/* * Mesa 3-D graphics library * Version: 6.5 * * Copyright (C) 2006 Brian Paul 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, sublicense, * 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 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 NONINFRINGEMENT. IN NO EVENT SHALL * BRIAN PAUL 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 defines nearly all constructors and operators for built-in data types, using // extended language syntax. In general, compiler treats constructors and operators as // ordinary functions with some exceptions. For example, the language does not allow // functions to be called in constant expressions - here the exception is made to allow it. // // Each implementation provides its own version of this file. Each implementation can define // the required set of operators and constructors in its own fashion. // // The extended language syntax is only present when compiling this file. It is implicitly // included at the very beginning of the compiled shader, so no built-in functions can be // used. // // To communicate with the implementation, a special extended "__asm" keyword is used, followed // by an instruction name (any valid identifier), a destination variable identifier and a // a list of zero or more source variable identifiers. A variable identifier is a variable name // declared earlier in the code (as a function parameter, local or global variable). // An instruction name designates an instruction that must be exported by the implementation. // Each instruction receives data from source variable identifiers and returns data in the // destination variable identifier. // // It is up to the implementation how to define a particular operator or constructor. If it is // expected to being used rarely, it can be defined in terms of other operators and constructors, // for example: // // ivec2 __operator + (const ivec2 x, const ivec2 y) { // return ivec2 (x[0] + y[0], x[1] + y[1]); // } // // If a particular operator or constructor is expected to be used very often or is an atomic // operation (that is, an operation that cannot be expressed in terms of other operations or // would create a dependency cycle) it must be defined using one or more __asm constructs. // // Each implementation must define constructors for all scalar types (bool, float, int). // There are 9 scalar-to-scalar constructors (including identity constructors). However, // since the language introduces special constructors (like matrix constructor with a single // scalar value), implementations must also implement these cases. // The compiler provides the following algorithm when resolving a constructor: // - try to find a constructor with a prototype matching ours, // - if no constructor is found and this is a scalar-to-scalar constructor, raise an error, // - if a constructor is found, execute it and return, // - count the size of the constructor parameter list - if it is less than the size of // our constructor's type, raise an error, // - for each parameter in the list do a recursive constructor matching for appropriate // scalar fields in the constructed variable, // // Each implementation must also define a set of operators that deal with built-in data types. // There are four kinds of operators: // 1) Operators that are implemented only by the compiler: "()" (function call), "," (sequence) // and "?:" (selection). // 2) Operators that are implemented by the compiler by expressing it in terms of other operators: // - "." (field selection) - translated to subscript access, // - "&&" (logical and) - translated to " ? : false", // - "||" (logical or) - translated to " ? true : ", // 3) Operators that can be defined by the implementation and if the required prototype is not // found, standard behaviour is used: // - "==", "!=", "=" (equality, assignment) - compare or assign matching fields one-by-one; // note that at least operators for scalar data types must be defined by the implementation // to get it work, // 4) All other operators not mentioned above. If no required prototype is found, an error is // raised. An implementation must follow the language specification to provide all valid // operator prototypes. // int __constructor (const float f) { int i; __asm float_to_int i, f; return i; } bool __constructor (const int i) { return i != 0; } bool __constructor (const float f) { return f != 0.0; } int __constructor (const bool b) { return b ? 1 : 0; } float __constructor (const bool b) { return b ? 1.0 : 0.0; } float __constructor (const int i) { float f; __asm int_to_float f, i; return f; } bool __constructor (const bool b) { return b; } int __constructor (const int i) { return i; } float __constructor (const float f) { return f; } vec2 __constructor (const float f) { return vec2 (f, f); } vec2 __constructor (const int i) { float x; __asm int_to_float x, i; return vec2 (x); } vec2 __constructor (const bool b) { return vec2 (b ? 1.0 : 0.0); } vec3 __constructor (const float f) { return vec3 (f, f, f); } vec3 __constructor (const int i) { float x; __asm int_to_float x, i; return vec3 (x); } vec3 __constructor (const bool b) { return vec3 (b ? 1.0 : 0.0); } vec4 __constructor (const float f) { return vec4 (f, f, f, f); } vec4 __constructor (const int i) { float x; __asm int_to_float x, i; return vec4 (x); } vec4 __constructor (const bool b) { return vec4 (b ? 1.0 : 0.0); } ivec2 __constructor (const int i) { return ivec2 (i, i); } ivec2 __constructor (const float f) { return ivec2 (int (f)); } ivec2 __constructor (const bool b) { return ivec2 (int (b)); } ivec3 __constructor (const int i) { return ivec3 (i, i, i); } ivec3 __constructor (const float f) { return ivec3 (int (f)); } ivec3 __constructor (const bool b) { return ivec3 (int (b)); } ivec4 __constructor (const int i) { return ivec4 (i, i, i, i); } ivec4 __constructor (const float f) { return ivec4 (int (f)); } ivec4 __constructor (const bool b) { return ivec4 (int (b)); } bvec2 __constructor (const bool b) { return bvec2 (b, b); } bvec2 __constructor (const float f) { return bvec2 (bool (f)); } bvec2 __constructor (const int i) { return bvec2 (bool (i)); } bvec3 __constructor (const bool b) { return bvec3 (b, b, b); } bvec3 __constructor (const float f) { return bvec3 (bool (f)); } bvec3 __constructor (const int i) { return bvec3 (bool (i)); } bvec4 __constructor (const bool b) { return bvec4 (b, b, b, b); } bvec4 __constructor (const float f) { return bvec4 (bool (f)); } bvec4 __constructor (const int i) { return bvec4 (bool (i)); } mat2 __constructor (const float f) { return mat2 (f, 0.0, 0.0, f); } mat2 __constructor (const int i) { float x; __asm int_to_float x, i; return mat2 (x); } mat2 __constructor (const bool b) { return mat2 (b ? 1.0 : 0.0); } mat3 __constructor (const float f) { return mat3 (f, 0.0, 0.0, 0.0, f, 0.0, 0.0, 0.0, f); } mat3 __constructor (const int i) { float x; __asm int_to_float x, i; return mat3 (x); } mat3 __constructor (const bool b) { return mat3 (b ? 1.0 : 0.0); } mat4 __constructor (const float f) { return mat4 (f, 0.0, 0.0, 0.0, 0.0, f, 0.0, 0.0, 0.0, 0.0, f, 0.0, 0.0, 0.0, 0.0, f); } mat4 __constructor (const int i) { float x; __asm int_to_float x, i; return mat4 (x); } mat4 __constructor (const bool b) { return mat4 (b ? 1.0 : 0.0); } void __operator += (inout float a, const float b) { __asm float_add a, a, b; } float __operator - (const float a) { float b; __asm float_negate b, a; return b; } void __operator -= (inout float a, const float b) { float c; __asm float_negate c, b; __asm float_add a, a, c; } void __operator *= (inout float a, const float b) { __asm float_multiply a, a, b; } void __operator /= (inout float a, const float b) { __asm float_divide a, a, b; } float __operator + (const float a, const float b) { float c; __asm float_add c, a, b; return c; } void __operator += (inout int a, const int b) { a = int (float (a) + float (b)); } int __operator - (const int a) { float x; int b; __asm int_to_float x, a; __asm float_negate x, x; __asm float_to_int b, x; return b; } void __operator -= (inout int a, const int b) { a += -b; } float __operator * (const float a, const float b) { float c; __asm float_multiply c, a, b; return c; } void __operator *= (inout int a, const int b) { a = int (float (a) * float (b)); } float __operator / (const float a, const float b) { float c; __asm float_divide c, a, b; return c; } void __operator /= (inout int a, const int b) { a = int (float (a) / float (b)); } void __operator += (inout vec2 v, const vec2 u) { v.x += u.x; v.y += u.y; } void __operator -= (inout vec2 v, const vec2 u) { v.x -= u.x; v.y -= u.y; } void __operator *= (inout vec2 v, const vec2 u) { v.x *= u.x; v.y *= u.y; } void __operator /= (inout 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 -= (inout vec3 v, const vec3 u) { v.x -= u.x; v.y -= u.y; v.z -= u.z; } void __operator *= (inout vec3 v, const vec3 u) { v.x *= u.x; v.y *= u.y; v.z *= u.z; } void __operator /= (inout 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 -= (inout vec4 v, const vec4 u) { v.x -= u.x; v.y -= u.y; v.z -= u.z; v.w -= u.w; } 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 /= (inout 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 -= (inout ivec2 v, const ivec2 u) { v.x -= u.x; v.y -= u.y; } void __operator *= (inout ivec2 v, const ivec2 u) { v.x *= u.x; v.y *= u.y; } void __operator /= (inout 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 -= (inout ivec3 v, const ivec3 u) { v.x -= u.x; v.y -= u.y; v.z -= u.z; } void __operator *= (inout ivec3 v, const ivec3 u) { v.x *= u.x; v.y *= u.y; v.z *= u.z; } void __operator /= (inout 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 -= (inout ivec4 v, const ivec4 u) { v.x -= u.x; v.y -= u.y; v.z -= u.z; v.w -= u.w; } 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 /= (inout ivec4 v, const ivec4 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 -= (inout mat2 m, const mat2 n) { m[0] -= n[0]; m[1] -= n[1]; } vec2 __operator * (const mat2 m, const vec2 v) { return vec2 ( v.x * m[0].x + v.y * m[1].x, v.x * m[0].y + v.y * m[1].y ); } mat2 __operator * (const mat2 m, const mat2 n) { return mat2 (m * n[0], m * n[1]); } void __operator *= (inout mat2 m, const mat2 n) { m = m * n; } void __operator /= (inout 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 -= (inout mat3 m, const mat3 n) { m[0] -= n[0]; m[1] -= n[1]; m[2] -= n[2]; } vec3 __operator * (const mat3 m, const vec3 v) { return vec3 ( v.x * m[0].x + v.y * m[1].x + v.z * m[2].x, v.x * m[0].y + v.y * m[1].y + v.z * m[2].y, v.x * m[0].z + v.y * m[1].z + v.z * m[2].z ); } mat3 __operator * (const mat3 m, const mat3 n) { return mat3 (m * n[0], m * n[1], m * n[2]); } void __operator *= (inout mat3 m, const mat3 n) { m = m * n; } void __operator /= (inout 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 -= (inout mat4 m, const mat4 n) { m[0] -= n[0]; m[1] -= n[1]; m[2] -= n[2]; m[3] -= n[3]; } vec4 __operator * (const mat4 m, const vec4 v) { return vec4 ( v.x * m[0].x + v.y * m[1].x + v.z * m[2].x + v.w * m[3].x, v.x * m[0].y + v.y * m[1].y + v.z * m[2].y + v.w * m[3].y, v.x * m[0].z + v.y * m[1].z + v.z * m[2].z + v.w * m[3].z, v.x * m[0].w + v.y * m[1].w + v.z * m[2].w + v.w * m[3].w ); } mat4 __operator * (const mat4 m, const mat4 n) { return mat4 (m * n[0], m * n[1], m * n[2], m * n[3]); } void __operator *= (inout mat4 m, const mat4 n) { m = m * n; } 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 += (inout vec2 v, const float a) { v.x += a; v.y += a; } void __operator -= (inout vec2 v, const float a) { v.x -= a; v.y -= a; } void __operator *= (inout vec2 v, const float a) { v.x *= a; v.y *= a; } void __operator /= (inout vec2 v, const float a) { v.x /= a; v.y /= a; } void __operator += (inout vec3 v, const float a) { v.x += a; v.y += a; v.z += a; } void __operator -= (inout vec3 v, const float a) { v.x -= a; v.y -= a; v.z -= a; } void __operator *= (inout vec3 v, const float a) { v.x *= a; v.y *= a; v.z *= a; } void __operator /= (inout vec3 v, const float a) { v.x /= a; v.y /= a; v.z /= a; } void __operator += (inout vec4 v, const float a) { v.x += a; v.y += a; v.z += a; v.w += a; } void __operator -= (inout vec4 v, const float a) { v.x -= a; v.y -= a; v.z -= a; v.w -= a; } void __operator *= (inout vec4 v, const float a) { v.x *= a; v.y *= a; v.z *= a; v.w *= a; } void __operator /= (inout vec4 v, const float a) { v.x /= a; v.y /= a; v.z /= a; v.w /= a; } void __operator += (inout mat2 m, const float a) { m[0] += a; m[1] += a; } void __operator -= (inout mat2 m, const float a) { m[0] -= a; m[1] -= a; } void __operator *= (inout mat2 m, const float a) { m[0] *= a; m[1] *= a; } void __operator /= (inout mat2 m, const float a) { m[0] /= a; m[1] /= a; } void __operator += (inout mat3 m, const float a) { m[0] += a; m[1] += a; m[2] += a; } void __operator -= (inout mat3 m, const float a) { m[0] -= a; m[1] -= a; m[2] -= a; } void __operator *= (inout mat3 m, const float a) { m[0] *= a; m[1] *= a; m[2] *= a; } void __operator /= (inout mat3 m, const float a) { m[0] /= a; m[1] /= a; m[2] /= a; } void __operator += (inout mat4 m, const float a) { m[0] += a; m[1] += a; m[2] += a; m[3] += a; } void __operator -= (inout mat4 m, const float a) { m[0] -= a; m[1] -= a; m[2] -= a; m[3] -= a; } void __operator *= (inout mat4 m, const float a) { m[0] *= a; m[1] *= a; m[2] *= a; m[3] *= a; } void __operator /= (inout mat4 m, const float a) { m[0] /= a; m[1] /= a; m[2] /= a; m[3] /= a; } vec2 __operator * (const vec2 v, const mat2 m) { return vec2 ( v.x * m[0].x + v.y * m[0].y, v.x * m[1].x + v.y * m[1].y ); } void __operator *= (inout vec2 v, const mat2 m) { v = v * m; } vec3 __operator * (const vec3 v, const mat3 m) { return vec3 ( v.x * m[0].x + v.y * m[0].y + v.z * m[0].z, v.x * m[1].x + v.y * m[1].y + v.z * m[1].z, v.x * m[2].x + v.y * m[2].y + v.z * m[2].z ); } void __operator *= (inout vec3 v, const mat3 m) { v = v * m; } vec4 __operator * (const vec4 v, const mat4 m) { return vec4 ( v.x * m[0].x + v.y * m[0].y + v.z * m[0].z + v.w * m[0].w, v.x * m[1].x + v.y * m[1].y + v.z * m[1].z + v.w * m[1].w, v.x * m[2].x + v.y * m[2].y + v.z * m[2].z + v.w * m[2].w, v.x * m[3].x + v.y * m[3].y + v.z * m[3].z + v.w * m[3].w ); } void __operator *= (inout vec4 v, const mat4 m) { v = v * m; } float __operator - (const float a, const float b) { float c; __asm float_negate c, b; __asm float_add c, a, c; return c; } int __operator + (const int a, const int b) { float x, y; int c; __asm int_to_float x, a; __asm int_to_float y, b; __asm float_add x, x, y; __asm float_to_int c, x; return c; } int __operator - (const int a, const int b) { float x, y; int c; __asm int_to_float x, a; __asm int_to_float y, b; __asm float_negate y, y; __asm float_add x, x, y; __asm float_to_int c, x; return c; } int __operator * (const int a, const int b) { float x, y; int c; __asm int_to_float x, a; __asm int_to_float y, b; __asm float_multiply x, x, y; __asm float_to_int c, x; return c; } int __operator / (const int a, const int b) { float x, y; int c; __asm int_to_float x, a; __asm int_to_float y, b; __asm float_divide x, x, y; __asm float_to_int c, x; return c; } vec2 __operator + (const vec2 v, const vec2 u) { return vec2 (v.x + u.x, v.y + u.y); } vec2 __operator - (const vec2 v, const vec2 u) { return vec2 (v.x - u.x, v.y - u.y); } vec2 __operator * (const vec2 v, const vec2 u) { return vec2 (v.x * u.x, v.y * u.y); } vec2 __operator / (const vec2 v, const vec2 u) { return vec2 (v.x / u.x, v.y / u.y); } vec3 __operator + (const vec3 v, const vec3 u) { return vec3 (v.x + u.x, v.y + u.y, v.z + u.z); } vec3 __operator - (const vec3 v, const vec3 u) { return vec3 (v.x - u.x, v.y - u.y, v.z - u.z); } vec3 __operator * (const vec3 v, const vec3 u) { return vec3 (v.x * u.x, v.y * u.y, v.z * u.z); } vec3 __operator / (const vec3 v, const vec3 u) { return vec3 (v.x / u.x, v.y / u.y, v.z / u.z); } vec4 __operator + (const vec4 v, const vec4 u) { return vec4 (v.x + u.x, v.y + u.y, v.z + u.z, v.w + u.w); } vec4 __operator - (const vec4 v, const vec4 u) { return vec4 (v.x - u.x, v.y - u.y, v.z - u.z, v.w - u.w); } vec4 __operator * (const vec4 v, const vec4 u) { return vec4 (v.x * u.x, v.y * u.y, v.z * u.z, v.w * u.w); } vec4 __operator / (const vec4 v, const vec4 u) { return vec4 (v.x / u.x, v.y / u.y, v.z / u.z, v.w / u.w); } ivec2 __operator + (const ivec2 v, const ivec2 u) { return ivec2 (v.x + u.x, v.y + u.y); } ivec2 __operator - (const ivec2 v, const ivec2 u) { return ivec2 (v.x - u.x, v.y - u.y); } ivec2 __operator * (const ivec2 v, const ivec2 u) { return ivec2 (v.x * u.x, v.y * u.y); } ivec2 __operator / (const ivec2 v, const ivec2 u) { return ivec2 (v.x / u.x, v.y / u.y); } ivec3 __operator + (const ivec3 v, const ivec3 u) { return ivec3 (v.x + u.x, v.y + u.y, v.z + u.z); } ivec3 __operator - (const ivec3 v, const ivec3 u) { return ivec3 (v.x - u.x, v.y - u.y, v.z - u.z); } ivec3 __operator * (const ivec3 v, const ivec3 u) { return ivec3 (v.x * u.x, v.y * u.y, v.z * u.z); } ivec3 __operator / (const ivec3 v, const ivec3 u) { return ivec3 (v.x / u.x, v.y / u.y, v.z / u.z); } ivec4 __operator + (const ivec4 v, const ivec4 u) { return ivec4 (v.x + u.x, v.y + u.y, v.z + u.z, v.w + u.w); } ivec4 __operator - (const ivec4 v, const ivec4 u) { return ivec4 (v.x - u.x, v.y - u.y, v.z - u.z, v.w - u.w); } ivec4 __operator * (const ivec4 v, const ivec4 u) { return ivec4 (v.x * u.x, v.y * u.y, v.z * u.z, v.w * u.w); } ivec4 __operator / (const ivec4 v, const ivec4 u) { return ivec4 (v.x / u.x, v.y / u.y, v.z / u.z, v.w / u.w); } mat2 __operator + (const mat2 m, const mat2 n) { return mat2 (m[0] + n[0], m[1] + n[1]); } mat2 __operator - (const mat2 m, const mat2 n) { return mat2 (m[0] - n[0], m[1] - n[1]); } mat2 __operator / (const mat2 m, const mat2 n) { return mat2 (m[0] / n[0], m[1] / n[1]); } mat3 __operator + (const mat3 m, const mat3 n) { return mat3 (m[0] + n[0], m[1] + n[1], m[2] + n[2]); } mat3 __operator - (const mat3 m, const mat3 n) { return mat3 (m[0] - n[0], m[1] - n[1], m[2] - n[2]); } mat3 __operator / (const mat3 m, const mat3 n) { return mat3 (m[0] / n[0], m[1] / n[1], m[2] / n[2]); } mat4 __operator + (const mat4 m, const mat4 n) { return mat4 (m[0] + n[0], m[1] + n[1], m[2] + n[2], m[3] + n[3]); } mat4 __operator - (const mat4 m, const mat4 n) { return mat4 (m[0] - n[0], m[1] - n[1], m[2] - n[2], m[3] - n[3]); } mat4 __operator / (const mat4 m, const mat4 n) { return mat4 (m[0] / n[0], m[1] / n[1], m[2] / n[2], m[3] / n[3]); } vec2 __operator + (const float a, const vec2 u) { return vec2 (a + u.x, a + u.y); } vec2 __operator + (const vec2 v, const float b) { return vec2 (v.x + b, v.y + b); } vec2 __operator - (const float a, const vec2 u) { return vec2 (a - u.x, a - u.y); } vec2 __operator - (const vec2 v, const float b) { return vec2 (v.x - b, v.y - b); } vec2 __operator * (const float a, const vec2 u) { return vec2 (a * u.x, a * u.y); } vec2 __operator * (const vec2 v, const float b) { return vec2 (v.x * b, v.y * b); } vec2 __operator / (const float a, const vec2 u) { return vec2 (a / u.x, a / u.y); } vec2 __operator / (const vec2 v, const float b) { return vec2 (v.x / b, v.y / b); } vec3 __operator + (const float a, const vec3 u) { return vec3 (a + u.x, a + u.y, a + u.z); } vec3 __operator + (const vec3 v, const float b) { return vec3 (v.x + b, v.y + b, v.z + b); } vec3 __operator - (const float a, const vec3 u) { return vec3 (a - u.x, a - u.y, a - u.z); } vec3 __operator - (const vec3 v, const float b) { return vec3 (v.x - b, v.y - b, v.z - b); } vec3 __operator * (const float a, const vec3 u) { return vec3 (a * u.x, a * u.y, a * u.z); } vec3 __operator * (const vec3 v, const float b) { return vec3 (v.x * b, v.y * b, v.z * b); } vec3 __operator / (const float a, const vec3 u) { return vec3 (a / u.x, a / u.y, a / u.z); } vec3 __operator / (const vec3 v, const float b) { return vec3 (v.x / b, v.y / b, v.z / b); } vec4 __operator + (const float a, const vec4 u) { return vec4 (a + u.x, a + u.y, a + u.z, a + u.w); } vec4 __operator + (const vec4 v, const float b) { return vec4 (v.x + b, v.y + b, v.z + b, v.w + b); } vec4 __operator - (const float a, const vec4 u) { return vec4 (a - u.x, a - u.y, a - u.z, a - u.w); } vec4 __operator - (const vec4 v, const float b) { return vec4 (v.x - b, v.y - b, v.z - b, v.w - b); } vec4 __operator * (const float a, const vec4 u) { return vec4 (a * u.x, a * u.y, a * u.z, a * u.w); } vec4 __operator * (const vec4 v, const float b) { return vec4 (v.x * b, v.y * b, v.z * b, v.w * b); } vec4 __operator / (const float a, const vec4 u) { return vec4 (a / u.x, a / u.y, a / u.z, a / u.w); } vec4 __operator / (const vec4 v, const float b) { return vec4 (v.x / b, v.y / b, v.z / b, v.w / b); } mat2 __operator + (const float a, const mat2 n) { return mat2 (a + n[0], a + n[1]); } mat2 __operator + (const mat2 m, const float b) { return mat2 (m[0] + b, m[1] + b); } mat2 __operator - (const float a, const mat2 n) { return mat2 (a - n[0], a - n[1]); } mat2 __operator - (const mat2 m, const float b) { return mat2 (m[0] - b, m[1] - b); } mat2 __operator * (const float a, const mat2 n) { return mat2 (a * n[0], a * n[1]); } mat2 __operator * (const mat2 m, const float b) { return mat2 (m[0] * b, m[1] * b); } mat2 __operator / (const float a, const mat2 n) { return mat2 (a / n[0], a / n[1]); } mat2 __operator / (const mat2 m, const float b) { return mat2 (m[0] / b, m[1] / b); } mat3 __operator + (const float a, const mat3 n) { return mat3 (a + n[0], a + n[1], a + n[2]); } mat3 __operator + (const mat3 m, const float b) { return mat3 (m[0] + b, m[1] + b, m[2] + b); } mat3 __operator - (const float a, const mat3 n) { return mat3 (a - n[0], a - n[1], a - n[2]); } mat3 __operator - (const mat3 m, const float b) { return mat3 (m[0] - b, m[1] - b, m[2] - b); } mat3 __operator * (const float a, const mat3 n) { return mat3 (a * n[0], a * n[1], a * n[2]); } mat3 __operator * (const mat3 m, const float b) { return mat3 (m[0] * b, m[1] * b, m[2] * b); } mat3 __operator / (const float a, const mat3 n) { return mat3 (a / n[0], a / n[1], a / n[2]); } mat3 __operator / (const mat3 m, const float b) { return mat3 (m[0] / b, m[1] / b, m[2] / b); } mat4 __operator + (const float a, const mat4 n) { return mat4 (a + n[0], a + n[1], a + n[2], a + n[3]); } mat4 __operator + (const mat4 m, const float b) { return mat4 (m[0] + b, m[1] + b, m[2] + b, m[3] + b); } mat4 __operator - (const float a, const mat4 n) { return mat4 (a - n[0], a - n[1], a - n[2], a - n[3]); } mat4 __operator - (const mat4 m, const float b) { return mat4 (m[0] - b, m[1] - b, m[2] - b, m[3] - b); } mat4 __operator * (const float a, const mat4 n) { return mat4 (a * n[0], a * n[1], a * n[2], a * n[3]); } mat4 __operator * (const mat4 m, const float b) { return mat4 (m[0] * b, m[1] * b, m[2] * b, m[3] * b); } mat4 __operator / (const float a, const mat4 n) { return mat4 (a / n[0], a / n[1], a / n[2], a / n[3]); } mat4 __operator / (const mat4 m, const float b) { return mat4 (m[0] / b, m[1] / b, m[2] / b, m[3] / b); } ivec2 __operator + (const int a, const ivec2 u) { return ivec2 (a) + u; } ivec2 __operator + (const ivec2 v, const int b) { return v + ivec2 (b); } ivec2 __operator - (const int a, const ivec2 u) { return ivec2 (a) - u; } ivec2 __operator - (const ivec2 v, const int b) { return v - ivec2 (b); } ivec2 __operator * (const int a, const ivec2 u) { return ivec2 (a) * u; } ivec2 __operator * (const ivec2 v, const int b) { return v * ivec2 (b); } ivec2 __operator / (const int a, const ivec2 u) { return ivec2 (a) / u; } ivec2 __operator / (const ivec2 v, const int b) { return v / ivec2 (b); } ivec3 __operator + (const int a, const ivec3 u) { return ivec3 (a) + u; } ivec3 __operator + (const ivec3 v, const int b) { return v + ivec3 (b); } ivec3 __operator - (const int a, const ivec3 u) { return ivec3 (a) - u; } ivec3 __operator - (const ivec3 v, const int b) { return v - ivec3 (b); } ivec3 __operator * (const int a, const ivec3 u) { return ivec3 (a) * u; } ivec3 __operator * (const ivec3 v, const int b) { return v * ivec3 (b); } ivec3 __operator / (const int a, const ivec3 u) { return ivec3 (a) / u; } ivec3 __operator / (const ivec3 v, const int b) { return v / ivec3 (b); } ivec4 __operator + (const int a, const ivec4 u) { return ivec4 (a) + u; } ivec4 __operator + (const ivec4 v, const int b) { return v + ivec4 (b); } ivec4 __operator - (const int a, const ivec4 u) { return ivec4 (a) - u; } ivec4 __operator - (const ivec4 v, const int b) { return v - ivec4 (b); } ivec4 __operator * (const int a, const ivec4 u) { return ivec4 (a) * u; } ivec4 __operator * (const ivec4 v, const int b) { return v * ivec4 (b); } ivec4 __operator / (const int a, const ivec4 u) { return ivec4 (a) / u; } ivec4 __operator / (const ivec4 v, const int b) { return v / ivec4 (b); } vec2 __operator - (const vec2 v) { return vec2 (-v.x, -v.y); } vec3 __operator - (const vec3 v) { return vec3 (-v.x, -v.y, -v.z); } vec4 __operator - (const vec4 v) { return vec4 (-v.x, -v.y, -v.z, -v.w); } ivec2 __operator - (const ivec2 v) { return ivec2 (-v.x, -v.y); } ivec3 __operator - (const ivec3 v) { return ivec3 (-v.x, -v.y, -v.z); } ivec4 __operator - (const ivec4 v) { return ivec4 (-v.x, -v.y, -v.z, -v.w); } mat2 __operator - (const mat2 m) { return mat2 (-m[0], -m[1]); } mat3 __operator - (const mat3 m) { return mat3 (-m[0], -m[1], -m[2]); } mat4 __operator - (const mat4 m) { return mat4 (-m[0], -m[1], -m[2], -m[3]); } void __operator -- (inout float a) { a -= 1.0; } void __operator -- (inout int a) { a -= 1; } void __operator -- (inout vec2 v) { --v.x; --v.y; } void __operator -- (inout vec3 v) { --v.x; --v.y; --v.z; } void __operator -- (inout vec4 v) { --v.x; --v.y; --v.z; --v.w; } void __operator -- (inout ivec2 v) { --v.x; --v.y; } void __operator -- (inout ivec3 v) { --v.x; --v.y; --v.z; } void __operator -- (inout ivec4 v) { --v.x; --v.y; --v.z; --v.w; } void __operator -- (inout mat2 m) { --m[0]; --m[1]; } void __operator -- (inout mat3 m) { --m[0]; --m[1]; --m[2]; } void __operator -- (inout mat4 m) { --m[0]; --m[1]; --m[2]; --m[3]; } void __operator ++ (inout float a) { a += 1.0; } void __operator ++ (inout int a) { a += 1; } void __operator ++ (inout vec2 v) { ++v.x; ++v.y; } void __operator ++ (inout vec3 v) { ++v.x; ++v.y; ++v.z; } void __operator ++ (inout vec4 v) { ++v.x; ++v.y; ++v.z; ++v.w; } void __operator ++ (inout ivec2 v) { ++v.x; ++v.y; } void __operator ++ (inout ivec3 v) { ++v.x; ++v.y; ++v.z; } void __operator ++ (inout ivec4 v) { ++v.x; ++v.y; ++v.z; ++v.w; } void __operator ++ (inout mat2 m) { ++m[0]; ++m[1]; } void __operator ++ (inout mat3 m) { ++m[0]; ++m[1]; ++m[2]; } void __operator ++ (inout mat4 m) { ++m[0]; ++m[1]; ++m[2]; ++m[3]; } // // NOTE: postfix increment and decrement operators take additional dummy int parameter to // distinguish their prototypes from prefix ones. // float __operator -- (inout float a, const int) { float b = a; --a; return b; } int __operator -- (inout int a, const int) { int b = a; --a; return b; } vec2 __operator -- (inout vec2 v, const int) { return vec2 (v.x--, v.y--); } vec3 __operator -- (inout vec3 v, const int) { return vec3 (v.x--, v.y--, v.z--); } vec4 __operator -- (inout vec4 v, const int) { return vec4 (v.x--, v.y--, v.z--, v.w--); } ivec2 __operator -- (inout ivec2 v, const int) { return ivec2 (v.x--, v.y--); } ivec3 __operator -- (inout ivec3 v, const int) { return ivec3 (v.x--, v.y--, v.z--); } ivec4 __operator -- (inout ivec4 v, const int) { return ivec4 (v.x--, v.y--, v.z--, v.w--); } mat2 __operator -- (inout mat2 m, const int) { return mat2 (m[0]--, m[1]--); } mat3 __operator -- (inout mat3 m, const int) { return mat3 (m[0]--, m[1]--, m[2]--); } mat4 __operator -- (inout mat4 m, const int) { return mat4 (m[0]--, m[1]--, m[2]--, m[3]--); } float __operator ++ (inout float a, const int) { float b = a; ++a; return b; } int __operator ++ (inout int a, const int) { int b = a; ++a; return b; } vec2 __operator ++ (inout vec2 v, const int) { return vec2 (v.x++, v.y++); } vec3 __operator ++ (inout vec3 v, const int) { return vec3 (v.x++, v.y++, v.z++); } vec4 __operator ++ (inout vec4 v, const int) { return vec4 (v.x++, v.y++, v.z++, v.w++); } ivec2 __operator ++ (inout ivec2 v, const int) { return ivec2 (v.x++, v.y++); } ivec3 __operator ++ (inout ivec3 v, const int) { return ivec3 (v.x++, v.y++, v.z++); } ivec4 __operator ++ (inout ivec4 v, const int) { return ivec4 (v.x++, v.y++, v.z++, v.w++); } mat2 __operator ++ (inout mat2 m, const int) { return mat2 (m[0]++, m[1]++); } mat3 __operator ++ (inout mat3 m, const int) { return mat3 (m[0]++, m[1]++, m[2]++); } mat4 __operator ++ (inout mat4 m, const int) { return mat4 (m[0]++, m[1]++, m[2]++, m[3]++); } bool __operator < (const float a, const float b) { bool c; __asm float_less c, a, b; return c; } bool __operator < (const int a, const int b) { return float (a) < float (b); } bool __operator > (const float a, const float b) { bool c; __asm float_less c, b, a; return c; } bool __operator > (const int a, const int b) { return float (a) > float (b); } bool __operator >= (const float a, const float b) { bool g, e; __asm float_less g, b, a; __asm float_equal e, a, b; return g || e; } bool __operator >= (const int a, const int b) { return float (a) >= float (b); } bool __operator <= (const float a, const float b) { bool g, e; __asm float_less g, a, b; __asm float_equal e, a, b; return g || e; } bool __operator <= (const int a, const int b) { return float (a) <= float (b); } bool __operator ^^ (const bool a, const bool b) { return a != b; } // // These operators are handled internally by the compiler: // // bool __operator && (bool a, bool b) { // return a ? b : false; // } // bool __operator || (bool a, bool b) { // return a ? true : b; // } // bool __operator ! (const bool a) { return a == false; } // // MESA-specific extension functions. // void printMESA (const float f) { __asm float_print f; } void printMESA (const int i) { __asm int_print i; } void printMESA (const bool b) { __asm bool_print b; } void printMESA (const vec2 v) { printMESA (v.x); printMESA (v.y); } void printMESA (const vec3 v) { printMESA (v.x); printMESA (v.y); printMESA (v.z); } void printMESA (const vec4 v) { printMESA (v.x); printMESA (v.y); printMESA (v.z); printMESA (v.w); } void printMESA (const ivec2 v) { printMESA (v.x); printMESA (v.y); } void printMESA (const ivec3 v) { printMESA (v.x); printMESA (v.y); printMESA (v.z); } void printMESA (const ivec4 v) { printMESA (v.x); printMESA (v.y); printMESA (v.z); printMESA (v.w); } void printMESA (const bvec2 v) { printMESA (v.x); printMESA (v.y); } void printMESA (const bvec3 v) { printMESA (v.x); printMESA (v.y); printMESA (v.z); } void printMESA (const bvec4 v) { printMESA (v.x); printMESA (v.y); printMESA (v.z); printMESA (v.w); } void printMESA (const mat2 m) { printMESA (m[0]); printMESA (m[1]); } void printMESA (const mat3 m) { printMESA (m[0]); printMESA (m[1]); printMESA (m[2]); } void printMESA (const mat4 m) { printMESA (m[0]); printMESA (m[1]); printMESA (m[2]); printMESA (m[3]); } void printMESA (const sampler1D e) { __asm int_print e; } void printMESA (const sampler2D e) { __asm int_print e; } void printMESA (const sampler3D e) { __asm int_print e; } void printMESA (const samplerCube e) { __asm int_print e; } void printMESA (const sampler1DShadow e) { __asm int_print e; } void printMESA (const sampler2DShadow e) { __asm int_print e; }