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/*clang --emit-llvm llvm_builtins.c |llvm-as|opt -std-compile-opts|llvm2cpp -gen-contents -o=gallivm_builtins.cpp -f -for=shader -funcname=createGallivmBuiltins*/
/**************************************************************************
*
* 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__(( ocu_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);
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;
}
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