diff options
author | Eric Anholt <eric@anholt.net> | 2007-05-18 14:14:12 -0700 |
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committer | Eric Anholt <eric@anholt.net> | 2007-05-18 14:14:12 -0700 |
commit | 1bdee1853627e08894bd267b8f0ec176a1b5978f (patch) | |
tree | 78c3b8bb81e866de4544d2621abb633b008095ab /src/mesa/shader/slang/library/slang_common_builtin.gc | |
parent | c085e350df593ab2af60f53b86265db4c3eab38a (diff) | |
parent | 4fca6bfa5d211a093c54b0bbeadaa38081e8c141 (diff) |
Merge branch 'master' into i915-unification
Conflicts:
src/mesa/drivers/dri/common/dri_bufmgr.c
src/mesa/drivers/dri/common/dri_drmpool.c
src/mesa/drivers/dri/i915tex/intel_batchpool.c
src/mesa/drivers/dri/i915tex/intel_buffer_objects.c
src/mesa/drivers/dri/i915tex/intel_regions.c
src/mesa/drivers/dri/i915tex/intel_screen.c
src/mesa/drivers/dri/i915tex/intel_screen.h
Diffstat (limited to 'src/mesa/shader/slang/library/slang_common_builtin.gc')
-rw-r--r-- | src/mesa/shader/slang/library/slang_common_builtin.gc | 264 |
1 files changed, 147 insertions, 117 deletions
diff --git a/src/mesa/shader/slang/library/slang_common_builtin.gc b/src/mesa/shader/slang/library/slang_common_builtin.gc index 42a5d723b4..45cf1c6fd0 100644 --- a/src/mesa/shader/slang/library/slang_common_builtin.gc +++ b/src/mesa/shader/slang/library/slang_common_builtin.gc @@ -311,96 +311,98 @@ vec4 tan(const vec4 angle) -float asin (float x) { - float y; - __asm float_arcsine y, x; - return y; +float asin(const float x) +{ + const float a0 = 1.5707288; // PI/2? + const float a1 = -0.2121144; + const float a2 = 0.0742610; + //const float a3 = -0.0187293; + const float halfPi = 3.1415926 * 0.5; + const float y = abs(x); + // three terms seem to be enough: + __retVal = (halfPi - sqrt(1.0 - y) * (a0 + y * (a1 + a2 * y))) * sign(x); + // otherwise, try four: + //__retVal = (halfPi - sqrt(1.0 - y) * (a0 + y * (a1 + y * (a2 + y * a3)))) * sign(x); } -vec2 asin (vec2 v) { - return vec2 ( - asin (v.x), - asin (v.y) - ); +vec2 asin(const vec2 v) +{ + __retVal.x = asin(v.x); + __retVal.y = asin(v.y); } -vec3 asin (vec3 v) { - return vec3 ( - asin (v.x), - asin (v.y), - asin (v.z) - ); +vec3 asin(const vec3 v) +{ + __retVal.x = asin(v.x); + __retVal.y = asin(v.y); + __retVal.z = asin(v.z); } -vec4 asin (vec4 v) { - return vec4 ( - asin (v.x), - asin (v.y), - asin (v.z), - asin (v.w) - ); +vec4 asin(const vec4 v) +{ + __retVal.x = asin(v.x); + __retVal.y = asin(v.y); + __retVal.z = asin(v.z); } -float acos (float x) { - return 1.5708 - asin (x); +float acos(const float x) +{ + const float halfPi = 3.1415926 * 0.5; + __retVal = halfPi - asin(x); } -vec2 acos (vec2 v) { - return vec2 ( - acos (v.x), - acos (v.y) - ); +vec2 acos(const vec2 v) +{ + __retVal.x = acos(v.x); + __retVal.y = acos(v.y); } -vec3 acos (vec3 v) { - return vec3 ( - acos (v.x), - acos (v.y), - acos (v.z) - ); +vec3 acos(const vec3 v) +{ + __retVal.x = acos(v.x); + __retVal.y = acos(v.y); + __retVal.z = acos(v.z); } -vec4 acos (vec4 v) { - return vec4 ( - acos (v.x), - acos (v.y), - acos (v.z), - acos (v.w) - ); +vec4 acos(const vec4 v) +{ + __retVal.x = acos(v.x); + __retVal.y = acos(v.y); + __retVal.z = acos(v.z); + __retVal.w = acos(v.w); } -float atan (float y_over_x) { - float z; - __asm float_arctan z, y_over_x; - return z; +float atan(const float x) +{ + __retVal = asin(x * inversesqrt(x * x + 1.0)); } -vec2 atan (vec2 y_over_x) { - return vec2 ( - atan (y_over_x.x), - atan (y_over_x.y) - ); +vec2 atan(const vec2 y_over_x) +{ + __retVal.x = atan(y_over_x.x); + __retVal.y = atan(y_over_x.y); } -vec3 atan (vec3 y_over_x) { - return vec3 ( - atan (y_over_x.x), - atan (y_over_x.y), - atan (y_over_x.z) - ); +vec3 atan(const vec3 y_over_x) +{ + __retVal.x = atan(y_over_x.x); + __retVal.y = atan(y_over_x.y); + __retVal.z = atan(y_over_x.z); } -vec4 atan (vec4 y_over_x) { - return vec4 ( - atan (y_over_x.x), - atan (y_over_x.y), - atan (y_over_x.z), - atan (y_over_x.w) - ); +vec4 atan(const vec4 y_over_x) +{ + __retVal.x = atan(y_over_x.x); + __retVal.y = atan(y_over_x.y); + __retVal.z = atan(y_over_x.z); + __retVal.w = atan(y_over_x.w); } -float atan (float y, float x) { - float z = atan (y / x); +float atan(const float y, const float x) +{ + if (x == 0.0) + return 0.0; + float z = atan(y / x); if (x < 0.0) { if (y < 0.0) @@ -410,30 +412,28 @@ float atan (float y, float x) { return z; } -vec2 atan (vec2 u, vec2 v) { - return vec2 ( - atan (u.x, v.x), - atan (u.y, v.y) - ); +vec2 atan(const vec2 u, const vec2 v) +{ + __retVal.x = atan(u.x, v.x); + __retVal.y = atan(u.y, v.y); } -vec3 atan (vec3 u, vec3 v) { - return vec3 ( - atan (u.x, v.x), - atan (u.y, v.y), - atan (u.z, v.z) - ); +vec3 atan(const vec3 u, const vec3 v) +{ + __retVal.x = atan(u.x, v.x); + __retVal.y = atan(u.y, v.y); + __retVal.z = atan(u.z, v.z); } -vec4 atan (vec4 u, vec4 v) { - return vec4 ( - atan (u.x, v.x), - atan (u.y, v.y), - atan (u.z, v.z), - atan (u.w, v.w) - ); +vec4 atan(const vec4 u, const vec4 v) +{ + __retVal.x = atan(u.x, v.x); + __retVal.y = atan(u.y, v.y); + __retVal.z = atan(u.z, v.z); + __retVal.w = atan(u.w, v.w); } + // // 8.2 Exponential Functions // @@ -471,28 +471,32 @@ vec4 pow(const vec4 a, const vec4 b) float exp(const float a) { - __asm float_exp __retVal.x, a; + const float e = 2.71828; + __asm float_power __retVal, e, a; } vec2 exp(const vec2 a) { - __asm float_exp __retVal.x, a.x; - __asm float_exp __retVal.y, a.y; + const float e = 2.71828; + __asm float_power __retVal.x, e, a.x; + __asm float_power __retVal.y, e, a.y; } vec3 exp(const vec3 a) { - __asm float_exp __retVal.x, a.x; - __asm float_exp __retVal.y, a.y; - __asm float_exp __retVal.z, a.z; + const float e = 2.71828; + __asm float_power __retVal.x, e, a.x; + __asm float_power __retVal.y, e, a.y; + __asm float_power __retVal.z, e, a.z; } vec4 exp(const vec4 a) { - __asm float_exp __retVal.x, a.x; - __asm float_exp __retVal.y, a.y; - __asm float_exp __retVal.z, a.z; - __asm float_exp __retVal.w, a.w; + const float e = 2.71828; + __asm float_power __retVal.x, e, a.x; + __asm float_power __retVal.y, e, a.y; + __asm float_power __retVal.z, e, a.z; + __asm float_power __retVal.w, e, a.w; } @@ -894,7 +898,7 @@ vec4 mod(const vec4 a, const vec4 b) __retVal.x = a.x - b.x * floor(a.x * oneOverBx); __retVal.y = a.y - b.y * floor(a.y * oneOverBy); __retVal.z = a.z - b.z * floor(a.z * oneOverBz); - __retVal.w = a.w - b.w * floor(a.w * oneOverBz); + __retVal.w = a.w - b.w * floor(a.w * oneOverBw); } @@ -1609,11 +1613,8 @@ vec4 texture1D(const sampler1D sampler, const float coord) vec4 texture1DProj(const sampler1D sampler, const vec2 coord) { - // new coord with .z moved to .w - vec4 coord4; - coord4.x = coord.x; - coord4.w = coord.y; - __asm vec4_texp1d __retVal, sampler, coord4; + // need to swizzle .y into .w + __asm vec4_texp1d __retVal, sampler, coord.xyyy; } vec4 texture1DProj(const sampler1D sampler, const vec4 coord) @@ -1629,11 +1630,8 @@ vec4 texture2D(const sampler2D sampler, const vec2 coord) vec4 texture2DProj(const sampler2D sampler, const vec3 coord) { - // new coord with .z moved to .w - vec4 coord4; - coord4.xy = coord.xy; - coord4.w = coord.z; - __asm vec4_texp2d __retVal, sampler, coord4; + // need to swizzle 'z' into 'w'. + __asm vec4_texp2d __retVal, sampler, coord.xyzz; } vec4 texture2DProj(const sampler2D sampler, const vec4 coord) @@ -1660,26 +1658,58 @@ vec4 textureCube(const samplerCube sampler, const vec3 coord) -vec4 shadow1D (sampler1DShadow sampler, vec3 coord) { - vec4 texel; - __asm vec4_shad1d texel, sampler, coord, 0.0; - return texel; +vec4 shadow1D(const sampler1DShadow sampler, const vec3 coord) +{ + __asm vec4_tex1d __retVal, sampler, coord; } -vec4 shadow1DProj (sampler1DShadow sampler, vec4 coord) { - return shadow1D (sampler, vec3 (coord.s / coord.q, 0.0, coord.p / coord.q)); +vec4 shadow1DProj(const sampler1DShadow sampler, const vec4 coord) +{ + // .s and .p will be divided by .q + __asm vec4_texp1d __retVal, sampler, coord; } -vec4 shadow2D (sampler2DShadow sampler, vec3 coord) { - vec4 texel; - __asm vec4_shad2d texel, sampler, coord, 0.0; - return texel; +vec4 shadow2D(const sampler2DShadow sampler, const vec3 coord) +{ + __asm vec4_tex2d __retVal, sampler, coord; +} + +vec4 shadow2DProj(const sampler2DShadow sampler, const vec4 coord) +{ + // .s, .t and .p will be divided by .q + __asm vec4_texp2d __retVal, sampler, coord; +} + + +//// GL_ARB_texture_rectangle: +vec4 texture2DRect(const sampler2DRect sampler, const vec2 coord) +{ + __asm vec4_tex_rect __retVal, sampler, coord; +} + +vec4 texture2DRectProj(const sampler2DRect sampler, const vec3 coord) +{ + // need to swizzle .y into .w + __asm vec4_texp_rect __retVal, sampler, coord.xyzz; +} + +vec4 texture2DRectProj(const sampler2DRect sampler, const vec4 coord) +{ + __asm vec4_texp_rect __retVal, sampler, ccoord; } -vec4 shadow2DProj (sampler2DShadow sampler, vec4 coord) { - return shadow2D (sampler, vec3 (coord.s / coord.q, coord.t / coord.q, coord.p / coord.q)); +vec4 shadow2DRect(const sampler2DRectShadow sampler, const vec3 coord) +{ + __asm vec4_tex_rect __retVal, sampler, coord; } +vec4 shadow2DRectProj(const sampler2DRectShadow sampler, const vec4 coord) +{ + __asm vec4_texp_rect __retVal, sampler, coord; +} + + + // // 8.9 Noise Functions // |