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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 #ifndef sw_ShaderCore_hpp
16 #define sw_ShaderCore_hpp
17 
18 #include "Debug.hpp"
19 #include "Shader.hpp"
20 #include "Reactor/Reactor.hpp"
21 
22 namespace sw
23 {
24 	class Vector4s
25 	{
26 	public:
27 		Vector4s();
28 		Vector4s(unsigned short x, unsigned short y, unsigned short z, unsigned short w);
29 		Vector4s(const Vector4s &rhs);
30 
31 		Short4 &operator[](int i);
32 		Vector4s &operator=(const Vector4s &rhs);
33 
34 		Short4 x;
35 		Short4 y;
36 		Short4 z;
37 		Short4 w;
38 	};
39 
40 	class Vector4f
41 	{
42 	public:
43 		Vector4f();
44 		Vector4f(float x, float y, float z, float w);
45 		Vector4f(const Vector4f &rhs);
46 
47 		Float4 &operator[](int i);
48 		Vector4f &operator=(const Vector4f &rhs);
49 
50 		Float4 x;
51 		Float4 y;
52 		Float4 z;
53 		Float4 w;
54 	};
55 
56 	Float4 exponential2(RValue<Float4> x, bool pp = false);
57 	Float4 logarithm2(RValue<Float4> x, bool abs, bool pp = false);
58 	Float4 exponential(RValue<Float4> x, bool pp = false);
59 	Float4 logarithm(RValue<Float4> x, bool abs, bool pp = false);
60 	Float4 power(RValue<Float4> x, RValue<Float4> y, bool pp = false);
61 	Float4 reciprocal(RValue<Float4> x, bool pp = false, bool finite = false, bool exactAtPow2 = false);
62 	Float4 reciprocalSquareRoot(RValue<Float4> x, bool abs, bool pp = false);
63 	Float4 modulo(RValue<Float4> x, RValue<Float4> y);
64 	Float4 sine_pi(RValue<Float4> x, bool pp = false);     // limited to [-pi, pi] range
65 	Float4 cosine_pi(RValue<Float4> x, bool pp = false);   // limited to [-pi, pi] range
66 	Float4 sine(RValue<Float4> x, bool pp = false);
67 	Float4 cosine(RValue<Float4> x, bool pp = false);
68 	Float4 tangent(RValue<Float4> x, bool pp = false);
69 	Float4 arccos(RValue<Float4> x, bool pp = false);
70 	Float4 arcsin(RValue<Float4> x, bool pp = false);
71 	Float4 arctan(RValue<Float4> x, bool pp = false);
72 	Float4 arctan(RValue<Float4> y, RValue<Float4> x, bool pp = false);
73 	Float4 sineh(RValue<Float4> x, bool pp = false);
74 	Float4 cosineh(RValue<Float4> x, bool pp = false);
75 	Float4 tangenth(RValue<Float4> x, bool pp = false);
76 	Float4 arccosh(RValue<Float4> x, bool pp = false);  // Limited to x >= 1
77 	Float4 arcsinh(RValue<Float4> x, bool pp = false);
78 	Float4 arctanh(RValue<Float4> x, bool pp = false);  // Limited to ]-1, 1[ range
79 
80 	Float4 dot2(const Vector4f &v0, const Vector4f &v1);
81 	Float4 dot3(const Vector4f &v0, const Vector4f &v1);
82 	Float4 dot4(const Vector4f &v0, const Vector4f &v1);
83 
84 	void transpose4x4(Short4 &row0, Short4 &row1, Short4 &row2, Short4 &row3);
85 	void transpose4x4(Float4 &row0, Float4 &row1, Float4 &row2, Float4 &row3);
86 	void transpose4x3(Float4 &row0, Float4 &row1, Float4 &row2, Float4 &row3);
87 	void transpose4x2(Float4 &row0, Float4 &row1, Float4 &row2, Float4 &row3);
88 	void transpose4x1(Float4 &row0, Float4 &row1, Float4 &row2, Float4 &row3);
89 	void transpose2x4(Float4 &row0, Float4 &row1, Float4 &row2, Float4 &row3);
90 	void transpose4xN(Float4 &row0, Float4 &row1, Float4 &row2, Float4 &row3, int N);
91 
92 	class Register
93 	{
94 	public:
Register(const Reference<Float4> & x,const Reference<Float4> & y,const Reference<Float4> & z,const Reference<Float4> & w)95 		Register(const Reference<Float4> &x, const Reference<Float4> &y, const Reference<Float4> &z, const Reference<Float4> &w) : x(x), y(y), z(z), w(w)
96 		{
97 		}
98 
operator [](int i)99 		Reference<Float4> &operator[](int i)
100 		{
101 			switch(i)
102 			{
103 			default:
104 			case 0: return x;
105 			case 1: return y;
106 			case 2: return z;
107 			case 3: return w;
108 			}
109 		}
110 
operator =(const Register & rhs)111 		Register &operator=(const Register &rhs)
112 		{
113 			x = rhs.x;
114 			y = rhs.y;
115 			z = rhs.z;
116 			w = rhs.w;
117 
118 			return *this;
119 		}
120 
operator =(const Vector4f & rhs)121 		Register &operator=(const Vector4f &rhs)
122 		{
123 			x = rhs.x;
124 			y = rhs.y;
125 			z = rhs.z;
126 			w = rhs.w;
127 
128 			return *this;
129 		}
130 
operator Vector4f()131 		operator Vector4f()
132 		{
133 			Vector4f v;
134 
135 			v.x = x;
136 			v.y = y;
137 			v.z = z;
138 			v.w = w;
139 
140 			return v;
141 		}
142 
143 		Reference<Float4> x;
144 		Reference<Float4> y;
145 		Reference<Float4> z;
146 		Reference<Float4> w;
147 	};
148 
149 	template<int S, bool D = false>
150 	class RegisterArray
151 	{
152 	public:
RegisterArray(bool dynamic=D)153 		RegisterArray(bool dynamic = D) : dynamic(dynamic)
154 		{
155 			if(dynamic)
156 			{
157 				x = new Array<Float4>(S);
158 				y = new Array<Float4>(S);
159 				z = new Array<Float4>(S);
160 				w = new Array<Float4>(S);
161 			}
162 			else
163 			{
164 				x = new Array<Float4>[S];
165 				y = new Array<Float4>[S];
166 				z = new Array<Float4>[S];
167 				w = new Array<Float4>[S];
168 			}
169 		}
170 
~RegisterArray()171 		~RegisterArray()
172 		{
173 			if(dynamic)
174 			{
175 				delete x;
176 				delete y;
177 				delete z;
178 				delete w;
179 			}
180 			else
181 			{
182 				delete[] x;
183 				delete[] y;
184 				delete[] z;
185 				delete[] w;
186 			}
187 		}
188 
operator [](int i)189 		Register operator[](int i)
190 		{
191 			if(dynamic)
192 			{
193 				return Register(x[0][i], y[0][i], z[0][i], w[0][i]);
194 			}
195 			else
196 			{
197 				return Register(x[i][0], y[i][0], z[i][0], w[i][0]);
198 			}
199 		}
200 
operator [](RValue<Int> i)201 		Register operator[](RValue<Int> i)
202 		{
203 			ASSERT(dynamic);
204 
205 			return Register(x[0][i], y[0][i], z[0][i], w[0][i]);
206 		}
207 
208 	private:
209 		const bool dynamic;
210 		Array<Float4> *x;
211 		Array<Float4> *y;
212 		Array<Float4> *z;
213 		Array<Float4> *w;
214 	};
215 
216 	class ShaderCore
217 	{
218 		typedef Shader::Control Control;
219 
220 	public:
221 		void mov(Vector4f &dst, const Vector4f &src, bool integerDestination = false);
222 		void neg(Vector4f &dst, const Vector4f &src);
223 		void ineg(Vector4f &dst, const Vector4f &src);
224 		void f2b(Vector4f &dst, const Vector4f &src);
225 		void b2f(Vector4f &dst, const Vector4f &src);
226 		void f2i(Vector4f &dst, const Vector4f &src);
227 		void i2f(Vector4f &dst, const Vector4f &src);
228 		void f2u(Vector4f &dst, const Vector4f &src);
229 		void u2f(Vector4f &dst, const Vector4f &src);
230 		void i2b(Vector4f &dst, const Vector4f &src);
231 		void b2i(Vector4f &dst, const Vector4f &src);
232 		void add(Vector4f &dst, const Vector4f &src0, const Vector4f &src1);
233 		void iadd(Vector4f &dst, const Vector4f &src0, const Vector4f &src1);
234 		void sub(Vector4f &dst, const Vector4f &src0, const Vector4f &src1);
235 		void isub(Vector4f &dst, const Vector4f &src0, const Vector4f &src1);
236 		void mad(Vector4f &dst, const Vector4f &src0, const Vector4f &src1, const Vector4f &src2);
237 		void imad(Vector4f &dst, const Vector4f &src0, const Vector4f &src1, const Vector4f &src2);
238 		void mul(Vector4f &dst, const Vector4f &src0, const Vector4f &src1);
239 		void imul(Vector4f &dst, const Vector4f &src0, const Vector4f &src1);
240 		void rcpx(Vector4f &dst, const Vector4f &src, bool pp = false);
241 		void div(Vector4f &dst, const Vector4f &src0, const Vector4f &src1);
242 		void idiv(Vector4f &dst, const Vector4f &src0, const Vector4f &src1);
243 		void udiv(Vector4f &dst, const Vector4f &src0, const Vector4f &src1);
244 		void mod(Vector4f &dst, const Vector4f &src0, const Vector4f &src1);
245 		void imod(Vector4f &dst, const Vector4f &src0, const Vector4f &src1);
246 		void umod(Vector4f &dst, const Vector4f &src0, const Vector4f &src1);
247 		void shl(Vector4f &dst, const Vector4f &src0, const Vector4f &src1);
248 		void ishr(Vector4f &dst, const Vector4f &src0, const Vector4f &src1);
249 		void ushr(Vector4f &dst, const Vector4f &src0, const Vector4f &src1);
250 		void rsqx(Vector4f &dst, const Vector4f &src, bool pp = false);
251 		void sqrt(Vector4f &dst, const Vector4f &src, bool pp = false);
252 		void rsq(Vector4f &dst, const Vector4f &src, bool pp = false);
253 		void len2(Float4 &dst, const Vector4f &src, bool pp = false);
254 		void len3(Float4 &dst, const Vector4f &src, bool pp = false);
255 		void len4(Float4 &dst, const Vector4f &src, bool pp = false);
256 		void dist1(Float4 &dst, const Vector4f &src0, const Vector4f &src1, bool pp = false);
257 		void dist2(Float4 &dst, const Vector4f &src0, const Vector4f &src1, bool pp = false);
258 		void dist3(Float4 &dst, const Vector4f &src0, const Vector4f &src1, bool pp = false);
259 		void dist4(Float4 &dst, const Vector4f &src0, const Vector4f &src1, bool pp = false);
260 		void dp1(Vector4f &dst, const Vector4f &src0, const Vector4f &src1);
261 		void dp2(Vector4f &dst, const Vector4f &src0, const Vector4f &src1);
262 		void dp2add(Vector4f &dst, const Vector4f &src0, const Vector4f &src1, const Vector4f &src2);
263 		void dp3(Vector4f &dst, const Vector4f &src0, const Vector4f &src1);
264 		void dp4(Vector4f &dst, const Vector4f &src0, const Vector4f &src1);
265 		void det2(Vector4f &dst, const Vector4f &src0, const Vector4f &src1);
266 		void det3(Vector4f &dst, const Vector4f &src0, const Vector4f &src1, const Vector4f &src2);
267 		void det4(Vector4f &dst, const Vector4f &src0, const Vector4f &src1, const Vector4f &src2, const Vector4f &src3);
268 		void min(Vector4f &dst, const Vector4f &src0, const Vector4f &src1);
269 		void imin(Vector4f &dst, const Vector4f &src0, const Vector4f &src1);
270 		void umin(Vector4f &dst, const Vector4f &src0, const Vector4f &src1);
271 		void max(Vector4f &dst, const Vector4f &src0, const Vector4f &src1);
272 		void imax(Vector4f &dst, const Vector4f &src0, const Vector4f &src1);
273 		void umax(Vector4f &dst, const Vector4f &src0, const Vector4f &src1);
274 		void slt(Vector4f &dst, const Vector4f &src0, const Vector4f &src1);
275 		void step(Vector4f &dst, const Vector4f &src0, const Vector4f &src1);
276 		void exp2x(Vector4f &dst, const Vector4f &src, bool pp = false);
277 		void exp2(Vector4f &dst, const Vector4f &src, bool pp = false);
278 		void exp(Vector4f &dst, const Vector4f &src, bool pp = false);
279 		void log2x(Vector4f &dst, const Vector4f &src, bool pp = false);
280 		void log2(Vector4f &dst, const Vector4f &src, bool pp = false);
281 		void log(Vector4f &dst, const Vector4f &src, bool pp = false);
282 		void lit(Vector4f &dst, const Vector4f &src);
283 		void att(Vector4f &dst, const Vector4f &src0, const Vector4f &src1);
284 		void lrp(Vector4f &dst, const Vector4f &src0, const Vector4f &src1, const Vector4f &src2);
285 		void smooth(Vector4f &dst, const Vector4f &src0, const Vector4f &src1, const Vector4f &src2);
286 		void packHalf2x16(Vector4f &dst, const Vector4f &src);
287 		void unpackHalf2x16(Vector4f &dst, const Vector4f &src);
288 		void packSnorm2x16(Vector4f &dst, const Vector4f &src);
289 		void packUnorm2x16(Vector4f &dst, const Vector4f &src);
290 		void unpackSnorm2x16(Vector4f &dst, const Vector4f &src);
291 		void unpackUnorm2x16(Vector4f &dst, const Vector4f &src);
292 		void frc(Vector4f &dst, const Vector4f &src);
293 		void trunc(Vector4f &dst, const Vector4f &src);
294 		void floor(Vector4f &dst, const Vector4f &src);
295 		void round(Vector4f &dst, const Vector4f &src);
296 		void roundEven(Vector4f &dst, const Vector4f &src);
297 		void ceil(Vector4f &dst, const Vector4f &src);
298 		void powx(Vector4f &dst, const Vector4f &src0, const Vector4f &src1, bool pp = false);
299 		void pow(Vector4f &dst, const Vector4f &src0, const Vector4f &src1, bool pp = false);
300 		void crs(Vector4f &dst, const Vector4f &src0, const Vector4f &src1);
301 		void forward1(Vector4f &dst, const Vector4f &src0, const Vector4f &src1, const Vector4f &src2);
302 		void forward2(Vector4f &dst, const Vector4f &src0, const Vector4f &src1, const Vector4f &src2);
303 		void forward3(Vector4f &dst, const Vector4f &src0, const Vector4f &src1, const Vector4f &src2);
304 		void forward4(Vector4f &dst, const Vector4f &src0, const Vector4f &src1, const Vector4f &src2);
305 		void reflect1(Vector4f &dst, const Vector4f &src0, const Vector4f &src1);
306 		void reflect2(Vector4f &dst, const Vector4f &src0, const Vector4f &src1);
307 		void reflect3(Vector4f &dst, const Vector4f &src0, const Vector4f &src1);
308 		void reflect4(Vector4f &dst, const Vector4f &src0, const Vector4f &src1);
309 		void refract1(Vector4f &dst, const Vector4f &src0, const Vector4f &src1, const Float4 &src2);
310 		void refract2(Vector4f &dst, const Vector4f &src0, const Vector4f &src1, const Float4 &src2);
311 		void refract3(Vector4f &dst, const Vector4f &src0, const Vector4f &src1, const Float4 &src2);
312 		void refract4(Vector4f &dst, const Vector4f &src0, const Vector4f &src1, const Float4 &src2);
313 		void sgn(Vector4f &dst, const Vector4f &src);
314 		void isgn(Vector4f &dst, const Vector4f &src);
315 		void abs(Vector4f &dst, const Vector4f &src);
316 		void iabs(Vector4f &dst, const Vector4f &src);
317 		void nrm2(Vector4f &dst, const Vector4f &src, bool pp = false);
318 		void nrm3(Vector4f &dst, const Vector4f &src, bool pp = false);
319 		void nrm4(Vector4f &dst, const Vector4f &src, bool pp = false);
320 		void sincos(Vector4f &dst, const Vector4f &src, bool pp = false);
321 		void cos(Vector4f &dst, const Vector4f &src, bool pp = false);
322 		void sin(Vector4f &dst, const Vector4f &src, bool pp = false);
323 		void tan(Vector4f &dst, const Vector4f &src, bool pp = false);
324 		void acos(Vector4f &dst, const Vector4f &src, bool pp = false);
325 		void asin(Vector4f &dst, const Vector4f &src, bool pp = false);
326 		void atan(Vector4f &dst, const Vector4f &src, bool pp = false);
327 		void atan2(Vector4f &dst, const Vector4f &src0, const Vector4f &src1, bool pp = false);
328 		void cosh(Vector4f &dst, const Vector4f &src, bool pp = false);
329 		void sinh(Vector4f &dst, const Vector4f &src, bool pp = false);
330 		void tanh(Vector4f &dst, const Vector4f &src, bool pp = false);
331 		void acosh(Vector4f &dst, const Vector4f &src, bool pp = false);
332 		void asinh(Vector4f &dst, const Vector4f &src, bool pp = false);
333 		void atanh(Vector4f &dst, const Vector4f &src, bool pp = false);
334 		void expp(Vector4f &dst, const Vector4f &src, unsigned short version);
335 		void logp(Vector4f &dst, const Vector4f &src, unsigned short version);
336 		void cmp0(Vector4f &dst, const Vector4f &src0, const Vector4f &src1, const Vector4f &src2);
337 		void cmp(Vector4f &dst, const Vector4f &src0, const Vector4f &src1, Control control);
338 		void icmp(Vector4f &dst, const Vector4f &src0, const Vector4f &src1, Control control);
339 		void ucmp(Vector4f &dst, const Vector4f &src0, const Vector4f &src1, Control control);
340 		void select(Vector4f &dst, const Vector4f &src0, const Vector4f &src1, const Vector4f &src2);
341 		void extract(Float4 &dst, const Vector4f &src0, const Float4 &src1);
342 		void insert(Vector4f &dst, const Vector4f &src, const Float4 &element, const Float4 &index);
343 		void all(Float4 &dst, const Vector4f &src);
344 		void any(Float4 &dst, const Vector4f &src);
345 		void bitwise_not(Vector4f &dst, const Vector4f &src);
346 		void bitwise_or(Vector4f &dst, const Vector4f &src0, const Vector4f &src1);
347 		void bitwise_xor(Vector4f &dst, const Vector4f &src0, const Vector4f &src1);
348 		void bitwise_and(Vector4f &dst, const Vector4f &src0, const Vector4f &src1);
349 		void equal(Vector4f &dst, const Vector4f &src0, const Vector4f &src1);
350 		void notEqual(Vector4f &dst, const Vector4f &src0, const Vector4f &src1);
351 
352 	private:
353 		void sgn(Float4 &dst, const Float4 &src);
354 		void isgn(Float4 &dst, const Float4 &src);
355 		void cmp0(Float4 &dst, const Float4 &src0, const Float4 &src1, const Float4 &src2);
356 		void cmp0i(Float4 &dst, const Float4 &src0, const Float4 &src1, const Float4 &src2);
357 		void select(Float4 &dst, RValue<Int4> src0, const Float4 &src1, const Float4 &src2);
358 		void floatToHalfBits(Float4& dst, const Float4& floatBits, bool storeInUpperBits);
359 		void halfToFloatBits(Float4& dst, const Float4& halfBits);
360 	};
361 }
362 
363 #endif   // sw_ShaderCore_hpp
364