Add decompositions for some HLSL intrinsics.

This commit is contained in:
LoopDawg
2016-06-09 08:57:35 -06:00
parent 41ebc42926
commit 592860cae5
11 changed files with 5546 additions and 3245 deletions

View File

@@ -9,6 +9,7 @@ float PixelShaderFunction(float inF0, float inF1, float inF2)
atan2(inF0, inF1);
ceil(inF0);
clamp(inF0, inF1, inF2);
clip(inF0);
cos(inF0);
cosh(inF0);
countbits(7);
@@ -36,17 +37,20 @@ float PixelShaderFunction(float inF0, float inF1, float inF2)
isnan(inF0);
ldexp(inF0, inF1);
log(inF0);
log10(inF0);
log2(inF0);
max(inF0, inF1);
min(inF0, inF1);
// TODO: mul(inF0, inF1);
pow(inF0, inF1);
radians(inF0);
rcp(inF0);
reversebits(2);
round(inF0);
rsqrt(inF0);
saturate(inF0);
sign(inF0);
sin(inF0);
sincos(inF0, inF1, inF2);
sinh(inF0);
smoothstep(inF0, inF1, inF2);
sqrt(inF0);
@@ -76,6 +80,7 @@ float2 PixelShaderFunction(float2 inF0, float2 inF1, float2 inF2)
atan2(inF0, inF1);
ceil(inF0);
clamp(inF0, inF1, inF2);
clip(inF0);
cos(inF0);
cosh(inF0);
countbits(int2(7,3));
@@ -107,20 +112,23 @@ float2 PixelShaderFunction(float2 inF0, float2 inF1, float2 inF2)
ldexp(inF0, inF1);
length(inF0);
log(inF0);
log10(inF0);
log2(inF0);
max(inF0, inF1);
min(inF0, inF1);
// TODO: mul(inF0, inF1);
normalize(inF0);
pow(inF0, inF1);
radians(inF0);
rcp(inF0);
reflect(inF0, inF1);
refract(inF0, inF1, 2.0);
reversebits(int2(1,2));
round(inF0);
rsqrt(inF0);
saturate(inF0);
sign(inF0);
sin(inF0);
sincos(inF0, inF1, inF2);
sinh(inF0);
smoothstep(inF0, inF1, inF2);
sqrt(inF0);
@@ -145,6 +153,7 @@ float3 PixelShaderFunction(float3 inF0, float3 inF1, float3 inF2)
atan2(inF0, inF1);
ceil(inF0);
clamp(inF0, inF1, inF2);
clip(inF0);
cos(inF0);
cosh(inF0);
countbits(int3(7,3,5));
@@ -177,20 +186,23 @@ float3 PixelShaderFunction(float3 inF0, float3 inF1, float3 inF2)
ldexp(inF0, inF1);
length(inF0);
log(inF0);
log10(inF0);
log2(inF0);
max(inF0, inF1);
min(inF0, inF1);
// TODO: mul(inF0, inF1);
normalize(inF0);
pow(inF0, inF1);
radians(inF0);
rcp(inF0);
reflect(inF0, inF1);
refract(inF0, inF1, 2.0);
reversebits(int3(1,2,3));
round(inF0);
rsqrt(inF0);
saturate(inF0);
sign(inF0);
sin(inF0);
sincos(inF0, inF1, inF2);
sinh(inF0);
smoothstep(inF0, inF1, inF2);
sqrt(inF0);
@@ -215,6 +227,7 @@ float4 PixelShaderFunction(float4 inF0, float4 inF1, float4 inF2)
atan2(inF0, inF1);
ceil(inF0);
clamp(inF0, inF1, inF2);
clip(inF0);
cos(inF0);
cosh(inF0);
countbits(int4(7,3,5,2));
@@ -227,6 +240,7 @@ float4 PixelShaderFunction(float4 inF0, float4 inF1, float4 inF2)
degrees(inF0);
distance(inF0, inF1);
dot(inF0, inF1);
dst(inF0, inF1);
// EvaluateAttributeAtCentroid(inF0);
// EvaluateAttributeAtSample(inF0, 0);
// TODO: EvaluateAttributeSnapped(inF0, int2(1,2));
@@ -246,20 +260,23 @@ float4 PixelShaderFunction(float4 inF0, float4 inF1, float4 inF2)
ldexp(inF0, inF1);
length(inF0);
log(inF0);
log10(inF0);
log2(inF0);
max(inF0, inF1);
min(inF0, inF1);
// TODO: mul(inF0, inF1);
normalize(inF0);
pow(inF0, inF1);
radians(inF0);
rcp(inF0);
reflect(inF0, inF1);
refract(inF0, inF1, 2.0);
reversebits(int4(1,2,3,4));
round(inF0);
rsqrt(inF0);
saturate(inF0);
sign(inF0);
sin(inF0);
sincos(inF0, inF1, inF2);
sinh(inF0);
smoothstep(inF0, inF1, inF2);
sqrt(inF0);
@@ -283,6 +300,7 @@ float4 PixelShaderFunction(float4 inF0, float4 inF1, float4 inF2)
atan(inF0); \
atan2(inF0, inF1); \
ceil(inF0); \
clip(inF0); \
clamp(inF0, inF1, inF2); \
cos(inF0); \
cosh(inF0); \
@@ -305,15 +323,18 @@ float4 PixelShaderFunction(float4 inF0, float4 inF1, float4 inF2)
fwidth(inF0); \
ldexp(inF0, inF1); \
log(inF0); \
log2(inF0); \
log10(inF0); \
log2(inF0); \
max(inF0, inF1); \
min(inF0, inF1); \
pow(inF0, inF1); \
radians(inF0); \
round(inF0); \
rsqrt(inF0); \
saturate(inF0); \
sign(inF0); \
sin(inF0); \
sincos(inF0, inF1, inF2); \
sinh(inF0); \
smoothstep(inF0, inF1, inF2); \
sqrt(inF0); \
@@ -351,3 +372,36 @@ float4x4 PixelShaderFunction(float4x4 inF0, float4x4 inF1, float4x4 inF2)
// TODO: ... add when float1 prototypes are generated
return float4x4(4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4);
}
#define TESTGENMUL(ST, VT, MT) \
ST r0 = mul(inF0, inF1); \
VT r1 = mul(inFV0, inF0); \
VT r2 = mul(inF0, inFV0); \
ST r3 = mul(inFV0, inFV1); \
VT r4 = mul(inFM0, inFV0); \
VT r5 = mul(inFV0, inFM0); \
MT r6 = mul(inFM0, inF0); \
MT r7 = mul(inF0, inFM0); \
MT r8 = mul(inFM0, inFM1);
void TestGenMul(float inF0, float inF1,
float2 inFV0, float2 inFV1,
float2x2 inFM0, float2x2 inFM1)
{
TESTGENMUL(float, float2, float2x2);
}
void TestGenMul(float inF0, float inF1,
float3 inFV0, float3 inFV1,
float3x3 inFM0, float3x3 inFM1)
{
TESTGENMUL(float, float3, float3x3);
}
void TestGenMul(float inF0, float inF1,
float4 inFV0, float4 inFV1,
float4x4 inFM0, float4x4 inFM1)
{
TESTGENMUL(float, float4, float4x4);
}