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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 {
117 Float4 x0;
118 Float4 x1;
119 Int4 x2;
Nicolas Capens0bac2852016-05-07 06:09:58 -0400120
John Bauman19bac1e2014-05-06 15:23:49 -0400121 x0 = x;
122
123 x0 = Min(x0, As<Float4>(Int4(0x43010000))); // 129.00000e+0f
124 x0 = Max(x0, As<Float4>(Int4(0xC2FDFFFF))); // -126.99999e+0f
125 x1 = x0;
126 x1 -= Float4(0.5f);
127 x2 = RoundInt(x1);
128 x1 = Float4(x2);
129 x2 += Int4(0x0000007F); // 127
130 x2 = x2 << 23;
131 x0 -= x1;
132 x1 = As<Float4>(Int4(0x3AF61905)); // 1.8775767e-3f
133 x1 *= x0;
134 x1 += As<Float4>(Int4(0x3C134806)); // 8.9893397e-3f
135 x1 *= x0;
136 x1 += As<Float4>(Int4(0x3D64AA23)); // 5.5826318e-2f
137 x1 *= x0;
138 x1 += As<Float4>(Int4(0x3E75EAD4)); // 2.4015361e-1f
139 x1 *= x0;
140 x1 += As<Float4>(Int4(0x3F31727B)); // 6.9315308e-1f
141 x1 *= x0;
142 x1 += As<Float4>(Int4(0x3F7FFFFF)); // 9.9999994e-1f
143 x1 *= As<Float4>(x2);
Nicolas Capens0bac2852016-05-07 06:09:58 -0400144
John Bauman19bac1e2014-05-06 15:23:49 -0400145 return x1;
146 }
147
148 Float4 logarithm2(RValue<Float4> x, bool absolute, bool pp)
149 {
150 Float4 x0;
151 Float4 x1;
152 Float4 x2;
153 Float4 x3;
Nicolas Capens0bac2852016-05-07 06:09:58 -0400154
John Bauman19bac1e2014-05-06 15:23:49 -0400155 x0 = x;
Nicolas Capens0bac2852016-05-07 06:09:58 -0400156
John Bauman19bac1e2014-05-06 15:23:49 -0400157 x1 = As<Float4>(As<Int4>(x0) & Int4(0x7F800000));
158 x1 = As<Float4>(As<UInt4>(x1) >> 8);
159 x1 = As<Float4>(As<Int4>(x1) | As<Int4>(Float4(1.0f)));
160 x1 = (x1 - Float4(1.4960938f)) * Float4(256.0f); // FIXME: (x1 - 1.4960938f) * 256.0f;
161 x0 = As<Float4>((As<Int4>(x0) & Int4(0x007FFFFF)) | As<Int4>(Float4(1.0f)));
162
163 x2 = (Float4(9.5428179e-2f) * x0 + Float4(4.7779095e-1f)) * x0 + Float4(1.9782813e-1f);
164 x3 = ((Float4(1.6618466e-2f) * x0 + Float4(2.0350508e-1f)) * x0 + Float4(2.7382900e-1f)) * x0 + Float4(4.0496687e-2f);
165 x2 /= x3;
166
167 x1 += (x0 - Float4(1.0f)) * x2;
Nicolas Capens0bac2852016-05-07 06:09:58 -0400168
Alexis Hetu0b7003b2017-11-13 16:21:11 -0500169 Int4 pos_inf_x = CmpEQ(As<Int4>(x), Int4(0x7F800000));
170 return As<Float4>((pos_inf_x & As<Int4>(x)) | (~pos_inf_x & As<Int4>(x1)));
John Bauman19bac1e2014-05-06 15:23:49 -0400171 }
172
173 Float4 exponential(RValue<Float4> x, bool pp)
174 {
175 // FIXME: Propagate the constant
Alexis Hetu0b7003b2017-11-13 16:21:11 -0500176 return exponential2(Float4(1.44269504f) * x, pp); // 1/ln(2)
John Bauman19bac1e2014-05-06 15:23:49 -0400177 }
178
179 Float4 logarithm(RValue<Float4> x, bool absolute, bool pp)
180 {
181 // FIXME: Propagate the constant
182 return Float4(6.93147181e-1f) * logarithm2(x, absolute, pp); // ln(2)
183 }
184
185 Float4 power(RValue<Float4> x, RValue<Float4> y, bool pp)
186 {
187 Float4 log = logarithm2(x, true, pp);
188 log *= y;
189 return exponential2(log, pp);
190 }
191
Nicolas Capens05b3d662016-02-25 23:58:33 -0500192 Float4 reciprocal(RValue<Float4> x, bool pp, bool finite, bool exactAtPow2)
John Bauman19bac1e2014-05-06 15:23:49 -0400193 {
194 Float4 rcp;
195
196 if(!pp && rcpPrecision >= WHQL)
197 {
198 rcp = Float4(1.0f) / x;
199 }
200 else
201 {
Nicolas Capens05b3d662016-02-25 23:58:33 -0500202 rcp = Rcp_pp(x, exactAtPow2);
John Bauman19bac1e2014-05-06 15:23:49 -0400203
204 if(!pp)
205 {
206 rcp = (rcp + rcp) - (x * rcp * rcp);
207 }
208 }
209
210 if(finite)
211 {
212 int big = 0x7F7FFFFF;
213 rcp = Min(rcp, Float4((float&)big));
214 }
215
216 return rcp;
217 }
218
219 Float4 reciprocalSquareRoot(RValue<Float4> x, bool absolute, bool pp)
220 {
221 Float4 abs = x;
222
223 if(absolute)
224 {
225 abs = Abs(abs);
226 }
227
228 Float4 rsq;
229
Alexis Hetua0ef97a2017-11-13 17:31:20 -0500230 if(!pp)
John Bauman19bac1e2014-05-06 15:23:49 -0400231 {
232 rsq = Float4(1.0f) / Sqrt(abs);
233 }
234 else
235 {
236 rsq = RcpSqrt_pp(abs);
237
238 if(!pp)
239 {
240 rsq = rsq * (Float4(3.0f) - rsq * rsq * abs) * Float4(0.5f);
241 }
John Bauman19bac1e2014-05-06 15:23:49 -0400242
Alexis Hetua0ef97a2017-11-13 17:31:20 -0500243 rsq = As<Float4>(CmpNEQ(As<Int4>(abs), Int4(0x7F800000)) & As<Int4>(rsq));
244 }
John Bauman19bac1e2014-05-06 15:23:49 -0400245
246 return rsq;
247 }
248
249 Float4 modulo(RValue<Float4> x, RValue<Float4> y)
250 {
251 return x - y * Floor(x / y);
252 }
253
254 Float4 sine_pi(RValue<Float4> x, bool pp)
255 {
256 const Float4 A = Float4(-4.05284734e-1f); // -4/pi^2
257 const Float4 B = Float4(1.27323954e+0f); // 4/pi
258 const Float4 C = Float4(7.75160950e-1f);
259 const Float4 D = Float4(2.24839049e-1f);
260
261 // Parabola approximating sine
262 Float4 sin = x * (Abs(x) * A + B);
263
264 // Improve precision from 0.06 to 0.001
265 if(true)
266 {
267 sin = sin * (Abs(sin) * D + C);
268 }
269
270 return sin;
271 }
272
273 Float4 cosine_pi(RValue<Float4> x, bool pp)
274 {
275 // cos(x) = sin(x + pi/2)
276 Float4 y = x + Float4(1.57079632e+0f);
Nicolas Capens0bac2852016-05-07 06:09:58 -0400277
John Bauman19bac1e2014-05-06 15:23:49 -0400278 // Wrap around
279 y -= As<Float4>(CmpNLT(y, Float4(3.14159265e+0f)) & As<Int4>(Float4(6.28318530e+0f)));
280
281 return sine_pi(y, pp);
282 }
283
284 Float4 sine(RValue<Float4> x, bool pp)
285 {
286 // Reduce to [-0.5, 0.5] range
287 Float4 y = x * Float4(1.59154943e-1f); // 1/2pi
288 y = y - Round(y);
289
Alexis Hetu929c6b02017-11-07 16:04:25 -0500290 if(!pp)
291 {
292 // From the paper: "A Fast, Vectorizable Algorithm for Producing Single-Precision Sine-Cosine Pairs"
293 // This implementation passes OpenGL ES 3.0 precision requirements, at the cost of more operations:
294 // !pp : 17 mul, 7 add, 1 sub, 1 reciprocal
295 // pp : 4 mul, 2 add, 2 abs
296
297 Float4 y2 = y * y;
298 Float4 c1 = y2 * (y2 * (y2 * Float4(-0.0204391631f) + Float4(0.2536086171f)) + Float4(-1.2336977925f)) + Float4(1.0f);
299 Float4 s1 = y * (y2 * (y2 * (y2 * Float4(-0.0046075748f) + Float4(0.0796819754f)) + Float4(-0.645963615f)) + Float4(1.5707963235f));
300 Float4 c2 = (c1 * c1) - (s1 * s1);
301 Float4 s2 = Float4(2.0f) * s1 * c1;
302 return Float4(2.0f) * s2 * c2 * reciprocal(s2 * s2 + c2 * c2, pp, true);
303 }
304
John Bauman19bac1e2014-05-06 15:23:49 -0400305 const Float4 A = Float4(-16.0f);
306 const Float4 B = Float4(8.0f);
307 const Float4 C = Float4(7.75160950e-1f);
308 const Float4 D = Float4(2.24839049e-1f);
309
310 // Parabola approximating sine
311 Float4 sin = y * (Abs(y) * A + B);
312
313 // Improve precision from 0.06 to 0.001
314 if(true)
315 {
316 sin = sin * (Abs(sin) * D + C);
317 }
318
319 return sin;
320 }
321
322 Float4 cosine(RValue<Float4> x, bool pp)
323 {
324 // cos(x) = sin(x + pi/2)
325 Float4 y = x + Float4(1.57079632e+0f);
326 return sine(y, pp);
327 }
328
329 Float4 tangent(RValue<Float4> x, bool pp)
330 {
331 return sine(x, pp) / cosine(x, pp);
332 }
333
334 Float4 arccos(RValue<Float4> x, bool pp)
335 {
336 // pi/2 - arcsin(x)
337 return Float4(1.57079632e+0f) - arcsin(x);
338 }
339
340 Float4 arcsin(RValue<Float4> x, bool pp)
341 {
Alexis Hetu1728dde2017-11-08 13:43:16 -0500342 if(false) // Simpler implementation fails even lowp precision tests
343 {
344 // x*(pi/2-sqrt(1-x*x)*pi/5)
345 return x * (Float4(1.57079632e+0f) - Sqrt(Float4(1.0f) - x*x) * Float4(6.28318531e-1f));
346 }
347 else
348 {
349 // From 4.4.45, page 81 of the Handbook of Mathematical Functions, by Milton Abramowitz and Irene Stegun
350 const Float4 half_pi(1.57079632f);
351 const Float4 a0(1.5707288f);
352 const Float4 a1(-0.2121144f);
353 const Float4 a2(0.0742610f);
354 const Float4 a3(-0.0187293f);
355 Float4 absx = Abs(x);
356 return As<Float4>(As<Int4>(half_pi - Sqrt(Float4(1.0f) - absx) * (a0 + absx * (a1 + absx * (a2 + absx * a3)))) ^
357 (As<Int4>(x) & Int4(0x80000000)));
358 }
359 }
360
361 // Approximation of atan in [0..1]
362 Float4 arctan_01(Float4 x, bool pp)
363 {
364 if(pp)
365 {
366 return x * (Float4(-0.27f) * x + Float4(1.05539816f));
367 }
368 else
369 {
370 // From 4.4.49, page 81 of the Handbook of Mathematical Functions, by Milton Abramowitz and Irene Stegun
371 const Float4 a2(-0.3333314528f);
372 const Float4 a4(0.1999355085f);
373 const Float4 a6(-0.1420889944f);
374 const Float4 a8(0.1065626393f);
375 const Float4 a10(-0.0752896400f);
376 const Float4 a12(0.0429096138f);
377 const Float4 a14(-0.0161657367f);
378 const Float4 a16(0.0028662257f);
379 Float4 x2 = x * x;
380 return (x + x * (x2 * (a2 + x2 * (a4 + x2 * (a6 + x2 * (a8 + x2 * (a10 + x2 * (a12 + x2 * (a14 + x2 * a16)))))))));
381 }
John Bauman19bac1e2014-05-06 15:23:49 -0400382 }
383
384 Float4 arctan(RValue<Float4> x, bool pp)
385 {
Alexis Hetu1728dde2017-11-08 13:43:16 -0500386 Float4 absx = Abs(x);
387 Int4 O = CmpNLT(absx, Float4(1.0f));
388 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 -0400389
Alexis Hetu1728dde2017-11-08 13:43:16 -0500390 const Float4 half_pi(1.57079632f);
391 Float4 theta = arctan_01(y, pp);
392 return As<Float4>(((O & As<Int4>(half_pi - theta)) | (~O & As<Int4>(theta))) ^ // FIXME: Vector select
393 (As<Int4>(x) & Int4(0x80000000)));
John Bauman19bac1e2014-05-06 15:23:49 -0400394 }
395
396 Float4 arctan(RValue<Float4> y, RValue<Float4> x, bool pp)
397 {
Alexis Hetu1728dde2017-11-08 13:43:16 -0500398 const Float4 pi(3.14159265f); // pi
399 const Float4 minus_pi(-3.14159265f); // -pi
400 const Float4 half_pi(1.57079632f); // pi/2
401 const Float4 quarter_pi(7.85398163e-1f); // pi/4
402
John Bauman19bac1e2014-05-06 15:23:49 -0400403 // Rotate to upper semicircle when in lower semicircle
404 Int4 S = CmpLT(y, Float4(0.0f));
Alexis Hetu1728dde2017-11-08 13:43:16 -0500405 Float4 theta = As<Float4>(S & As<Int4>(minus_pi));
John Bauman19bac1e2014-05-06 15:23:49 -0400406 Float4 x0 = As<Float4>((As<Int4>(y) & Int4(0x80000000)) ^ As<Int4>(x));
407 Float4 y0 = Abs(y);
408
409 // Rotate to right quadrant when in left quadrant
Alexis Hetu1728dde2017-11-08 13:43:16 -0500410 Int4 non_zero_y = CmpNEQ(y0, Float4(0.0f));
411 Int4 Q = CmpLT(x0, Float4(0.0f)) & non_zero_y;
412 theta += As<Float4>(Q & As<Int4>(half_pi));
413 Float4 x1 = As<Float4>((Q & As<Int4>(y0)) | (~Q & As<Int4>(x0))); // FIXME: Vector select
414 Float4 y1 = As<Float4>((Q & As<Int4>(-x0)) | (~Q & As<Int4>(y0))); // FIXME: Vector select
John Bauman19bac1e2014-05-06 15:23:49 -0400415
Alexis Hetu1728dde2017-11-08 13:43:16 -0500416 // Mirror to first octant when in second octant
417 Int4 O = CmpNLT(y1, x1) & non_zero_y;
418 Float4 x2 = As<Float4>((O & As<Int4>(y1)) | (~O & As<Int4>(x1))); // FIXME: Vector select
419 Float4 y2 = As<Float4>((O & As<Int4>(x1)) | (~O & As<Int4>(y1))); // FIXME: Vector select
John Bauman19bac1e2014-05-06 15:23:49 -0400420
421 // Approximation of atan in [0..1]
Alexis Hetu1728dde2017-11-08 13:43:16 -0500422 Int4 zero_x = CmpEQ(x2, Float4(0.0f));
423 Int4 inf_y = IsInf(y2); // Since x2 >= y2, this means x2 == y2 == inf, so we use 45 degrees or pi/4
424 Float4 atan2_theta = arctan_01(y2 / x2, pp);
425 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
426 (inf_y & As<Int4>(quarter_pi)));
John Bauman19bac1e2014-05-06 15:23:49 -0400427
Alexis Hetu1728dde2017-11-08 13:43:16 -0500428 // Recover loss of precision for tiny theta angles
429 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
430 return As<Float4>((precision_loss & As<Int4>(-atan2_theta)) | (~precision_loss & As<Int4>(theta))); // FIXME: Vector select
John Bauman19bac1e2014-05-06 15:23:49 -0400431 }
432
Alexis Hetu8b5f3ef2015-04-16 11:33:34 -0400433 Float4 sineh(RValue<Float4> x, bool pp)
434 {
435 return (exponential(x, pp) - exponential(-x, pp)) * Float4(0.5f);
436 }
437
438 Float4 cosineh(RValue<Float4> x, bool pp)
439 {
440 return (exponential(x, pp) + exponential(-x, pp)) * Float4(0.5f);
441 }
442
443 Float4 tangenth(RValue<Float4> x, bool pp)
444 {
445 Float4 e_x = exponential(x, pp);
446 Float4 e_minus_x = exponential(-x, pp);
447 return (e_x - e_minus_x) / (e_x + e_minus_x);
448 }
449
450 Float4 arccosh(RValue<Float4> x, bool pp)
451 {
452 return logarithm(x + Sqrt(x + Float4(1.0f)) * Sqrt(x - Float4(1.0f)), pp);
453 }
454
455 Float4 arcsinh(RValue<Float4> x, bool pp)
456 {
457 return logarithm(x + Sqrt(x * x + Float4(1.0f)), pp);
458 }
459
460 Float4 arctanh(RValue<Float4> x, bool pp)
461 {
462 return logarithm((Float4(1.0f) + x) / (Float4(1.0f) - x), pp) * Float4(0.5f);
463 }
464
Alexis Hetuecad5192015-06-05 13:42:05 -0400465 Float4 dot2(const Vector4f &v0, const Vector4f &v1)
John Bauman19bac1e2014-05-06 15:23:49 -0400466 {
467 return v0.x * v1.x + v0.y * v1.y;
468 }
469
Alexis Hetuecad5192015-06-05 13:42:05 -0400470 Float4 dot3(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;
473 }
474
Alexis Hetuecad5192015-06-05 13:42:05 -0400475 Float4 dot4(const Vector4f &v0, const Vector4f &v1)
John Bauman19bac1e2014-05-06 15:23:49 -0400476 {
477 return v0.x * v1.x + v0.y * v1.y + v0.z * v1.z + v0.w * v1.w;
478 }
479
480 void transpose4x4(Short4 &row0, Short4 &row1, Short4 &row2, Short4 &row3)
481 {
482 Int2 tmp0 = UnpackHigh(row0, row1);
483 Int2 tmp1 = UnpackHigh(row2, row3);
484 Int2 tmp2 = UnpackLow(row0, row1);
485 Int2 tmp3 = UnpackLow(row2, row3);
486
Nicolas Capens45f187a2016-12-02 15:30:56 -0500487 row0 = UnpackLow(tmp2, tmp3);
488 row1 = UnpackHigh(tmp2, tmp3);
489 row2 = UnpackLow(tmp0, tmp1);
490 row3 = UnpackHigh(tmp0, tmp1);
John Bauman19bac1e2014-05-06 15:23:49 -0400491 }
492
Nicolas Capense4a88b92017-11-30 00:14:57 -0500493 void transpose4x3(Short4 &row0, Short4 &row1, Short4 &row2, Short4 &row3)
494 {
495 Int2 tmp0 = UnpackHigh(row0, row1);
496 Int2 tmp1 = UnpackHigh(row2, row3);
497 Int2 tmp2 = UnpackLow(row0, row1);
498 Int2 tmp3 = UnpackLow(row2, row3);
499
500 row0 = UnpackLow(tmp2, tmp3);
501 row1 = UnpackHigh(tmp2, tmp3);
502 row2 = UnpackLow(tmp0, tmp1);
503 }
504
John Bauman19bac1e2014-05-06 15:23:49 -0400505 void transpose4x4(Float4 &row0, Float4 &row1, Float4 &row2, Float4 &row3)
506 {
507 Float4 tmp0 = UnpackLow(row0, row1);
508 Float4 tmp1 = UnpackLow(row2, row3);
509 Float4 tmp2 = UnpackHigh(row0, row1);
510 Float4 tmp3 = UnpackHigh(row2, row3);
511
512 row0 = Float4(tmp0.xy, tmp1.xy);
513 row1 = Float4(tmp0.zw, tmp1.zw);
514 row2 = Float4(tmp2.xy, tmp3.xy);
515 row3 = Float4(tmp2.zw, tmp3.zw);
516 }
517
518 void transpose4x3(Float4 &row0, Float4 &row1, Float4 &row2, Float4 &row3)
519 {
520 Float4 tmp0 = UnpackLow(row0, row1);
521 Float4 tmp1 = UnpackLow(row2, row3);
522 Float4 tmp2 = UnpackHigh(row0, row1);
523 Float4 tmp3 = UnpackHigh(row2, row3);
524
525 row0 = Float4(tmp0.xy, tmp1.xy);
526 row1 = Float4(tmp0.zw, tmp1.zw);
527 row2 = Float4(tmp2.xy, tmp3.xy);
528 }
529
530 void transpose4x2(Float4 &row0, Float4 &row1, Float4 &row2, Float4 &row3)
531 {
532 Float4 tmp0 = UnpackLow(row0, row1);
533 Float4 tmp1 = UnpackLow(row2, row3);
534
535 row0 = Float4(tmp0.xy, tmp1.xy);
536 row1 = Float4(tmp0.zw, tmp1.zw);
537 }
538
539 void transpose4x1(Float4 &row0, Float4 &row1, Float4 &row2, Float4 &row3)
540 {
541 Float4 tmp0 = UnpackLow(row0, row1);
542 Float4 tmp1 = UnpackLow(row2, row3);
543
544 row0 = Float4(tmp0.xy, tmp1.xy);
545 }
546
547 void transpose2x4(Float4 &row0, Float4 &row1, Float4 &row2, Float4 &row3)
548 {
Nicolas Capens54ac5e82016-12-09 14:07:50 -0500549 Float4 tmp01 = UnpackLow(row0, row1);
550 Float4 tmp23 = UnpackHigh(row0, row1);
John Bauman19bac1e2014-05-06 15:23:49 -0400551
Nicolas Capens54ac5e82016-12-09 14:07:50 -0500552 row0 = tmp01;
553 row1 = Float4(tmp01.zw, row1.zw);
554 row2 = tmp23;
555 row3 = Float4(tmp23.zw, row3.zw);
John Bauman19bac1e2014-05-06 15:23:49 -0400556 }
557
558 void transpose4xN(Float4 &row0, Float4 &row1, Float4 &row2, Float4 &row3, int N)
559 {
560 switch(N)
561 {
562 case 1: transpose4x1(row0, row1, row2, row3); break;
563 case 2: transpose4x2(row0, row1, row2, row3); break;
564 case 3: transpose4x3(row0, row1, row2, row3); break;
565 case 4: transpose4x4(row0, row1, row2, row3); break;
566 }
567 }
568
Alexis Hetu02a2bb82015-08-20 14:10:33 -0400569 void ShaderCore::mov(Vector4f &dst, const Vector4f &src, bool integerDestination)
John Bauman89401822014-05-06 15:04:28 -0400570 {
Alexis Hetu02a2bb82015-08-20 14:10:33 -0400571 if(integerDestination)
John Bauman89401822014-05-06 15:04:28 -0400572 {
Alexis Hetu02a2bb82015-08-20 14:10:33 -0400573 dst.x = As<Float4>(RoundInt(src.x));
574 dst.y = As<Float4>(RoundInt(src.y));
575 dst.z = As<Float4>(RoundInt(src.z));
576 dst.w = As<Float4>(RoundInt(src.w));
John Bauman89401822014-05-06 15:04:28 -0400577 }
578 else
579 {
580 dst = src;
581 }
582 }
583
Alexis Hetuc4f2c292015-08-18 15:43:09 -0400584 void ShaderCore::neg(Vector4f &dst, const Vector4f &src)
585 {
586 dst.x = -src.x;
587 dst.y = -src.y;
588 dst.z = -src.z;
589 dst.w = -src.w;
590 }
591
592 void ShaderCore::ineg(Vector4f &dst, const Vector4f &src)
593 {
594 dst.x = As<Float4>(-As<Int4>(src.x));
595 dst.y = As<Float4>(-As<Int4>(src.y));
596 dst.z = As<Float4>(-As<Int4>(src.z));
597 dst.w = As<Float4>(-As<Int4>(src.w));
598 }
599
Alexis Hetuecad5192015-06-05 13:42:05 -0400600 void ShaderCore::f2b(Vector4f &dst, const Vector4f &src)
John Bauman19bac1e2014-05-06 15:23:49 -0400601 {
602 dst.x = As<Float4>(CmpNEQ(src.x, Float4(0.0f)));
603 dst.y = As<Float4>(CmpNEQ(src.y, Float4(0.0f)));
604 dst.z = As<Float4>(CmpNEQ(src.z, Float4(0.0f)));
605 dst.w = As<Float4>(CmpNEQ(src.w, Float4(0.0f)));
606 }
607
Alexis Hetuecad5192015-06-05 13:42:05 -0400608 void ShaderCore::b2f(Vector4f &dst, const Vector4f &src)
John Bauman19bac1e2014-05-06 15:23:49 -0400609 {
610 dst.x = As<Float4>(As<Int4>(src.x) & As<Int4>(Float4(1.0f)));
611 dst.y = As<Float4>(As<Int4>(src.y) & As<Int4>(Float4(1.0f)));
612 dst.z = As<Float4>(As<Int4>(src.z) & As<Int4>(Float4(1.0f)));
613 dst.w = As<Float4>(As<Int4>(src.w) & As<Int4>(Float4(1.0f)));
614 }
615
Alexis Hetuc4f2c292015-08-18 15:43:09 -0400616 void ShaderCore::f2i(Vector4f &dst, const Vector4f &src)
617 {
618 dst.x = As<Float4>(Int4(src.x));
619 dst.y = As<Float4>(Int4(src.y));
620 dst.z = As<Float4>(Int4(src.z));
621 dst.w = As<Float4>(Int4(src.w));
622 }
623
624 void ShaderCore::i2f(Vector4f &dst, const Vector4f &src)
625 {
626 dst.x = Float4(As<Int4>(src.x));
627 dst.y = Float4(As<Int4>(src.y));
628 dst.z = Float4(As<Int4>(src.z));
629 dst.w = Float4(As<Int4>(src.w));
630 }
631
632 void ShaderCore::f2u(Vector4f &dst, const Vector4f &src)
633 {
634 dst.x = As<Float4>(UInt4(src.x));
635 dst.y = As<Float4>(UInt4(src.y));
636 dst.z = As<Float4>(UInt4(src.z));
637 dst.w = As<Float4>(UInt4(src.w));
638 }
639
640 void ShaderCore::u2f(Vector4f &dst, const Vector4f &src)
641 {
642 dst.x = Float4(As<UInt4>(src.x));
643 dst.y = Float4(As<UInt4>(src.y));
644 dst.z = Float4(As<UInt4>(src.z));
645 dst.w = Float4(As<UInt4>(src.w));
646 }
647
648 void ShaderCore::i2b(Vector4f &dst, const Vector4f &src)
649 {
650 dst.x = As<Float4>(CmpNEQ(As<Int4>(src.x), Int4(0)));
651 dst.y = As<Float4>(CmpNEQ(As<Int4>(src.y), Int4(0)));
652 dst.z = As<Float4>(CmpNEQ(As<Int4>(src.z), Int4(0)));
653 dst.w = As<Float4>(CmpNEQ(As<Int4>(src.w), Int4(0)));
654 }
655
656 void ShaderCore::b2i(Vector4f &dst, const Vector4f &src)
657 {
658 dst.x = As<Float4>(As<Int4>(src.x) & Int4(1));
659 dst.y = As<Float4>(As<Int4>(src.y) & Int4(1));
660 dst.z = As<Float4>(As<Int4>(src.z) & Int4(1));
661 dst.w = As<Float4>(As<Int4>(src.w) & Int4(1));
662 }
663
Alexis Hetuecad5192015-06-05 13:42:05 -0400664 void ShaderCore::add(Vector4f &dst, const Vector4f &src0, const Vector4f &src1)
John Bauman89401822014-05-06 15:04:28 -0400665 {
666 dst.x = src0.x + src1.x;
667 dst.y = src0.y + src1.y;
668 dst.z = src0.z + src1.z;
669 dst.w = src0.w + src1.w;
670 }
671
Alexis Hetuc4f2c292015-08-18 15:43:09 -0400672 void ShaderCore::iadd(Vector4f &dst, const Vector4f &src0, const Vector4f &src1)
673 {
674 dst.x = As<Float4>(As<Int4>(src0.x) + As<Int4>(src1.x));
675 dst.y = As<Float4>(As<Int4>(src0.y) + As<Int4>(src1.y));
676 dst.z = As<Float4>(As<Int4>(src0.z) + As<Int4>(src1.z));
677 dst.w = As<Float4>(As<Int4>(src0.w) + As<Int4>(src1.w));
678 }
679
Alexis Hetuecad5192015-06-05 13:42:05 -0400680 void ShaderCore::sub(Vector4f &dst, const Vector4f &src0, const Vector4f &src1)
John Bauman89401822014-05-06 15:04:28 -0400681 {
682 dst.x = src0.x - src1.x;
683 dst.y = src0.y - src1.y;
684 dst.z = src0.z - src1.z;
685 dst.w = src0.w - src1.w;
686 }
687
Alexis Hetuc4f2c292015-08-18 15:43:09 -0400688 void ShaderCore::isub(Vector4f &dst, const Vector4f &src0, const Vector4f &src1)
689 {
690 dst.x = As<Float4>(As<Int4>(src0.x) - As<Int4>(src1.x));
691 dst.y = As<Float4>(As<Int4>(src0.y) - As<Int4>(src1.y));
692 dst.z = As<Float4>(As<Int4>(src0.z) - As<Int4>(src1.z));
693 dst.w = As<Float4>(As<Int4>(src0.w) - As<Int4>(src1.w));
694 }
695
Alexis Hetuecad5192015-06-05 13:42:05 -0400696 void ShaderCore::mad(Vector4f &dst, const Vector4f &src0, const Vector4f &src1, const Vector4f &src2)
John Bauman89401822014-05-06 15:04:28 -0400697 {
698 dst.x = src0.x * src1.x + src2.x;
699 dst.y = src0.y * src1.y + src2.y;
700 dst.z = src0.z * src1.z + src2.z;
701 dst.w = src0.w * src1.w + src2.w;
702 }
703
Alexis Hetuc4f2c292015-08-18 15:43:09 -0400704 void ShaderCore::imad(Vector4f &dst, const Vector4f &src0, const Vector4f &src1, const Vector4f &src2)
705 {
706 dst.x = As<Float4>(As<Int4>(src0.x) * As<Int4>(src1.x) + As<Int4>(src2.x));
707 dst.y = As<Float4>(As<Int4>(src0.y) * As<Int4>(src1.y) + As<Int4>(src2.y));
708 dst.z = As<Float4>(As<Int4>(src0.z) * As<Int4>(src1.z) + As<Int4>(src2.z));
709 dst.w = As<Float4>(As<Int4>(src0.w) * As<Int4>(src1.w) + As<Int4>(src2.w));
710 }
711
Alexis Hetuecad5192015-06-05 13:42:05 -0400712 void ShaderCore::mul(Vector4f &dst, const Vector4f &src0, const Vector4f &src1)
John Bauman89401822014-05-06 15:04:28 -0400713 {
714 dst.x = src0.x * src1.x;
715 dst.y = src0.y * src1.y;
716 dst.z = src0.z * src1.z;
717 dst.w = src0.w * src1.w;
718 }
719
Alexis Hetuc4f2c292015-08-18 15:43:09 -0400720 void ShaderCore::imul(Vector4f &dst, const Vector4f &src0, const Vector4f &src1)
721 {
722 dst.x = As<Float4>(As<Int4>(src0.x) * As<Int4>(src1.x));
723 dst.y = As<Float4>(As<Int4>(src0.y) * As<Int4>(src1.y));
724 dst.z = As<Float4>(As<Int4>(src0.z) * As<Int4>(src1.z));
725 dst.w = As<Float4>(As<Int4>(src0.w) * As<Int4>(src1.w));
726 }
727
Alexis Hetuecad5192015-06-05 13:42:05 -0400728 void ShaderCore::rcpx(Vector4f &dst, const Vector4f &src, bool pp)
John Bauman89401822014-05-06 15:04:28 -0400729 {
730 Float4 rcp = reciprocal(src.x, pp, true);
731
732 dst.x = rcp;
733 dst.y = rcp;
734 dst.z = rcp;
735 dst.w = rcp;
736 }
737
Alexis Hetuecad5192015-06-05 13:42:05 -0400738 void ShaderCore::div(Vector4f &dst, const Vector4f &src0, const Vector4f &src1)
John Bauman19bac1e2014-05-06 15:23:49 -0400739 {
740 dst.x = src0.x / src1.x;
741 dst.y = src0.y / src1.y;
742 dst.z = src0.z / src1.z;
743 dst.w = src0.w / src1.w;
744 }
745
Alexis Hetuc4f2c292015-08-18 15:43:09 -0400746 void ShaderCore::idiv(Vector4f &dst, const Vector4f &src0, const Vector4f &src1)
747 {
748 Float4 intMax(As<Float4>(Int4(INT_MAX)));
749 cmp0i(dst.x, src1.x, intMax, src1.x);
750 dst.x = As<Float4>(As<Int4>(src0.x) / As<Int4>(dst.x));
751 cmp0i(dst.y, src1.y, intMax, src1.y);
752 dst.y = As<Float4>(As<Int4>(src0.y) / As<Int4>(dst.y));
753 cmp0i(dst.z, src1.z, intMax, src1.z);
754 dst.z = As<Float4>(As<Int4>(src0.z) / As<Int4>(dst.z));
755 cmp0i(dst.w, src1.w, intMax, src1.w);
756 dst.w = As<Float4>(As<Int4>(src0.w) / As<Int4>(dst.w));
757 }
758
759 void ShaderCore::udiv(Vector4f &dst, const Vector4f &src0, const Vector4f &src1)
760 {
761 Float4 uintMax(As<Float4>(UInt4(UINT_MAX)));
762 cmp0i(dst.x, src1.x, uintMax, src1.x);
763 dst.x = As<Float4>(As<UInt4>(src0.x) / As<UInt4>(dst.x));
764 cmp0i(dst.y, src1.y, uintMax, src1.y);
765 dst.y = As<Float4>(As<UInt4>(src0.y) / As<UInt4>(dst.y));
766 cmp0i(dst.z, src1.z, uintMax, src1.z);
767 dst.z = As<Float4>(As<UInt4>(src0.z) / As<UInt4>(dst.z));
768 cmp0i(dst.w, src1.w, uintMax, src1.w);
769 dst.w = As<Float4>(As<UInt4>(src0.w) / As<UInt4>(dst.w));
770 }
771
Alexis Hetuecad5192015-06-05 13:42:05 -0400772 void ShaderCore::mod(Vector4f &dst, const Vector4f &src0, const Vector4f &src1)
John Bauman19bac1e2014-05-06 15:23:49 -0400773 {
774 dst.x = modulo(src0.x, src1.x);
775 dst.y = modulo(src0.y, src1.y);
776 dst.z = modulo(src0.z, src1.z);
777 dst.w = modulo(src0.w, src1.w);
778 }
779
Alexis Hetuc4f2c292015-08-18 15:43:09 -0400780 void ShaderCore::imod(Vector4f &dst, const Vector4f &src0, const Vector4f &src1)
781 {
Alexis Hetu28958102017-10-02 13:48:19 -0400782 Float4 intMax(As<Float4>(Int4(INT_MAX)));
783 cmp0i(dst.x, src1.x, intMax, src1.x);
Alexis Hetuc4f2c292015-08-18 15:43:09 -0400784 dst.x = As<Float4>(As<Int4>(src0.x) % As<Int4>(dst.x));
Alexis Hetu28958102017-10-02 13:48:19 -0400785 cmp0i(dst.y, src1.y, intMax, src1.y);
Alexis Hetuc4f2c292015-08-18 15:43:09 -0400786 dst.y = As<Float4>(As<Int4>(src0.y) % As<Int4>(dst.y));
Alexis Hetu28958102017-10-02 13:48:19 -0400787 cmp0i(dst.z, src1.z, intMax, src1.z);
Alexis Hetuc4f2c292015-08-18 15:43:09 -0400788 dst.z = As<Float4>(As<Int4>(src0.z) % As<Int4>(dst.z));
Alexis Hetu28958102017-10-02 13:48:19 -0400789 cmp0i(dst.w, src1.w, intMax, src1.w);
Alexis Hetuc4f2c292015-08-18 15:43:09 -0400790 dst.w = As<Float4>(As<Int4>(src0.w) % As<Int4>(dst.w));
791 }
Alexis Hetu28958102017-10-02 13:48:19 -0400792
Alexis Hetuc4f2c292015-08-18 15:43:09 -0400793 void ShaderCore::umod(Vector4f &dst, const Vector4f &src0, const Vector4f &src1)
794 {
Alexis Hetu28958102017-10-02 13:48:19 -0400795 Float4 uintMax(As<Float4>(UInt4(UINT_MAX)));
796 cmp0i(dst.x, src1.x, uintMax, src1.x);
Alexis Hetuc4f2c292015-08-18 15:43:09 -0400797 dst.x = As<Float4>(As<UInt4>(src0.x) % As<UInt4>(dst.x));
Alexis Hetu28958102017-10-02 13:48:19 -0400798 cmp0i(dst.y, src1.y, uintMax, src1.y);
Alexis Hetuc4f2c292015-08-18 15:43:09 -0400799 dst.y = As<Float4>(As<UInt4>(src0.y) % As<UInt4>(dst.y));
Alexis Hetu28958102017-10-02 13:48:19 -0400800 cmp0i(dst.z, src1.z, uintMax, src1.z);
Alexis Hetuc4f2c292015-08-18 15:43:09 -0400801 dst.z = As<Float4>(As<UInt4>(src0.z) % As<UInt4>(dst.z));
Alexis Hetu28958102017-10-02 13:48:19 -0400802 cmp0i(dst.w, src1.w, uintMax, src1.w);
Alexis Hetuc4f2c292015-08-18 15:43:09 -0400803 dst.w = As<Float4>(As<UInt4>(src0.w) % As<UInt4>(dst.w));
804 }
805
806 void ShaderCore::shl(Vector4f &dst, const Vector4f &src0, const Vector4f &src1)
807 {
808 dst.x = As<Float4>(As<Int4>(src0.x) << As<Int4>(src1.x));
809 dst.y = As<Float4>(As<Int4>(src0.y) << As<Int4>(src1.y));
810 dst.z = As<Float4>(As<Int4>(src0.z) << As<Int4>(src1.z));
811 dst.w = As<Float4>(As<Int4>(src0.w) << As<Int4>(src1.w));
812 }
813
814 void ShaderCore::ishr(Vector4f &dst, const Vector4f &src0, const Vector4f &src1)
815 {
816 dst.x = As<Float4>(As<Int4>(src0.x) >> As<Int4>(src1.x));
817 dst.y = As<Float4>(As<Int4>(src0.y) >> As<Int4>(src1.y));
818 dst.z = As<Float4>(As<Int4>(src0.z) >> As<Int4>(src1.z));
819 dst.w = As<Float4>(As<Int4>(src0.w) >> As<Int4>(src1.w));
820 }
821
822 void ShaderCore::ushr(Vector4f &dst, const Vector4f &src0, const Vector4f &src1)
823 {
824 dst.x = As<Float4>(As<UInt4>(src0.x) >> As<UInt4>(src1.x));
825 dst.y = As<Float4>(As<UInt4>(src0.y) >> As<UInt4>(src1.y));
826 dst.z = As<Float4>(As<UInt4>(src0.z) >> As<UInt4>(src1.z));
827 dst.w = As<Float4>(As<UInt4>(src0.w) >> As<UInt4>(src1.w));
828 }
829
Alexis Hetuecad5192015-06-05 13:42:05 -0400830 void ShaderCore::rsqx(Vector4f &dst, const Vector4f &src, bool pp)
John Bauman89401822014-05-06 15:04:28 -0400831 {
832 Float4 rsq = reciprocalSquareRoot(src.x, true, pp);
833
John Bauman19bac1e2014-05-06 15:23:49 -0400834 dst.x = rsq;
835 dst.y = rsq;
836 dst.z = rsq;
837 dst.w = rsq;
John Bauman89401822014-05-06 15:04:28 -0400838 }
839
Alexis Hetuecad5192015-06-05 13:42:05 -0400840 void ShaderCore::sqrt(Vector4f &dst, const Vector4f &src, bool pp)
John Bauman19bac1e2014-05-06 15:23:49 -0400841 {
842 dst.x = Sqrt(src.x);
843 dst.y = Sqrt(src.y);
844 dst.z = Sqrt(src.z);
845 dst.w = Sqrt(src.w);
846 }
847
Alexis Hetuecad5192015-06-05 13:42:05 -0400848 void ShaderCore::rsq(Vector4f &dst, const Vector4f &src, bool pp)
John Bauman19bac1e2014-05-06 15:23:49 -0400849 {
850 dst.x = reciprocalSquareRoot(src.x, false, pp);
851 dst.y = reciprocalSquareRoot(src.y, false, pp);
852 dst.z = reciprocalSquareRoot(src.z, false, pp);
853 dst.w = reciprocalSquareRoot(src.w, false, pp);
854 }
855
Alexis Hetuecad5192015-06-05 13:42:05 -0400856 void ShaderCore::len2(Float4 &dst, const Vector4f &src, bool pp)
John Bauman19bac1e2014-05-06 15:23:49 -0400857 {
858 dst = Sqrt(dot2(src, src));
859 }
860
Alexis Hetuecad5192015-06-05 13:42:05 -0400861 void ShaderCore::len3(Float4 &dst, const Vector4f &src, bool pp)
John Bauman19bac1e2014-05-06 15:23:49 -0400862 {
863 dst = Sqrt(dot3(src, src));
864 }
865
Alexis Hetuecad5192015-06-05 13:42:05 -0400866 void ShaderCore::len4(Float4 &dst, const Vector4f &src, bool pp)
John Bauman19bac1e2014-05-06 15:23:49 -0400867 {
868 dst = Sqrt(dot4(src, src));
869 }
870
Alexis Hetuecad5192015-06-05 13:42:05 -0400871 void ShaderCore::dist1(Float4 &dst, const Vector4f &src0, const Vector4f &src1, bool pp)
John Bauman19bac1e2014-05-06 15:23:49 -0400872 {
873 dst = Abs(src0.x - src1.x);
874 }
875
Alexis Hetuecad5192015-06-05 13:42:05 -0400876 void ShaderCore::dist2(Float4 &dst, const Vector4f &src0, const Vector4f &src1, bool pp)
John Bauman19bac1e2014-05-06 15:23:49 -0400877 {
878 Float4 dx = src0.x - src1.x;
879 Float4 dy = src0.y - src1.y;
880 Float4 dot2 = dx * dx + dy * dy;
881 dst = Sqrt(dot2);
882 }
883
Alexis Hetuecad5192015-06-05 13:42:05 -0400884 void ShaderCore::dist3(Float4 &dst, const Vector4f &src0, const Vector4f &src1, bool pp)
John Bauman19bac1e2014-05-06 15:23:49 -0400885 {
886 Float4 dx = src0.x - src1.x;
887 Float4 dy = src0.y - src1.y;
888 Float4 dz = src0.z - src1.z;
889 Float4 dot3 = dx * dx + dy * dy + dz * dz;
890 dst = Sqrt(dot3);
891 }
892
Alexis Hetuecad5192015-06-05 13:42:05 -0400893 void ShaderCore::dist4(Float4 &dst, const Vector4f &src0, const Vector4f &src1, bool pp)
John Bauman19bac1e2014-05-06 15:23:49 -0400894 {
895 Float4 dx = src0.x - src1.x;
896 Float4 dy = src0.y - src1.y;
897 Float4 dz = src0.z - src1.z;
898 Float4 dw = src0.w - src1.w;
899 Float4 dot4 = dx * dx + dy * dy + dz * dz + dw * dw;
900 dst = Sqrt(dot4);
901 }
902
Alexis Hetuecad5192015-06-05 13:42:05 -0400903 void ShaderCore::dp1(Vector4f &dst, const Vector4f &src0, const Vector4f &src1)
John Bauman19bac1e2014-05-06 15:23:49 -0400904 {
905 Float4 t = src0.x * src1.x;
906
907 dst.x = t;
908 dst.y = t;
909 dst.z = t;
910 dst.w = t;
911 }
912
Alexis Hetuecad5192015-06-05 13:42:05 -0400913 void ShaderCore::dp2(Vector4f &dst, const Vector4f &src0, const Vector4f &src1)
John Bauman19bac1e2014-05-06 15:23:49 -0400914 {
915 Float4 t = dot2(src0, src1);
916
917 dst.x = t;
918 dst.y = t;
919 dst.z = t;
920 dst.w = t;
921 }
922
Alexis Hetuecad5192015-06-05 13:42:05 -0400923 void ShaderCore::dp2add(Vector4f &dst, const Vector4f &src0, const Vector4f &src1, const Vector4f &src2)
John Bauman19bac1e2014-05-06 15:23:49 -0400924 {
925 Float4 t = dot2(src0, src1) + src2.x;
926
927 dst.x = t;
928 dst.y = t;
929 dst.z = t;
930 dst.w = t;
931 }
932
Alexis Hetuecad5192015-06-05 13:42:05 -0400933 void ShaderCore::dp3(Vector4f &dst, const Vector4f &src0, const Vector4f &src1)
John Bauman89401822014-05-06 15:04:28 -0400934 {
935 Float4 dot = dot3(src0, src1);
936
937 dst.x = dot;
938 dst.y = dot;
939 dst.z = dot;
940 dst.w = dot;
941 }
942
Alexis Hetuecad5192015-06-05 13:42:05 -0400943 void ShaderCore::dp4(Vector4f &dst, const Vector4f &src0, const Vector4f &src1)
John Bauman89401822014-05-06 15:04:28 -0400944 {
945 Float4 dot = dot4(src0, src1);
946
947 dst.x = dot;
948 dst.y = dot;
949 dst.z = dot;
950 dst.w = dot;
951 }
952
Alexis Hetuecad5192015-06-05 13:42:05 -0400953 void ShaderCore::min(Vector4f &dst, const Vector4f &src0, const Vector4f &src1)
John Bauman89401822014-05-06 15:04:28 -0400954 {
955 dst.x = Min(src0.x, src1.x);
956 dst.y = Min(src0.y, src1.y);
957 dst.z = Min(src0.z, src1.z);
958 dst.w = Min(src0.w, src1.w);
959 }
960
Alexis Hetuc4f2c292015-08-18 15:43:09 -0400961 void ShaderCore::imin(Vector4f &dst, const Vector4f &src0, const Vector4f &src1)
962 {
963 dst.x = As<Float4>(Min(As<Int4>(src0.x), As<Int4>(src1.x)));
964 dst.y = As<Float4>(Min(As<Int4>(src0.y), As<Int4>(src1.y)));
965 dst.z = As<Float4>(Min(As<Int4>(src0.z), As<Int4>(src1.z)));
966 dst.w = As<Float4>(Min(As<Int4>(src0.w), As<Int4>(src1.w)));
967 }
968
969 void ShaderCore::umin(Vector4f &dst, const Vector4f &src0, const Vector4f &src1)
970 {
971 dst.x = As<Float4>(Min(As<UInt4>(src0.x), As<UInt4>(src1.x)));
972 dst.y = As<Float4>(Min(As<UInt4>(src0.y), As<UInt4>(src1.y)));
973 dst.z = As<Float4>(Min(As<UInt4>(src0.z), As<UInt4>(src1.z)));
974 dst.w = As<Float4>(Min(As<UInt4>(src0.w), As<UInt4>(src1.w)));
975 }
976
Alexis Hetuecad5192015-06-05 13:42:05 -0400977 void ShaderCore::max(Vector4f &dst, const Vector4f &src0, const Vector4f &src1)
John Bauman89401822014-05-06 15:04:28 -0400978 {
979 dst.x = Max(src0.x, src1.x);
980 dst.y = Max(src0.y, src1.y);
981 dst.z = Max(src0.z, src1.z);
982 dst.w = Max(src0.w, src1.w);
983 }
984
Alexis Hetuc4f2c292015-08-18 15:43:09 -0400985 void ShaderCore::imax(Vector4f &dst, const Vector4f &src0, const Vector4f &src1)
986 {
987 dst.x = As<Float4>(Max(As<Int4>(src0.x), As<Int4>(src1.x)));
988 dst.y = As<Float4>(Max(As<Int4>(src0.y), As<Int4>(src1.y)));
989 dst.z = As<Float4>(Max(As<Int4>(src0.z), As<Int4>(src1.z)));
990 dst.w = As<Float4>(Max(As<Int4>(src0.w), As<Int4>(src1.w)));
991 }
992
993 void ShaderCore::umax(Vector4f &dst, const Vector4f &src0, const Vector4f &src1)
994 {
995 dst.x = As<Float4>(Max(As<Int4>(src0.x), As<Int4>(src1.x)));
996 dst.y = As<Float4>(Max(As<Int4>(src0.y), As<Int4>(src1.y)));
997 dst.z = As<Float4>(Max(As<Int4>(src0.z), As<Int4>(src1.z)));
998 dst.w = As<Float4>(Max(As<Int4>(src0.w), As<Int4>(src1.w)));
999 }
1000
Alexis Hetuecad5192015-06-05 13:42:05 -04001001 void ShaderCore::slt(Vector4f &dst, const Vector4f &src0, const Vector4f &src1)
John Bauman89401822014-05-06 15:04:28 -04001002 {
John Bauman19bac1e2014-05-06 15:23:49 -04001003 dst.x = As<Float4>(As<Int4>(CmpLT(src0.x, src1.x)) & As<Int4>(Float4(1.0f)));
1004 dst.y = As<Float4>(As<Int4>(CmpLT(src0.y, src1.y)) & As<Int4>(Float4(1.0f)));
1005 dst.z = As<Float4>(As<Int4>(CmpLT(src0.z, src1.z)) & As<Int4>(Float4(1.0f)));
1006 dst.w = As<Float4>(As<Int4>(CmpLT(src0.w, src1.w)) & As<Int4>(Float4(1.0f)));
John Bauman89401822014-05-06 15:04:28 -04001007 }
1008
Alexis Hetuecad5192015-06-05 13:42:05 -04001009 void ShaderCore::step(Vector4f &dst, const Vector4f &edge, const Vector4f &x)
John Bauman89401822014-05-06 15:04:28 -04001010 {
John Bauman19bac1e2014-05-06 15:23:49 -04001011 dst.x = As<Float4>(CmpNLT(x.x, edge.x) & As<Int4>(Float4(1.0f)));
1012 dst.y = As<Float4>(CmpNLT(x.y, edge.y) & As<Int4>(Float4(1.0f)));
1013 dst.z = As<Float4>(CmpNLT(x.z, edge.z) & As<Int4>(Float4(1.0f)));
1014 dst.w = As<Float4>(CmpNLT(x.w, edge.w) & As<Int4>(Float4(1.0f)));
John Bauman89401822014-05-06 15:04:28 -04001015 }
1016
Alexis Hetuecad5192015-06-05 13:42:05 -04001017 void ShaderCore::exp2x(Vector4f &dst, const Vector4f &src, bool pp)
Nicolas Capens0bac2852016-05-07 06:09:58 -04001018 {
John Bauman19bac1e2014-05-06 15:23:49 -04001019 Float4 exp = exponential2(src.x, pp);
John Bauman89401822014-05-06 15:04:28 -04001020
1021 dst.x = exp;
1022 dst.y = exp;
1023 dst.z = exp;
1024 dst.w = exp;
1025 }
1026
Alexis Hetuecad5192015-06-05 13:42:05 -04001027 void ShaderCore::exp2(Vector4f &dst, const Vector4f &src, bool pp)
John Bauman89401822014-05-06 15:04:28 -04001028 {
John Bauman19bac1e2014-05-06 15:23:49 -04001029 dst.x = exponential2(src.x, pp);
1030 dst.y = exponential2(src.y, pp);
1031 dst.z = exponential2(src.z, pp);
1032 dst.w = exponential2(src.w, pp);
1033 }
1034
Alexis Hetuecad5192015-06-05 13:42:05 -04001035 void ShaderCore::exp(Vector4f &dst, const Vector4f &src, bool pp)
John Bauman19bac1e2014-05-06 15:23:49 -04001036 {
1037 dst.x = exponential(src.x, pp);
1038 dst.y = exponential(src.y, pp);
1039 dst.z = exponential(src.z, pp);
1040 dst.w = exponential(src.w, pp);
1041 }
1042
Alexis Hetuecad5192015-06-05 13:42:05 -04001043 void ShaderCore::log2x(Vector4f &dst, const Vector4f &src, bool pp)
John Bauman19bac1e2014-05-06 15:23:49 -04001044 {
1045 Float4 log = logarithm2(src.x, true, pp);
John Bauman89401822014-05-06 15:04:28 -04001046
1047 dst.x = log;
1048 dst.y = log;
1049 dst.z = log;
1050 dst.w = log;
1051 }
1052
Alexis Hetuecad5192015-06-05 13:42:05 -04001053 void ShaderCore::log2(Vector4f &dst, const Vector4f &src, bool pp)
John Bauman89401822014-05-06 15:04:28 -04001054 {
Alexis Hetua781af72017-07-06 17:12:47 -04001055 dst.x = logarithm2(src.x, false, pp);
1056 dst.y = logarithm2(src.y, false, pp);
1057 dst.z = logarithm2(src.z, false, pp);
1058 dst.w = logarithm2(src.w, false, pp);
John Bauman19bac1e2014-05-06 15:23:49 -04001059 }
1060
Alexis Hetuecad5192015-06-05 13:42:05 -04001061 void ShaderCore::log(Vector4f &dst, const Vector4f &src, bool pp)
John Bauman19bac1e2014-05-06 15:23:49 -04001062 {
1063 dst.x = logarithm(src.x, false, pp);
1064 dst.y = logarithm(src.y, false, pp);
1065 dst.z = logarithm(src.z, false, pp);
1066 dst.w = logarithm(src.w, false, pp);
1067 }
1068
Alexis Hetuecad5192015-06-05 13:42:05 -04001069 void ShaderCore::lit(Vector4f &dst, const Vector4f &src)
John Bauman19bac1e2014-05-06 15:23:49 -04001070 {
1071 dst.x = Float4(1.0f);
1072 dst.y = Max(src.x, Float4(0.0f));
John Bauman89401822014-05-06 15:04:28 -04001073
1074 Float4 pow;
1075
1076 pow = src.w;
John Bauman19bac1e2014-05-06 15:23:49 -04001077 pow = Min(pow, Float4(127.9961f));
1078 pow = Max(pow, Float4(-127.9961f));
John Bauman89401822014-05-06 15:04:28 -04001079
1080 dst.z = power(src.y, pow);
John Bauman19bac1e2014-05-06 15:23:49 -04001081 dst.z = As<Float4>(As<Int4>(dst.z) & CmpNLT(src.x, Float4(0.0f)));
1082 dst.z = As<Float4>(As<Int4>(dst.z) & CmpNLT(src.y, Float4(0.0f)));
John Bauman89401822014-05-06 15:04:28 -04001083
John Bauman19bac1e2014-05-06 15:23:49 -04001084 dst.w = Float4(1.0f);
John Bauman89401822014-05-06 15:04:28 -04001085 }
1086
Alexis Hetuecad5192015-06-05 13:42:05 -04001087 void ShaderCore::att(Vector4f &dst, const Vector4f &src0, const Vector4f &src1)
John Bauman89401822014-05-06 15:04:28 -04001088 {
John Bauman19bac1e2014-05-06 15:23:49 -04001089 // Computes attenuation factors (1, d, d^2, 1/d) assuming src0 = d^2, src1 = 1/d
John Bauman89401822014-05-06 15:04:28 -04001090 dst.x = 1;
1091 dst.y = src0.y * src1.y;
1092 dst.z = src0.z;
1093 dst.w = src1.w;
1094 }
1095
Alexis Hetuecad5192015-06-05 13:42:05 -04001096 void ShaderCore::lrp(Vector4f &dst, const Vector4f &src0, const Vector4f &src1, const Vector4f &src2)
John Bauman89401822014-05-06 15:04:28 -04001097 {
1098 dst.x = src0.x * (src1.x - src2.x) + src2.x;
1099 dst.y = src0.y * (src1.y - src2.y) + src2.y;
1100 dst.z = src0.z * (src1.z - src2.z) + src2.z;
1101 dst.w = src0.w * (src1.w - src2.w) + src2.w;
1102 }
1103
Alexis Hetu8ef6d102017-11-09 15:49:09 -05001104 void ShaderCore::isinf(Vector4f &dst, const Vector4f &src)
1105 {
1106 dst.x = As<Float4>(IsInf(src.x));
1107 dst.y = As<Float4>(IsInf(src.y));
1108 dst.z = As<Float4>(IsInf(src.z));
1109 dst.w = As<Float4>(IsInf(src.w));
1110 }
1111
1112 void ShaderCore::isnan(Vector4f &dst, const Vector4f &src)
1113 {
1114 dst.x = As<Float4>(IsNan(src.x));
1115 dst.y = As<Float4>(IsNan(src.y));
1116 dst.z = As<Float4>(IsNan(src.z));
1117 dst.w = As<Float4>(IsNan(src.w));
1118 }
1119
Alexis Hetuecad5192015-06-05 13:42:05 -04001120 void ShaderCore::smooth(Vector4f &dst, const Vector4f &edge0, const Vector4f &edge1, const Vector4f &x)
John Bauman89401822014-05-06 15:04:28 -04001121 {
John Bauman19bac1e2014-05-06 15:23:49 -04001122 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);
1123 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);
1124 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);
1125 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 -04001126 }
1127
Alexis Hetuffb35eb2016-04-06 18:05:00 -04001128 void ShaderCore::floatToHalfBits(Float4& dst, const Float4& floatBits, bool storeInUpperBits)
1129 {
1130 static const uint32_t mask_sign = 0x80000000u;
1131 static const uint32_t mask_round = ~0xfffu;
1132 static const uint32_t c_f32infty = 255 << 23;
1133 static const uint32_t c_magic = 15 << 23;
1134 static const uint32_t c_nanbit = 0x200;
1135 static const uint32_t c_infty_as_fp16 = 0x7c00;
1136 static const uint32_t c_clamp = (31 << 23) - 0x1000;
Nicolas Capens0bac2852016-05-07 06:09:58 -04001137
Alexis Hetuffb35eb2016-04-06 18:05:00 -04001138 UInt4 justsign = UInt4(mask_sign) & As<UInt4>(floatBits);
1139 UInt4 absf = As<UInt4>(floatBits) ^ justsign;
1140 UInt4 b_isnormal = CmpNLE(UInt4(c_f32infty), absf);
1141
1142 // 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
1143 // instead of nearest even, since that's fine for GLSL ES 3.0's needs (see section 2.1.1 Floating-Point Computation)
1144 UInt4 joined = ((((As<UInt4>(Min(As<Float4>(absf & UInt4(mask_round)) * As<Float4>(UInt4(c_magic)),
1145 As<Float4>(UInt4(c_clamp))))) - UInt4(mask_round)) >> 13) & b_isnormal) |
1146 ((b_isnormal ^ UInt4(0xFFFFFFFF)) & ((CmpNLE(absf, UInt4(c_f32infty)) & UInt4(c_nanbit)) |
1147 UInt4(c_infty_as_fp16)));
1148
1149 dst = As<Float4>(storeInUpperBits ? As<UInt4>(dst) | ((joined << 16) | justsign) : joined | (justsign >> 16));
1150 }
1151
1152 void ShaderCore::halfToFloatBits(Float4& dst, const Float4& halfBits)
1153 {
1154 static const uint32_t mask_nosign = 0x7FFF;
1155 static const uint32_t magic = (254 - 15) << 23;
1156 static const uint32_t was_infnan = 0x7BFF;
1157 static const uint32_t exp_infnan = 255 << 23;
1158
1159 UInt4 expmant = As<UInt4>(halfBits) & UInt4(mask_nosign);
1160 dst = As<Float4>(As<UInt4>(As<Float4>(expmant << 13) * As<Float4>(UInt4(magic))) |
1161 ((As<UInt4>(halfBits) ^ UInt4(expmant)) << 16) |
1162 (CmpNLE(As<UInt4>(expmant), UInt4(was_infnan)) & UInt4(exp_infnan)));
1163 }
1164
1165 void ShaderCore::packHalf2x16(Vector4f &d, const Vector4f &s0)
1166 {
1167 // half2 | half1
1168 floatToHalfBits(d.x, s0.x, false);
1169 floatToHalfBits(d.x, s0.y, true);
1170 }
1171
1172 void ShaderCore::unpackHalf2x16(Vector4f &dst, const Vector4f &s0)
1173 {
1174 // half2 | half1
1175 halfToFloatBits(dst.x, As<Float4>(As<UInt4>(s0.x) & UInt4(0x0000FFFF)));
1176 halfToFloatBits(dst.y, As<Float4>((As<UInt4>(s0.x) & UInt4(0xFFFF0000)) >> 16));
1177 }
1178
Alexis Hetu9cde9742016-04-06 13:03:38 -04001179 void ShaderCore::packSnorm2x16(Vector4f &d, const Vector4f &s0)
1180 {
1181 // round(clamp(c, -1.0, 1.0) * 32767.0)
1182 d.x = As<Float4>((Int4(Round(Min(Max(s0.x, Float4(-1.0f)), Float4(1.0f)) * Float4(32767.0f))) & Int4(0xFFFF)) |
1183 ((Int4(Round(Min(Max(s0.y, Float4(-1.0f)), Float4(1.0f)) * Float4(32767.0f))) & Int4(0xFFFF)) << 16));
1184 }
1185
1186 void ShaderCore::packUnorm2x16(Vector4f &d, const Vector4f &s0)
1187 {
1188 // round(clamp(c, 0.0, 1.0) * 65535.0)
1189 d.x = As<Float4>((Int4(Round(Min(Max(s0.x, Float4(0.0f)), Float4(1.0f)) * Float4(65535.0f))) & Int4(0xFFFF)) |
1190 ((Int4(Round(Min(Max(s0.y, Float4(0.0f)), Float4(1.0f)) * Float4(65535.0f))) & Int4(0xFFFF)) << 16));
1191 }
1192
1193 void ShaderCore::unpackSnorm2x16(Vector4f &dst, const Vector4f &s0)
1194 {
1195 // clamp(f / 32727.0, -1.0, 1.0)
1196 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));
1197 dst.y = Min(Max(Float4(As<Int4>(As<UInt4>(s0.x) & UInt4(0xFFFF0000))) * Float4(1.0f / float(0x7FFF0000)), Float4(-1.0f)), Float4(1.0f));
1198 }
1199
1200 void ShaderCore::unpackUnorm2x16(Vector4f &dst, const Vector4f &s0)
1201 {
1202 // f / 65535.0
1203 dst.x = Float4((As<UInt4>(s0.x) & UInt4(0x0000FFFF)) << 16) * Float4(1.0f / float(0xFFFF0000));
1204 dst.y = Float4(As<UInt4>(s0.x) & UInt4(0xFFFF0000)) * Float4(1.0f / float(0xFFFF0000));
1205 }
1206
Alexis Hetuc3d95f32015-09-23 12:27:32 -04001207 void ShaderCore::det2(Vector4f &dst, const Vector4f &src0, const Vector4f &src1)
1208 {
1209 dst.x = src0.x * src1.y - src0.y * src1.x;
1210 dst.y = dst.z = dst.w = dst.x;
1211 }
1212
1213 void ShaderCore::det3(Vector4f &dst, const Vector4f &src0, const Vector4f &src1, const Vector4f &src2)
1214 {
1215 crs(dst, src1, src2);
1216 dp3(dst, dst, src0);
1217 }
1218
1219 void ShaderCore::det4(Vector4f &dst, const Vector4f &src0, const Vector4f &src1, const Vector4f &src2, const Vector4f &src3)
1220 {
1221 dst.x = src2.z * src3.w - src2.w * src3.z;
1222 dst.y = src1.w * src3.z - src1.z * src3.w;
1223 dst.z = src1.z * src2.w - src1.w * src2.z;
1224 dst.x = src0.x * (src1.y * dst.x + src2.y * dst.y + src3.y * dst.z) -
1225 src0.y * (src1.x * dst.x + src2.x * dst.y + src3.x * dst.z) +
1226 src0.z * (src1.x * (src2.y * src3.w - src2.w * src3.y) +
1227 src2.x * (src1.w * src3.y - src1.y * src3.w) +
1228 src3.x * (src1.y * src2.w - src1.w * src2.y)) +
1229 src0.w * (src1.x * (src2.z * src3.y - src2.y * src3.z) +
1230 src2.x * (src1.y * src3.z - src1.z * src3.y) +
1231 src3.x * (src1.z * src2.y - src1.y * src2.z));
1232 dst.y = dst.z = dst.w = dst.x;
1233 }
1234
Alexis Hetuecad5192015-06-05 13:42:05 -04001235 void ShaderCore::frc(Vector4f &dst, const Vector4f &src)
John Bauman19bac1e2014-05-06 15:23:49 -04001236 {
1237 dst.x = Frac(src.x);
1238 dst.y = Frac(src.y);
1239 dst.z = Frac(src.z);
1240 dst.w = Frac(src.w);
1241 }
1242
Alexis Hetuecad5192015-06-05 13:42:05 -04001243 void ShaderCore::trunc(Vector4f &dst, const Vector4f &src)
John Bauman19bac1e2014-05-06 15:23:49 -04001244 {
1245 dst.x = Trunc(src.x);
1246 dst.y = Trunc(src.y);
1247 dst.z = Trunc(src.z);
1248 dst.w = Trunc(src.w);
1249 }
1250
Alexis Hetuecad5192015-06-05 13:42:05 -04001251 void ShaderCore::floor(Vector4f &dst, const Vector4f &src)
John Bauman19bac1e2014-05-06 15:23:49 -04001252 {
1253 dst.x = Floor(src.x);
1254 dst.y = Floor(src.y);
1255 dst.z = Floor(src.z);
1256 dst.w = Floor(src.w);
1257 }
1258
Alexis Hetuecad5192015-06-05 13:42:05 -04001259 void ShaderCore::round(Vector4f &dst, const Vector4f &src)
Alexis Hetu8b5f3ef2015-04-16 11:33:34 -04001260 {
1261 dst.x = Round(src.x);
1262 dst.y = Round(src.y);
1263 dst.z = Round(src.z);
1264 dst.w = Round(src.w);
1265 }
1266
Alexis Hetuecad5192015-06-05 13:42:05 -04001267 void ShaderCore::roundEven(Vector4f &dst, const Vector4f &src)
Alexis Hetu8e851c12015-06-04 11:30:54 -04001268 {
1269 // dst = round(src) + ((round(src) < src) * 2 - 1) * (fract(src) == 0.5) * isOdd(round(src));
1270 // ex.: 1.5: 2 + (0 * 2 - 1) * 1 * 0 = 2
1271 // 2.5: 3 + (0 * 2 - 1) * 1 * 1 = 2
1272 // -1.5: -2 + (1 * 2 - 1) * 1 * 0 = -2
1273 // -2.5: -3 + (1 * 2 - 1) * 1 * 1 = -2
1274 // Even if the round implementation rounds the other way:
1275 // 1.5: 1 + (1 * 2 - 1) * 1 * 1 = 2
1276 // 2.5: 2 + (1 * 2 - 1) * 1 * 0 = 2
1277 // -1.5: -1 + (0 * 2 - 1) * 1 * 1 = -2
1278 // -2.5: -2 + (0 * 2 - 1) * 1 * 0 = -2
1279 round(dst, src);
1280 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));
1281 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));
1282 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));
1283 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));
1284 }
1285
Alexis Hetuecad5192015-06-05 13:42:05 -04001286 void ShaderCore::ceil(Vector4f &dst, const Vector4f &src)
John Bauman19bac1e2014-05-06 15:23:49 -04001287 {
1288 dst.x = Ceil(src.x);
1289 dst.y = Ceil(src.y);
1290 dst.z = Ceil(src.z);
1291 dst.w = Ceil(src.w);
1292 }
1293
Alexis Hetuecad5192015-06-05 13:42:05 -04001294 void ShaderCore::powx(Vector4f &dst, const Vector4f &src0, const Vector4f &src1, bool pp)
John Bauman89401822014-05-06 15:04:28 -04001295 {
1296 Float4 pow = power(src0.x, src1.x, pp);
1297
1298 dst.x = pow;
1299 dst.y = pow;
1300 dst.z = pow;
1301 dst.w = pow;
1302 }
1303
Alexis Hetuecad5192015-06-05 13:42:05 -04001304 void ShaderCore::pow(Vector4f &dst, const Vector4f &src0, const Vector4f &src1, bool pp)
John Bauman19bac1e2014-05-06 15:23:49 -04001305 {
1306 dst.x = power(src0.x, src1.x, pp);
1307 dst.y = power(src0.y, src1.y, pp);
1308 dst.z = power(src0.z, src1.z, pp);
1309 dst.w = power(src0.w, src1.w, pp);
1310 }
1311
Alexis Hetuecad5192015-06-05 13:42:05 -04001312 void ShaderCore::crs(Vector4f &dst, const Vector4f &src0, const Vector4f &src1)
John Bauman89401822014-05-06 15:04:28 -04001313 {
1314 dst.x = src0.y * src1.z - src0.z * src1.y;
1315 dst.y = src0.z * src1.x - src0.x * src1.z;
1316 dst.z = src0.x * src1.y - src0.y * src1.x;
1317 }
1318
Alexis Hetuecad5192015-06-05 13:42:05 -04001319 void ShaderCore::forward1(Vector4f &dst, const Vector4f &N, const Vector4f &I, const Vector4f &Nref)
John Bauman19bac1e2014-05-06 15:23:49 -04001320 {
1321 Int4 flip = CmpNLT(Nref.x * I.x, Float4(0.0f)) & Int4(0x80000000);
1322
1323 dst.x = As<Float4>(flip ^ As<Int4>(N.x));
1324 }
1325
Alexis Hetuecad5192015-06-05 13:42:05 -04001326 void ShaderCore::forward2(Vector4f &dst, const Vector4f &N, const Vector4f &I, const Vector4f &Nref)
John Bauman19bac1e2014-05-06 15:23:49 -04001327 {
1328 Int4 flip = CmpNLT(dot2(Nref, I), Float4(0.0f)) & Int4(0x80000000);
1329
1330 dst.x = As<Float4>(flip ^ As<Int4>(N.x));
1331 dst.y = As<Float4>(flip ^ As<Int4>(N.y));
1332 }
1333
Alexis Hetuecad5192015-06-05 13:42:05 -04001334 void ShaderCore::forward3(Vector4f &dst, const Vector4f &N, const Vector4f &I, const Vector4f &Nref)
John Bauman19bac1e2014-05-06 15:23:49 -04001335 {
1336 Int4 flip = CmpNLT(dot3(Nref, I), Float4(0.0f)) & Int4(0x80000000);
1337
1338 dst.x = As<Float4>(flip ^ As<Int4>(N.x));
1339 dst.y = As<Float4>(flip ^ As<Int4>(N.y));
1340 dst.z = As<Float4>(flip ^ As<Int4>(N.z));
1341 }
1342
Alexis Hetuecad5192015-06-05 13:42:05 -04001343 void ShaderCore::forward4(Vector4f &dst, const Vector4f &N, const Vector4f &I, const Vector4f &Nref)
John Bauman19bac1e2014-05-06 15:23:49 -04001344 {
1345 Int4 flip = CmpNLT(dot4(Nref, I), Float4(0.0f)) & Int4(0x80000000);
1346
1347 dst.x = As<Float4>(flip ^ As<Int4>(N.x));
1348 dst.y = As<Float4>(flip ^ As<Int4>(N.y));
1349 dst.z = As<Float4>(flip ^ As<Int4>(N.z));
1350 dst.w = As<Float4>(flip ^ As<Int4>(N.w));
1351 }
Nicolas Capens0bac2852016-05-07 06:09:58 -04001352
Alexis Hetuecad5192015-06-05 13:42:05 -04001353 void ShaderCore::reflect1(Vector4f &dst, const Vector4f &I, const Vector4f &N)
John Bauman19bac1e2014-05-06 15:23:49 -04001354 {
1355 Float4 d = N.x * I.x;
1356
1357 dst.x = I.x - Float4(2.0f) * d * N.x;
1358 }
1359
Alexis Hetuecad5192015-06-05 13:42:05 -04001360 void ShaderCore::reflect2(Vector4f &dst, const Vector4f &I, const Vector4f &N)
John Bauman19bac1e2014-05-06 15:23:49 -04001361 {
1362 Float4 d = dot2(N, I);
1363
1364 dst.x = I.x - Float4(2.0f) * d * N.x;
1365 dst.y = I.y - Float4(2.0f) * d * N.y;
1366 }
1367
Alexis Hetuecad5192015-06-05 13:42:05 -04001368 void ShaderCore::reflect3(Vector4f &dst, const Vector4f &I, const Vector4f &N)
John Bauman19bac1e2014-05-06 15:23:49 -04001369 {
1370 Float4 d = dot3(N, I);
1371
1372 dst.x = I.x - Float4(2.0f) * d * N.x;
1373 dst.y = I.y - Float4(2.0f) * d * N.y;
1374 dst.z = I.z - Float4(2.0f) * d * N.z;
1375 }
1376
Alexis Hetuecad5192015-06-05 13:42:05 -04001377 void ShaderCore::reflect4(Vector4f &dst, const Vector4f &I, const Vector4f &N)
John Bauman19bac1e2014-05-06 15:23:49 -04001378 {
1379 Float4 d = dot4(N, I);
1380
1381 dst.x = I.x - Float4(2.0f) * d * N.x;
1382 dst.y = I.y - Float4(2.0f) * d * N.y;
1383 dst.z = I.z - Float4(2.0f) * d * N.z;
1384 dst.w = I.w - Float4(2.0f) * d * N.w;
1385 }
1386
Alexis Hetuecad5192015-06-05 13:42:05 -04001387 void ShaderCore::refract1(Vector4f &dst, const Vector4f &I, const Vector4f &N, const Float4 &eta)
John Bauman19bac1e2014-05-06 15:23:49 -04001388 {
1389 Float4 d = N.x * I.x;
1390 Float4 k = Float4(1.0f) - eta * eta * (Float4(1.0f) - d * d);
1391 Int4 pos = CmpNLT(k, Float4(0.0f));
1392 Float4 t = (eta * d + Sqrt(k));
1393
1394 dst.x = As<Float4>(pos & As<Int4>(eta * I.x - t * N.x));
1395 }
1396
Alexis Hetuecad5192015-06-05 13:42:05 -04001397 void ShaderCore::refract2(Vector4f &dst, const Vector4f &I, const Vector4f &N, const Float4 &eta)
John Bauman19bac1e2014-05-06 15:23:49 -04001398 {
1399 Float4 d = dot2(N, I);
1400 Float4 k = Float4(1.0f) - eta * eta * (Float4(1.0f) - d * d);
1401 Int4 pos = CmpNLT(k, Float4(0.0f));
1402 Float4 t = (eta * d + Sqrt(k));
1403
1404 dst.x = As<Float4>(pos & As<Int4>(eta * I.x - t * N.x));
1405 dst.y = As<Float4>(pos & As<Int4>(eta * I.y - t * N.y));
1406 }
1407
Alexis Hetuecad5192015-06-05 13:42:05 -04001408 void ShaderCore::refract3(Vector4f &dst, const Vector4f &I, const Vector4f &N, const Float4 &eta)
John Bauman19bac1e2014-05-06 15:23:49 -04001409 {
1410 Float4 d = dot3(N, I);
1411 Float4 k = Float4(1.0f) - eta * eta * (Float4(1.0f) - d * d);
1412 Int4 pos = CmpNLT(k, Float4(0.0f));
1413 Float4 t = (eta * d + Sqrt(k));
1414
1415 dst.x = As<Float4>(pos & As<Int4>(eta * I.x - t * N.x));
1416 dst.y = As<Float4>(pos & As<Int4>(eta * I.y - t * N.y));
1417 dst.z = As<Float4>(pos & As<Int4>(eta * I.z - t * N.z));
1418 }
1419
Alexis Hetuecad5192015-06-05 13:42:05 -04001420 void ShaderCore::refract4(Vector4f &dst, const Vector4f &I, const Vector4f &N, const Float4 &eta)
John Bauman19bac1e2014-05-06 15:23:49 -04001421 {
1422 Float4 d = dot4(N, I);
1423 Float4 k = Float4(1.0f) - eta * eta * (Float4(1.0f) - d * d);
1424 Int4 pos = CmpNLT(k, Float4(0.0f));
1425 Float4 t = (eta * d + Sqrt(k));
1426
1427 dst.x = As<Float4>(pos & As<Int4>(eta * I.x - t * N.x));
1428 dst.y = As<Float4>(pos & As<Int4>(eta * I.y - t * N.y));
1429 dst.z = As<Float4>(pos & As<Int4>(eta * I.z - t * N.z));
1430 dst.w = As<Float4>(pos & As<Int4>(eta * I.w - t * N.w));
1431 }
1432
Alexis Hetuecad5192015-06-05 13:42:05 -04001433 void ShaderCore::sgn(Vector4f &dst, const Vector4f &src)
John Bauman89401822014-05-06 15:04:28 -04001434 {
1435 sgn(dst.x, src.x);
1436 sgn(dst.y, src.y);
1437 sgn(dst.z, src.z);
1438 sgn(dst.w, src.w);
1439 }
1440
Alexis Hetu0f448072016-03-18 10:56:08 -04001441 void ShaderCore::isgn(Vector4f &dst, const Vector4f &src)
1442 {
1443 isgn(dst.x, src.x);
1444 isgn(dst.y, src.y);
1445 isgn(dst.z, src.z);
1446 isgn(dst.w, src.w);
1447 }
1448
Alexis Hetuecad5192015-06-05 13:42:05 -04001449 void ShaderCore::abs(Vector4f &dst, const Vector4f &src)
John Bauman89401822014-05-06 15:04:28 -04001450 {
1451 dst.x = Abs(src.x);
1452 dst.y = Abs(src.y);
1453 dst.z = Abs(src.z);
1454 dst.w = Abs(src.w);
1455 }
Alexis Hetu0f448072016-03-18 10:56:08 -04001456
1457 void ShaderCore::iabs(Vector4f &dst, const Vector4f &src)
1458 {
1459 dst.x = As<Float4>(Abs(As<Int4>(src.x)));
1460 dst.y = As<Float4>(Abs(As<Int4>(src.y)));
1461 dst.z = As<Float4>(Abs(As<Int4>(src.z)));
1462 dst.w = As<Float4>(Abs(As<Int4>(src.w)));
1463 }
1464
Alexis Hetuecad5192015-06-05 13:42:05 -04001465 void ShaderCore::nrm2(Vector4f &dst, const Vector4f &src, bool pp)
John Bauman19bac1e2014-05-06 15:23:49 -04001466 {
1467 Float4 dot = dot2(src, src);
1468 Float4 rsq = reciprocalSquareRoot(dot, false, pp);
John Bauman89401822014-05-06 15:04:28 -04001469
John Bauman19bac1e2014-05-06 15:23:49 -04001470 dst.x = src.x * rsq;
1471 dst.y = src.y * rsq;
1472 dst.z = src.z * rsq;
1473 dst.w = src.w * rsq;
1474 }
1475
Alexis Hetuecad5192015-06-05 13:42:05 -04001476 void ShaderCore::nrm3(Vector4f &dst, const Vector4f &src, bool pp)
John Bauman89401822014-05-06 15:04:28 -04001477 {
1478 Float4 dot = dot3(src, src);
1479 Float4 rsq = reciprocalSquareRoot(dot, false, pp);
1480
1481 dst.x = src.x * rsq;
1482 dst.y = src.y * rsq;
1483 dst.z = src.z * rsq;
1484 dst.w = src.w * rsq;
1485 }
John Bauman19bac1e2014-05-06 15:23:49 -04001486
Alexis Hetuecad5192015-06-05 13:42:05 -04001487 void ShaderCore::nrm4(Vector4f &dst, const Vector4f &src, bool pp)
John Bauman89401822014-05-06 15:04:28 -04001488 {
John Bauman19bac1e2014-05-06 15:23:49 -04001489 Float4 dot = dot4(src, src);
1490 Float4 rsq = reciprocalSquareRoot(dot, false, pp);
John Bauman89401822014-05-06 15:04:28 -04001491
John Bauman19bac1e2014-05-06 15:23:49 -04001492 dst.x = src.x * rsq;
1493 dst.y = src.y * rsq;
1494 dst.z = src.z * rsq;
1495 dst.w = src.w * rsq;
1496 }
Nicolas Capens0bac2852016-05-07 06:09:58 -04001497
Alexis Hetuecad5192015-06-05 13:42:05 -04001498 void ShaderCore::sincos(Vector4f &dst, const Vector4f &src, bool pp)
John Bauman19bac1e2014-05-06 15:23:49 -04001499 {
1500 dst.x = cosine_pi(src.x, pp);
1501 dst.y = sine_pi(src.x, pp);
John Bauman89401822014-05-06 15:04:28 -04001502 }
1503
Alexis Hetuecad5192015-06-05 13:42:05 -04001504 void ShaderCore::cos(Vector4f &dst, const Vector4f &src, bool pp)
John Bauman19bac1e2014-05-06 15:23:49 -04001505 {
1506 dst.x = cosine(src.x, pp);
1507 dst.y = cosine(src.y, pp);
1508 dst.z = cosine(src.z, pp);
1509 dst.w = cosine(src.w, pp);
1510 }
1511
Alexis Hetuecad5192015-06-05 13:42:05 -04001512 void ShaderCore::sin(Vector4f &dst, const Vector4f &src, bool pp)
John Bauman19bac1e2014-05-06 15:23:49 -04001513 {
1514 dst.x = sine(src.x, pp);
1515 dst.y = sine(src.y, pp);
1516 dst.z = sine(src.z, pp);
1517 dst.w = sine(src.w, pp);
1518 }
1519
Alexis Hetuecad5192015-06-05 13:42:05 -04001520 void ShaderCore::tan(Vector4f &dst, const Vector4f &src, bool pp)
John Bauman19bac1e2014-05-06 15:23:49 -04001521 {
1522 dst.x = tangent(src.x, pp);
1523 dst.y = tangent(src.y, pp);
1524 dst.z = tangent(src.z, pp);
1525 dst.w = tangent(src.w, pp);
1526 }
1527
Alexis Hetuecad5192015-06-05 13:42:05 -04001528 void ShaderCore::acos(Vector4f &dst, const Vector4f &src, bool pp)
John Bauman19bac1e2014-05-06 15:23:49 -04001529 {
1530 dst.x = arccos(src.x, pp);
1531 dst.y = arccos(src.y, pp);
1532 dst.z = arccos(src.z, pp);
1533 dst.w = arccos(src.w, pp);
1534 }
1535
Alexis Hetuecad5192015-06-05 13:42:05 -04001536 void ShaderCore::asin(Vector4f &dst, const Vector4f &src, bool pp)
John Bauman19bac1e2014-05-06 15:23:49 -04001537 {
1538 dst.x = arcsin(src.x, pp);
1539 dst.y = arcsin(src.y, pp);
1540 dst.z = arcsin(src.z, pp);
1541 dst.w = arcsin(src.w, pp);
1542 }
1543
Alexis Hetuecad5192015-06-05 13:42:05 -04001544 void ShaderCore::atan(Vector4f &dst, const Vector4f &src, bool pp)
John Bauman19bac1e2014-05-06 15:23:49 -04001545 {
1546 dst.x = arctan(src.x, pp);
1547 dst.y = arctan(src.y, pp);
1548 dst.z = arctan(src.z, pp);
1549 dst.w = arctan(src.w, pp);
1550 }
1551
Alexis Hetuecad5192015-06-05 13:42:05 -04001552 void ShaderCore::atan2(Vector4f &dst, const Vector4f &src0, const Vector4f &src1, bool pp)
John Bauman19bac1e2014-05-06 15:23:49 -04001553 {
1554 dst.x = arctan(src0.x, src1.x, pp);
1555 dst.y = arctan(src0.y, src1.y, pp);
1556 dst.z = arctan(src0.z, src1.z, pp);
1557 dst.w = arctan(src0.w, src1.w, pp);
1558 }
1559
Alexis Hetuecad5192015-06-05 13:42:05 -04001560 void ShaderCore::cosh(Vector4f &dst, const Vector4f &src, bool pp)
Alexis Hetu8b5f3ef2015-04-16 11:33:34 -04001561 {
1562 dst.x = cosineh(src.x, pp);
1563 dst.y = cosineh(src.y, pp);
1564 dst.z = cosineh(src.z, pp);
1565 dst.w = cosineh(src.w, pp);
1566 }
1567
Alexis Hetuecad5192015-06-05 13:42:05 -04001568 void ShaderCore::sinh(Vector4f &dst, const Vector4f &src, bool pp)
Alexis Hetu8b5f3ef2015-04-16 11:33:34 -04001569 {
1570 dst.x = sineh(src.x, pp);
1571 dst.y = sineh(src.y, pp);
1572 dst.z = sineh(src.z, pp);
1573 dst.w = sineh(src.w, pp);
1574 }
1575
Alexis Hetuecad5192015-06-05 13:42:05 -04001576 void ShaderCore::tanh(Vector4f &dst, const Vector4f &src, bool pp)
Alexis Hetu8b5f3ef2015-04-16 11:33:34 -04001577 {
1578 dst.x = tangenth(src.x, pp);
1579 dst.y = tangenth(src.y, pp);
1580 dst.z = tangenth(src.z, pp);
1581 dst.w = tangenth(src.w, pp);
1582 }
1583
Alexis Hetuecad5192015-06-05 13:42:05 -04001584 void ShaderCore::acosh(Vector4f &dst, const Vector4f &src, bool pp)
Alexis Hetu8b5f3ef2015-04-16 11:33:34 -04001585 {
1586 dst.x = arccosh(src.x, pp);
1587 dst.y = arccosh(src.y, pp);
1588 dst.z = arccosh(src.z, pp);
1589 dst.w = arccosh(src.w, pp);
1590 }
1591
Alexis Hetuecad5192015-06-05 13:42:05 -04001592 void ShaderCore::asinh(Vector4f &dst, const Vector4f &src, bool pp)
Alexis Hetu8b5f3ef2015-04-16 11:33:34 -04001593 {
1594 dst.x = arcsinh(src.x, pp);
1595 dst.y = arcsinh(src.y, pp);
1596 dst.z = arcsinh(src.z, pp);
1597 dst.w = arcsinh(src.w, pp);
1598 }
1599
Alexis Hetuecad5192015-06-05 13:42:05 -04001600 void ShaderCore::atanh(Vector4f &dst, const Vector4f &src, bool pp)
Alexis Hetu8b5f3ef2015-04-16 11:33:34 -04001601 {
1602 dst.x = arctanh(src.x, pp);
1603 dst.y = arctanh(src.y, pp);
1604 dst.z = arctanh(src.z, pp);
1605 dst.w = arctanh(src.w, pp);
1606 }
1607
Alexis Hetuecad5192015-06-05 13:42:05 -04001608 void ShaderCore::expp(Vector4f &dst, const Vector4f &src, unsigned short version)
John Bauman89401822014-05-06 15:04:28 -04001609 {
1610 if(version < 0x0200)
1611 {
John Bauman19bac1e2014-05-06 15:23:49 -04001612 Float4 frc = Frac(src.x);
John Bauman89401822014-05-06 15:04:28 -04001613 Float4 floor = src.x - frc;
1614
John Bauman19bac1e2014-05-06 15:23:49 -04001615 dst.x = exponential2(floor, true);
John Bauman89401822014-05-06 15:04:28 -04001616 dst.y = frc;
John Bauman19bac1e2014-05-06 15:23:49 -04001617 dst.z = exponential2(src.x, true);
1618 dst.w = Float4(1.0f);
John Bauman89401822014-05-06 15:04:28 -04001619 }
1620 else // Version >= 2.0
1621 {
John Bauman19bac1e2014-05-06 15:23:49 -04001622 exp2x(dst, src, true); // FIXME: 10-bit precision suffices
John Bauman89401822014-05-06 15:04:28 -04001623 }
1624 }
Nicolas Capens0bac2852016-05-07 06:09:58 -04001625
Alexis Hetuecad5192015-06-05 13:42:05 -04001626 void ShaderCore::logp(Vector4f &dst, const Vector4f &src, unsigned short version)
John Bauman89401822014-05-06 15:04:28 -04001627 {
1628 if(version < 0x0200)
1629 {
1630 Float4 tmp0;
1631 Float4 tmp1;
1632 Float4 t;
1633 Int4 r;
1634
1635 tmp0 = Abs(src.x);
1636 tmp1 = tmp0;
1637
1638 // X component
John Bauman19bac1e2014-05-06 15:23:49 -04001639 r = As<Int4>(As<UInt4>(tmp0) >> 23) - Int4(127);
John Bauman89401822014-05-06 15:04:28 -04001640 dst.x = Float4(r);
1641
1642 // Y component
1643 dst.y = As<Float4>((As<Int4>(tmp1) & Int4(0x007FFFFF)) | As<Int4>(Float4(1.0f)));
1644
1645 // Z component
John Bauman19bac1e2014-05-06 15:23:49 -04001646 dst.z = logarithm2(src.x, true, true);
John Bauman89401822014-05-06 15:04:28 -04001647
1648 // W component
1649 dst.w = 1.0f;
1650 }
1651 else
1652 {
John Bauman19bac1e2014-05-06 15:23:49 -04001653 log2x(dst, src, true);
John Bauman89401822014-05-06 15:04:28 -04001654 }
1655 }
Nicolas Capens0bac2852016-05-07 06:09:58 -04001656
Alexis Hetuecad5192015-06-05 13:42:05 -04001657 void ShaderCore::cmp0(Vector4f &dst, const Vector4f &src0, const Vector4f &src1, const Vector4f &src2)
John Bauman89401822014-05-06 15:04:28 -04001658 {
John Bauman19bac1e2014-05-06 15:23:49 -04001659 cmp0(dst.x, src0.x, src1.x, src2.x);
1660 cmp0(dst.y, src0.y, src1.y, src2.y);
1661 cmp0(dst.z, src0.z, src1.z, src2.z);
1662 cmp0(dst.w, src0.w, src1.w, src2.w);
John Bauman89401822014-05-06 15:04:28 -04001663 }
John Bauman89401822014-05-06 15:04:28 -04001664
Alexis Hetuecad5192015-06-05 13:42:05 -04001665 void ShaderCore::select(Vector4f &dst, const Vector4f &src0, const Vector4f &src1, const Vector4f &src2)
John Bauman19bac1e2014-05-06 15:23:49 -04001666 {
1667 select(dst.x, As<Int4>(src0.x), src1.x, src2.x);
1668 select(dst.y, As<Int4>(src0.y), src1.y, src2.y);
1669 select(dst.z, As<Int4>(src0.z), src1.z, src2.z);
1670 select(dst.w, As<Int4>(src0.w), src1.w, src2.w);
1671 }
1672
Alexis Hetuecad5192015-06-05 13:42:05 -04001673 void ShaderCore::extract(Float4 &dst, const Vector4f &src0, const Float4 &src1)
John Bauman19bac1e2014-05-06 15:23:49 -04001674 {
Alexis Hetuc4f2c292015-08-18 15:43:09 -04001675 select(dst, CmpEQ(As<Int4>(src1), Int4(1)), src0.y, src0.x);
1676 select(dst, CmpEQ(As<Int4>(src1), Int4(2)), src0.z, dst);
1677 select(dst, CmpEQ(As<Int4>(src1), Int4(3)), src0.w, dst);
John Bauman19bac1e2014-05-06 15:23:49 -04001678 }
1679
Alexis Hetuecad5192015-06-05 13:42:05 -04001680 void ShaderCore::insert(Vector4f &dst, const Vector4f &src, const Float4 &element, const Float4 &index)
John Bauman19bac1e2014-05-06 15:23:49 -04001681 {
Alexis Hetuc4f2c292015-08-18 15:43:09 -04001682 select(dst.x, CmpEQ(As<Int4>(index), Int4(0)), element, src.x);
1683 select(dst.y, CmpEQ(As<Int4>(index), Int4(1)), element, src.y);
1684 select(dst.z, CmpEQ(As<Int4>(index), Int4(2)), element, src.z);
1685 select(dst.w, CmpEQ(As<Int4>(index), Int4(3)), element, src.w);
John Bauman89401822014-05-06 15:04:28 -04001686 }
1687
Alexis Hetuecad5192015-06-05 13:42:05 -04001688 void ShaderCore::sgn(Float4 &dst, const Float4 &src)
John Bauman89401822014-05-06 15:04:28 -04001689 {
John Bauman19bac1e2014-05-06 15:23:49 -04001690 Int4 neg = As<Int4>(CmpLT(src, Float4(-0.0f))) & As<Int4>(Float4(-1.0f));
1691 Int4 pos = As<Int4>(CmpNLE(src, Float4(+0.0f))) & As<Int4>(Float4(1.0f));
John Bauman89401822014-05-06 15:04:28 -04001692 dst = As<Float4>(neg | pos);
1693 }
1694
Alexis Hetu0f448072016-03-18 10:56:08 -04001695 void ShaderCore::isgn(Float4 &dst, const Float4 &src)
1696 {
1697 Int4 neg = CmpLT(As<Int4>(src), Int4(0)) & Int4(-1);
1698 Int4 pos = CmpNLE(As<Int4>(src), Int4(0)) & Int4(1);
1699 dst = As<Float4>(neg | pos);
1700 }
1701
Alexis Hetuecad5192015-06-05 13:42:05 -04001702 void ShaderCore::cmp0(Float4 &dst, const Float4 &src0, const Float4 &src1, const Float4 &src2)
John Bauman89401822014-05-06 15:04:28 -04001703 {
John Bauman19bac1e2014-05-06 15:23:49 -04001704 Int4 pos = CmpLE(Float4(0.0f), src0);
1705 select(dst, pos, src1, src2);
John Bauman89401822014-05-06 15:04:28 -04001706 }
1707
Alexis Hetuc4f2c292015-08-18 15:43:09 -04001708 void ShaderCore::cmp0i(Float4 &dst, const Float4 &src0, const Float4 &src1, const Float4 &src2)
1709 {
1710 Int4 pos = CmpEQ(Int4(0), As<Int4>(src0));
1711 select(dst, pos, src1, src2);
1712 }
1713
Alexis Hetuecad5192015-06-05 13:42:05 -04001714 void ShaderCore::select(Float4 &dst, RValue<Int4> src0, const Float4 &src1, const Float4 &src2)
John Bauman19bac1e2014-05-06 15:23:49 -04001715 {
1716 // FIXME: LLVM vector select
Tom Anderson69bc6e82017-03-20 11:54:29 -07001717 dst = As<Float4>((src0 & As<Int4>(src1)) | (~src0 & As<Int4>(src2)));
John Bauman19bac1e2014-05-06 15:23:49 -04001718 }
1719
Alexis Hetuecad5192015-06-05 13:42:05 -04001720 void ShaderCore::cmp(Vector4f &dst, const Vector4f &src0, const Vector4f &src1, Control control)
John Bauman89401822014-05-06 15:04:28 -04001721 {
1722 switch(control)
1723 {
John Bauman19bac1e2014-05-06 15:23:49 -04001724 case Shader::CONTROL_GT:
John Bauman89401822014-05-06 15:04:28 -04001725 dst.x = As<Float4>(CmpNLE(src0.x, src1.x));
1726 dst.y = As<Float4>(CmpNLE(src0.y, src1.y));
1727 dst.z = As<Float4>(CmpNLE(src0.z, src1.z));
1728 dst.w = As<Float4>(CmpNLE(src0.w, src1.w));
1729 break;
John Bauman19bac1e2014-05-06 15:23:49 -04001730 case Shader::CONTROL_EQ:
John Bauman89401822014-05-06 15:04:28 -04001731 dst.x = As<Float4>(CmpEQ(src0.x, src1.x));
1732 dst.y = As<Float4>(CmpEQ(src0.y, src1.y));
1733 dst.z = As<Float4>(CmpEQ(src0.z, src1.z));
1734 dst.w = As<Float4>(CmpEQ(src0.w, src1.w));
1735 break;
John Bauman19bac1e2014-05-06 15:23:49 -04001736 case Shader::CONTROL_GE:
John Bauman89401822014-05-06 15:04:28 -04001737 dst.x = As<Float4>(CmpNLT(src0.x, src1.x));
1738 dst.y = As<Float4>(CmpNLT(src0.y, src1.y));
1739 dst.z = As<Float4>(CmpNLT(src0.z, src1.z));
1740 dst.w = As<Float4>(CmpNLT(src0.w, src1.w));
1741 break;
John Bauman19bac1e2014-05-06 15:23:49 -04001742 case Shader::CONTROL_LT:
John Bauman89401822014-05-06 15:04:28 -04001743 dst.x = As<Float4>(CmpLT(src0.x, src1.x));
1744 dst.y = As<Float4>(CmpLT(src0.y, src1.y));
1745 dst.z = As<Float4>(CmpLT(src0.z, src1.z));
1746 dst.w = As<Float4>(CmpLT(src0.w, src1.w));
1747 break;
John Bauman19bac1e2014-05-06 15:23:49 -04001748 case Shader::CONTROL_NE:
John Bauman89401822014-05-06 15:04:28 -04001749 dst.x = As<Float4>(CmpNEQ(src0.x, src1.x));
1750 dst.y = As<Float4>(CmpNEQ(src0.y, src1.y));
1751 dst.z = As<Float4>(CmpNEQ(src0.z, src1.z));
1752 dst.w = As<Float4>(CmpNEQ(src0.w, src1.w));
1753 break;
John Bauman19bac1e2014-05-06 15:23:49 -04001754 case Shader::CONTROL_LE:
John Bauman89401822014-05-06 15:04:28 -04001755 dst.x = As<Float4>(CmpLE(src0.x, src1.x));
1756 dst.y = As<Float4>(CmpLE(src0.y, src1.y));
1757 dst.z = As<Float4>(CmpLE(src0.z, src1.z));
1758 dst.w = As<Float4>(CmpLE(src0.w, src1.w));
1759 break;
1760 default:
1761 ASSERT(false);
1762 }
1763 }
John Bauman19bac1e2014-05-06 15:23:49 -04001764
Alexis Hetuecad5192015-06-05 13:42:05 -04001765 void ShaderCore::icmp(Vector4f &dst, const Vector4f &src0, const Vector4f &src1, Control control)
John Bauman19bac1e2014-05-06 15:23:49 -04001766 {
1767 switch(control)
1768 {
1769 case Shader::CONTROL_GT:
1770 dst.x = As<Float4>(CmpNLE(As<Int4>(src0.x), As<Int4>(src1.x)));
1771 dst.y = As<Float4>(CmpNLE(As<Int4>(src0.y), As<Int4>(src1.y)));
1772 dst.z = As<Float4>(CmpNLE(As<Int4>(src0.z), As<Int4>(src1.z)));
1773 dst.w = As<Float4>(CmpNLE(As<Int4>(src0.w), As<Int4>(src1.w)));
1774 break;
1775 case Shader::CONTROL_EQ:
1776 dst.x = As<Float4>(CmpEQ(As<Int4>(src0.x), As<Int4>(src1.x)));
1777 dst.y = As<Float4>(CmpEQ(As<Int4>(src0.y), As<Int4>(src1.y)));
1778 dst.z = As<Float4>(CmpEQ(As<Int4>(src0.z), As<Int4>(src1.z)));
1779 dst.w = As<Float4>(CmpEQ(As<Int4>(src0.w), As<Int4>(src1.w)));
1780 break;
1781 case Shader::CONTROL_GE:
1782 dst.x = As<Float4>(CmpNLT(As<Int4>(src0.x), As<Int4>(src1.x)));
1783 dst.y = As<Float4>(CmpNLT(As<Int4>(src0.y), As<Int4>(src1.y)));
1784 dst.z = As<Float4>(CmpNLT(As<Int4>(src0.z), As<Int4>(src1.z)));
1785 dst.w = As<Float4>(CmpNLT(As<Int4>(src0.w), As<Int4>(src1.w)));
1786 break;
1787 case Shader::CONTROL_LT:
1788 dst.x = As<Float4>(CmpLT(As<Int4>(src0.x), As<Int4>(src1.x)));
1789 dst.y = As<Float4>(CmpLT(As<Int4>(src0.y), As<Int4>(src1.y)));
1790 dst.z = As<Float4>(CmpLT(As<Int4>(src0.z), As<Int4>(src1.z)));
1791 dst.w = As<Float4>(CmpLT(As<Int4>(src0.w), As<Int4>(src1.w)));
1792 break;
1793 case Shader::CONTROL_NE:
1794 dst.x = As<Float4>(CmpNEQ(As<Int4>(src0.x), As<Int4>(src1.x)));
1795 dst.y = As<Float4>(CmpNEQ(As<Int4>(src0.y), As<Int4>(src1.y)));
1796 dst.z = As<Float4>(CmpNEQ(As<Int4>(src0.z), As<Int4>(src1.z)));
1797 dst.w = As<Float4>(CmpNEQ(As<Int4>(src0.w), As<Int4>(src1.w)));
1798 break;
1799 case Shader::CONTROL_LE:
1800 dst.x = As<Float4>(CmpLE(As<Int4>(src0.x), As<Int4>(src1.x)));
1801 dst.y = As<Float4>(CmpLE(As<Int4>(src0.y), As<Int4>(src1.y)));
1802 dst.z = As<Float4>(CmpLE(As<Int4>(src0.z), As<Int4>(src1.z)));
1803 dst.w = As<Float4>(CmpLE(As<Int4>(src0.w), As<Int4>(src1.w)));
1804 break;
1805 default:
1806 ASSERT(false);
1807 }
1808 }
1809
Alexis Hetuc4f2c292015-08-18 15:43:09 -04001810 void ShaderCore::ucmp(Vector4f &dst, const Vector4f &src0, const Vector4f &src1, Control control)
1811 {
1812 switch(control)
1813 {
1814 case Shader::CONTROL_GT:
1815 dst.x = As<Float4>(CmpNLE(As<UInt4>(src0.x), As<UInt4>(src1.x)));
1816 dst.y = As<Float4>(CmpNLE(As<UInt4>(src0.y), As<UInt4>(src1.y)));
1817 dst.z = As<Float4>(CmpNLE(As<UInt4>(src0.z), As<UInt4>(src1.z)));
1818 dst.w = As<Float4>(CmpNLE(As<UInt4>(src0.w), As<UInt4>(src1.w)));
1819 break;
1820 case Shader::CONTROL_EQ:
1821 dst.x = As<Float4>(CmpEQ(As<UInt4>(src0.x), As<UInt4>(src1.x)));
1822 dst.y = As<Float4>(CmpEQ(As<UInt4>(src0.y), As<UInt4>(src1.y)));
1823 dst.z = As<Float4>(CmpEQ(As<UInt4>(src0.z), As<UInt4>(src1.z)));
1824 dst.w = As<Float4>(CmpEQ(As<UInt4>(src0.w), As<UInt4>(src1.w)));
1825 break;
1826 case Shader::CONTROL_GE:
1827 dst.x = As<Float4>(CmpNLT(As<UInt4>(src0.x), As<UInt4>(src1.x)));
1828 dst.y = As<Float4>(CmpNLT(As<UInt4>(src0.y), As<UInt4>(src1.y)));
1829 dst.z = As<Float4>(CmpNLT(As<UInt4>(src0.z), As<UInt4>(src1.z)));
1830 dst.w = As<Float4>(CmpNLT(As<UInt4>(src0.w), As<UInt4>(src1.w)));
1831 break;
1832 case Shader::CONTROL_LT:
1833 dst.x = As<Float4>(CmpLT(As<UInt4>(src0.x), As<UInt4>(src1.x)));
1834 dst.y = As<Float4>(CmpLT(As<UInt4>(src0.y), As<UInt4>(src1.y)));
1835 dst.z = As<Float4>(CmpLT(As<UInt4>(src0.z), As<UInt4>(src1.z)));
1836 dst.w = As<Float4>(CmpLT(As<UInt4>(src0.w), As<UInt4>(src1.w)));
1837 break;
1838 case Shader::CONTROL_NE:
1839 dst.x = As<Float4>(CmpNEQ(As<UInt4>(src0.x), As<UInt4>(src1.x)));
1840 dst.y = As<Float4>(CmpNEQ(As<UInt4>(src0.y), As<UInt4>(src1.y)));
1841 dst.z = As<Float4>(CmpNEQ(As<UInt4>(src0.z), As<UInt4>(src1.z)));
1842 dst.w = As<Float4>(CmpNEQ(As<UInt4>(src0.w), As<UInt4>(src1.w)));
1843 break;
1844 case Shader::CONTROL_LE:
1845 dst.x = As<Float4>(CmpLE(As<UInt4>(src0.x), As<UInt4>(src1.x)));
1846 dst.y = As<Float4>(CmpLE(As<UInt4>(src0.y), As<UInt4>(src1.y)));
1847 dst.z = As<Float4>(CmpLE(As<UInt4>(src0.z), As<UInt4>(src1.z)));
1848 dst.w = As<Float4>(CmpLE(As<UInt4>(src0.w), As<UInt4>(src1.w)));
1849 break;
1850 default:
1851 ASSERT(false);
1852 }
1853 }
1854
Alexis Hetuecad5192015-06-05 13:42:05 -04001855 void ShaderCore::all(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 Hetuecad5192015-06-05 13:42:05 -04001860 void ShaderCore::any(Float4 &dst, const Vector4f &src)
John Bauman19bac1e2014-05-06 15:23:49 -04001861 {
1862 dst = As<Float4>(As<Int4>(src.x) | As<Int4>(src.y) | As<Int4>(src.z) | As<Int4>(src.w));
1863 }
1864
Alexis Hetu24f454e2016-08-31 17:22:13 -04001865 void ShaderCore::bitwise_not(Vector4f &dst, const Vector4f &src)
John Bauman19bac1e2014-05-06 15:23:49 -04001866 {
1867 dst.x = As<Float4>(As<Int4>(src.x) ^ Int4(0xFFFFFFFF));
1868 dst.y = As<Float4>(As<Int4>(src.y) ^ Int4(0xFFFFFFFF));
1869 dst.z = As<Float4>(As<Int4>(src.z) ^ Int4(0xFFFFFFFF));
1870 dst.w = As<Float4>(As<Int4>(src.w) ^ Int4(0xFFFFFFFF));
1871 }
1872
Alexis Hetu24f454e2016-08-31 17:22:13 -04001873 void ShaderCore::bitwise_or(Vector4f &dst, const Vector4f &src0, const Vector4f &src1)
John Bauman19bac1e2014-05-06 15:23:49 -04001874 {
Alexis Hetuc4f2c292015-08-18 15:43:09 -04001875 dst.x = As<Float4>(As<Int4>(src0.x) | As<Int4>(src1.x));
1876 dst.y = As<Float4>(As<Int4>(src0.y) | As<Int4>(src1.y));
1877 dst.z = As<Float4>(As<Int4>(src0.z) | As<Int4>(src1.z));
1878 dst.w = As<Float4>(As<Int4>(src0.w) | As<Int4>(src1.w));
John Bauman19bac1e2014-05-06 15:23:49 -04001879 }
1880
Alexis Hetu24f454e2016-08-31 17:22:13 -04001881 void ShaderCore::bitwise_xor(Vector4f &dst, const Vector4f &src0, const Vector4f &src1)
John Bauman19bac1e2014-05-06 15:23:49 -04001882 {
Alexis Hetuc4f2c292015-08-18 15:43:09 -04001883 dst.x = As<Float4>(As<Int4>(src0.x) ^ As<Int4>(src1.x));
1884 dst.y = As<Float4>(As<Int4>(src0.y) ^ As<Int4>(src1.y));
1885 dst.z = As<Float4>(As<Int4>(src0.z) ^ As<Int4>(src1.z));
1886 dst.w = As<Float4>(As<Int4>(src0.w) ^ As<Int4>(src1.w));
John Bauman19bac1e2014-05-06 15:23:49 -04001887 }
1888
Alexis Hetu24f454e2016-08-31 17:22:13 -04001889 void ShaderCore::bitwise_and(Vector4f &dst, const Vector4f &src0, const Vector4f &src1)
John Bauman19bac1e2014-05-06 15:23:49 -04001890 {
Alexis Hetuc4f2c292015-08-18 15:43:09 -04001891 dst.x = As<Float4>(As<Int4>(src0.x) & As<Int4>(src1.x));
1892 dst.y = As<Float4>(As<Int4>(src0.y) & As<Int4>(src1.y));
1893 dst.z = As<Float4>(As<Int4>(src0.z) & As<Int4>(src1.z));
1894 dst.w = As<Float4>(As<Int4>(src0.w) & As<Int4>(src1.w));
1895 }
1896
1897 void ShaderCore::equal(Vector4f &dst, const Vector4f &src0, const Vector4f &src1)
1898 {
1899 dst.x = As<Float4>(CmpEQ(As<UInt4>(src0.x), As<UInt4>(src1.x)) &
1900 CmpEQ(As<UInt4>(src0.y), As<UInt4>(src1.y)) &
1901 CmpEQ(As<UInt4>(src0.z), As<UInt4>(src1.z)) &
1902 CmpEQ(As<UInt4>(src0.w), As<UInt4>(src1.w)));
1903 dst.y = dst.x;
1904 dst.z = dst.x;
1905 dst.w = dst.x;
1906 }
1907
1908 void ShaderCore::notEqual(Vector4f &dst, const Vector4f &src0, const Vector4f &src1)
1909 {
1910 dst.x = As<Float4>(CmpNEQ(As<UInt4>(src0.x), As<UInt4>(src1.x)) |
1911 CmpNEQ(As<UInt4>(src0.y), As<UInt4>(src1.y)) |
1912 CmpNEQ(As<UInt4>(src0.z), As<UInt4>(src1.z)) |
1913 CmpNEQ(As<UInt4>(src0.w), As<UInt4>(src1.w)));
1914 dst.y = dst.x;
1915 dst.z = dst.x;
1916 dst.w = dst.x;
John Bauman19bac1e2014-05-06 15:23:49 -04001917 }
John Bauman89401822014-05-06 15:04:28 -04001918}