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1 files changed, 187 insertions, 0 deletions
diff --git a/src/gallium/auxiliary/gallivm/soabuiltins.c b/src/gallium/auxiliary/gallivm/soabuiltins.c
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+/**************************************************************************
+ *
+ * Copyright 2007 Tungsten Graphics, Inc., Cedar Park, Texas.
+ * 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, sub license, 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 (including the
+ * next paragraph) 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 NON-INFRINGEMENT.
+ * IN NO EVENT SHALL TUNGSTEN GRAPHICS AND/OR ITS SUPPLIERS 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 is compiled with clang into the LLVM bitcode
+ *
+ * Authors:
+ * Zack Rusin zack@tungstengraphics.com
+ */
+typedef __attribute__(( ext_vector_type(4) )) float float4;
+
+
+extern float fabsf(float val);
+
+float4 absvec(float4 vec)
+{
+ float4 res;
+ res.x = fabsf(vec.x);
+ res.y = fabsf(vec.y);
+ res.z = fabsf(vec.z);
+ res.w = fabsf(vec.w);
+
+ return res;
+}
+
+void abs(float4 *res,
+ float4 tmp0x, float4 tmp0y, float4 tmp0z, float4 tmp0w)
+{
+ res[0] = absvec(tmp0x);
+ res[1] = absvec(tmp0y);
+ res[2] = absvec(tmp0z);
+ res[3] = absvec(tmp0w);
+}
+
+void dp3(float4 *res,
+ float4 tmp0x, float4 tmp0y, float4 tmp0z, float4 tmp0w,
+ float4 tmp1x, float4 tmp1y, float4 tmp1z, float4 tmp1w)
+{
+ float4 dot = (tmp0x * tmp1x) + (tmp0y * tmp1y) +
+ (tmp0z * tmp1z);
+
+ res[0] = dot;
+ res[1] = dot;
+ res[2] = dot;
+ res[3] = dot;
+}
+
+
+void dp4(float4 *res,
+ float4 tmp0x, float4 tmp0y, float4 tmp0z, float4 tmp0w,
+ float4 tmp1x, float4 tmp1y, float4 tmp1z, float4 tmp1w)
+{
+ float4 dot = (tmp0x * tmp1x) + (tmp0y * tmp1y) +
+ (tmp0z * tmp1z) + (tmp0w * tmp1w);
+
+ res[0] = dot;
+ res[1] = dot;
+ res[2] = dot;
+ res[3] = dot;
+}
+
+extern float powf(float num, float p);
+extern float sqrtf(float x);
+
+float4 powvec(float4 vec, float4 q)
+{
+ float4 p;
+ p.x = powf(vec.x, q.x);
+ p.y = powf(vec.y, q.y);
+ p.z = powf(vec.z, q.z);
+ p.w = powf(vec.w, q.w);
+ return p;
+}
+
+void pow(float4 *res,
+ float4 tmp0x, float4 tmp0y, float4 tmp0z, float4 tmp0w,
+ float4 tmp1x, float4 tmp1y, float4 tmp1z, float4 tmp1w)
+{
+ res[0] = powvec(tmp0x, tmp1x);
+ res[1] = res[0];
+ res[2] = res[0];
+ res[3] = res[0];
+}
+
+float4 minvec(float4 a, float4 b)
+{
+ return (float4){(a.x < b.x) ? a.x : b.x,
+ (a.y < b.y) ? a.y : b.y,
+ (a.z < b.z) ? a.z : b.z,
+ (a.w < b.w) ? a.w : b.w};
+}
+
+void min(float4 *res,
+ float4 tmp0x, float4 tmp0y, float4 tmp0z, float4 tmp0w,
+ float4 tmp1x, float4 tmp1y, float4 tmp1z, float4 tmp1w)
+{
+ res[0] = minvec(tmp0x, tmp1x);
+ res[1] = minvec(tmp0y, tmp1y);
+ res[2] = minvec(tmp0z, tmp1z);
+ res[3] = minvec(tmp0w, tmp1w);
+}
+
+
+float4 maxvec(float4 a, float4 b)
+{
+ return (float4){(a.x > b.x) ? a.x : b.x,
+ (a.y > b.y) ? a.y : b.y,
+ (a.z > b.z) ? a.z : b.z,
+ (a.w > b.w) ? a.w : b.w};
+}
+
+void max(float4 *res,
+ float4 tmp0x, float4 tmp0y, float4 tmp0z, float4 tmp0w,
+ float4 tmp1x, float4 tmp1y, float4 tmp1z, float4 tmp1w)
+{
+ res[0] = maxvec(tmp0x, tmp1x);
+ res[1] = maxvec(tmp0y, tmp1y);
+ res[2] = maxvec(tmp0z, tmp1z);
+ res[3] = maxvec(tmp0w, tmp1w);
+}
+
+
+void lit(float4 *res,
+ float4 tmp0x, float4 tmp0y, float4 tmp0z, float4 tmp0w)
+{
+ const float4 zerovec = (float4) {0.0, 0.0, 0.0, 0.0};
+ const float4 min128 = (float4) {-128.f, -128.f, -128.f, -128.f};
+ const float4 plus128 = (float4) {128.f, 128.f, 128.f, 128.f};
+
+ res[0] = (float4){1.0, 1.0, 1.0, 1.0};
+ if (tmp0x.x > 0) {
+ float4 tmpy = maxvec(tmp0y, zerovec);
+ float4 tmpw = minvec(tmp0w, plus128);
+ tmpw = maxvec(tmpw, min128);
+ res[1] = tmp0x;
+ res[2] = powvec(tmpy, tmpw);
+ } else {
+ res[1] = zerovec;
+ res[2] = zerovec;
+ }
+ res[3] = (float4){1.0, 1.0, 1.0, 1.0};
+}
+
+
+float4 sqrtvec(float4 vec)
+{
+ float4 p;
+ p.x = sqrtf(vec.x);
+ p.y = sqrtf(vec.y);
+ p.z = sqrtf(vec.z);
+ p.w = sqrtf(vec.w);
+ return p;
+}
+
+void rsq(float4 *res,
+ float4 tmp0x, float4 tmp0y, float4 tmp0z, float4 tmp0w)
+{
+ const float4 onevec = (float4) {1., 1., 1., 1.};
+ res[0] = onevec/sqrtvec(absvec(tmp0x));
+ res[1] = onevec/sqrtvec(absvec(tmp0y));
+ res[2] = onevec/sqrtvec(absvec(tmp0z));
+ res[3] = onevec/sqrtvec(absvec(tmp0w));
+}