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/*
 * 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 overrides most of the standard built-in functions that operate on vec4 data type.
// This file also overrides most commonly used functions that do not neccessarily operate
// on vec4 data type, like dot(vec3,vec3). Those are adapted to vec4 instructions and are believed
// to execute faster.
// This file replaces parts of the core.gc and common.gc, so it must be included somewhere after
// the common.gc file.
// 
// Assembly instructions required:
//   float_to_vec4
//   vec4_add
//   vec4_subtract
//   vec4_multiply
//   vec4_divide
//   vec4_negate
//   vec4_dot
//


vec4 __constructor (const float f) {
    vec4 v;
    __asm float_to_vec4 v, f;
    return v;
}


void __operator += (inout vec4 v, const vec4 u) {
    __asm vec4_add v, u;
}

void __operator -= (inout vec4 v, const vec4 u) {
    __asm vec4_subtract v, u;
}

void __operator *= (inout vec4 v, const vec4 u) {
    __asm vec4_multiply v, u;
}

void __operator /= (inout vec4 v, const vec4 u) {
    __asm vec4_divide v, u;
}


void __operator += (inout vec4 v, const float a) {
    vec4 u;
    __asm float_to_vec4 u, a;
    __asm vec4_add      v, u;
}

void __operator -= (inout vec4 v, const float a) {
    vec4 u;
    __asm float_to_vec4 u, a;
    __asm vec4_subtract v, u;
}

void __operator *= (inout vec4 v, const float a) {
    vec4 u;
    __asm float_to_vec4 u, a;
    __asm vec4_multiply v, u;
}

void __operator /= (inout vec4 v, const float a) {
    vec4 u;
    __asm float_to_vec4 u, a;
    __asm vec4_divide   v, u;
}


vec4 __operator + (vec4 v, const vec4 u) {
    __asm vec4_add v, u;
    return v;
}

vec4 __operator - (vec4 v, const vec4 u) {
    __asm vec4_subtract v, u;
    return v;
}

vec4 __operator * (vec4 v, const vec4 u) {
    __asm vec4_multiply v, u;
    return v;
}

vec4 __operator / (vec4 v, const vec4 u) {
    __asm vec4_divide v, u;
    return v;
}


vec4 __operator + (const float a, const vec4 u) {
    vec4 v;
    __asm float_to_vec4 v, a;
    __asm vec4_add      v, u;
    return v;
}

vec4 __operator + (const vec4 v, const float b) {
    vec4 u;
    __asm float_to_vec4 u, b;
    __asm vec4_add      u, v;
    return u;
}

vec4 __operator - (const float a, const vec4 u) {
    vec4 v;
    __asm float_to_vec4 v, a;
    __asm vec4_subtract v, u;
    return v;
}

vec4 __operator - (vec4 v, const float b) {
    vec4 u;
    __asm float_to_vec4 u, b;
    __asm vec4_subtract v, u;
    return v;
}

vec4 __operator * (const float a, const vec4 u) {
    vec4 v;
    __asm float_to_vec4 v, a;
    __asm vec4_multiply v, u;
    return v;
}

vec4 __operator * (const vec4 v, const float b) {
    vec4 u;
    __asm float_to_vec4 u, b;
    __asm vec4_multiply u, v;
    return u;
}

vec4 __operator / (const float a, const vec4 u) {
    vec4 v;
    __asm float_to_vec4 v, a;
    __asm vec4_divide   v, u;
    return v;
}

vec4 __operator / (vec4 v, const float b) {
    vec4 u;
    __asm float_to_vec4 u, b;
    __asm vec4_divide   v, u;
    return v;
}


vec4 __operator - (vec4 v) {
    __asm vec4_negate v;
    return v;
}


float dot (vec3 v, vec3 u) {
    vec4 v4 = vec4 (v, 0.0);
    vec4 u4 = vec4 (u, 0.0);
    __asm vec4_dot v4, u4;
    return v4.x;
}

//float dot (vec4 v, vec4 u) {
//    __asm vec4_dot v, u;
//    return v.x;
//}


float length (vec3 v) {
    vec4 u = vec4 (v, 0.0);
    __asm vec4_dot u, u;
    return sqrt (u.x);
}

float length (vec4 v) {
    __asm vec4_dot v, v;
    return sqrt (v.x);
}


vec3 normalize (vec3 v)
{
   float s = inversesqrt(dot(v,v));  
   __retVal = v * s;
}

vec4 normalize (vec4 v) {
    vec4 w = v;
    __asm vec4_dot      v, v;
    float l = sqrt (v.x);
    __asm float_to_vec4 v, l;
    __asm vec4_divide   w, v;
    return w;
}