diff options
author | Brian Paul <brianp@vmware.com> | 2010-06-23 22:30:26 -0600 |
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committer | Brian Paul <brianp@vmware.com> | 2010-06-23 22:30:26 -0600 |
commit | ca12aefdacd22fb42e3f1d3852db4c12de886554 (patch) | |
tree | b7462a02c678d3d755896c22a0f7f8387cb148c0 /src/mesa/slang/library | |
parent | f2122d47248e59a0f23c15d7f647d7e2072c8d79 (diff) | |
parent | ec2b92f98c2e7f161521b447cc1d9a36bce3707c (diff) |
Merge branch 'shader-file-reorg'
1. Move all GL entrypoint functions and files into src/mesa/main/
This includes the ARB vp/vp, NV vp/fp, ATI fragshader and GLSL bits
that were in src/mesa/shader/
2. Move src/mesa/shader/slang/ to src/mesa/slang/ to reduce the tree depth
3. Rename src/mesa/shader/ to src/mesa/program/ since all the
remaining files are concerned with GPU programs.
4. Misc code refactoring. In particular, I got rid of most of the
GLSL-related ctx->Driver hook functions. None of the drivers used
them.
Conflicts:
src/mesa/drivers/dri/i965/brw_context.c
Diffstat (limited to 'src/mesa/slang/library')
-rw-r--r-- | src/mesa/slang/library/.gitignore | 1 | ||||
-rw-r--r-- | src/mesa/slang/library/Makefile | 51 | ||||
-rw-r--r-- | src/mesa/slang/library/SConscript | 52 | ||||
-rw-r--r-- | src/mesa/slang/library/slang_120_core.gc | 1978 | ||||
-rw-r--r-- | src/mesa/slang/library/slang_builtin_120_common.gc | 200 | ||||
-rw-r--r-- | src/mesa/slang/library/slang_builtin_120_fragment.gc | 30 | ||||
-rw-r--r-- | src/mesa/slang/library/slang_common_builtin.gc | 1887 | ||||
-rw-r--r-- | src/mesa/slang/library/slang_core.gc | 2619 | ||||
-rw-r--r-- | src/mesa/slang/library/slang_fragment_builtin.gc | 299 | ||||
-rw-r--r-- | src/mesa/slang/library/slang_vertex_builtin.gc | 210 |
10 files changed, 7327 insertions, 0 deletions
diff --git a/src/mesa/slang/library/.gitignore b/src/mesa/slang/library/.gitignore new file mode 100644 index 0000000000..02a89fc7df --- /dev/null +++ b/src/mesa/slang/library/.gitignore @@ -0,0 +1 @@ +*_gc.h diff --git a/src/mesa/slang/library/Makefile b/src/mesa/slang/library/Makefile new file mode 100644 index 0000000000..5a76774208 --- /dev/null +++ b/src/mesa/slang/library/Makefile @@ -0,0 +1,51 @@ +# src/mesa/slang/library/Makefile + +TOP = ../../../.. + +include $(TOP)/configs/current + +GLSL_CL = $(TOP)/src/glsl/apps/compile + +# +# targets +# + +.PHONY: default clean + +default: builtin + +clean: + -rm -f *_gc.h + +builtin: builtin_110 builtin_120 + +# +# builtin library sources +# + +builtin_110: slang_common_builtin_gc.h slang_core_gc.h slang_fragment_builtin_gc.h slang_vertex_builtin_gc.h + +builtin_120: slang_120_core_gc.h slang_builtin_120_common_gc.h slang_builtin_120_fragment_gc.h + + +slang_120_core_gc.h: slang_120_core.gc + $(GLSL_CL) fragment slang_120_core.gc slang_120_core_gc.h + +slang_builtin_120_common_gc.h: slang_builtin_120_common.gc + $(GLSL_CL) fragment slang_builtin_120_common.gc slang_builtin_120_common_gc.h + +slang_builtin_120_fragment_gc.h: slang_builtin_120_fragment.gc + $(GLSL_CL) fragment slang_builtin_120_fragment.gc slang_builtin_120_fragment_gc.h + +slang_common_builtin_gc.h: slang_common_builtin.gc + $(GLSL_CL) fragment slang_common_builtin.gc slang_common_builtin_gc.h + +slang_core_gc.h: slang_core.gc + $(GLSL_CL) fragment slang_core.gc slang_core_gc.h + +slang_fragment_builtin_gc.h: slang_fragment_builtin.gc + $(GLSL_CL) fragment slang_fragment_builtin.gc slang_fragment_builtin_gc.h + +slang_vertex_builtin_gc.h: slang_vertex_builtin.gc + $(GLSL_CL) vertex slang_vertex_builtin.gc slang_vertex_builtin_gc.h + diff --git a/src/mesa/slang/library/SConscript b/src/mesa/slang/library/SConscript new file mode 100644 index 0000000000..792a7953d3 --- /dev/null +++ b/src/mesa/slang/library/SConscript @@ -0,0 +1,52 @@ +####################################################################### +# SConscript for GLSL builtin library + +Import('*') + +env = env.Clone() + +# See also http://www.scons.org/wiki/UsingCodeGenerators + +def glsl_compile_emitter(target, source, env): + env.Depends(target, glsl_compile) + return (target, source) + +bld_frag = Builder( + action = Action(glsl_compile[0].abspath + ' fragment $SOURCE $TARGET', '$CODEGENCODESTR'), + emitter = glsl_compile_emitter, + suffix = '.gc', + src_suffix = '_gc.h') + +bld_vert = Builder( + action = Action(glsl_compile[0].abspath + ' vertex $SOURCE $TARGET', '$CODEGENCODESTR'), + emitter = glsl_compile_emitter, + suffix = '.gc', + src_suffix = '_gc.h') + +env['BUILDERS']['bld_frag'] = bld_frag +env['BUILDERS']['bld_vert'] = bld_vert + +# Generate GLSL builtin library binaries +env.bld_frag( + '#src/mesa/slang/library/slang_core_gc.h', + '#src/mesa/slang/library/slang_core.gc') +env.bld_frag( + '#src/mesa/slang/library/slang_common_builtin_gc.h', + '#src/mesa/slang/library/slang_common_builtin.gc') +env.bld_frag( + '#src/mesa/slang/library/slang_fragment_builtin_gc.h', + '#src/mesa/slang/library/slang_fragment_builtin.gc') +env.bld_vert( + '#src/mesa/slang/library/slang_vertex_builtin_gc.h', + '#src/mesa/slang/library/slang_vertex_builtin.gc') + +# Generate GLSL 1.20 builtin library binaries +env.bld_frag( + '#src/mesa/slang/library/slang_120_core_gc.h', + '#src/mesa/slang/library/slang_120_core.gc') +env.bld_frag( + '#src/mesa/slang/library/slang_builtin_120_common_gc.h', + '#src/mesa/slang/library/slang_builtin_120_common.gc') +env.bld_frag( + '#src/mesa/slang/library/slang_builtin_120_fragment_gc.h', + '#src/mesa/slang/library/slang_builtin_120_fragment.gc') diff --git a/src/mesa/slang/library/slang_120_core.gc b/src/mesa/slang/library/slang_120_core.gc new file mode 100644 index 0000000000..04c5ec2ec5 --- /dev/null +++ b/src/mesa/slang/library/slang_120_core.gc @@ -0,0 +1,1978 @@ +/* + * Mesa 3-D graphics library + * Version: 6.5 + * + * Copyright (C) 2006 Brian Paul All Rights Reserved. + * + * Permission is hereby granted, free of charge, to any person obtaining a + * copy of this software and associated documentation files (the "Software"), + * to deal in the Software without restriction, including without limitation + * the rights to use, copy, modify, merge, publish, distribute, sublicense, + * and/or sell copies of the Software, and to permit persons to whom the + * Software is furnished to do so, subject to the following conditions: + * + * The above copyright notice and this permission notice shall be included + * in all copies or substantial portions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS + * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, + * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL + * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN + * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN + * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. + */ + +// +// Constructors and operators introduced in GLSL 1.20 - mostly on new +// (non-square) types of matrices. +// +// One important change in the language is that when a matrix is used +// as an argument to a matrix constructor, it must be the only argument +// for the constructor. The compiler takes care of it by itself and +// here we only care to re-introduce constructors for old (square) +// types of matrices. +// + +// +// From Shader Spec, ver. 1.20, rev. 6 +// + +//// mat2x3: 2 columns of vec3 + +mat2x3 __constructor(const float f00, const float f10, const float f20, + const float f01, const float f11, const float f21) +{ + __retVal[0].x = f00; + __retVal[0].y = f10; + __retVal[0].z = f20; + __retVal[1].x = f01; + __retVal[1].y = f11; + __retVal[1].z = f21; +} + +mat2x3 __constructor(const float f) +{ + __retVal = mat2x3( f, 0.0, 0.0, + 0.0, f, 0.0); +} + +mat2x3 __constructor(const int i) +{ + const float f = float(i); + __retVal = mat2x3(f); +} + +mat2x3 __constructor(const bool b) +{ + const float f = float(b); + __retVal = mat2x3(f); +} + +mat2x3 __constructor(const vec3 c0, const vec3 c1) +{ + __retVal[0] = c0; + __retVal[1] = c1; +} + + + +//// mat2x4: 2 columns of vec4 + +mat2x4 __constructor(const float f00, const float f10, const float f20, const float f30, + const float f01, const float f11, const float f21, const float f31) +{ + __retVal[0].x = f00; + __retVal[0].y = f10; + __retVal[0].z = f20; + __retVal[0].w = f30; + __retVal[1].x = f01; + __retVal[1].y = f11; + __retVal[1].z = f21; + __retVal[1].w = f31; +} + +mat2x4 __constructor(const float f) +{ + __retVal = mat2x4( f, 0.0, 0.0, 0.0, + 0.0, f, 0.0, 0.0); +} + +mat2x4 __constructor(const int i) +{ + const float f = float(i); + __retVal = mat2x4(f); +} + +mat2x4 __constructor(const bool b) +{ + const float f = float(b); + __retVal = mat2x4(f); +} + +mat2x4 __constructor(const vec4 c0, const vec4 c1) +{ + __retVal[0] = c0; + __retVal[1] = c1; +} + + + +//// mat3x2: 3 columns of vec2 + +mat3x2 __constructor(const float f00, const float f10, + const float f01, const float f11, + const float f02, const float f12) +{ + __retVal[0].x = f00; + __retVal[0].y = f10; + __retVal[1].x = f01; + __retVal[1].y = f11; + __retVal[2].x = f02; + __retVal[2].y = f12; +} + +mat3x2 __constructor(const float f) +{ + __retVal = mat3x2( f, 0.0, + 0.0, f, + 0.0, 0.0); +} + +mat3x2 __constructor(const int i) +{ + const float f = float(i); + __retVal = mat3x2(f); +} + +mat3x2 __constructor(const bool b) +{ + const float f = float(b); + __retVal = mat3x2(f); +} + +mat3x2 __constructor(const vec2 c0, const vec2 c1, const vec2 c2) +{ + __retVal[0] = c0; + __retVal[1] = c1; + __retVal[2] = c2; +} + + + +//// mat3x4: 3 columns of vec4 + +mat3x4 __constructor(const float f00, const float f10, const float f20, const float f30, + const float f01, const float f11, const float f21, const float f31, + const float f02, const float f12, const float f22, const float f32) +{ + __retVal[0].x = f00; + __retVal[0].y = f10; + __retVal[0].z = f20; + __retVal[0].w = f30; + __retVal[1].x = f01; + __retVal[1].y = f11; + __retVal[1].z = f21; + __retVal[1].w = f31; + __retVal[2].x = f02; + __retVal[2].y = f12; + __retVal[2].z = f22; + __retVal[2].w = f32; +} + +mat3x4 __constructor(const float f) +{ + __retVal = mat3x4( f, 0.0, 0.0, 0.0, + 0.0, f, 0.0, 0.0, + 0.0, 0.0, f, 0.0); +} + +mat3x4 __constructor(const int i) +{ + const float f = float(i); + __retVal = mat3x4(f); +} + +mat3x4 __constructor(const bool b) +{ + const float f = float(b); + __retVal = mat3x4(f); +} + +mat3x4 __constructor(const vec4 c0, const vec4 c1, const vec4 c2) +{ + __retVal[0] = c0; + __retVal[1] = c1; + __retVal[2] = c2; +} + + + +//// mat4x2: 4 columns of vec2 + +mat4x2 __constructor(const float f00, const float f10, + const float f01, const float f11, + const float f02, const float f12, + const float f03, const float f13) +{ + __retVal[0].x = f00; + __retVal[0].y = f10; + __retVal[1].x = f01; + __retVal[1].y = f11; + __retVal[2].x = f02; + __retVal[2].y = f12; + __retVal[3].x = f03; + __retVal[3].y = f13; +} + +mat4x2 __constructor(const float f) +{ + __retVal = mat4x2( f, 0.0, + 0.0, 4, + 0.0, 0.0, + 0.0, 0.0); +} + +mat4x2 __constructor(const int i) +{ + const float f = float(i); + __retVal = mat4x2(f); +} + +mat4x2 __constructor(const bool b) +{ + const float f = float(b); + __retVal = mat4x2(f); +} + +mat4x2 __constructor(const vec2 c0, const vec2 c1, const vec2 c2, const vec2 c3) +{ + __retVal[0] = c0; + __retVal[1] = c1; + __retVal[2] = c2; + __retVal[3] = c3; +} + + + +//// mat4x3: 4 columns of vec3 + +mat4x3 __constructor(const float f00, const float f10, const float f20, + const float f01, const float f11, const float f21, + const float f02, const float f12, const float f22, + const float f03, const float f13, const float f23) +{ + __retVal[0].x = f00; + __retVal[0].y = f10; + __retVal[0].z = f20; + __retVal[1].x = f01; + __retVal[1].y = f11; + __retVal[1].z = f21; + __retVal[2].x = f02; + __retVal[2].y = f12; + __retVal[2].z = f22; + __retVal[3].x = f03; + __retVal[3].y = f13; + __retVal[3].z = f23; +} + +mat4x3 __constructor(const float f) +{ + __retVal = mat4x3( f, 0.0, 0.0, + 0.0, f, 0.0, + 0.0, 0.0, f, + 0.0, 0.0, 0.0); +} + +mat4x3 __constructor(const int i) +{ + const float f = float(i); + __retVal = mat4x3(f); +} + +mat4x3 __constructor(const bool b) +{ + const float f = float(b); + __retVal = mat4x3(f); +} + +mat4x3 __constructor(const vec3 c0, const vec3 c1, const vec3 c2, const vec3 c3) +{ + __retVal[0] = c0; + __retVal[1] = c1; + __retVal[2] = c2; + __retVal[3] = c3; +} + + + +//// misc assorted matrix constructors + +mat2 __constructor(const mat2 m) +{ + __retVal = m; +} + +mat2 __constructor(const mat3x2 m) +{ + __retVal = mat2(m[0], m[1]); +} + +mat2 __constructor(const mat4x2 m) +{ + __retVal = mat2(m[0], m[1]); +} + +mat2 __constructor(const mat2x3 m) +{ + __retVal = mat2(m[0].xy, m[1].xy); +} + +mat2 __constructor(const mat2x4 m) +{ + __retVal = mat2(m[0].xy, m[1].xy); +} + +mat2 __constructor(const mat3 m) +{ + __retVal = mat2(m[0].xy, m[1].xy); +} + +mat2 __constructor(const mat3x4 m) +{ + __retVal = mat2(m[0].xy, m[1].xy); +} + +mat2 __constructor(const mat4x3 m) +{ + __retVal = mat2(m[0].xy, m[1].xy); +} + +mat2 __constructor(const mat4 m) +{ + __retVal = mat2(m[0].xy, m[1].xy); +} + + + +mat2x3 __constructor(const mat2x3 m) +{ + __retVal = m; +} + +mat2x3 __constructor(const mat3 m) +{ + __retVal = mat2x3(m[0], m[1]); +} + +mat2x3 __constructor(const mat4x3 m) +{ + __retVal = mat2x3(m[0], m[1]); +} + +mat2x3 __constructor(const mat2x4 m) +{ + __retVal = mat2x3(m[0].xyz, m[1].xyz); +} + +mat2x3 __constructor(const mat3x4 m) +{ + __retVal = mat2x3(m[0].xyz, m[1].xyz); +} + +mat2x3 __constructor(const mat4 m) +{ + __retVal = mat2x3(m[0].xyz, m[1].xyz); +} + +mat2x3 __constructor(const mat2 m) +{ + __retVal = mat2x3(m[0].x, m[0].y, 0.0, + m[1].x, m[1].y, 0.0); +} + +mat2x3 __constructor(const mat3x2 m) +{ + __retVal = mat2x3(m[0].x, m[0].y, 0.0, + m[1].x, m[1].y, 0.0); +} + +mat2x3 __constructor(const mat4x2 m) +{ + __retVal = mat2x3(m[0].x, m[0].y, 0.0, + m[1].x, m[1].y, 0.0); +} + + + +mat2x4 __constructor(const mat2x4 m) +{ + __retVal = m; +} + +mat2x4 __constructor(const mat3x4 m) +{ + __retVal = mat2x4(m[0], m[1]); +} + +mat2x4 __constructor(const mat4 m) +{ + __retVal = mat2x4(m[0], m[1]); +} + +mat2x4 __constructor(const mat2x3 m) +{ + __retVal = mat2x4(m[0].x, m[0].y, m[0].z, 0.0, + m[1].x, m[1].y, m[1].z, 0.0); +} + +mat2x4 __constructor(const mat3 m) +{ + __retVal = mat2x4(m[0].x, m[0].y, m[0].z, 0.0, + m[1].x, m[1].y, m[1].z, 0.0); +} + +mat2x4 __constructor(const mat4x3 m) +{ + __retVal = mat2x4(m[0].x, m[0].y, m[0].z, 0.0, + m[1].x, m[1].y, m[1].z, 0.0); +} + +mat2x4 __constructor(const mat2 m) +{ + __retVal = mat2x4(m[0].x, m[1].y, 0.0, 0.0, + m[1].x, m[1].y, 0.0, 0.0); +} + +mat2x4 __constructor(const mat3x2 m) +{ + __retVal = mat2x4(m[0].x, m[0].y, 0.0, 0.0, + m[1].x, m[1].y, 0.0, 0.0); +} + +mat2x4 __constructor(const mat4x2 m) +{ + __retVal = mat2x4(m[0].x, m[0].y, 0.0, 0.0, + m[1].x, m[1].y, 0.0, 0.0); +} + + + +mat3x2 __constructor(const mat3x2 m) +{ + __retVal = m; +} + +mat3x2 __constructor(const mat4x2 m) +{ + __retVal = mat3x2(m[0], m[1], m[2]); +} + +mat3x2 __constructor(const mat3 m) +{ + __retVal = mat3x2(m[0], m[1], m[2]); +} + +mat3x2 __constructor(const mat3x4 m) +{ + __retVal = mat3x2(m[0].x, m[0].y, + m[1].x, m[1].y, + m[2].x, m[2].y); +} + +mat3x2 __constructor(const mat4x3 m) +{ + __retVal = mat3x2(m[0].x, m[0].y, + m[1].x, m[1].y, + m[2].x, m[2].y); +} + +mat3x2 __constructor(const mat4 m) +{ + __retVal = mat3x2(m[0].x, m[0].y, + m[1].x, m[1].y, + 0.0, 0.0); +} + +mat3x2 __constructor(const mat2 m) +{ + __retVal = mat3x2(m[0], m[1], vec2(0.0)); +} + +mat3x2 __constructor(const mat2x3 m) +{ + __retVal = mat3x2(m[0].x, m[0].y, + m[1].x, m[1].y, + 0.0, 0.0); +} + +mat3x2 __constructor(const mat2x4 m) +{ + __retVal = mat3x2(m[0].x, m[0].y, + m[1].x, m[1].y, + 0.0, 0.0); +} + + + + +mat3 __constructor(const mat3 m) +{ + __retVal = m; +} + +mat3 __constructor(const mat4x3 m) +{ + __retVal = mat3 ( + m[0], + m[1], + m[2] + ); +} + +mat3 __constructor(const mat3x4 m) +{ + __retVal = mat3 ( + m[0].xyz, + m[1].xyz, + m[2].xyz + ); +} + +mat3 __constructor(const mat4 m) +{ + __retVal = mat3 ( + m[0].xyz, + m[1].xyz, + m[2].xyz + ); +} + +mat3 __constructor(const mat2x3 m) +{ + __retVal = mat3 ( + m[0], + m[1], + 0., 0., 1. + ); +} + +mat3 __constructor(const mat2x4 m) +{ + __retVal = mat3 ( + m[0].xyz, + m[1].xyz, + 0., 0., 1. + ); +} + +mat3 __constructor(const mat3x2 m) +{ + __retVal = mat3 ( + m[0], 0., + m[1], 0., + m[2], 1. + ); +} + +mat3 __constructor(const mat4x2 m) +{ + __retVal = mat3 ( + m[0], 0., + m[1], 0., + m[2], 1. + ); +} + +mat3 __constructor(const mat2 m) +{ + __retVal = mat3 ( + m[0], 0., + m[1], 0., + 0., 0., 1. + ); +} + + +mat3x4 __constructor(const mat3x4 m) +{ + __retVal = m; +} + +mat3x4 __constructor(const mat4 m) +{ + __retVal = mat3x4 ( + m[0], + m[1], + m[2] + ); +} + +mat3x4 __constructor(const mat3 m) +{ + __retVal = mat3x4 ( + m[0], 0., + m[1], 0., + m[2], 0. + ); +} + +mat3x4 __constructor(const mat4x3 m) +{ + __retVal = mat3x4 ( + m[0], 0., + m[1], 0., + m[2], 0. + ); +} + +mat3x4 __constructor(const mat2x4 m) +{ + __retVal = mat3x4 ( + m[0], + m[1], + 0., 0., 1., 0. + ); +} + +mat3x4 __constructor(const mat2x3 m) +{ + __retVal = mat3x4 ( + m[0], 0., + m[1], 0., + 0., 0., 1., 0. + ); +} + +mat3x4 __constructor(const mat3x2 m) +{ + __retVal = mat3x4 ( + m[0], 0., 0., + m[1], 0., 0., + m[2], 1., 0. + ); +} + +mat3x4 __constructor(const mat4x2 m) +{ + __retVal = mat3x4 ( + m[0], 0., 0., + m[1], 0., 0., + m[2], 1., 0. + ); +} + +mat3x4 __constructor(const mat2 m) +{ + __retVal = mat3x4 ( + m[0], 0., 0., + m[1], 0., 0., + 0., 0., 1., 0. + ); +} + + +mat4x2 __constructor(const mat4x2 m) +{ + __retVal = m; +} + +mat4x2 __constructor(const mat4x3 m) +{ + __retVal = mat4x2 ( + m[0].xy, + m[1].xy, + m[2].xy, + m[3].xy + ); +} + +mat4x2 __constructor(const mat4 m) +{ + __retVal = mat4x2 ( + m[0].xy, + m[1].xy, + m[2].xy, + m[3].xy + ); +} + +mat4x2 __constructor(const mat3x2 m) +{ + __retVal = mat4x2 ( + m[0], + m[1], + 0., 0. + ); +} + +mat4x2 __constructor(const mat3 m) +{ + __retVal = mat4x2 ( + m[0].xy, + m[1].xy, + m[2].xy, + 0., 0. + ); +} + +mat4x2 __constructor(const mat3x4 m) +{ + __retVal = mat4x2 ( + m[0].xy, + m[1].xy, + m[2].xy, + 0., 0. + ); +} + +mat4x2 __constructor(const mat2 m) +{ + __retVal = mat4x2 ( + m[0], + m[1], + 0., 0., + 0., 0. + ); +} + +mat4x2 __constructor(const mat2x3 m) +{ + __retVal = mat4x2 ( + m[0].xy, + m[1].xy, + 0., 0., + 0., 0. + ); +} + +mat4x2 __constructor(const mat2x4 m) +{ + __retVal = mat4x2 ( + m[0].xy, + m[1].xy, + 0., 0., + 0., 0. + ); +} + + +mat4x3 __constructor(const mat4x3 m) +{ + __retVal = m; +} + +mat4x3 __constructor(const mat4 m) +{ + __retVal = mat4x3 ( + m[0].xyz, + m[1].xyz, + m[2].xyz, + m[3].xyz + ); +} + +mat4x3 __constructor(const mat3 m) +{ + __retVal = mat4x3 ( + m[0], + m[1], + m[2], + 0., 0., 0. + ); +} + +mat4x3 __constructor(const mat3x4 m) +{ + __retVal = mat4x3 ( + m[0].xyz, + m[1].xyz, + m[2].xyz, + 0., 0., 0. + ); +} + +mat4x3 __constructor(const mat4x2 m) +{ + __retVal = mat4x3 ( + m[0], 0., + m[1], 0., + m[2], 1., + m[3], 0. + ); +} + +mat4x3 __constructor(const mat2x3 m) +{ + __retVal = mat4x3 ( + m[0], + m[1], + 0., 0., 1., + 0., 0., 0. + ); +} + +mat4x3 __constructor(const mat3x2 m) +{ + __retVal = mat4x3 ( + m[0], 0., + m[1], 0., + m[2], 1., + 0., 0., 0. + ); +} + +mat4x3 __constructor(const mat2x4 m) +{ + __retVal = mat4x3 ( + m[0].xyz, + m[1].xyz, + 0., 0., 1., + 0., 0., 0. + ); +} + +mat4x3 __constructor(const mat2 m) +{ + __retVal = mat4x3 ( + m[0], 0., + m[1], 0., + 0., 0., 1., + 0., 0., 0. + ); +} + + +mat4 __constructor(const mat4 m) +{ + __retVal = m; +} + +mat4 __constructor(const mat3x4 m) +{ + __retVal = mat4 ( + m[0], + m[1], + m[2], + 0., 0., 0., 1. + ); +} + +mat4 __constructor(const mat4x3 m) +{ + __retVal = mat4 ( + m[0], 0., + m[1], 0., + m[2], 0., + m[3], 1. + ); +} + +mat4 __constructor(const mat2x4 m) +{ + __retVal = mat4 ( + m[0], + m[1], + 0., 0., 1., 0., + 0., 0., 0., 1. + ); +} + +mat4 __constructor(const mat4x2 m) +{ + __retVal = mat4 ( + m[0], 0., 0., + m[1], 0., 0., + m[2], 1., 0., + m[3], 0., 1. + ); +} + +mat4 __constructor(const mat3 m) +{ + __retVal = mat4 ( + m[0], 0., + m[1], 0., + m[2], 0., + 0., 0., 0., 1. + ); +} + +mat4 __constructor(const mat2x3 m) +{ + __retVal = mat4 ( + m[0], 0., + m[1], 0., + 0., 0., 1., 0., + 0., 0., 0., 1. + ); +} + +mat4 __constructor(const mat3x2 m) +{ + __retVal = mat4 ( + m[0], 0., 0., + m[1], 0., 0., + m[2], 1., 0., + 0., 0., 0., 1. + ); +} + +mat4 __constructor(const mat2 m) +{ + __retVal = mat4 ( + m[0], 0., 0., + m[1], 0., 0., + 0., 0., 1., 0., + 0., 0., 0., 1. + ); +} + + +void __operator += (inout mat2x3 m, const mat2x3 n) { + m[0] += n[0]; + m[1] += n[1]; +} + +void __operator += (inout mat2x4 m, const mat2x4 n) { + m[0] += n[0]; + m[1] += n[1]; +} + +void __operator += (inout mat3x2 m, const mat3x2 n) { + m[0] += n[0]; + m[1] += n[1]; + m[2] += n[2]; +} + +void __operator += (inout mat3x4 m, const mat3x4 n) { + m[0] += n[0]; + m[1] += n[1]; + m[2] += n[2]; +} + +void __operator += (inout mat4x2 m, const mat4x2 n) { + m[0] += n[0]; + m[1] += n[1]; + m[2] += n[2]; + m[3] += n[3]; +} + +void __operator += (inout mat4x3 m, const mat4x3 n) { + m[0] += n[0]; + m[1] += n[1]; + m[2] += n[2]; + m[3] += n[3]; +} + + +void __operator -= (inout mat2x3 m, const mat2x3 n) { + m[0] -= n[0]; + m[1] -= n[1]; +} + +void __operator -= (inout mat2x4 m, const mat2x4 n) { + m[0] -= n[0]; + m[1] -= n[1]; +} + +void __operator -= (inout mat3x2 m, const mat3x2 n) { + m[0] -= n[0]; + m[1] -= n[1]; + m[2] -= n[2]; +} + +void __operator -= (inout mat3x4 m, const mat3x4 n) { + m[0] -= n[0]; + m[1] -= n[1]; + m[2] -= n[2]; +} + +void __operator -= (inout mat4x2 m, const mat4x2 n) { + m[0] -= n[0]; + m[1] -= n[1]; + m[2] -= n[2]; + m[3] -= n[3]; +} + +void __operator -= (inout mat4x3 m, const mat4x3 n) { + m[0] -= n[0]; + m[1] -= n[1]; + m[2] -= n[2]; + m[3] -= n[3]; +} + + +void __operator /= (inout mat2x3 m, const mat2x3 n) { + m[0] /= n[0]; + m[1] /= n[1]; +} + +void __operator /= (inout mat2x4 m, const mat2x4 n) { + m[0] /= n[0]; + m[1] /= n[1]; +} + +void __operator /= (inout mat3x2 m, const mat3x2 n) { + m[0] /= n[0]; + m[1] /= n[1]; + m[2] /= n[2]; +} + +void __operator /= (inout mat3x4 m, const mat3x4 n) { + m[0] /= n[0]; + m[1] /= n[1]; + m[2] /= n[2]; +} + +void __operator /= (inout mat4x2 m, const mat4x2 n) { + m[0] /= n[0]; + m[1] /= n[1]; + m[2] /= n[2]; + m[3] /= n[3]; +} + +void __operator /= (inout mat4x3 m, const mat4x3 n) { + m[0] /= n[0]; + m[1] /= n[1]; + m[2] /= n[2]; + m[3] /= n[3]; +} + + +vec3 __operator * (const mat2x3 m, const vec2 v) +{ + __retVal.x = v.x * m[0].x + v.y * m[1].x; + __retVal.y = v.x * m[0].y + v.y * m[1].y; + __retVal.z = v.x * m[0].z + v.y * m[1].z; +} + +vec4 __operator * (const mat2x4 m, const vec2 v) +{ + __retVal.x = v.x * m[0].x + v.y * m[1].x; + __retVal.y = v.x * m[0].y + v.y * m[1].y; + __retVal.z = v.x * m[0].z + v.y * m[1].z; + __retVal.w = v.x * m[0].w + v.y * m[1].w; +} + +vec2 __operator * (const mat3x2 m, const vec3 v) +{ + __retVal.x = v.x * m[0].x + v.y * m[1].x + v.z * m[2].x; + __retVal.y = v.x * m[0].y + v.y * m[1].y + v.z * m[2].y; +} + +vec4 __operator * (const mat3x4 m, const vec3 v) +{ + __retVal.x = v.x * m[0].x + v.y * m[1].x + v.z * m[2].x; + __retVal.y = v.x * m[0].y + v.y * m[1].y + v.z * m[2].y; + __retVal.z = v.x * m[0].z + v.y * m[1].z + v.z * m[2].z; + __retVal.w = v.x * m[0].w + v.y * m[1].w + v.z * m[2].w; +} + +vec2 __operator * (const mat4x2 m, const vec4 v) +{ + __retVal.x = v.x * m[0].x + v.y * m[1].x + v.z * m[2].x + v.w * m[3].x; + __retVal.y = v.x * m[0].y + v.y * m[1].y + v.z * m[2].y + v.w * m[3].y; +} + +vec3 __operator * (const mat4x3 m, const vec4 v) +{ + __retVal.x = v.x * m[0].x + v.y * m[1].x + v.z * m[2].x + v.w * m[3].x; + __retVal.y = v.x * m[0].y + v.y * m[1].y + v.z * m[2].y + v.w * m[3].y; + __retVal.z = v.x * m[0].z + v.y * m[1].z + v.z * m[2].z + v.w * m[3].z; +} + + +mat3x2 __operator * (const mat2 m, const mat3x2 n) +{ + //return mat3x2 (m * n[0], m * n[1], m * n[2]); + __retVal[0] = m * n[0]; + __retVal[1] = m * n[1]; + __retVal[2] = m * n[2]; +} + +mat4x2 __operator * (const mat2 m, const mat4x2 n) +{ + //return mat4x2 (m * n[0], m * n[1], m * n[2], m * n[3]); + __retVal[0] = m * n[0]; + __retVal[1] = m * n[1]; + __retVal[2] = m * n[2]; + __retVal[3] = m * n[3]; +} + + +mat2x3 __operator * (const mat2x3 m, const mat2 n) +{ + //return mat2x3 (m * n[0], m * n[1]); + __retVal[0] = m * n[0]; + __retVal[1] = m * n[1]; +} + +mat3 __operator * (const mat2x3 m, const mat3x2 n) +{ + //return mat3 (m * n[0], m * n[1], m * n[2]); + __retVal[0] = m * n[0]; + __retVal[1] = m * n[1]; + __retVal[2] = m * n[2]; +} + +mat4x3 __operator * (const mat2x3 m, const mat4x2 n) +{ + //return mat4x3 (m * n[0], m * n[1], m * n[2], m * n[3]); + __retVal[0] = m * n[0]; + __retVal[1] = m * n[1]; + __retVal[2] = m * n[2]; + __retVal[3] = m * n[3]; +} + + +mat2x4 __operator * (const mat2x4 m, const mat2 n) +{ + //return mat2x4 (m * n[0], m * n[1]); + __retVal[0] = m * n[0]; + __retVal[1] = m * n[1]; +} + +mat3x4 __operator * (const mat2x4 m, const mat3x2 n) +{ + //return mat3x4 (m * n[0], m * n[1], m * n[2]); + __retVal[0] = m * n[0]; + __retVal[1] = m * n[1]; + __retVal[2] = m * n[2]; +} + +mat4 __operator * (const mat2x4 m, const mat4x2 n) +{ + //return mat4 (m * n[0], m * n[1], m * n[2], m * n[3]); + __retVal[0] = m * n[0]; + __retVal[1] = m * n[1]; + __retVal[2] = m * n[2]; + __retVal[3] = m * n[3]; +} + + +mat2 __operator * (const mat3x2 m, const mat2x3 n) +{ + //return mat2 (m * n[0], m * n[1]); + __retVal[0] = m * n[0]; + __retVal[1] = m * n[1]; +} + +mat3x2 __operator * (const mat3x2 m, const mat3 n) +{ + //return mat3x2 (m * n[0], m * n[1], m * n[2]); + __retVal[0] = m * n[0]; + __retVal[1] = m * n[1]; + __retVal[2] = m * n[2]; +} + +mat4x2 __operator * (const mat3x2 m, const mat4x3 n) +{ + //return mat4x2 (m * n[0], m * n[1], m * n[2], m * n[3]); + __retVal[0] = m * n[0]; + __retVal[1] = m * n[1]; + __retVal[2] = m * n[2]; + __retVal[3] = m * n[3]; +} + + +mat2x3 __operator * (const mat3 m, const mat2x3 n) +{ + //return mat2x3 (m * n[0], m * n[1]); + __retVal[0] = m * n[0]; + __retVal[1] = m * n[1]; +} + +mat4x3 __operator * (const mat3 m, const mat4x3 n) +{ + //return mat4x3 (m * n[0], m * n[1], m * n[2], m * n[3]); + __retVal[0] = m * n[0]; + __retVal[1] = m * n[1]; + __retVal[2] = m * n[2]; + __retVal[3] = m * n[3]; +} + + +mat2x4 __operator * (const mat3x4 m, const mat2x3 n) +{ + //return mat2x4 (m * n[0], m * n[1]); + __retVal[0] = m * n[0]; + __retVal[1] = m * n[1]; +} + +mat3x4 __operator * (const mat3x4 m, const mat3 n) +{ + //return mat3x4 (m * n[0], m * n[1], m * n[2]); + __retVal[0] = m * n[0]; + __retVal[1] = m * n[1]; + __retVal[2] = m * n[2]; +} + +mat4 __operator * (const mat3x4 m, const mat4x3 n) +{ + //return mat4 (m * n[0], m * n[1], m * n[2], m * n[3]); + __retVal[0] = m * n[0]; + __retVal[1] = m * n[1]; + __retVal[2] = m * n[2]; + __retVal[3] = m * n[3]; +} + + +mat2 __operator * (const mat4x2 m, const mat2x4 n) +{ + //return = mat2 (m * n[0], m * n[1]); + __retVal[0] = m * n[0]; + __retVal[1] = m * n[1]; +} + +mat3x2 __operator * (const mat4x2 m, const mat3x4 n) +{ + //return mat3x2 (m * n[0], m * n[1], m * n[2]); + __retVal[0] = m * n[0]; + __retVal[1] = m * n[1]; + __retVal[2] = m * n[2]; +} + +mat4x2 __operator * (const mat4x2 m, const mat4 n) +{ + //return mat4x2 (m * n[0], m * n[1], m * n[2], m * n[3]); + __retVal[0] = m * n[0]; + __retVal[1] = m * n[1]; + __retVal[2] = m * n[2]; + __retVal[3] = m * n[3]; +} + + +mat2x3 __operator * (const mat4x3 m, const mat2x4 n) +{ + //return mat2x3 (m * n[0], m * n[1]); + __retVal[0] = m * n[0]; + __retVal[1] = m * n[1]; +} + +mat3 __operator * (const mat4x3 m, const mat3x4 n) +{ + //return mat3 (m * n[0], m * n[1], m * n[2]); + __retVal[0] = m * n[0]; + __retVal[1] = m * n[1]; + __retVal[2] = m * n[2]; +} + +mat4x3 __operator * (const mat4x3 m, const mat4 n) +{ + //return mat4x3 (m * n[0], m * n[1], m * n[2], m * n[3]); + __retVal[0] = m * n[0]; + __retVal[1] = m * n[1]; + __retVal[2] = m * n[2]; + __retVal[3] = m * n[3]; +} + + +mat2x4 __operator * (const mat4 m, const mat2x4 n) +{ + //return mat2x4 (m * n[0], m * n[1]); + __retVal[0] = m * n[0]; + __retVal[1] = m * n[1]; +} + +mat3x4 __operator * (const mat4 m, const mat3x4 n) +{ + //return mat3x4 (m * n[0], m * n[1], m * n[2]); + __retVal[0] = m * n[0]; + __retVal[1] = m * n[1]; + __retVal[2] = m * n[2]; +} + + +void __operator *= (inout mat2x3 m, const mat2 n) { + m = m * n; +} + +void __operator *= (inout mat2x4 m, const mat2 n) { + m = m * n; +} + +void __operator *= (inout mat3x2 m, const mat3 n) { + m = m * n; +} + +void __operator *= (inout mat3x4 m, const mat3 n) { + m = m * n; +} + +void __operator *= (inout mat4x2 m, const mat4 n) { + m = m * n; +} + +void __operator *= (inout mat4x3 m, const mat4 n) { + m = m * n; +} + + +vec3 __operator * (const vec2 v, const mat3x2 m) +{ + __retVal.x = dot(v, m[0]); + __retVal.y = dot(v, m[1]); + __retVal.z = dot(v, m[2]); +} + +vec4 __operator * (const vec2 v, const mat4x2 m) +{ + __retVal.x = dot(v, m[0]); + __retVal.y = dot(v, m[1]); + __retVal.z = dot(v, m[2]); + __retVal.w = dot(v, m[3]); +} + +vec2 __operator * (const vec3 v, const mat2x3 m) +{ + __retVal.x = dot(v, m[0]); + __retVal.y = dot(v, m[1]); +} + +vec4 __operator * (const vec3 v, const mat4x3 m) +{ + __retVal.x = dot(v, m[0]); + __retVal.y = dot(v, m[1]); + __retVal.z = dot(v, m[2]); + __retVal.w = dot(v, m[3]); +} + +vec2 __operator * (const vec4 v, const mat2x4 m) +{ + __retVal.x = dot(v, m[0]); + __retVal.y = dot(v, m[1]); +} + +vec3 __operator * (const vec4 v, const mat3x4 m) +{ + __retVal.x = dot(v, m[0]); + __retVal.y = dot(v, m[1]); + __retVal.z = dot(v, m[2]); +} + + +void __operator += (inout mat2x3 m, const float a) { + m[0] += a; + m[1] += a; +} + +void __operator += (inout mat2x4 m, const float a) { + m[0] += a; + m[1] += a; +} + +void __operator += (inout mat3x2 m, const float a) { + m[0] += a; + m[1] += a; + m[2] += a; +} + +void __operator += (inout mat3x4 m, const float a) { + m[0] += a; + m[1] += a; + m[2] += a; +} + +void __operator += (inout mat4x2 m, const float a) { + m[0] += a; + m[1] += a; + m[2] += a; + m[3] += a; +} + +void __operator += (inout mat4x3 m, const float a) { + m[0] += a; + m[1] += a; + m[2] += a; + m[3] += a; +} + + +void __operator -= (inout mat2x3 m, const float a) { + m[0] -= a; + m[1] -= a; +} + +void __operator -= (inout mat2x4 m, const float a) { + m[0] -= a; + m[1] -= a; +} + +void __operator -= (inout mat3x2 m, const float a) { + m[0] -= a; + m[1] -= a; + m[2] -= a; +} + +void __operator -= (inout mat3x4 m, const float a) { + m[0] -= a; + m[1] -= a; + m[2] -= a; +} + +void __operator -= (inout mat4x2 m, const float a) { + m[0] -= a; + m[1] -= a; + m[2] -= a; + m[3] -= a; +} + +void __operator -= (inout mat4x3 m, const float a) { + m[0] -= a; + m[1] -= a; + m[2] -= a; + m[3] -= a; +} + + +void __operator *= (inout mat2x3 m, const float a) { + m[0] *= a; + m[1] *= a; +} + +void __operator *= (inout mat2x4 m, const float a) { + m[0] *= a; + m[1] *= a; +} + +void __operator *= (inout mat3x2 m, const float a) { + m[0] *= a; + m[1] *= a; + m[2] *= a; +} + +void __operator *= (inout mat3x4 m, const float a) { + m[0] *= a; + m[1] *= a; + m[2] *= a; +} + +void __operator *= (inout mat4x2 m, const float a) { + m[0] *= a; + m[1] *= a; + m[2] *= a; + m[3] *= a; +} + +void __operator *= (inout mat4x3 m, const float a) { + m[0] *= a; + m[1] *= a; + m[2] *= a; + m[3] *= a; +} + + +void __operator /= (inout mat2x3 m, const float a) { + m[0] /= a; + m[1] /= a; +} + +void __operator /= (inout mat2x4 m, const float a) { + m[0] /= a; + m[1] /= a; +} + +void __operator /= (inout mat3x2 m, const float a) { + m[0] /= a; + m[1] /= a; + m[2] /= a; +} + +void __operator /= (inout mat3x4 m, const float a) { + m[0] /= a; + m[1] /= a; + m[2] /= a; +} + +void __operator /= (inout mat4x2 m, const float a) { + m[0] /= a; + m[1] /= a; + m[2] /= a; + m[3] /= a; +} + +void __operator /= (inout mat4x3 m, const float a) { + m[0] /= a; + m[1] /= a; + m[2] /= a; + m[3] /= a; +} + + +mat2x3 __operator + (const mat2x3 m, const mat2x3 n) { + return mat2x3 (m[0] + n[0], m[1] + n[1]); +} + +mat2x4 __operator + (const mat2x4 m, const mat2x4 n) { + return mat2x4 (m[0] + n[0], m[1] + n[1]); +} + +mat3x2 __operator + (const mat3x2 m, const mat3x2 n) { + return mat3x2 (m[0] + n[0], m[1] + n[1], m[2] + n[2]); +} + +mat3x4 __operator + (const mat3x4 m, const mat3x4 n) { + return mat3x4 (m[0] + n[0], m[1] + n[1], m[2] + n[2]); +} + +mat4x2 __operator + (const mat4x2 m, const mat4x2 n) { + return mat4x2 (m[0] + n[0], m[1] + n[1], m[2] + n[2], m[3] + n[3]); +} + +mat4x3 __operator + (const mat4x3 m, const mat4x3 n) { + return mat4x3 (m[0] + n[0], m[1] + n[1], m[2] + n[2], m[3] + n[3]); +} + + +mat2x3 __operator - (const mat2x3 m, const mat2x3 n) { + return mat2x3 (m[0] - n[0], m[1] - n[1]); +} + +mat2x4 __operator - (const mat2x4 m, const mat2x4 n) { + return mat2x4 (m[0] - n[0], m[1] - n[1]); +} + +mat3x2 __operator - (const mat3x2 m, const mat3x2 n) { + return mat3x2 (m[0] - n[0], m[1] - n[1], m[2] - n[2]); +} + +mat3x4 __operator - (const mat3x4 m, const mat3x4 n) { + return mat3x4 (m[0] - n[0], m[1] - n[1], m[2] - n[2]); +} + +mat4x2 __operator - (const mat4x2 m, const mat4x2 n) { + return mat4x2 (m[0] - n[0], m[1] - n[1], m[2] - n[2], m[3] - n[3]); +} + +mat4x3 __operator - (const mat4x3 m, const mat4x3 n) { + return mat4x3 (m[0] - n[0], m[1] - n[1], m[2] - n[2], m[3] - n[3]); +} + + +mat2x3 __operator / (const mat2x3 m, const mat2x3 n) { + return mat2x3 (m[0] / n[0], m[1] / n[1]); +} + +mat2x4 __operator / (const mat2x4 m, const mat2x4 n) { + return mat2x4 (m[0] / n[0], m[1] / n[1]); +} + +mat3x2 __operator / (const mat3x2 m, const mat3x2 n) { + return mat3x2 (m[0] / n[0], m[1] / n[1], m[2] / n[2]); +} + +mat3x4 __operator / (const mat3x4 m, const mat3x4 n) { + return mat3x4 (m[0] / n[0], m[1] / n[1], m[2] / n[2]); +} + +mat4x2 __operator / (const mat4x2 m, const mat4x2 n) { + return mat4x2 (m[0] / n[0], m[1] / n[1], m[2] / n[2], m[3] / n[3]); +} + +mat4x3 __operator / (const mat4x3 m, const mat4x3 n) { + return mat4x3 (m[0] / n[0], m[1] / n[1], m[2] / n[2], m[3] / n[3]); +} + + +mat2x3 __operator + (const float a, const mat2x3 n) { + return mat2x3 (a + n[0], a + n[1]); +} + +mat2x3 __operator + (const mat2x3 m, const float b) { + return mat2x3 (m[0] + b, m[1] + b); +} + +mat2x4 __operator + (const float a, const mat2x4 n) { + return mat2x4 (a + n[0], a + n[1]); +} + +mat2x4 __operator + (const mat2x4 m, const float b) { + return mat2x4 (m[0] + b, m[1] + b); +} + +mat3x2 __operator + (const float a, const mat3x2 n) { + return mat3x2 (a + n[0], a + n[1], a + n[2]); +} + +mat3x2 __operator + (const mat3x2 m, const float b) { + return mat3x2 (m[0] + b, m[1] + b, m[2] + b); +} + +mat3x4 __operator + (const float a, const mat3x4 n) { + return mat3x4 (a + n[0], a + n[1], a + n[2]); +} + +mat3x4 __operator + (const mat3x4 m, const float b) { + return mat3x4 (m[0] + b, m[1] + b, m[2] + b); +} + +mat4x2 __operator + (const mat4x2 m, const float b) { + return mat4x2 (m[0] + b, m[1] + b, m[2] + b, m[3] + b); +} + +mat4x2 __operator + (const float a, const mat4x2 n) { + return mat4x2 (a + n[0], a + n[1], a + n[2], a + n[3]); +} + +mat4x3 __operator + (const mat4x3 m, const float b) { + return mat4x3 (m[0] + b, m[1] + b, m[2] + b, m[3] + b); +} + +mat4x3 __operator + (const float a, const mat4x3 n) { + return mat4x3 (a + n[0], a + n[1], a + n[2], a + n[3]); +} + + +mat2x3 __operator - (const float a, const mat2x3 n) { + return mat2x3 (a - n[0], a - n[1]); +} + +mat2x3 __operator - (const mat2x3 m, const float b) { + return mat2x3 (m[0] - b, m[1] - b); +} + +mat2x4 __operator - (const float a, const mat2x4 n) { + return mat2x4 (a - n[0], a - n[1]); +} + +mat2x4 __operator - (const mat2x4 m, const float b) { + return mat2x4 (m[0] - b, m[1] - b); +} + +mat3x2 __operator - (const float a, const mat3x2 n) { + return mat3x2 (a - n[0], a - n[1], a - n[2]); +} + +mat3x2 __operator - (const mat3x2 m, const float b) { + return mat3x2 (m[0] - b, m[1] - b, m[2] - b); +} + +mat3x4 __operator - (const float a, const mat3x4 n) { + return mat3x4 (a - n[0], a - n[1], a - n[2]); +} + +mat3x4 __operator - (const mat3x4 m, const float b) { + return mat3x4 (m[0] - b, m[1] - b, m[2] - b); +} + +mat4x2 __operator - (const mat4x2 m, const float b) { + return mat4x2 (m[0] - b, m[1] - b, m[2] - b, m[3] - b); +} + +mat4x2 __operator - (const float a, const mat4x2 n) { + return mat4x2 (a - n[0], a - n[1], a - n[2], a - n[3]); +} + +mat4x3 __operator - (const mat4x3 m, const float b) { + return mat4x3 (m[0] - b, m[1] - b, m[2] - b, m[3] - b); +} + +mat4x3 __operator - (const float a, const mat4x3 n) { + return mat4x3 (a - n[0], a - n[1], a - n[2], a - n[3]); +} + + +mat2x3 __operator * (const float a, const mat2x3 n) +{ + //return mat2x3 (a * n[0], a * n[1]); + __retVal[0] = a * n[0]; + __retVal[1] = a * n[1]; +} + +mat2x3 __operator * (const mat2x3 m, const float b) +{ + //return mat2x3 (m[0] * b, m[1] * b); + __retVal[0] = m[0] * b; + __retVal[1] = m[1] * b; +} + +mat2x4 __operator * (const float a, const mat2x4 n) +{ + //return mat2x4 (a * n[0], a * n[1]); + __retVal[0] = a * n[0]; + __retVal[1] = a * n[1]; +} + +mat2x4 __operator * (const mat2x4 m, const float b) +{ + //return mat2x4 (m[0] * b, m[1] * b); + __retVal[0] = m[0] * b; + __retVal[1] = m[1] * b; +} + +mat3x2 __operator * (const float a, const mat3x2 n) +{ + //return mat3x2 (a * n[0], a * n[1], a * n[2]); + __retVal[0] = a * n[0]; + __retVal[1] = a * n[1]; + __retVal[2] = a * n[2]; +} + +mat3x2 __operator * (const mat3x2 m, const float b) +{ + //return mat3x2 (m[0] * b, m[1] * b, m[2] * b); + __retVal[0] = m[0] * b; + __retVal[1] = m[1] * b; + __retVal[2] = m[2] * b; +} + +mat3x4 __operator * (const float a, const mat3x4 n) +{ + //return mat3x4 (a * n[0], a * n[1], a * n[2]); + __retVal[0] = a * n[0]; + __retVal[1] = a * n[1]; + __retVal[2] = a * n[2]; +} + +mat3x4 __operator * (const mat3x4 m, const float b) +{ + //return mat3x4 (m[0] * b, m[1] * b, m[2] * b); + __retVal[0] = m[0] * b; + __retVal[1] = m[1] * b; + __retVal[2] = m[2] * b; +} + +mat4x2 __operator * (const mat4x2 m, const float b) +{ + //return mat4x2 (m[0] * b, m[1] * b, m[2] * b, m[3] * b); + __retVal[0] = m[0] * b; + __retVal[1] = m[1] * b; + __retVal[2] = m[2] * b; + __retVal[3] = m[3] * b; +} + +mat4x2 __operator * (const float a, const mat4x2 n) +{ + //return mat4x2 (a * n[0], a * n[1], a * n[2], a * n[3]); + __retVal[0] = a * n[0]; + __retVal[1] = a * n[1]; + __retVal[2] = a * n[2]; + __retVal[3] = a * n[3]; +} + +mat4x3 __operator * (const mat4x3 m, const float b) +{ + //return mat4x3 (m[0] * b, m[1] * b, m[2] * b, m[3] * b); + __retVal[0] = m[0] * b; + __retVal[1] = m[1] * b; + __retVal[2] = m[2] * b; + __retVal[3] = m[3] * b; +} + +mat4x3 __operator * (const float a, const mat4x3 n) +{ + //return mat4x3 (a * n[0], a * n[1], a * n[2], a * n[3]); + __retVal[0] = a * n[0]; + __retVal[1] = a * n[1]; + __retVal[2] = a * n[2]; + __retVal[3] = a * n[3]; +} + + +mat2x3 __operator / (const float a, const mat2x3 n) +{ + //return mat2x3 (a / n[0], a / n[1]); + const float inv = 1.0 / a; + __retVal[0] = inv * n[0]; + __retVal[1] = inv * n[1]; +} + +mat2x3 __operator / (const mat2x3 m, const float b) +{ + //return mat2x3 (m[0] / b, m[1] / b); + const float inv = 1.0 / b; + __retVal[0] = m[0] * inv; + __retVal[1] = m[1] * inv; +} + +mat2x4 __operator / (const float a, const mat2x4 n) +{ + //return mat2x4 (a / n[0], a / n[1]); + const float inv = 1.0 / a; + __retVal[0] = inv * n[0]; + __retVal[1] = inv * n[1]; +} + +mat2x4 __operator / (const mat2x4 m, const float b) +{ + //return mat2x4 (m[0] / b, m[1] / b); + const float inv = 1.0 / b; + __retVal[0] = m[0] * inv; + __retVal[1] = m[1] * inv; +} + +mat3x2 __operator / (const float a, const mat3x2 n) +{ + //return mat3x2 (a / n[0], a / n[1], a / n[2]); + const float inv = 1.0 / a; + __retVal[0] = inv * n[0]; + __retVal[1] = inv * n[1]; + __retVal[2] = inv * n[2]; +} + +mat3x2 __operator / (const mat3x2 m, const float b) +{ + //return mat3x2 (m[0] / b, m[1] / b, m[2] / b); + const float inv = 1.0 / b; + __retVal[0] = m[0] * inv; + __retVal[1] = m[1] * inv; + __retVal[2] = m[2] * inv; +} + +mat3x4 __operator / (const float a, const mat3x4 n) +{ + //return mat3x4 (a / n[0], a / n[1], a / n[2]); + const float inv = 1.0 / a; + __retVal[0] = inv * n[0]; + __retVal[1] = inv * n[1]; + __retVal[2] = inv * n[2]; +} + +mat3x4 __operator / (const mat3x4 m, const float b) +{ + //return mat3x4 (m[0] / b, m[1] / b, m[2] / b); + const float inv = 1.0 / b; + __retVal[0] = m[0] * inv; + __retVal[1] = m[1] * inv; + __retVal[2] = m[2] * inv; +} + +mat4x2 __operator / (const mat4x2 m, const float b) +{ + //return mat4x2 (m[0] / b, m[1] / b, m[2] / b, m[3] / b); + const float inv = 1.0 / b; + __retVal[0] = m[0] * inv; + __retVal[1] = m[1] * inv; + __retVal[2] = m[2] * inv; + __retVal[3] = m[3] * inv; +} + +mat4x2 __operator / (const float a, const mat4x2 n) +{ + //return mat4x2 (a / n[0], a / n[1], a / n[2], a / n[3]); + const float inv = 1.0 / a; + __retVal[0] = inv * n[0]; + __retVal[1] = inv * n[1]; + __retVal[2] = inv * n[2]; + __retVal[3] = inv * n[3]; +} + +mat4x3 __operator / (const mat4x3 m, const float b) +{ + //return mat4x3 (m[0] / b, m[1] / b, m[2] / b, m[3] / b); + const float inv = 1.0 / b; + __retVal[0] = m[0] * inv; + __retVal[1] = m[1] * inv; + __retVal[2] = m[2] * inv; + __retVal[3] = m[3] * inv; +} + +mat4x3 __operator / (const float a, const mat4x3 n) +{ + //return mat4x3 (a / n[0], a / n[1], a / n[2], a / n[3]); + const float inv = 1.0 / a; + __retVal[0] = inv * n[0]; + __retVal[1] = inv * n[1]; + __retVal[2] = inv * n[2]; + __retVal[3] = inv * n[3]; +} + + +mat2x3 __operator - (const mat2x3 m) { + return mat2x3 (-m[0], -m[1]); +} + +mat2x4 __operator - (const mat2x4 m) { + return mat2x4 (-m[0], -m[1]); +} + +mat3x2 __operator - (const mat3x2 m) { + return mat3x2 (-m[0], -m[1], -m[2]); +} + +mat3x4 __operator - (const mat3x4 m) { + return mat3x4 (-m[0], -m[1], -m[2]); +} + +mat4x2 __operator - (const mat4x2 m) { + return mat4x2 (-m[0], -m[1], -m[2], -m[3]); +} + +mat4x3 __operator - (const mat4x3 m) { + return mat4x3 (-m[0], -m[1], -m[2], -m[3]); +} + + +void __operator -- (inout mat2x3 m) { + --m[0]; + --m[1]; +} + +void __operator -- (inout mat2x4 m) { + --m[0]; + --m[1]; +} + +void __operator -- (inout mat3x2 m) { + --m[0]; + --m[1]; + --m[2]; +} + +void __operator -- (inout mat3x4 m) { + --m[0]; + --m[1]; + --m[2]; +} + +void __operator -- (inout mat4x2 m) { + --m[0]; + --m[1]; + --m[2]; + --m[3]; +} + +void __operator -- (inout mat4x3 m) { + --m[0]; + --m[1]; + --m[2]; + --m[3]; +} + + +void __operator ++ (inout mat2x3 m) { + ++m[0]; + ++m[1]; +} + +void __operator ++ (inout mat2x4 m) { + ++m[0]; + ++m[1]; +} + +void __operator ++ (inout mat3x2 m) { + ++m[0]; + ++m[1]; + ++m[2]; +} + +void __operator ++ (inout mat3x4 m) { + ++m[0]; + ++m[1]; + ++m[2]; +} + +void __operator ++ (inout mat4x2 m) { + ++m[0]; + ++m[1]; + ++m[2]; + ++m[3]; +} + +void __operator ++ (inout mat4x3 m) { + ++m[0]; + ++m[1]; + ++m[2]; + ++m[3]; +} + diff --git a/src/mesa/slang/library/slang_builtin_120_common.gc b/src/mesa/slang/library/slang_builtin_120_common.gc new file mode 100644 index 0000000000..c6264c3b47 --- /dev/null +++ b/src/mesa/slang/library/slang_builtin_120_common.gc @@ -0,0 +1,200 @@ +/* + * Mesa 3-D graphics library + * Version: 6.6 + * + * Copyright (C) 2006 Brian Paul All Rights Reserved. + * + * Permission is hereby granted, free of charge, to any person obtaining a + * copy of this software and associated documentation files (the "Software"), + * to deal in the Software without restriction, including without limitation + * the rights to use, copy, modify, merge, publish, distribute, sublicense, + * and/or sell copies of the Software, and to permit persons to whom the + * Software is furnished to do so, subject to the following conditions: + * + * The above copyright notice and this permission notice shall be included + * in all copies or substantial portions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS + * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, + * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL + * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN + * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN + * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. + */ + +// +// From Shader Spec, ver. 1.20, rev. 6 +// + +// +// 8.5 Matrix Functions +// + +mat2x3 matrixCompMult (mat2x3 m, mat2x3 n) { + return mat2x3 (m[0] * n[0], m[1] * n[1]); +} + +mat2x4 matrixCompMult (mat2x4 m, mat2x4 n) { + return mat2x4 (m[0] * n[0], m[1] * n[1]); +} + +mat3x2 matrixCompMult (mat3x2 m, mat3x2 n) { + return mat3x2 (m[0] * n[0], m[1] * n[1], m[2] * n[2]); +} + +mat3x4 matrixCompMult (mat3x4 m, mat3x4 n) { + return mat3x4 (m[0] * n[0], m[1] * n[1], m[2] * n[2]); +} + +mat4x2 matrixCompMult (mat4x2 m, mat4x2 n) { + return mat4x2 (m[0] * n[0], m[1] * n[1], m[2] * n[2], m[3] * n[3]); +} + +mat4x3 matrixCompMult (mat4x3 m, mat4x3 n) { + return mat4x3 (m[0] * n[0], m[1] * n[1], m[2] * n[2], m[3] * n[3]); +} + +mat2 outerProduct (vec2 c, vec2 r) { + return mat2 ( + c.x * r.x, c.y * r.x, + c.x * r.y, c.y * r.y + ); +} + +mat3 outerProduct (vec3 c, vec3 r) { + return mat3 ( + c.x * r.x, c.y * r.x, c.z * r.x, + c.x * r.y, c.y * r.y, c.z * r.y, + c.x * r.z, c.y * r.z, c.z * r.z + ); +} + +mat4 outerProduct (vec4 c, vec4 r) { + return mat4 ( + c.x * r.x, c.y * r.x, c.z * r.x, c.w * r.x, + c.x * r.y, c.y * r.y, c.z * r.y, c.w * r.y, + c.x * r.z, c.y * r.z, c.z * r.z, c.w * r.z, + c.x * r.w, c.y * r.w, c.z * r.w, c.w * r.w + ); +} + +mat2x3 outerProduct (vec3 c, vec2 r) { + return mat2x3 ( + c.x * r.x, c.y * r.x, c.z * r.x, + c.x * r.y, c.y * r.y, c.z * r.y + ); +} + +mat3x2 outerProduct (vec2 c, vec3 r) { + return mat3x2 ( + c.x * r.x, c.y * r.x, + c.x * r.y, c.y * r.y, + c.x * r.z, c.y * r.z + ); +} + +mat2x4 outerProduct (vec4 c, vec2 r) { + return mat2x4 ( + c.x * r.x, c.y * r.x, c.z * r.x, c.w * r.x, + c.x * r.y, c.y * r.y, c.z * r.y, c.w * r.y + ); +} + +mat4x2 outerProduct (vec2 c, vec4 r) { + return mat4x2 ( + c.x * r.x, c.y * r.x, + c.x * r.y, c.y * r.y, + c.x * r.z, c.y * r.z, + c.x * r.w, c.y * r.w + ); +} + +mat3x4 outerProduct (vec4 c, vec3 r) { + return mat3x4 ( + c.x * r.x, c.y * r.x, c.z * r.x, c.w * r.x, + c.x * r.y, c.y * r.y, c.z * r.y, c.w * r.y, + c.x * r.z, c.y * r.z, c.z * r.z, c.w * r.z + ); +} + +mat4x3 outerProduct (vec3 c, vec4 r) { + return mat4x3 ( + c.x * r.x, c.y * r.x, c.z * r.x, + c.x * r.y, c.y * r.y, c.z * r.y, + c.x * r.z, c.y * r.z, c.z * r.z, + c.x * r.w, c.y * r.w, c.z * r.w + ); +} + +mat2 transpose (mat2 m) { + return mat2 ( + m[0].x, m[1].x, + m[0].y, m[1].y + ); +} + +mat3 transpose (mat3 m) { + return mat3 ( + m[0].x, m[1].x, m[2].x, + m[0].y, m[1].y, m[2].y, + m[0].z, m[1].z, m[2].z + ); +} + +mat4 transpose (mat4 m) { + return mat4 ( + m[0].x, m[1].x, m[2].x, m[3].x, + m[0].y, m[1].y, m[2].y, m[3].y, + m[0].z, m[1].z, m[2].z, m[3].z, + m[0].w, m[1].w, m[2].w, m[3].w + ); +} + +mat2x3 transpose (mat3x2 m) { + return mat2x3 ( + m[0].x, m[1].x, m[2].x, + m[0].y, m[1].y, m[2].y + ); +} + +mat3x2 transpose (mat2x3 m) { + return mat3x2 ( + m[0].x, m[1].x, + m[0].y, m[1].y, + m[0].z, m[1].z + ); +} + +mat2x4 transpose (mat4x2 m) { + return mat2x4 ( + m[0].x, m[1].x, m[2].x, m[3].x, + m[0].y, m[1].y, m[2].y, m[3].y + ); +} + +mat4x2 transpose (mat2x4 m) { + return mat4x2 ( + m[0].x, m[1].x, + m[0].y, m[1].y, + m[0].z, m[1].z, + m[0].w, m[1].w + ); +} + +mat3x4 transpose (mat4x3 m) { + return mat3x4 ( + m[0].x, m[1].x, m[2].x, m[3].x, + m[0].y, m[1].y, m[2].y, m[3].y, + m[0].z, m[1].z, m[2].z, m[3].z + ); +} + +mat4x3 transpose (mat3x4 m) { + return mat4x3 ( + m[0].x, m[1].x, m[2].x, + m[0].y, m[1].y, m[2].y, + m[0].z, m[1].z, m[2].z, + m[0].w, m[1].w, m[2].w + ); +} + diff --git a/src/mesa/slang/library/slang_builtin_120_fragment.gc b/src/mesa/slang/library/slang_builtin_120_fragment.gc new file mode 100644 index 0000000000..7d516046a1 --- /dev/null +++ b/src/mesa/slang/library/slang_builtin_120_fragment.gc @@ -0,0 +1,30 @@ +/* + * Mesa 3-D graphics library + * Version: 6.5 + * + * Copyright (C) 2006 Brian Paul All Rights Reserved. + * + * Permission is hereby granted, free of charge, to any person obtaining a + * copy of this software and associated documentation files (the "Software"), + * to deal in the Software without restriction, including without limitation + * the rights to use, copy, modify, merge, publish, distribute, sublicense, + * and/or sell copies of the Software, and to permit persons to whom the + * Software is furnished to do so, subject to the following conditions: + * + * The above copyright notice and this permission notice shall be included + * in all copies or substantial portions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS + * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, + * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL + * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN + * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN + * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. + */ + +// +// From Shader Spec, ver. 1.20, rev. 6 +// + +varying vec2 gl_PointCoord; + diff --git a/src/mesa/slang/library/slang_common_builtin.gc b/src/mesa/slang/library/slang_common_builtin.gc new file mode 100644 index 0000000000..d75354deff --- /dev/null +++ b/src/mesa/slang/library/slang_common_builtin.gc @@ -0,0 +1,1887 @@ +/* + * Mesa 3-D graphics library + * Version: 7.3 + * + * Copyright (C) 2006 Brian Paul All Rights Reserved. + * Copyright (C) 2008 VMware, Inc. All Rights Reserved. + * + * Permission is hereby granted, free of charge, to any person obtaining a + * copy of this software and associated documentation files (the "Software"), + * to deal in the Software without restriction, including without limitation + * the rights to use, copy, modify, merge, publish, distribute, sublicense, + * and/or sell copies of the Software, and to permit persons to whom the + * Software is furnished to do so, subject to the following conditions: + * + * The above copyright notice and this permission notice shall be included + * in all copies or substantial portions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS + * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, + * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL + * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN + * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN + * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. + */ + +// +// From Shader Spec, ver. 1.10, rev. 59 +// + +// Note: the values assigned to these constants here aren't actually used. +// They're set by the compiler according to the GL context limits. +// See slang_simplify.c +const int gl_MaxLights = 8; +const int gl_MaxClipPlanes = 6; +const int gl_MaxTextureUnits = 8; +const int gl_MaxTextureCoords = 8; +const int gl_MaxVertexAttribs = 16; +const int gl_MaxVertexUniformComponents = 512; +const int gl_MaxVaryingFloats = 32; +const int gl_MaxVertexTextureImageUnits = 0; +const int gl_MaxCombinedTextureImageUnits = 2; +const int gl_MaxTextureImageUnits = 2; +const int gl_MaxFragmentUniformComponents = 64; +const int gl_MaxDrawBuffers = 1; + +uniform mat4 gl_ModelViewMatrix; +uniform mat4 gl_ProjectionMatrix; +uniform mat4 gl_ModelViewProjectionMatrix; +uniform mat4 gl_TextureMatrix[gl_MaxTextureCoords]; + +uniform mat3 gl_NormalMatrix; + +uniform mat4 gl_ModelViewMatrixInverse; +uniform mat4 gl_ProjectionMatrixInverse; +uniform mat4 gl_ModelViewProjectionMatrixInverse; +uniform mat4 gl_TextureMatrixInverse[gl_MaxTextureCoords]; + +uniform mat4 gl_ModelViewMatrixTranspose; +uniform mat4 gl_ProjectionMatrixTranspose; +uniform mat4 gl_ModelViewProjectionMatrixTranspose; +uniform mat4 gl_TextureMatrixTranspose[gl_MaxTextureCoords]; + +uniform mat4 gl_ModelViewMatrixInverseTranspose; +uniform mat4 gl_ProjectionMatrixInverseTranspose; +uniform mat4 gl_ModelViewProjectionMatrixInverseTranspose; +uniform mat4 gl_TextureMatrixInverseTranspose[gl_MaxTextureCoords]; + +uniform float gl_NormalScale; + +struct gl_DepthRangeParameters { + float near; + float far; + float diff; +}; + +uniform gl_DepthRangeParameters gl_DepthRange; + +uniform vec4 gl_ClipPlane[gl_MaxClipPlanes]; + +struct gl_PointParameters { + float size; + float sizeMin; + float sizeMax; + float fadeThresholdSize; + float distanceConstantAttenuation; + float distanceLinearAttenuation; + float distanceQuadraticAttenuation; +}; + +uniform gl_PointParameters gl_Point; + +struct gl_MaterialParameters { + vec4 emission; + vec4 ambient; + vec4 diffuse; + vec4 specular; + float shininess; +}; + +uniform gl_MaterialParameters gl_FrontMaterial; +uniform gl_MaterialParameters gl_BackMaterial; + +/* NOTE: the order of these fields is significant! + * See the definition of the lighting state vars such as STATE_SPOT_DIRECTION. + */ +struct gl_LightSourceParameters { + vec4 ambient; + vec4 diffuse; + vec4 specular; + vec4 position; + vec4 halfVector; + vec3 spotDirection; + float spotCosCutoff; + + float constantAttenuation; + float linearAttenuation; + float quadraticAttenuation; + float spotExponent; + + float spotCutoff; +}; + +uniform gl_LightSourceParameters gl_LightSource[gl_MaxLights]; + +struct gl_LightModelParameters { + vec4 ambient; +}; + +uniform gl_LightModelParameters gl_LightModel; + +struct gl_LightModelProducts { + vec4 sceneColor; +}; + +uniform gl_LightModelProducts gl_FrontLightModelProduct; +uniform gl_LightModelProducts gl_BackLightModelProduct; + +struct gl_LightProducts { + vec4 ambient; + vec4 diffuse; + vec4 specular; +}; + +uniform gl_LightProducts gl_FrontLightProduct[gl_MaxLights]; +uniform gl_LightProducts gl_BackLightProduct[gl_MaxLights]; + +uniform vec4 gl_TextureEnvColor[gl_MaxTextureImageUnits]; +uniform vec4 gl_EyePlaneS[gl_MaxTextureCoords]; +uniform vec4 gl_EyePlaneT[gl_MaxTextureCoords]; +uniform vec4 gl_EyePlaneR[gl_MaxTextureCoords]; +uniform vec4 gl_EyePlaneQ[gl_MaxTextureCoords]; +uniform vec4 gl_ObjectPlaneS[gl_MaxTextureCoords]; +uniform vec4 gl_ObjectPlaneT[gl_MaxTextureCoords]; +uniform vec4 gl_ObjectPlaneR[gl_MaxTextureCoords]; +uniform vec4 gl_ObjectPlaneQ[gl_MaxTextureCoords]; + +struct gl_FogParameters { + vec4 color; + float density; + float start; + float end; + float scale; +}; + +uniform gl_FogParameters gl_Fog; + + + + + +// +// 8.1 Angle and Trigonometry Functions +// + +//// radians + +float radians(const float deg) +{ + const float c = 3.1415926 / 180.0; + __asm vec4_multiply __retVal, deg, c; +} + +vec2 radians(const vec2 deg) +{ + const float c = 3.1415926 / 180.0; + __asm vec4_multiply __retVal.xy, deg.xy, c.xx; +} + +vec3 radians(const vec3 deg) +{ + const float c = 3.1415926 / 180.0; + __asm vec4_multiply __retVal.xyz, deg.xyz, c.xxx; +} + +vec4 radians(const vec4 deg) +{ + const float c = 3.1415926 / 180.0; + __asm vec4_multiply __retVal, deg, c.xxxx; +} + + +//// degrees + +float degrees(const float rad) +{ + const float c = 180.0 / 3.1415926; + __asm vec4_multiply __retVal, rad, c; +} + +vec2 degrees(const vec2 rad) +{ + const float c = 180.0 / 3.1415926; + __asm vec4_multiply __retVal.xy, rad.xy, c.xx; +} + +vec3 degrees(const vec3 rad) +{ + const float c = 180.0 / 3.1415926; + __asm vec4_multiply __retVal.xyz, rad.xyz, c.xxx; +} + +vec4 degrees(const vec4 rad) +{ + const float c = 180.0 / 3.1415926; + __asm vec4_multiply __retVal, rad, c.xxxx; +} + + +//// sin + +float sin(const float radians) +{ + __asm float_sine __retVal, radians; +} + +vec2 sin(const vec2 radians) +{ + __asm float_sine __retVal.x, radians.x; + __asm float_sine __retVal.y, radians.y; +} + +vec3 sin(const vec3 radians) +{ + __asm float_sine __retVal.x, radians.x; + __asm float_sine __retVal.y, radians.y; + __asm float_sine __retVal.z, radians.z; +} + +vec4 sin(const vec4 radians) +{ + __asm float_sine __retVal.x, radians.x; + __asm float_sine __retVal.y, radians.y; + __asm float_sine __retVal.z, radians.z; + __asm float_sine __retVal.w, radians.w; +} + + +//// cos + +float cos(const float radians) +{ + __asm float_cosine __retVal, radians; +} + +vec2 cos(const vec2 radians) +{ + __asm float_cosine __retVal.x, radians.x; + __asm float_cosine __retVal.y, radians.y; +} + +vec3 cos(const vec3 radians) +{ + __asm float_cosine __retVal.x, radians.x; + __asm float_cosine __retVal.y, radians.y; + __asm float_cosine __retVal.z, radians.z; +} + +vec4 cos(const vec4 radians) +{ + __asm float_cosine __retVal.x, radians.x; + __asm float_cosine __retVal.y, radians.y; + __asm float_cosine __retVal.z, radians.z; + __asm float_cosine __retVal.w, radians.w; +} + + + +//// tan + +float tan(const float angle) +{ + const float s = sin(angle); + const float c = cos(angle); + return s / c; +} + +vec2 tan(const vec2 angle) +{ + const vec2 s = sin(angle); + const vec2 c = cos(angle); + return s / c; +} + +vec3 tan(const vec3 angle) +{ + const vec3 s = sin(angle); + const vec3 c = cos(angle); + return s / c; +} + +vec4 tan(const vec4 angle) +{ + const vec4 s = sin(angle); + const vec4 c = cos(angle); + return s / c; +} + + + +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(const vec2 v) +{ + __retVal.x = asin(v.x); + __retVal.y = asin(v.y); +} + +vec3 asin(const vec3 v) +{ + __retVal.x = asin(v.x); + __retVal.y = asin(v.y); + __retVal.z = asin(v.z); +} + +vec4 asin(const vec4 v) +{ + __retVal.x = asin(v.x); + __retVal.y = asin(v.y); + __retVal.z = asin(v.z); + __retVal.w = asin(v.w); +} + +float acos(const float x) +{ + const float halfPi = 3.1415926 * 0.5; + __retVal = halfPi - asin(x); +} + +vec2 acos(const vec2 v) +{ + __retVal.x = acos(v.x); + __retVal.y = acos(v.y); +} + +vec3 acos(const vec3 v) +{ + __retVal.x = acos(v.x); + __retVal.y = acos(v.y); + __retVal.z = acos(v.z); +} + +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(const float x) +{ + __retVal = asin(x * inversesqrt(x * x + 1.0)); +} + +vec2 atan(const vec2 y_over_x) +{ + __retVal.x = atan(y_over_x.x); + __retVal.y = atan(y_over_x.y); +} + +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(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(const float y, const float x) +{ + float r; + if (abs(x) > 1.0e-4) { + r = atan(y / x); + if (x < 0.0) { + r = r + sign(y) * 3.141593; + } + } + else { + r = sign(y) * 1.5707965; // pi/2 + } + return r; +} + +vec2 atan(const vec2 u, const vec2 v) +{ + __retVal.x = atan(u.x, v.x); + __retVal.y = atan(u.y, v.y); +} + +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(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 +// + +//// pow + +float pow(const float a, const float b) +{ + __asm float_power __retVal, a, b; +} + +vec2 pow(const vec2 a, const vec2 b) +{ + __asm float_power __retVal.x, a.x, b.x; + __asm float_power __retVal.y, a.y, b.y; +} + +vec3 pow(const vec3 a, const vec3 b) +{ + __asm float_power __retVal.x, a.x, b.x; + __asm float_power __retVal.y, a.y, b.y; + __asm float_power __retVal.z, a.z, b.z; +} + +vec4 pow(const vec4 a, const vec4 b) +{ + __asm float_power __retVal.x, a.x, b.x; + __asm float_power __retVal.y, a.y, b.y; + __asm float_power __retVal.z, a.z, b.z; + __asm float_power __retVal.w, a.w, b.w; +} + + +//// exp + +float exp(const float a) +{ + // NOTE: log2(e) = 1.44269502 + float t = a * 1.44269502; + __asm float_exp2 __retVal, t; +} + +vec2 exp(const vec2 a) +{ + vec2 t = a * 1.44269502; + __asm float_exp2 __retVal.x, t.x; + __asm float_exp2 __retVal.y, t.y; +} + +vec3 exp(const vec3 a) +{ + vec3 t = a * 1.44269502; + __asm float_exp2 __retVal.x, t.x; + __asm float_exp2 __retVal.y, t.y; + __asm float_exp2 __retVal.z, t.z; +} + +vec4 exp(const vec4 a) +{ + vec4 t = a * 1.44269502; + __asm float_exp2 __retVal.x, t.x; + __asm float_exp2 __retVal.y, t.y; + __asm float_exp2 __retVal.z, t.z; + __asm float_exp2 __retVal.w, t.w; +} + + + +//// log2 + +float log2(const float x) +{ + __asm float_log2 __retVal, x; +} + +vec2 log2(const vec2 v) +{ + __asm float_log2 __retVal.x, v.x; + __asm float_log2 __retVal.y, v.y; +} + +vec3 log2(const vec3 v) +{ + __asm float_log2 __retVal.x, v.x; + __asm float_log2 __retVal.y, v.y; + __asm float_log2 __retVal.z, v.z; +} + +vec4 log2(const vec4 v) +{ + __asm float_log2 __retVal.x, v.x; + __asm float_log2 __retVal.y, v.y; + __asm float_log2 __retVal.z, v.z; + __asm float_log2 __retVal.w, v.w; +} + + +//// log (natural log) + +float log(const float x) +{ + // note: logBaseB(x) = logBaseN(x) / logBaseN(B) + // compute log(x) = log2(x) / log2(e) + // c = 1.0 / log2(e) = 0.693147181 + const float c = 0.693147181; + return log2(x) * c; +} + +vec2 log(const vec2 v) +{ + const float c = 0.693147181; + return log2(v) * c; +} + +vec3 log(const vec3 v) +{ + const float c = 0.693147181; + return log2(v) * c; +} + +vec4 log(const vec4 v) +{ + const float c = 0.693147181; + return log2(v) * c; +} + + +//// exp2 + +float exp2(const float a) +{ + __asm float_exp2 __retVal, a; +} + +vec2 exp2(const vec2 a) +{ + __asm float_exp2 __retVal.x, a.x; + __asm float_exp2 __retVal.y, a.y; +} + +vec3 exp2(const vec3 a) +{ + __asm float_exp2 __retVal.x, a.x; + __asm float_exp2 __retVal.y, a.y; + __asm float_exp2 __retVal.z, a.z; +} + +vec4 exp2(const vec4 a) +{ + __asm float_exp2 __retVal.x, a.x; + __asm float_exp2 __retVal.y, a.y; + __asm float_exp2 __retVal.z, a.z; + __asm float_exp2 __retVal.w, a.w; +} + + +//// sqrt + +float sqrt(const float x) +{ + const float nx = -x; + float r; + __asm float_rsq r, x; + r = r * x; + __asm vec4_cmp __retVal, nx, r, 0.0; +} + +vec2 sqrt(const vec2 x) +{ + const vec2 nx = -x, zero = vec2(0.0); + vec2 r; + __asm float_rsq r.x, x.x; + __asm float_rsq r.y, x.y; + r = r * x; + __asm vec4_cmp __retVal, nx, r, zero; +} + +vec3 sqrt(const vec3 x) +{ + const vec3 nx = -x, zero = vec3(0.0); + vec3 r; + __asm float_rsq r.x, x.x; + __asm float_rsq r.y, x.y; + __asm float_rsq r.z, x.z; + r = r * x; + __asm vec4_cmp __retVal, nx, r, zero; +} + +vec4 sqrt(const vec4 x) +{ + const vec4 nx = -x, zero = vec4(0.0); + vec4 r; + __asm float_rsq r.x, x.x; + __asm float_rsq r.y, x.y; + __asm float_rsq r.z, x.z; + __asm float_rsq r.w, x.w; + r = r * x; + __asm vec4_cmp __retVal, nx, r, zero; +} + + +//// inversesqrt + +float inversesqrt(const float x) +{ + __asm float_rsq __retVal.x, x; +} + +vec2 inversesqrt(const vec2 v) +{ + __asm float_rsq __retVal.x, v.x; + __asm float_rsq __retVal.y, v.y; +} + +vec3 inversesqrt(const vec3 v) +{ + __asm float_rsq __retVal.x, v.x; + __asm float_rsq __retVal.y, v.y; + __asm float_rsq __retVal.z, v.z; +} + +vec4 inversesqrt(const vec4 v) +{ + __asm float_rsq __retVal.x, v.x; + __asm float_rsq __retVal.y, v.y; + __asm float_rsq __retVal.z, v.z; + __asm float_rsq __retVal.w, v.w; +} + + +//// normalize + +float normalize(const float x) +{ + __retVal = 1.0; +} + +vec2 normalize(const vec2 v) +{ + const float s = inversesqrt(dot(v, v)); + __asm vec4_multiply __retVal.xy, v, s; +} + +vec3 normalize(const vec3 v) +{ +// const float s = inversesqrt(dot(v, v)); +// __retVal = v * s; +// XXX note, we _could_ use __retVal.w instead of tmp and save a +// register, but that's actually a compilation error because v is a vec3 +// and the .w suffix is illegal. Oh well. + float tmp; + __asm vec3_dot tmp, v, v; + __asm float_rsq tmp, tmp; + __asm vec4_multiply __retVal.xyz, v, tmp; +} + +vec4 normalize(const vec4 v) +{ + float tmp; + __asm vec4_dot tmp, v, v; + __asm float_rsq tmp, tmp; + __asm vec4_multiply __retVal.xyz, v, tmp; +} + + + +// +// 8.3 Common Functions +// + + +//// abs + +float abs(const float a) +{ + __asm vec4_abs __retVal, a; +} + +vec2 abs(const vec2 a) +{ + __asm vec4_abs __retVal.xy, a; +} + +vec3 abs(const vec3 a) +{ + __asm vec4_abs __retVal.xyz, a; +} + +vec4 abs(const vec4 a) +{ + __asm vec4_abs __retVal, a; +} + + +//// sign + +float sign(const float x) +{ + float p, n; + __asm vec4_sgt p, x, 0.0; // p = (x > 0) + __asm vec4_sgt n, 0.0, x; // n = (x < 0) + __asm vec4_subtract __retVal, p, n; // sign = p - n +} + +vec2 sign(const vec2 v) +{ + vec2 p, n; + __asm vec4_sgt p.xy, v, 0.0; + __asm vec4_sgt n.xy, 0.0, v; + __asm vec4_subtract __retVal.xy, p, n; +} + +vec3 sign(const vec3 v) +{ + vec3 p, n; + __asm vec4_sgt p.xyz, v, 0.0; + __asm vec4_sgt n.xyz, 0.0, v; + __asm vec4_subtract __retVal.xyz, p, n; +} + +vec4 sign(const vec4 v) +{ + vec4 p, n; + __asm vec4_sgt p, v, 0.0; + __asm vec4_sgt n, 0.0, v; + __asm vec4_subtract __retVal, p, n; +} + + +//// floor + +float floor(const float a) +{ + __asm vec4_floor __retVal, a; +} + +vec2 floor(const vec2 a) +{ + __asm vec4_floor __retVal.xy, a; +} + +vec3 floor(const vec3 a) +{ + __asm vec4_floor __retVal.xyz, a; +} + +vec4 floor(const vec4 a) +{ + __asm vec4_floor __retVal, a; +} + + +//// ceil + +float ceil(const float a) +{ + // XXX this could be improved + float b = -a; + __asm vec4_floor b, b; + __retVal = -b; +} + +vec2 ceil(const vec2 a) +{ + vec2 b = -a; + __asm vec4_floor b, b; + __retVal.xy = -b; +} + +vec3 ceil(const vec3 a) +{ + vec3 b = -a; + __asm vec4_floor b, b; + __retVal.xyz = -b; +} + +vec4 ceil(const vec4 a) +{ + vec4 b = -a; + __asm vec4_floor b, b; + __retVal = -b; +} + + +//// fract + +float fract(const float a) +{ + __asm vec4_frac __retVal, a; +} + +vec2 fract(const vec2 a) +{ + __asm vec4_frac __retVal.xy, a; +} + +vec3 fract(const vec3 a) +{ + __asm vec4_frac __retVal.xyz, a; +} + +vec4 fract(const vec4 a) +{ + __asm vec4_frac __retVal, a; +} + + +//// mod (very untested!) + +float mod(const float a, const float b) +{ + float oneOverB; + __asm float_rcp oneOverB, b; + __retVal = a - b * floor(a * oneOverB); +} + +vec2 mod(const vec2 a, const float b) +{ + float oneOverB; + __asm float_rcp oneOverB, b; + __retVal.xy = a - b * floor(a * oneOverB); +} + +vec3 mod(const vec3 a, const float b) +{ + float oneOverB; + __asm float_rcp oneOverB, b; + __retVal.xyz = a - b * floor(a * oneOverB); +} + +vec4 mod(const vec4 a, const float b) +{ + float oneOverB; + __asm float_rcp oneOverB, b; + __retVal = a - b * floor(a * oneOverB); +} + +vec2 mod(const vec2 a, const vec2 b) +{ + vec2 oneOverB; + __asm float_rcp oneOverB.x, b.x; + __asm float_rcp oneOverB.y, b.y; + __retVal = a - b * floor(a * oneOverB); +} + +vec3 mod(const vec3 a, const vec3 b) +{ + vec3 oneOverB; + __asm float_rcp oneOverB.x, b.x; + __asm float_rcp oneOverB.y, b.y; + __asm float_rcp oneOverB.z, b.z; + __retVal = a - b * floor(a * oneOverB); +} + +vec4 mod(const vec4 a, const vec4 b) +{ + vec4 oneOverB; + __asm float_rcp oneOverB.x, b.x; + __asm float_rcp oneOverB.y, b.y; + __asm float_rcp oneOverB.z, b.z; + __asm float_rcp oneOverB.w, b.w; + __retVal = a - b * floor(a * oneOverB); +} + + +//// min + +float min(const float a, const float b) +{ + __asm vec4_min __retVal, a, b; +} + +vec2 min(const vec2 a, const vec2 b) +{ + __asm vec4_min __retVal.xy, a.xy, b.xy; +} + +vec3 min(const vec3 a, const vec3 b) +{ + __asm vec4_min __retVal.xyz, a.xyz, b.xyz; +} + +vec4 min(const vec4 a, const vec4 b) +{ + __asm vec4_min __retVal, a, b; +} + +vec2 min(const vec2 a, const float b) +{ + __asm vec4_min __retVal, a.xy, b; +} + +vec3 min(const vec3 a, const float b) +{ + __asm vec4_min __retVal, a.xyz, b; +} + +vec4 min(const vec4 a, const float b) +{ + __asm vec4_min __retVal, a, b; +} + + +//// max + +float max(const float a, const float b) +{ + __asm vec4_max __retVal, a, b; +} + +vec2 max(const vec2 a, const vec2 b) +{ + __asm vec4_max __retVal.xy, a.xy, b.xy; +} + +vec3 max(const vec3 a, const vec3 b) +{ + __asm vec4_max __retVal.xyz, a.xyz, b.xyz; +} + +vec4 max(const vec4 a, const vec4 b) +{ + __asm vec4_max __retVal, a, b; +} + +vec2 max(const vec2 a, const float b) +{ + __asm vec4_max __retVal, a.xy, b; +} + +vec3 max(const vec3 a, const float b) +{ + __asm vec4_max __retVal, a.xyz, b; +} + +vec4 max(const vec4 a, const float b) +{ + __asm vec4_max __retVal, a, b; +} + + +//// clamp + +float clamp(const float val, const float minVal, const float maxVal) +{ + __asm vec4_clamp __retVal, val, minVal, maxVal; +} + +vec2 clamp(const vec2 val, const float minVal, const float maxVal) +{ + __asm vec4_clamp __retVal, val, minVal, maxVal; +} + +vec3 clamp(const vec3 val, const float minVal, const float maxVal) +{ + __asm vec4_clamp __retVal, val, minVal, maxVal; +} + +vec4 clamp(const vec4 val, const float minVal, const float maxVal) +{ + __asm vec4_clamp __retVal, val, minVal, maxVal; +} + +vec2 clamp(const vec2 val, const vec2 minVal, const vec2 maxVal) +{ + __asm vec4_clamp __retVal, val, minVal, maxVal; +} + +vec3 clamp(const vec3 val, const vec3 minVal, const vec3 maxVal) +{ + __asm vec4_clamp __retVal, val, minVal, maxVal; +} + +vec4 clamp(const vec4 val, const vec4 minVal, const vec4 maxVal) +{ + __asm vec4_clamp __retVal, val, minVal, maxVal; +} + + +//// mix + +float mix(const float x, const float y, const float a) +{ + __asm vec4_lrp __retVal, a, y, x; +} + +vec2 mix(const vec2 x, const vec2 y, const float a) +{ + __asm vec4_lrp __retVal, a, y, x; +} + +vec3 mix(const vec3 x, const vec3 y, const float a) +{ + __asm vec4_lrp __retVal, a, y, x; +} + +vec4 mix(const vec4 x, const vec4 y, const float a) +{ + __asm vec4_lrp __retVal, a, y, x; +} + +vec2 mix(const vec2 x, const vec2 y, const vec2 a) +{ + __asm vec4_lrp __retVal, a, y, x; +} + +vec3 mix(const vec3 x, const vec3 y, const vec3 a) +{ + __asm vec4_lrp __retVal, a, y, x; +} + +vec4 mix(const vec4 x, const vec4 y, const vec4 a) +{ + __asm vec4_lrp __retVal, a, y, x; +} + + +//// step + +float step(const float edge, const float x) +{ + __asm vec4_sge __retVal, x, edge; +} + +vec2 step(const vec2 edge, const vec2 x) +{ + __asm vec4_sge __retVal.xy, x, edge; +} + +vec3 step(const vec3 edge, const vec3 x) +{ + __asm vec4_sge __retVal.xyz, x, edge; +} + +vec4 step(const vec4 edge, const vec4 x) +{ + __asm vec4_sge __retVal, x, edge; +} + +vec2 step(const float edge, const vec2 v) +{ + __asm vec4_sge __retVal.xy, v, edge; +} + +vec3 step(const float edge, const vec3 v) +{ + __asm vec4_sge __retVal.xyz, v, edge; +} + +vec4 step(const float edge, const vec4 v) +{ + __asm vec4_sge __retVal, v, edge; +} + + +//// smoothstep + +float smoothstep(const float edge0, const float edge1, const float x) +{ + float t = clamp((x - edge0) / (edge1 - edge0), 0.0, 1.0); + return t * t * (3.0 - 2.0 * t); +} + +vec2 smoothstep(const vec2 edge0, const vec2 edge1, const vec2 v) +{ + vec2 t = clamp((v - edge0) / (edge1 - edge0), 0.0, 1.0); + return t * t * (3.0 - 2.0 * t); +} + +vec3 smoothstep(const vec3 edge0, const vec3 edge1, const vec3 v) +{ + vec3 t = clamp((v - edge0) / (edge1 - edge0), 0.0, 1.0); + return t * t * (3.0 - 2.0 * t); +} + +vec4 smoothstep(const vec4 edge0, const vec4 edge1, const vec4 v) +{ + vec4 t = clamp((v - edge0) / (edge1 - edge0), 0.0, 1.0); + return t * t * (3.0 - 2.0 * t); +} + +vec2 smoothstep(const float edge0, const float edge1, const vec2 v) +{ + vec2 t = clamp((v - edge0) / (edge1 - edge0), 0.0, 1.0); + return t * t * (3.0 - 2.0 * t); +} + +vec3 smoothstep(const float edge0, const float edge1, const vec3 v) +{ + vec3 t = clamp((v - edge0) / (edge1 - edge0), 0.0, 1.0); + return t * t * (3.0 - 2.0 * t); +} + +vec4 smoothstep(const float edge0, const float edge1, const vec4 v) +{ + vec4 t = clamp((v - edge0) / (edge1 - edge0), 0.0, 1.0); + return t * t * (3.0 - 2.0 * t); +} + + + +// +// 8.4 Geometric Functions +// + + +//// length + +float length(const float x) +{ + return abs(x); +} + +float length(const vec2 v) +{ + float r; + const float p = dot(v, v); // p = v.x * v.x + v.y * v.y + __asm float_rsq r, p; // r = 1 / sqrt(p) + __retVal = p * r; // p * r = sqrt(p); +} + +float length(const vec3 v) +{ + float r; + const float p = dot(v, v); // p = v.x * v.x + v.y * v.y + v.z * v.z + __asm float_rsq r, p; // r = 1 / sqrt(p) + __retVal = p * r; // p * r = sqrt(p); +} + +float length(const vec4 v) +{ + float r; + const float p = dot(v, v); // p = v.x * v.x + v.y * v.y + ... + __asm float_rsq r, p; // r = 1 / sqrt(p) + __retVal = p * r; // p * r = sqrt(p); +} + + +//// distance + +float distance(const float x, const float y) +{ + const float d = x - y; + __retVal = length(d); +} + +float distance(const vec2 v, const vec2 u) +{ + const vec2 d2 = v - u; + __retVal = length(d2); +} + +float distance(const vec3 v, const vec3 u) +{ + const vec3 d3 = v - u; + __retVal = length(d3); +} + +float distance(const vec4 v, const vec4 u) +{ + const vec4 d4 = v - u; + __retVal = length(d4); +} + + +//// cross + +vec3 cross(const vec3 v, const vec3 u) +{ + __asm vec3_cross __retVal.xyz, v, u; +} + + +//// faceforward + +float faceforward(const float N, const float I, const float Nref) +{ + // this could probably be done better + const float d = dot(Nref, I); + float s; + __asm vec4_sgt s, 0.0, d; // s = (0.0 > d) ? 1 : 0 + return mix(-N, N, s); +} + +vec2 faceforward(const vec2 N, const vec2 I, const vec2 Nref) +{ + // this could probably be done better + const float d = dot(Nref, I); + float s; + __asm vec4_sgt s, 0.0, d; // s = (0.0 > d) ? 1 : 0 + return mix(-N, N, s); +} + +vec3 faceforward(const vec3 N, const vec3 I, const vec3 Nref) +{ + // this could probably be done better + const float d = dot(Nref, I); + float s; + __asm vec4_sgt s, 0.0, d; // s = (0.0 > d) ? 1 : 0 + return mix(-N, N, s); +} + +vec4 faceforward(const vec4 N, const vec4 I, const vec4 Nref) +{ + // this could probably be done better + const float d = dot(Nref, I); + float s; + __asm vec4_sgt s, 0.0, d; // s = (0.0 > d) ? 1 : 0 + return mix(-N, N, s); +} + + +//// reflect + +float reflect(const float I, const float N) +{ + return I - 2.0 * dot(N, I) * N; +} + +vec2 reflect(const vec2 I, const vec2 N) +{ + return I - 2.0 * dot(N, I) * N; +} + +vec3 reflect(const vec3 I, const vec3 N) +{ + return I - 2.0 * dot(N, I) * N; +} + +vec4 reflect(const vec4 I, const vec4 N) +{ + return I - 2.0 * dot(N, I) * N; +} + +//// refract + +float refract(const float I, const float N, const float eta) +{ + float n_dot_i = dot(N, I); + float k = 1.0 - eta * eta * (1.0 - n_dot_i * n_dot_i); + float retval; + if (k < 0.0) + retval = 0.0; + else + retval = eta * I - (eta * n_dot_i + sqrt(k)) * N; + return retval; +} + +vec2 refract(const vec2 I, const vec2 N, const float eta) +{ + float n_dot_i = dot(N, I); + float k = 1.0 - eta * eta * (1.0 - n_dot_i * n_dot_i); + vec2 retval; + if (k < 0.0) + retval = vec2(0.0); + else + retval = eta * I - (eta * n_dot_i + sqrt(k)) * N; + return retval; +} + +vec3 refract(const vec3 I, const vec3 N, const float eta) +{ + float n_dot_i = dot(N, I); + float k = 1.0 - eta * eta * (1.0 - n_dot_i * n_dot_i); + vec3 retval; + if (k < 0.0) + retval = vec3(0.0); + else + retval = eta * I - (eta * n_dot_i + sqrt(k)) * N; + return retval; +} + +vec4 refract(const vec4 I, const vec4 N, const float eta) +{ + float n_dot_i = dot(N, I); + float k = 1.0 - eta * eta * (1.0 - n_dot_i * n_dot_i); + vec4 retval; + if (k < 0.0) + retval = vec4(0.0); + else + retval = eta * I - (eta * n_dot_i + sqrt(k)) * N; + return retval; +} + + + + +// +// 8.5 Matrix Functions +// + +mat2 matrixCompMult (mat2 m, mat2 n) { + return mat2 (m[0] * n[0], m[1] * n[1]); +} + +mat3 matrixCompMult (mat3 m, mat3 n) { + return mat3 (m[0] * n[0], m[1] * n[1], m[2] * n[2]); +} + +mat4 matrixCompMult (mat4 m, mat4 n) { + return mat4 (m[0] * n[0], m[1] * n[1], m[2] * n[2], m[3] * n[3]); +} + + + + +// +// 8.6 Vector Relational Functions +// + +//// lessThan + +bvec2 lessThan(const vec2 u, const vec2 v) +{ + __asm vec4_slt __retVal.xy, u, v; +} + +bvec3 lessThan(const vec3 u, const vec3 v) +{ + __asm vec4_slt __retVal.xyz, u, v; +} + +bvec4 lessThan(const vec4 u, const vec4 v) +{ + __asm vec4_slt __retVal, u, v; +} + +bvec2 lessThan(const ivec2 u, const ivec2 v) +{ + __asm vec4_slt __retVal.xy, u, v; +} + +bvec3 lessThan(const ivec3 u, const ivec3 v) +{ + __asm vec4_slt __retVal.xyz, u, v; +} + +bvec4 lessThan(const ivec4 u, const ivec4 v) +{ + __asm vec4_slt __retVal, u, v; +} + + +//// lessThanEqual + +bvec2 lessThanEqual(const vec2 u, const vec2 v) +{ + __asm vec4_sle __retVal.xy, u, v; +} + +bvec3 lessThanEqual(const vec3 u, const vec3 v) +{ + __asm vec4_sle __retVal.xyz, u, v; +} + +bvec4 lessThanEqual(const vec4 u, const vec4 v) +{ + __asm vec4_sle __retVal, u, v; +} + +bvec2 lessThanEqual(const ivec2 u, const ivec2 v) +{ + __asm vec4_sle __retVal.xy, u, v; +} + +bvec3 lessThanEqual(const ivec3 u, const ivec3 v) +{ + __asm vec4_sle __retVal.xyz, u, v; +} + +bvec4 lessThanEqual(const ivec4 u, const ivec4 v) +{ + __asm vec4_sle __retVal, u, v; +} + + +//// greaterThan + +bvec2 greaterThan(const vec2 u, const vec2 v) +{ + __asm vec4_sgt __retVal.xy, u, v; +} + +bvec3 greaterThan(const vec3 u, const vec3 v) +{ + __asm vec4_sgt __retVal.xyz, u, v; +} + +bvec4 greaterThan(const vec4 u, const vec4 v) +{ + __asm vec4_sgt __retVal, u, v; +} + +bvec2 greaterThan(const ivec2 u, const ivec2 v) +{ + __asm vec4_sgt __retVal.xy, u.xy, v.xy; +} + +bvec3 greaterThan(const ivec3 u, const ivec3 v) +{ + __asm vec4_sgt __retVal.xyz, u, v; +} + +bvec4 greaterThan(const ivec4 u, const ivec4 v) +{ + __asm vec4_sgt __retVal, u, v; +} + + +//// greaterThanEqual + +bvec2 greaterThanEqual(const vec2 u, const vec2 v) +{ + __asm vec4_sge __retVal.xy, u, v; +} + +bvec3 greaterThanEqual(const vec3 u, const vec3 v) +{ + __asm vec4_sge __retVal.xyz, u, v; +} + +bvec4 greaterThanEqual(const vec4 u, const vec4 v) +{ + __asm vec4_sge __retVal, u, v; +} + +bvec2 greaterThanEqual(const ivec2 u, const ivec2 v) +{ + __asm vec4_sge __retVal.xy, u, v; +} + +bvec3 greaterThanEqual(const ivec3 u, const ivec3 v) +{ + __asm vec4_sge __retVal.xyz, u, v; +} + +bvec4 greaterThanEqual(const ivec4 u, const ivec4 v) +{ + __asm vec4_sge __retVal, u, v; +} + + +//// equal + +bvec2 equal(const vec2 u, const vec2 v) +{ + __asm vec4_seq __retVal.xy, u, v; +} + +bvec3 equal(const vec3 u, const vec3 v) +{ + __asm vec4_seq __retVal.xyz, u, v; +} + +bvec4 equal(const vec4 u, const vec4 v) +{ + __asm vec4_seq __retVal, u, v; +} + +bvec2 equal(const ivec2 u, const ivec2 v) +{ + __asm vec4_seq __retVal.xy, u, v; +} + +bvec3 equal(const ivec3 u, const ivec3 v) +{ + __asm vec4_seq __retVal.xyz, u, v; +} + +bvec4 equal(const ivec4 u, const ivec4 v) +{ + __asm vec4_seq __retVal, u, v; +} + +bvec2 equal(const bvec2 u, const bvec2 v) +{ + __asm vec4_seq __retVal.xy, u, v; +} + +bvec3 equal(const bvec3 u, const bvec3 v) +{ + __asm vec4_seq __retVal.xyz, u, v; +} + +bvec4 equal(const bvec4 u, const bvec4 v) +{ + __asm vec4_seq __retVal, u, v; +} + + + + +//// notEqual + +bvec2 notEqual(const vec2 u, const vec2 v) +{ + __asm vec4_sne __retVal.xy, u, v; +} + +bvec3 notEqual(const vec3 u, const vec3 v) +{ + __asm vec4_sne __retVal.xyz, u, v; +} + +bvec4 notEqual(const vec4 u, const vec4 v) +{ + __asm vec4_sne __retVal, u, v; +} + +bvec2 notEqual(const ivec2 u, const ivec2 v) +{ + __asm vec4_sne __retVal.xy, u, v; +} + +bvec3 notEqual(const ivec3 u, const ivec3 v) +{ + __asm vec4_sne __retVal.xyz, u, v; +} + +bvec4 notEqual(const ivec4 u, const ivec4 v) +{ + __asm vec4_sne __retVal, u, v; +} + +bvec2 notEqual(const bvec2 u, const bvec2 v) +{ + __asm vec4_sne __retVal.xy, u, v; +} + +bvec3 notEqual(const bvec3 u, const bvec3 v) +{ + __asm vec4_sne __retVal.xyz, u, v; +} + +bvec4 notEqual(const bvec4 u, const bvec4 v) +{ + __asm vec4_sne __retVal, u, v; +} + + + +//// any + +bool any(const bvec2 v) +{ + float sum; + __asm vec4_add sum.x, v.x, v.y; + __asm vec4_sne __retVal.x, sum.x, 0.0; +} + +bool any(const bvec3 v) +{ + float sum; + __asm vec4_add sum.x, v.x, v.y; + __asm vec4_add sum.x, sum.x, v.z; + __asm vec4_sne __retVal.x, sum.x, 0.0; +} + +bool any(const bvec4 v) +{ + float sum; + __asm vec4_add sum.x, v.x, v.y; + __asm vec4_add sum.x, sum.x, v.z; + __asm vec4_add sum.x, sum.x, v.w; + __asm vec4_sne __retVal.x, sum.x, 0.0; +} + + +//// all + +bool all (const bvec2 v) +{ + float prod; + __asm vec4_multiply prod, v.x, v.y; + __asm vec4_sne __retVal, prod, 0.0; +} + +bool all (const bvec3 v) +{ + float prod; + __asm vec4_multiply prod, v.x, v.y; + __asm vec4_multiply prod, prod, v.z; + __asm vec4_sne __retVal, prod, 0.0; +} + +bool all (const bvec4 v) +{ + float prod; + __asm vec4_multiply prod, v.x, v.y; + __asm vec4_multiply prod, prod, v.z; + __asm vec4_multiply prod, prod, v.w; + __asm vec4_sne __retVal, prod, 0.0; +} + + + +//// not + +bvec2 not (const bvec2 v) +{ + __asm vec4_seq __retVal.xy, v, 0.0; +} + +bvec3 not (const bvec3 v) +{ + __asm vec4_seq __retVal.xyz, v, 0.0; +} + +bvec4 not (const bvec4 v) +{ + __asm vec4_seq __retVal, v, 0.0; +} + + + +//// Texture Lookup Functions (for both fragment and vertex shaders) + +vec4 texture1D(const sampler1D sampler, const float coord) +{ + __asm vec4_tex_1d __retVal, sampler, coord; +} + +vec4 texture1DProj(const sampler1D sampler, const vec2 coord) +{ + // need to swizzle .y into .w + __asm vec4_tex_1d_proj __retVal, sampler, coord.xyyy; +} + +vec4 texture1DProj(const sampler1D sampler, const vec4 coord) +{ + __asm vec4_tex_1d_proj __retVal, sampler, coord; +} + + +vec4 texture2D(const sampler2D sampler, const vec2 coord) +{ + __asm vec4_tex_2d __retVal, sampler, coord; +} + +vec4 texture2DProj(const sampler2D sampler, const vec3 coord) +{ + // need to swizzle 'z' into 'w'. + __asm vec4_tex_2d_proj __retVal, sampler, coord.xyzz; +} + +vec4 texture2DProj(const sampler2D sampler, const vec4 coord) +{ + __asm vec4_tex_2d_proj __retVal, sampler, coord; +} + + +vec4 texture3D(const sampler3D sampler, const vec3 coord) +{ + __asm vec4_tex_3d __retVal, sampler, coord; +} + +vec4 texture3DProj(const sampler3D sampler, const vec4 coord) +{ + __asm vec4_tex_3d_proj __retVal, sampler, coord; +} + + +vec4 textureCube(const samplerCube sampler, const vec3 coord) +{ + __asm vec4_tex_cube __retVal, sampler, coord; +} + + + +vec4 shadow1D(const sampler1DShadow sampler, const vec3 coord) +{ + __asm vec4_tex_1d_shadow __retVal, sampler, coord; +} + +vec4 shadow1DProj(const sampler1DShadow sampler, const vec4 coord) +{ + // .s and .p will be divided by .q + __asm vec4_tex_1d_proj_shadow __retVal, sampler, coord; +} + +vec4 shadow2D(const sampler2DShadow sampler, const vec3 coord) +{ + __asm vec4_tex_2d_shadow __retVal, sampler, coord; +} + +vec4 shadow2DProj(const sampler2DShadow sampler, const vec4 coord) +{ + // .s, .t and .p will be divided by .q + __asm vec4_tex_2d_proj_shadow __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_tex_rect_proj __retVal, sampler, coord.xyzz; +} + +vec4 texture2DRectProj(const sampler2DRect sampler, const vec4 coord) +{ + __asm vec4_tex_rect_proj __retVal, sampler, ccoord; +} + +vec4 shadow2DRect(const sampler2DRectShadow sampler, const vec3 coord) +{ + __asm vec4_tex_rect_shadow __retVal, sampler, coord; +} + +vec4 shadow2DRectProj(const sampler2DRectShadow sampler, const vec4 coord) +{ + __asm vec4_tex_rect_proj_shadow __retVal, sampler, coord; +} + + + +//// GL_EXT_texture_array +vec4 texture1DArray(const sampler1DArray sampler, const vec2 coord) +{ + __asm vec4_tex_1d_array __retVal, sampler, coord; +} + +vec4 texture2DArray(const sampler2DArray sampler, const vec3 coord) +{ + __asm vec4_tex_2d_array __retVal, sampler, coord; +} + + +// +// 8.9 Noise Functions +// +// AUTHOR: Stefan Gustavson (stegu@itn.liu.se), Nov 26, 2005 +// + +float noise1(const float x) +{ + __asm float_noise1 __retVal, x; +} + + +float noise1(const vec2 x) +{ + __asm float_noise2 __retVal, x; +} + +float noise1(const vec3 x) +{ + __asm float_noise3 __retVal, x; +} + +float noise1(const vec4 x) +{ + __asm float_noise4 __retVal, x; +} + +vec2 noise2(const float x) +{ + __retVal.x = noise1(x); + __retVal.y = noise1(x + 19.34); +} + +vec2 noise2(const vec2 x) +{ + __retVal.x = noise1(x); + __retVal.y = noise1(x + vec2(19.34, 7.66)); +} + +vec2 noise2(const vec3 x) +{ + __retVal.x = noise1(x); + __retVal.y = noise1(x + vec3(19.34, 7.66, 3.23)); +} + +vec2 noise2(const vec4 x) +{ + __retVal.x = noise1(x); + __retVal.y = noise1(x + vec4(19.34, 7.66, 3.23, 2.77)); +} + +vec3 noise3(const float x) +{ + __retVal.x = noise1(x); + __retVal.y = noise1(x + 19.34); + __retVal.z = noise1(x + 5.47); +} + +vec3 noise3(const vec2 x) +{ + __retVal.x = noise1(x); + __retVal.y = noise1(x + vec2(19.34, 7.66)); + __retVal.z = noise1(x + vec2(5.47, 17.85)); +} + +vec3 noise3(const vec3 x) +{ + __retVal.x = noise1(x); + __retVal.y = noise1(x + vec3(19.34, 7.66, 3.23)); + __retVal.z = noise1(x + vec3(5.47, 17.85, 11.04)); +} + +vec3 noise3(const vec4 x) +{ + __retVal.x = noise1(x); + __retVal.y = noise1(x + vec4(19.34, 7.66, 3.23, 2.77)); + __retVal.z = noise1(x + vec4(5.47, 17.85, 11.04, 13.19)); +} + +vec4 noise4(const float x) +{ + __retVal.x = noise1(x); + __retVal.y = noise1(x + 19.34); + __retVal.z = noise1(x + 5.47); + __retVal.w = noise1(x + 23.54); +} + +vec4 noise4(const vec2 x) +{ + __retVal.x = noise1(x); + __retVal.y = noise1(x + vec2 (19.34, 7.66)); + __retVal.z = noise1(x + vec2 (5.47, 17.85)); + __retVal.w = noise1(x + vec2 (23.54, 29.11)); +} + +vec4 noise4(const vec3 x) +{ + __retVal.x = noise1(x); + __retVal.y = noise1(x + vec3(19.34, 7.66, 3.23)); + __retVal.z = noise1(x + vec3(5.47, 17.85, 11.04)); + __retVal.w = noise1(x + vec3(23.54, 29.11, 31.91)); +} + +vec4 noise4(const vec4 x) +{ + __retVal.x = noise1(x); + __retVal.y = noise1(x + vec4(19.34, 7.66, 3.23, 2.77)); + __retVal.z = noise1(x + vec4(5.47, 17.85, 11.04, 13.19)); + __retVal.w = noise1(x + vec4(23.54, 29.11, 31.91, 37.48)); +} diff --git a/src/mesa/slang/library/slang_core.gc b/src/mesa/slang/library/slang_core.gc new file mode 100644 index 0000000000..0a0d15903b --- /dev/null +++ b/src/mesa/slang/library/slang_core.gc @@ -0,0 +1,2619 @@ +/* + * Mesa 3-D graphics library + * Version: 6.5 + * + * Copyright (C) 2006 Brian Paul All Rights Reserved. + * + * Permission is hereby granted, free of charge, to any person obtaining a + * copy of this software and associated documentation files (the "Software"), + * to deal in the Software without restriction, including without limitation + * the rights to use, copy, modify, merge, publish, distribute, sublicense, + * and/or sell copies of the Software, and to permit persons to whom the + * Software is furnished to do so, subject to the following conditions: + * + * The above copyright notice and this permission notice shall be included + * in all copies or substantial portions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS + * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, + * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL + * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN + * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN + * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. + */ + +// +// This file defines nearly all constructors and operators for built-in data +// types, using extended language syntax. In general, compiler treats +// constructors and operators as ordinary functions with some exceptions. +// For example, the language does not allow functions to be called in +// constant expressions - here the exception is made to allow it. +// +// Each implementation provides its own version of this file. Each +// implementation can define the required set of operators and constructors +// in its own fashion. +// +// The extended language syntax is only present when compiling this file. +// It is implicitly included at the very beginning of the compiled shader, +// so no built-in functions can be used. +// +// To communicate with the implementation, a special extended "__asm" keyword +// is used, followed by an instruction name (any valid identifier), a +// destination variable identifier and a list of zero or more source +// variable identifiers. +// +// A variable identifier is a variable name declared earlier in the code +// (as a function parameter, local or global variable). +// +// An instruction name designates an instruction that must be exported +// by the implementation. Each instruction receives data from source +// variable identifiers and returns data in the destination variable +// identifier. +// +// It is up to the implementation how to define a particular operator +// or constructor. If it is expected to being used rarely, it can be +// defined in terms of other operators and constructors, +// for example: +// +// ivec2 __operator + (const ivec2 x, const ivec2 y) { +// return ivec2 (x[0] + y[0], x[1] + y[1]); +// } +// +// If a particular operator or constructor is expected to be used very +// often or is an atomic operation (that is, an operation that cannot be +// expressed in terms of other operations or would create a dependency +// cycle) it must be defined using one or more __asm constructs. +// +// Each implementation must define constructors for all scalar types +// (bool, float, int). There are 9 scalar-to-scalar constructors +// (including identity constructors). However, since the language +// introduces special constructors (like matrix constructor with a single +// scalar value), implementations must also implement these cases. +// The compiler provides the following algorithm when resolving a constructor: +// - try to find a constructor with a prototype matching ours, +// - if no constructor is found and this is a scalar-to-scalar constructor, +// raise an error, +// - if a constructor is found, execute it and return, +// - count the size of the constructor parameter list - if it is less than +// the size of our constructor's type, raise an error, +// - for each parameter in the list do a recursive constructor matching for +// appropriate scalar fields in the constructed variable, +// +// Each implementation must also define a set of operators that deal with +// built-in data types. +// There are four kinds of operators: +// 1) Operators that are implemented only by the compiler: "()" (function +// call), "," (sequence) and "?:" (selection). +// 2) Operators that are implemented by the compiler by expressing it in +// terms of other operators: +// - "." (field selection) - translated to subscript access, +// - "&&" (logical and) - translated to "<left_expr> ? <right_expr> : +// false", +// - "||" (logical or) - translated to "<left_expr> ? true : <right_expr>", +// 3) Operators that can be defined by the implementation and if the required +// prototype is not found, standard behaviour is used: +// - "==", "!=", "=" (equality, assignment) - compare or assign +// matching fields one-by-one; +// note that at least operators for scalar data types must be defined +// by the implementation to get it work, +// 4) All other operators not mentioned above. If no required prototype is +// found, an error is raised. An implementation must follow the language +// specification to provide all valid operator prototypes. +// + + + +//// Basic, scalar constructors/casts + +int __constructor(const float f) +{ + __asm vec4_to_ivec4 __retVal, f; +} + +int __constructor(const bool b) +{ + __retVal = b; +} + +int __constructor(const int i) +{ + __retVal = i; +} + +bool __constructor(const int i) +{ + __asm vec4_sne __retVal, i, 0.0; +} + +bool __constructor(const float f) +{ + __asm vec4_sne __retVal, f, 0.0; +} + +bool __constructor(const bool b) +{ + __retVal = b; +} + +float __constructor(const int i) +{ + __asm ivec4_to_vec4 __retVal, i; +} + +float __constructor(const bool b) +{ + __asm ivec4_to_vec4 __retVal, b; +} + +float __constructor(const float f) +{ + __retVal = f; +} + + +//// vec2 constructors + +vec2 __constructor(const float x, const float y) +{ + __retVal.x = x; + __retVal.y = y; +} + +vec2 __constructor(const float f) +{ + __asm vec4_move __retVal.xy, f; +} + +vec2 __constructor(const int i) +{ + __asm ivec4_to_vec4 __retVal.xy, i; +} + +vec2 __constructor(const bool b) +{ + __asm ivec4_to_vec4 __retVal.xy, b; +} + +vec2 __constructor(const bvec2 b) +{ +// __retVal = b; + __asm ivec4_to_vec4 __retVal.xy, b; +} + +vec2 __constructor(const vec3 v) +{ + __asm vec4_move __retVal.xy, v.xy; +} + +vec2 __constructor(const vec4 v) +{ + __asm vec4_move __retVal.xy, v.xy; +} + + +//// vec3 constructors + +vec3 __constructor(const float x, const float y, const float z) +{ + __retVal.x = x; + __retVal.y = y; + __retVal.z = z; +} + +vec3 __constructor(const float f) +{ + // Note: this could be "__retVal.xyz = f" but that's an illegal assignment + __asm vec4_move __retVal.xyz, f; +} + +vec3 __constructor(const int i) +{ + __asm ivec4_to_vec4 __retVal.xyz, i; +} + +vec3 __constructor(const bool b) +{ + __asm ivec4_to_vec4 __retVal.xyz, b; +} + +vec3 __constructor(const bvec3 b) +{ + __asm ivec4_to_vec4 __retVal.xyz, b; +} + +vec3 __constructor(const vec4 v) +{ + __asm vec4_move __retVal.xyz, v; +} + + +//// vec4 constructors + +vec4 __constructor(const float x, const float y, const float z, const float w) +{ + __retVal.x = x; + __retVal.y = y; + __retVal.z = z; + __retVal.w = w; +} + +vec4 __constructor(const float f) +{ + // Note: this could be "__retVal = f" but that's an illegal assignment + __asm vec4_move __retVal, f; +} + +vec4 __constructor(const int i) +{ + __asm ivec4_to_vec4 __retVal, i; +} + +vec4 __constructor(const bool b) +{ + __asm ivec4_to_vec4 __retVal, b; +} + +vec4 __constructor(const bvec4 b) +{ + __asm ivec4_to_vec4 __retVal, b; +} + +vec4 __constructor(const ivec4 i) +{ + __asm ivec4_to_vec4 __retVal, i; +} + +vec4 __constructor(const vec3 v3, const float f) +{ + // XXX this constructor shouldn't be needed anymore + __retVal.xyz = v3; + __retVal.w = f; +} + +vec4 __constructor(const vec2 v2, const float f1, const float f2) +{ + // XXX this constructor shouldn't be needed anymore + __retVal.xy = v2; + __retVal.z = f1; + __retVal.w = f2; +} + + +//// ivec2 constructors + +ivec2 __constructor(const int i, const int j) +{ + __retVal.x = i; + __retVal.y = j; +} + +ivec2 __constructor(const int i) +{ + __asm vec4_move __retVal.xy, i; +} + +ivec2 __constructor(const float f) +{ + __asm vec4_to_ivec4 __retVal.xy, f; +} + +ivec2 __constructor(const bool b) +{ + __asm vec4_to_ivec4 __retVal.xy, b; +} + + +//// ivec3 constructors + +ivec3 __constructor(const int i, const int j, const int k) +{ + __retVal.x = i; + __retVal.y = j; + __retVal.z = k; +} + +ivec3 __constructor(const int i) +{ + __asm vec4_move __retVal.xyz, i; +} + +ivec3 __constructor(const float f) +{ + __asm vec4_to_ivec4 __retVal.xyz, f; +} + +ivec3 __constructor(const bool b) +{ + __asm vec4_move __retVal.xyz, b; +} + + +//// ivec4 constructors + +ivec4 __constructor(const int x, const int y, const int z, const int w) +{ + __retVal.x = x; + __retVal.y = y; + __retVal.z = z; + __retVal.w = w; +} + +ivec4 __constructor(const int i) +{ + __asm vec4_move __retVal, i; +} + +ivec4 __constructor(const float f) +{ + __asm vec4_to_ivec4 __retVal, f; +} + +ivec4 __constructor(const bool b) +{ + __asm vec4_to_ivec4 __retVal, b; +} + + +//// bvec2 constructors + +bvec2 __constructor(const bool b1, const bool b2) +{ + __retVal.x = b1; + __retVal.y = b2; +} + +bvec2 __constructor(const int i1, const int i2) +{ + __asm vec4_sne __retVal.x, i1, 0.0; + __asm vec4_sne __retVal.y, i2, 0.0; +} + + +bvec2 __constructor(const bool b) +{ + __asm vec4_move __retVal.xy, b; +} + +bvec2 __constructor(const float f) +{ + __asm vec4_sne __retVal.xy, f, 0.0; +} + +bvec2 __constructor(const int i) +{ + __asm vec4_sne __retVal.xy, i, 0.0; +} + +bvec2 __constructor(const vec2 v) +{ + __asm vec4_sne __retVal.xy, v, 0.0; +} + +bvec2 __constructor(const ivec2 v) +{ + __asm vec4_sne __retVal.xy, v, 0.0; +} + + + +//// bvec3 constructors + +bvec3 __constructor(const bool b1, const bool b2, const bool b3) +{ + __retVal.x = b1; + __retVal.y = b2; + __retVal.z = b3; +} + +bvec3 __constructor(const float f1, const float f2, const float f3) +{ + __asm vec4_sne __retVal.x, f1, 0.0; + __asm vec4_sne __retVal.y, f2, 0.0; + __asm vec4_sne __retVal.z, f3, 0.0; +} + +bvec3 __constructor(const bool b) +{ + __asm vec4_move __retVal.xyz, b; +} + +bvec3 __constructor(const float f) +{ + __asm vec4_sne __retVal.xyz, f, 0.0; +} + +bvec3 __constructor(const int i) +{ + __asm vec4_sne __retVal.xyz, i, 0.0; +} + +bvec3 __constructor(const vec3 v) +{ + __asm vec4_sne __retVal.xyz, v, 0.0; +} + +bvec3 __constructor(const ivec3 v) +{ + __asm vec4_sne __retVal.xyz, v, 0.0; +} + + + +//// bvec4 constructors + +bvec4 __constructor(const bool b1, const bool b2, const bool b3, const bool b4) +{ + __retVal.x = b1; + __retVal.y = b2; + __retVal.z = b3; + __retVal.w = b4; +} + +bvec4 __constructor(const float f1, const float f2, const float f3, const float f4) +{ + const float zero = 0.0; + __asm vec4_sne __retVal.x, f1, zero; + __asm vec4_sne __retVal.y, f2, zero; + __asm vec4_sne __retVal.z, f3, zero; + __asm vec4_sne __retVal.w, f4, zero; +} + +bvec4 __constructor(const bool b) +{ + __asm vec4_move __retVal.xyzw, b; +} + +bvec4 __constructor(const float f) +{ + __asm vec4_sne __retVal.xyzw, f, 0.0; +} + +bvec4 __constructor(const int i) +{ + __asm vec4_sne __retVal.xyzw, i, 0.0; +} + +bvec4 __constructor(const vec4 v) +{ + __asm vec4_sne __retVal.xyzw, v, 0.0; +} + +bvec4 __constructor(const ivec4 v) +{ + __asm vec4_sne __retVal.xyzw, v, 0.0; +} + + + +//// mat2 constructors + +mat2 __constructor(const float m00, const float m10, + const float m01, const float m11) +{ + __retVal[0].x = m00; + __retVal[0].y = m10; + __retVal[1].x = m01; + __retVal[1].y = m11; +} + +mat2 __constructor(const float f) +{ + __retVal[0].x = f; + __retVal[0].y = 0.0; + __retVal[1].x = 0.0; + __retVal[1].y = f; +} + +mat2 __constructor(const int i) +{ + return mat2(float(i)); +} + +mat2 __constructor(const bool b) +{ + return mat2(float(b)); +} + +mat2 __constructor(const vec2 c0, const vec2 c1) +{ + __retVal[0] = c0; + __retVal[1] = c1; +} + + +//// mat3 constructors + +mat3 __constructor(const float m00, const float m10, const float m20, + const float m01, const float m11, const float m21, + const float m02, const float m12, const float m22) +{ + __retVal[0].x = m00; + __retVal[0].y = m10; + __retVal[0].z = m20; + __retVal[1].x = m01; + __retVal[1].y = m11; + __retVal[1].z = m21; + __retVal[2].x = m02; + __retVal[2].y = m12; + __retVal[2].z = m22; +} + +mat3 __constructor(const float f) +{ + vec2 v = vec2(f, 0.0); + __retVal[0] = v.xyy; + __retVal[1] = v.yxy; + __retVal[2] = v.yyx; +} + +mat3 __constructor(const int i) +{ + return mat3(float(i)); +} + +mat3 __constructor(const bool b) +{ + return mat3(float(b)); +} + +mat3 __constructor(const vec3 c0, const vec3 c1, const vec3 c2) +{ + __retVal[0] = c0; + __retVal[1] = c1; + __retVal[2] = c2; +} + + +//// mat4 constructors + +mat4 __constructor(const float m00, const float m10, const float m20, const float m30, + const float m01, const float m11, const float m21, const float m31, + const float m02, const float m12, const float m22, const float m32, + const float m03, const float m13, const float m23, const float m33) +{ + __retVal[0].x = m00; + __retVal[0].y = m10; + __retVal[0].z = m20; + __retVal[0].w = m30; + __retVal[1].x = m01; + __retVal[1].y = m11; + __retVal[1].z = m21; + __retVal[1].w = m31; + __retVal[2].x = m02; + __retVal[2].y = m12; + __retVal[2].z = m22; + __retVal[2].w = m32; + __retVal[3].x = m03; + __retVal[3].y = m13; + __retVal[3].z = m23; + __retVal[3].w = m33; +} + + +mat4 __constructor(const float f) +{ + vec2 v = vec2(f, 0.0); + __retVal[0] = v.xyyy; + __retVal[1] = v.yxyy; + __retVal[2] = v.yyxy; + __retVal[3] = v.yyyx; +} + +mat4 __constructor(const int i) +{ + return mat4(float(i)); +} + +mat4 __constructor(const bool b) +{ + return mat4(float(b)); +} + +mat4 __constructor(const vec4 c0, const vec4 c1, const vec4 c2, const vec4 c3) +{ + __retVal[0] = c0; + __retVal[1] = c1; + __retVal[2] = c2; + __retVal[3] = c3; +} + + + +//// Basic int operators + +int __operator + (const int a, const int b) +{ + __asm vec4_add __retVal, a, b; +} + +int __operator - (const int a, const int b) +{ + __asm vec4_subtract __retVal, a, b; +} + +int __operator * (const int a, const int b) +{ + __asm vec4_multiply __retVal, a, b; +} + +int __operator / (const int a, const int b) +{ + float bInv, x; + __asm float_rcp bInv, b; + __asm vec4_multiply x, a, bInv; + __asm vec4_to_ivec4 __retVal, x; +} + + +//// Basic ivec2 operators + +ivec2 __operator + (const ivec2 a, const ivec2 b) +{ + __asm vec4_add __retVal, a, b; +} + +ivec2 __operator - (const ivec2 a, const ivec2 b) +{ + __asm vec4_subtract __retVal, a, b; +} + +ivec2 __operator * (const ivec2 a, const ivec2 b) +{ + __asm vec4_multiply __retVal, a, b; +} + +ivec2 __operator / (const ivec2 a, const ivec2 b) +{ + vec2 bInv, x; + __asm float_rcp bInv.x, b.x; + __asm float_rcp bInv.y, b.y; + __asm vec4_multiply x, a, bInv; + __asm vec4_to_ivec4 __retVal, x; +} + + +//// Basic ivec3 operators + +ivec3 __operator + (const ivec3 a, const ivec3 b) +{ + __asm vec4_add __retVal, a, b; +} + +ivec3 __operator - (const ivec3 a, const ivec3 b) +{ + __asm vec4_subtract __retVal, a, b; +} + +ivec3 __operator * (const ivec3 a, const ivec3 b) +{ + __asm vec4_multiply __retVal, a, b; +} + +ivec3 __operator / (const ivec3 a, const ivec3 b) +{ + vec3 bInv, x; + __asm float_rcp bInv.x, b.x; + __asm float_rcp bInv.y, b.y; + __asm float_rcp bInv.z, b.z; + __asm vec4_multiply x, a, bInv; + __asm vec4_to_ivec4 __retVal, x; +} + + +//// Basic ivec4 operators + +ivec4 __operator + (const ivec4 a, const ivec4 b) +{ + __asm vec4_add __retVal, a, b; +} + +ivec4 __operator - (const ivec4 a, const ivec4 b) +{ + __asm vec4_subtract __retVal, a, b; +} + +ivec4 __operator * (const ivec4 a, const ivec4 b) +{ + __asm vec4_multiply __retVal, a, b; +} + +ivec4 __operator / (const ivec4 a, const ivec4 b) +{ + vec4 bInv, x; + __asm float_rcp bInv.x, b.x; + __asm float_rcp bInv.y, b.y; + __asm float_rcp bInv.z, b.z; + __asm float_rcp bInv.w, b.w; + __asm vec4_multiply x, a, bInv; + __asm vec4_to_ivec4 __retVal, x; +} + + +//// Basic float operators + +float __operator + (const float a, const float b) +{ + __asm vec4_add __retVal, a, b; +} + +float __operator - (const float a, const float b) +{ + __asm vec4_subtract __retVal, a, b; +} + +float __operator * (const float a, const float b) +{ + __asm vec4_multiply __retVal, a, b; +} + +float __operator / (const float a, const float b) +{ + float bInv; + __asm float_rcp bInv.x, b; + __asm vec4_multiply __retVal, a, bInv; +} + + +//// Basic vec2 operators + +vec2 __operator + (const vec2 v, const vec2 u) +{ + __asm vec4_add __retVal.xy, v, u; +} + +vec2 __operator - (const vec2 v, const vec2 u) +{ + __asm vec4_subtract __retVal.xy, v, u; +} + +vec2 __operator * (const vec2 v, const vec2 u) +{ + __asm vec4_multiply __retVal.xy, v, u; +} + +vec2 __operator / (const vec2 v, const vec2 u) +{ + vec2 w; // = 1 / u + __asm float_rcp w.x, u.x; + __asm float_rcp w.y, u.y; + __asm vec4_multiply __retVal.xy, v, w; +} + + +//// Basic vec3 operators + +vec3 __operator + (const vec3 v, const vec3 u) +{ + __asm vec4_add __retVal.xyz, v, u; +} + +vec3 __operator - (const vec3 v, const vec3 u) +{ + __asm vec4_subtract __retVal.xyz, v, u; +} + +vec3 __operator * (const vec3 v, const vec3 u) +{ + __asm vec4_multiply __retVal.xyz, v, u; +} + +vec3 __operator / (const vec3 v, const vec3 u) +{ + vec3 w; // = 1 / u + __asm float_rcp w.x, u.x; + __asm float_rcp w.y, u.y; + __asm float_rcp w.z, u.z; + __asm vec4_multiply __retVal.xyz, v, w; +} + + +//// Basic vec4 operators + +vec4 __operator + (const vec4 v, const vec4 u) +{ + __asm vec4_add __retVal, v, u; +} + +vec4 __operator - (const vec4 v, const vec4 u) +{ + __asm vec4_subtract __retVal, v, u; +} + +vec4 __operator * (const vec4 v, const vec4 u) +{ + __asm vec4_multiply __retVal, v, u; +} + +vec4 __operator / (const vec4 v, const vec4 u) +{ + vec4 w; // = 1 / u + __asm float_rcp w.x, u.x; + __asm float_rcp w.y, u.y; + __asm float_rcp w.z, u.z; + __asm float_rcp w.w, u.w; + __asm vec4_multiply __retVal, v, w; +} + + + + +//// Basic vec2/float operators + +vec2 __operator + (const float a, const vec2 u) +{ + __asm vec4_add __retVal.xy, a, u.xy; +} + +vec2 __operator + (const vec2 v, const float b) +{ + __asm vec4_add __retVal.xy, v.xy, b; +} + +vec2 __operator - (const float a, const vec2 u) +{ + __asm vec4_subtract __retVal.xy, a, u.xy; +} + +vec2 __operator - (const vec2 v, const float b) +{ + __asm vec4_subtract __retVal.xy, v.xy, b; +} + +vec2 __operator * (const float a, const vec2 u) +{ + __asm vec4_multiply __retVal.xy, a, u.xy; +} + +vec2 __operator * (const vec2 v, const float b) +{ + __asm vec4_multiply __retVal.xy, v.xy, b; +} + +vec2 __operator / (const float a, const vec2 u) +{ + vec2 invU; + __asm float_rcp invU.x, u.x; + __asm float_rcp invU.y, u.y; + __asm vec4_multiply __retVal.xy, a, invU.xy; +} + +vec2 __operator / (const vec2 v, const float b) +{ + float invB; + __asm float_rcp invB, b; + __asm vec4_multiply __retVal.xy, v.xy, invB; +} + + +//// Basic vec3/float operators + +vec3 __operator + (const float a, const vec3 u) +{ + __asm vec4_add __retVal.xyz, a, u.xyz; +} + +vec3 __operator + (const vec3 v, const float b) +{ + __asm vec4_add __retVal.xyz, v.xyz, b; +} + +vec3 __operator - (const float a, const vec3 u) +{ + __asm vec4_subtract __retVal.xyz, a, u.xyz; +} + +vec3 __operator - (const vec3 v, const float b) +{ + __asm vec4_subtract __retVal.xyz, v.xyz, b; +} + +vec3 __operator * (const float a, const vec3 u) +{ + __asm vec4_multiply __retVal.xyz, a, u.xyz; +} + +vec3 __operator * (const vec3 v, const float b) +{ + __asm vec4_multiply __retVal.xyz, v.xyz, b; +} + +vec3 __operator / (const float a, const vec3 u) +{ + vec3 invU; + __asm float_rcp invU.x, u.x; + __asm float_rcp invU.y, u.y; + __asm float_rcp invU.z, u.z; + __asm vec4_multiply __retVal.xyz, a, invU.xyz; +} + +vec3 __operator / (const vec3 v, const float b) +{ + float invB; + __asm float_rcp invB, b; + __asm vec4_multiply __retVal.xyz, v.xyz, invB; +} + + +//// Basic vec4/float operators + +vec4 __operator + (const float a, const vec4 u) +{ + __asm vec4_add __retVal, a, u; +} + +vec4 __operator + (const vec4 v, const float b) +{ + __asm vec4_add __retVal, v, b; +} + +vec4 __operator - (const float a, const vec4 u) +{ + __asm vec4_subtract __retVal, a, u; +} + +vec4 __operator - (const vec4 v, const float b) +{ + __asm vec4_subtract __retVal, v, b; +} + +vec4 __operator * (const float a, const vec4 u) +{ + __asm vec4_multiply __retVal, a, u; +} + +vec4 __operator * (const vec4 v, const float b) +{ + __asm vec4_multiply __retVal, v, b; +} + +vec4 __operator / (const float a, const vec4 u) +{ + vec4 invU; + __asm float_rcp invU.x, u.x; + __asm float_rcp invU.y, u.y; + __asm float_rcp invU.z, u.z; + __asm float_rcp invU.w, u.w; + __asm vec4_multiply __retVal, a, invU; +} + +vec4 __operator / (const vec4 v, const float b) +{ + float invB; + __asm float_rcp invB, b; + __asm vec4_multiply __retVal, v, invB; +} + + + +//// Basic ivec2/int operators + +ivec2 __operator + (const int a, const ivec2 u) +{ + __retVal = ivec2(a) + u; +} + +ivec2 __operator + (const ivec2 v, const int b) +{ + __retVal = v + ivec2(b); +} + +ivec2 __operator - (const int a, const ivec2 u) +{ + __retVal = ivec2(a) - u; +} + +ivec2 __operator - (const ivec2 v, const int b) +{ + __retVal = v - ivec2(b); +} + +ivec2 __operator * (const int a, const ivec2 u) +{ + __retVal = ivec2(a) * u; +} + +ivec2 __operator * (const ivec2 v, const int b) +{ + __retVal = v * ivec2(b); +} + +ivec2 __operator / (const int a, const ivec2 u) +{ + __retVal = ivec2(a) / u; +} + +ivec2 __operator / (const ivec2 v, const int b) +{ + __retVal = v / ivec2(b); +} + + +//// Basic ivec3/int operators + +ivec3 __operator + (const int a, const ivec3 u) +{ + __retVal = ivec3(a) + u; +} + +ivec3 __operator + (const ivec3 v, const int b) +{ + __retVal = v + ivec3(b); +} + +ivec3 __operator - (const int a, const ivec3 u) +{ + __retVal = ivec3(a) - u; +} + +ivec3 __operator - (const ivec3 v, const int b) +{ + __retVal = v - ivec3(b); +} + +ivec3 __operator * (const int a, const ivec3 u) +{ + __retVal = ivec3(a) * u; +} + +ivec3 __operator * (const ivec3 v, const int b) +{ + __retVal = v * ivec3(b); +} + +ivec3 __operator / (const int a, const ivec3 u) +{ + __retVal = ivec3(a) / u; +} + +ivec3 __operator / (const ivec3 v, const int b) +{ + __retVal = v / ivec3(b); +} + + +//// Basic ivec4/int operators + +ivec4 __operator + (const int a, const ivec4 u) +{ + __retVal = ivec4(a) + u; +} + +ivec4 __operator + (const ivec4 v, const int b) +{ + __retVal = v + ivec4(b); +} + +ivec4 __operator - (const int a, const ivec4 u) +{ + __retVal = ivec4(a) - u; +} + +ivec4 __operator - (const ivec4 v, const int b) +{ + __retVal = v - ivec4(b); +} + +ivec4 __operator * (const int a, const ivec4 u) +{ + __retVal = ivec4(a) * u; +} + +ivec4 __operator * (const ivec4 v, const int b) +{ + __retVal = v * ivec4(b); +} + +ivec4 __operator / (const int a, const ivec4 u) +{ + __retVal = ivec4(a) / u; +} + +ivec4 __operator / (const ivec4 v, const int b) +{ + __retVal = v / ivec4(b); +} + + + + +//// Unary negation operator + +int __operator - (const int a) +{ + __asm vec4_negate __retVal.x, a; +} + +ivec2 __operator - (const ivec2 v) +{ + __asm vec4_negate __retVal, v; +} + +ivec3 __operator - (const ivec3 v) +{ + __asm vec4_negate __retVal, v; +} + +ivec4 __operator - (const ivec4 v) +{ + __asm vec4_negate __retVal, v; +} + +float __operator - (const float a) +{ + __asm vec4_negate __retVal.x, a; +} + +vec2 __operator - (const vec2 v) +{ + __asm vec4_negate __retVal.xy, v.xy; +} + +vec3 __operator - (const vec3 v) +{ + __asm vec4_negate __retVal.xyz, v.xyz; +} + +vec4 __operator - (const vec4 v) +{ + __asm vec4_negate __retVal, v; +} + +mat2 __operator - (const mat2 m) +{ + __retVal[0] = -m[0]; + __retVal[1] = -m[1]; +} + +mat3 __operator - (const mat3 m) +{ + __retVal[0] = -m[0]; + __retVal[1] = -m[1]; + __retVal[2] = -m[2]; +} + +mat4 __operator - (const mat4 m) +{ + __retVal[0] = -m[0]; + __retVal[1] = -m[1]; + __retVal[2] = -m[2]; + __retVal[3] = -m[3]; +} + + + +//// dot product + +float dot(const float a, const float b) +{ + __retVal = a * b; +} + +float dot(const vec2 a, const vec2 b) +{ + __retVal = a.x * b.x + a.y * b.y; +} + +float dot(const vec3 a, const vec3 b) +{ + __asm vec3_dot __retVal, a, b; +} + +float dot(const vec4 a, const vec4 b) +{ + __asm vec4_dot __retVal, a, b; +} + + + +//// int assignment operators + +int __operator += (inout int a, const int b) +{ + a = a + b; + return a; +} + +int __operator -= (inout int a, const int b) +{ + a = a - b; + return a; +} + +int __operator *= (inout int a, const int b) +{ + a = a * b; + return a; +} + +int __operator /= (inout int a, const int b) +{ + a = a / b; + return a; +} + + +//// ivec2 assignment operators + +ivec2 __operator += (inout ivec2 v, const ivec2 u) +{ + v = v + u; + return v; +} + +ivec2 __operator -= (inout ivec2 v, const ivec2 u) +{ + v = v - u; + return v; +} + +ivec2 __operator *= (inout ivec2 v, const ivec2 u) +{ + v = v * u; + return v; +} + +ivec2 __operator /= (inout ivec2 v, const ivec2 u) +{ + v = v / u; + return v; +} + + +//// ivec3 assignment operators + +ivec3 __operator += (inout ivec3 v, const ivec3 u) +{ + v = v + u; + return v; +} + +ivec3 __operator -= (inout ivec3 v, const ivec3 u) +{ + v = v - u; + return v; +} + +ivec3 __operator *= (inout ivec3 v, const ivec3 u) +{ + v = v * u; + return v; +} + +ivec3 __operator /= (inout ivec3 v, const ivec3 u) +{ + v = v / u; + return v; +} + + +//// ivec4 assignment operators + +ivec4 __operator += (inout ivec4 v, const ivec4 u) +{ + v = v + u; + return v; +} + +ivec4 __operator -= (inout ivec4 v, const ivec4 u) +{ + v = v - u; + return v; +} + +ivec4 __operator *= (inout ivec4 v, const ivec4 u) +{ + v = v * u; + return v; +} + +ivec4 __operator /= (inout ivec4 v, const ivec4 u) +{ + v = v / u; + return v; +} + + +//// float assignment operators + +float __operator += (inout float a, const float b) +{ + a = a + b; + return a; +} + +float __operator -= (inout float a, const float b) +{ + a = a - b; + return a; +} + +float __operator *= (inout float a, const float b) +{ + a = a * b; + return a; +} + +float __operator /= (inout float a, const float b) +{ + a = a / b; + return a; +} + + +//// vec2 assignment operators + +vec2 __operator += (inout vec2 v, const vec2 u) +{ + v = v + u; + return v; +} + +vec2 __operator -= (inout vec2 v, const vec2 u) +{ + v = v - u; + return v; +} + +vec2 __operator *= (inout vec2 v, const vec2 u) +{ + v = v * u; + return v; +} + +vec2 __operator /= (inout vec2 v, const vec2 u) +{ + v = v / u; + return v; +} + + +//// vec3 assignment operators + +vec3 __operator += (inout vec3 v, const vec3 u) +{ + v = v + u; + return v; +} + +vec3 __operator -= (inout vec3 v, const vec3 u) +{ + v = v - u; + return v; +} + +vec3 __operator *= (inout vec3 v, const vec3 u) +{ + v = v * u; + return v; +} + +vec3 __operator /= (inout vec3 v, const vec3 u) +{ + v = v / u; + return v; +} + + +//// vec4 assignment operators + +vec4 __operator += (inout vec4 v, const vec4 u) +{ + v = v + u; + return v; +} + +vec4 __operator -= (inout vec4 v, const vec4 u) +{ + v = v - u; + return v; +} + +vec4 __operator *= (inout vec4 v, const vec4 u) +{ + v = v * u; + return v; +} + +vec4 __operator /= (inout vec4 v, const vec4 u) +{ + v = v / u; + return v; +} + + + +//// ivec2/int assignment operators + +ivec2 __operator += (inout ivec2 v, const int a) +{ + v = v + ivec2(a); + return v; +} + +ivec2 __operator -= (inout ivec2 v, const int a) +{ + v = v - ivec2(a); + return v; +} + +ivec2 __operator *= (inout ivec2 v, const int a) +{ + v = v * ivec2(a); + return v; +} + +ivec2 __operator /= (inout ivec2 v, const int a) +{ + v = v / ivec2(a); + return v; +} + + +//// ivec3/int assignment operators + +ivec3 __operator += (inout ivec3 v, const int a) +{ + v = v + ivec3(a); + return v; +} + +ivec3 __operator -= (inout ivec3 v, const int a) +{ + v = v - ivec3(a); + return v; +} + +ivec3 __operator *= (inout ivec3 v, const int a) +{ + v = v * ivec3(a); + return v; +} + +ivec4 __operator /= (inout ivec3 v, const int a) +{ + v = v / ivec3(a); + return v; +} + + +//// ivec4/int assignment operators + +ivec4 __operator += (inout ivec4 v, const int a) +{ + v = v + ivec4(a); + return v; +} + +ivec4 __operator -= (inout ivec4 v, const int a) +{ + v = v - ivec4(a); + return v; +} + +ivec4 __operator *= (inout ivec4 v, const int a) +{ + v = v * ivec4(a); + return v; +} + +ivec4 __operator /= (inout ivec4 v, const int a) +{ + v = v / ivec4(a); + return v; +} + + + +//// vec2/float assignment operators + +vec2 __operator += (inout vec2 v, const float a) +{ + v = v + vec2(a); + return v; +} + +vec2 __operator -= (inout vec2 v, const float a) +{ + v = v - vec2(a); + return v; +} + +vec2 __operator *= (inout vec2 v, const float a) +{ + v = v * vec2(a); + return v; +} + +vec2 __operator /= (inout vec2 v, const float a) +{ + v = v / vec2(a); + return v; +} + + +//// vec3/float assignment operators + +vec3 __operator += (inout vec3 v, const float a) +{ + v = v + vec3(a); + return v; +} + +vec3 __operator -= (inout vec3 v, const float a) +{ + v = v - vec3(a); + return v; +} + +vec3 __operator *= (inout vec3 v, const float a) +{ + v = v * vec3(a); + return v; +} + +vec3 __operator /= (inout vec3 v, const float a) +{ + v = v / vec3(a); + return v; +} + + +//// vec4/float assignment operators + +vec4 __operator += (inout vec4 v, const float a) +{ + v = v + vec4(a); + return v; +} + +vec4 __operator -= (inout vec4 v, const float a) +{ + v = v - vec4(a); + return v; +} + +vec4 __operator *= (inout vec4 v, const float a) +{ + v = v * vec4(a); + return v; +} + +vec4 __operator /= (inout vec4 v, const float a) +{ + v = v / vec4(a); + return v; +} + + + + + +//// Basic mat2 operations + +mat2 __operator + (const mat2 m, const mat2 n) +{ + __retVal[0] = m[0] + n[0]; + __retVal[1] = m[1] + n[1]; +} + +mat2 __operator - (const mat2 m, const mat2 n) +{ + __retVal[0] = m[0] - n[0]; + __retVal[1] = m[1] - n[1]; +} + +mat2 __operator * (const mat2 m, const mat2 n) +{ + __retVal[0] = m[0] * n[0].xx + m[1] * n[0].yy; + __retVal[1] = m[0] * n[1].xx + m[1] * n[1].yy; +} + +mat2 __operator / (const mat2 m, const mat2 n) +{ + __retVal[0] = m[0] / n[0]; + __retVal[1] = m[1] / n[1]; +} + + +//// Basic mat3 operations + +mat3 __operator + (const mat3 m, const mat3 n) +{ + __retVal[0] = m[0] + n[0]; + __retVal[1] = m[1] + n[1]; + __retVal[2] = m[2] + n[2]; +} + +mat3 __operator - (const mat3 m, const mat3 n) +{ + __retVal[0] = m[0] - n[0]; + __retVal[1] = m[1] - n[1]; + __retVal[2] = m[2] - n[2]; +} + +mat3 __operator * (const mat3 m, const mat3 n) +{ + __retVal[0] = m[0] * n[0].xxx + m[1] * n[0].yyy + m[2] * n[0].zzz; + __retVal[1] = m[0] * n[1].xxx + m[1] * n[1].yyy + m[2] * n[1].zzz; + __retVal[2] = m[0] * n[2].xxx + m[1] * n[2].yyy + m[2] * n[2].zzz; +} + +mat3 __operator / (const mat3 m, const mat3 n) +{ + __retVal[0] = m[0] / n[0]; + __retVal[1] = m[1] / n[1]; + __retVal[2] = m[2] / n[2]; +} + + +//// Basic mat4 operations + +mat4 __operator + (const mat4 m, const mat4 n) +{ + __retVal[0] = m[0] + n[0]; + __retVal[1] = m[1] + n[1]; + __retVal[2] = m[2] + n[2]; + __retVal[3] = m[3] + n[3]; +} + +mat4 __operator - (const mat4 m, const mat4 n) +{ + __retVal[0] = m[0] - n[0]; + __retVal[1] = m[1] - n[1]; + __retVal[2] = m[2] - n[2]; + __retVal[3] = m[3] - n[3]; +} + +mat4 __operator * (const mat4 m, const mat4 n) +{ + __retVal[0] = m[0] * n[0].xxxx + m[1] * n[0].yyyy + m[2] * n[0].zzzz + m[3] * n[0].wwww; + __retVal[1] = m[0] * n[1].xxxx + m[1] * n[1].yyyy + m[2] * n[1].zzzz + m[3] * n[1].wwww; + __retVal[2] = m[0] * n[2].xxxx + m[1] * n[2].yyyy + m[2] * n[2].zzzz + m[3] * n[2].wwww; + __retVal[3] = m[0] * n[3].xxxx + m[1] * n[3].yyyy + m[2] * n[3].zzzz + m[3] * n[3].wwww; +} + +mat4 __operator / (const mat4 m, const mat4 n) +{ + __retVal[0] = m[0] / n[0]; + __retVal[1] = m[1] / n[1]; + __retVal[2] = m[2] / n[2]; + __retVal[3] = m[3] / n[3]; +} + + +//// mat2/float operations + +mat2 __operator + (const float a, const mat2 n) +{ + __retVal[0] = a + n[0]; + __retVal[1] = a + n[1]; +} + +mat2 __operator + (const mat2 m, const float b) +{ + __retVal[0] = m[0] + b; + __retVal[1] = m[1] + b; +} + +mat2 __operator - (const float a, const mat2 n) +{ + __retVal[0] = a - n[0]; + __retVal[1] = a - n[1]; +} + +mat2 __operator - (const mat2 m, const float b) +{ + __retVal[0] = m[0] - b; + __retVal[1] = m[1] - b; +} + +mat2 __operator * (const float a, const mat2 n) +{ + __retVal[0] = a * n[0]; + __retVal[1] = a * n[1]; +} + +mat2 __operator * (const mat2 m, const float b) +{ + __retVal[0] = m[0] * b; + __retVal[1] = m[1] * b; +} + +mat2 __operator / (const float a, const mat2 n) +{ + __retVal[0] = a / n[0]; + __retVal[1] = a / n[1]; +} + +mat2 __operator / (const mat2 m, const float b) +{ + __retVal[0] = m[0] / b; + __retVal[1] = m[1] / b; +} + + +//// mat3/float operations + +mat3 __operator + (const float a, const mat3 n) +{ + __retVal[0] = a + n[0]; + __retVal[1] = a + n[1]; + __retVal[2] = a + n[2]; +} + +mat3 __operator + (const mat3 m, const float b) +{ + __retVal[0] = m[0] + b; + __retVal[1] = m[1] + b; + __retVal[2] = m[2] + b; +} + +mat3 __operator - (const float a, const mat3 n) +{ + __retVal[0] = a - n[0]; + __retVal[1] = a - n[1]; + __retVal[2] = a - n[2]; +} + +mat3 __operator - (const mat3 m, const float b) +{ + __retVal[0] = m[0] - b; + __retVal[1] = m[1] - b; + __retVal[2] = m[2] - b; +} + +mat3 __operator * (const float a, const mat3 n) +{ + __retVal[0] = a * n[0]; + __retVal[1] = a * n[1]; + __retVal[2] = a * n[2]; +} + +mat3 __operator * (const mat3 m, const float b) +{ + __retVal[0] = m[0] * b; + __retVal[1] = m[1] * b; + __retVal[2] = m[2] * b; +} + +mat3 __operator / (const float a, const mat3 n) +{ + __retVal[0] = a / n[0]; + __retVal[1] = a / n[1]; + __retVal[2] = a / n[2]; +} + +mat3 __operator / (const mat3 m, const float b) +{ + __retVal[0] = m[0] / b; + __retVal[1] = m[1] / b; + __retVal[2] = m[2] / b; +} + + +//// mat4/float operations + +mat4 __operator + (const float a, const mat4 n) +{ + __retVal[0] = a + n[0]; + __retVal[1] = a + n[1]; + __retVal[2] = a + n[2]; + __retVal[3] = a + n[3]; +} + +mat4 __operator + (const mat4 m, const float b) +{ + __retVal[0] = m[0] + b; + __retVal[1] = m[1] + b; + __retVal[2] = m[2] + b; + __retVal[3] = m[3] + b; +} + +mat4 __operator - (const float a, const mat4 n) +{ + __retVal[0] = a - n[0]; + __retVal[1] = a - n[1]; + __retVal[2] = a - n[2]; + __retVal[3] = a - n[3]; +} + +mat4 __operator - (const mat4 m, const float b) +{ + __retVal[0] = m[0] - b; + __retVal[1] = m[1] - b; + __retVal[2] = m[2] - b; + __retVal[3] = m[3] - b; +} + +mat4 __operator * (const float a, const mat4 n) +{ + __retVal[0] = a * n[0]; + __retVal[1] = a * n[1]; + __retVal[2] = a * n[2]; + __retVal[3] = a * n[3]; +} + +mat4 __operator * (const mat4 m, const float b) +{ + __retVal[0] = m[0] * b; + __retVal[1] = m[1] * b; + __retVal[2] = m[2] * b; + __retVal[3] = m[3] * b; +} + +mat4 __operator / (const float a, const mat4 n) +{ + __retVal[0] = a / n[0]; + __retVal[1] = a / n[1]; + __retVal[2] = a / n[2]; + __retVal[3] = a / n[3]; +} + +mat4 __operator / (const mat4 m, const float b) +{ + __retVal[0] = m[0] / b; + __retVal[1] = m[1] / b; + __retVal[2] = m[2] / b; + __retVal[3] = m[3] / b; +} + + + +//// matrix / vector products + +vec2 __operator * (const mat2 m, const vec2 v) +{ + __retVal = m[0] * v.xx + + m[1] * v.yy; +} + +vec2 __operator * (const vec2 v, const mat2 m) +{ + __retVal.x = dot(v, m[0]); + __retVal.y = dot(v, m[1]); +} + +vec3 __operator * (const mat3 m, const vec3 v) +{ + __retVal = m[0] * v.xxx + + m[1] * v.yyy + + m[2] * v.zzz; +} + +vec3 __operator * (const vec3 v, const mat3 m) +{ + __retVal.x = dot(v, m[0]); + __retVal.y = dot(v, m[1]); + __retVal.z = dot(v, m[2]); +} + +vec4 __operator * (const mat4 m, const vec4 v) +{ + __retVal = m[0] * v.xxxx + + m[1] * v.yyyy + + m[2] * v.zzzz + + m[3] * v.wwww; +} + +vec4 __operator * (const vec4 v, const mat4 m) +{ + __retVal.x = dot(v, m[0]); + __retVal.y = dot(v, m[1]); + __retVal.z = dot(v, m[2]); + __retVal.w = dot(v, m[3]); +} + + + +//// mat2 assignment operators + +mat2 __operator += (inout mat2 m, const mat2 n) +{ + m[0] = m[0] + n[0]; + m[1] = m[1] + n[1]; + return m; +} + +mat2 __operator -= (inout mat2 m, const mat2 n) +{ + m[0] = m[0] - n[0]; + m[1] = m[1] - n[1]; + return m; +} + +mat2 __operator *= (inout mat2 m, const mat2 n) +{ + m = m * n; + return m; +} + +mat2 __operator /= (inout mat2 m, const mat2 n) +{ + m[0] = m[0] / n[0]; + m[1] = m[1] / n[1]; + return m; +} + + +//// mat3 assignment operators + +mat3 __operator += (inout mat3 m, const mat3 n) +{ + m[0] = m[0] + n[0]; + m[1] = m[1] + n[1]; + m[2] = m[2] + n[2]; + return m; +} + +mat3 __operator -= (inout mat3 m, const mat3 n) +{ + m[0] = m[0] - n[0]; + m[1] = m[1] - n[1]; + m[2] = m[2] - n[2]; + return m; +} + +mat3 __operator *= (inout mat3 m, const mat3 n) +{ + m = m * n; + return m; +} + +mat3 __operator /= (inout mat3 m, const mat3 n) +{ + m[0] = m[0] / n[0]; + m[1] = m[1] / n[1]; + m[2] = m[2] / n[2]; + return m; +} + + +// mat4 assignment operators + +mat4 __operator += (inout mat4 m, const mat4 n) +{ + m[0] = m[0] + n[0]; + m[1] = m[1] + n[1]; + m[2] = m[2] + n[2]; + m[3] = m[3] + n[3]; + return m; +} + +mat4 __operator -= (inout mat4 m, const mat4 n) +{ + m[0] = m[0] - n[0]; + m[1] = m[1] - n[1]; + m[2] = m[2] - n[2]; + m[3] = m[3] - n[3]; + return m; +} + +mat4 __operator *= (inout mat4 m, const mat4 n) +{ + m = m * n; + return m; +} + +mat4 __operator /= (inout mat4 m, const mat4 n) +{ + m[0] = m[0] / n[0]; + m[1] = m[1] / n[1]; + m[2] = m[2] / n[2]; + m[3] = m[3] / n[3]; + return m; +} + + +//// mat2/float assignment operators + +mat2 __operator += (inout mat2 m, const float a) +{ + vec2 v = vec2(a); + m[0] = m[0] + v; + m[1] = m[1] + v; + return m; +} + +mat2 __operator -= (inout mat2 m, const float a) +{ + vec2 v = vec2(a); + m[0] = m[0] - v; + m[1] = m[1] - v; + return m; +} + +mat2 __operator *= (inout mat2 m, const float a) +{ + vec2 v = vec2(a); + m[0] = m[0] * v; + m[1] = m[1] * v; + return m; +} + +mat2 __operator /= (inout mat2 m, const float a) +{ + vec2 v = vec2(1.0 / a); + m[0] = m[0] * v; + m[1] = m[1] * v; + return m; +} + + +//// mat3/float assignment operators + +mat3 __operator += (inout mat3 m, const float a) +{ + vec3 v = vec3(a); + m[0] = m[0] + v; + m[1] = m[1] + v; + m[2] = m[2] + v; + return m; +} + +mat3 __operator -= (inout mat3 m, const float a) +{ + vec3 v = vec3(a); + m[0] = m[0] - v; + m[1] = m[1] - v; + m[2] = m[2] - v; + return m; +} + +mat3 __operator *= (inout mat3 m, const float a) +{ + vec3 v = vec3(a); + m[0] = m[0] * v; + m[1] = m[1] * v; + m[2] = m[2] * v; + return m; +} + +mat3 __operator /= (inout mat3 m, const float a) +{ + vec3 v = vec3(1.0 / a); + m[0] = m[0] * v; + m[1] = m[1] * v; + m[2] = m[2] * v; + return m; +} + + +//// mat4/float assignment operators + +mat4 __operator += (inout mat4 m, const float a) +{ + vec4 v = vec4(a); + m[0] = m[0] + v; + m[1] = m[1] + v; + m[2] = m[2] + v; + m[3] = m[3] + v; + return m; +} + +mat4 __operator -= (inout mat4 m, const float a) +{ + vec4 v = vec4(a); + m[0] = m[0] - v; + m[1] = m[1] - v; + m[2] = m[2] - v; + m[3] = m[3] - v; + return m; +} + +mat4 __operator *= (inout mat4 m, const float a) +{ + vec4 v = vec4(a); + m[0] = m[0] * v; + m[1] = m[1] * v; + m[2] = m[2] * v; + m[3] = m[3] * v; + return m; +} + +mat4 __operator /= (inout mat4 m, const float a) +{ + vec4 v = vec4(1.0 / a); + m[0] = m[0] * v; + m[1] = m[1] * v; + m[2] = m[2] * v; + m[3] = m[3] * v; + return m; +} + + + +//// vec/mat assignment operators + +vec2 __operator *= (inout vec2 v, const mat2 m) +{ + v = v * m; + return v; +} + +vec3 __operator *= (inout vec3 v, const mat3 m) +{ + v = v * m; + return v; +} + +vec4 __operator *= (inout vec4 v, const mat4 m) +{ + v = v * m; + return v; +} + + + +//// pre-decrement operators + +int __operator --(inout int a) +{ + a = a - 1; + __retVal = a; +} + +ivec2 __operator --(inout ivec2 v) +{ + v = v - ivec2(1); + __retVal = v; +} + +ivec3 __operator --(inout ivec3 v) +{ + v = v - ivec3(1); + __retVal = v; +} + +ivec4 __operator --(inout ivec4 v) +{ + v = v - ivec4(1); + __retVal = v; +} + + +float __operator --(inout float a) +{ + a = a - 1.0; + __retVal = a; +} + +vec2 __operator --(inout vec2 v) +{ + v = v - vec2(1.0); + __retVal = v; +} + +vec3 __operator --(inout vec3 v) +{ + v = v - vec3(1.0); + __retVal = v; +} + +vec4 __operator --(inout vec4 v) +{ + v = v - vec4(1.0); + __retVal = v; +} + + +mat2 __operator --(inout mat2 m) +{ + m[0] = m[0] - vec2(1.0); + m[1] = m[1] - vec2(1.0); + __retVal = m; +} + +mat3 __operator --(inout mat3 m) +{ + m[0] = m[0] - vec3(1.0); + m[1] = m[1] - vec3(1.0); + m[2] = m[2] - vec3(1.0); + __retVal = m; +} + +mat4 __operator --(inout mat4 m) +{ + m[0] = m[0] - vec4(1.0); + m[1] = m[1] - vec4(1.0); + m[2] = m[2] - vec4(1.0); + m[3] = m[3] - vec4(1.0); + __retVal = m; +} + + +//// pre-increment operators + +int __operator ++(inout int a) +{ + a = a + 1; + __retVal = a; +} + +ivec2 __operator ++(inout ivec2 v) +{ + v = v + ivec2(1); + __retVal = v; +} + +ivec3 __operator ++(inout ivec3 v) +{ + v = v + ivec3(1); + __retVal = v; +} + +ivec4 __operator ++(inout ivec4 v) +{ + v = v + ivec4(1); + __retVal = v; +} + + +float __operator ++(inout float a) +{ + a = a + 1.0; + __retVal = a; +} + +vec2 __operator ++(inout vec2 v) +{ + v = v + vec2(1.0); + __retVal = v; +} + +vec3 __operator ++(inout vec3 v) +{ + v = v + vec3(1.0); + __retVal = v; +} + +vec4 __operator ++(inout vec4 v) +{ + v = v + vec4(1.0); + __retVal = v; +} + + +mat2 __operator ++(inout mat2 m) +{ + m[0] = m[0] + vec2(1.0); + m[1] = m[1] + vec2(1.0); + __retVal = m; +} + +mat3 __operator ++(inout mat3 m) +{ + m[0] = m[0] + vec3(1.0); + m[1] = m[1] + vec3(1.0); + m[2] = m[2] + vec3(1.0); + __retVal = m; +} + +mat4 __operator ++(inout mat4 m) +{ + m[0] = m[0] + vec4(1.0); + m[1] = m[1] + vec4(1.0); + m[2] = m[2] + vec4(1.0); + m[3] = m[3] + vec4(1.0); + __retVal = m; +} + + + +//// post-decrement + +int __postDecr(inout int a) +{ + __retVal = a; + a = a - 1; +} + +ivec2 __postDecr(inout ivec2 v) +{ + __retVal = v; + v = v - ivec2(1); +} + +ivec3 __postDecr(inout ivec3 v) +{ + __retVal = v; + v = v - ivec3(1); +} + +ivec4 __postDecr(inout ivec4 v) +{ + __retVal = v; + v = v - ivec4(1); +} + + +float __postDecr(inout float a) +{ + __retVal = a; + a = a - 1.0; +} + +vec2 __postDecr(inout vec2 v) +{ + __retVal = v; + v = v - vec2(1.0); +} + +vec3 __postDecr(inout vec3 v) +{ + __retVal = v; + v = v - vec3(1.0); +} + +vec4 __postDecr(inout vec4 v) +{ + __retVal = v; + v = v - vec4(1.0); +} + + +mat2 __postDecr(inout mat2 m) +{ + __retVal = m; + m[0] = m[0] - vec2(1.0); + m[1] = m[1] - vec2(1.0); +} + +mat3 __postDecr(inout mat3 m) +{ + __retVal = m; + m[0] = m[0] - vec3(1.0); + m[1] = m[1] - vec3(1.0); + m[2] = m[2] - vec3(1.0); +} + +mat4 __postDecr(inout mat4 m) +{ + __retVal = m; + m[0] = m[0] - vec4(1.0); + m[1] = m[1] - vec4(1.0); + m[2] = m[2] - vec4(1.0); + m[3] = m[3] - vec4(1.0); +} + + +//// post-increment + +float __postIncr(inout float a) +{ + __retVal = a; + a = a + 1; +} + +vec2 __postIncr(inout vec2 v) +{ + __retVal = v; + v = v + vec2(1.0); +} + +vec3 __postIncr(inout vec3 v) +{ + __retVal = v; + v = v + vec3(1.0); +} + +vec4 __postIncr(inout vec4 v) +{ + __retVal = v; + v = v + vec4(1.0); +} + + +int __postIncr(inout int a) +{ + __retVal = a; + a = a + 1; +} + +ivec2 __postIncr(inout ivec2 v) +{ + __retVal = v; + v = v + ivec2(1); +} + +ivec3 __postIncr(inout ivec3 v) +{ + __retVal = v; + v = v + ivec3(1); +} + +ivec4 __postIncr(inout ivec4 v) +{ + __retVal = v; + v = v + ivec3(1); +} + + +mat2 __postIncr(inout mat2 m) +{ + mat2 n = m; + m[0] = m[0] + vec2(1.0); + m[1] = m[1] + vec2(1.0); + return n; +} + +mat3 __postIncr(inout mat3 m) +{ + mat3 n = m; + m[0] = m[0] + vec3(1.0); + m[1] = m[1] + vec3(1.0); + m[2] = m[2] + vec3(1.0); + return n; +} + +mat4 __postIncr(inout mat4 m) +{ + mat4 n = m; + m[0] = m[0] + vec4(1.0); + m[1] = m[1] + vec4(1.0); + m[2] = m[2] + vec4(1.0); + m[3] = m[3] + vec4(1.0); + return n; +} + + + +//// inequality operators + + +// XXX are the inequality operators for floats/ints really needed???? +bool __operator < (const float a, const float b) +{ + __asm vec4_sgt __retVal.x, b, a; +} + + +bool __operator < (const int a, const int b) { + return float (a) < float (b); +} + +bool __operator > (const float a, const float b) { + bool c; + __asm float_less c, b, a; + return c; +} + +bool __operator > (const int a, const int b) { + return float (a) > float (b); +} + +bool __operator >= (const float a, const float b) { + bool g, e; + __asm float_less g, b, a; + __asm float_equal e, a, b; + return g || e; +} + +bool __operator >= (const int a, const int b) { + return float (a) >= float (b); +} + +bool __operator <= (const float a, const float b) { + bool g, e; + __asm float_less g, a, b; + __asm float_equal e, a, b; + return g || e; +} + +bool __operator <= (const int a, const int b) { + return float (a) <= float (b); +} + + + +// +// MESA-specific extension functions. +// + +void printMESA (const float f) { + __asm float_print f; +} + +void printMESA (const int i) { + __asm int_print i; +} + +void printMESA (const bool b) { + __asm bool_print b; +} + +void printMESA (const vec2 v) { + printMESA (v.x); + printMESA (v.y); +} + +void printMESA (const vec3 v) { + printMESA (v.x); + printMESA (v.y); + printMESA (v.z); +} + +void printMESA (const vec4 v) { + printMESA (v.x); + printMESA (v.y); + printMESA (v.z); + printMESA (v.w); +} + +void printMESA (const ivec2 v) { + printMESA (v.x); + printMESA (v.y); +} + +void printMESA (const ivec3 v) { + printMESA (v.x); + printMESA (v.y); + printMESA (v.z); +} + +void printMESA (const ivec4 v) { + printMESA (v.x); + printMESA (v.y); + printMESA (v.z); + printMESA (v.w); +} + +void printMESA (const bvec2 v) { + printMESA (v.x); + printMESA (v.y); +} + +void printMESA (const bvec3 v) { + printMESA (v.x); + printMESA (v.y); + printMESA (v.z); +} + +void printMESA (const bvec4 v) { + printMESA (v.x); + printMESA (v.y); + printMESA (v.z); + printMESA (v.w); +} + +void printMESA (const mat2 m) { + printMESA (m[0]); + printMESA (m[1]); +} + +void printMESA (const mat3 m) { + printMESA (m[0]); + printMESA (m[1]); + printMESA (m[2]); +} + +void printMESA (const mat4 m) { + printMESA (m[0]); + printMESA (m[1]); + printMESA (m[2]); + printMESA (m[3]); +} + +void printMESA (const sampler1D e) { + __asm int_print e; +} + +void printMESA (const sampler2D e) { + __asm int_print e; +} + +void printMESA (const sampler3D e) { + __asm int_print e; +} + +void printMESA (const samplerCube e) { + __asm int_print e; +} + +void printMESA (const sampler1DShadow e) { + __asm int_print e; +} + +void printMESA (const sampler2DShadow e) { + __asm int_print e; +} + diff --git a/src/mesa/slang/library/slang_fragment_builtin.gc b/src/mesa/slang/library/slang_fragment_builtin.gc new file mode 100644 index 0000000000..54a80ea0e0 --- /dev/null +++ b/src/mesa/slang/library/slang_fragment_builtin.gc @@ -0,0 +1,299 @@ +/* + * Mesa 3-D graphics library + * Version: 6.5 + * + * Copyright (C) 2006 Brian Paul All Rights Reserved. + * + * Permission is hereby granted, free of charge, to any person obtaining a + * copy of this software and associated documentation files (the "Software"), + * to deal in the Software without restriction, including without limitation + * the rights to use, copy, modify, merge, publish, distribute, sublicense, + * and/or sell copies of the Software, and to permit persons to whom the + * Software is furnished to do so, subject to the following conditions: + * + * The above copyright notice and this permission notice shall be included + * in all copies or substantial portions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS + * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, + * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL + * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN + * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN + * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. + */ + +// +// From Shader Spec, ver. 1.10, rev. 59 +// + +__fixed_input vec4 gl_FragCoord; +__fixed_input bool gl_FrontFacing; +__fixed_output vec4 gl_FragColor; +__fixed_output vec4 gl_FragData[gl_MaxDrawBuffers]; +__fixed_output float gl_FragDepth; + +varying vec4 gl_Color; +varying vec4 gl_SecondaryColor; +varying vec4 gl_TexCoord[gl_MaxTextureCoords]; +varying float gl_FogFragCoord; + + + +//// 8.7 Texture Lookup Functions (with bias) + +vec4 texture1D(const sampler1D sampler, const float coord, const float bias) +{ + vec4 coord4; + coord4.x = coord; + coord4.w = bias; + __asm vec4_tex_1d_bias __retVal, sampler, coord4; +} + +vec4 texture1DProj(const sampler1D sampler, const vec2 coord, const float bias) +{ + // do projection here (there's no vec4_texbp1d instruction) + vec4 pcoord; + pcoord.x = coord.x / coord.y; + pcoord.w = bias; + __asm vec4_tex_1d_bias __retVal, sampler, pcoord; +} + +vec4 texture1DProj(const sampler1D sampler, const vec4 coord, const float bias) +{ + // do projection here (there's no vec4_texbp1d instruction) + vec4 pcoord; + pcoord.x = coord.x / coord.z; + pcoord.w = bias; + __asm vec4_tex_1d_bias __retVal, sampler, pcoord; +} + + + + +vec4 texture2D(const sampler2D sampler, const vec2 coord, const float bias) +{ + vec4 coord4; + coord4.xy = coord.xy; + coord4.w = bias; + __asm vec4_tex_2d_bias __retVal, sampler, coord4; +} + +vec4 texture2DProj(const sampler2D sampler, const vec3 coord, const float bias) +{ + // do projection here (there's no vec4_texbp2d instruction) + vec4 pcoord; + pcoord.xy = coord.xy / coord.z; + pcoord.w = bias; + __asm vec4_tex_2d_bias __retVal, sampler, pcoord; +} + +vec4 texture2DProj(const sampler2D sampler, const vec4 coord, const float bias) +{ + // do projection here (there's no vec4_texbp2d instruction) + vec4 pcoord; + pcoord.xy = coord.xy / coord.w; + pcoord.w = bias; + __asm vec4_tex_2d_bias __retVal, sampler, pcoord; +} + + + + +vec4 texture3D(const sampler3D sampler, const vec3 coord, const float bias) +{ + vec4 coord4; + coord4.xyz = coord.xyz; + coord4.w = bias; + __asm vec4_tex_3d_bias __retVal, sampler, coord4; +} + +vec4 texture3DProj(const sampler3D sampler, const vec4 coord, const float bias) +{ + // do projection here (there's no vec4_texbp3d instruction) + vec4 pcoord; + pcoord.xyz = coord.xyz / coord.w; + pcoord.w = bias; + __asm vec4_tex_3d_bias __retVal, sampler, pcoord; +} + + + + +vec4 textureCube(const samplerCube sampler, const vec3 coord, const float bias) +{ + vec4 coord4; + coord4.xyz = coord; + coord4.w = bias; + __asm vec4_tex_cube __retVal, sampler, coord4; +} + + + +vec4 shadow1D(const sampler1DShadow sampler, const vec3 coord, const float bias) +{ + vec4 coord4; + coord4.xyz = coord; + coord4.w = bias; + __asm vec4_tex_1d_bias_shadow __retVal, sampler, coord4; +} + +vec4 shadow1DProj(const sampler1DShadow sampler, const vec4 coord, const float bias) +{ + vec4 pcoord; + pcoord.x = coord.x / coord.w; + pcoord.z = coord.z; + pcoord.w = bias; + __asm vec4_tex_1d_bias_shadow __retVal, sampler, pcoord; +} + +vec4 shadow2D(const sampler2DShadow sampler, const vec3 coord, const float bias) +{ + vec4 coord4; + coord4.xyz = coord; + coord4.w = bias; + __asm vec4_tex_2d_bias_shadow __retVal, sampler, coord4; +} + +vec4 shadow2DProj(const sampler2DShadow sampler, const vec4 coord, const float bias) +{ + vec4 pcoord; + pcoord.xy = coord.xy / coord.w; + pcoord.z = coord.z; + pcoord.w = bias; + __asm vec4_tex_2d_bias_shadow __retVal, sampler, pcoord; +} + + + +//// GL_EXT_texture_array + +vec4 texture1DArray(const sampler1DArray sampler, const vec2 coord) +{ + vec4 coord4; + coord4.xy = coord; + __asm vec4_tex_1d_array __retVal, sampler, coord4; +} + +vec4 texture1DArray(const sampler1DArray sampler, const vec2 coord, const float bias) +{ + vec4 coord4; + coord4.xy = coord; + coord4.w = bias; + __asm vec4_tex_1d_array_bias __retVal, sampler, coord4; +} + +vec4 texure2DArray(const sampler2DArray sampler, const vec3 coord) +{ + vec4 coord4; + coord4.xyz = coord; + __asm vec4_tex_2d_array __retVal, sampler, coord4; +} + +vec4 texture2DArray(const sampler2DArray sampler, const vec3 coord, const float bias) +{ + vec4 coord4; + coord4.xyz = coord; + coord4.w = bias; + __asm vec4_tex_2d_array_bias __retVal, sampler, coord4; +} + +vec4 shadow1DArray(const sampler1DArrayShadow sampler, const vec2 coord) +{ + vec4 coord4; + coord4.xy = coord; + __asm vec4_tex_1d_array_shadow __retVal, sampler, coord4; +} + +vec4 shadow1DArray(const sampler1DArrayShadow sampler, const vec2 coord, const float bias) +{ + vec4 coord4; + coord4.xy = coord; + coord4.w = bias; + __asm vec4_tex_1d_array_bias_shadow __retVal, sampler, coord4; +} + +vec4 shadow2DArray(const sampler2DArrayShadow sampler, const vec3 coord) +{ + vec4 coord4; + coord4.xyz = coord; + __asm vec4_tex_2d_array_shadow __retVal, sampler, coord4; +} + +vec4 shadow2DArray(const sampler2DArrayShadow sampler, const vec3 coord, const float bias) +{ + vec4 coord4; + coord4.xyz = coord; + coord4.w = bias; + __asm vec4_tex_2d_array_bias_shadow __retVal, sampler, coord4; +} + + + +// +// 8.8 Fragment Processing Functions +// + +float dFdx(const float p) +{ + __asm vec4_ddx __retVal.x, p.xxxx; +} + +vec2 dFdx(const vec2 p) +{ + __asm vec4_ddx __retVal.xy, p.xyyy; +} + +vec3 dFdx(const vec3 p) +{ + __asm vec4_ddx __retVal.xyz, p.xyzz; +} + +vec4 dFdx(const vec4 p) +{ + __asm vec4_ddx __retVal, p; +} + +float dFdy(const float p) +{ + __asm vec4_ddy __retVal.x, p.xxxx; +} + +vec2 dFdy(const vec2 p) +{ + __asm vec4_ddy __retVal.xy, p.xyyy; +} + +vec3 dFdy(const vec3 p) +{ + __asm vec4_ddy __retVal.xyz, p.xyzz; +} + +vec4 dFdy(const vec4 p) +{ + __asm vec4_ddy __retVal, p; +} + +float fwidth (const float p) +{ + // XXX hand-write with __asm + return abs(dFdx(p)) + abs(dFdy(p)); +} + +vec2 fwidth(const vec2 p) +{ + // XXX hand-write with __asm + return abs(dFdx(p)) + abs(dFdy(p)); +} + +vec3 fwidth(const vec3 p) +{ + // XXX hand-write with __asm + return abs(dFdx(p)) + abs(dFdy(p)); +} + +vec4 fwidth(const vec4 p) +{ + // XXX hand-write with __asm + return abs(dFdx(p)) + abs(dFdy(p)); +} + diff --git a/src/mesa/slang/library/slang_vertex_builtin.gc b/src/mesa/slang/library/slang_vertex_builtin.gc new file mode 100644 index 0000000000..0c67c2ef20 --- /dev/null +++ b/src/mesa/slang/library/slang_vertex_builtin.gc @@ -0,0 +1,210 @@ +/* + * Mesa 3-D graphics library + * Version: 6.5 + * + * Copyright (C) 2006 Brian Paul All Rights Reserved. + * + * Permission is hereby granted, free of charge, to any person obtaining a + * copy of this software and associated documentation files (the "Software"), + * to deal in the Software without restriction, including without limitation + * the rights to use, copy, modify, merge, publish, distribute, sublicense, + * and/or sell copies of the Software, and to permit persons to whom the + * Software is furnished to do so, subject to the following conditions: + * + * The above copyright notice and this permission notice shall be included + * in all copies or substantial portions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS + * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, + * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL + * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN + * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN + * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. + */ + +// +// From Shader Spec, ver. 1.10, rev. 59 +// + +__fixed_output vec4 gl_Position; +__fixed_output float gl_PointSize; +__fixed_output vec4 gl_ClipVertex; + +attribute vec4 gl_Color; +attribute vec4 gl_SecondaryColor; +attribute vec3 gl_Normal; +attribute vec4 gl_Vertex; +attribute vec4 gl_MultiTexCoord0; +attribute vec4 gl_MultiTexCoord1; +attribute vec4 gl_MultiTexCoord2; +attribute vec4 gl_MultiTexCoord3; +attribute vec4 gl_MultiTexCoord4; +attribute vec4 gl_MultiTexCoord5; +attribute vec4 gl_MultiTexCoord6; +attribute vec4 gl_MultiTexCoord7; +attribute float gl_FogCoord; + +varying vec4 gl_FrontColor; +varying vec4 gl_BackColor; +varying vec4 gl_FrontSecondaryColor; +varying vec4 gl_BackSecondaryColor; +varying vec4 gl_TexCoord[gl_MaxTextureCoords]; +varying float gl_FogFragCoord; + +// +// Geometric Functions +// + +vec4 ftransform() +{ + __retVal = gl_ModelViewProjectionMatrix[0] * gl_Vertex.xxxx + + gl_ModelViewProjectionMatrix[1] * gl_Vertex.yyyy + + gl_ModelViewProjectionMatrix[2] * gl_Vertex.zzzz + + gl_ModelViewProjectionMatrix[3] * gl_Vertex.wwww; +} + + + +// +// 8.7 Texture Lookup Functions +// These are pretty much identical to the ones in slang_fragment_builtin.gc +// When used in a vertex program, the texture sample instructions should not +// be using a LOD term so it's effectively zero. Adding 'lod' to that does +// what we want. +// + +vec4 texture1DLod(const sampler1D sampler, const float coord, const float lod) +{ + vec4 coord4; + coord4.x = coord; + coord4.w = lod; + __asm vec4_tex_1d_bias __retVal, sampler, coord4; +} + +vec4 texture1DProjLod(const sampler1D sampler, const vec2 coord, const float lod) +{ + vec4 pcoord; + pcoord.x = coord.x / coord.y; + pcoord.w = lod; + __asm vec4_tex_1d_bias __retVal, sampler, pcoord; +} + +vec4 texture1DProjLod(const sampler1D sampler, const vec4 coord, const float lod) +{ + vec4 pcoord; + pcoord.x = coord.x / coord.z; + pcoord.w = lod; + __asm vec4_tex_1d_bias __retVal, sampler, pcoord; +} + + + +vec4 texture2DLod(const sampler2D sampler, const vec2 coord, const float lod) +{ + vec4 coord4; + coord4.xy = coord.xy; + coord4.w = lod; + __asm vec4_tex_2d_bias __retVal, sampler, coord4; +} + +vec4 texture2DProjLod(const sampler2D sampler, const vec3 coord, const float lod) +{ + vec4 pcoord; + pcoord.xy = coord.xy / coord.z; + pcoord.w = lod; + __asm vec4_tex_2d_bias __retVal, sampler, pcoord; +} + +vec4 texture2DProjLod(const sampler2D sampler, const vec4 coord, const float lod) +{ + vec4 pcoord; + pcoord.xy = coord.xy / coord.z; + pcoord.w = lod; + __asm vec4_tex_2d_bias __retVal, sampler, pcoord; +} + + +vec4 texture3DLod(const sampler3D sampler, const vec3 coord, const float lod) +{ + vec4 coord4; + coord4.xyz = coord.xyz; + coord4.w = lod; + __asm vec4_tex_3d_bias __retVal, sampler, coord4; +} + +vec4 texture3DProjLod(const sampler3D sampler, const vec4 coord, const float lod) +{ + // do projection here (there's no vec4_tex_3d_bias_proj instruction) + vec4 pcoord; + pcoord.xyz = coord.xyz / coord.w; + pcoord.w = lod; + __asm vec4_tex_3d_bias __retVal, sampler, pcoord; +} + + +vec4 textureCubeLod(const samplerCube sampler, const vec3 coord, const float lod) +{ + vec4 coord4; + coord4.xyz = coord; + coord4.w = lod; + __asm vec4_tex_cube __retVal, sampler, coord4; +} + + +vec4 shadow1DLod(const sampler1DShadow sampler, const vec3 coord, const float lod) +{ + vec4 coord4; + coord4.xyz = coord; + coord4.w = lod; + __asm vec4_tex_1d_bias_shadow __retVal, sampler, coord4; +} + +vec4 shadow1DProjLod(const sampler1DShadow sampler, const vec4 coord, + const float lod) +{ + vec4 pcoord; + pcoord.x = coord.x / coord.w; + pcoord.z = coord.z; + pcoord.w = lod; + __asm vec4_tex_1d_bias_shadow __retVal, sampler, pcoord; +} + + +vec4 shadow2DLod(const sampler2DShadow sampler, const vec3 coord, const float lod) +{ + vec4 coord4; + coord4.xyz = coord; + coord4.w = lod; + __asm vec4_tex_2d_bias_shadow __retVal, sampler, coord4; +} + +vec4 shadow2DProjLod(const sampler2DShadow sampler, const vec4 coord, + const float lod) +{ + vec4 pcoord; + pcoord.xy = coord.xy / coord.w; + pcoord.z = coord.z; + pcoord.w = lod; + __asm vec4_tex_2d_bias_shadow __retVal, sampler, pcoord; +} + + +//// GL_EXT_texture_array + +vec4 texture1DArrayLod(const sampler1DArray sampler, const vec2 coord, const float lod) +{ + vec4 coord4; + coord4.xy = coord; + coord4.w = lod; + __asm vec4_tex_1d_array_bias __retVal, sampler, coord4; +} + + +vec4 texture2DArrayLod(const sampler2DArray sampler, const vec3 coord, const float lod) +{ + vec4 coord4; + coord4.xyz = coord; + coord4.w = lod; + __asm vec4_tex_2d_array_bias __retVal, sampler, coord4; +} + |