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-rwxr-xr-xsrc/mesa/shader/slang/library/slang_core.gc170
1 files changed, 81 insertions, 89 deletions
diff --git a/src/mesa/shader/slang/library/slang_core.gc b/src/mesa/shader/slang/library/slang_core.gc
index 3a18673ed6..558ca5440f 100755
--- a/src/mesa/shader/slang/library/slang_core.gc
+++ b/src/mesa/shader/slang/library/slang_core.gc
@@ -151,7 +151,7 @@ float __constructor (const float _f) {
//
// If there is a single scalar parameter to a vector constructor, it is used to initialize all
-// components of the constructed vector to that scalar’s value.
+// components of the constructed vector to that scalar's value.
//
// If the basic type (bool, int, or float) of a parameter to a constructor does not match the basic
// type of the object being constructed, the scalar construction rules (above) are used to convert
@@ -268,7 +268,7 @@ bvec4 __constructor (const int _i) {
//
// If there is a single scalar parameter to a matrix constructor, it is used to initialize all the
-// components on the matrix’s diagonal, with the remaining components initialized to 0.0.
+// components on the matrix's diagonal, with the remaining components initialized to 0.0.
// (...) Matrices will be constructed in column major order. It is an error to construct matrices
// from other matrices. This is reserved for future use.
//
@@ -369,68 +369,68 @@ mat4 __constructor (const bool _b) {
// assignment.
//
-void __operator = (inout float a, const float b) {
- __asm float_copy a, b;
+void __operator = (out float a, const float b) {
+ __asm float_copy a, b;
}
-void __operator = (inout int a, const int b) {
- __asm int_copy a, b;
+void __operator = (out int a, const int b) {
+ __asm int_copy a, b;
}
-void __operator = (inout bool a, const bool b) {
- __asm bool_copy a, b;
+void __operator = (out bool a, const bool b) {
+ __asm bool_copy a, b;
}
-void __operator = (inout vec2 v, const vec2 u) {
- v.x = u.x, v.y = u.y;
+void __operator = (out vec2 v, const vec2 u) {
+ v.x = u.x, v.y = u.y;
}
-void __operator = (inout vec3 v, const vec3 u) {
- v.x = u.x, v.y = u.y, v.z = u.z;
+void __operator = (out vec3 v, const vec3 u) {
+ v.x = u.x, v.y = u.y, v.z = u.z;
}
-void __operator = (inout vec4 v, const vec4 u) {
- v.x = u.x, v.y = u.y, v.z = u.z, v.w = u.w;
+void __operator = (out vec4 v, const vec4 u) {
+ v.x = u.x, v.y = u.y, v.z = u.z, v.w = u.w;
}
-void __operator = (inout ivec2 v, const ivec2 u) {
- v.x = u.x, v.y = u.y;
+void __operator = (out ivec2 v, const ivec2 u) {
+ v.x = u.x, v.y = u.y;
}
-void __operator = (inout ivec3 v, const ivec3 u) {
- v.x = u.x, v.y = u.y, v.z = u.z;
+void __operator = (out ivec3 v, const ivec3 u) {
+ v.x = u.x, v.y = u.y, v.z = u.z;
}
-void __operator = (inout ivec4 v, const ivec4 u) {
- v.x = u.x, v.y = u.y, v.z = u.z, v.w = u.w;
+void __operator = (out ivec4 v, const ivec4 u) {
+ v.x = u.x, v.y = u.y, v.z = u.z, v.w = u.w;
}
-void __operator = (inout bvec2 v, const bvec2 u) {
- v.x = u.x, v.y = u.y;
+void __operator = (out bvec2 v, const bvec2 u) {
+ v.x = u.x, v.y = u.y;
}
-void __operator = (inout bvec3 v, const bvec3 u) {
- v.x = u.x, v.y = u.y, v.z = u.z;
+void __operator = (out bvec3 v, const bvec3 u) {
+ v.x = u.x, v.y = u.y, v.z = u.z;
}
-void __operator = (inout bvec4 v, const bvec4 u) {
- v.x = u.x, v.y = u.y, v.z = u.z, v.w = u.w;
+void __operator = (out bvec4 v, const bvec4 u) {
+ v.x = u.x, v.y = u.y, v.z = u.z, v.w = u.w;
}
-void __operator = (inout mat2 m, const mat2 n) {
- m[0] = n[0], m[1] = n[1];
+void __operator = (out mat2 m, const mat2 n) {
+ m[0] = n[0], m[1] = n[1];
}
-void __operator = (inout mat3 m, const mat3 n) {
- m[0] = n[0], m[1] = n[1], m[2] = n[2];
+void __operator = (out mat3 m, const mat3 n) {
+ m[0] = n[0], m[1] = n[1], m[2] = n[2];
}
-void __operator = (inout mat4 m, const mat4 n) {
- m[0] = n[0], m[1] = n[1], m[2] = n[2], m[3] = n[3];
+void __operator = (out mat4 m, const mat4 n) {
+ m[0] = n[0], m[1] = n[1], m[2] = n[2], m[3] = n[3];
}
//
-// • The arithmetic assignments add into (+=), subtract from (-=), multiply into (*=), and divide
+// * The arithmetic assignments add into (+=), subtract from (-=), multiply into (*=), and divide
// into (/=). The variable and expression must be the same floating-point or integer type, ...
//
@@ -451,7 +451,7 @@ void __operator /= (inout float a, const float b) {
}
void __operator += (inout int x, const int y) {
- __asm int_add x, y;
+ x = int (float (x) + float (y));
}
void __operator -= (inout int x, const int y) {
@@ -459,11 +459,11 @@ void __operator -= (inout int x, const int y) {
}
void __operator *= (inout int x, const int y) {
- __asm int_multiply x, y;
+ x = int (float (x) * float (y));
}
void __operator /= (inout int x, const int y) {
- __asm int_divide x, y;
+ x = int (float (x) / float (y));
}
void __operator += (inout vec2 v, const vec2 u) {
@@ -735,7 +735,7 @@ void __operator *= (inout vec4 v, const mat4 m) {
//
//
-// • The arithmetic binary operators add (+), subtract (-), multiply (*), and divide (/), that
+// * The arithmetic binary operators add (+), subtract (-), multiply (*), and divide (/), that
// operate on integer and floating-point typed expressions (including vectors and matrices).
// The two operands must be the same type, (...) Additionally, for multiply (*) (...) If one
// operand is scalar and the other is a vector or matrix, the scalar is applied component-wise
@@ -1154,9 +1154,9 @@ ivec4 __operator / (const ivec4 v, const int b) {
// as the expressions they operate on.
//
// [When:]
-// • the left argument is a floating-point vector and the right is a matrix with a compatible
+// * the left argument is a floating-point vector and the right is a matrix with a compatible
// dimension in which case the * operator will do a row vector matrix multiplication.
-// • the left argument is a matrix and the right is a floating-point vector with a compatible
+// * the left argument is a matrix and the right is a floating-point vector with a compatible
// dimension in which case the * operator will do a column vector matrix multiplication.
//
@@ -1294,7 +1294,7 @@ mat4 __operator * (const mat4 m, const mat4 n) {
}
//
-// • The arithmetic unary operators negate (-), post- and pre-increment and decrement (-- and
+// * The arithmetic unary operators negate (-), post- and pre-increment and decrement (-- and
// ++) that operate on integer or floating-point values (including vectors and matrices). These
// result with the same type they operated on. For post- and pre-increment and decrement, the
// expression must be one that could be assigned to (an l-value). Pre-increment and predecrement
@@ -1302,7 +1302,7 @@ mat4 __operator * (const mat4 m, const mat4 n) {
// value of the pre-increment or pre-decrement expression is the resulting value of that
// modification. Post-increment and post-decrement expressions add or subtract 1 or 1.0 to
// the contents of the expression they operate on, but the resulting expression has the
-// expression’s value before the post-increment or post-decrement was executed.
+// expression's value before the post-increment or post-decrement was executed.
//
// [NOTE: postfix increment and decrement operators take additional dummy int parameter to
// distinguish their prototypes from prefix ones.]
@@ -1315,9 +1315,7 @@ float __operator - (const float a) {
}
int __operator - (const int a) {
- int c = a;
- __asm int_negate c;
- return c;
+ return int (-float (a));
}
vec2 __operator - (const vec2 v) {
@@ -1541,9 +1539,9 @@ mat4 __operator ++ (inout mat4 m, const int) {
}
//
-// • The relational operators greater than (>), less than (<), greater than or equal (>=), and less
+// * The relational operators greater than (>), less than (<), greater than or equal (>=), and less
// than or equal (<=) operate only on scalar integer and scalar floating-point expressions. The
-// result is scalar Boolean. The operands’ types must match. To do component-wise
+// result is scalar Boolean. The operands' types must match. To do component-wise
// comparisons on vectors, use the built-in functions lessThan, lessThanEqual,
// greaterThan, and greaterThanEqual.
//
@@ -1555,9 +1553,7 @@ bool __operator < (const float a, const float b) {
}
bool __operator < (const int a, const int b) {
- bool c;
- __asm int_less c, a, b;
- return c;
+ return float (a) < float (b);
}
bool __operator > (const float a, const float b) {
@@ -1585,140 +1581,136 @@ bool __operator <= (const int a, const int b) {
}
//
-// • The equality operators equal (==), and not equal (!=) operate on all types except arrays.
+// * The equality operators equal (==), and not equal (!=) operate on all types except arrays.
// They result in a scalar Boolean. For vectors, matrices, and structures, all components of the
// operands must be equal for the operands to be considered equal. To get component-wise
// equality results for vectors, use the built-in functions equal and notEqual.
//
bool __operator == (const float a, const float b) {
- bool c;
- __asm float_equal c, a, b;
- return c;
+ bool c;
+ __asm float_equal c, a, b;
+ return c;
}
bool __operator == (const int a, const int b) {
- bool c;
- __asm int_equal c, a, b;
- return c;
+ return float (a) == float (b);
}
bool __operator == (const bool a, const bool b) {
- bool c;
- __asm bool_equal c, a, b;
- return c;
+ return float (a) == float (b);
}
bool __operator == (const vec2 v, const vec2 u) {
- return v.x == u.x && v.y == u.y;
+ return v.x == u.x && v.y == u.y;
}
bool __operator == (const vec3 v, const vec3 u) {
- return v.x == u.x && v.y == u.y && v.z == u.z;
+ return v.x == u.x && v.y == u.y && v.z == u.z;
}
bool __operator == (const vec4 v, const vec4 u) {
- return v.x == u.x && v.y == u.y && v.z == u.z && v.w == u.w;
+ return v.x == u.x && v.y == u.y && v.z == u.z && v.w == u.w;
}
bool __operator == (const ivec2 v, const ivec2 u) {
- return v.x == u.x && v.y == u.y;
+ return v.x == u.x && v.y == u.y;
}
bool __operator == (const ivec3 v, const ivec3 u) {
- return v.x == u.x && v.y == u.y && v.z == u.z;
+ return v.x == u.x && v.y == u.y && v.z == u.z;
}
bool __operator == (const ivec4 v, const ivec4 u) {
- return v.x == u.x && v.y == u.y && v.z == u.z && v.w == u.w;
+ return v.x == u.x && v.y == u.y && v.z == u.z && v.w == u.w;
}
bool __operator == (const bvec2 v, const bvec2 u) {
- return v.x == u.x && v.y == u.y;
+ return v.x == u.x && v.y == u.y;
}
bool __operator == (const bvec3 v, const bvec3 u) {
- return v.x == u.x && v.y == u.y && v.z == u.z;
+ return v.x == u.x && v.y == u.y && v.z == u.z;
}
bool __operator == (const bvec4 v, const bvec4 u) {
- return v.x == u.x && v.y == u.y && v.z == u.z && v.w == u.w;
+ return v.x == u.x && v.y == u.y && v.z == u.z && v.w == u.w;
}
bool __operator == (const mat2 m, const mat2 n) {
- return m[0] == n[0] && m[1] == n[1];
+ return m[0] == n[0] && m[1] == n[1];
}
bool __operator == (const mat3 m, const mat3 n) {
- return m[0] == n[0] && m[1] == n[1] && m[2] == n[2];
+ return m[0] == n[0] && m[1] == n[1] && m[2] == n[2];
}
bool __operator == (const mat4 m, const mat4 n) {
- return m[0] == n[0] && m[1] == n[1] && m[2] == n[2] && m[3] == n[3];
+ return m[0] == n[0] && m[1] == n[1] && m[2] == n[2] && m[3] == n[3];
}
bool __operator != (const float a, const float b) {
- return !(a == b);
+ return !(a == b);
}
bool __operator != (const int a, const int b) {
- return !(a == b);
+ return !(a == b);
}
bool __operator != (const bool a, const bool b) {
- return !(a == b);
+ return !(a == b);
}
bool __operator != (const vec2 v, const vec2 u) {
- return v.x != u.x || v.y != u.y;
+ return v.x != u.x || v.y != u.y;
}
bool __operator != (const vec3 v, const vec3 u) {
- return v.x != u.x || v.y != u.y || v.z != u.z;
+ return v.x != u.x || v.y != u.y || v.z != u.z;
}
bool __operator != (const vec4 v, const vec4 u) {
- return v.x != u.x || v.y != u.y || v.z != u.z || v.w != u.w;
+ return v.x != u.x || v.y != u.y || v.z != u.z || v.w != u.w;
}
bool __operator != (const ivec2 v, const ivec2 u) {
- return v.x != u.x || v.y != u.y;
+ return v.x != u.x || v.y != u.y;
}
bool __operator != (const ivec3 v, const ivec3 u) {
- return v.x != u.x || v.y != u.y || v.z != u.z;
+ return v.x != u.x || v.y != u.y || v.z != u.z;
}
bool __operator != (const ivec4 v, const ivec4 u) {
- return v.x != u.x || v.y != u.y || v.z != u.z || v.w != u.w;
+ return v.x != u.x || v.y != u.y || v.z != u.z || v.w != u.w;
}
bool __operator != (const bvec2 v, const bvec2 u) {
- return v.x != u.x || v.y != u.y;
+ return v.x != u.x || v.y != u.y;
}
bool __operator != (const bvec3 v, const bvec3 u) {
- return v.x != u.x || v.y != u.y || v.z != u.z;
+ return v.x != u.x || v.y != u.y || v.z != u.z;
}
bool __operator != (const bvec4 v, const bvec4 u) {
- return v.x != u.x || v.y != u.y || v.z != u.z || v.w != u.w;
+ return v.x != u.x || v.y != u.y || v.z != u.z || v.w != u.w;
}
bool __operator != (const mat2 m, const mat2 n) {
- return m[0] != n[0] || m[1] != n[1];
+ return m[0] != n[0] || m[1] != n[1];
}
bool __operator != (const mat3 m, const mat3 n) {
- return m[0] != n[0] || m[1] != n[1] || m[2] != n[2];
+ return m[0] != n[0] || m[1] != n[1] || m[2] != n[2];
}
bool __operator != (const mat4 m, const mat4 n) {
- return m[0] != n[0] || m[1] != n[1] || m[2] != n[2] || m[3] != n[3];
+ return m[0] != n[0] || m[1] != n[1] || m[2] != n[2] || m[3] != n[3];
}
//
-// • The logical binary operators and (&&), or ( | | ), and exclusive or (^^). They operate only
+// * The logical binary operators and (&&), or ( | | ), and exclusive or (^^). They operate only
// on two Boolean expressions and result in a Boolean expression. And (&&) will only
// evaluate the right hand operand if the left hand operand evaluated to true. Or ( | | ) will
// only evaluate the right hand operand if the left hand operand evaluated to false. Exclusive or
@@ -1741,11 +1733,11 @@ bool __operator ^^ (const bool a, const bool b) {
//
//
-// • The logical unary operator not (!). It operates only on a Boolean expression and results in a
+// * The logical unary operator not (!). It operates only on a Boolean expression and results in a
// Boolean expression. To operate on a vector, use the built-in function not.
//
bool __operator ! (const bool a) {
return a == false;
}
-
+