/************************************************************************** * * 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. * **************************************************************************/ /* * Authors: * Zack Rusin zack@tungstengraphics.com */ typedef __attribute__(( ext_vector_type(4) )) float float4; extern float powf(float a, float b); inline float approx(float a, float b) { if (b < -128.0f) b = -128.0f; if (b > 128.0f) b = 128.0f; if (a < 0) a = 0; return powf(a, b); } inline float4 lit(float4 tmp) { float4 result; result.x = 1.0; result.w = 1.0; if (tmp.x > 0) { result.y = tmp.x; result.z = approx(tmp.y, tmp.w); } else { result.y = 0; result.z = 0; } return result; } inline float4 cmp(float4 tmp0, float4 tmp1, float4 tmp2) { float4 result; result.x = (tmp0.x < 0.0) ? tmp1.x : tmp2.x; result.y = (tmp0.y < 0.0) ? tmp1.y : tmp2.y; result.z = (tmp0.z < 0.0) ? tmp1.z : tmp2.z; result.w = (tmp0.w < 0.0) ? tmp1.w : tmp2.w; return result; } extern float cosf(float val); extern float sinf(float val); inline float4 vcos(float4 val) { float4 result; printf("VEC IN is %f %f %f %f\n", val.x, val.y, val.z, val.w); result.x = cosf(val.x); result.y = cosf(val.x); result.z = cosf(val.x); result.w = cosf(val.x); printf("VEC OUT is %f %f %f %f\n", result.x, result.y, result.z, result.w); return result; } inline float4 scs(float4 val) { float4 result; float tmp = val.x; result.x = cosf(tmp); result.y = sinf(tmp); return result; } inline float4 vsin(float4 val) { float4 result; float tmp = val.x; float res = sinf(tmp); result.x = res; result.y = res; result.z = res; result.w = res; return result; } inline int kil(float4 val) { if (val.x < 0 || val.y < 0 || val.z < 0 || val.w < 0) return 1; else return 0; }