summaryrefslogtreecommitdiff
path: root/src/mesa/shader/slang/library/slang_common_builtin.gc
diff options
context:
space:
mode:
Diffstat (limited to 'src/mesa/shader/slang/library/slang_common_builtin.gc')
-rw-r--r--src/mesa/shader/slang/library/slang_common_builtin.gc236
1 files changed, 112 insertions, 124 deletions
diff --git a/src/mesa/shader/slang/library/slang_common_builtin.gc b/src/mesa/shader/slang/library/slang_common_builtin.gc
index 103bbc4b9d..45cf1c6fd0 100644
--- a/src/mesa/shader/slang/library/slang_common_builtin.gc
+++ b/src/mesa/shader/slang/library/slang_common_builtin.gc
@@ -311,96 +311,98 @@ vec4 tan(const vec4 angle)
-float asin (float x) {
- float y;
- __asm float_arcsine y, x;
- return y;
+float asin(const float x)
+{
+ const float a0 = 1.5707288; // PI/2?
+ const float a1 = -0.2121144;
+ const float a2 = 0.0742610;
+ //const float a3 = -0.0187293;
+ const float halfPi = 3.1415926 * 0.5;
+ const float y = abs(x);
+ // three terms seem to be enough:
+ __retVal = (halfPi - sqrt(1.0 - y) * (a0 + y * (a1 + a2 * y))) * sign(x);
+ // otherwise, try four:
+ //__retVal = (halfPi - sqrt(1.0 - y) * (a0 + y * (a1 + y * (a2 + y * a3)))) * sign(x);
}
-vec2 asin (vec2 v) {
- return vec2 (
- asin (v.x),
- asin (v.y)
- );
+vec2 asin(const vec2 v)
+{
+ __retVal.x = asin(v.x);
+ __retVal.y = asin(v.y);
}
-vec3 asin (vec3 v) {
- return vec3 (
- asin (v.x),
- asin (v.y),
- asin (v.z)
- );
+vec3 asin(const vec3 v)
+{
+ __retVal.x = asin(v.x);
+ __retVal.y = asin(v.y);
+ __retVal.z = asin(v.z);
}
-vec4 asin (vec4 v) {
- return vec4 (
- asin (v.x),
- asin (v.y),
- asin (v.z),
- asin (v.w)
- );
+vec4 asin(const vec4 v)
+{
+ __retVal.x = asin(v.x);
+ __retVal.y = asin(v.y);
+ __retVal.z = asin(v.z);
}
-float acos (float x) {
- return 1.5708 - asin (x);
+float acos(const float x)
+{
+ const float halfPi = 3.1415926 * 0.5;
+ __retVal = halfPi - asin(x);
}
-vec2 acos (vec2 v) {
- return vec2 (
- acos (v.x),
- acos (v.y)
- );
+vec2 acos(const vec2 v)
+{
+ __retVal.x = acos(v.x);
+ __retVal.y = acos(v.y);
}
-vec3 acos (vec3 v) {
- return vec3 (
- acos (v.x),
- acos (v.y),
- acos (v.z)
- );
+vec3 acos(const vec3 v)
+{
+ __retVal.x = acos(v.x);
+ __retVal.y = acos(v.y);
+ __retVal.z = acos(v.z);
}
-vec4 acos (vec4 v) {
- return vec4 (
- acos (v.x),
- acos (v.y),
- acos (v.z),
- acos (v.w)
- );
+vec4 acos(const vec4 v)
+{
+ __retVal.x = acos(v.x);
+ __retVal.y = acos(v.y);
+ __retVal.z = acos(v.z);
+ __retVal.w = acos(v.w);
}
-float atan (float y_over_x) {
- float z;
- __asm float_arctan z, y_over_x;
- return z;
+float atan(const float x)
+{
+ __retVal = asin(x * inversesqrt(x * x + 1.0));
}
-vec2 atan (vec2 y_over_x) {
- return vec2 (
- atan (y_over_x.x),
- atan (y_over_x.y)
- );
+vec2 atan(const vec2 y_over_x)
+{
+ __retVal.x = atan(y_over_x.x);
+ __retVal.y = atan(y_over_x.y);
}
-vec3 atan (vec3 y_over_x) {
- return vec3 (
- atan (y_over_x.x),
- atan (y_over_x.y),
- atan (y_over_x.z)
- );
+vec3 atan(const vec3 y_over_x)
+{
+ __retVal.x = atan(y_over_x.x);
+ __retVal.y = atan(y_over_x.y);
+ __retVal.z = atan(y_over_x.z);
}
-vec4 atan (vec4 y_over_x) {
- return vec4 (
- atan (y_over_x.x),
- atan (y_over_x.y),
- atan (y_over_x.z),
- atan (y_over_x.w)
- );
+vec4 atan(const vec4 y_over_x)
+{
+ __retVal.x = atan(y_over_x.x);
+ __retVal.y = atan(y_over_x.y);
+ __retVal.z = atan(y_over_x.z);
+ __retVal.w = atan(y_over_x.w);
}
-float atan (float y, float x) {
- float z = atan (y / x);
+float atan(const float y, const float x)
+{
+ if (x == 0.0)
+ return 0.0;
+ float z = atan(y / x);
if (x < 0.0)
{
if (y < 0.0)
@@ -410,30 +412,28 @@ float atan (float y, float x) {
return z;
}
-vec2 atan (vec2 u, vec2 v) {
- return vec2 (
- atan (u.x, v.x),
- atan (u.y, v.y)
- );
+vec2 atan(const vec2 u, const vec2 v)
+{
+ __retVal.x = atan(u.x, v.x);
+ __retVal.y = atan(u.y, v.y);
}
-vec3 atan (vec3 u, vec3 v) {
- return vec3 (
- atan (u.x, v.x),
- atan (u.y, v.y),
- atan (u.z, v.z)
- );
+vec3 atan(const vec3 u, const vec3 v)
+{
+ __retVal.x = atan(u.x, v.x);
+ __retVal.y = atan(u.y, v.y);
+ __retVal.z = atan(u.z, v.z);
}
-vec4 atan (vec4 u, vec4 v) {
- return vec4 (
- atan (u.x, v.x),
- atan (u.y, v.y),
- atan (u.z, v.z),
- atan (u.w, v.w)
- );
+vec4 atan(const vec4 u, const vec4 v)
+{
+ __retVal.x = atan(u.x, v.x);
+ __retVal.y = atan(u.y, v.y);
+ __retVal.z = atan(u.z, v.z);
+ __retVal.w = atan(u.w, v.w);
}
+
//
// 8.2 Exponential Functions
//
@@ -471,28 +471,32 @@ vec4 pow(const vec4 a, const vec4 b)
float exp(const float a)
{
- __asm float_exp __retVal.x, a;
+ const float e = 2.71828;
+ __asm float_power __retVal, e, a;
}
vec2 exp(const vec2 a)
{
- __asm float_exp __retVal.x, a.x;
- __asm float_exp __retVal.y, a.y;
+ const float e = 2.71828;
+ __asm float_power __retVal.x, e, a.x;
+ __asm float_power __retVal.y, e, a.y;
}
vec3 exp(const vec3 a)
{
- __asm float_exp __retVal.x, a.x;
- __asm float_exp __retVal.y, a.y;
- __asm float_exp __retVal.z, a.z;
+ const float e = 2.71828;
+ __asm float_power __retVal.x, e, a.x;
+ __asm float_power __retVal.y, e, a.y;
+ __asm float_power __retVal.z, e, a.z;
}
vec4 exp(const vec4 a)
{
- __asm float_exp __retVal.x, a.x;
- __asm float_exp __retVal.y, a.y;
- __asm float_exp __retVal.z, a.z;
- __asm float_exp __retVal.w, a.w;
+ const float e = 2.71828;
+ __asm float_power __retVal.x, e, a.x;
+ __asm float_power __retVal.y, e, a.y;
+ __asm float_power __retVal.z, e, a.z;
+ __asm float_power __retVal.w, e, a.w;
}
@@ -894,7 +898,7 @@ vec4 mod(const vec4 a, const vec4 b)
__retVal.x = a.x - b.x * floor(a.x * oneOverBx);
__retVal.y = a.y - b.y * floor(a.y * oneOverBy);
__retVal.z = a.z - b.z * floor(a.z * oneOverBz);
- __retVal.w = a.w - b.w * floor(a.w * oneOverBz);
+ __retVal.w = a.w - b.w * floor(a.w * oneOverBw);
}
@@ -1609,11 +1613,8 @@ vec4 texture1D(const sampler1D sampler, const float coord)
vec4 texture1DProj(const sampler1D sampler, const vec2 coord)
{
- // new coord with .z moved to .w
- vec4 coord4;
- coord4.x = coord.x;
- coord4.w = coord.y;
- __asm vec4_texp1d __retVal, sampler, coord4;
+ // need to swizzle .y into .w
+ __asm vec4_texp1d __retVal, sampler, coord.xyyy;
}
vec4 texture1DProj(const sampler1D sampler, const vec4 coord)
@@ -1629,11 +1630,8 @@ vec4 texture2D(const sampler2D sampler, const vec2 coord)
vec4 texture2DProj(const sampler2D sampler, const vec3 coord)
{
- // new coord with .z moved to .w
- vec4 coord4;
- coord4.xy = coord.xy;
- coord4.w = coord.z;
- __asm vec4_texp2d __retVal, sampler, coord4;
+ // need to swizzle 'z' into 'w'.
+ __asm vec4_texp2d __retVal, sampler, coord.xyzz;
}
vec4 texture2DProj(const sampler2D sampler, const vec4 coord)
@@ -1667,11 +1665,8 @@ vec4 shadow1D(const sampler1DShadow sampler, const vec3 coord)
vec4 shadow1DProj(const sampler1DShadow sampler, const vec4 coord)
{
- vec4 pcoord;
- pcoord.x = coord.x / coord.w;
- pcoord.z = coord.z;
- pcoord.w = bias;
- __asm vec4_tex1d __retVal, sampler, pcoord;
+ // .s and .p will be divided by .q
+ __asm vec4_texp1d __retVal, sampler, coord;
}
vec4 shadow2D(const sampler2DShadow sampler, const vec3 coord)
@@ -1681,10 +1676,8 @@ vec4 shadow2D(const sampler2DShadow sampler, const vec3 coord)
vec4 shadow2DProj(const sampler2DShadow sampler, const vec4 coord)
{
- vec4 pcoord;
- pcoord.xy = coord.xy / coord.w;
- pcoord.z = coord.z;
- __asm vec4_tex2d __retVal, sampler, pcoord;
+ // .s, .t and .p will be divided by .q
+ __asm vec4_texp2d __retVal, sampler, coord;
}
@@ -1696,28 +1689,23 @@ vec4 texture2DRect(const sampler2DRect sampler, const vec2 coord)
vec4 texture2DRectProj(const sampler2DRect sampler, const vec3 coord)
{
- // do projection here
- vec4 pcoord;
- pcoord.xy = coord.xy / coord.z;
- __asm vec4_texp_rect __retVal, sampler, pcoord;
+ // need to swizzle .y into .w
+ __asm vec4_texp_rect __retVal, sampler, coord.xyzz;
}
vec4 texture2DRectProj(const sampler2DRect sampler, const vec4 coord)
{
- // do projection here
- vec4 pcoord;
- pcoord.xy = coord.xy / coord.w;
- __asm vec4_texp_rect __retVal, sampler, pcoord;
+ __asm vec4_texp_rect __retVal, sampler, ccoord;
}
vec4 shadow2DRect(const sampler2DRectShadow sampler, const vec3 coord)
{
-// XXX to do
+ __asm vec4_tex_rect __retVal, sampler, coord;
}
vec4 shadow2DRectProj(const sampler2DRectShadow sampler, const vec4 coord)
{
-// XXX to do
+ __asm vec4_texp_rect __retVal, sampler, coord;
}