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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 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 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 "<left_expr> ? <right_expr> :
+// false",
+// - "||" (logical or) - translated to "<left_expr> ? true : <right_expr>",
+// 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.
+//
+
+
+
+//// Basic, scalar constructors/casts
+
+int __constructor(const float f)
+{
+ __asm vec4_to_ivec4 __retVal, f;
+}
+
+int __constructor(const bool b)
+{
+ __retVal = b;
+}
+
+int __constructor(const int i)
+{
+ __retVal = i;
+}
+
+bool __constructor(const int i)
+{
+ __asm vec4_sne __retVal, i, 0.0;
+}
+
+bool __constructor(const float f)
+{
+ __asm vec4_sne __retVal, f, 0.0;
+}
+
+bool __constructor(const bool b)
+{
+ __retVal = b;
+}
+
+float __constructor(const int i)
+{
+ __asm ivec4_to_vec4 __retVal, i;
+}
+
+float __constructor(const bool b)
+{
+ __asm ivec4_to_vec4 __retVal, b;
+}
+
+float __constructor(const float f)
+{
+ __retVal = f;
+}
+
+
+//// vec2 constructors
+
+vec2 __constructor(const float x, const float y)
+{
+ __retVal.x = x;
+ __retVal.y = y;
+}
+
+vec2 __constructor(const float f)
+{
+ __asm vec4_move __retVal.xy, f;
+}
+
+vec2 __constructor(const int i)
+{
+ __asm ivec4_to_vec4 __retVal.xy, i;
+}
+
+vec2 __constructor(const bool b)
+{
+ __asm ivec4_to_vec4 __retVal.xy, b;
+}
+
+vec2 __constructor(const bvec2 b)
+{
+// __retVal = b;
+ __asm ivec4_to_vec4 __retVal.xy, b;
+}
+
+vec2 __constructor(const vec3 v)
+{
+ __asm vec4_move __retVal.xy, v.xy;
+}
+
+vec2 __constructor(const vec4 v)
+{
+ __asm vec4_move __retVal.xy, v.xy;
+}
+
+
+//// vec3 constructors
+
+vec3 __constructor(const float x, const float y, const float z)
+{
+ __retVal.x = x;
+ __retVal.y = y;
+ __retVal.z = z;
+}
+
+vec3 __constructor(const float f)
+{
+ // Note: this could be "__retVal.xyz = f" but that's an illegal assignment
+ __asm vec4_move __retVal.xyz, f;
+}
+
+vec3 __constructor(const int i)
+{
+ __asm ivec4_to_vec4 __retVal.xyz, i;
+}
+
+vec3 __constructor(const bool b)
+{
+ __asm ivec4_to_vec4 __retVal.xyz, b;
+}
+
+vec3 __constructor(const bvec3 b)
+{
+ __asm ivec4_to_vec4 __retVal.xyz, b;
+}
+
+vec3 __constructor(const vec4 v)
+{
+ __asm vec4_move __retVal.xyz, v;
+}
+
+
+//// vec4 constructors
+
+vec4 __constructor(const float x, const float y, const float z, const float w)
+{
+ __retVal.x = x;
+ __retVal.y = y;
+ __retVal.z = z;
+ __retVal.w = w;
+}
+
+vec4 __constructor(const float f)
+{
+ // Note: this could be "__retVal = f" but that's an illegal assignment
+ __asm vec4_move __retVal, f;
+}
+
+vec4 __constructor(const int i)
+{
+ __asm ivec4_to_vec4 __retVal, i;
+}
+
+vec4 __constructor(const bool b)
+{
+ __asm ivec4_to_vec4 __retVal, b;
+}
+
+vec4 __constructor(const bvec4 b)
+{
+ __asm ivec4_to_vec4 __retVal, b;
+}
+
+vec4 __constructor(const ivec4 i)
+{
+ __asm ivec4_to_vec4 __retVal, i;
+}
+
+vec4 __constructor(const vec3 v3, const float f)
+{
+ // XXX this constructor shouldn't be needed anymore
+ __retVal.xyz = v3;
+ __retVal.w = f;
+}
+
+vec4 __constructor(const vec2 v2, const float f1, const float f2)
+{
+ // XXX this constructor shouldn't be needed anymore
+ __retVal.xy = v2;
+ __retVal.z = f1;
+ __retVal.w = f2;
+}
+
+
+//// ivec2 constructors
+
+ivec2 __constructor(const int i, const int j)
+{
+ __retVal.x = i;
+ __retVal.y = j;
+}
+
+ivec2 __constructor(const int i)
+{
+ __asm vec4_move __retVal.xy, i;
+}
+
+ivec2 __constructor(const float f)
+{
+ __asm vec4_to_ivec4 __retVal.xy, f;
+}
+
+ivec2 __constructor(const bool b)
+{
+ __asm vec4_to_ivec4 __retVal.xy, b;
+}
+
+
+//// ivec3 constructors
+
+ivec3 __constructor(const int i, const int j, const int k)
+{
+ __retVal.x = i;
+ __retVal.y = j;
+ __retVal.z = k;
+}
+
+ivec3 __constructor(const int i)
+{
+ __asm vec4_move __retVal.xyz, i;
+}
+
+ivec3 __constructor(const float f)
+{
+ __asm vec4_to_ivec4 __retVal.xyz, f;
+}
+
+ivec3 __constructor(const bool b)
+{
+ __asm vec4_move __retVal.xyz, b;
+}
+
+
+//// ivec4 constructors
+
+ivec4 __constructor(const int x, const int y, const int z, const int w)
+{
+ __retVal.x = x;
+ __retVal.y = y;
+ __retVal.z = z;
+ __retVal.w = w;
+}
+
+ivec4 __constructor(const int i)
+{
+ __asm vec4_move __retVal, i;
+}
+
+ivec4 __constructor(const float f)
+{
+ __asm vec4_to_ivec4 __retVal, f;
+}
+
+ivec4 __constructor(const bool b)
+{
+ __asm vec4_to_ivec4 __retVal, b;
+}
+
+
+//// bvec2 constructors
+
+bvec2 __constructor(const bool b1, const bool b2)
+{
+ __retVal.x = b1;
+ __retVal.y = b2;
+}
+
+bvec2 __constructor(const int i1, const int i2)
+{
+ __asm vec4_sne __retVal.x, i1, 0.0;
+ __asm vec4_sne __retVal.y, i2, 0.0;
+}
+
+
+bvec2 __constructor(const bool b)
+{
+ __asm vec4_move __retVal.xy, b;
+}
+
+bvec2 __constructor(const float f)
+{
+ __asm vec4_sne __retVal.xy, f, 0.0;
+}
+
+bvec2 __constructor(const int i)
+{
+ __asm vec4_sne __retVal.xy, i, 0.0;
+}
+
+bvec2 __constructor(const vec2 v)
+{
+ __asm vec4_sne __retVal.xy, v, 0.0;
+}
+
+bvec2 __constructor(const ivec2 v)
+{
+ __asm vec4_sne __retVal.xy, v, 0.0;
+}
+
+
+
+//// bvec3 constructors
+
+bvec3 __constructor(const bool b1, const bool b2, const bool b3)
+{
+ __retVal.x = b1;
+ __retVal.y = b2;
+ __retVal.z = b3;
+}
+
+bvec3 __constructor(const float f1, const float f2, const float f3)
+{
+ __asm vec4_sne __retVal.x, f1, 0.0;
+ __asm vec4_sne __retVal.y, f2, 0.0;
+ __asm vec4_sne __retVal.z, f3, 0.0;
+}
+
+bvec3 __constructor(const bool b)
+{
+ __asm vec4_move __retVal.xyz, b;
+}
+
+bvec3 __constructor(const float f)
+{
+ __asm vec4_sne __retVal.xyz, f, 0.0;
+}
+
+bvec3 __constructor(const int i)
+{
+ __asm vec4_sne __retVal.xyz, i, 0.0;
+}
+
+bvec3 __constructor(const vec3 v)
+{
+ __asm vec4_sne __retVal.xyz, v, 0.0;
+}
+
+bvec3 __constructor(const ivec3 v)
+{
+ __asm vec4_sne __retVal.xyz, v, 0.0;
+}
+
+
+
+//// bvec4 constructors
+
+bvec4 __constructor(const bool b1, const bool b2, const bool b3, const bool b4)
+{
+ __retVal.x = b1;
+ __retVal.y = b2;
+ __retVal.z = b3;
+ __retVal.w = b4;
+}
+
+bvec4 __constructor(const float f1, const float f2, const float f3, const float f4)
+{
+ const float zero = 0.0;
+ __asm vec4_sne __retVal.x, f1, zero;
+ __asm vec4_sne __retVal.y, f2, zero;
+ __asm vec4_sne __retVal.z, f3, zero;
+ __asm vec4_sne __retVal.w, f4, zero;
+}
+
+bvec4 __constructor(const bool b)
+{
+ __asm vec4_move __retVal.xyzw, b;
+}
+
+bvec4 __constructor(const float f)
+{
+ __asm vec4_sne __retVal.xyzw, f, 0.0;
+}
+
+bvec4 __constructor(const int i)
+{
+ __asm vec4_sne __retVal.xyzw, i, 0.0;
+}
+
+bvec4 __constructor(const vec4 v)
+{
+ __asm vec4_sne __retVal.xyzw, v, 0.0;
+}
+
+bvec4 __constructor(const ivec4 v)
+{
+ __asm vec4_sne __retVal.xyzw, v, 0.0;
+}
+
+
+
+//// mat2 constructors
+
+mat2 __constructor(const float m00, const float m10,
+ const float m01, const float m11)
+{
+ __retVal[0].x = m00;
+ __retVal[0].y = m10;
+ __retVal[1].x = m01;
+ __retVal[1].y = m11;
+}
+
+mat2 __constructor(const float f)
+{
+ __retVal[0].x = f;
+ __retVal[0].y = 0.0;
+ __retVal[1].x = 0.0;
+ __retVal[1].y = f;
+}
+
+mat2 __constructor(const int i)
+{
+ return mat2(float(i));
+}
+
+mat2 __constructor(const bool b)
+{
+ return mat2(float(b));
+}
+
+mat2 __constructor(const vec2 c0, const vec2 c1)
+{
+ __retVal[0] = c0;
+ __retVal[1] = c1;
+}
+
+
+//// mat3 constructors
+
+mat3 __constructor(const float m00, const float m10, const float m20,
+ const float m01, const float m11, const float m21,
+ const float m02, const float m12, const float m22)
+{
+ __retVal[0].x = m00;
+ __retVal[0].y = m10;
+ __retVal[0].z = m20;
+ __retVal[1].x = m01;
+ __retVal[1].y = m11;
+ __retVal[1].z = m21;
+ __retVal[2].x = m02;
+ __retVal[2].y = m12;
+ __retVal[2].z = m22;
+}
+
+mat3 __constructor(const float f)
+{
+ vec2 v = vec2(f, 0.0);
+ __retVal[0] = v.xyy;
+ __retVal[1] = v.yxy;
+ __retVal[2] = v.yyx;
+}
+
+mat3 __constructor(const int i)
+{
+ return mat3(float(i));
+}
+
+mat3 __constructor(const bool b)
+{
+ return mat3(float(b));
+}
+
+mat3 __constructor(const vec3 c0, const vec3 c1, const vec3 c2)
+{
+ __retVal[0] = c0;
+ __retVal[1] = c1;
+ __retVal[2] = c2;
+}
+
+
+//// mat4 constructors
+
+mat4 __constructor(const float m00, const float m10, const float m20, const float m30,
+ const float m01, const float m11, const float m21, const float m31,
+ const float m02, const float m12, const float m22, const float m32,
+ const float m03, const float m13, const float m23, const float m33)
+{
+ __retVal[0].x = m00;
+ __retVal[0].y = m10;
+ __retVal[0].z = m20;
+ __retVal[0].w = m30;
+ __retVal[1].x = m01;
+ __retVal[1].y = m11;
+ __retVal[1].z = m21;
+ __retVal[1].w = m31;
+ __retVal[2].x = m02;
+ __retVal[2].y = m12;
+ __retVal[2].z = m22;
+ __retVal[2].w = m32;
+ __retVal[3].x = m03;
+ __retVal[3].y = m13;
+ __retVal[3].z = m23;
+ __retVal[3].w = m33;
+}
+
+
+mat4 __constructor(const float f)
+{
+ vec2 v = vec2(f, 0.0);
+ __retVal[0] = v.xyyy;
+ __retVal[1] = v.yxyy;
+ __retVal[2] = v.yyxy;
+ __retVal[3] = v.yyyx;
+}
+
+mat4 __constructor(const int i)
+{
+ return mat4(float(i));
+}
+
+mat4 __constructor(const bool b)
+{
+ return mat4(float(b));
+}
+
+mat4 __constructor(const vec4 c0, const vec4 c1, const vec4 c2, const vec4 c3)
+{
+ __retVal[0] = c0;
+ __retVal[1] = c1;
+ __retVal[2] = c2;
+ __retVal[3] = c3;
+}
+
+
+
+//// Basic int operators
+
+int __operator + (const int a, const int b)
+{
+ __asm vec4_add __retVal, a, b;
+}
+
+int __operator - (const int a, const int b)
+{
+ __asm vec4_subtract __retVal, a, b;
+}
+
+int __operator * (const int a, const int b)
+{
+ __asm vec4_multiply __retVal, a, b;
+}
+
+int __operator / (const int a, const int b)
+{
+ float bInv, x;
+ __asm float_rcp bInv, b;
+ __asm vec4_multiply x, a, bInv;
+ __asm vec4_to_ivec4 __retVal, x;
+}
+
+
+//// Basic ivec2 operators
+
+ivec2 __operator + (const ivec2 a, const ivec2 b)
+{
+ __asm vec4_add __retVal, a, b;
+}
+
+ivec2 __operator - (const ivec2 a, const ivec2 b)
+{
+ __asm vec4_subtract __retVal, a, b;
+}
+
+ivec2 __operator * (const ivec2 a, const ivec2 b)
+{
+ __asm vec4_multiply __retVal, a, b;
+}
+
+ivec2 __operator / (const ivec2 a, const ivec2 b)
+{
+ vec2 bInv, x;
+ __asm float_rcp bInv.x, b.x;
+ __asm float_rcp bInv.y, b.y;
+ __asm vec4_multiply x, a, bInv;
+ __asm vec4_to_ivec4 __retVal, x;
+}
+
+
+//// Basic ivec3 operators
+
+ivec3 __operator + (const ivec3 a, const ivec3 b)
+{
+ __asm vec4_add __retVal, a, b;
+}
+
+ivec3 __operator - (const ivec3 a, const ivec3 b)
+{
+ __asm vec4_subtract __retVal, a, b;
+}
+
+ivec3 __operator * (const ivec3 a, const ivec3 b)
+{
+ __asm vec4_multiply __retVal, a, b;
+}
+
+ivec3 __operator / (const ivec3 a, const ivec3 b)
+{
+ vec3 bInv, x;
+ __asm float_rcp bInv.x, b.x;
+ __asm float_rcp bInv.y, b.y;
+ __asm float_rcp bInv.z, b.z;
+ __asm vec4_multiply x, a, bInv;
+ __asm vec4_to_ivec4 __retVal, x;
+}
+
+
+//// Basic ivec4 operators
+
+ivec4 __operator + (const ivec4 a, const ivec4 b)
+{
+ __asm vec4_add __retVal, a, b;
+}
+
+ivec4 __operator - (const ivec4 a, const ivec4 b)
+{
+ __asm vec4_subtract __retVal, a, b;
+}
+
+ivec4 __operator * (const ivec4 a, const ivec4 b)
+{
+ __asm vec4_multiply __retVal, a, b;
+}
+
+ivec4 __operator / (const ivec4 a, const ivec4 b)
+{
+ vec4 bInv, x;
+ __asm float_rcp bInv.x, b.x;
+ __asm float_rcp bInv.y, b.y;
+ __asm float_rcp bInv.z, b.z;
+ __asm float_rcp bInv.w, b.w;
+ __asm vec4_multiply x, a, bInv;
+ __asm vec4_to_ivec4 __retVal, x;
+}
+
+
+//// Basic float operators
+
+float __operator + (const float a, const float b)
+{
+ __asm vec4_add __retVal, a, b;
+}
+
+float __operator - (const float a, const float b)
+{
+ __asm vec4_subtract __retVal, a, b;
+}
+
+float __operator * (const float a, const float b)
+{
+ __asm vec4_multiply __retVal, a, b;
+}
+
+float __operator / (const float a, const float b)
+{
+ float bInv;
+ __asm float_rcp bInv.x, b;
+ __asm vec4_multiply __retVal, a, bInv;
+}
+
+
+//// Basic vec2 operators
+
+vec2 __operator + (const vec2 v, const vec2 u)
+{
+ __asm vec4_add __retVal.xy, v, u;
+}
+
+vec2 __operator - (const vec2 v, const vec2 u)
+{
+ __asm vec4_subtract __retVal.xy, v, u;
+}
+
+vec2 __operator * (const vec2 v, const vec2 u)
+{
+ __asm vec4_multiply __retVal.xy, v, u;
+}
+
+vec2 __operator / (const vec2 v, const vec2 u)
+{
+ vec2 w; // = 1 / u
+ __asm float_rcp w.x, u.x;
+ __asm float_rcp w.y, u.y;
+ __asm vec4_multiply __retVal.xy, v, w;
+}
+
+
+//// Basic vec3 operators
+
+vec3 __operator + (const vec3 v, const vec3 u)
+{
+ __asm vec4_add __retVal.xyz, v, u;
+}
+
+vec3 __operator - (const vec3 v, const vec3 u)
+{
+ __asm vec4_subtract __retVal.xyz, v, u;
+}
+
+vec3 __operator * (const vec3 v, const vec3 u)
+{
+ __asm vec4_multiply __retVal.xyz, v, u;
+}
+
+vec3 __operator / (const vec3 v, const vec3 u)
+{
+ vec3 w; // = 1 / u
+ __asm float_rcp w.x, u.x;
+ __asm float_rcp w.y, u.y;
+ __asm float_rcp w.z, u.z;
+ __asm vec4_multiply __retVal.xyz, v, w;
+}
+
+
+//// Basic vec4 operators
+
+vec4 __operator + (const vec4 v, const vec4 u)
+{
+ __asm vec4_add __retVal, v, u;
+}
+
+vec4 __operator - (const vec4 v, const vec4 u)
+{
+ __asm vec4_subtract __retVal, v, u;
+}
+
+vec4 __operator * (const vec4 v, const vec4 u)
+{
+ __asm vec4_multiply __retVal, v, u;
+}
+
+vec4 __operator / (const vec4 v, const vec4 u)
+{
+ vec4 w; // = 1 / u
+ __asm float_rcp w.x, u.x;
+ __asm float_rcp w.y, u.y;
+ __asm float_rcp w.z, u.z;
+ __asm float_rcp w.w, u.w;
+ __asm vec4_multiply __retVal, v, w;
+}
+
+
+
+
+//// Basic vec2/float operators
+
+vec2 __operator + (const float a, const vec2 u)
+{
+ __asm vec4_add __retVal.xy, a, u.xy;
+}
+
+vec2 __operator + (const vec2 v, const float b)
+{
+ __asm vec4_add __retVal.xy, v.xy, b;
+}
+
+vec2 __operator - (const float a, const vec2 u)
+{
+ __asm vec4_subtract __retVal.xy, a, u.xy;
+}
+
+vec2 __operator - (const vec2 v, const float b)
+{
+ __asm vec4_subtract __retVal.xy, v.xy, b;
+}
+
+vec2 __operator * (const float a, const vec2 u)
+{
+ __asm vec4_multiply __retVal.xy, a, u.xy;
+}
+
+vec2 __operator * (const vec2 v, const float b)
+{
+ __asm vec4_multiply __retVal.xy, v.xy, b;
+}
+
+vec2 __operator / (const float a, const vec2 u)
+{
+ vec2 invU;
+ __asm float_rcp invU.x, u.x;
+ __asm float_rcp invU.y, u.y;
+ __asm vec4_multiply __retVal.xy, a, invU.xy;
+}
+
+vec2 __operator / (const vec2 v, const float b)
+{
+ float invB;
+ __asm float_rcp invB, b;
+ __asm vec4_multiply __retVal.xy, v.xy, invB;
+}
+
+
+//// Basic vec3/float operators
+
+vec3 __operator + (const float a, const vec3 u)
+{
+ __asm vec4_add __retVal.xyz, a, u.xyz;
+}
+
+vec3 __operator + (const vec3 v, const float b)
+{
+ __asm vec4_add __retVal.xyz, v.xyz, b;
+}
+
+vec3 __operator - (const float a, const vec3 u)
+{
+ __asm vec4_subtract __retVal.xyz, a, u.xyz;
+}
+
+vec3 __operator - (const vec3 v, const float b)
+{
+ __asm vec4_subtract __retVal.xyz, v.xyz, b;
+}
+
+vec3 __operator * (const float a, const vec3 u)
+{
+ __asm vec4_multiply __retVal.xyz, a, u.xyz;
+}
+
+vec3 __operator * (const vec3 v, const float b)
+{
+ __asm vec4_multiply __retVal.xyz, v.xyz, b;
+}
+
+vec3 __operator / (const float a, const vec3 u)
+{
+ vec3 invU;
+ __asm float_rcp invU.x, u.x;
+ __asm float_rcp invU.y, u.y;
+ __asm float_rcp invU.z, u.z;
+ __asm vec4_multiply __retVal.xyz, a, invU.xyz;
+}
+
+vec3 __operator / (const vec3 v, const float b)
+{
+ float invB;
+ __asm float_rcp invB, b;
+ __asm vec4_multiply __retVal.xyz, v.xyz, invB;
+}
+
+
+//// Basic vec4/float operators
+
+vec4 __operator + (const float a, const vec4 u)
+{
+ __asm vec4_add __retVal, a, u;
+}
+
+vec4 __operator + (const vec4 v, const float b)
+{
+ __asm vec4_add __retVal, v, b;
+}
+
+vec4 __operator - (const float a, const vec4 u)
+{
+ __asm vec4_subtract __retVal, a, u;
+}
+
+vec4 __operator - (const vec4 v, const float b)
+{
+ __asm vec4_subtract __retVal, v, b;
+}
+
+vec4 __operator * (const float a, const vec4 u)
+{
+ __asm vec4_multiply __retVal, a, u;
+}
+
+vec4 __operator * (const vec4 v, const float b)
+{
+ __asm vec4_multiply __retVal, v, b;
+}
+
+vec4 __operator / (const float a, const vec4 u)
+{
+ vec4 invU;
+ __asm float_rcp invU.x, u.x;
+ __asm float_rcp invU.y, u.y;
+ __asm float_rcp invU.z, u.z;
+ __asm float_rcp invU.w, u.w;
+ __asm vec4_multiply __retVal, a, invU;
+}
+
+vec4 __operator / (const vec4 v, const float b)
+{
+ float invB;
+ __asm float_rcp invB, b;
+ __asm vec4_multiply __retVal, v, invB;
+}
+
+
+
+//// Basic ivec2/int operators
+
+ivec2 __operator + (const int a, const ivec2 u)
+{
+ __retVal = ivec2(a) + u;
+}
+
+ivec2 __operator + (const ivec2 v, const int b)
+{
+ __retVal = v + ivec2(b);
+}
+
+ivec2 __operator - (const int a, const ivec2 u)
+{
+ __retVal = ivec2(a) - u;
+}
+
+ivec2 __operator - (const ivec2 v, const int b)
+{
+ __retVal = v - ivec2(b);
+}
+
+ivec2 __operator * (const int a, const ivec2 u)
+{
+ __retVal = ivec2(a) * u;
+}
+
+ivec2 __operator * (const ivec2 v, const int b)
+{
+ __retVal = v * ivec2(b);
+}
+
+ivec2 __operator / (const int a, const ivec2 u)
+{
+ __retVal = ivec2(a) / u;
+}
+
+ivec2 __operator / (const ivec2 v, const int b)
+{
+ __retVal = v / ivec2(b);
+}
+
+
+//// Basic ivec3/int operators
+
+ivec3 __operator + (const int a, const ivec3 u)
+{
+ __retVal = ivec3(a) + u;
+}
+
+ivec3 __operator + (const ivec3 v, const int b)
+{
+ __retVal = v + ivec3(b);
+}
+
+ivec3 __operator - (const int a, const ivec3 u)
+{
+ __retVal = ivec3(a) - u;
+}
+
+ivec3 __operator - (const ivec3 v, const int b)
+{
+ __retVal = v - ivec3(b);
+}
+
+ivec3 __operator * (const int a, const ivec3 u)
+{
+ __retVal = ivec3(a) * u;
+}
+
+ivec3 __operator * (const ivec3 v, const int b)
+{
+ __retVal = v * ivec3(b);
+}
+
+ivec3 __operator / (const int a, const ivec3 u)
+{
+ __retVal = ivec3(a) / u;
+}
+
+ivec3 __operator / (const ivec3 v, const int b)
+{
+ __retVal = v / ivec3(b);
+}
+
+
+//// Basic ivec4/int operators
+
+ivec4 __operator + (const int a, const ivec4 u)
+{
+ __retVal = ivec4(a) + u;
+}
+
+ivec4 __operator + (const ivec4 v, const int b)
+{
+ __retVal = v + ivec4(b);
+}
+
+ivec4 __operator - (const int a, const ivec4 u)
+{
+ __retVal = ivec4(a) - u;
+}
+
+ivec4 __operator - (const ivec4 v, const int b)
+{
+ __retVal = v - ivec4(b);
+}
+
+ivec4 __operator * (const int a, const ivec4 u)
+{
+ __retVal = ivec4(a) * u;
+}
+
+ivec4 __operator * (const ivec4 v, const int b)
+{
+ __retVal = v * ivec4(b);
+}
+
+ivec4 __operator / (const int a, const ivec4 u)
+{
+ __retVal = ivec4(a) / u;
+}
+
+ivec4 __operator / (const ivec4 v, const int b)
+{
+ __retVal = v / ivec4(b);
+}
+
+
+
+
+//// Unary negation operator
+
+int __operator - (const int a)
+{
+ __asm vec4_negate __retVal.x, a;
+}
+
+ivec2 __operator - (const ivec2 v)
+{
+ __asm vec4_negate __retVal, v;
+}
+
+ivec3 __operator - (const ivec3 v)
+{
+ __asm vec4_negate __retVal, v;
+}
+
+ivec4 __operator - (const ivec4 v)
+{
+ __asm vec4_negate __retVal, v;
+}
+
+float __operator - (const float a)
+{
+ __asm vec4_negate __retVal.x, a;
+}
+
+vec2 __operator - (const vec2 v)
+{
+ __asm vec4_negate __retVal.xy, v.xy;
+}
+
+vec3 __operator - (const vec3 v)
+{
+ __asm vec4_negate __retVal.xyz, v.xyz;
+}
+
+vec4 __operator - (const vec4 v)
+{
+ __asm vec4_negate __retVal, v;
+}
+
+mat2 __operator - (const mat2 m)
+{
+ __retVal[0] = -m[0];
+ __retVal[1] = -m[1];
+}
+
+mat3 __operator - (const mat3 m)
+{
+ __retVal[0] = -m[0];
+ __retVal[1] = -m[1];
+ __retVal[2] = -m[2];
+}
+
+mat4 __operator - (const mat4 m)
+{
+ __retVal[0] = -m[0];
+ __retVal[1] = -m[1];
+ __retVal[2] = -m[2];
+ __retVal[3] = -m[3];
+}
+
+
+
+//// dot product
+
+float dot(const float a, const float b)
+{
+ __retVal = a * b;
+}
+
+float dot(const vec2 a, const vec2 b)
+{
+ __retVal = a.x * b.x + a.y * b.y;
+}
+
+float dot(const vec3 a, const vec3 b)
+{
+ __asm vec3_dot __retVal, a, b;
+}
+
+float dot(const vec4 a, const vec4 b)
+{
+ __asm vec4_dot __retVal, a, b;
+}
+
+
+
+//// int assignment operators
+
+int __operator += (inout int a, const int b)
+{
+ a = a + b;
+ return a;
+}
+
+int __operator -= (inout int a, const int b)
+{
+ a = a - b;
+ return a;
+}
+
+int __operator *= (inout int a, const int b)
+{
+ a = a * b;
+ return a;
+}
+
+int __operator /= (inout int a, const int b)
+{
+ a = a / b;
+ return a;
+}
+
+
+//// ivec2 assignment operators
+
+ivec2 __operator += (inout ivec2 v, const ivec2 u)
+{
+ v = v + u;
+ return v;
+}
+
+ivec2 __operator -= (inout ivec2 v, const ivec2 u)
+{
+ v = v - u;
+ return v;
+}
+
+ivec2 __operator *= (inout ivec2 v, const ivec2 u)
+{
+ v = v * u;
+ return v;
+}
+
+ivec2 __operator /= (inout ivec2 v, const ivec2 u)
+{
+ v = v / u;
+ return v;
+}
+
+
+//// ivec3 assignment operators
+
+ivec3 __operator += (inout ivec3 v, const ivec3 u)
+{
+ v = v + u;
+ return v;
+}
+
+ivec3 __operator -= (inout ivec3 v, const ivec3 u)
+{
+ v = v - u;
+ return v;
+}
+
+ivec3 __operator *= (inout ivec3 v, const ivec3 u)
+{
+ v = v * u;
+ return v;
+}
+
+ivec3 __operator /= (inout ivec3 v, const ivec3 u)
+{
+ v = v / u;
+ return v;
+}
+
+
+//// ivec4 assignment operators
+
+ivec4 __operator += (inout ivec4 v, const ivec4 u)
+{
+ v = v + u;
+ return v;
+}
+
+ivec4 __operator -= (inout ivec4 v, const ivec4 u)
+{
+ v = v - u;
+ return v;
+}
+
+ivec4 __operator *= (inout ivec4 v, const ivec4 u)
+{
+ v = v * u;
+ return v;
+}
+
+ivec4 __operator /= (inout ivec4 v, const ivec4 u)
+{
+ v = v / u;
+ return v;
+}
+
+
+//// float assignment operators
+
+float __operator += (inout float a, const float b)
+{
+ a = a + b;
+ return a;
+}
+
+float __operator -= (inout float a, const float b)
+{
+ a = a - b;
+ return a;
+}
+
+float __operator *= (inout float a, const float b)
+{
+ a = a * b;
+ return a;
+}
+
+float __operator /= (inout float a, const float b)
+{
+ a = a / b;
+ return a;
+}
+
+
+//// vec2 assignment operators
+
+vec2 __operator += (inout vec2 v, const vec2 u)
+{
+ v = v + u;
+ return v;
+}
+
+vec2 __operator -= (inout vec2 v, const vec2 u)
+{
+ v = v - u;
+ return v;
+}
+
+vec2 __operator *= (inout vec2 v, const vec2 u)
+{
+ v = v * u;
+ return v;
+}
+
+vec2 __operator /= (inout vec2 v, const vec2 u)
+{
+ v = v / u;
+ return v;
+}
+
+
+//// vec3 assignment operators
+
+vec3 __operator += (inout vec3 v, const vec3 u)
+{
+ v = v + u;
+ return v;
+}
+
+vec3 __operator -= (inout vec3 v, const vec3 u)
+{
+ v = v - u;
+ return v;
+}
+
+vec3 __operator *= (inout vec3 v, const vec3 u)
+{
+ v = v * u;
+ return v;
+}
+
+vec3 __operator /= (inout vec3 v, const vec3 u)
+{
+ v = v / u;
+ return v;
+}
+
+
+//// vec4 assignment operators
+
+vec4 __operator += (inout vec4 v, const vec4 u)
+{
+ v = v + u;
+ return v;
+}
+
+vec4 __operator -= (inout vec4 v, const vec4 u)
+{
+ v = v - u;
+ return v;
+}
+
+vec4 __operator *= (inout vec4 v, const vec4 u)
+{
+ v = v * u;
+ return v;
+}
+
+vec4 __operator /= (inout vec4 v, const vec4 u)
+{
+ v = v / u;
+ return v;
+}
+
+
+
+//// ivec2/int assignment operators
+
+ivec2 __operator += (inout ivec2 v, const int a)
+{
+ v = v + ivec2(a);
+ return v;
+}
+
+ivec2 __operator -= (inout ivec2 v, const int a)
+{
+ v = v - ivec2(a);
+ return v;
+}
+
+ivec2 __operator *= (inout ivec2 v, const int a)
+{
+ v = v * ivec2(a);
+ return v;
+}
+
+ivec2 __operator /= (inout ivec2 v, const int a)
+{
+ v = v / ivec2(a);
+ return v;
+}
+
+
+//// ivec3/int assignment operators
+
+ivec3 __operator += (inout ivec3 v, const int a)
+{
+ v = v + ivec3(a);
+ return v;
+}
+
+ivec3 __operator -= (inout ivec3 v, const int a)
+{
+ v = v - ivec3(a);
+ return v;
+}
+
+ivec3 __operator *= (inout ivec3 v, const int a)
+{
+ v = v * ivec3(a);
+ return v;
+}
+
+ivec4 __operator /= (inout ivec3 v, const int a)
+{
+ v = v / ivec3(a);
+ return v;
+}
+
+
+//// ivec4/int assignment operators
+
+ivec4 __operator += (inout ivec4 v, const int a)
+{
+ v = v + ivec4(a);
+ return v;
+}
+
+ivec4 __operator -= (inout ivec4 v, const int a)
+{
+ v = v - ivec4(a);
+ return v;
+}
+
+ivec4 __operator *= (inout ivec4 v, const int a)
+{
+ v = v * ivec4(a);
+ return v;
+}
+
+ivec4 __operator /= (inout ivec4 v, const int a)
+{
+ v = v / ivec4(a);
+ return v;
+}
+
+
+
+//// vec2/float assignment operators
+
+vec2 __operator += (inout vec2 v, const float a)
+{
+ v = v + vec2(a);
+ return v;
+}
+
+vec2 __operator -= (inout vec2 v, const float a)
+{
+ v = v - vec2(a);
+ return v;
+}
+
+vec2 __operator *= (inout vec2 v, const float a)
+{
+ v = v * vec2(a);
+ return v;
+}
+
+vec2 __operator /= (inout vec2 v, const float a)
+{
+ v = v / vec2(a);
+ return v;
+}
+
+
+//// vec3/float assignment operators
+
+vec3 __operator += (inout vec3 v, const float a)
+{
+ v = v + vec3(a);
+ return v;
+}
+
+vec3 __operator -= (inout vec3 v, const float a)
+{
+ v = v - vec3(a);
+ return v;
+}
+
+vec3 __operator *= (inout vec3 v, const float a)
+{
+ v = v * vec3(a);
+ return v;
+}
+
+vec3 __operator /= (inout vec3 v, const float a)
+{
+ v = v / vec3(a);
+ return v;
+}
+
+
+//// vec4/float assignment operators
+
+vec4 __operator += (inout vec4 v, const float a)
+{
+ v = v + vec4(a);
+ return v;
+}
+
+vec4 __operator -= (inout vec4 v, const float a)
+{
+ v = v - vec4(a);
+ return v;
+}
+
+vec4 __operator *= (inout vec4 v, const float a)
+{
+ v = v * vec4(a);
+ return v;
+}
+
+vec4 __operator /= (inout vec4 v, const float a)
+{
+ v = v / vec4(a);
+ return v;
+}
+
+
+
+
+
+//// Basic mat2 operations
+
+mat2 __operator + (const mat2 m, const mat2 n)
+{
+ __retVal[0] = m[0] + n[0];
+ __retVal[1] = m[1] + n[1];
+}
+
+mat2 __operator - (const mat2 m, const mat2 n)
+{
+ __retVal[0] = m[0] - n[0];
+ __retVal[1] = m[1] - n[1];
+}
+
+mat2 __operator * (const mat2 m, const mat2 n)
+{
+ __retVal[0] = m[0] * n[0].xx + m[1] * n[0].yy;
+ __retVal[1] = m[0] * n[1].xx + m[1] * n[1].yy;
+}
+
+mat2 __operator / (const mat2 m, const mat2 n)
+{
+ __retVal[0] = m[0] / n[0];
+ __retVal[1] = m[1] / n[1];
+}
+
+
+//// Basic mat3 operations
+
+mat3 __operator + (const mat3 m, const mat3 n)
+{
+ __retVal[0] = m[0] + n[0];
+ __retVal[1] = m[1] + n[1];
+ __retVal[2] = m[2] + n[2];
+}
+
+mat3 __operator - (const mat3 m, const mat3 n)
+{
+ __retVal[0] = m[0] - n[0];
+ __retVal[1] = m[1] - n[1];
+ __retVal[2] = m[2] - n[2];
+}
+
+mat3 __operator * (const mat3 m, const mat3 n)
+{
+ __retVal[0] = m[0] * n[0].xxx + m[1] * n[0].yyy + m[2] * n[0].zzz;
+ __retVal[1] = m[0] * n[1].xxx + m[1] * n[1].yyy + m[2] * n[1].zzz;
+ __retVal[2] = m[0] * n[2].xxx + m[1] * n[2].yyy + m[2] * n[2].zzz;
+}
+
+mat3 __operator / (const mat3 m, const mat3 n)
+{
+ __retVal[0] = m[0] / n[0];
+ __retVal[1] = m[1] / n[1];
+ __retVal[2] = m[2] / n[2];
+}
+
+
+//// Basic mat4 operations
+
+mat4 __operator + (const mat4 m, const mat4 n)
+{
+ __retVal[0] = m[0] + n[0];
+ __retVal[1] = m[1] + n[1];
+ __retVal[2] = m[2] + n[2];
+ __retVal[3] = m[3] + n[3];
+}
+
+mat4 __operator - (const mat4 m, const mat4 n)
+{
+ __retVal[0] = m[0] - n[0];
+ __retVal[1] = m[1] - n[1];
+ __retVal[2] = m[2] - n[2];
+ __retVal[3] = m[3] - n[3];
+}
+
+mat4 __operator * (const mat4 m, const mat4 n)
+{
+ __retVal[0] = m[0] * n[0].xxxx + m[1] * n[0].yyyy + m[2] * n[0].zzzz + m[3] * n[0].wwww;
+ __retVal[1] = m[0] * n[1].xxxx + m[1] * n[1].yyyy + m[2] * n[1].zzzz + m[3] * n[1].wwww;
+ __retVal[2] = m[0] * n[2].xxxx + m[1] * n[2].yyyy + m[2] * n[2].zzzz + m[3] * n[2].wwww;
+ __retVal[3] = m[0] * n[3].xxxx + m[1] * n[3].yyyy + m[2] * n[3].zzzz + m[3] * n[3].wwww;
+}
+
+mat4 __operator / (const mat4 m, const mat4 n)
+{
+ __retVal[0] = m[0] / n[0];
+ __retVal[1] = m[1] / n[1];
+ __retVal[2] = m[2] / n[2];
+ __retVal[3] = m[3] / n[3];
+}
+
+
+//// mat2/float operations
+
+mat2 __operator + (const float a, const mat2 n)
+{
+ __retVal[0] = a + n[0];
+ __retVal[1] = a + n[1];
+}
+
+mat2 __operator + (const mat2 m, const float b)
+{
+ __retVal[0] = m[0] + b;
+ __retVal[1] = m[1] + b;
+}
+
+mat2 __operator - (const float a, const mat2 n)
+{
+ __retVal[0] = a - n[0];
+ __retVal[1] = a - n[1];
+}
+
+mat2 __operator - (const mat2 m, const float b)
+{
+ __retVal[0] = m[0] - b;
+ __retVal[1] = m[1] - b;
+}
+
+mat2 __operator * (const float a, const mat2 n)
+{
+ __retVal[0] = a * n[0];
+ __retVal[1] = a * n[1];
+}
+
+mat2 __operator * (const mat2 m, const float b)
+{
+ __retVal[0] = m[0] * b;
+ __retVal[1] = m[1] * b;
+}
+
+mat2 __operator / (const float a, const mat2 n)
+{
+ __retVal[0] = a / n[0];
+ __retVal[1] = a / n[1];
+}
+
+mat2 __operator / (const mat2 m, const float b)
+{
+ __retVal[0] = m[0] / b;
+ __retVal[1] = m[1] / b;
+}
+
+
+//// mat3/float operations
+
+mat3 __operator + (const float a, const mat3 n)
+{
+ __retVal[0] = a + n[0];
+ __retVal[1] = a + n[1];
+ __retVal[2] = a + n[2];
+}
+
+mat3 __operator + (const mat3 m, const float b)
+{
+ __retVal[0] = m[0] + b;
+ __retVal[1] = m[1] + b;
+ __retVal[2] = m[2] + b;
+}
+
+mat3 __operator - (const float a, const mat3 n)
+{
+ __retVal[0] = a - n[0];
+ __retVal[1] = a - n[1];
+ __retVal[2] = a - n[2];
+}
+
+mat3 __operator - (const mat3 m, const float b)
+{
+ __retVal[0] = m[0] - b;
+ __retVal[1] = m[1] - b;
+ __retVal[2] = m[2] - b;
+}
+
+mat3 __operator * (const float a, const mat3 n)
+{
+ __retVal[0] = a * n[0];
+ __retVal[1] = a * n[1];
+ __retVal[2] = a * n[2];
+}
+
+mat3 __operator * (const mat3 m, const float b)
+{
+ __retVal[0] = m[0] * b;
+ __retVal[1] = m[1] * b;
+ __retVal[2] = m[2] * b;
+}
+
+mat3 __operator / (const float a, const mat3 n)
+{
+ __retVal[0] = a / n[0];
+ __retVal[1] = a / n[1];
+ __retVal[2] = a / n[2];
+}
+
+mat3 __operator / (const mat3 m, const float b)
+{
+ __retVal[0] = m[0] / b;
+ __retVal[1] = m[1] / b;
+ __retVal[2] = m[2] / b;
+}
+
+
+//// mat4/float operations
+
+mat4 __operator + (const float a, const mat4 n)
+{
+ __retVal[0] = a + n[0];
+ __retVal[1] = a + n[1];
+ __retVal[2] = a + n[2];
+ __retVal[3] = a + n[3];
+}
+
+mat4 __operator + (const mat4 m, const float b)
+{
+ __retVal[0] = m[0] + b;
+ __retVal[1] = m[1] + b;
+ __retVal[2] = m[2] + b;
+ __retVal[3] = m[3] + b;
+}
+
+mat4 __operator - (const float a, const mat4 n)
+{
+ __retVal[0] = a - n[0];
+ __retVal[1] = a - n[1];
+ __retVal[2] = a - n[2];
+ __retVal[3] = a - n[3];
+}
+
+mat4 __operator - (const mat4 m, const float b)
+{
+ __retVal[0] = m[0] - b;
+ __retVal[1] = m[1] - b;
+ __retVal[2] = m[2] - b;
+ __retVal[3] = m[3] - b;
+}
+
+mat4 __operator * (const float a, const mat4 n)
+{
+ __retVal[0] = a * n[0];
+ __retVal[1] = a * n[1];
+ __retVal[2] = a * n[2];
+ __retVal[3] = a * n[3];
+}
+
+mat4 __operator * (const mat4 m, const float b)
+{
+ __retVal[0] = m[0] * b;
+ __retVal[1] = m[1] * b;
+ __retVal[2] = m[2] * b;
+ __retVal[3] = m[3] * b;
+}
+
+mat4 __operator / (const float a, const mat4 n)
+{
+ __retVal[0] = a / n[0];
+ __retVal[1] = a / n[1];
+ __retVal[2] = a / n[2];
+ __retVal[3] = a / n[3];
+}
+
+mat4 __operator / (const mat4 m, const float b)
+{
+ __retVal[0] = m[0] / b;
+ __retVal[1] = m[1] / b;
+ __retVal[2] = m[2] / b;
+ __retVal[3] = m[3] / b;
+}
+
+
+
+//// matrix / vector products
+
+vec2 __operator * (const mat2 m, const vec2 v)
+{
+ __retVal = m[0] * v.xx
+ + m[1] * v.yy;
+}
+
+vec2 __operator * (const vec2 v, const mat2 m)
+{
+ __retVal.x = dot(v, m[0]);
+ __retVal.y = dot(v, m[1]);
+}
+
+vec3 __operator * (const mat3 m, const vec3 v)
+{
+ __retVal = m[0] * v.xxx
+ + m[1] * v.yyy
+ + m[2] * v.zzz;
+}
+
+vec3 __operator * (const vec3 v, const mat3 m)
+{
+ __retVal.x = dot(v, m[0]);
+ __retVal.y = dot(v, m[1]);
+ __retVal.z = dot(v, m[2]);
+}
+
+vec4 __operator * (const mat4 m, const vec4 v)
+{
+ __retVal = m[0] * v.xxxx
+ + m[1] * v.yyyy
+ + m[2] * v.zzzz
+ + m[3] * v.wwww;
+}
+
+vec4 __operator * (const vec4 v, const mat4 m)
+{
+ __retVal.x = dot(v, m[0]);
+ __retVal.y = dot(v, m[1]);
+ __retVal.z = dot(v, m[2]);
+ __retVal.w = dot(v, m[3]);
+}
+
+
+
+//// mat2 assignment operators
+
+mat2 __operator += (inout mat2 m, const mat2 n)
+{
+ m[0] = m[0] + n[0];
+ m[1] = m[1] + n[1];
+ return m;
+}
+
+mat2 __operator -= (inout mat2 m, const mat2 n)
+{
+ m[0] = m[0] - n[0];
+ m[1] = m[1] - n[1];
+ return m;
+}
+
+mat2 __operator *= (inout mat2 m, const mat2 n)
+{
+ m = m * n;
+ return m;
+}
+
+mat2 __operator /= (inout mat2 m, const mat2 n)
+{
+ m[0] = m[0] / n[0];
+ m[1] = m[1] / n[1];
+ return m;
+}
+
+
+//// mat3 assignment operators
+
+mat3 __operator += (inout mat3 m, const mat3 n)
+{
+ m[0] = m[0] + n[0];
+ m[1] = m[1] + n[1];
+ m[2] = m[2] + n[2];
+ return m;
+}
+
+mat3 __operator -= (inout mat3 m, const mat3 n)
+{
+ m[0] = m[0] - n[0];
+ m[1] = m[1] - n[1];
+ m[2] = m[2] - n[2];
+ return m;
+}
+
+mat3 __operator *= (inout mat3 m, const mat3 n)
+{
+ m = m * n;
+ return m;
+}
+
+mat3 __operator /= (inout mat3 m, const mat3 n)
+{
+ m[0] = m[0] / n[0];
+ m[1] = m[1] / n[1];
+ m[2] = m[2] / n[2];
+ return m;
+}
+
+
+// mat4 assignment operators
+
+mat4 __operator += (inout mat4 m, const mat4 n)
+{
+ m[0] = m[0] + n[0];
+ m[1] = m[1] + n[1];
+ m[2] = m[2] + n[2];
+ m[3] = m[3] + n[3];
+ return m;
+}
+
+mat4 __operator -= (inout mat4 m, const mat4 n)
+{
+ m[0] = m[0] - n[0];
+ m[1] = m[1] - n[1];
+ m[2] = m[2] - n[2];
+ m[3] = m[3] - n[3];
+ return m;
+}
+
+mat4 __operator *= (inout mat4 m, const mat4 n)
+{
+ m = m * n;
+ return m;
+}
+
+mat4 __operator /= (inout mat4 m, const mat4 n)
+{
+ m[0] = m[0] / n[0];
+ m[1] = m[1] / n[1];
+ m[2] = m[2] / n[2];
+ m[3] = m[3] / n[3];
+ return m;
+}
+
+
+//// mat2/float assignment operators
+
+mat2 __operator += (inout mat2 m, const float a)
+{
+ vec2 v = vec2(a);
+ m[0] = m[0] + v;
+ m[1] = m[1] + v;
+ return m;
+}
+
+mat2 __operator -= (inout mat2 m, const float a)
+{
+ vec2 v = vec2(a);
+ m[0] = m[0] - v;
+ m[1] = m[1] - v;
+ return m;
+}
+
+mat2 __operator *= (inout mat2 m, const float a)
+{
+ vec2 v = vec2(a);
+ m[0] = m[0] * v;
+ m[1] = m[1] * v;
+ return m;
+}
+
+mat2 __operator /= (inout mat2 m, const float a)
+{
+ vec2 v = vec2(1.0 / a);
+ m[0] = m[0] * v;
+ m[1] = m[1] * v;
+ return m;
+}
+
+
+//// mat3/float assignment operators
+
+mat3 __operator += (inout mat3 m, const float a)
+{
+ vec3 v = vec3(a);
+ m[0] = m[0] + v;
+ m[1] = m[1] + v;
+ m[2] = m[2] + v;
+ return m;
+}
+
+mat3 __operator -= (inout mat3 m, const float a)
+{
+ vec3 v = vec3(a);
+ m[0] = m[0] - v;
+ m[1] = m[1] - v;
+ m[2] = m[2] - v;
+ return m;
+}
+
+mat3 __operator *= (inout mat3 m, const float a)
+{
+ vec3 v = vec3(a);
+ m[0] = m[0] * v;
+ m[1] = m[1] * v;
+ m[2] = m[2] * v;
+ return m;
+}
+
+mat3 __operator /= (inout mat3 m, const float a)
+{
+ vec3 v = vec3(1.0 / a);
+ m[0] = m[0] * v;
+ m[1] = m[1] * v;
+ m[2] = m[2] * v;
+ return m;
+}
+
+
+//// mat4/float assignment operators
+
+mat4 __operator += (inout mat4 m, const float a)
+{
+ vec4 v = vec4(a);
+ m[0] = m[0] + v;
+ m[1] = m[1] + v;
+ m[2] = m[2] + v;
+ m[3] = m[3] + v;
+ return m;
+}
+
+mat4 __operator -= (inout mat4 m, const float a)
+{
+ vec4 v = vec4(a);
+ m[0] = m[0] - v;
+ m[1] = m[1] - v;
+ m[2] = m[2] - v;
+ m[3] = m[3] - v;
+ return m;
+}
+
+mat4 __operator *= (inout mat4 m, const float a)
+{
+ vec4 v = vec4(a);
+ m[0] = m[0] * v;
+ m[1] = m[1] * v;
+ m[2] = m[2] * v;
+ m[3] = m[3] * v;
+ return m;
+}
+
+mat4 __operator /= (inout mat4 m, const float a)
+{
+ vec4 v = vec4(1.0 / a);
+ m[0] = m[0] * v;
+ m[1] = m[1] * v;
+ m[2] = m[2] * v;
+ m[3] = m[3] * v;
+ return m;
+}
+
+
+
+//// vec/mat assignment operators
+
+vec2 __operator *= (inout vec2 v, const mat2 m)
+{
+ v = v * m;
+ return v;
+}
+
+vec3 __operator *= (inout vec3 v, const mat3 m)
+{
+ v = v * m;
+ return v;
+}
+
+vec4 __operator *= (inout vec4 v, const mat4 m)
+{
+ v = v * m;
+ return v;
+}
+
+
+
+//// pre-decrement operators
+
+int __operator --(inout int a)
+{
+ a = a - 1;
+ __retVal = a;
+}
+
+ivec2 __operator --(inout ivec2 v)
+{
+ v = v - ivec2(1);
+ __retVal = v;
+}
+
+ivec3 __operator --(inout ivec3 v)
+{
+ v = v - ivec3(1);
+ __retVal = v;
+}
+
+ivec4 __operator --(inout ivec4 v)
+{
+ v = v - ivec4(1);
+ __retVal = v;
+}
+
+
+float __operator --(inout float a)
+{
+ a = a - 1.0;
+ __retVal = a;
+}
+
+vec2 __operator --(inout vec2 v)
+{
+ v = v - vec2(1.0);
+ __retVal = v;
+}
+
+vec3 __operator --(inout vec3 v)
+{
+ v = v - vec3(1.0);
+ __retVal = v;
+}
+
+vec4 __operator --(inout vec4 v)
+{
+ v = v - vec4(1.0);
+ __retVal = v;
+}
+
+
+mat2 __operator --(inout mat2 m)
+{
+ m[0] = m[0] - vec2(1.0);
+ m[1] = m[1] - vec2(1.0);
+ __retVal = m;
+}
+
+mat3 __operator --(inout mat3 m)
+{
+ m[0] = m[0] - vec3(1.0);
+ m[1] = m[1] - vec3(1.0);
+ m[2] = m[2] - vec3(1.0);
+ __retVal = m;
+}
+
+mat4 __operator --(inout mat4 m)
+{
+ m[0] = m[0] - vec4(1.0);
+ m[1] = m[1] - vec4(1.0);
+ m[2] = m[2] - vec4(1.0);
+ m[3] = m[3] - vec4(1.0);
+ __retVal = m;
+}
+
+
+//// pre-increment operators
+
+int __operator ++(inout int a)
+{
+ a = a + 1;
+ __retVal = a;
+}
+
+ivec2 __operator ++(inout ivec2 v)
+{
+ v = v + ivec2(1);
+ __retVal = v;
+}
+
+ivec3 __operator ++(inout ivec3 v)
+{
+ v = v + ivec3(1);
+ __retVal = v;
+}
+
+ivec4 __operator ++(inout ivec4 v)
+{
+ v = v + ivec4(1);
+ __retVal = v;
+}
+
+
+float __operator ++(inout float a)
+{
+ a = a + 1.0;
+ __retVal = a;
+}
+
+vec2 __operator ++(inout vec2 v)
+{
+ v = v + vec2(1.0);
+ __retVal = v;
+}
+
+vec3 __operator ++(inout vec3 v)
+{
+ v = v + vec3(1.0);
+ __retVal = v;
+}
+
+vec4 __operator ++(inout vec4 v)
+{
+ v = v + vec4(1.0);
+ __retVal = v;
+}
+
+
+mat2 __operator ++(inout mat2 m)
+{
+ m[0] = m[0] + vec2(1.0);
+ m[1] = m[1] + vec2(1.0);
+ __retVal = m;
+}
+
+mat3 __operator ++(inout mat3 m)
+{
+ m[0] = m[0] + vec3(1.0);
+ m[1] = m[1] + vec3(1.0);
+ m[2] = m[2] + vec3(1.0);
+ __retVal = m;
+}
+
+mat4 __operator ++(inout mat4 m)
+{
+ m[0] = m[0] + vec4(1.0);
+ m[1] = m[1] + vec4(1.0);
+ m[2] = m[2] + vec4(1.0);
+ m[3] = m[3] + vec4(1.0);
+ __retVal = m;
+}
+
+
+
+//// post-decrement
+
+int __postDecr(inout int a)
+{
+ __retVal = a;
+ a = a - 1;
+}
+
+ivec2 __postDecr(inout ivec2 v)
+{
+ __retVal = v;
+ v = v - ivec2(1);
+}
+
+ivec3 __postDecr(inout ivec3 v)
+{
+ __retVal = v;
+ v = v - ivec3(1);
+}
+
+ivec4 __postDecr(inout ivec4 v)
+{
+ __retVal = v;
+ v = v - ivec4(1);
+}
+
+
+float __postDecr(inout float a)
+{
+ __retVal = a;
+ a = a - 1.0;
+}
+
+vec2 __postDecr(inout vec2 v)
+{
+ __retVal = v;
+ v = v - vec2(1.0);
+}
+
+vec3 __postDecr(inout vec3 v)
+{
+ __retVal = v;
+ v = v - vec3(1.0);
+}
+
+vec4 __postDecr(inout vec4 v)
+{
+ __retVal = v;
+ v = v - vec4(1.0);
+}
+
+
+mat2 __postDecr(inout mat2 m)
+{
+ __retVal = m;
+ m[0] = m[0] - vec2(1.0);
+ m[1] = m[1] - vec2(1.0);
+}
+
+mat3 __postDecr(inout mat3 m)
+{
+ __retVal = m;
+ m[0] = m[0] - vec3(1.0);
+ m[1] = m[1] - vec3(1.0);
+ m[2] = m[2] - vec3(1.0);
+}
+
+mat4 __postDecr(inout mat4 m)
+{
+ __retVal = m;
+ m[0] = m[0] - vec4(1.0);
+ m[1] = m[1] - vec4(1.0);
+ m[2] = m[2] - vec4(1.0);
+ m[3] = m[3] - vec4(1.0);
+}
+
+
+//// post-increment
+
+float __postIncr(inout float a)
+{
+ __retVal = a;
+ a = a + 1;
+}
+
+vec2 __postIncr(inout vec2 v)
+{
+ __retVal = v;
+ v = v + vec2(1.0);
+}
+
+vec3 __postIncr(inout vec3 v)
+{
+ __retVal = v;
+ v = v + vec3(1.0);
+}
+
+vec4 __postIncr(inout vec4 v)
+{
+ __retVal = v;
+ v = v + vec4(1.0);
+}
+
+
+int __postIncr(inout int a)
+{
+ __retVal = a;
+ a = a + 1;
+}
+
+ivec2 __postIncr(inout ivec2 v)
+{
+ __retVal = v;
+ v = v + ivec2(1);
+}
+
+ivec3 __postIncr(inout ivec3 v)
+{
+ __retVal = v;
+ v = v + ivec3(1);
+}
+
+ivec4 __postIncr(inout ivec4 v)
+{
+ __retVal = v;
+ v = v + ivec3(1);
+}
+
+
+mat2 __postIncr(inout mat2 m)
+{
+ mat2 n = m;
+ m[0] = m[0] + vec2(1.0);
+ m[1] = m[1] + vec2(1.0);
+ return n;
+}
+
+mat3 __postIncr(inout mat3 m)
+{
+ mat3 n = m;
+ m[0] = m[0] + vec3(1.0);
+ m[1] = m[1] + vec3(1.0);
+ m[2] = m[2] + vec3(1.0);
+ return n;
+}
+
+mat4 __postIncr(inout mat4 m)
+{
+ mat4 n = m;
+ m[0] = m[0] + vec4(1.0);
+ m[1] = m[1] + vec4(1.0);
+ m[2] = m[2] + vec4(1.0);
+ m[3] = m[3] + vec4(1.0);
+ return n;
+}
+
+
+
+//// inequality operators
+
+
+// XXX are the inequality operators for floats/ints really needed????
+bool __operator < (const float a, const float b)
+{
+ __asm vec4_sgt __retVal.x, b, a;
+}
+
+
+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);
+}
+
+
+
+//
+// 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;
+}
+