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John Bauman89401822014-05-06 15:04:28 -04001// SwiftShader Software Renderer
2//
3// Copyright(c) 2005-2011 TransGaming Inc.
4//
5// All rights reserved. No part of this software may be copied, distributed, transmitted,
6// transcribed, stored in a retrieval system, translated into any human or computer
7// language by any means, or disclosed to third parties without the explicit written
8// agreement of TransGaming Inc. Without such an agreement, no rights or licenses, express
9// or implied, including but not limited to any patent rights, are granted to you.
10//
11
12#include "ShaderCore.hpp"
13
14#include "Debug.hpp"
15
16namespace sw
17{
18 void ShaderCore::mov(Color4f &dst, Color4f &src, bool floorToInteger)
19 {
20 if(floorToInteger)
21 {
22 dst.x = Floor(src.x);
23 }
24 else
25 {
26 dst = src;
27 }
28 }
29
30 void ShaderCore::add(Color4f &dst, Color4f &src0, Color4f &src1)
31 {
32 dst.x = src0.x + src1.x;
33 dst.y = src0.y + src1.y;
34 dst.z = src0.z + src1.z;
35 dst.w = src0.w + src1.w;
36 }
37
38 void ShaderCore::sub(Color4f &dst, Color4f &src0, Color4f &src1)
39 {
40 dst.x = src0.x - src1.x;
41 dst.y = src0.y - src1.y;
42 dst.z = src0.z - src1.z;
43 dst.w = src0.w - src1.w;
44 }
45
46 void ShaderCore::mad(Color4f &dst, Color4f &src0, Color4f &src1, Color4f &src2)
47 {
48 dst.x = src0.x * src1.x + src2.x;
49 dst.y = src0.y * src1.y + src2.y;
50 dst.z = src0.z * src1.z + src2.z;
51 dst.w = src0.w * src1.w + src2.w;
52 }
53
54 void ShaderCore::mul(Color4f &dst, Color4f &src0, Color4f &src1)
55 {
56 dst.x = src0.x * src1.x;
57 dst.y = src0.y * src1.y;
58 dst.z = src0.z * src1.z;
59 dst.w = src0.w * src1.w;
60 }
61
62 void ShaderCore::rcp(Color4f &dst, Color4f &src, bool pp)
63 {
64 Float4 rcp = reciprocal(src.x, pp, true);
65
66 dst.x = rcp;
67 dst.y = rcp;
68 dst.z = rcp;
69 dst.w = rcp;
70 }
71
72 void ShaderCore::rsq(Color4f &dst, Color4f &src, bool pp)
73 {
74 Float4 rsq = reciprocalSquareRoot(src.x, true, pp);
75
76 dst.r = rsq;
77 dst.g = rsq;
78 dst.b = rsq;
79 dst.a = rsq;
80 }
81
82 void ShaderCore::dp3(Color4f &dst, Color4f &src0, Color4f &src1)
83 {
84 Float4 dot = dot3(src0, src1);
85
86 dst.x = dot;
87 dst.y = dot;
88 dst.z = dot;
89 dst.w = dot;
90 }
91
92 void ShaderCore::dp4(Color4f &dst, Color4f &src0, Color4f &src1)
93 {
94 Float4 dot = dot4(src0, src1);
95
96 dst.x = dot;
97 dst.y = dot;
98 dst.z = dot;
99 dst.w = dot;
100 }
101
102 void ShaderCore::min(Color4f &dst, Color4f &src0, Color4f &src1)
103 {
104 dst.x = Min(src0.x, src1.x);
105 dst.y = Min(src0.y, src1.y);
106 dst.z = Min(src0.z, src1.z);
107 dst.w = Min(src0.w, src1.w);
108 }
109
110 void ShaderCore::max(Color4f &dst, Color4f &src0, Color4f &src1)
111 {
112 dst.x = Max(src0.x, src1.x);
113 dst.y = Max(src0.y, src1.y);
114 dst.z = Max(src0.z, src1.z);
115 dst.w = Max(src0.w, src1.w);
116 }
117
118 void ShaderCore::slt(Color4f &dst, Color4f &src0, Color4f &src1)
119 {
120 Int4 xMask = As<Int4>(CmpLT(src0.x, src1.x));
121 Int4 yMask = As<Int4>(CmpLT(src0.y, src1.y));
122 Int4 zMask = As<Int4>(CmpLT(src0.z, src1.z));
123 Int4 wMask = As<Int4>(CmpLT(src0.w, src1.w));
124
125 Int4 iOne = As<Int4>(Float4(1, 1, 1, 1));
126
127 dst.x = As<Float4>(xMask & iOne);
128 dst.y = As<Float4>(yMask & iOne);
129 dst.z = As<Float4>(zMask & iOne);
130 dst.w = As<Float4>(wMask & iOne);
131 }
132
133 void ShaderCore::sge(Color4f &dst, Color4f &src0, Color4f &src1)
134 {
135 Int4 xMask = As<Int4>(CmpNLT(src0.x, src1.x));
136 Int4 yMask = As<Int4>(CmpNLT(src0.y, src1.y));
137 Int4 zMask = As<Int4>(CmpNLT(src0.z, src1.z));
138 Int4 wMask = As<Int4>(CmpNLT(src0.w, src1.w));
139
140 Int4 iOne = As<Int4>(Float4(1, 1, 1, 1));
141
142 dst.x = As<Float4>(xMask & iOne);
143 dst.y = As<Float4>(yMask & iOne);
144 dst.z = As<Float4>(zMask & iOne);
145 dst.w = As<Float4>(wMask & iOne);
146 }
147
148 void ShaderCore::exp(Color4f &dst, Color4f &src, bool pp)
149 {
150 Float4 exp = exponential(src.x, pp);
151
152 dst.x = exp;
153 dst.y = exp;
154 dst.z = exp;
155 dst.w = exp;
156 }
157
158 void ShaderCore::log(Color4f &dst, Color4f &src, bool pp)
159 {
160 Float4 log = logarithm(src.x, true, pp);
161
162 dst.x = log;
163 dst.y = log;
164 dst.z = log;
165 dst.w = log;
166 }
167
168 void ShaderCore::lit(Color4f &dst, Color4f &src)
169 {
170 dst.x = Float4(1.0f, 1.0f, 1.0f, 1.0f);
171 dst.y = Max(src.x, Float4(0.0f, 0.0f, 0.0f, 0.0f));
172
173 Float4 pow;
174
175 pow = src.w;
176 pow = Min(pow, Float4(127.9961f, 127.9961f, 127.9961f, 127.9961f));
177 pow = Max(pow, Float4(-127.9961f, -127.9961f, -127.9961f, -127.9961f));
178
179 dst.z = power(src.y, pow);
180 dst.z = As<Float4>(As<Int4>(dst.z) & CmpNLT(src.x, Float4(0.0f, 0.0f, 0.0f, 0.0f)));
181 dst.z = As<Float4>(As<Int4>(dst.z) & CmpNLT(src.y, Float4(0.0f, 0.0f, 0.0f, 0.0f)));
182
183 dst.w = Float4(1.0f, 1.0f, 1.0f, 1.0f);
184 }
185
186 void ShaderCore::dst(Color4f &dst, Color4f &src0, Color4f &src1)
187 {
188 dst.x = 1;
189 dst.y = src0.y * src1.y;
190 dst.z = src0.z;
191 dst.w = src1.w;
192 }
193
194 void ShaderCore::lrp(Color4f &dst, Color4f &src0, Color4f &src1, Color4f &src2)
195 {
196 dst.x = src0.x * (src1.x - src2.x) + src2.x;
197 dst.y = src0.y * (src1.y - src2.y) + src2.y;
198 dst.z = src0.z * (src1.z - src2.z) + src2.z;
199 dst.w = src0.w * (src1.w - src2.w) + src2.w;
200 }
201
202 void ShaderCore::frc(Color4f &dst, Color4f &src)
203 {
204 dst.x = Fraction(src.x);
205 dst.y = Fraction(src.y);
206 dst.z = Fraction(src.z);
207 dst.w = Fraction(src.w);
208 }
209
210 void ShaderCore::pow(Color4f &dst, Color4f &src0, Color4f &src1, bool pp)
211 {
212 Float4 pow = power(src0.x, src1.x, pp);
213
214 dst.x = pow;
215 dst.y = pow;
216 dst.z = pow;
217 dst.w = pow;
218 }
219
220 void ShaderCore::crs(Color4f &dst, Color4f &src0, Color4f &src1)
221 {
222 dst.x = src0.y * src1.z - src0.z * src1.y;
223 dst.y = src0.z * src1.x - src0.x * src1.z;
224 dst.z = src0.x * src1.y - src0.y * src1.x;
225 }
226
227 void ShaderCore::sgn(Color4f &dst, Color4f &src)
228 {
229 sgn(dst.x, src.x);
230 sgn(dst.y, src.y);
231 sgn(dst.z, src.z);
232 sgn(dst.w, src.w);
233 }
234
235 void ShaderCore::abs(Color4f &dst, Color4f &src)
236 {
237 dst.x = Abs(src.x);
238 dst.y = Abs(src.y);
239 dst.z = Abs(src.z);
240 dst.w = Abs(src.w);
241 }
242
243 void ShaderCore::nrm(Color4f &dst, Color4f &src, bool pp)
244 {
245 Float4 dot = dot3(src, src);
246 Float4 rsq = reciprocalSquareRoot(dot, false, pp);
247
248 dst.x = src.x * rsq;
249 dst.y = src.y * rsq;
250 dst.z = src.z * rsq;
251 dst.w = src.w * rsq;
252 }
253
254 void ShaderCore::sincos(Color4f &dst, Color4f &src, bool pp)
255 {
256 Float4 tmp0;
257 Float4 tmp1;
258
259 tmp0 = src.x;
260
261 // cos(x) = sin(x + pi/2)
262 tmp0 += Float4(1.57079632e+0f);
263 tmp1 = As<Float4>(CmpNLT(tmp0, Float4(3.14159265e+0f)) & As<Int4>(Float4(6.28318530e+0f)));
264 tmp0 -= tmp1;
265
266 dst.x = sine(tmp0, pp);
267 dst.y = sine(src.x, pp);
268 }
269
270 void ShaderCore::expp(Color4f &dst, Color4f &src, unsigned short version)
271 {
272 if(version < 0x0200)
273 {
274 Float4 frc = Fraction(src.x);
275 Float4 floor = src.x - frc;
276
277 dst.x = exponential(floor, true);
278 dst.y = frc;
279 dst.z = exponential(src.x, true);
280 dst.w = Float4(1.0f, 1.0f, 1.0f, 1.0f);
281 }
282 else // Version >= 2.0
283 {
284 exp(dst, src, true); // FIXME: 10-bit precision suffices
285 }
286 }
287
288 void ShaderCore::logp(Color4f &dst, Color4f &src, unsigned short version)
289 {
290 if(version < 0x0200)
291 {
292 Float4 tmp0;
293 Float4 tmp1;
294 Float4 t;
295 Int4 r;
296
297 tmp0 = Abs(src.x);
298 tmp1 = tmp0;
299
300 // X component
301 r = As<Int4>(As<UInt4>(tmp0) >> 23) - Int4(127, 127, 127, 127);
302 dst.x = Float4(r);
303
304 // Y component
305 dst.y = As<Float4>((As<Int4>(tmp1) & Int4(0x007FFFFF)) | As<Int4>(Float4(1.0f)));
306
307 // Z component
308 dst.z = logarithm(src.x, true, true);
309
310 // W component
311 dst.w = 1.0f;
312 }
313 else
314 {
315 log(dst, src, true);
316 }
317 }
318
319 void ShaderCore::cmp(Color4f &dst, Color4f &src0, Color4f &src1, Color4f &src2)
320 {
321 cmp(dst.x, src0.x, src1.x, src2.x);
322 cmp(dst.y, src0.y, src1.y, src2.y);
323 cmp(dst.z, src0.z, src1.z, src2.z);
324 cmp(dst.w, src0.w, src1.w, src2.w);
325 }
326
327 void ShaderCore::dp2add(Color4f &dst, Color4f &src0, Color4f &src1, Color4f &src2)
328 {
329 Float4 t = src0.x * src1.x + src0.y * src1.y + src2.x;
330
331 dst.x = t;
332 dst.y = t;
333 dst.z = t;
334 dst.w = t;
335 }
336
337 void ShaderCore::sgn(Float4 &dst, Float4 &src)
338 {
339 Int4 neg = As<Int4>(CmpLT(src, Float4(0, 0, 0, 0))) & As<Int4>(Float4(-1, -1, -1, -1));
340 Int4 pos = As<Int4>(CmpNLT(src, Float4(0, 0, 0, 0))) & As<Int4>(Float4(1, 1, 1, 1));
341 dst = As<Float4>(neg | pos);
342 }
343
344 void ShaderCore::cmp(Float4 &dst, Float4 &src0, Float4 &src1, Float4 &src2)
345 {
346 Int4 pos = CmpNLE(Float4(0.0f, 0.0f, 0.0f, 0.0f), src0);
347 Int4 t0 = pos & As<Int4>(src2);
348 Int4 t1 = ~pos & As<Int4>(src1);
349 dst = As<Float4>(t0 | t1);
350 }
351
352 void ShaderCore::setp(Color4f &dst, Color4f &src0, Color4f &src1, Control control)
353 {
354 switch(control)
355 {
356 case Op::CONTROL_GT:
357 dst.x = As<Float4>(CmpNLE(src0.x, src1.x));
358 dst.y = As<Float4>(CmpNLE(src0.y, src1.y));
359 dst.z = As<Float4>(CmpNLE(src0.z, src1.z));
360 dst.w = As<Float4>(CmpNLE(src0.w, src1.w));
361 break;
362 case Op::CONTROL_EQ:
363 dst.x = As<Float4>(CmpEQ(src0.x, src1.x));
364 dst.y = As<Float4>(CmpEQ(src0.y, src1.y));
365 dst.z = As<Float4>(CmpEQ(src0.z, src1.z));
366 dst.w = As<Float4>(CmpEQ(src0.w, src1.w));
367 break;
368 case Op::CONTROL_GE:
369 dst.x = As<Float4>(CmpNLT(src0.x, src1.x));
370 dst.y = As<Float4>(CmpNLT(src0.y, src1.y));
371 dst.z = As<Float4>(CmpNLT(src0.z, src1.z));
372 dst.w = As<Float4>(CmpNLT(src0.w, src1.w));
373 break;
374 case Op::CONTROL_LT:
375 dst.x = As<Float4>(CmpLT(src0.x, src1.x));
376 dst.y = As<Float4>(CmpLT(src0.y, src1.y));
377 dst.z = As<Float4>(CmpLT(src0.z, src1.z));
378 dst.w = As<Float4>(CmpLT(src0.w, src1.w));
379 break;
380 case Op::CONTROL_NE:
381 dst.x = As<Float4>(CmpNEQ(src0.x, src1.x));
382 dst.y = As<Float4>(CmpNEQ(src0.y, src1.y));
383 dst.z = As<Float4>(CmpNEQ(src0.z, src1.z));
384 dst.w = As<Float4>(CmpNEQ(src0.w, src1.w));
385 break;
386 case Op::CONTROL_LE:
387 dst.x = As<Float4>(CmpLE(src0.x, src1.x));
388 dst.y = As<Float4>(CmpLE(src0.y, src1.y));
389 dst.z = As<Float4>(CmpLE(src0.z, src1.z));
390 dst.w = As<Float4>(CmpLE(src0.w, src1.w));
391 break;
392 default:
393 ASSERT(false);
394 }
395 }
396}