f &dst, const Vector4f &src, bool pp)
Alexis Hetu8b5f3ef2015-04-16 11:33:34 -04001564 {
1565 dst.x = sineh(src.x, pp);
1566 dst.y = sineh(src.y, pp);
1567 dst.z = sineh(src.z, pp);
1568 dst.w = sineh(src.w, pp);
1569 }
1570
Alexis Hetuecad5192015-06-05 13:42:05 -04001571 void ShaderCore::tanh(Vector4f &dst, const Vector4f &src, bool pp)
Alexis Hetu8b5f3ef2015-04-16 11:33:34 -04001572 {
1573 dst.x = tangenth(src.x, pp);
1574 dst.y = tangenth(src.y, pp);
1575 dst.z = tangenth(src.z, pp);
1576 dst.w = tangenth(src.w, pp);
1577 }
1578
Alexis Hetuecad5192015-06-05 13:42:05 -04001579 void ShaderCore::acosh(Vector4f &dst, const Vector4f &src, bool pp)
Alexis Hetu8b5f3ef2015-04-16 11:33:34 -04001580 {
1581 dst.x = arccosh(src.x, pp);
1582 dst.y = arccosh(src.y, pp);
1583 dst.z = arccosh(src.z, pp);
1584 dst.w = arccosh(src.w, pp);
1585 }
1586
Alexis Hetuecad5192015-06-05 13:42:05 -04001587 void ShaderCore::asinh(Vector4f &dst, const Vector4f &src, bool pp)
Alexis Hetu8b5f3ef2015-04-16 11:33:34 -04001588 {
1589 dst.x = arcsinh(src.x, pp);
1590 dst.y = arcsinh(src.y, pp);
1591 dst.z = arcsinh(src.z, pp);
1592 dst.w = arcsinh(src.w, pp);
1593 }
1594
Alexis Hetuecad5192015-06-05 13:42:05 -04001595 void ShaderCore::atanh(Vector4f &dst, const Vector4f &src, bool pp)
Alexis Hetu8b5f3ef2015-04-16 11:33:34 -04001596 {
1597 dst.x = arctanh(src.x, pp);
1598 dst.y = arctanh(src.y, pp);
1599 dst.z = arctanh(src.z, pp);
1600 dst.w = arctanh(src.w, pp);
1601 }
1602
Alexis Hetu53ad4af2017-12-06 14:49:07 -05001603 void ShaderCore::expp(Vector4f &dst, const Vector4f &src, unsigned short shaderModel)
John Bauman89401822014-05-06 15:04:28 -04001604 {
Alexis Hetu53ad4af2017-12-06 14:49:07 -05001605 if(shaderModel < 0x0200)
John Bauman89401822014-05-06 15:04:28 -04001606 {
John Bauman19bac1e2014-05-06 15:23:49 -04001607 Float4 frc = Frac(src.x);
John Bauman89401822014-05-06 15:04:28 -04001608 Float4 floor = src.x - frc;
1609
John Bauman19bac1e2014-05-06 15:23:49 -04001610 dst.x = exponential2(floor, true);
John Bauman89401822014-05-06 15:04:28 -04001611 dst.y = frc;
John Bauman19bac1e2014-05-06 15:23:49 -04001612 dst.z = exponential2(src.x, true);
1613 dst.w = Float4(1.0f);
John Bauman89401822014-05-06 15:04:28 -04001614 }
1615 else // Version >= 2.0
1616 {
John Bauman19bac1e2014-05-06 15:23:49 -04001617 exp2x(dst, src, true); // FIXME: 10-bit precision suffices
John Bauman89401822014-05-06 15:04:28 -04001618 }
1619 }
Nicolas Capens0bac2852016-05-07 06:09:58 -04001620
Alexis Hetu53ad4af2017-12-06 14:49:07 -05001621 void ShaderCore::logp(Vector4f &dst, const Vector4f &src, unsigned short shaderModel)
John Bauman89401822014-05-06 15:04:28 -04001622 {
Alexis Hetu53ad4af2017-12-06 14:49:07 -05001623 if(shaderModel < 0x0200)
John Bauman89401822014-05-06 15:04:28 -04001624 {
1625 Float4 tmp0;
1626 Float4 tmp1;
1627 Float4 t;
1628 Int4 r;
1629
1630 tmp0 = Abs(src.x);
1631 tmp1 = tmp0;
1632
1633 // X component
John Bauman19bac1e2014-05-06 15:23:49 -04001634 r = As<Int4>(As<UInt4>(tmp0) >> 23) - Int4(127);
John Bauman89401822014-05-06 15:04:28 -04001635 dst.x = Float4(r);
1636
1637 // Y component
1638 dst.y = As<Float4>((As<Int4>(tmp1) & Int4(0x007FFFFF)) | As<Int4>(Float4(1.0f)));
1639
1640 // Z component
John Bauman19bac1e2014-05-06 15:23:49 -04001641 dst.z = logarithm2(src.x, true, true);
John Bauman89401822014-05-06 15:04:28 -04001642
1643 // W component
1644 dst.w = 1.0f;
1645 }
1646 else
1647 {
John Bauman19bac1e2014-05-06 15:23:49 -04001648 log2x(dst, src, true);
John Bauman89401822014-05-06 15:04:28 -04001649 }
1650 }
Nicolas Capens0bac2852016-05-07 06:09:58 -04001651
Alexis Hetuecad5192015-06-05 13:42:05 -04001652 void ShaderCore::cmp0(Vector4f &dst, const Vector4f &src0, const Vector4f &src1, const Vector4f &src2)
John Bauman89401822014-05-06 15:04:28 -04001653 {
John Bauman19bac1e2014-05-06 15:23:49 -04001654 cmp0(dst.x, src0.x, src1.x, src2.x);
1655 cmp0(dst.y, src0.y, src1.y, src2.y);
1656 cmp0(dst.z, src0.z, src1.z, src2.z);
1657 cmp0(dst.w, src0.w, src1.w, src2.w);
John Bauman89401822014-05-06 15:04:28 -04001658 }
John Bauman89401822014-05-06 15:04:28 -04001659
Alexis Hetuecad5192015-06-05 13:42:05 -04001660 void ShaderCore::select(Vector4f &dst, const Vector4f &src0, const Vector4f &src1, const Vector4f &src2)
John Bauman19bac1e2014-05-06 15:23:49 -04001661 {
1662 select(dst.x, As<Int4>(src0.x), src1.x, src2.x);
1663 select(dst.y, As<Int4>(src0.y), src1.y, src2.y);
1664 select(dst.z, As<Int4>(src0.z), src1.z, src2.z);
1665 select(dst.w, As<Int4>(src0.w), src1.w, src2.w);
1666 }
1667
Alexis Hetuecad5192015-06-05 13:42:05 -04001668 void ShaderCore::extract(Float4 &dst, const Vector4f &src0, const Float4 &src1)
John Bauman19bac1e2014-05-06 15:23:49 -04001669 {
Alexis Hetuc4f2c292015-08-18 15:43:09 -04001670 select(dst, CmpEQ(As<Int4>(src1), Int4(1)), src0.y, src0.x);
1671 select(dst, CmpEQ(As<Int4>(src1), Int4(2)), src0.z, dst);
1672 select(dst, CmpEQ(As<Int4>(src1), Int4(3)), src0.w, dst);
John Bauman19bac1e2014-05-06 15:23:49 -04001673 }
1674
Alexis Hetuecad5192015-06-05 13:42:05 -04001675 void ShaderCore::insert(Vector4f &dst, const Vector4f &src, const Float4 &element, const Float4 &index)
John Bauman19bac1e2014-05-06 15:23:49 -04001676 {
Alexis Hetuc4f2c292015-08-18 15:43:09 -04001677 select(dst.x, CmpEQ(As<Int4>(index), Int4(0)), element, src.x);
1678 select(dst.y, CmpEQ(As<Int4>(index), Int4(1)), element, src.y);
1679 select(dst.z, CmpEQ(As<Int4>(index), Int4(2)), element, src.z);
1680 select(dst.w, CmpEQ(As<Int4>(index), Int4(3)), element, src.w);
John Bauman89401822014-05-06 15:04:28 -04001681 }
1682
Alexis Hetuecad5192015-06-05 13:42:05 -04001683 void ShaderCore::sgn(Float4 &dst, const Float4 &src)
John Bauman89401822014-05-06 15:04:28 -04001684 {
John Bauman19bac1e2014-05-06 15:23:49 -04001685 Int4 neg = As<Int4>(CmpLT(src, Float4(-0.0f))) & As<Int4>(Float4(-1.0f));
1686 Int4 pos = As<Int4>(CmpNLE(src, Float4(+0.0f))) & As<Int4>(Float4(1.0f));
John Bauman89401822014-05-06 15:04:28 -04001687 dst = As<Float4>(neg | pos);
1688 }
1689
Alexis Hetu0f448072016-03-18 10:56:08 -04001690 void ShaderCore::isgn(Float4 &dst, const Float4 &src)
1691 {
1692 Int4 neg = CmpLT(As<Int4>(src), Int4(0)) & Int4(-1);
1693 Int4 pos = CmpNLE(As<Int4>(src), Int4(0)) & Int4(1);
1694 dst = As<Float4>(neg | pos);
1695 }
1696
Alexis Hetuecad5192015-06-05 13:42:05 -04001697 void ShaderCore::cmp0(Float4 &dst, const Float4 &src0, const Float4 &src1, const Float4 &src2)
John Bauman89401822014-05-06 15:04:28 -04001698 {
John Bauman19bac1e2014-05-06 15:23:49 -04001699 Int4 pos = CmpLE(Float4(0.0f), src0);
1700 select(dst, pos, src1, src2);
John Bauman89401822014-05-06 15:04:28 -04001701 }
1702
Alexis Hetuc4f2c292015-08-18 15:43:09 -04001703 void ShaderCore::cmp0i(Float4 &dst, const Float4 &src0, const Float4 &src1, const Float4 &src2)
1704 {
1705 Int4 pos = CmpEQ(Int4(0), As<Int4>(src0));
1706 select(dst, pos, src1, src2);
1707 }
1708
Alexis Hetuecad5192015-06-05 13:42:05 -04001709 void ShaderCore::select(Float4 &dst, RValue<Int4> src0, const Float4 &src1, const Float4 &src2)
John Bauman19bac1e2014-05-06 15:23:49 -04001710 {
1711 // FIXME: LLVM vector select
Tom Anderson69bc6e82017-03-20 11:54:29 -07001712 dst = As<Float4>((src0 & As<Int4>(src1)) | (~src0 & As<Int4>(src2)));
John Bauman19bac1e2014-05-06 15:23:49 -04001713 }
1714
Alexis Hetuecad5192015-06-05 13:42:05 -04001715 void ShaderCore::cmp(Vector4f &dst, const Vector4f &src0, const Vector4f &src1, Control control)
John Bauman89401822014-05-06 15:04:28 -04001716 {
1717 switch(control)
1718 {
John Bauman19bac1e2014-05-06 15:23:49 -04001719 case Shader::CONTROL_GT:
John Bauman89401822014-05-06 15:04:28 -04001720 dst.x = As<Float4>(CmpNLE(src0.x, src1.x));
1721 dst.y = As<Float4>(CmpNLE(src0.y, src1.y));
1722 dst.z = As<Float4>(CmpNLE(src0.z, src1.z));
1723 dst.w = As<Float4>(CmpNLE(src0.w, src1.w));
1724 break;
John Bauman19bac1e2014-05-06 15:23:49 -04001725 case Shader::CONTROL_EQ:
John Bauman89401822014-05-06 15:04:28 -04001726 dst.x = As<Float4>(CmpEQ(src0.x, src1.x));
1727 dst.y = As<Float4>(CmpEQ(src0.y, src1.y));
1728 dst.z = As<Float4>(CmpEQ(src0.z, src1.z));
1729 dst.w = As<Float4>(CmpEQ(src0.w, src1.w));
1730 break;
John Bauman19bac1e2014-05-06 15:23:49 -04001731 case Shader::CONTROL_GE:
John Bauman89401822014-05-06 15:04:28 -04001732 dst.x = As<Float4>(CmpNLT(src0.x, src1.x));
1733 dst.y = As<Float4>(CmpNLT(src0.y, src1.y));
1734 dst.z = As<Float4>(CmpNLT(src0.z, src1.z));
1735 dst.w = As<Float4>(CmpNLT(src0.w, src1.w));
1736 break;
John Bauman19bac1e2014-05-06 15:23:49 -04001737 case Shader::CONTROL_LT:
John Bauman89401822014-05-06 15:04:28 -04001738 dst.x = As<Float4>(CmpLT(src0.x, src1.x));
1739 dst.y = As<Float4>(CmpLT(src0.y, src1.y));
1740 dst.z = As<Float4>(CmpLT(src0.z, src1.z));
1741 dst.w = As<Float4>(CmpLT(src0.w, src1.w));
1742 break;
John Bauman19bac1e2014-05-06 15:23:49 -04001743 case Shader::CONTROL_NE:
John Bauman89401822014-05-06 15:04:28 -04001744 dst.x = As<Float4>(CmpNEQ(src0.x, src1.x));
1745 dst.y = As<Float4>(CmpNEQ(src0.y, src1.y));
1746 dst.z = As<Float4>(CmpNEQ(src0.z, src1.z));
1747 dst.w = As<Float4>(CmpNEQ(src0.w, src1.w));
1748 break;
John Bauman19bac1e2014-05-06 15:23:49 -04001749 case Shader::CONTROL_LE:
John Bauman89401822014-05-06 15:04:28 -04001750 dst.x = As<Float4>(CmpLE(src0.x, src1.x));
1751 dst.y = As<Float4>(CmpLE(src0.y, src1.y));
1752 dst.z = As<Float4>(CmpLE(src0.z, src1.z));
1753 dst.w = As<Float4>(CmpLE(src0.w, src1.w));
1754 break;
1755 default:
1756 ASSERT(false);
1757 }
1758 }
John Bauman19bac1e2014-05-06 15:23:49 -04001759
Alexis Hetuecad5192015-06-05 13:42:05 -04001760 void ShaderCore::icmp(Vector4f &dst, const Vector4f &src0, const Vector4f &src1, Control control)
John Bauman19bac1e2014-05-06 15:23:49 -04001761 {
1762 switch(control)
1763 {
1764 case Shader::CONTROL_GT:
1765 dst.x = As<Float4>(CmpNLE(As<Int4>(src0.x), As<Int4>(src1.x)));
1766 dst.y = As<Float4>(CmpNLE(As<Int4>(src0.y), As<Int4>(src1.y)));
1767 dst.z = As<Float4>(CmpNLE(As<Int4>(src0.z), As<Int4>(src1.z)));
1768 dst.w = As<Float4>(CmpNLE(As<Int4>(src0.w), As<Int4>(src1.w)));
1769 break;
1770 case Shader::CONTROL_EQ:
1771 dst.x = As<Float4>(CmpEQ(As<Int4>(src0.x), As<Int4>(src1.x)));
1772 dst.y = As<Float4>(CmpEQ(As<Int4>(src0.y), As<Int4>(src1.y)));
1773 dst.z = As<Float4>(CmpEQ(As<Int4>(src0.z), As<Int4>(src1.z)));
1774 dst.w = As<Float4>(CmpEQ(As<Int4>(src0.w), As<Int4>(src1.w)));
1775 break;
1776 case Shader::CONTROL_GE:
1777 dst.x = As<Float4>(CmpNLT(As<Int4>(src0.x), As<Int4>(src1.x)));
1778 dst.y = As<Float4>(CmpNLT(As<Int4>(src0.y), As<Int4>(src1.y)));
1779 dst.z = As<Float4>(CmpNLT(As<Int4>(src0.z), As<Int4>(src1.z)));
1780 dst.w = As<Float4>(CmpNLT(As<Int4>(src0.w), As<Int4>(src1.w)));
1781 break;
1782 case Shader::CONTROL_LT:
1783 dst.x = As<Float4>(CmpLT(As<Int4>(src0.x), As<Int4>(src1.x)));
1784 dst.y = As<Float4>(CmpLT(As<Int4>(src0.y), As<Int4>(src1.y)));
1785 dst.z = As<Float4>(CmpLT(As<Int4>(src0.z), As<Int4>(src1.z)));
1786 dst.w = As<Float4>(CmpLT(As<Int4>(src0.w), As<Int4>(src1.w)));
1787 break;
1788 case Shader::CONTROL_NE:
1789 dst.x = As<Float4>(CmpNEQ(As<Int4>(src0.x), As<Int4>(src1.x)));
1790 dst.y = As<Float4>(CmpNEQ(As<Int4>(src0.y), As<Int4>(src1.y)));
1791 dst.z = As<Float4>(CmpNEQ(As<Int4>(src0.z), As<Int4>(src1.z)));
1792 dst.w = As<Float4>(CmpNEQ(As<Int4>(src0.w), As<Int4>(src1.w)));
1793 break;
1794 case Shader::CONTROL_LE:
1795 dst.x = As<Float4>(CmpLE(As<Int4>(src0.x), As<Int4>(src1.x)));
1796 dst.y = As<Float4>(CmpLE(As<Int4>(src0.y), As<Int4>(src1.y)));
1797 dst.z = As<Float4>(CmpLE(As<Int4>(src0.z), As<Int4>(src1.z)));
1798 dst.w = As<Float4>(CmpLE(As<Int4>(src0.w), As<Int4>(src1.w)));
1799 break;
1800 default:
1801 ASSERT(false);
1802 }
1803 }
1804
Alexis Hetuc4f2c292015-08-18 15:43:09 -04001805 void ShaderCore::ucmp(Vector4f &dst, const Vector4f &src0, const Vector4f &src1, Control control)
1806 {
1807 switch(control)
1808 {
1809 case Shader::CONTROL_GT:
1810 dst.x = As<Float4>(CmpNLE(As<UInt4>(src0.x), As<UInt4>(src1.x)));
1811 dst.y = As<Float4>(CmpNLE(As<UInt4>(src0.y), As<UInt4>(src1.y)));
1812 dst.z = As<Float4>(CmpNLE(As<UInt4>(src0.z), As<UInt4>(src1.z)));
1813 dst.w = As<Float4>(CmpNLE(As<UInt4>(src0.w), As<UInt4>(src1.w)));
1814 break;
1815 case Shader::CONTROL_EQ:
1816 dst.x = As<Float4>(CmpEQ(As<UInt4>(src0.x), As<UInt4>(src1.x)));
1817 dst.y = As<Float4>(CmpEQ(As<UInt4>(src0.y), As<UInt4>(src1.y)));
1818 dst.z = As<Float4>(CmpEQ(As<UInt4>(src0.z), As<UInt4>(src1.z)));
1819 dst.w = As<Float4>(CmpEQ(As<UInt4>(src0.w), As<UInt4>(src1.w)));
1820 break;
1821 case Shader::CONTROL_GE:
1822 dst.x = As<Float4>(CmpNLT(As<UInt4>(src0.x), As<UInt4>(src1.x)));
1823 dst.y = As<Float4>(CmpNLT(As<UInt4>(src0.y), As<UInt4>(src1.y)));
1824 dst.z = As<Float4>(CmpNLT(As<UInt4>(src0.z), As<UInt4>(src1.z)));
1825 dst.w = As<Float4>(CmpNLT(As<UInt4>(src0.w), As<UInt4>(src1.w)));
1826 break;
1827 case Shader::CONTROL_LT:
1828 dst.x = As<Float4>(CmpLT(As<UInt4>(src0.x), As<UInt4>(src1.x)));
1829 dst.y = As<Float4>(CmpLT(As<UInt4>(src0.y), As<UInt4>(src1.y)));
1830 dst.z = As<Float4>(CmpLT(As<UInt4>(src0.z), As<UInt4>(src1.z)));
1831 dst.w = As<Float4>(CmpLT(As<UInt4>(src0.w), As<UInt4>(src1.w)));
1832 break;
1833 case Shader::CONTROL_NE:
1834 dst.x = As<Float4>(CmpNEQ(As<UInt4>(src0.x), As<UInt4>(src1.x)));
1835 dst.y = As<Float4>(CmpNEQ(As<UInt4>(src0.y), As<UInt4>(src1.y)));
1836 dst.z = As<Float4>(CmpNEQ(As<UInt4>(src0.z), As<UInt4>(src1.z)));
1837 dst.w = As<Float4>(CmpNEQ(As<UInt4>(src0.w), As<UInt4>(src1.w)));
1838 break;
1839 case Shader::CONTROL_LE:
1840 dst.x = As<Float4>(CmpLE(As<UInt4>(src0.x), As<UInt4>(src1.x)));
1841 dst.y = As<Float4>(CmpLE(As<UInt4>(src0.y), As<UInt4>(src1.y)));
1842 dst.z = As<Float4>(CmpLE(As<UInt4>(src0.z), As<UInt4>(src1.z)));
1843 dst.w = As<Float4>(CmpLE(As<UInt4>(src0.w), As<UInt4>(src1.w)));
1844 break;
1845 default:
1846 ASSERT(false);
1847 }
1848 }
1849
Alexis Hetuecad5192015-06-05 13:42:05 -04001850 void ShaderCore::all(Float4 &dst, const Vector4f &src)
John Bauman19bac1e2014-05-06 15:23:49 -04001851 {
1852 dst = As<Float4>(As<Int4>(src.x) & As<Int4>(src.y) & As<Int4>(src.z) & As<Int4>(src.w));
1853 }
1854
Alexis Hetuecad5192015-06-05 13:42:05 -04001855 void ShaderCore::any(Float4 &dst, const Vector4f &src)
John Bauman19bac1e2014-05-06 15:23:49 -04001856 {
1857 dst = As<Float4>(As<Int4>(src.x) | As<Int4>(src.y) | As<Int4>(src.z) | As<Int4>(src.w));
1858 }
1859
Alexis Hetu24f454e2016-08-31 17:22:13 -04001860 void ShaderCore::bitwise_not(Vector4f &dst, const Vector4f &src)
John Bauman19bac1e2014-05-06 15:23:49 -04001861 {
1862 dst.x = As<Float4>(As<Int4>(src.x) ^ Int4(0xFFFFFFFF));
1863 dst.y = As<Float4>(As<Int4>(src.y) ^ Int4(0xFFFFFFFF));
1864 dst.z = As<Float4>(As<Int4>(src.z) ^ Int4(0xFFFFFFFF));
1865 dst.w = As<Float4>(As<Int4>(src.w) ^ Int4(0xFFFFFFFF));
1866 }
1867
Alexis Hetu24f454e2016-08-31 17:22:13 -04001868 void ShaderCore::bitwise_or(Vector4f &dst, const Vector4f &src0, const Vector4f &src1)
John Bauman19bac1e2014-05-06 15:23:49 -04001869 {
Alexis Hetuc4f2c292015-08-18 15:43:09 -04001870 dst.x = As<Float4>(As<Int4>(src0.x) | As<Int4>(src1.x));
1871 dst.y = As<Float4>(As<Int4>(src0.y) | As<Int4>(src1.y));
1872 dst.z = As<Float4>(As<Int4>(src0.z) | As<Int4>(src1.z));
1873 dst.w = As<Float4>(As<Int4>(src0.w) | As<Int4>(src1.w));
John Bauman19bac1e2014-05-06 15:23:49 -04001874 }
1875
Alexis Hetu24f454e2016-08-31 17:22:13 -04001876 void ShaderCore::bitwise_xor(Vector4f &dst, const Vector4f &src0, const Vector4f &src1)
John Bauman19bac1e2014-05-06 15:23:49 -04001877 {
Alexis Hetuc4f2c292015-08-18 15:43:09 -04001878 dst.x = As<Float4>(As<Int4>(src0.x) ^ As<Int4>(src1.x));
1879 dst.y = As<Float4>(As<Int4>(src0.y) ^ As<Int4>(src1.y));
1880 dst.z = As<Float4>(As<Int4>(src0.z) ^ As<Int4>(src1.z));
1881 dst.w = As<Float4>(As<Int4>(src0.w) ^ As<Int4>(src1.w));
John Bauman19bac1e2014-05-06 15:23:49 -04001882 }
1883
Alexis Hetu24f454e2016-08-31 17:22:13 -04001884 void ShaderCore::bitwise_and(Vector4f &dst, const Vector4f &src0, const Vector4f &src1)
John Bauman19bac1e2014-05-06 15:23:49 -04001885 {
Alexis Hetuc4f2c292015-08-18 15:43:09 -04001886 dst.x = As<Float4>(As<Int4>(src0.x) & As<Int4>(src1.x));
1887 dst.y = As<Float4>(As<Int4>(src0.y) & As<Int4>(src1.y));
1888 dst.z = As<Float4>(As<Int4>(src0.z) & As<Int4>(src1.z));
1889 dst.w = As<Float4>(As<Int4>(src0.w) & As<Int4>(src1.w));
1890 }
1891
1892 void ShaderCore::equal(Vector4f &dst, const Vector4f &src0, const Vector4f &src1)
1893 {
1894 dst.x = As<Float4>(CmpEQ(As<UInt4>(src0.x), As<UInt4>(src1.x)) &
1895 CmpEQ(As<UInt4>(src0.y), As<UInt4>(src1.y)) &
1896 CmpEQ(As<UInt4>(src0.z), As<UInt4>(src1.z)) &
1897 CmpEQ(As<UInt4>(src0.w), As<UInt4>(src1.w)));
1898 dst.y = dst.x;
1899 dst.z = dst.x;
1900 dst.w = dst.x;
1901 }
1902
1903 void ShaderCore::notEqual(Vector4f &dst, const Vector4f &src0, const Vector4f &src1)
1904 {
1905 dst.x = As<Float4>(CmpNEQ(As<UInt4>(src0.x), As<UInt4>(src1.x)) |
1906 CmpNEQ(As<UInt4>(src0.y), As<UInt4>(src1.y)) |
1907 CmpNEQ(As<UInt4>(src0.z), As<UInt4>(src1.z)) |
1908 CmpNEQ(As<UInt4>(src0.w), As<UInt4>(src1.w)));
1909 dst.y = dst.x;
1910 dst.z = dst.x;
1911 dst.w = dst.x;
John Bauman19bac1e2014-05-06 15:23:49 -04001912 }
John Bauman89401822014-05-06 15:04:28 -04001913}