415 lines
		
	
	
		
			10 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
			
		
		
	
	
			415 lines
		
	
	
		
			10 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
| float VertexShaderFunctionS(float inF0, float inF1, float inF2, uint inU0, uint inU1)
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| {
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|     all(inF0);
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|     abs(inF0);
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|     acos(inF0);
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|     any(inF0);
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|     asin(inF0);
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|     asint(inF0);
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|     asuint(inF0);
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|     asfloat(inU0);
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|     // asdouble(inU0, inU1);  // TODO: enable when HLSL parser used for intrinsics
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|     atan(inF0);
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|     atan2(inF0, inF1);
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|     ceil(inF0);
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|     clamp(inF0, inF1, inF2);
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|     cos(inF0);
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|     cosh(inF0);
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|     countbits(7);
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|     degrees(inF0);
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|     // EvaluateAttributeAtCentroid(inF0);
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|     // EvaluateAttributeAtSample(inF0, 0);
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|     // TODO: EvaluateAttributeSnapped(inF0, int2(1,2));
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|     exp(inF0);
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|     exp2(inF0);
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|     firstbithigh(7);
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|     firstbitlow(7);
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|     floor(inF0);
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|     // TODO: fma(inD0, inD1, inD2);
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|     fmod(inF0, inF1);
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|     frac(inF0);
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|     isinf(inF0);
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|     isnan(inF0);
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|     ldexp(inF0, inF1);
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|     lerp(inF0, inF1, inF2);
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|     log(inF0);
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|     log10(inF0);
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|     log2(inF0);
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|     max(inF0, inF1);
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|     min(inF0, inF1);
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|     // TODO: mul(inF0, inF1);
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|     pow(inF0, inF1);
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|     radians(inF0);
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|     reversebits(2);
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|     round(inF0);
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|     rsqrt(inF0);
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|     saturate(inF0);
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|     sign(inF0);
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|     sin(inF0);
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|     sincos(inF0, inF1, inF2);
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|     sinh(inF0);
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|     smoothstep(inF0, inF1, inF2);
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|     sqrt(inF0);
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|     step(inF0, inF1);
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|     tan(inF0);
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|     tanh(inF0);
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|     // TODO: sampler intrinsics, when we can declare the types.
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|     trunc(inF0);
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| 
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|     return 0.0;
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| }
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| 
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| float1 VertexShaderFunction1(float1 inF0, float1 inF1, float1 inF2)
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| {
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|     // TODO: ... add when float1 prototypes are generated
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|     return 0.0;
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| }
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| 
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| float2 VertexShaderFunction2(float2 inF0, float2 inF1, float2 inF2, uint2 inU0, uint2 inU1)
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| {
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|     all(inF0);
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|     abs(inF0);
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|     acos(inF0);
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|     any(inF0);
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|     asin(inF0);
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|     asint(inF0);
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|     asuint(inF0);
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|     asfloat(inU0);
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|     // asdouble(inU0, inU1);  // TODO: enable when HLSL parser used for intrinsics
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|     atan(inF0);
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|     atan2(inF0, inF1);
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|     ceil(inF0);
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|     clamp(inF0, inF1, inF2);
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|     cos(inF0);
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|     cosh(inF0);
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|     countbits(int2(7,3));
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|     degrees(inF0);
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|     distance(inF0, inF1);
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|     dot(inF0, inF1);
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|     // EvaluateAttributeAtCentroid(inF0);
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|     // EvaluateAttributeAtSample(inF0, 0);
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|     // TODO: EvaluateAttributeSnapped(inF0, int2(1,2));
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|     exp(inF0);
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|     exp2(inF0);
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|     faceforward(inF0, inF1, inF2);
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|     firstbithigh(7);
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|     firstbitlow(7);
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|     floor(inF0);
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|     // TODO: fma(inD0, inD1, inD2);
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|     fmod(inF0, inF1);
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|     frac(inF0);
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|     isinf(inF0);
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|     isnan(inF0);
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|     ldexp(inF0, inF1);
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|     lerp(inF0, inF1, inF2);
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|     length(inF0);
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|     log(inF0);
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|     log10(inF0);
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|     log2(inF0);
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|     max(inF0, inF1);
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|     min(inF0, inF1);
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|     // TODO: mul(inF0, inF1);
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|     normalize(inF0);
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|     pow(inF0, inF1);
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|     radians(inF0);
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|     reflect(inF0, inF1);
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|     refract(inF0, inF1, 2.0);
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|     reversebits(int2(1,2));
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|     round(inF0);
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|     rsqrt(inF0);
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|     saturate(inF0);
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|     sign(inF0);
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|     sin(inF0);
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|     sincos(inF0, inF1, inF2);
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|     sinh(inF0);
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|     smoothstep(inF0, inF1, inF2);
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|     sqrt(inF0);
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|     step(inF0, inF1);
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|     tan(inF0);
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|     tanh(inF0);
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|     // TODO: sampler intrinsics, when we can declare the types.
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|     trunc(inF0);
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| 
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|     // TODO: ... add when float1 prototypes are generated
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|     return float2(1,2);
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| }
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| 
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| float3 VertexShaderFunction3(float3 inF0, float3 inF1, float3 inF2, uint3 inU0, uint3 inU1)
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| {
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|     all(inF0);
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|     abs(inF0);
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|     acos(inF0);
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|     any(inF0);
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|     asin(inF0);
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|     asint(inF0);
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|     asuint(inF0);
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|     asfloat(inU0);
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|     // asdouble(inU0, inU1);  // TODO: enable when HLSL parser used for intrinsics
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|     atan(inF0);
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|     atan2(inF0, inF1);
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|     ceil(inF0);
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|     clamp(inF0, inF1, inF2);
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|     cos(inF0);
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|     cosh(inF0);
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|     countbits(int3(7,3,5));
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|     cross(inF0, inF1);
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|     degrees(inF0);
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|     distance(inF0, inF1);
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|     dot(inF0, inF1);
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|     // EvaluateAttributeAtCentroid(inF0);
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|     // EvaluateAttributeAtSample(inF0, 0);
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|     // TODO: EvaluateAttributeSnapped(inF0, int2(1,2));
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|     exp(inF0);
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|     exp2(inF0);
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|     faceforward(inF0, inF1, inF2);
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|     firstbithigh(7);
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|     firstbitlow(7);
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|     floor(inF0);
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|     // TODO: fma(inD0, inD1, inD2);
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|     fmod(inF0, inF1);
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|     frac(inF0);
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|     isinf(inF0);
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|     isnan(inF0);
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|     ldexp(inF0, inF1);
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|     lerp(inF0, inF1, inF2);
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|     length(inF0);
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|     log(inF0);
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|     log10(inF0);
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|     log2(inF0);
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|     max(inF0, inF1);
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|     min(inF0, inF1);
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|     // TODO: mul(inF0, inF1);
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|     normalize(inF0);
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|     pow(inF0, inF1);
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|     radians(inF0);
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|     reflect(inF0, inF1);
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|     refract(inF0, inF1, 2.0);
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|     reversebits(int3(1,2,3));
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|     round(inF0);
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|     rsqrt(inF0);
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|     saturate(inF0);
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|     sign(inF0);
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|     sin(inF0);
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|     sincos(inF0, inF1, inF2);
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|     sinh(inF0);
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|     smoothstep(inF0, inF1, inF2);
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|     sqrt(inF0);
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|     step(inF0, inF1);
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|     tan(inF0);
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|     tanh(inF0);
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|     // TODO: sampler intrinsics, when we can declare the types.
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|     trunc(inF0);
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| 
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|     // TODO: ... add when float1 prototypes are generated
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|     return float3(1,2,3);
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| }
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| 
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| float4 VertexShaderFunction4(float4 inF0, float4 inF1, float4 inF2, uint4 inU0, uint4 inU1)
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| {
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|     all(inF0);
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|     abs(inF0);
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|     acos(inF0);
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|     any(inF0);
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|     asin(inF0);
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|     asint(inF0);
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|     asuint(inF0);
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|     asfloat(inU0);
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|     // asdouble(inU0, inU1);  // TODO: enable when HLSL parser used for intrinsics
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|     atan(inF0);
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|     atan2(inF0, inF1);
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|     ceil(inF0);
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|     clamp(inF0, inF1, inF2);
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|     cos(inF0);
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|     cosh(inF0);
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|     countbits(int4(7,3,5,2));
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|     degrees(inF0);
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|     distance(inF0, inF1);
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|     dot(inF0, inF1);
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|     dst(inF0, inF1);
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|     // EvaluateAttributeAtCentroid(inF0);
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|     // EvaluateAttributeAtSample(inF0, 0);
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|     // TODO: EvaluateAttributeSnapped(inF0, int2(1,2));
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|     exp(inF0);
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|     exp2(inF0);
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|     faceforward(inF0, inF1, inF2);
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|     firstbithigh(7);
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|     firstbitlow(7);
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|     floor(inF0);
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|     // TODO: fma(inD0, inD1, inD2);
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|     fmod(inF0, inF1);
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|     frac(inF0);
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|     isinf(inF0);
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|     isnan(inF0);
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|     ldexp(inF0, inF1);
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|     lerp(inF0, inF1, inF2);
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|     length(inF0);
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|     log(inF0);
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|     log10(inF0);
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|     log2(inF0);
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|     max(inF0, inF1);
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|     min(inF0, inF1);
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|     // TODO: mul(inF0, inF1);
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|     normalize(inF0);
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|     pow(inF0, inF1);
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|     radians(inF0);
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|     reflect(inF0, inF1);
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|     refract(inF0, inF1, 2.0);
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|     reversebits(int4(1,2,3,4));
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|     round(inF0);
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|     rsqrt(inF0);
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|     saturate(inF0);
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|     sign(inF0);
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|     sin(inF0);
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|     sincos(inF0, inF1, inF2);
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|     sinh(inF0);
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|     smoothstep(inF0, inF1, inF2);
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|     sqrt(inF0);
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|     step(inF0, inF1);
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|     tan(inF0);
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|     tanh(inF0);
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|     // TODO: sampler intrinsics, when we can declare the types.
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|     trunc(inF0);
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| 
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|     // TODO: ... add when float1 prototypes are generated
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|     return float4(1,2,3,4);
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| }
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| 
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| // TODO: for mats:
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| //    asfloat(inU0); \
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| //    asint(inF0); \
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| //    asuint(inF0); \
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| 
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| // TODO: FXC doesn't accept this with (), but glslang doesn't accept it without.
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| #define MATFNS() \
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|     all(inF0); \
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|     abs(inF0); \
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|     acos(inF0); \
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|     any(inF0); \
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|     asin(inF0); \
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|     atan(inF0); \
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|     atan2(inF0, inF1); \
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|     ceil(inF0); \
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|     clamp(inF0, inF1, inF2); \
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|     cos(inF0); \
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|     cosh(inF0); \
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|     degrees(inF0); \
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|     determinant(inF0); \
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|     exp(inF0); \
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|     exp2(inF0); \
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|     firstbithigh(7); \
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|     firstbitlow(7); \
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|     floor(inF0); \
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|     fmod(inF0, inF1); \
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|     frac(inF0); \
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|     ldexp(inF0, inF1); \
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|     lerp(inF0, inF1, inF2); \
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|     log(inF0); \
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|     log10(inF0); \
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|     log2(inF0); \
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|     max(inF0, inF1); \
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|     min(inF0, inF1); \
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|     pow(inF0, inF1); \
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|     radians(inF0); \
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|     round(inF0); \
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|     rsqrt(inF0); \
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|     saturate(inF0); \
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|     sign(inF0); \
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|     sin(inF0); \
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|     sincos(inF0, inF1, inF2); \
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|     sinh(inF0); \
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|     smoothstep(inF0, inF1, inF2); \
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|     sqrt(inF0); \
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|     step(inF0, inF1); \
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|     tan(inF0); \
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|     tanh(inF0); \
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|     transpose(inF0); \
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|     trunc(inF0);
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| 
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| // TODO: turn on non-square matrix tests when protos are available.
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| 
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| float2x2 VertexShaderFunction2x2(float2x2 inF0, float2x2 inF1, float2x2 inF2)
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| {
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|     // TODO: FXC doesn't accept this with (), but glslang doesn't accept it without.
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|     MATFNS();
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| 
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|     // TODO: ... add when float1 prototypes are generated
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|     return float2x2(2,2,2,2);
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| }
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| 
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| float3x3 VertexShaderFunction3x3(float3x3 inF0, float3x3 inF1, float3x3 inF2)
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| {
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|     // TODO: FXC doesn't accept this with (), but glslang doesn't accept it without.
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|     MATFNS();
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| 
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|     // TODO: ... add when float1 prototypes are generated
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|     return float3x3(3,3,3,3,3,3,3,3,3);
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| }
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| 
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| float4x4 VertexShaderFunction4x4(float4x4 inF0, float4x4 inF1, float4x4 inF2)
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| {
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|     // TODO: FXC doesn't accept this with (), but glslang doesn't accept it without.
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|     MATFNS();
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| 
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|     // TODO: ... add when float1 prototypes are generated
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|     return float4x4(4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4);
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| }
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| 
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| #define TESTGENMUL(ST, VT, MT) \
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|     ST r0 = mul(inF0,  inF1);  \
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|     VT r1 = mul(inFV0, inF0);  \
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|     VT r2 = mul(inF0,  inFV0); \
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|     ST r3 = mul(inFV0, inFV1); \
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|     VT r4 = mul(inFM0, inFV0); \
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|     VT r5 = mul(inFV0, inFM0); \
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|     MT r6 = mul(inFM0, inF0);  \
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|     MT r7 = mul(inF0, inFM0);  \
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|     MT r8 = mul(inFM0, inFM1);
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| 
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| 
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| void TestGenMul2(float inF0, float inF1,
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|                  float2 inFV0, float2 inFV1,
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|                  float2x2 inFM0, float2x2 inFM1)
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| {
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|     TESTGENMUL(float, float2, float2x2);
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| }
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| 
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| void TestGenMul3(float inF0, float inF1,
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|                  float3 inFV0, float3 inFV1,
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|                  float3x3 inFM0, float3x3 inFM1)
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| {
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|     TESTGENMUL(float, float3, float3x3);
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| }
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| 
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| void TestGenMul4(float inF0, float inF1,
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|                  float4 inFV0, float4 inFV1,
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|                  float4x4 inFM0, float4x4 inFM1)
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| {
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|     TESTGENMUL(float, float4, float4x4);
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| }
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| 
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| // Test some non-square mats
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| void TestGenMulNxM(float inF0, float inF1,
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|                    float2 inFV2, float3 inFV3,
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|                    float2x3 inFM2x3, float3x2 inFM3x2,
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|                    float3x3 inFM3x3, float3x4 inFM3x4,
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|                    float2x4 inFM2x4)
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| {
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|     float  r00 = mul(inF0,  inF1);  // S=S*S
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|     float2 r01 = mul(inFV2, inF0);  // V=V*S
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|     float3 r02 = mul(inFV3, inF0);  // V=V*S
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|     float2 r03 = mul(inF0,  inFV2); // V=S*V
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|     float3 r04 = mul(inF0,  inFV3); // V=S*V
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|     float  r05 = mul(inFV2, inFV2); // S=V*V
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|     float  r06 = mul(inFV3, inFV3); // S=V*V
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|     float3 r07 = mul(inFV2, inFM2x3); // V=V*M (return V dim is Mcols)
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|     float2 r08 = mul(inFV3, inFM3x2); // V=V*M (return V dim is Mcols)
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|     float2 r09 = mul(inFM2x3, inFV3); // V=M*V (return V dim is Mrows)
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|     float3 r10 = mul(inFM3x2, inFV2); // V=M*V (return V dim is Mrows)
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|     float2x3 r11 = mul(inFM2x3, inF0);
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|     float3x2 r12 = mul(inFM3x2, inF0);
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|     float2x2 r13 = mul(inFM2x3, inFM3x2);
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|     float2x3 r14 = mul(inFM2x3, inFM3x3);
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|     float2x4 r15 = mul(inFM2x3, inFM3x4);
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|     float3x4 r16 = mul(inFM3x2, inFM2x4);
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| }
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