Merge pull request #337 from steve-lunarg/intrinsics

HLSL: Add decompositions for some intrinsics.
This commit is contained in:
John Kessenich
2016-06-13 08:54:45 -06:00
committed by GitHub
11 changed files with 5546 additions and 3245 deletions

File diff suppressed because it is too large Load Diff

File diff suppressed because it is too large Load Diff

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@@ -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);
}

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@@ -30,6 +30,7 @@ float VertexShaderFunction(float inF0, float inF1, float inF2)
isnan(inF0);
ldexp(inF0, inF1);
log(inF0);
log10(inF0);
log2(inF0);
max(inF0, inF1);
min(inF0, inF1);
@@ -39,8 +40,10 @@ float VertexShaderFunction(float inF0, float inF1, float inF2)
reversebits(2);
round(inF0);
rsqrt(inF0);
saturate(inF0);
sign(inF0);
sin(inF0);
sincos(inF0, inF1, inF2);
sinh(inF0);
smoothstep(inF0, inF1, inF2);
sqrt(inF0);
@@ -95,6 +98,7 @@ float2 VertexShaderFunction(float2 inF0, float2 inF1, float2 inF2)
ldexp(inF0, inF1);
length(inF0);
log(inF0);
log10(inF0);
log2(inF0);
max(inF0, inF1);
min(inF0, inF1);
@@ -107,8 +111,10 @@ float2 VertexShaderFunction(float2 inF0, float2 inF1, float2 inF2)
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);
@@ -159,6 +165,7 @@ float3 VertexShaderFunction(float3 inF0, float3 inF1, float3 inF2)
ldexp(inF0, inF1);
length(inF0);
log(inF0);
log10(inF0);
log2(inF0);
max(inF0, inF1);
min(inF0, inF1);
@@ -171,8 +178,10 @@ float3 VertexShaderFunction(float3 inF0, float3 inF1, float3 inF2)
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);
@@ -203,6 +212,7 @@ float4 VertexShaderFunction(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));
@@ -222,6 +232,7 @@ float4 VertexShaderFunction(float4 inF0, float4 inF1, float4 inF2)
ldexp(inF0, inF1);
length(inF0);
log(inF0);
log10(inF0);
log2(inF0);
max(inF0, inF1);
min(inF0, inF1);
@@ -234,8 +245,10 @@ float4 VertexShaderFunction(float4 inF0, float4 inF1, float4 inF2)
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);
@@ -275,6 +288,7 @@ float4 VertexShaderFunction(float4 inF0, float4 inF1, float4 inF2)
fwidth(inF0); \
ldexp(inF0, inF1); \
log(inF0); \
log10(inF0); \
log2(inF0); \
max(inF0, inF1); \
min(inF0, inF1); \
@@ -282,8 +296,10 @@ float4 VertexShaderFunction(float4 inF0, float4 inF1, float4 inF2)
radians(inF0); \
round(inF0); \
rsqrt(inF0); \
saturate(inF0); \
sign(inF0); \
sin(inF0); \
sincos(inF0, inF1, inF2); \
sinh(inF0); \
smoothstep(inF0, inF1, inF2); \
sqrt(inF0); \
@@ -321,3 +337,36 @@ float4x4 VertexShaderFunction(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);
}