From 7a63e317d1911166e02bdcda21614581ace5004b Mon Sep 17 00:00:00 2001 From: Brian Paul Date: Tue, 5 Aug 2008 16:58:44 -0600 Subject: mesa: glsl: remove invalid use of f.x syntax where f is a float --- .../shader/slang/library/slang_common_builtin.gc | 87 +++++++++++----------- 1 file changed, 43 insertions(+), 44 deletions(-) (limited to 'src') diff --git a/src/mesa/shader/slang/library/slang_common_builtin.gc b/src/mesa/shader/slang/library/slang_common_builtin.gc index f41d1fb603..9f2a4bdd07 100644 --- a/src/mesa/shader/slang/library/slang_common_builtin.gc +++ b/src/mesa/shader/slang/library/slang_common_builtin.gc @@ -171,7 +171,7 @@ uniform gl_FogParameters gl_Fog; float radians(const float deg) { const float c = 3.1415926 / 180.0; - __asm vec4_multiply __retVal.x, deg, c; + __asm vec4_multiply __retVal, deg, c; } vec2 radians(const vec2 deg) @@ -198,7 +198,7 @@ vec4 radians(const vec4 deg) float degrees(const float rad) { const float c = 180.0 / 3.1415926; - __asm vec4_multiply __retVal.x, rad, c; + __asm vec4_multiply __retVal, rad, c; } vec2 degrees(const vec2 rad) @@ -224,7 +224,7 @@ vec4 degrees(const vec4 rad) float sin(const float radians) { - __asm float_sine __retVal.x, radians; + __asm float_sine __retVal, radians; } vec2 sin(const vec2 radians) @@ -253,7 +253,7 @@ vec4 sin(const vec4 radians) float cos(const float radians) { - __asm float_cosine __retVal.x, radians; + __asm float_cosine __retVal, radians; } vec2 cos(const vec2 radians) @@ -444,7 +444,7 @@ vec4 atan(const vec4 u, const vec4 v) float pow(const float a, const float b) { - __asm float_power __retVal.x, a, b; + __asm float_power __retVal, a, b; } vec2 pow(const vec2 a, const vec2 b) @@ -507,7 +507,7 @@ vec4 exp(const vec4 a) float log2(const float x) { - __asm float_log2 __retVal.x, x; + __asm float_log2 __retVal, x; } vec2 log2(const vec2 v) @@ -566,7 +566,7 @@ vec4 log(const vec4 v) float exp2(const float a) { - __asm float_exp2 __retVal.x, a; + __asm float_exp2 __retVal, a; } vec2 exp2(const vec2 a) @@ -597,7 +597,7 @@ float sqrt(const float x) { float r; __asm float_rsq r, x; - __asm float_rcp __retVal.x, r; + __asm float_rcp __retVal, r; } vec2 sqrt(const vec2 v) @@ -667,13 +667,13 @@ vec4 inversesqrt(const vec4 v) float normalize(const float x) { - __retVal.x = 1.0; + __retVal = 1.0; } vec2 normalize(const vec2 v) { const float s = inversesqrt(dot(v, v)); - __asm vec4_multiply __retVal.xy, v, s.xx; + __asm vec4_multiply __retVal.xy, v, s; } vec3 normalize(const vec3 v) @@ -686,7 +686,7 @@ vec3 normalize(const vec3 v) float tmp; __asm vec3_dot tmp, v, v; __asm float_rsq tmp, tmp; - __asm vec4_multiply __retVal.xyz, v, tmp.xxx; + __asm vec4_multiply __retVal.xyz, v, tmp; } vec4 normalize(const vec4 v) @@ -694,7 +694,7 @@ 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.xxx; + __asm vec4_multiply __retVal.xyz, v, tmp; } @@ -708,7 +708,7 @@ vec4 normalize(const vec4 v) float abs(const float a) { - __asm vec4_abs __retVal.x, a; + __asm vec4_abs __retVal, a; } vec2 abs(const vec2 a) @@ -732,9 +732,9 @@ vec4 abs(const vec4 a) float sign(const float x) { float p, n; - __asm vec4_sgt p.x, x, 0.0; // p = (x > 0) - __asm vec4_sgt n.x, 0.0, x; // n = (x < 0) - __asm vec4_subtract __retVal.x, p, n; // sign = 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) @@ -766,7 +766,7 @@ vec4 sign(const vec4 v) float floor(const float a) { - __asm vec4_floor __retVal.x, a; + __asm vec4_floor __retVal, a; } vec2 floor(const vec2 a) @@ -792,7 +792,7 @@ float ceil(const float a) // XXX this could be improved float b = -a; __asm vec4_floor b, b; - __retVal.x = -b; + __retVal = -b; } vec2 ceil(const vec2 a) @@ -821,7 +821,7 @@ vec4 ceil(const vec4 a) float fract(const float a) { - __asm vec4_frac __retVal.x, a; + __asm vec4_frac __retVal, a; } vec2 fract(const vec2 a) @@ -846,7 +846,7 @@ float mod(const float a, const float b) { float oneOverB; __asm float_rcp oneOverB, b; - __retVal.x = a - b * floor(a * oneOverB); + __retVal = a - b * floor(a * oneOverB); } vec2 mod(const vec2 a, const float b) @@ -908,7 +908,7 @@ vec4 mod(const vec4 a, const vec4 b) float min(const float a, const float b) { - __asm vec4_min __retVal.x, a.x, b.x; + __asm vec4_min __retVal, a, b; } vec2 min(const vec2 a, const vec2 b) @@ -928,17 +928,17 @@ vec4 min(const vec4 a, const vec4 b) vec2 min(const vec2 a, const float b) { - __asm vec4_min __retVal, a.xy, b.xx; + __asm vec4_min __retVal, a.xy, b; } vec3 min(const vec3 a, const float b) { - __asm vec4_min __retVal, a.xyz, b.xxx; + __asm vec4_min __retVal, a.xyz, b; } vec4 min(const vec4 a, const float b) { - __asm vec4_min __retVal, a, b.xxxx; + __asm vec4_min __retVal, a, b; } @@ -946,7 +946,7 @@ vec4 min(const vec4 a, const float b) float max(const float a, const float b) { - __asm vec4_max __retVal.x, a.x, b.x; + __asm vec4_max __retVal, a, b; } vec2 max(const vec2 a, const vec2 b) @@ -966,17 +966,17 @@ vec4 max(const vec4 a, const vec4 b) vec2 max(const vec2 a, const float b) { - __asm vec4_max __retVal, a.xy, b.xx; + __asm vec4_max __retVal, a.xy, b; } vec3 max(const vec3 a, const float b) { - __asm vec4_max __retVal, a.xyz, b.xxx; + __asm vec4_max __retVal, a.xyz, b; } vec4 max(const vec4 a, const float b) { - __asm vec4_max __retVal, a, b.xxxx; + __asm vec4_max __retVal, a, b; } @@ -1165,7 +1165,7 @@ 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) - __asm float_rcp __retVal.x, r; // retVal = 1 / r + __asm float_rcp __retVal, r; // retVal = 1 / r } float length(const vec4 v) @@ -1173,7 +1173,7 @@ 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) - __asm float_rcp __retVal.x, r; // retVal = 1 / r + __asm float_rcp __retVal, r; // retVal = 1 / r } @@ -1219,7 +1219,7 @@ 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.x, 0.0, d; // s = (0.0 > d) ? 1 : 0 + __asm vec4_sgt s, 0.0, d; // s = (0.0 > d) ? 1 : 0 return mix(-N, N, s); } @@ -1228,7 +1228,7 @@ 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.x, 0.0, d; // s = (0.0 > d) ? 1 : 0 + __asm vec4_sgt s, 0.0, d; // s = (0.0 > d) ? 1 : 0 return mix(-N, N, s); } @@ -1237,7 +1237,7 @@ 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.x, 0.0, d; // s = (0.0 > d) ? 1 : 0 + __asm vec4_sgt s, 0.0, d; // s = (0.0 > d) ? 1 : 0 return mix(-N, N, s); } @@ -1246,7 +1246,7 @@ 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.x, 0.0, d; // s = (0.0 > d) ? 1 : 0 + __asm vec4_sgt s, 0.0, d; // s = (0.0 > d) ? 1 : 0 return mix(-N, N, s); } @@ -1596,26 +1596,25 @@ bool any(const bvec4 v) bool all (const bvec2 v) { float prod; - __asm vec4_multiply prod.x, v.x, v.y; - __asm vec4_sne __retVal.x, prod.x, 0.0; - return v.x && v.y; + __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.x, v.x, v.y; - __asm vec4_multiply prod.x, prod.x, v.z; - __asm vec4_sne __retVal.x, prod.x, 0.0; + __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.x, v.x, v.y; - __asm vec4_multiply prod.x, prod.x, v.z; - __asm vec4_multiply prod.x, prod.x, v.w; - __asm vec4_sne __retVal.x, prod.x, 0.0; + __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; } -- cgit v1.2.3