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1 // Copyright 2016 The SwiftShader Authors. All Rights Reserved.
2 //
3 // Licensed under the Apache License, Version 2.0 (the "License");
4 // you may not use this file except in compliance with the License.
5 // You may obtain a copy of the License at
6 //
7 //    http://www.apache.org/licenses/LICENSE-2.0
8 //
9 // Unless required by applicable law or agreed to in writing, software
10 // distributed under the License is distributed on an "AS IS" BASIS,
11 // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
12 // See the License for the specific language governing permissions and
13 // limitations under the License.
14 
15 #include "ShaderCore.hpp"
16 
17 #include "Renderer/Renderer.hpp"
18 #include "Common/Debug.hpp"
19 
20 #include <limits.h>
21 
22 namespace sw
23 {
24 	extern TranscendentalPrecision logPrecision;
25 	extern TranscendentalPrecision expPrecision;
26 	extern TranscendentalPrecision rcpPrecision;
27 	extern TranscendentalPrecision rsqPrecision;
28 
Vector4s()29 	Vector4s::Vector4s()
30 	{
31 	}
32 
Vector4s(unsigned short x,unsigned short y,unsigned short z,unsigned short w)33 	Vector4s::Vector4s(unsigned short x, unsigned short y, unsigned short z, unsigned short w)
34 	{
35 		this->x = Short4(x);
36 		this->y = Short4(y);
37 		this->z = Short4(z);
38 		this->w = Short4(w);
39 	}
40 
Vector4s(const Vector4s & rhs)41 	Vector4s::Vector4s(const Vector4s &rhs)
42 	{
43 		x = rhs.x;
44 		y = rhs.y;
45 		z = rhs.z;
46 		w = rhs.w;
47 	}
48 
operator =(const Vector4s & rhs)49 	Vector4s &Vector4s::operator=(const Vector4s &rhs)
50 	{
51 		x = rhs.x;
52 		y = rhs.y;
53 		z = rhs.z;
54 		w = rhs.w;
55 
56 		return *this;
57 	}
58 
operator [](int i)59 	Short4 &Vector4s::operator[](int i)
60 	{
61 		switch(i)
62 		{
63 		case 0: return x;
64 		case 1: return y;
65 		case 2: return z;
66 		case 3: return w;
67 		}
68 
69 		return x;
70 	}
71 
Vector4f()72 	Vector4f::Vector4f()
73 	{
74 	}
75 
Vector4f(float x,float y,float z,float w)76 	Vector4f::Vector4f(float x, float y, float z, float w)
77 	{
78 		this->x = Float4(x);
79 		this->y = Float4(y);
80 		this->z = Float4(z);
81 		this->w = Float4(w);
82 	}
83 
Vector4f(const Vector4f & rhs)84 	Vector4f::Vector4f(const Vector4f &rhs)
85 	{
86 		x = rhs.x;
87 		y = rhs.y;
88 		z = rhs.z;
89 		w = rhs.w;
90 	}
91 
operator =(const Vector4f & rhs)92 	Vector4f &Vector4f::operator=(const Vector4f &rhs)
93 	{
94 		x = rhs.x;
95 		y = rhs.y;
96 		z = rhs.z;
97 		w = rhs.w;
98 
99 		return *this;
100 	}
101 
operator [](int i)102 	Float4 &Vector4f::operator[](int i)
103 	{
104 		switch(i)
105 		{
106 		case 0: return x;
107 		case 1: return y;
108 		case 2: return z;
109 		case 3: return w;
110 		}
111 
112 		return x;
113 	}
114 
exponential2(RValue<Float4> x,bool pp)115 	Float4 exponential2(RValue<Float4> x, bool pp)
116 	{
117 		Float4 x0;
118 		Float4 x1;
119 		Int4 x2;
120 
121 		x0 = x;
122 
123 		x0 = Min(x0, As<Float4>(Int4(0x43010000)));   // 129.00000e+0f
124 		x0 = Max(x0, As<Float4>(Int4(0xC2FDFFFF)));   // -126.99999e+0f
125 		x1 = x0;
126 		x1 -= Float4(0.5f);
127 		x2 = RoundInt(x1);
128 		x1 = Float4(x2);
129 		x2 += Int4(0x0000007F);   // 127
130 		x2 = x2 << 23;
131 		x0 -= x1;
132 		x1 = As<Float4>(Int4(0x3AF61905));   // 1.8775767e-3f
133 		x1 *= x0;
134 		x1 += As<Float4>(Int4(0x3C134806));   // 8.9893397e-3f
135 		x1 *= x0;
136 		x1 += As<Float4>(Int4(0x3D64AA23));   // 5.5826318e-2f
137 		x1 *= x0;
138 		x1 += As<Float4>(Int4(0x3E75EAD4));   // 2.4015361e-1f
139 		x1 *= x0;
140 		x1 += As<Float4>(Int4(0x3F31727B));   // 6.9315308e-1f
141 		x1 *= x0;
142 		x1 += As<Float4>(Int4(0x3F7FFFFF));   // 9.9999994e-1f
143 		x1 *= As<Float4>(x2);
144 
145 		return x1;
146 	}
147 
logarithm2(RValue<Float4> x,bool absolute,bool pp)148 	Float4 logarithm2(RValue<Float4> x, bool absolute, bool pp)
149 	{
150 		Float4 x0;
151 		Float4 x1;
152 		Float4 x2;
153 		Float4 x3;
154 
155 		x0 = x;
156 
157 		x1 = As<Float4>(As<Int4>(x0) & Int4(0x7F800000));
158 		x1 = As<Float4>(As<UInt4>(x1) >> 8);
159 		x1 = As<Float4>(As<Int4>(x1) | As<Int4>(Float4(1.0f)));
160 		x1 = (x1 - Float4(1.4960938f)) * Float4(256.0f);   // FIXME: (x1 - 1.4960938f) * 256.0f;
161 		x0 = As<Float4>((As<Int4>(x0) & Int4(0x007FFFFF)) | As<Int4>(Float4(1.0f)));
162 
163 		x2 = (Float4(9.5428179e-2f) * x0 + Float4(4.7779095e-1f)) * x0 + Float4(1.9782813e-1f);
164 		x3 = ((Float4(1.6618466e-2f) * x0 + Float4(2.0350508e-1f)) * x0 + Float4(2.7382900e-1f)) * x0 + Float4(4.0496687e-2f);
165 		x2 /= x3;
166 
167 		x1 += (x0 - Float4(1.0f)) * x2;
168 
169 		return x1;
170 	}
171 
exponential(RValue<Float4> x,bool pp)172 	Float4 exponential(RValue<Float4> x, bool pp)
173 	{
174 		// FIXME: Propagate the constant
175 		return exponential2(Float4(1.44269541f) * x, pp);   // 1/ln(2)
176 	}
177 
logarithm(RValue<Float4> x,bool absolute,bool pp)178 	Float4 logarithm(RValue<Float4> x, bool absolute, bool pp)
179 	{
180 		// FIXME: Propagate the constant
181 		return Float4(6.93147181e-1f) * logarithm2(x, absolute, pp);   // ln(2)
182 	}
183 
power(RValue<Float4> x,RValue<Float4> y,bool pp)184 	Float4 power(RValue<Float4> x, RValue<Float4> y, bool pp)
185 	{
186 		Float4 log = logarithm2(x, true, pp);
187 		log *= y;
188 		return exponential2(log, pp);
189 	}
190 
reciprocal(RValue<Float4> x,bool pp,bool finite,bool exactAtPow2)191 	Float4 reciprocal(RValue<Float4> x, bool pp, bool finite, bool exactAtPow2)
192 	{
193 		Float4 rcp;
194 
195 		if(!pp && rcpPrecision >= WHQL)
196 		{
197 			rcp = Float4(1.0f) / x;
198 		}
199 		else
200 		{
201 			rcp = Rcp_pp(x, exactAtPow2);
202 
203 			if(!pp)
204 			{
205 				rcp = (rcp + rcp) - (x * rcp * rcp);
206 			}
207 		}
208 
209 		if(finite)
210 		{
211 			int big = 0x7F7FFFFF;
212 			rcp = Min(rcp, Float4((float&)big));
213 		}
214 
215 		return rcp;
216 	}
217 
reciprocalSquareRoot(RValue<Float4> x,bool absolute,bool pp)218 	Float4 reciprocalSquareRoot(RValue<Float4> x, bool absolute, bool pp)
219 	{
220 		Float4 abs = x;
221 
222 		if(absolute)
223 		{
224 			abs = Abs(abs);
225 		}
226 
227 		Float4 rsq;
228 
229 		if(!pp && rsqPrecision >= IEEE)
230 		{
231 			rsq = Float4(1.0f) / Sqrt(abs);
232 		}
233 		else
234 		{
235 			rsq = RcpSqrt_pp(abs);
236 
237 			if(!pp)
238 			{
239 				rsq = rsq * (Float4(3.0f) - rsq * rsq * abs) * Float4(0.5f);
240 			}
241 		}
242 
243 		int big = 0x7F7FFFFF;
244 		rsq = Min(rsq, Float4((float&)big));
245 
246 		return rsq;
247 	}
248 
modulo(RValue<Float4> x,RValue<Float4> y)249 	Float4 modulo(RValue<Float4> x, RValue<Float4> y)
250 	{
251 		return x - y * Floor(x / y);
252 	}
253 
sine_pi(RValue<Float4> x,bool pp)254 	Float4 sine_pi(RValue<Float4> x, bool pp)
255 	{
256 		const Float4 A = Float4(-4.05284734e-1f);   // -4/pi^2
257 		const Float4 B = Float4(1.27323954e+0f);    // 4/pi
258 		const Float4 C = Float4(7.75160950e-1f);
259 		const Float4 D = Float4(2.24839049e-1f);
260 
261 		// Parabola approximating sine
262 		Float4 sin = x * (Abs(x) * A + B);
263 
264 		// Improve precision from 0.06 to 0.001
265 		if(true)
266 		{
267 			sin = sin * (Abs(sin) * D + C);
268 		}
269 
270 		return sin;
271 	}
272 
cosine_pi(RValue<Float4> x,bool pp)273 	Float4 cosine_pi(RValue<Float4> x, bool pp)
274 	{
275 		// cos(x) = sin(x + pi/2)
276 		Float4 y = x + Float4(1.57079632e+0f);
277 
278 		// Wrap around
279 		y -= As<Float4>(CmpNLT(y, Float4(3.14159265e+0f)) & As<Int4>(Float4(6.28318530e+0f)));
280 
281 		return sine_pi(y, pp);
282 	}
283 
sine(RValue<Float4> x,bool pp)284 	Float4 sine(RValue<Float4> x, bool pp)
285 	{
286 		// Reduce to [-0.5, 0.5] range
287 		Float4 y = x * Float4(1.59154943e-1f);   // 1/2pi
288 		y = y - Round(y);
289 
290 		const Float4 A = Float4(-16.0f);
291 		const Float4 B = Float4(8.0f);
292 		const Float4 C = Float4(7.75160950e-1f);
293 		const Float4 D = Float4(2.24839049e-1f);
294 
295 		// Parabola approximating sine
296 		Float4 sin = y * (Abs(y) * A + B);
297 
298 		// Improve precision from 0.06 to 0.001
299 		if(true)
300 		{
301 			sin = sin * (Abs(sin) * D + C);
302 		}
303 
304 		return sin;
305 	}
306 
cosine(RValue<Float4> x,bool pp)307 	Float4 cosine(RValue<Float4> x, bool pp)
308 	{
309 		// cos(x) = sin(x + pi/2)
310 		Float4 y = x + Float4(1.57079632e+0f);
311 		return sine(y, pp);
312 	}
313 
tangent(RValue<Float4> x,bool pp)314 	Float4 tangent(RValue<Float4> x, bool pp)
315 	{
316 		return sine(x, pp) / cosine(x, pp);
317 	}
318 
arccos(RValue<Float4> x,bool pp)319 	Float4 arccos(RValue<Float4> x, bool pp)
320 	{
321 		// pi/2 - arcsin(x)
322 		return Float4(1.57079632e+0f) - arcsin(x);
323 	}
324 
arcsin(RValue<Float4> x,bool pp)325 	Float4 arcsin(RValue<Float4> x, bool pp)
326 	{
327 		// x*(pi/2-sqrt(1-x*x)*pi/5)
328 		return x * (Float4(1.57079632e+0f) - Sqrt(Float4(1.0f) - x*x) * Float4(6.28318531e-1f));
329 	}
330 
arctan(RValue<Float4> x,bool pp)331 	Float4 arctan(RValue<Float4> x, bool pp)
332 	{
333 		Int4 O = CmpNLT(Abs(x), Float4(1.0f));
334 		Float4 y = As<Float4>((O & As<Int4>(Float4(1.0f) / x)) | (~O & As<Int4>(x)));   // FIXME: Vector select
335 
336 		// Approximation of atan in [-1..1]
337 		Float4 theta = y * (Float4(-0.27f) * Abs(y) + Float4(1.05539816f));
338 
339 		// +/-pi/2 depending on sign of x
340 		Float4 sgnPi_2 = As<Float4>(As<Int4>(Float4(1.57079632e+0f)) ^ (As<Int4>(x) & Int4(0x80000000)));
341 
342 		theta = As<Float4>((O & As<Int4>(sgnPi_2 - theta)) | (~O & As<Int4>(theta)));   // FIXME: Vector select
343 
344 		return theta;
345 	}
346 
arctan(RValue<Float4> y,RValue<Float4> x,bool pp)347 	Float4 arctan(RValue<Float4> y, RValue<Float4> x, bool pp)
348 	{
349 		// Rotate to upper semicircle when in lower semicircle
350 		Int4 S = CmpLT(y, Float4(0.0f));
351 		Float4 theta = As<Float4>(S & As<Int4>(Float4(-3.14159265e+0f)));   // -pi
352 		Float4 x0 = As<Float4>((As<Int4>(y) & Int4(0x80000000)) ^ As<Int4>(x));
353 		Float4 y0 = Abs(y);
354 
355 		// Rotate to right quadrant when in left quadrant
356 		Int4 Q = CmpLT(x0, Float4(0.0f));
357 		theta += As<Float4>(Q & As<Int4>(Float4(1.57079632e+0f)));   // pi/2
358 		Float4 x1 = As<Float4>((Q & As<Int4>(y0)) | (~Q & As<Int4>(x0)));    // FIXME: Vector select
359 		Float4 y1 = As<Float4>((Q & As<Int4>(-x0)) | (~Q & As<Int4>(y0)));   // FIXME: Vector select
360 
361 		// Rotate to first octant when in second octant
362 		Int4 O = CmpNLT(y1, x1);
363 		theta += As<Float4>(O & As<Int4>(Float4(7.85398163e-1f)));   // pi/4
364 		Float4 x2 = As<Float4>((O & As<Int4>(Float4(7.07106781e-1f) * x1 + Float4(7.07106781e-1f) * y1)) | (~O & As<Int4>(x1)));   // sqrt(2)/2   // FIXME: Vector select
365 		Float4 y2 = As<Float4>((O & As<Int4>(Float4(7.07106781e-1f) * y1 - Float4(7.07106781e-1f) * x1)) | (~O & As<Int4>(y1)));   // FIXME: Vector select
366 
367 		// Approximation of atan in [0..1]
368 		Float4 y_x = y2 / x2;
369 		theta += y_x * (Float4(-0.27f) * y_x + Float4(1.05539816f));
370 
371 		return theta;
372 	}
373 
sineh(RValue<Float4> x,bool pp)374 	Float4 sineh(RValue<Float4> x, bool pp)
375 	{
376 		return (exponential(x, pp) - exponential(-x, pp)) * Float4(0.5f);
377 	}
378 
cosineh(RValue<Float4> x,bool pp)379 	Float4 cosineh(RValue<Float4> x, bool pp)
380 	{
381 		return (exponential(x, pp) + exponential(-x, pp)) * Float4(0.5f);
382 	}
383 
tangenth(RValue<Float4> x,bool pp)384 	Float4 tangenth(RValue<Float4> x, bool pp)
385 	{
386 		Float4 e_x = exponential(x, pp);
387 		Float4 e_minus_x = exponential(-x, pp);
388 		return (e_x - e_minus_x) / (e_x + e_minus_x);
389 	}
390 
arccosh(RValue<Float4> x,bool pp)391 	Float4 arccosh(RValue<Float4> x, bool pp)
392 	{
393 		return logarithm(x + Sqrt(x + Float4(1.0f)) * Sqrt(x - Float4(1.0f)), pp);
394 	}
395 
arcsinh(RValue<Float4> x,bool pp)396 	Float4 arcsinh(RValue<Float4> x, bool pp)
397 	{
398 		return logarithm(x + Sqrt(x * x + Float4(1.0f)), pp);
399 	}
400 
arctanh(RValue<Float4> x,bool pp)401 	Float4 arctanh(RValue<Float4> x, bool pp)
402 	{
403 		return logarithm((Float4(1.0f) + x) / (Float4(1.0f) - x), pp) * Float4(0.5f);
404 	}
405 
dot2(const Vector4f & v0,const Vector4f & v1)406 	Float4 dot2(const Vector4f &v0, const Vector4f &v1)
407 	{
408 		return v0.x * v1.x + v0.y * v1.y;
409 	}
410 
dot3(const Vector4f & v0,const Vector4f & v1)411 	Float4 dot3(const Vector4f &v0, const Vector4f &v1)
412 	{
413 		return v0.x * v1.x + v0.y * v1.y + v0.z * v1.z;
414 	}
415 
dot4(const Vector4f & v0,const Vector4f & v1)416 	Float4 dot4(const Vector4f &v0, const Vector4f &v1)
417 	{
418 		return v0.x * v1.x + v0.y * v1.y + v0.z * v1.z + v0.w * v1.w;
419 	}
420 
transpose4x4(Short4 & row0,Short4 & row1,Short4 & row2,Short4 & row3)421 	void transpose4x4(Short4 &row0, Short4 &row1, Short4 &row2, Short4 &row3)
422 	{
423 		Int2 tmp0 = UnpackHigh(row0, row1);
424 		Int2 tmp1 = UnpackHigh(row2, row3);
425 		Int2 tmp2 = UnpackLow(row0, row1);
426 		Int2 tmp3 = UnpackLow(row2, row3);
427 
428 		row0 = UnpackLow(tmp2, tmp3);
429 		row1 = UnpackHigh(tmp2, tmp3);
430 		row2 = UnpackLow(tmp0, tmp1);
431 		row3 = UnpackHigh(tmp0, tmp1);
432 	}
433 
transpose4x4(Float4 & row0,Float4 & row1,Float4 & row2,Float4 & row3)434 	void transpose4x4(Float4 &row0, Float4 &row1, Float4 &row2, Float4 &row3)
435 	{
436 		Float4 tmp0 = UnpackLow(row0, row1);
437 		Float4 tmp1 = UnpackLow(row2, row3);
438 		Float4 tmp2 = UnpackHigh(row0, row1);
439 		Float4 tmp3 = UnpackHigh(row2, row3);
440 
441 		row0 = Float4(tmp0.xy, tmp1.xy);
442 		row1 = Float4(tmp0.zw, tmp1.zw);
443 		row2 = Float4(tmp2.xy, tmp3.xy);
444 		row3 = Float4(tmp2.zw, tmp3.zw);
445 	}
446 
transpose4x3(Float4 & row0,Float4 & row1,Float4 & row2,Float4 & row3)447 	void transpose4x3(Float4 &row0, Float4 &row1, Float4 &row2, Float4 &row3)
448 	{
449 		Float4 tmp0 = UnpackLow(row0, row1);
450 		Float4 tmp1 = UnpackLow(row2, row3);
451 		Float4 tmp2 = UnpackHigh(row0, row1);
452 		Float4 tmp3 = UnpackHigh(row2, row3);
453 
454 		row0 = Float4(tmp0.xy, tmp1.xy);
455 		row1 = Float4(tmp0.zw, tmp1.zw);
456 		row2 = Float4(tmp2.xy, tmp3.xy);
457 	}
458 
transpose4x2(Float4 & row0,Float4 & row1,Float4 & row2,Float4 & row3)459 	void transpose4x2(Float4 &row0, Float4 &row1, Float4 &row2, Float4 &row3)
460 	{
461 		Float4 tmp0 = UnpackLow(row0, row1);
462 		Float4 tmp1 = UnpackLow(row2, row3);
463 
464 		row0 = Float4(tmp0.xy, tmp1.xy);
465 		row1 = Float4(tmp0.zw, tmp1.zw);
466 	}
467 
transpose4x1(Float4 & row0,Float4 & row1,Float4 & row2,Float4 & row3)468 	void transpose4x1(Float4 &row0, Float4 &row1, Float4 &row2, Float4 &row3)
469 	{
470 		Float4 tmp0 = UnpackLow(row0, row1);
471 		Float4 tmp1 = UnpackLow(row2, row3);
472 
473 		row0 = Float4(tmp0.xy, tmp1.xy);
474 	}
475 
transpose2x4(Float4 & row0,Float4 & row1,Float4 & row2,Float4 & row3)476 	void transpose2x4(Float4 &row0, Float4 &row1, Float4 &row2, Float4 &row3)
477 	{
478 		Float4 tmp01 = UnpackLow(row0, row1);
479 		Float4 tmp23 = UnpackHigh(row0, row1);
480 
481 		row0 = tmp01;
482 		row1 = Float4(tmp01.zw, row1.zw);
483 		row2 = tmp23;
484 		row3 = Float4(tmp23.zw, row3.zw);
485 	}
486 
transpose4xN(Float4 & row0,Float4 & row1,Float4 & row2,Float4 & row3,int N)487 	void transpose4xN(Float4 &row0, Float4 &row1, Float4 &row2, Float4 &row3, int N)
488 	{
489 		switch(N)
490 		{
491 		case 1: transpose4x1(row0, row1, row2, row3); break;
492 		case 2: transpose4x2(row0, row1, row2, row3); break;
493 		case 3: transpose4x3(row0, row1, row2, row3); break;
494 		case 4: transpose4x4(row0, row1, row2, row3); break;
495 		}
496 	}
497 
mov(Vector4f & dst,const Vector4f & src,bool integerDestination)498 	void ShaderCore::mov(Vector4f &dst, const Vector4f &src, bool integerDestination)
499 	{
500 		if(integerDestination)
501 		{
502 			dst.x = As<Float4>(RoundInt(src.x));
503 			dst.y = As<Float4>(RoundInt(src.y));
504 			dst.z = As<Float4>(RoundInt(src.z));
505 			dst.w = As<Float4>(RoundInt(src.w));
506 		}
507 		else
508 		{
509 			dst = src;
510 		}
511 	}
512 
neg(Vector4f & dst,const Vector4f & src)513 	void ShaderCore::neg(Vector4f &dst, const Vector4f &src)
514 	{
515 		dst.x = -src.x;
516 		dst.y = -src.y;
517 		dst.z = -src.z;
518 		dst.w = -src.w;
519 	}
520 
ineg(Vector4f & dst,const Vector4f & src)521 	void ShaderCore::ineg(Vector4f &dst, const Vector4f &src)
522 	{
523 		dst.x = As<Float4>(-As<Int4>(src.x));
524 		dst.y = As<Float4>(-As<Int4>(src.y));
525 		dst.z = As<Float4>(-As<Int4>(src.z));
526 		dst.w = As<Float4>(-As<Int4>(src.w));
527 	}
528 
f2b(Vector4f & dst,const Vector4f & src)529 	void ShaderCore::f2b(Vector4f &dst, const Vector4f &src)
530 	{
531 		dst.x = As<Float4>(CmpNEQ(src.x, Float4(0.0f)));
532 		dst.y = As<Float4>(CmpNEQ(src.y, Float4(0.0f)));
533 		dst.z = As<Float4>(CmpNEQ(src.z, Float4(0.0f)));
534 		dst.w = As<Float4>(CmpNEQ(src.w, Float4(0.0f)));
535 	}
536 
b2f(Vector4f & dst,const Vector4f & src)537 	void ShaderCore::b2f(Vector4f &dst, const Vector4f &src)
538 	{
539 		dst.x = As<Float4>(As<Int4>(src.x) & As<Int4>(Float4(1.0f)));
540 		dst.y = As<Float4>(As<Int4>(src.y) & As<Int4>(Float4(1.0f)));
541 		dst.z = As<Float4>(As<Int4>(src.z) & As<Int4>(Float4(1.0f)));
542 		dst.w = As<Float4>(As<Int4>(src.w) & As<Int4>(Float4(1.0f)));
543 	}
544 
f2i(Vector4f & dst,const Vector4f & src)545 	void ShaderCore::f2i(Vector4f &dst, const Vector4f &src)
546 	{
547 		dst.x = As<Float4>(Int4(src.x));
548 		dst.y = As<Float4>(Int4(src.y));
549 		dst.z = As<Float4>(Int4(src.z));
550 		dst.w = As<Float4>(Int4(src.w));
551 	}
552 
i2f(Vector4f & dst,const Vector4f & src)553 	void ShaderCore::i2f(Vector4f &dst, const Vector4f &src)
554 	{
555 		dst.x = Float4(As<Int4>(src.x));
556 		dst.y = Float4(As<Int4>(src.y));
557 		dst.z = Float4(As<Int4>(src.z));
558 		dst.w = Float4(As<Int4>(src.w));
559 	}
560 
f2u(Vector4f & dst,const Vector4f & src)561 	void ShaderCore::f2u(Vector4f &dst, const Vector4f &src)
562 	{
563 		dst.x = As<Float4>(UInt4(src.x));
564 		dst.y = As<Float4>(UInt4(src.y));
565 		dst.z = As<Float4>(UInt4(src.z));
566 		dst.w = As<Float4>(UInt4(src.w));
567 	}
568 
u2f(Vector4f & dst,const Vector4f & src)569 	void ShaderCore::u2f(Vector4f &dst, const Vector4f &src)
570 	{
571 		dst.x = Float4(As<UInt4>(src.x));
572 		dst.y = Float4(As<UInt4>(src.y));
573 		dst.z = Float4(As<UInt4>(src.z));
574 		dst.w = Float4(As<UInt4>(src.w));
575 	}
576 
i2b(Vector4f & dst,const Vector4f & src)577 	void ShaderCore::i2b(Vector4f &dst, const Vector4f &src)
578 	{
579 		dst.x = As<Float4>(CmpNEQ(As<Int4>(src.x), Int4(0)));
580 		dst.y = As<Float4>(CmpNEQ(As<Int4>(src.y), Int4(0)));
581 		dst.z = As<Float4>(CmpNEQ(As<Int4>(src.z), Int4(0)));
582 		dst.w = As<Float4>(CmpNEQ(As<Int4>(src.w), Int4(0)));
583 	}
584 
b2i(Vector4f & dst,const Vector4f & src)585 	void ShaderCore::b2i(Vector4f &dst, const Vector4f &src)
586 	{
587 		dst.x = As<Float4>(As<Int4>(src.x) & Int4(1));
588 		dst.y = As<Float4>(As<Int4>(src.y) & Int4(1));
589 		dst.z = As<Float4>(As<Int4>(src.z) & Int4(1));
590 		dst.w = As<Float4>(As<Int4>(src.w) & Int4(1));
591 	}
592 
add(Vector4f & dst,const Vector4f & src0,const Vector4f & src1)593 	void ShaderCore::add(Vector4f &dst, const Vector4f &src0, const Vector4f &src1)
594 	{
595 		dst.x = src0.x + src1.x;
596 		dst.y = src0.y + src1.y;
597 		dst.z = src0.z + src1.z;
598 		dst.w = src0.w + src1.w;
599 	}
600 
iadd(Vector4f & dst,const Vector4f & src0,const Vector4f & src1)601 	void ShaderCore::iadd(Vector4f &dst, const Vector4f &src0, const Vector4f &src1)
602 	{
603 		dst.x = As<Float4>(As<Int4>(src0.x) + As<Int4>(src1.x));
604 		dst.y = As<Float4>(As<Int4>(src0.y) + As<Int4>(src1.y));
605 		dst.z = As<Float4>(As<Int4>(src0.z) + As<Int4>(src1.z));
606 		dst.w = As<Float4>(As<Int4>(src0.w) + As<Int4>(src1.w));
607 	}
608 
sub(Vector4f & dst,const Vector4f & src0,const Vector4f & src1)609 	void ShaderCore::sub(Vector4f &dst, const Vector4f &src0, const Vector4f &src1)
610 	{
611 		dst.x = src0.x - src1.x;
612 		dst.y = src0.y - src1.y;
613 		dst.z = src0.z - src1.z;
614 		dst.w = src0.w - src1.w;
615 	}
616 
isub(Vector4f & dst,const Vector4f & src0,const Vector4f & src1)617 	void ShaderCore::isub(Vector4f &dst, const Vector4f &src0, const Vector4f &src1)
618 	{
619 		dst.x = As<Float4>(As<Int4>(src0.x) - As<Int4>(src1.x));
620 		dst.y = As<Float4>(As<Int4>(src0.y) - As<Int4>(src1.y));
621 		dst.z = As<Float4>(As<Int4>(src0.z) - As<Int4>(src1.z));
622 		dst.w = As<Float4>(As<Int4>(src0.w) - As<Int4>(src1.w));
623 	}
624 
mad(Vector4f & dst,const Vector4f & src0,const Vector4f & src1,const Vector4f & src2)625 	void ShaderCore::mad(Vector4f &dst, const Vector4f &src0, const Vector4f &src1, const Vector4f &src2)
626 	{
627 		dst.x = src0.x * src1.x + src2.x;
628 		dst.y = src0.y * src1.y + src2.y;
629 		dst.z = src0.z * src1.z + src2.z;
630 		dst.w = src0.w * src1.w + src2.w;
631 	}
632 
imad(Vector4f & dst,const Vector4f & src0,const Vector4f & src1,const Vector4f & src2)633 	void ShaderCore::imad(Vector4f &dst, const Vector4f &src0, const Vector4f &src1, const Vector4f &src2)
634 	{
635 		dst.x = As<Float4>(As<Int4>(src0.x) * As<Int4>(src1.x) + As<Int4>(src2.x));
636 		dst.y = As<Float4>(As<Int4>(src0.y) * As<Int4>(src1.y) + As<Int4>(src2.y));
637 		dst.z = As<Float4>(As<Int4>(src0.z) * As<Int4>(src1.z) + As<Int4>(src2.z));
638 		dst.w = As<Float4>(As<Int4>(src0.w) * As<Int4>(src1.w) + As<Int4>(src2.w));
639 	}
640 
mul(Vector4f & dst,const Vector4f & src0,const Vector4f & src1)641 	void ShaderCore::mul(Vector4f &dst, const Vector4f &src0, const Vector4f &src1)
642 	{
643 		dst.x = src0.x * src1.x;
644 		dst.y = src0.y * src1.y;
645 		dst.z = src0.z * src1.z;
646 		dst.w = src0.w * src1.w;
647 	}
648 
imul(Vector4f & dst,const Vector4f & src0,const Vector4f & src1)649 	void ShaderCore::imul(Vector4f &dst, const Vector4f &src0, const Vector4f &src1)
650 	{
651 		dst.x = As<Float4>(As<Int4>(src0.x) * As<Int4>(src1.x));
652 		dst.y = As<Float4>(As<Int4>(src0.y) * As<Int4>(src1.y));
653 		dst.z = As<Float4>(As<Int4>(src0.z) * As<Int4>(src1.z));
654 		dst.w = As<Float4>(As<Int4>(src0.w) * As<Int4>(src1.w));
655 	}
656 
rcpx(Vector4f & dst,const Vector4f & src,bool pp)657 	void ShaderCore::rcpx(Vector4f &dst, const Vector4f &src, bool pp)
658 	{
659 		Float4 rcp = reciprocal(src.x, pp, true);
660 
661 		dst.x = rcp;
662 		dst.y = rcp;
663 		dst.z = rcp;
664 		dst.w = rcp;
665 	}
666 
div(Vector4f & dst,const Vector4f & src0,const Vector4f & src1)667 	void ShaderCore::div(Vector4f &dst, const Vector4f &src0, const Vector4f &src1)
668 	{
669 		dst.x = src0.x / src1.x;
670 		dst.y = src0.y / src1.y;
671 		dst.z = src0.z / src1.z;
672 		dst.w = src0.w / src1.w;
673 	}
674 
idiv(Vector4f & dst,const Vector4f & src0,const Vector4f & src1)675 	void ShaderCore::idiv(Vector4f &dst, const Vector4f &src0, const Vector4f &src1)
676 	{
677 		Float4 intMax(As<Float4>(Int4(INT_MAX)));
678 		cmp0i(dst.x, src1.x, intMax, src1.x);
679 		dst.x = As<Float4>(As<Int4>(src0.x) / As<Int4>(dst.x));
680 		cmp0i(dst.y, src1.y, intMax, src1.y);
681 		dst.y = As<Float4>(As<Int4>(src0.y) / As<Int4>(dst.y));
682 		cmp0i(dst.z, src1.z, intMax, src1.z);
683 		dst.z = As<Float4>(As<Int4>(src0.z) / As<Int4>(dst.z));
684 		cmp0i(dst.w, src1.w, intMax, src1.w);
685 		dst.w = As<Float4>(As<Int4>(src0.w) / As<Int4>(dst.w));
686 	}
687 
udiv(Vector4f & dst,const Vector4f & src0,const Vector4f & src1)688 	void ShaderCore::udiv(Vector4f &dst, const Vector4f &src0, const Vector4f &src1)
689 	{
690 		Float4 uintMax(As<Float4>(UInt4(UINT_MAX)));
691 		cmp0i(dst.x, src1.x, uintMax, src1.x);
692 		dst.x = As<Float4>(As<UInt4>(src0.x) / As<UInt4>(dst.x));
693 		cmp0i(dst.y, src1.y, uintMax, src1.y);
694 		dst.y = As<Float4>(As<UInt4>(src0.y) / As<UInt4>(dst.y));
695 		cmp0i(dst.z, src1.z, uintMax, src1.z);
696 		dst.z = As<Float4>(As<UInt4>(src0.z) / As<UInt4>(dst.z));
697 		cmp0i(dst.w, src1.w, uintMax, src1.w);
698 		dst.w = As<Float4>(As<UInt4>(src0.w) / As<UInt4>(dst.w));
699 	}
700 
mod(Vector4f & dst,const Vector4f & src0,const Vector4f & src1)701 	void ShaderCore::mod(Vector4f &dst, const Vector4f &src0, const Vector4f &src1)
702 	{
703 		dst.x = modulo(src0.x, src1.x);
704 		dst.y = modulo(src0.y, src1.y);
705 		dst.z = modulo(src0.z, src1.z);
706 		dst.w = modulo(src0.w, src1.w);
707 	}
708 
imod(Vector4f & dst,const Vector4f & src0,const Vector4f & src1)709 	void ShaderCore::imod(Vector4f &dst, const Vector4f &src0, const Vector4f &src1)
710 	{
711 		cmp0i(dst.x, src1.x, src0.x, src1.x);
712 		dst.x = As<Float4>(As<Int4>(src0.x) % As<Int4>(dst.x));
713 		cmp0i(dst.y, src1.y, src0.y, src1.y);
714 		dst.y = As<Float4>(As<Int4>(src0.y) % As<Int4>(dst.y));
715 		cmp0i(dst.z, src1.z, src0.z, src1.z);
716 		dst.z = As<Float4>(As<Int4>(src0.z) % As<Int4>(dst.z));
717 		cmp0i(dst.w, src1.w, src0.w, src1.w);
718 		dst.w = As<Float4>(As<Int4>(src0.w) % As<Int4>(dst.w));
719 	}
umod(Vector4f & dst,const Vector4f & src0,const Vector4f & src1)720 	void ShaderCore::umod(Vector4f &dst, const Vector4f &src0, const Vector4f &src1)
721 	{
722 		cmp0i(dst.x, src1.x, src0.x, src1.x);
723 		dst.x = As<Float4>(As<UInt4>(src0.x) % As<UInt4>(dst.x));
724 		cmp0i(dst.y, src1.y, src0.y, src1.y);
725 		dst.y = As<Float4>(As<UInt4>(src0.y) % As<UInt4>(dst.y));
726 		cmp0i(dst.z, src1.z, src0.z, src1.z);
727 		dst.z = As<Float4>(As<UInt4>(src0.z) % As<UInt4>(dst.z));
728 		cmp0i(dst.w, src1.w, src0.w, src1.w);
729 		dst.w = As<Float4>(As<UInt4>(src0.w) % As<UInt4>(dst.w));
730 	}
731 
shl(Vector4f & dst,const Vector4f & src0,const Vector4f & src1)732 	void ShaderCore::shl(Vector4f &dst, const Vector4f &src0, const Vector4f &src1)
733 	{
734 		dst.x = As<Float4>(As<Int4>(src0.x) << As<Int4>(src1.x));
735 		dst.y = As<Float4>(As<Int4>(src0.y) << As<Int4>(src1.y));
736 		dst.z = As<Float4>(As<Int4>(src0.z) << As<Int4>(src1.z));
737 		dst.w = As<Float4>(As<Int4>(src0.w) << As<Int4>(src1.w));
738 	}
739 
ishr(Vector4f & dst,const Vector4f & src0,const Vector4f & src1)740 	void ShaderCore::ishr(Vector4f &dst, const Vector4f &src0, const Vector4f &src1)
741 	{
742 		dst.x = As<Float4>(As<Int4>(src0.x) >> As<Int4>(src1.x));
743 		dst.y = As<Float4>(As<Int4>(src0.y) >> As<Int4>(src1.y));
744 		dst.z = As<Float4>(As<Int4>(src0.z) >> As<Int4>(src1.z));
745 		dst.w = As<Float4>(As<Int4>(src0.w) >> As<Int4>(src1.w));
746 	}
747 
ushr(Vector4f & dst,const Vector4f & src0,const Vector4f & src1)748 	void ShaderCore::ushr(Vector4f &dst, const Vector4f &src0, const Vector4f &src1)
749 	{
750 		dst.x = As<Float4>(As<UInt4>(src0.x) >> As<UInt4>(src1.x));
751 		dst.y = As<Float4>(As<UInt4>(src0.y) >> As<UInt4>(src1.y));
752 		dst.z = As<Float4>(As<UInt4>(src0.z) >> As<UInt4>(src1.z));
753 		dst.w = As<Float4>(As<UInt4>(src0.w) >> As<UInt4>(src1.w));
754 	}
755 
rsqx(Vector4f & dst,const Vector4f & src,bool pp)756 	void ShaderCore::rsqx(Vector4f &dst, const Vector4f &src, bool pp)
757 	{
758 		Float4 rsq = reciprocalSquareRoot(src.x, true, pp);
759 
760 		dst.x = rsq;
761 		dst.y = rsq;
762 		dst.z = rsq;
763 		dst.w = rsq;
764 	}
765 
sqrt(Vector4f & dst,const Vector4f & src,bool pp)766 	void ShaderCore::sqrt(Vector4f &dst, const Vector4f &src, bool pp)
767 	{
768 		dst.x = Sqrt(src.x);
769 		dst.y = Sqrt(src.y);
770 		dst.z = Sqrt(src.z);
771 		dst.w = Sqrt(src.w);
772 	}
773 
rsq(Vector4f & dst,const Vector4f & src,bool pp)774 	void ShaderCore::rsq(Vector4f &dst, const Vector4f &src, bool pp)
775 	{
776 		dst.x = reciprocalSquareRoot(src.x, false, pp);
777 		dst.y = reciprocalSquareRoot(src.y, false, pp);
778 		dst.z = reciprocalSquareRoot(src.z, false, pp);
779 		dst.w = reciprocalSquareRoot(src.w, false, pp);
780 	}
781 
len2(Float4 & dst,const Vector4f & src,bool pp)782 	void ShaderCore::len2(Float4 &dst, const Vector4f &src, bool pp)
783 	{
784 		dst = Sqrt(dot2(src, src));
785 	}
786 
len3(Float4 & dst,const Vector4f & src,bool pp)787 	void ShaderCore::len3(Float4 &dst, const Vector4f &src, bool pp)
788 	{
789 		dst = Sqrt(dot3(src, src));
790 	}
791 
len4(Float4 & dst,const Vector4f & src,bool pp)792 	void ShaderCore::len4(Float4 &dst, const Vector4f &src, bool pp)
793 	{
794 		dst = Sqrt(dot4(src, src));
795 	}
796 
dist1(Float4 & dst,const Vector4f & src0,const Vector4f & src1,bool pp)797 	void ShaderCore::dist1(Float4 &dst, const Vector4f &src0, const Vector4f &src1, bool pp)
798 	{
799 		dst = Abs(src0.x - src1.x);
800 	}
801 
dist2(Float4 & dst,const Vector4f & src0,const Vector4f & src1,bool pp)802 	void ShaderCore::dist2(Float4 &dst, const Vector4f &src0, const Vector4f &src1, bool pp)
803 	{
804 		Float4 dx = src0.x - src1.x;
805 		Float4 dy = src0.y - src1.y;
806 		Float4 dot2 = dx * dx + dy * dy;
807 		dst = Sqrt(dot2);
808 	}
809 
dist3(Float4 & dst,const Vector4f & src0,const Vector4f & src1,bool pp)810 	void ShaderCore::dist3(Float4 &dst, const Vector4f &src0, const Vector4f &src1, bool pp)
811 	{
812 		Float4 dx = src0.x - src1.x;
813 		Float4 dy = src0.y - src1.y;
814 		Float4 dz = src0.z - src1.z;
815 		Float4 dot3 = dx * dx + dy * dy + dz * dz;
816 		dst = Sqrt(dot3);
817 	}
818 
dist4(Float4 & dst,const Vector4f & src0,const Vector4f & src1,bool pp)819 	void ShaderCore::dist4(Float4 &dst, const Vector4f &src0, const Vector4f &src1, bool pp)
820 	{
821 		Float4 dx = src0.x - src1.x;
822 		Float4 dy = src0.y - src1.y;
823 		Float4 dz = src0.z - src1.z;
824 		Float4 dw = src0.w - src1.w;
825 		Float4 dot4 = dx * dx + dy * dy + dz * dz + dw * dw;
826 		dst = Sqrt(dot4);
827 	}
828 
dp1(Vector4f & dst,const Vector4f & src0,const Vector4f & src1)829 	void ShaderCore::dp1(Vector4f &dst, const Vector4f &src0, const Vector4f &src1)
830 	{
831 		Float4 t = src0.x * src1.x;
832 
833 		dst.x = t;
834 		dst.y = t;
835 		dst.z = t;
836 		dst.w = t;
837 	}
838 
dp2(Vector4f & dst,const Vector4f & src0,const Vector4f & src1)839 	void ShaderCore::dp2(Vector4f &dst, const Vector4f &src0, const Vector4f &src1)
840 	{
841 		Float4 t = dot2(src0, src1);
842 
843 		dst.x = t;
844 		dst.y = t;
845 		dst.z = t;
846 		dst.w = t;
847 	}
848 
dp2add(Vector4f & dst,const Vector4f & src0,const Vector4f & src1,const Vector4f & src2)849 	void ShaderCore::dp2add(Vector4f &dst, const Vector4f &src0, const Vector4f &src1, const Vector4f &src2)
850 	{
851 		Float4 t = dot2(src0, src1) + src2.x;
852 
853 		dst.x = t;
854 		dst.y = t;
855 		dst.z = t;
856 		dst.w = t;
857 	}
858 
dp3(Vector4f & dst,const Vector4f & src0,const Vector4f & src1)859 	void ShaderCore::dp3(Vector4f &dst, const Vector4f &src0, const Vector4f &src1)
860 	{
861 		Float4 dot = dot3(src0, src1);
862 
863 		dst.x = dot;
864 		dst.y = dot;
865 		dst.z = dot;
866 		dst.w = dot;
867 	}
868 
dp4(Vector4f & dst,const Vector4f & src0,const Vector4f & src1)869 	void ShaderCore::dp4(Vector4f &dst, const Vector4f &src0, const Vector4f &src1)
870 	{
871 		Float4 dot = dot4(src0, src1);
872 
873 		dst.x = dot;
874 		dst.y = dot;
875 		dst.z = dot;
876 		dst.w = dot;
877 	}
878 
min(Vector4f & dst,const Vector4f & src0,const Vector4f & src1)879 	void ShaderCore::min(Vector4f &dst, const Vector4f &src0, const Vector4f &src1)
880 	{
881 		dst.x = Min(src0.x, src1.x);
882 		dst.y = Min(src0.y, src1.y);
883 		dst.z = Min(src0.z, src1.z);
884 		dst.w = Min(src0.w, src1.w);
885 	}
886 
imin(Vector4f & dst,const Vector4f & src0,const Vector4f & src1)887 	void ShaderCore::imin(Vector4f &dst, const Vector4f &src0, const Vector4f &src1)
888 	{
889 		dst.x = As<Float4>(Min(As<Int4>(src0.x), As<Int4>(src1.x)));
890 		dst.y = As<Float4>(Min(As<Int4>(src0.y), As<Int4>(src1.y)));
891 		dst.z = As<Float4>(Min(As<Int4>(src0.z), As<Int4>(src1.z)));
892 		dst.w = As<Float4>(Min(As<Int4>(src0.w), As<Int4>(src1.w)));
893 	}
894 
umin(Vector4f & dst,const Vector4f & src0,const Vector4f & src1)895 	void ShaderCore::umin(Vector4f &dst, const Vector4f &src0, const Vector4f &src1)
896 	{
897 		dst.x = As<Float4>(Min(As<UInt4>(src0.x), As<UInt4>(src1.x)));
898 		dst.y = As<Float4>(Min(As<UInt4>(src0.y), As<UInt4>(src1.y)));
899 		dst.z = As<Float4>(Min(As<UInt4>(src0.z), As<UInt4>(src1.z)));
900 		dst.w = As<Float4>(Min(As<UInt4>(src0.w), As<UInt4>(src1.w)));
901 	}
902 
max(Vector4f & dst,const Vector4f & src0,const Vector4f & src1)903 	void ShaderCore::max(Vector4f &dst, const Vector4f &src0, const Vector4f &src1)
904 	{
905 		dst.x = Max(src0.x, src1.x);
906 		dst.y = Max(src0.y, src1.y);
907 		dst.z = Max(src0.z, src1.z);
908 		dst.w = Max(src0.w, src1.w);
909 	}
910 
imax(Vector4f & dst,const Vector4f & src0,const Vector4f & src1)911 	void ShaderCore::imax(Vector4f &dst, const Vector4f &src0, const Vector4f &src1)
912 	{
913 		dst.x = As<Float4>(Max(As<Int4>(src0.x), As<Int4>(src1.x)));
914 		dst.y = As<Float4>(Max(As<Int4>(src0.y), As<Int4>(src1.y)));
915 		dst.z = As<Float4>(Max(As<Int4>(src0.z), As<Int4>(src1.z)));
916 		dst.w = As<Float4>(Max(As<Int4>(src0.w), As<Int4>(src1.w)));
917 	}
918 
umax(Vector4f & dst,const Vector4f & src0,const Vector4f & src1)919 	void ShaderCore::umax(Vector4f &dst, const Vector4f &src0, const Vector4f &src1)
920 	{
921 		dst.x = As<Float4>(Max(As<Int4>(src0.x), As<Int4>(src1.x)));
922 		dst.y = As<Float4>(Max(As<Int4>(src0.y), As<Int4>(src1.y)));
923 		dst.z = As<Float4>(Max(As<Int4>(src0.z), As<Int4>(src1.z)));
924 		dst.w = As<Float4>(Max(As<Int4>(src0.w), As<Int4>(src1.w)));
925 	}
926 
slt(Vector4f & dst,const Vector4f & src0,const Vector4f & src1)927 	void ShaderCore::slt(Vector4f &dst, const Vector4f &src0, const Vector4f &src1)
928 	{
929 		dst.x = As<Float4>(As<Int4>(CmpLT(src0.x, src1.x)) & As<Int4>(Float4(1.0f)));
930 		dst.y = As<Float4>(As<Int4>(CmpLT(src0.y, src1.y)) & As<Int4>(Float4(1.0f)));
931 		dst.z = As<Float4>(As<Int4>(CmpLT(src0.z, src1.z)) & As<Int4>(Float4(1.0f)));
932 		dst.w = As<Float4>(As<Int4>(CmpLT(src0.w, src1.w)) & As<Int4>(Float4(1.0f)));
933 	}
934 
step(Vector4f & dst,const Vector4f & edge,const Vector4f & x)935 	void ShaderCore::step(Vector4f &dst, const Vector4f &edge, const Vector4f &x)
936 	{
937 		dst.x = As<Float4>(CmpNLT(x.x, edge.x) & As<Int4>(Float4(1.0f)));
938 		dst.y = As<Float4>(CmpNLT(x.y, edge.y) & As<Int4>(Float4(1.0f)));
939 		dst.z = As<Float4>(CmpNLT(x.z, edge.z) & As<Int4>(Float4(1.0f)));
940 		dst.w = As<Float4>(CmpNLT(x.w, edge.w) & As<Int4>(Float4(1.0f)));
941 	}
942 
exp2x(Vector4f & dst,const Vector4f & src,bool pp)943 	void ShaderCore::exp2x(Vector4f &dst, const Vector4f &src, bool pp)
944 	{
945 		Float4 exp = exponential2(src.x, pp);
946 
947 		dst.x = exp;
948 		dst.y = exp;
949 		dst.z = exp;
950 		dst.w = exp;
951 	}
952 
exp2(Vector4f & dst,const Vector4f & src,bool pp)953 	void ShaderCore::exp2(Vector4f &dst, const Vector4f &src, bool pp)
954 	{
955 		dst.x = exponential2(src.x, pp);
956 		dst.y = exponential2(src.y, pp);
957 		dst.z = exponential2(src.z, pp);
958 		dst.w = exponential2(src.w, pp);
959 	}
960 
exp(Vector4f & dst,const Vector4f & src,bool pp)961 	void ShaderCore::exp(Vector4f &dst, const Vector4f &src, bool pp)
962 	{
963 		dst.x = exponential(src.x, pp);
964 		dst.y = exponential(src.y, pp);
965 		dst.z = exponential(src.z, pp);
966 		dst.w = exponential(src.w, pp);
967 	}
968 
log2x(Vector4f & dst,const Vector4f & src,bool pp)969 	void ShaderCore::log2x(Vector4f &dst, const Vector4f &src, bool pp)
970 	{
971 		Float4 log = logarithm2(src.x, true, pp);
972 
973 		dst.x = log;
974 		dst.y = log;
975 		dst.z = log;
976 		dst.w = log;
977 	}
978 
log2(Vector4f & dst,const Vector4f & src,bool pp)979 	void ShaderCore::log2(Vector4f &dst, const Vector4f &src, bool pp)
980 	{
981 		dst.x = logarithm2(src.x, false, pp);
982 		dst.y = logarithm2(src.y, false, pp);
983 		dst.z = logarithm2(src.z, false, pp);
984 		dst.w = logarithm2(src.w, false, pp);
985 	}
986 
log(Vector4f & dst,const Vector4f & src,bool pp)987 	void ShaderCore::log(Vector4f &dst, const Vector4f &src, bool pp)
988 	{
989 		dst.x = logarithm(src.x, false, pp);
990 		dst.y = logarithm(src.y, false, pp);
991 		dst.z = logarithm(src.z, false, pp);
992 		dst.w = logarithm(src.w, false, pp);
993 	}
994 
lit(Vector4f & dst,const Vector4f & src)995 	void ShaderCore::lit(Vector4f &dst, const Vector4f &src)
996 	{
997 		dst.x = Float4(1.0f);
998 		dst.y = Max(src.x, Float4(0.0f));
999 
1000 		Float4 pow;
1001 
1002 		pow = src.w;
1003 		pow = Min(pow, Float4(127.9961f));
1004 		pow = Max(pow, Float4(-127.9961f));
1005 
1006 		dst.z = power(src.y, pow);
1007 		dst.z = As<Float4>(As<Int4>(dst.z) & CmpNLT(src.x, Float4(0.0f)));
1008 		dst.z = As<Float4>(As<Int4>(dst.z) & CmpNLT(src.y, Float4(0.0f)));
1009 
1010 		dst.w = Float4(1.0f);
1011 	}
1012 
att(Vector4f & dst,const Vector4f & src0,const Vector4f & src1)1013 	void ShaderCore::att(Vector4f &dst, const Vector4f &src0, const Vector4f &src1)
1014 	{
1015 		// Computes attenuation factors (1, d, d^2, 1/d) assuming src0 = d^2, src1 = 1/d
1016 		dst.x = 1;
1017 		dst.y = src0.y * src1.y;
1018 		dst.z = src0.z;
1019 		dst.w = src1.w;
1020 	}
1021 
lrp(Vector4f & dst,const Vector4f & src0,const Vector4f & src1,const Vector4f & src2)1022 	void ShaderCore::lrp(Vector4f &dst, const Vector4f &src0, const Vector4f &src1, const Vector4f &src2)
1023 	{
1024 		dst.x = src0.x * (src1.x - src2.x) + src2.x;
1025 		dst.y = src0.y * (src1.y - src2.y) + src2.y;
1026 		dst.z = src0.z * (src1.z - src2.z) + src2.z;
1027 		dst.w = src0.w * (src1.w - src2.w) + src2.w;
1028 	}
1029 
smooth(Vector4f & dst,const Vector4f & edge0,const Vector4f & edge1,const Vector4f & x)1030 	void ShaderCore::smooth(Vector4f &dst, const Vector4f &edge0, const Vector4f &edge1, const Vector4f &x)
1031 	{
1032 		Float4 tx = Min(Max((x.x - edge0.x) / (edge1.x - edge0.x), Float4(0.0f)), Float4(1.0f)); dst.x = tx * tx * (Float4(3.0f) - Float4(2.0f) * tx);
1033 		Float4 ty = Min(Max((x.y - edge0.y) / (edge1.y - edge0.y), Float4(0.0f)), Float4(1.0f)); dst.y = ty * ty * (Float4(3.0f) - Float4(2.0f) * ty);
1034 		Float4 tz = Min(Max((x.z - edge0.z) / (edge1.z - edge0.z), Float4(0.0f)), Float4(1.0f)); dst.z = tz * tz * (Float4(3.0f) - Float4(2.0f) * tz);
1035 		Float4 tw = Min(Max((x.w - edge0.w) / (edge1.w - edge0.w), Float4(0.0f)), Float4(1.0f)); dst.w = tw * tw * (Float4(3.0f) - Float4(2.0f) * tw);
1036 	}
1037 
floatToHalfBits(Float4 & dst,const Float4 & floatBits,bool storeInUpperBits)1038 	void ShaderCore::floatToHalfBits(Float4& dst, const Float4& floatBits, bool storeInUpperBits)
1039 	{
1040 		static const uint32_t mask_sign = 0x80000000u;
1041 		static const uint32_t mask_round = ~0xfffu;
1042 		static const uint32_t c_f32infty = 255 << 23;
1043 		static const uint32_t c_magic = 15 << 23;
1044 		static const uint32_t c_nanbit = 0x200;
1045 		static const uint32_t c_infty_as_fp16 = 0x7c00;
1046 		static const uint32_t c_clamp = (31 << 23) - 0x1000;
1047 
1048 		UInt4 justsign = UInt4(mask_sign) & As<UInt4>(floatBits);
1049 		UInt4 absf = As<UInt4>(floatBits) ^ justsign;
1050 		UInt4 b_isnormal = CmpNLE(UInt4(c_f32infty), absf);
1051 
1052 		// Note: this version doesn't round to the nearest even in case of a tie as defined by IEEE 754-2008, it rounds to +inf
1053 		//       instead of nearest even, since that's fine for GLSL ES 3.0's needs (see section 2.1.1 Floating-Point Computation)
1054 		UInt4 joined = ((((As<UInt4>(Min(As<Float4>(absf & UInt4(mask_round)) * As<Float4>(UInt4(c_magic)),
1055 		                                 As<Float4>(UInt4(c_clamp))))) - UInt4(mask_round)) >> 13) & b_isnormal) |
1056 		               ((b_isnormal ^ UInt4(0xFFFFFFFF)) & ((CmpNLE(absf, UInt4(c_f32infty)) & UInt4(c_nanbit)) |
1057 		               UInt4(c_infty_as_fp16)));
1058 
1059 		dst = As<Float4>(storeInUpperBits ? As<UInt4>(dst) | ((joined << 16) | justsign) : joined | (justsign >> 16));
1060 	}
1061 
halfToFloatBits(Float4 & dst,const Float4 & halfBits)1062 	void ShaderCore::halfToFloatBits(Float4& dst, const Float4& halfBits)
1063 	{
1064 		static const uint32_t mask_nosign = 0x7FFF;
1065 		static const uint32_t magic = (254 - 15) << 23;
1066 		static const uint32_t was_infnan = 0x7BFF;
1067 		static const uint32_t exp_infnan = 255 << 23;
1068 
1069 		UInt4 expmant = As<UInt4>(halfBits) & UInt4(mask_nosign);
1070 		dst = As<Float4>(As<UInt4>(As<Float4>(expmant << 13) * As<Float4>(UInt4(magic))) |
1071 		                 ((As<UInt4>(halfBits) ^ UInt4(expmant)) << 16) |
1072 		                 (CmpNLE(As<UInt4>(expmant), UInt4(was_infnan)) & UInt4(exp_infnan)));
1073 	}
1074 
packHalf2x16(Vector4f & d,const Vector4f & s0)1075 	void ShaderCore::packHalf2x16(Vector4f &d, const Vector4f &s0)
1076 	{
1077 		// half2 | half1
1078 		floatToHalfBits(d.x, s0.x, false);
1079 		floatToHalfBits(d.x, s0.y, true);
1080 	}
1081 
unpackHalf2x16(Vector4f & dst,const Vector4f & s0)1082 	void ShaderCore::unpackHalf2x16(Vector4f &dst, const Vector4f &s0)
1083 	{
1084 		// half2 | half1
1085 		halfToFloatBits(dst.x, As<Float4>(As<UInt4>(s0.x) & UInt4(0x0000FFFF)));
1086 		halfToFloatBits(dst.y, As<Float4>((As<UInt4>(s0.x) & UInt4(0xFFFF0000)) >> 16));
1087 	}
1088 
packSnorm2x16(Vector4f & d,const Vector4f & s0)1089 	void ShaderCore::packSnorm2x16(Vector4f &d, const Vector4f &s0)
1090 	{
1091 		// round(clamp(c, -1.0, 1.0) * 32767.0)
1092 		d.x = As<Float4>((Int4(Round(Min(Max(s0.x, Float4(-1.0f)), Float4(1.0f)) * Float4(32767.0f))) & Int4(0xFFFF)) |
1093 		                ((Int4(Round(Min(Max(s0.y, Float4(-1.0f)), Float4(1.0f)) * Float4(32767.0f))) & Int4(0xFFFF)) << 16));
1094 	}
1095 
packUnorm2x16(Vector4f & d,const Vector4f & s0)1096 	void ShaderCore::packUnorm2x16(Vector4f &d, const Vector4f &s0)
1097 	{
1098 		// round(clamp(c, 0.0, 1.0) * 65535.0)
1099 		d.x = As<Float4>((Int4(Round(Min(Max(s0.x, Float4(0.0f)), Float4(1.0f)) * Float4(65535.0f))) & Int4(0xFFFF)) |
1100 		                ((Int4(Round(Min(Max(s0.y, Float4(0.0f)), Float4(1.0f)) * Float4(65535.0f))) & Int4(0xFFFF)) << 16));
1101 	}
1102 
unpackSnorm2x16(Vector4f & dst,const Vector4f & s0)1103 	void ShaderCore::unpackSnorm2x16(Vector4f &dst, const Vector4f &s0)
1104 	{
1105 		// clamp(f / 32727.0, -1.0, 1.0)
1106 		dst.x = Min(Max(Float4(As<Int4>((As<UInt4>(s0.x) & UInt4(0x0000FFFF)) << 16)) * Float4(1.0f / float(0x7FFF0000)), Float4(-1.0f)), Float4(1.0f));
1107 		dst.y = Min(Max(Float4(As<Int4>(As<UInt4>(s0.x) & UInt4(0xFFFF0000))) * Float4(1.0f / float(0x7FFF0000)), Float4(-1.0f)), Float4(1.0f));
1108 	}
1109 
unpackUnorm2x16(Vector4f & dst,const Vector4f & s0)1110 	void ShaderCore::unpackUnorm2x16(Vector4f &dst, const Vector4f &s0)
1111 	{
1112 		// f / 65535.0
1113 		dst.x = Float4((As<UInt4>(s0.x) & UInt4(0x0000FFFF)) << 16) * Float4(1.0f / float(0xFFFF0000));
1114 		dst.y = Float4(As<UInt4>(s0.x) & UInt4(0xFFFF0000)) * Float4(1.0f / float(0xFFFF0000));
1115 	}
1116 
det2(Vector4f & dst,const Vector4f & src0,const Vector4f & src1)1117 	void ShaderCore::det2(Vector4f &dst, const Vector4f &src0, const Vector4f &src1)
1118 	{
1119 		dst.x = src0.x * src1.y - src0.y * src1.x;
1120 		dst.y = dst.z = dst.w = dst.x;
1121 	}
1122 
det3(Vector4f & dst,const Vector4f & src0,const Vector4f & src1,const Vector4f & src2)1123 	void ShaderCore::det3(Vector4f &dst, const Vector4f &src0, const Vector4f &src1, const Vector4f &src2)
1124 	{
1125 		crs(dst, src1, src2);
1126 		dp3(dst, dst, src0);
1127 	}
1128 
det4(Vector4f & dst,const Vector4f & src0,const Vector4f & src1,const Vector4f & src2,const Vector4f & src3)1129 	void ShaderCore::det4(Vector4f &dst, const Vector4f &src0, const Vector4f &src1, const Vector4f &src2, const Vector4f &src3)
1130 	{
1131 		dst.x = src2.z * src3.w - src2.w * src3.z;
1132 		dst.y = src1.w * src3.z - src1.z * src3.w;
1133 		dst.z = src1.z * src2.w - src1.w * src2.z;
1134 		dst.x = src0.x * (src1.y * dst.x + src2.y * dst.y + src3.y * dst.z) -
1135 		        src0.y * (src1.x * dst.x + src2.x * dst.y + src3.x * dst.z) +
1136 		        src0.z * (src1.x * (src2.y * src3.w - src2.w * src3.y) +
1137 		                  src2.x * (src1.w * src3.y - src1.y * src3.w) +
1138 		                  src3.x * (src1.y * src2.w - src1.w * src2.y)) +
1139 		        src0.w * (src1.x * (src2.z * src3.y - src2.y * src3.z) +
1140 		                  src2.x * (src1.y * src3.z - src1.z * src3.y) +
1141 		                  src3.x * (src1.z * src2.y - src1.y * src2.z));
1142 		dst.y = dst.z = dst.w = dst.x;
1143 	}
1144 
frc(Vector4f & dst,const Vector4f & src)1145 	void ShaderCore::frc(Vector4f &dst, const Vector4f &src)
1146 	{
1147 		dst.x = Frac(src.x);
1148 		dst.y = Frac(src.y);
1149 		dst.z = Frac(src.z);
1150 		dst.w = Frac(src.w);
1151 	}
1152 
trunc(Vector4f & dst,const Vector4f & src)1153 	void ShaderCore::trunc(Vector4f &dst, const Vector4f &src)
1154 	{
1155 		dst.x = Trunc(src.x);
1156 		dst.y = Trunc(src.y);
1157 		dst.z = Trunc(src.z);
1158 		dst.w = Trunc(src.w);
1159 	}
1160 
floor(Vector4f & dst,const Vector4f & src)1161 	void ShaderCore::floor(Vector4f &dst, const Vector4f &src)
1162 	{
1163 		dst.x = Floor(src.x);
1164 		dst.y = Floor(src.y);
1165 		dst.z = Floor(src.z);
1166 		dst.w = Floor(src.w);
1167 	}
1168 
round(Vector4f & dst,const Vector4f & src)1169 	void ShaderCore::round(Vector4f &dst, const Vector4f &src)
1170 	{
1171 		dst.x = Round(src.x);
1172 		dst.y = Round(src.y);
1173 		dst.z = Round(src.z);
1174 		dst.w = Round(src.w);
1175 	}
1176 
roundEven(Vector4f & dst,const Vector4f & src)1177 	void ShaderCore::roundEven(Vector4f &dst, const Vector4f &src)
1178 	{
1179 		// dst = round(src) + ((round(src) < src) * 2 - 1) * (fract(src) == 0.5) * isOdd(round(src));
1180 		// ex.: 1.5:  2 + (0 * 2 - 1) * 1 * 0 = 2
1181 		//      2.5:  3 + (0 * 2 - 1) * 1 * 1 = 2
1182 		//     -1.5: -2 + (1 * 2 - 1) * 1 * 0 = -2
1183 		//     -2.5: -3 + (1 * 2 - 1) * 1 * 1 = -2
1184 		// Even if the round implementation rounds the other way:
1185 		//      1.5:  1 + (1 * 2 - 1) * 1 * 1 = 2
1186 		//      2.5:  2 + (1 * 2 - 1) * 1 * 0 = 2
1187 		//     -1.5: -1 + (0 * 2 - 1) * 1 * 1 = -2
1188 		//     -2.5: -2 + (0 * 2 - 1) * 1 * 0 = -2
1189 		round(dst, src);
1190 		dst.x += ((Float4(CmpLT(dst.x, src.x) & Int4(1)) * Float4(2.0f)) - Float4(1.0f)) * Float4(CmpEQ(Frac(src.x), Float4(0.5f)) & Int4(1)) * Float4(Int4(dst.x) & Int4(1));
1191 		dst.y += ((Float4(CmpLT(dst.y, src.y) & Int4(1)) * Float4(2.0f)) - Float4(1.0f)) * Float4(CmpEQ(Frac(src.y), Float4(0.5f)) & Int4(1)) * Float4(Int4(dst.y) & Int4(1));
1192 		dst.z += ((Float4(CmpLT(dst.z, src.z) & Int4(1)) * Float4(2.0f)) - Float4(1.0f)) * Float4(CmpEQ(Frac(src.z), Float4(0.5f)) & Int4(1)) * Float4(Int4(dst.z) & Int4(1));
1193 		dst.w += ((Float4(CmpLT(dst.w, src.w) & Int4(1)) * Float4(2.0f)) - Float4(1.0f)) * Float4(CmpEQ(Frac(src.w), Float4(0.5f)) & Int4(1)) * Float4(Int4(dst.w) & Int4(1));
1194 	}
1195 
ceil(Vector4f & dst,const Vector4f & src)1196 	void ShaderCore::ceil(Vector4f &dst, const Vector4f &src)
1197 	{
1198 		dst.x = Ceil(src.x);
1199 		dst.y = Ceil(src.y);
1200 		dst.z = Ceil(src.z);
1201 		dst.w = Ceil(src.w);
1202 	}
1203 
powx(Vector4f & dst,const Vector4f & src0,const Vector4f & src1,bool pp)1204 	void ShaderCore::powx(Vector4f &dst, const Vector4f &src0, const Vector4f &src1, bool pp)
1205 	{
1206 		Float4 pow = power(src0.x, src1.x, pp);
1207 
1208 		dst.x = pow;
1209 		dst.y = pow;
1210 		dst.z = pow;
1211 		dst.w = pow;
1212 	}
1213 
pow(Vector4f & dst,const Vector4f & src0,const Vector4f & src1,bool pp)1214 	void ShaderCore::pow(Vector4f &dst, const Vector4f &src0, const Vector4f &src1, bool pp)
1215 	{
1216 		dst.x = power(src0.x, src1.x, pp);
1217 		dst.y = power(src0.y, src1.y, pp);
1218 		dst.z = power(src0.z, src1.z, pp);
1219 		dst.w = power(src0.w, src1.w, pp);
1220 	}
1221 
crs(Vector4f & dst,const Vector4f & src0,const Vector4f & src1)1222 	void ShaderCore::crs(Vector4f &dst, const Vector4f &src0, const Vector4f &src1)
1223 	{
1224 		dst.x = src0.y * src1.z - src0.z * src1.y;
1225 		dst.y = src0.z * src1.x - src0.x * src1.z;
1226 		dst.z = src0.x * src1.y - src0.y * src1.x;
1227 	}
1228 
forward1(Vector4f & dst,const Vector4f & N,const Vector4f & I,const Vector4f & Nref)1229 	void ShaderCore::forward1(Vector4f &dst, const Vector4f &N, const Vector4f &I, const Vector4f &Nref)
1230 	{
1231 		Int4 flip = CmpNLT(Nref.x * I.x, Float4(0.0f)) & Int4(0x80000000);
1232 
1233 		dst.x =  As<Float4>(flip ^ As<Int4>(N.x));
1234 	}
1235 
forward2(Vector4f & dst,const Vector4f & N,const Vector4f & I,const Vector4f & Nref)1236 	void ShaderCore::forward2(Vector4f &dst, const Vector4f &N, const Vector4f &I, const Vector4f &Nref)
1237 	{
1238 		Int4 flip = CmpNLT(dot2(Nref, I), Float4(0.0f)) & Int4(0x80000000);
1239 
1240 		dst.x =  As<Float4>(flip ^ As<Int4>(N.x));
1241 		dst.y =  As<Float4>(flip ^ As<Int4>(N.y));
1242 	}
1243 
forward3(Vector4f & dst,const Vector4f & N,const Vector4f & I,const Vector4f & Nref)1244 	void ShaderCore::forward3(Vector4f &dst, const Vector4f &N, const Vector4f &I, const Vector4f &Nref)
1245 	{
1246 		Int4 flip = CmpNLT(dot3(Nref, I), Float4(0.0f)) & Int4(0x80000000);
1247 
1248 		dst.x =  As<Float4>(flip ^ As<Int4>(N.x));
1249 		dst.y =  As<Float4>(flip ^ As<Int4>(N.y));
1250 		dst.z =  As<Float4>(flip ^ As<Int4>(N.z));
1251 	}
1252 
forward4(Vector4f & dst,const Vector4f & N,const Vector4f & I,const Vector4f & Nref)1253 	void ShaderCore::forward4(Vector4f &dst, const Vector4f &N, const Vector4f &I, const Vector4f &Nref)
1254 	{
1255 		Int4 flip = CmpNLT(dot4(Nref, I), Float4(0.0f)) & Int4(0x80000000);
1256 
1257 		dst.x =  As<Float4>(flip ^ As<Int4>(N.x));
1258 		dst.y =  As<Float4>(flip ^ As<Int4>(N.y));
1259 		dst.z =  As<Float4>(flip ^ As<Int4>(N.z));
1260 		dst.w =  As<Float4>(flip ^ As<Int4>(N.w));
1261 	}
1262 
reflect1(Vector4f & dst,const Vector4f & I,const Vector4f & N)1263 	void ShaderCore::reflect1(Vector4f &dst, const Vector4f &I, const Vector4f &N)
1264 	{
1265 		Float4 d = N.x * I.x;
1266 
1267 		dst.x = I.x - Float4(2.0f) * d * N.x;
1268 	}
1269 
reflect2(Vector4f & dst,const Vector4f & I,const Vector4f & N)1270 	void ShaderCore::reflect2(Vector4f &dst, const Vector4f &I, const Vector4f &N)
1271 	{
1272 		Float4 d = dot2(N, I);
1273 
1274 		dst.x = I.x - Float4(2.0f) * d * N.x;
1275 		dst.y = I.y - Float4(2.0f) * d * N.y;
1276 	}
1277 
reflect3(Vector4f & dst,const Vector4f & I,const Vector4f & N)1278 	void ShaderCore::reflect3(Vector4f &dst, const Vector4f &I, const Vector4f &N)
1279 	{
1280 		Float4 d = dot3(N, I);
1281 
1282 		dst.x = I.x - Float4(2.0f) * d * N.x;
1283 		dst.y = I.y - Float4(2.0f) * d * N.y;
1284 		dst.z = I.z - Float4(2.0f) * d * N.z;
1285 	}
1286 
reflect4(Vector4f & dst,const Vector4f & I,const Vector4f & N)1287 	void ShaderCore::reflect4(Vector4f &dst, const Vector4f &I, const Vector4f &N)
1288 	{
1289 		Float4 d = dot4(N, I);
1290 
1291 		dst.x = I.x - Float4(2.0f) * d * N.x;
1292 		dst.y = I.y - Float4(2.0f) * d * N.y;
1293 		dst.z = I.z - Float4(2.0f) * d * N.z;
1294 		dst.w = I.w - Float4(2.0f) * d * N.w;
1295 	}
1296 
refract1(Vector4f & dst,const Vector4f & I,const Vector4f & N,const Float4 & eta)1297 	void ShaderCore::refract1(Vector4f &dst, const Vector4f &I, const Vector4f &N, const Float4 &eta)
1298 	{
1299 		Float4 d = N.x * I.x;
1300 		Float4 k = Float4(1.0f) - eta * eta * (Float4(1.0f) - d * d);
1301 		Int4 pos = CmpNLT(k, Float4(0.0f));
1302 		Float4 t = (eta * d + Sqrt(k));
1303 
1304 		dst.x = As<Float4>(pos & As<Int4>(eta * I.x - t * N.x));
1305 	}
1306 
refract2(Vector4f & dst,const Vector4f & I,const Vector4f & N,const Float4 & eta)1307 	void ShaderCore::refract2(Vector4f &dst, const Vector4f &I, const Vector4f &N, const Float4 &eta)
1308 	{
1309 		Float4 d = dot2(N, I);
1310 		Float4 k = Float4(1.0f) - eta * eta * (Float4(1.0f) - d * d);
1311 		Int4 pos = CmpNLT(k, Float4(0.0f));
1312 		Float4 t = (eta * d + Sqrt(k));
1313 
1314 		dst.x = As<Float4>(pos & As<Int4>(eta * I.x - t * N.x));
1315 		dst.y = As<Float4>(pos & As<Int4>(eta * I.y - t * N.y));
1316 	}
1317 
refract3(Vector4f & dst,const Vector4f & I,const Vector4f & N,const Float4 & eta)1318 	void ShaderCore::refract3(Vector4f &dst, const Vector4f &I, const Vector4f &N, const Float4 &eta)
1319 	{
1320 		Float4 d = dot3(N, I);
1321 		Float4 k = Float4(1.0f) - eta * eta * (Float4(1.0f) - d * d);
1322 		Int4 pos = CmpNLT(k, Float4(0.0f));
1323 		Float4 t = (eta * d + Sqrt(k));
1324 
1325 		dst.x = As<Float4>(pos & As<Int4>(eta * I.x - t * N.x));
1326 		dst.y = As<Float4>(pos & As<Int4>(eta * I.y - t * N.y));
1327 		dst.z = As<Float4>(pos & As<Int4>(eta * I.z - t * N.z));
1328 	}
1329 
refract4(Vector4f & dst,const Vector4f & I,const Vector4f & N,const Float4 & eta)1330 	void ShaderCore::refract4(Vector4f &dst, const Vector4f &I, const Vector4f &N, const Float4 &eta)
1331 	{
1332 		Float4 d = dot4(N, I);
1333 		Float4 k = Float4(1.0f) - eta * eta * (Float4(1.0f) - d * d);
1334 		Int4 pos = CmpNLT(k, Float4(0.0f));
1335 		Float4 t = (eta * d + Sqrt(k));
1336 
1337 		dst.x = As<Float4>(pos & As<Int4>(eta * I.x - t * N.x));
1338 		dst.y = As<Float4>(pos & As<Int4>(eta * I.y - t * N.y));
1339 		dst.z = As<Float4>(pos & As<Int4>(eta * I.z - t * N.z));
1340 		dst.w = As<Float4>(pos & As<Int4>(eta * I.w - t * N.w));
1341 	}
1342 
sgn(Vector4f & dst,const Vector4f & src)1343 	void ShaderCore::sgn(Vector4f &dst, const Vector4f &src)
1344 	{
1345 		sgn(dst.x, src.x);
1346 		sgn(dst.y, src.y);
1347 		sgn(dst.z, src.z);
1348 		sgn(dst.w, src.w);
1349 	}
1350 
isgn(Vector4f & dst,const Vector4f & src)1351 	void ShaderCore::isgn(Vector4f &dst, const Vector4f &src)
1352 	{
1353 		isgn(dst.x, src.x);
1354 		isgn(dst.y, src.y);
1355 		isgn(dst.z, src.z);
1356 		isgn(dst.w, src.w);
1357 	}
1358 
abs(Vector4f & dst,const Vector4f & src)1359 	void ShaderCore::abs(Vector4f &dst, const Vector4f &src)
1360 	{
1361 		dst.x = Abs(src.x);
1362 		dst.y = Abs(src.y);
1363 		dst.z = Abs(src.z);
1364 		dst.w = Abs(src.w);
1365 	}
1366 
iabs(Vector4f & dst,const Vector4f & src)1367 	void ShaderCore::iabs(Vector4f &dst, const Vector4f &src)
1368 	{
1369 		dst.x = As<Float4>(Abs(As<Int4>(src.x)));
1370 		dst.y = As<Float4>(Abs(As<Int4>(src.y)));
1371 		dst.z = As<Float4>(Abs(As<Int4>(src.z)));
1372 		dst.w = As<Float4>(Abs(As<Int4>(src.w)));
1373 	}
1374 
nrm2(Vector4f & dst,const Vector4f & src,bool pp)1375 	void ShaderCore::nrm2(Vector4f &dst, const Vector4f &src, bool pp)
1376 	{
1377 		Float4 dot = dot2(src, src);
1378 		Float4 rsq = reciprocalSquareRoot(dot, false, pp);
1379 
1380 		dst.x = src.x * rsq;
1381 		dst.y = src.y * rsq;
1382 		dst.z = src.z * rsq;
1383 		dst.w = src.w * rsq;
1384 	}
1385 
nrm3(Vector4f & dst,const Vector4f & src,bool pp)1386 	void ShaderCore::nrm3(Vector4f &dst, const Vector4f &src, bool pp)
1387 	{
1388 		Float4 dot = dot3(src, src);
1389 		Float4 rsq = reciprocalSquareRoot(dot, false, pp);
1390 
1391 		dst.x = src.x * rsq;
1392 		dst.y = src.y * rsq;
1393 		dst.z = src.z * rsq;
1394 		dst.w = src.w * rsq;
1395 	}
1396 
nrm4(Vector4f & dst,const Vector4f & src,bool pp)1397 	void ShaderCore::nrm4(Vector4f &dst, const Vector4f &src, bool pp)
1398 	{
1399 		Float4 dot = dot4(src, src);
1400 		Float4 rsq = reciprocalSquareRoot(dot, false, pp);
1401 
1402 		dst.x = src.x * rsq;
1403 		dst.y = src.y * rsq;
1404 		dst.z = src.z * rsq;
1405 		dst.w = src.w * rsq;
1406 	}
1407 
sincos(Vector4f & dst,const Vector4f & src,bool pp)1408 	void ShaderCore::sincos(Vector4f &dst, const Vector4f &src, bool pp)
1409 	{
1410 		dst.x = cosine_pi(src.x, pp);
1411 		dst.y = sine_pi(src.x, pp);
1412 	}
1413 
cos(Vector4f & dst,const Vector4f & src,bool pp)1414 	void ShaderCore::cos(Vector4f &dst, const Vector4f &src, bool pp)
1415 	{
1416 		dst.x = cosine(src.x, pp);
1417 		dst.y = cosine(src.y, pp);
1418 		dst.z = cosine(src.z, pp);
1419 		dst.w = cosine(src.w, pp);
1420 	}
1421 
sin(Vector4f & dst,const Vector4f & src,bool pp)1422 	void ShaderCore::sin(Vector4f &dst, const Vector4f &src, bool pp)
1423 	{
1424 		dst.x = sine(src.x, pp);
1425 		dst.y = sine(src.y, pp);
1426 		dst.z = sine(src.z, pp);
1427 		dst.w = sine(src.w, pp);
1428 	}
1429 
tan(Vector4f & dst,const Vector4f & src,bool pp)1430 	void ShaderCore::tan(Vector4f &dst, const Vector4f &src, bool pp)
1431 	{
1432 		dst.x = tangent(src.x, pp);
1433 		dst.y = tangent(src.y, pp);
1434 		dst.z = tangent(src.z, pp);
1435 		dst.w = tangent(src.w, pp);
1436 	}
1437 
acos(Vector4f & dst,const Vector4f & src,bool pp)1438 	void ShaderCore::acos(Vector4f &dst, const Vector4f &src, bool pp)
1439 	{
1440 		dst.x = arccos(src.x, pp);
1441 		dst.y = arccos(src.y, pp);
1442 		dst.z = arccos(src.z, pp);
1443 		dst.w = arccos(src.w, pp);
1444 	}
1445 
asin(Vector4f & dst,const Vector4f & src,bool pp)1446 	void ShaderCore::asin(Vector4f &dst, const Vector4f &src, bool pp)
1447 	{
1448 		dst.x = arcsin(src.x, pp);
1449 		dst.y = arcsin(src.y, pp);
1450 		dst.z = arcsin(src.z, pp);
1451 		dst.w = arcsin(src.w, pp);
1452 	}
1453 
atan(Vector4f & dst,const Vector4f & src,bool pp)1454 	void ShaderCore::atan(Vector4f &dst, const Vector4f &src, bool pp)
1455 	{
1456 		dst.x = arctan(src.x, pp);
1457 		dst.y = arctan(src.y, pp);
1458 		dst.z = arctan(src.z, pp);
1459 		dst.w = arctan(src.w, pp);
1460 	}
1461 
atan2(Vector4f & dst,const Vector4f & src0,const Vector4f & src1,bool pp)1462 	void ShaderCore::atan2(Vector4f &dst, const Vector4f &src0, const Vector4f &src1, bool pp)
1463 	{
1464 		dst.x = arctan(src0.x, src1.x, pp);
1465 		dst.y = arctan(src0.y, src1.y, pp);
1466 		dst.z = arctan(src0.z, src1.z, pp);
1467 		dst.w = arctan(src0.w, src1.w, pp);
1468 	}
1469 
cosh(Vector4f & dst,const Vector4f & src,bool pp)1470 	void ShaderCore::cosh(Vector4f &dst, const Vector4f &src, bool pp)
1471 	{
1472 		dst.x = cosineh(src.x, pp);
1473 		dst.y = cosineh(src.y, pp);
1474 		dst.z = cosineh(src.z, pp);
1475 		dst.w = cosineh(src.w, pp);
1476 	}
1477 
sinh(Vector4f & dst,const Vector4f & src,bool pp)1478 	void ShaderCore::sinh(Vector4f &dst, const Vector4f &src, bool pp)
1479 	{
1480 		dst.x = sineh(src.x, pp);
1481 		dst.y = sineh(src.y, pp);
1482 		dst.z = sineh(src.z, pp);
1483 		dst.w = sineh(src.w, pp);
1484 	}
1485 
tanh(Vector4f & dst,const Vector4f & src,bool pp)1486 	void ShaderCore::tanh(Vector4f &dst, const Vector4f &src, bool pp)
1487 	{
1488 		dst.x = tangenth(src.x, pp);
1489 		dst.y = tangenth(src.y, pp);
1490 		dst.z = tangenth(src.z, pp);
1491 		dst.w = tangenth(src.w, pp);
1492 	}
1493 
acosh(Vector4f & dst,const Vector4f & src,bool pp)1494 	void ShaderCore::acosh(Vector4f &dst, const Vector4f &src, bool pp)
1495 	{
1496 		dst.x = arccosh(src.x, pp);
1497 		dst.y = arccosh(src.y, pp);
1498 		dst.z = arccosh(src.z, pp);
1499 		dst.w = arccosh(src.w, pp);
1500 	}
1501 
asinh(Vector4f & dst,const Vector4f & src,bool pp)1502 	void ShaderCore::asinh(Vector4f &dst, const Vector4f &src, bool pp)
1503 	{
1504 		dst.x = arcsinh(src.x, pp);
1505 		dst.y = arcsinh(src.y, pp);
1506 		dst.z = arcsinh(src.z, pp);
1507 		dst.w = arcsinh(src.w, pp);
1508 	}
1509 
atanh(Vector4f & dst,const Vector4f & src,bool pp)1510 	void ShaderCore::atanh(Vector4f &dst, const Vector4f &src, bool pp)
1511 	{
1512 		dst.x = arctanh(src.x, pp);
1513 		dst.y = arctanh(src.y, pp);
1514 		dst.z = arctanh(src.z, pp);
1515 		dst.w = arctanh(src.w, pp);
1516 	}
1517 
expp(Vector4f & dst,const Vector4f & src,unsigned short version)1518 	void ShaderCore::expp(Vector4f &dst, const Vector4f &src, unsigned short version)
1519 	{
1520 		if(version < 0x0200)
1521 		{
1522 			Float4 frc = Frac(src.x);
1523 			Float4 floor = src.x - frc;
1524 
1525 			dst.x = exponential2(floor, true);
1526 			dst.y = frc;
1527 			dst.z = exponential2(src.x, true);
1528 			dst.w = Float4(1.0f);
1529 		}
1530 		else   // Version >= 2.0
1531 		{
1532 			exp2x(dst, src, true);   // FIXME: 10-bit precision suffices
1533 		}
1534 	}
1535 
logp(Vector4f & dst,const Vector4f & src,unsigned short version)1536 	void ShaderCore::logp(Vector4f &dst, const Vector4f &src, unsigned short version)
1537 	{
1538 		if(version < 0x0200)
1539 		{
1540 			Float4 tmp0;
1541 			Float4 tmp1;
1542 			Float4 t;
1543 			Int4 r;
1544 
1545 			tmp0 = Abs(src.x);
1546 			tmp1 = tmp0;
1547 
1548 			// X component
1549 			r = As<Int4>(As<UInt4>(tmp0) >> 23) - Int4(127);
1550 			dst.x = Float4(r);
1551 
1552 			// Y component
1553 			dst.y = As<Float4>((As<Int4>(tmp1) & Int4(0x007FFFFF)) | As<Int4>(Float4(1.0f)));
1554 
1555 			// Z component
1556 			dst.z = logarithm2(src.x, true, true);
1557 
1558 			// W component
1559 			dst.w = 1.0f;
1560 		}
1561 		else
1562 		{
1563 			log2x(dst, src, true);
1564 		}
1565 	}
1566 
cmp0(Vector4f & dst,const Vector4f & src0,const Vector4f & src1,const Vector4f & src2)1567 	void ShaderCore::cmp0(Vector4f &dst, const Vector4f &src0, const Vector4f &src1, const Vector4f &src2)
1568 	{
1569 		cmp0(dst.x, src0.x, src1.x, src2.x);
1570 		cmp0(dst.y, src0.y, src1.y, src2.y);
1571 		cmp0(dst.z, src0.z, src1.z, src2.z);
1572 		cmp0(dst.w, src0.w, src1.w, src2.w);
1573 	}
1574 
select(Vector4f & dst,const Vector4f & src0,const Vector4f & src1,const Vector4f & src2)1575 	void ShaderCore::select(Vector4f &dst, const Vector4f &src0, const Vector4f &src1, const Vector4f &src2)
1576 	{
1577 		select(dst.x, As<Int4>(src0.x), src1.x, src2.x);
1578 		select(dst.y, As<Int4>(src0.y), src1.y, src2.y);
1579 		select(dst.z, As<Int4>(src0.z), src1.z, src2.z);
1580 		select(dst.w, As<Int4>(src0.w), src1.w, src2.w);
1581 	}
1582 
extract(Float4 & dst,const Vector4f & src0,const Float4 & src1)1583 	void ShaderCore::extract(Float4 &dst, const Vector4f &src0, const Float4 &src1)
1584 	{
1585 		select(dst, CmpEQ(As<Int4>(src1), Int4(1)), src0.y, src0.x);
1586 		select(dst, CmpEQ(As<Int4>(src1), Int4(2)), src0.z, dst);
1587 		select(dst, CmpEQ(As<Int4>(src1), Int4(3)), src0.w, dst);
1588 	}
1589 
insert(Vector4f & dst,const Vector4f & src,const Float4 & element,const Float4 & index)1590 	void ShaderCore::insert(Vector4f &dst, const Vector4f &src, const Float4 &element, const Float4 &index)
1591 	{
1592 		select(dst.x, CmpEQ(As<Int4>(index), Int4(0)), element, src.x);
1593 		select(dst.y, CmpEQ(As<Int4>(index), Int4(1)), element, src.y);
1594 		select(dst.z, CmpEQ(As<Int4>(index), Int4(2)), element, src.z);
1595 		select(dst.w, CmpEQ(As<Int4>(index), Int4(3)), element, src.w);
1596 	}
1597 
sgn(Float4 & dst,const Float4 & src)1598 	void ShaderCore::sgn(Float4 &dst, const Float4 &src)
1599 	{
1600 		Int4 neg = As<Int4>(CmpLT(src, Float4(-0.0f))) & As<Int4>(Float4(-1.0f));
1601 		Int4 pos = As<Int4>(CmpNLE(src, Float4(+0.0f))) & As<Int4>(Float4(1.0f));
1602 		dst = As<Float4>(neg | pos);
1603 	}
1604 
isgn(Float4 & dst,const Float4 & src)1605 	void ShaderCore::isgn(Float4 &dst, const Float4 &src)
1606 	{
1607 		Int4 neg = CmpLT(As<Int4>(src), Int4(0)) & Int4(-1);
1608 		Int4 pos = CmpNLE(As<Int4>(src), Int4(0)) & Int4(1);
1609 		dst = As<Float4>(neg | pos);
1610 	}
1611 
cmp0(Float4 & dst,const Float4 & src0,const Float4 & src1,const Float4 & src2)1612 	void ShaderCore::cmp0(Float4 &dst, const Float4 &src0, const Float4 &src1, const Float4 &src2)
1613 	{
1614 		Int4 pos = CmpLE(Float4(0.0f), src0);
1615 		select(dst, pos, src1, src2);
1616 	}
1617 
cmp0i(Float4 & dst,const Float4 & src0,const Float4 & src1,const Float4 & src2)1618 	void ShaderCore::cmp0i(Float4 &dst, const Float4 &src0, const Float4 &src1, const Float4 &src2)
1619 	{
1620 		Int4 pos = CmpEQ(Int4(0), As<Int4>(src0));
1621 		select(dst, pos, src1, src2);
1622 	}
1623 
select(Float4 & dst,RValue<Int4> src0,const Float4 & src1,const Float4 & src2)1624 	void ShaderCore::select(Float4 &dst, RValue<Int4> src0, const Float4 &src1, const Float4 &src2)
1625 	{
1626 		// FIXME: LLVM vector select
1627 		dst = As<Float4>((src0 & As<Int4>(src1)) | (~src0 & As<Int4>(src2)));
1628 	}
1629 
cmp(Vector4f & dst,const Vector4f & src0,const Vector4f & src1,Control control)1630 	void ShaderCore::cmp(Vector4f &dst, const Vector4f &src0, const Vector4f &src1, Control control)
1631 	{
1632 		switch(control)
1633 		{
1634 		case Shader::CONTROL_GT:
1635 			dst.x = As<Float4>(CmpNLE(src0.x, src1.x));
1636 			dst.y = As<Float4>(CmpNLE(src0.y, src1.y));
1637 			dst.z = As<Float4>(CmpNLE(src0.z, src1.z));
1638 			dst.w = As<Float4>(CmpNLE(src0.w, src1.w));
1639 			break;
1640 		case Shader::CONTROL_EQ:
1641 			dst.x = As<Float4>(CmpEQ(src0.x, src1.x));
1642 			dst.y = As<Float4>(CmpEQ(src0.y, src1.y));
1643 			dst.z = As<Float4>(CmpEQ(src0.z, src1.z));
1644 			dst.w = As<Float4>(CmpEQ(src0.w, src1.w));
1645 			break;
1646 		case Shader::CONTROL_GE:
1647 			dst.x = As<Float4>(CmpNLT(src0.x, src1.x));
1648 			dst.y = As<Float4>(CmpNLT(src0.y, src1.y));
1649 			dst.z = As<Float4>(CmpNLT(src0.z, src1.z));
1650 			dst.w = As<Float4>(CmpNLT(src0.w, src1.w));
1651 			break;
1652 		case Shader::CONTROL_LT:
1653 			dst.x = As<Float4>(CmpLT(src0.x, src1.x));
1654 			dst.y = As<Float4>(CmpLT(src0.y, src1.y));
1655 			dst.z = As<Float4>(CmpLT(src0.z, src1.z));
1656 			dst.w = As<Float4>(CmpLT(src0.w, src1.w));
1657 			break;
1658 		case Shader::CONTROL_NE:
1659 			dst.x = As<Float4>(CmpNEQ(src0.x, src1.x));
1660 			dst.y = As<Float4>(CmpNEQ(src0.y, src1.y));
1661 			dst.z = As<Float4>(CmpNEQ(src0.z, src1.z));
1662 			dst.w = As<Float4>(CmpNEQ(src0.w, src1.w));
1663 			break;
1664 		case Shader::CONTROL_LE:
1665 			dst.x = As<Float4>(CmpLE(src0.x, src1.x));
1666 			dst.y = As<Float4>(CmpLE(src0.y, src1.y));
1667 			dst.z = As<Float4>(CmpLE(src0.z, src1.z));
1668 			dst.w = As<Float4>(CmpLE(src0.w, src1.w));
1669 			break;
1670 		default:
1671 			ASSERT(false);
1672 		}
1673 	}
1674 
icmp(Vector4f & dst,const Vector4f & src0,const Vector4f & src1,Control control)1675 	void ShaderCore::icmp(Vector4f &dst, const Vector4f &src0, const Vector4f &src1, Control control)
1676 	{
1677 		switch(control)
1678 		{
1679 		case Shader::CONTROL_GT:
1680 			dst.x = As<Float4>(CmpNLE(As<Int4>(src0.x), As<Int4>(src1.x)));
1681 			dst.y = As<Float4>(CmpNLE(As<Int4>(src0.y), As<Int4>(src1.y)));
1682 			dst.z = As<Float4>(CmpNLE(As<Int4>(src0.z), As<Int4>(src1.z)));
1683 			dst.w = As<Float4>(CmpNLE(As<Int4>(src0.w), As<Int4>(src1.w)));
1684 			break;
1685 		case Shader::CONTROL_EQ:
1686 			dst.x = As<Float4>(CmpEQ(As<Int4>(src0.x), As<Int4>(src1.x)));
1687 			dst.y = As<Float4>(CmpEQ(As<Int4>(src0.y), As<Int4>(src1.y)));
1688 			dst.z = As<Float4>(CmpEQ(As<Int4>(src0.z), As<Int4>(src1.z)));
1689 			dst.w = As<Float4>(CmpEQ(As<Int4>(src0.w), As<Int4>(src1.w)));
1690 			break;
1691 		case Shader::CONTROL_GE:
1692 			dst.x = As<Float4>(CmpNLT(As<Int4>(src0.x), As<Int4>(src1.x)));
1693 			dst.y = As<Float4>(CmpNLT(As<Int4>(src0.y), As<Int4>(src1.y)));
1694 			dst.z = As<Float4>(CmpNLT(As<Int4>(src0.z), As<Int4>(src1.z)));
1695 			dst.w = As<Float4>(CmpNLT(As<Int4>(src0.w), As<Int4>(src1.w)));
1696 			break;
1697 		case Shader::CONTROL_LT:
1698 			dst.x = As<Float4>(CmpLT(As<Int4>(src0.x), As<Int4>(src1.x)));
1699 			dst.y = As<Float4>(CmpLT(As<Int4>(src0.y), As<Int4>(src1.y)));
1700 			dst.z = As<Float4>(CmpLT(As<Int4>(src0.z), As<Int4>(src1.z)));
1701 			dst.w = As<Float4>(CmpLT(As<Int4>(src0.w), As<Int4>(src1.w)));
1702 			break;
1703 		case Shader::CONTROL_NE:
1704 			dst.x = As<Float4>(CmpNEQ(As<Int4>(src0.x), As<Int4>(src1.x)));
1705 			dst.y = As<Float4>(CmpNEQ(As<Int4>(src0.y), As<Int4>(src1.y)));
1706 			dst.z = As<Float4>(CmpNEQ(As<Int4>(src0.z), As<Int4>(src1.z)));
1707 			dst.w = As<Float4>(CmpNEQ(As<Int4>(src0.w), As<Int4>(src1.w)));
1708 			break;
1709 		case Shader::CONTROL_LE:
1710 			dst.x = As<Float4>(CmpLE(As<Int4>(src0.x), As<Int4>(src1.x)));
1711 			dst.y = As<Float4>(CmpLE(As<Int4>(src0.y), As<Int4>(src1.y)));
1712 			dst.z = As<Float4>(CmpLE(As<Int4>(src0.z), As<Int4>(src1.z)));
1713 			dst.w = As<Float4>(CmpLE(As<Int4>(src0.w), As<Int4>(src1.w)));
1714 			break;
1715 		default:
1716 			ASSERT(false);
1717 		}
1718 	}
1719 
ucmp(Vector4f & dst,const Vector4f & src0,const Vector4f & src1,Control control)1720 	void ShaderCore::ucmp(Vector4f &dst, const Vector4f &src0, const Vector4f &src1, Control control)
1721 	{
1722 		switch(control)
1723 		{
1724 		case Shader::CONTROL_GT:
1725 			dst.x = As<Float4>(CmpNLE(As<UInt4>(src0.x), As<UInt4>(src1.x)));
1726 			dst.y = As<Float4>(CmpNLE(As<UInt4>(src0.y), As<UInt4>(src1.y)));
1727 			dst.z = As<Float4>(CmpNLE(As<UInt4>(src0.z), As<UInt4>(src1.z)));
1728 			dst.w = As<Float4>(CmpNLE(As<UInt4>(src0.w), As<UInt4>(src1.w)));
1729 			break;
1730 		case Shader::CONTROL_EQ:
1731 			dst.x = As<Float4>(CmpEQ(As<UInt4>(src0.x), As<UInt4>(src1.x)));
1732 			dst.y = As<Float4>(CmpEQ(As<UInt4>(src0.y), As<UInt4>(src1.y)));
1733 			dst.z = As<Float4>(CmpEQ(As<UInt4>(src0.z), As<UInt4>(src1.z)));
1734 			dst.w = As<Float4>(CmpEQ(As<UInt4>(src0.w), As<UInt4>(src1.w)));
1735 			break;
1736 		case Shader::CONTROL_GE:
1737 			dst.x = As<Float4>(CmpNLT(As<UInt4>(src0.x), As<UInt4>(src1.x)));
1738 			dst.y = As<Float4>(CmpNLT(As<UInt4>(src0.y), As<UInt4>(src1.y)));
1739 			dst.z = As<Float4>(CmpNLT(As<UInt4>(src0.z), As<UInt4>(src1.z)));
1740 			dst.w = As<Float4>(CmpNLT(As<UInt4>(src0.w), As<UInt4>(src1.w)));
1741 			break;
1742 		case Shader::CONTROL_LT:
1743 			dst.x = As<Float4>(CmpLT(As<UInt4>(src0.x), As<UInt4>(src1.x)));
1744 			dst.y = As<Float4>(CmpLT(As<UInt4>(src0.y), As<UInt4>(src1.y)));
1745 			dst.z = As<Float4>(CmpLT(As<UInt4>(src0.z), As<UInt4>(src1.z)));
1746 			dst.w = As<Float4>(CmpLT(As<UInt4>(src0.w), As<UInt4>(src1.w)));
1747 			break;
1748 		case Shader::CONTROL_NE:
1749 			dst.x = As<Float4>(CmpNEQ(As<UInt4>(src0.x), As<UInt4>(src1.x)));
1750 			dst.y = As<Float4>(CmpNEQ(As<UInt4>(src0.y), As<UInt4>(src1.y)));
1751 			dst.z = As<Float4>(CmpNEQ(As<UInt4>(src0.z), As<UInt4>(src1.z)));
1752 			dst.w = As<Float4>(CmpNEQ(As<UInt4>(src0.w), As<UInt4>(src1.w)));
1753 			break;
1754 		case Shader::CONTROL_LE:
1755 			dst.x = As<Float4>(CmpLE(As<UInt4>(src0.x), As<UInt4>(src1.x)));
1756 			dst.y = As<Float4>(CmpLE(As<UInt4>(src0.y), As<UInt4>(src1.y)));
1757 			dst.z = As<Float4>(CmpLE(As<UInt4>(src0.z), As<UInt4>(src1.z)));
1758 			dst.w = As<Float4>(CmpLE(As<UInt4>(src0.w), As<UInt4>(src1.w)));
1759 			break;
1760 		default:
1761 			ASSERT(false);
1762 		}
1763 	}
1764 
all(Float4 & dst,const Vector4f & src)1765 	void ShaderCore::all(Float4 &dst, const Vector4f &src)
1766 	{
1767 		dst = As<Float4>(As<Int4>(src.x) & As<Int4>(src.y) & As<Int4>(src.z) & As<Int4>(src.w));
1768 	}
1769 
any(Float4 & dst,const Vector4f & src)1770 	void ShaderCore::any(Float4 &dst, const Vector4f &src)
1771 	{
1772 		dst = As<Float4>(As<Int4>(src.x) | As<Int4>(src.y) | As<Int4>(src.z) | As<Int4>(src.w));
1773 	}
1774 
bitwise_not(Vector4f & dst,const Vector4f & src)1775 	void ShaderCore::bitwise_not(Vector4f &dst, const Vector4f &src)
1776 	{
1777 		dst.x = As<Float4>(As<Int4>(src.x) ^ Int4(0xFFFFFFFF));
1778 		dst.y = As<Float4>(As<Int4>(src.y) ^ Int4(0xFFFFFFFF));
1779 		dst.z = As<Float4>(As<Int4>(src.z) ^ Int4(0xFFFFFFFF));
1780 		dst.w = As<Float4>(As<Int4>(src.w) ^ Int4(0xFFFFFFFF));
1781 	}
1782 
bitwise_or(Vector4f & dst,const Vector4f & src0,const Vector4f & src1)1783 	void ShaderCore::bitwise_or(Vector4f &dst, const Vector4f &src0, const Vector4f &src1)
1784 	{
1785 		dst.x = As<Float4>(As<Int4>(src0.x) | As<Int4>(src1.x));
1786 		dst.y = As<Float4>(As<Int4>(src0.y) | As<Int4>(src1.y));
1787 		dst.z = As<Float4>(As<Int4>(src0.z) | As<Int4>(src1.z));
1788 		dst.w = As<Float4>(As<Int4>(src0.w) | As<Int4>(src1.w));
1789 	}
1790 
bitwise_xor(Vector4f & dst,const Vector4f & src0,const Vector4f & src1)1791 	void ShaderCore::bitwise_xor(Vector4f &dst, const Vector4f &src0, const Vector4f &src1)
1792 	{
1793 		dst.x = As<Float4>(As<Int4>(src0.x) ^ As<Int4>(src1.x));
1794 		dst.y = As<Float4>(As<Int4>(src0.y) ^ As<Int4>(src1.y));
1795 		dst.z = As<Float4>(As<Int4>(src0.z) ^ As<Int4>(src1.z));
1796 		dst.w = As<Float4>(As<Int4>(src0.w) ^ As<Int4>(src1.w));
1797 	}
1798 
bitwise_and(Vector4f & dst,const Vector4f & src0,const Vector4f & src1)1799 	void ShaderCore::bitwise_and(Vector4f &dst, const Vector4f &src0, const Vector4f &src1)
1800 	{
1801 		dst.x = As<Float4>(As<Int4>(src0.x) & As<Int4>(src1.x));
1802 		dst.y = As<Float4>(As<Int4>(src0.y) & As<Int4>(src1.y));
1803 		dst.z = As<Float4>(As<Int4>(src0.z) & As<Int4>(src1.z));
1804 		dst.w = As<Float4>(As<Int4>(src0.w) & As<Int4>(src1.w));
1805 	}
1806 
equal(Vector4f & dst,const Vector4f & src0,const Vector4f & src1)1807 	void ShaderCore::equal(Vector4f &dst, const Vector4f &src0, const Vector4f &src1)
1808 	{
1809 		dst.x = As<Float4>(CmpEQ(As<UInt4>(src0.x), As<UInt4>(src1.x)) &
1810 		                   CmpEQ(As<UInt4>(src0.y), As<UInt4>(src1.y)) &
1811 		                   CmpEQ(As<UInt4>(src0.z), As<UInt4>(src1.z)) &
1812 		                   CmpEQ(As<UInt4>(src0.w), As<UInt4>(src1.w)));
1813 		dst.y = dst.x;
1814 		dst.z = dst.x;
1815 		dst.w = dst.x;
1816 	}
1817 
notEqual(Vector4f & dst,const Vector4f & src0,const Vector4f & src1)1818 	void ShaderCore::notEqual(Vector4f &dst, const Vector4f &src0, const Vector4f &src1)
1819 	{
1820 		dst.x = As<Float4>(CmpNEQ(As<UInt4>(src0.x), As<UInt4>(src1.x)) |
1821 		                   CmpNEQ(As<UInt4>(src0.y), As<UInt4>(src1.y)) |
1822 		                   CmpNEQ(As<UInt4>(src0.z), As<UInt4>(src1.z)) |
1823 		                   CmpNEQ(As<UInt4>(src0.w), As<UInt4>(src1.w)));
1824 		dst.y = dst.x;
1825 		dst.z = dst.x;
1826 		dst.w = dst.x;
1827 	}
1828 }
1829