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/**************************************************************************
*
* 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.
*
**************************************************************************/
/*
* This file is compiled with clang into the LLVM bitcode
*
* Authors:
* Zack Rusin zack@tungstengraphics.com
*/
typedef __attribute__(( ext_vector_type(4) )) float float4;
extern float fabsf(float val);
float4 absvec(float4 vec)
{
float4 res;
res.x = fabsf(vec.x);
res.y = fabsf(vec.y);
res.z = fabsf(vec.z);
res.w = fabsf(vec.w);
return res;
}
void abs(float4 *res,
float4 tmp0x, float4 tmp0y, float4 tmp0z, float4 tmp0w)
{
res[0] = absvec(tmp0x);
res[1] = absvec(tmp0y);
res[2] = absvec(tmp0z);
res[3] = absvec(tmp0w);
}
void dp3(float4 *res,
float4 tmp0x, float4 tmp0y, float4 tmp0z, float4 tmp0w,
float4 tmp1x, float4 tmp1y, float4 tmp1z, float4 tmp1w)
{
float4 dot = (tmp0x * tmp1x) + (tmp0y * tmp1y) +
(tmp0z * tmp1z);
res[0] = dot;
res[1] = dot;
res[2] = dot;
res[3] = dot;
}
void dp4(float4 *res,
float4 tmp0x, float4 tmp0y, float4 tmp0z, float4 tmp0w,
float4 tmp1x, float4 tmp1y, float4 tmp1z, float4 tmp1w)
{
float4 dot = (tmp0x * tmp1x) + (tmp0y * tmp1y) +
(tmp0z * tmp1z) + (tmp0w * tmp1w);
res[0] = dot;
res[1] = dot;
res[2] = dot;
res[3] = dot;
}
extern float powf(float num, float p);
extern float sqrtf(float x);
float4 powvec(float4 vec, float4 q)
{
float4 p;
p.x = powf(vec.x, q.x);
p.y = powf(vec.y, q.y);
p.z = powf(vec.z, q.z);
p.w = powf(vec.w, q.w);
return p;
}
void pow(float4 *res,
float4 tmp0x, float4 tmp0y, float4 tmp0z, float4 tmp0w,
float4 tmp1x, float4 tmp1y, float4 tmp1z, float4 tmp1w)
{
res[0] = powvec(tmp0x, tmp1x);
res[1] = res[0];
res[2] = res[0];
res[3] = res[0];
}
float4 minvec(float4 a, float4 b)
{
return (float4){(a.x < b.x) ? a.x : b.x,
(a.y < b.y) ? a.y : b.y,
(a.z < b.z) ? a.z : b.z,
(a.w < b.w) ? a.w : b.w};
}
void min(float4 *res,
float4 tmp0x, float4 tmp0y, float4 tmp0z, float4 tmp0w,
float4 tmp1x, float4 tmp1y, float4 tmp1z, float4 tmp1w)
{
res[0] = minvec(tmp0x, tmp1x);
res[1] = minvec(tmp0y, tmp1y);
res[2] = minvec(tmp0z, tmp1z);
res[3] = minvec(tmp0w, tmp1w);
}
float4 maxvec(float4 a, float4 b)
{
return (float4){(a.x > b.x) ? a.x : b.x,
(a.y > b.y) ? a.y : b.y,
(a.z > b.z) ? a.z : b.z,
(a.w > b.w) ? a.w : b.w};
}
void max(float4 *res,
float4 tmp0x, float4 tmp0y, float4 tmp0z, float4 tmp0w,
float4 tmp1x, float4 tmp1y, float4 tmp1z, float4 tmp1w)
{
res[0] = maxvec(tmp0x, tmp1x);
res[1] = maxvec(tmp0y, tmp1y);
res[2] = maxvec(tmp0z, tmp1z);
res[3] = maxvec(tmp0w, tmp1w);
}
void lit(float4 *res,
float4 tmp0x, float4 tmp0y, float4 tmp0z, float4 tmp0w)
{
const float4 zerovec = (float4) {0, 0, 0, 0};
const float4 min128 = (float4) {-128.f, -128.f, -128.f, -128.f};
const float4 plus128 = (float4) {128.f, 128.f, 128.f, 128.f};
res[0] = (float4){1.0, 1.0, 1.0, 1.0};
if (tmp0x.x > 0) {
float4 tmpx = maxvec(tmpx, zerovec);
float4 tmpy = maxvec(tmp0y, zerovec);
float4 tmpw = minvec(tmp0w, plus128);
tmpw = maxvec(tmpw, min128);
res[1] = tmpx;
res[2] = powvec(tmpy, tmpw);
} else {
res[1] = zerovec;
res[2] = zerovec;
}
res[3] = (float4){1.0, 1.0, 1.0, 1.0};
}
float4 sqrtvec(float4 vec)
{
float4 p;
p.x = sqrtf(vec.x);
p.y = sqrtf(vec.y);
p.z = sqrtf(vec.z);
p.w = sqrtf(vec.w);
return p;
}
void rsq(float4 *res,
float4 tmp0x, float4 tmp0y, float4 tmp0z, float4 tmp0w)
{
const float4 onevec = (float4) {1., 1., 1., 1.};
res[0] = onevec/sqrtvec(absvec(tmp0x));
res[1] = res[0];
res[2] = res[0];
res[3] = res[0];
}
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