Commit ecad519b by Alexis Hetu Committed by Alexis Hétu

ShaderCore const inputs

Made all inputs const in ShaderCore. Change-Id: I56792cea564f40e6f5b096349447b22439606e43 Reviewed-on: https://swiftshader-review.googlesource.com/3410Tested-by: 's avatarAlexis Hétu <sugoi@google.com> Reviewed-by: 's avatarNicolas Capens <capn@google.com>
parent 42ff6b15
......@@ -504,17 +504,17 @@ namespace sw
return As<Float4>(x);
}
Float4 dot2(Vector4f &v0, Vector4f &v1)
Float4 dot2(const Vector4f &v0, const Vector4f &v1)
{
return v0.x * v1.x + v0.y * v1.y;
}
Float4 dot3(Vector4f &v0, Vector4f &v1)
Float4 dot3(const Vector4f &v0, const Vector4f &v1)
{
return v0.x * v1.x + v0.y * v1.y + v0.z * v1.z;
}
Float4 dot4(Vector4f &v0, Vector4f &v1)
Float4 dot4(const Vector4f &v0, const Vector4f &v1)
{
return v0.x * v1.x + v0.y * v1.y + v0.z * v1.z + v0.w * v1.w;
}
......@@ -601,7 +601,7 @@ namespace sw
}
}
void ShaderCore::mov(Vector4f &dst, Vector4f &src, bool floorToInteger)
void ShaderCore::mov(Vector4f &dst, const Vector4f &src, bool floorToInteger)
{
if(floorToInteger)
{
......@@ -613,7 +613,7 @@ namespace sw
}
}
void ShaderCore::f2b(Vector4f &dst, Vector4f &src)
void ShaderCore::f2b(Vector4f &dst, const Vector4f &src)
{
dst.x = As<Float4>(CmpNEQ(src.x, Float4(0.0f)));
dst.y = As<Float4>(CmpNEQ(src.y, Float4(0.0f)));
......@@ -621,7 +621,7 @@ namespace sw
dst.w = As<Float4>(CmpNEQ(src.w, Float4(0.0f)));
}
void ShaderCore::b2f(Vector4f &dst, Vector4f &src)
void ShaderCore::b2f(Vector4f &dst, const Vector4f &src)
{
dst.x = As<Float4>(As<Int4>(src.x) & As<Int4>(Float4(1.0f)));
dst.y = As<Float4>(As<Int4>(src.y) & As<Int4>(Float4(1.0f)));
......@@ -629,7 +629,7 @@ namespace sw
dst.w = As<Float4>(As<Int4>(src.w) & As<Int4>(Float4(1.0f)));
}
void ShaderCore::add(Vector4f &dst, Vector4f &src0, Vector4f &src1)
void ShaderCore::add(Vector4f &dst, const Vector4f &src0, const Vector4f &src1)
{
dst.x = src0.x + src1.x;
dst.y = src0.y + src1.y;
......@@ -637,7 +637,7 @@ namespace sw
dst.w = src0.w + src1.w;
}
void ShaderCore::sub(Vector4f &dst, Vector4f &src0, Vector4f &src1)
void ShaderCore::sub(Vector4f &dst, const Vector4f &src0, const Vector4f &src1)
{
dst.x = src0.x - src1.x;
dst.y = src0.y - src1.y;
......@@ -645,7 +645,7 @@ namespace sw
dst.w = src0.w - src1.w;
}
void ShaderCore::mad(Vector4f &dst, Vector4f &src0, Vector4f &src1, Vector4f &src2)
void ShaderCore::mad(Vector4f &dst, const Vector4f &src0, const Vector4f &src1, const Vector4f &src2)
{
dst.x = src0.x * src1.x + src2.x;
dst.y = src0.y * src1.y + src2.y;
......@@ -653,7 +653,7 @@ namespace sw
dst.w = src0.w * src1.w + src2.w;
}
void ShaderCore::mul(Vector4f &dst, Vector4f &src0, Vector4f &src1)
void ShaderCore::mul(Vector4f &dst, const Vector4f &src0, const Vector4f &src1)
{
dst.x = src0.x * src1.x;
dst.y = src0.y * src1.y;
......@@ -661,7 +661,7 @@ namespace sw
dst.w = src0.w * src1.w;
}
void ShaderCore::rcpx(Vector4f &dst, Vector4f &src, bool pp)
void ShaderCore::rcpx(Vector4f &dst, const Vector4f &src, bool pp)
{
Float4 rcp = reciprocal(src.x, pp, true);
......@@ -671,7 +671,7 @@ namespace sw
dst.w = rcp;
}
void ShaderCore::div(Vector4f &dst, Vector4f &src0, Vector4f &src1)
void ShaderCore::div(Vector4f &dst, const Vector4f &src0, const Vector4f &src1)
{
dst.x = src0.x / src1.x;
dst.y = src0.y / src1.y;
......@@ -679,7 +679,7 @@ namespace sw
dst.w = src0.w / src1.w;
}
void ShaderCore::mod(Vector4f &dst, Vector4f &src0, Vector4f &src1)
void ShaderCore::mod(Vector4f &dst, const Vector4f &src0, const Vector4f &src1)
{
dst.x = modulo(src0.x, src1.x);
dst.y = modulo(src0.y, src1.y);
......@@ -687,7 +687,7 @@ namespace sw
dst.w = modulo(src0.w, src1.w);
}
void ShaderCore::rsqx(Vector4f &dst, Vector4f &src, bool pp)
void ShaderCore::rsqx(Vector4f &dst, const Vector4f &src, bool pp)
{
Float4 rsq = reciprocalSquareRoot(src.x, true, pp);
......@@ -697,7 +697,7 @@ namespace sw
dst.w = rsq;
}
void ShaderCore::sqrt(Vector4f &dst, Vector4f &src, bool pp)
void ShaderCore::sqrt(Vector4f &dst, const Vector4f &src, bool pp)
{
dst.x = Sqrt(src.x);
dst.y = Sqrt(src.y);
......@@ -705,7 +705,7 @@ namespace sw
dst.w = Sqrt(src.w);
}
void ShaderCore::rsq(Vector4f &dst, Vector4f &src, bool pp)
void ShaderCore::rsq(Vector4f &dst, const Vector4f &src, bool pp)
{
dst.x = reciprocalSquareRoot(src.x, false, pp);
dst.y = reciprocalSquareRoot(src.y, false, pp);
......@@ -713,27 +713,27 @@ namespace sw
dst.w = reciprocalSquareRoot(src.w, false, pp);
}
void ShaderCore::len2(Float4 &dst, Vector4f &src, bool pp)
void ShaderCore::len2(Float4 &dst, const Vector4f &src, bool pp)
{
dst = Sqrt(dot2(src, src));
}
void ShaderCore::len3(Float4 &dst, Vector4f &src, bool pp)
void ShaderCore::len3(Float4 &dst, const Vector4f &src, bool pp)
{
dst = Sqrt(dot3(src, src));
}
void ShaderCore::len4(Float4 &dst, Vector4f &src, bool pp)
void ShaderCore::len4(Float4 &dst, const Vector4f &src, bool pp)
{
dst = Sqrt(dot4(src, src));
}
void ShaderCore::dist1(Float4 &dst, Vector4f &src0, Vector4f &src1, bool pp)
void ShaderCore::dist1(Float4 &dst, const Vector4f &src0, const Vector4f &src1, bool pp)
{
dst = Abs(src0.x - src1.x);
}
void ShaderCore::dist2(Float4 &dst, Vector4f &src0, Vector4f &src1, bool pp)
void ShaderCore::dist2(Float4 &dst, const Vector4f &src0, const Vector4f &src1, bool pp)
{
Float4 dx = src0.x - src1.x;
Float4 dy = src0.y - src1.y;
......@@ -741,7 +741,7 @@ namespace sw
dst = Sqrt(dot2);
}
void ShaderCore::dist3(Float4 &dst, Vector4f &src0, Vector4f &src1, bool pp)
void ShaderCore::dist3(Float4 &dst, const Vector4f &src0, const Vector4f &src1, bool pp)
{
Float4 dx = src0.x - src1.x;
Float4 dy = src0.y - src1.y;
......@@ -750,7 +750,7 @@ namespace sw
dst = Sqrt(dot3);
}
void ShaderCore::dist4(Float4 &dst, Vector4f &src0, Vector4f &src1, bool pp)
void ShaderCore::dist4(Float4 &dst, const Vector4f &src0, const Vector4f &src1, bool pp)
{
Float4 dx = src0.x - src1.x;
Float4 dy = src0.y - src1.y;
......@@ -760,7 +760,7 @@ namespace sw
dst = Sqrt(dot4);
}
void ShaderCore::dp1(Vector4f &dst, Vector4f &src0, Vector4f &src1)
void ShaderCore::dp1(Vector4f &dst, const Vector4f &src0, const Vector4f &src1)
{
Float4 t = src0.x * src1.x;
......@@ -770,7 +770,7 @@ namespace sw
dst.w = t;
}
void ShaderCore::dp2(Vector4f &dst, Vector4f &src0, Vector4f &src1)
void ShaderCore::dp2(Vector4f &dst, const Vector4f &src0, const Vector4f &src1)
{
Float4 t = dot2(src0, src1);
......@@ -780,7 +780,7 @@ namespace sw
dst.w = t;
}
void ShaderCore::dp2add(Vector4f &dst, Vector4f &src0, Vector4f &src1, Vector4f &src2)
void ShaderCore::dp2add(Vector4f &dst, const Vector4f &src0, const Vector4f &src1, const Vector4f &src2)
{
Float4 t = dot2(src0, src1) + src2.x;
......@@ -790,7 +790,7 @@ namespace sw
dst.w = t;
}
void ShaderCore::dp3(Vector4f &dst, Vector4f &src0, Vector4f &src1)
void ShaderCore::dp3(Vector4f &dst, const Vector4f &src0, const Vector4f &src1)
{
Float4 dot = dot3(src0, src1);
......@@ -800,7 +800,7 @@ namespace sw
dst.w = dot;
}
void ShaderCore::dp4(Vector4f &dst, Vector4f &src0, Vector4f &src1)
void ShaderCore::dp4(Vector4f &dst, const Vector4f &src0, const Vector4f &src1)
{
Float4 dot = dot4(src0, src1);
......@@ -810,7 +810,7 @@ namespace sw
dst.w = dot;
}
void ShaderCore::min(Vector4f &dst, Vector4f &src0, Vector4f &src1)
void ShaderCore::min(Vector4f &dst, const Vector4f &src0, const Vector4f &src1)
{
dst.x = Min(src0.x, src1.x);
dst.y = Min(src0.y, src1.y);
......@@ -818,7 +818,7 @@ namespace sw
dst.w = Min(src0.w, src1.w);
}
void ShaderCore::max(Vector4f &dst, Vector4f &src0, Vector4f &src1)
void ShaderCore::max(Vector4f &dst, const Vector4f &src0, const Vector4f &src1)
{
dst.x = Max(src0.x, src1.x);
dst.y = Max(src0.y, src1.y);
......@@ -826,7 +826,7 @@ namespace sw
dst.w = Max(src0.w, src1.w);
}
void ShaderCore::slt(Vector4f &dst, Vector4f &src0, Vector4f &src1)
void ShaderCore::slt(Vector4f &dst, const Vector4f &src0, const Vector4f &src1)
{
dst.x = As<Float4>(As<Int4>(CmpLT(src0.x, src1.x)) & As<Int4>(Float4(1.0f)));
dst.y = As<Float4>(As<Int4>(CmpLT(src0.y, src1.y)) & As<Int4>(Float4(1.0f)));
......@@ -834,7 +834,7 @@ namespace sw
dst.w = As<Float4>(As<Int4>(CmpLT(src0.w, src1.w)) & As<Int4>(Float4(1.0f)));
}
void ShaderCore::step(Vector4f &dst, Vector4f &edge, Vector4f &x)
void ShaderCore::step(Vector4f &dst, const Vector4f &edge, const Vector4f &x)
{
dst.x = As<Float4>(CmpNLT(x.x, edge.x) & As<Int4>(Float4(1.0f)));
dst.y = As<Float4>(CmpNLT(x.y, edge.y) & As<Int4>(Float4(1.0f)));
......@@ -842,7 +842,7 @@ namespace sw
dst.w = As<Float4>(CmpNLT(x.w, edge.w) & As<Int4>(Float4(1.0f)));
}
void ShaderCore::exp2x(Vector4f &dst, Vector4f &src, bool pp)
void ShaderCore::exp2x(Vector4f &dst, const Vector4f &src, bool pp)
{
Float4 exp = exponential2(src.x, pp);
......@@ -852,7 +852,7 @@ namespace sw
dst.w = exp;
}
void ShaderCore::exp2(Vector4f &dst, Vector4f &src, bool pp)
void ShaderCore::exp2(Vector4f &dst, const Vector4f &src, bool pp)
{
dst.x = exponential2(src.x, pp);
dst.y = exponential2(src.y, pp);
......@@ -860,7 +860,7 @@ namespace sw
dst.w = exponential2(src.w, pp);
}
void ShaderCore::exp(Vector4f &dst, Vector4f &src, bool pp)
void ShaderCore::exp(Vector4f &dst, const Vector4f &src, bool pp)
{
dst.x = exponential(src.x, pp);
dst.y = exponential(src.y, pp);
......@@ -868,7 +868,7 @@ namespace sw
dst.w = exponential(src.w, pp);
}
void ShaderCore::log2x(Vector4f &dst, Vector4f &src, bool pp)
void ShaderCore::log2x(Vector4f &dst, const Vector4f &src, bool pp)
{
Float4 log = logarithm2(src.x, true, pp);
......@@ -878,7 +878,7 @@ namespace sw
dst.w = log;
}
void ShaderCore::log2(Vector4f &dst, Vector4f &src, bool pp)
void ShaderCore::log2(Vector4f &dst, const Vector4f &src, bool pp)
{
dst.x = logarithm2(src.x, pp);
dst.y = logarithm2(src.y, pp);
......@@ -886,7 +886,7 @@ namespace sw
dst.w = logarithm2(src.w, pp);
}
void ShaderCore::log(Vector4f &dst, Vector4f &src, bool pp)
void ShaderCore::log(Vector4f &dst, const Vector4f &src, bool pp)
{
dst.x = logarithm(src.x, false, pp);
dst.y = logarithm(src.y, false, pp);
......@@ -894,7 +894,7 @@ namespace sw
dst.w = logarithm(src.w, false, pp);
}
void ShaderCore::lit(Vector4f &dst, Vector4f &src)
void ShaderCore::lit(Vector4f &dst, const Vector4f &src)
{
dst.x = Float4(1.0f);
dst.y = Max(src.x, Float4(0.0f));
......@@ -912,7 +912,7 @@ namespace sw
dst.w = Float4(1.0f);
}
void ShaderCore::att(Vector4f &dst, Vector4f &src0, Vector4f &src1)
void ShaderCore::att(Vector4f &dst, const Vector4f &src0, const Vector4f &src1)
{
// Computes attenuation factors (1, d, d^2, 1/d) assuming src0 = d^2, src1 = 1/d
dst.x = 1;
......@@ -921,7 +921,7 @@ namespace sw
dst.w = src1.w;
}
void ShaderCore::lrp(Vector4f &dst, Vector4f &src0, Vector4f &src1, Vector4f &src2)
void ShaderCore::lrp(Vector4f &dst, const Vector4f &src0, const Vector4f &src1, const Vector4f &src2)
{
dst.x = src0.x * (src1.x - src2.x) + src2.x;
dst.y = src0.y * (src1.y - src2.y) + src2.y;
......@@ -929,7 +929,7 @@ namespace sw
dst.w = src0.w * (src1.w - src2.w) + src2.w;
}
void ShaderCore::smooth(Vector4f &dst, Vector4f &edge0, Vector4f &edge1, Vector4f &x)
void ShaderCore::smooth(Vector4f &dst, const Vector4f &edge0, const Vector4f &edge1, const Vector4f &x)
{
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);
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);
......@@ -937,7 +937,7 @@ namespace sw
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);
}
void ShaderCore::floatBitsToInt(Vector4i &dst, Vector4f &src)
void ShaderCore::floatBitsToInt(Vector4i &dst, const Vector4f &src)
{
dst.x = sw::floatBitsToInt(src.x);
dst.y = sw::floatBitsToInt(src.y);
......@@ -945,7 +945,7 @@ namespace sw
dst.w = sw::floatBitsToInt(src.w);
}
void ShaderCore::floatBitsToUInt(Vector4u &dst, Vector4f &src)
void ShaderCore::floatBitsToUInt(Vector4u &dst, const Vector4f &src)
{
dst.x = sw::floatBitsToUInt(src.x);
dst.y = sw::floatBitsToUInt(src.y);
......@@ -953,7 +953,7 @@ namespace sw
dst.w = sw::floatBitsToUInt(src.w);
}
void ShaderCore::intBitsToFloat(Vector4f &dst, Vector4i &src)
void ShaderCore::intBitsToFloat(Vector4f &dst, const Vector4i &src)
{
dst.x = sw::intBitsToFloat(src.x);
dst.y = sw::intBitsToFloat(src.y);
......@@ -961,7 +961,7 @@ namespace sw
dst.w = sw::intBitsToFloat(src.w);
}
void ShaderCore::uintBitsToFloat(Vector4f &dst, Vector4u &src)
void ShaderCore::uintBitsToFloat(Vector4f &dst, const Vector4u &src)
{
dst.x = sw::uintBitsToFloat(src.x);
dst.y = sw::uintBitsToFloat(src.y);
......@@ -969,7 +969,7 @@ namespace sw
dst.w = sw::uintBitsToFloat(src.w);
}
void ShaderCore::frc(Vector4f &dst, Vector4f &src)
void ShaderCore::frc(Vector4f &dst, const Vector4f &src)
{
dst.x = Frac(src.x);
dst.y = Frac(src.y);
......@@ -977,7 +977,7 @@ namespace sw
dst.w = Frac(src.w);
}
void ShaderCore::trunc(Vector4f &dst, Vector4f &src)
void ShaderCore::trunc(Vector4f &dst, const Vector4f &src)
{
dst.x = Trunc(src.x);
dst.y = Trunc(src.y);
......@@ -985,7 +985,7 @@ namespace sw
dst.w = Trunc(src.w);
}
void ShaderCore::floor(Vector4f &dst, Vector4f &src)
void ShaderCore::floor(Vector4f &dst, const Vector4f &src)
{
dst.x = Floor(src.x);
dst.y = Floor(src.y);
......@@ -993,7 +993,7 @@ namespace sw
dst.w = Floor(src.w);
}
void ShaderCore::round(Vector4f &dst, Vector4f &src)
void ShaderCore::round(Vector4f &dst, const Vector4f &src)
{
dst.x = Round(src.x);
dst.y = Round(src.y);
......@@ -1001,7 +1001,7 @@ namespace sw
dst.w = Round(src.w);
}
void ShaderCore::roundEven(Vector4f &dst, Vector4f &src)
void ShaderCore::roundEven(Vector4f &dst, const Vector4f &src)
{
// dst = round(src) + ((round(src) < src) * 2 - 1) * (fract(src) == 0.5) * isOdd(round(src));
// ex.: 1.5: 2 + (0 * 2 - 1) * 1 * 0 = 2
......@@ -1020,7 +1020,7 @@ namespace sw
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));
}
void ShaderCore::ceil(Vector4f &dst, Vector4f &src)
void ShaderCore::ceil(Vector4f &dst, const Vector4f &src)
{
dst.x = Ceil(src.x);
dst.y = Ceil(src.y);
......@@ -1028,7 +1028,7 @@ namespace sw
dst.w = Ceil(src.w);
}
void ShaderCore::powx(Vector4f &dst, Vector4f &src0, Vector4f &src1, bool pp)
void ShaderCore::powx(Vector4f &dst, const Vector4f &src0, const Vector4f &src1, bool pp)
{
Float4 pow = power(src0.x, src1.x, pp);
......@@ -1038,7 +1038,7 @@ namespace sw
dst.w = pow;
}
void ShaderCore::pow(Vector4f &dst, Vector4f &src0, Vector4f &src1, bool pp)
void ShaderCore::pow(Vector4f &dst, const Vector4f &src0, const Vector4f &src1, bool pp)
{
dst.x = power(src0.x, src1.x, pp);
dst.y = power(src0.y, src1.y, pp);
......@@ -1046,21 +1046,21 @@ namespace sw
dst.w = power(src0.w, src1.w, pp);
}
void ShaderCore::crs(Vector4f &dst, Vector4f &src0, Vector4f &src1)
void ShaderCore::crs(Vector4f &dst, const Vector4f &src0, const Vector4f &src1)
{
dst.x = src0.y * src1.z - src0.z * src1.y;
dst.y = src0.z * src1.x - src0.x * src1.z;
dst.z = src0.x * src1.y - src0.y * src1.x;
}
void ShaderCore::forward1(Vector4f &dst, Vector4f &N, Vector4f &I, Vector4f &Nref)
void ShaderCore::forward1(Vector4f &dst, const Vector4f &N, const Vector4f &I, const Vector4f &Nref)
{
Int4 flip = CmpNLT(Nref.x * I.x, Float4(0.0f)) & Int4(0x80000000);
dst.x = As<Float4>(flip ^ As<Int4>(N.x));
}
void ShaderCore::forward2(Vector4f &dst, Vector4f &N, Vector4f &I, Vector4f &Nref)
void ShaderCore::forward2(Vector4f &dst, const Vector4f &N, const Vector4f &I, const Vector4f &Nref)
{
Int4 flip = CmpNLT(dot2(Nref, I), Float4(0.0f)) & Int4(0x80000000);
......@@ -1068,7 +1068,7 @@ namespace sw
dst.y = As<Float4>(flip ^ As<Int4>(N.y));
}
void ShaderCore::forward3(Vector4f &dst, Vector4f &N, Vector4f &I, Vector4f &Nref)
void ShaderCore::forward3(Vector4f &dst, const Vector4f &N, const Vector4f &I, const Vector4f &Nref)
{
Int4 flip = CmpNLT(dot3(Nref, I), Float4(0.0f)) & Int4(0x80000000);
......@@ -1077,7 +1077,7 @@ namespace sw
dst.z = As<Float4>(flip ^ As<Int4>(N.z));
}
void ShaderCore::forward4(Vector4f &dst, Vector4f &N, Vector4f &I, Vector4f &Nref)
void ShaderCore::forward4(Vector4f &dst, const Vector4f &N, const Vector4f &I, const Vector4f &Nref)
{
Int4 flip = CmpNLT(dot4(Nref, I), Float4(0.0f)) & Int4(0x80000000);
......@@ -1087,14 +1087,14 @@ namespace sw
dst.w = As<Float4>(flip ^ As<Int4>(N.w));
}
void ShaderCore::reflect1(Vector4f &dst, Vector4f &I, Vector4f &N)
void ShaderCore::reflect1(Vector4f &dst, const Vector4f &I, const Vector4f &N)
{
Float4 d = N.x * I.x;
dst.x = I.x - Float4(2.0f) * d * N.x;
}
void ShaderCore::reflect2(Vector4f &dst, Vector4f &I, Vector4f &N)
void ShaderCore::reflect2(Vector4f &dst, const Vector4f &I, const Vector4f &N)
{
Float4 d = dot2(N, I);
......@@ -1102,7 +1102,7 @@ namespace sw
dst.y = I.y - Float4(2.0f) * d * N.y;
}
void ShaderCore::reflect3(Vector4f &dst, Vector4f &I, Vector4f &N)
void ShaderCore::reflect3(Vector4f &dst, const Vector4f &I, const Vector4f &N)
{
Float4 d = dot3(N, I);
......@@ -1111,7 +1111,7 @@ namespace sw
dst.z = I.z - Float4(2.0f) * d * N.z;
}
void ShaderCore::reflect4(Vector4f &dst, Vector4f &I, Vector4f &N)
void ShaderCore::reflect4(Vector4f &dst, const Vector4f &I, const Vector4f &N)
{
Float4 d = dot4(N, I);
......@@ -1121,7 +1121,7 @@ namespace sw
dst.w = I.w - Float4(2.0f) * d * N.w;
}
void ShaderCore::refract1(Vector4f &dst, Vector4f &I, Vector4f &N, Float4 &eta)
void ShaderCore::refract1(Vector4f &dst, const Vector4f &I, const Vector4f &N, const Float4 &eta)
{
Float4 d = N.x * I.x;
Float4 k = Float4(1.0f) - eta * eta * (Float4(1.0f) - d * d);
......@@ -1131,7 +1131,7 @@ namespace sw
dst.x = As<Float4>(pos & As<Int4>(eta * I.x - t * N.x));
}
void ShaderCore::refract2(Vector4f &dst, Vector4f &I, Vector4f &N, Float4 &eta)
void ShaderCore::refract2(Vector4f &dst, const Vector4f &I, const Vector4f &N, const Float4 &eta)
{
Float4 d = dot2(N, I);
Float4 k = Float4(1.0f) - eta * eta * (Float4(1.0f) - d * d);
......@@ -1142,7 +1142,7 @@ namespace sw
dst.y = As<Float4>(pos & As<Int4>(eta * I.y - t * N.y));
}
void ShaderCore::refract3(Vector4f &dst, Vector4f &I, Vector4f &N, Float4 &eta)
void ShaderCore::refract3(Vector4f &dst, const Vector4f &I, const Vector4f &N, const Float4 &eta)
{
Float4 d = dot3(N, I);
Float4 k = Float4(1.0f) - eta * eta * (Float4(1.0f) - d * d);
......@@ -1154,7 +1154,7 @@ namespace sw
dst.z = As<Float4>(pos & As<Int4>(eta * I.z - t * N.z));
}
void ShaderCore::refract4(Vector4f &dst, Vector4f &I, Vector4f &N, Float4 &eta)
void ShaderCore::refract4(Vector4f &dst, const Vector4f &I, const Vector4f &N, const Float4 &eta)
{
Float4 d = dot4(N, I);
Float4 k = Float4(1.0f) - eta * eta * (Float4(1.0f) - d * d);
......@@ -1167,7 +1167,7 @@ namespace sw
dst.w = As<Float4>(pos & As<Int4>(eta * I.w - t * N.w));
}
void ShaderCore::sgn(Vector4f &dst, Vector4f &src)
void ShaderCore::sgn(Vector4f &dst, const Vector4f &src)
{
sgn(dst.x, src.x);
sgn(dst.y, src.y);
......@@ -1175,7 +1175,7 @@ namespace sw
sgn(dst.w, src.w);
}
void ShaderCore::abs(Vector4f &dst, Vector4f &src)
void ShaderCore::abs(Vector4f &dst, const Vector4f &src)
{
dst.x = Abs(src.x);
dst.y = Abs(src.y);
......@@ -1183,7 +1183,7 @@ namespace sw
dst.w = Abs(src.w);
}
void ShaderCore::nrm2(Vector4f &dst, Vector4f &src, bool pp)
void ShaderCore::nrm2(Vector4f &dst, const Vector4f &src, bool pp)
{
Float4 dot = dot2(src, src);
Float4 rsq = reciprocalSquareRoot(dot, false, pp);
......@@ -1194,7 +1194,7 @@ namespace sw
dst.w = src.w * rsq;
}
void ShaderCore::nrm3(Vector4f &dst, Vector4f &src, bool pp)
void ShaderCore::nrm3(Vector4f &dst, const Vector4f &src, bool pp)
{
Float4 dot = dot3(src, src);
Float4 rsq = reciprocalSquareRoot(dot, false, pp);
......@@ -1205,7 +1205,7 @@ namespace sw
dst.w = src.w * rsq;
}
void ShaderCore::nrm4(Vector4f &dst, Vector4f &src, bool pp)
void ShaderCore::nrm4(Vector4f &dst, const Vector4f &src, bool pp)
{
Float4 dot = dot4(src, src);
Float4 rsq = reciprocalSquareRoot(dot, false, pp);
......@@ -1216,13 +1216,13 @@ namespace sw
dst.w = src.w * rsq;
}
void ShaderCore::sincos(Vector4f &dst, Vector4f &src, bool pp)
void ShaderCore::sincos(Vector4f &dst, const Vector4f &src, bool pp)
{
dst.x = cosine_pi(src.x, pp);
dst.y = sine_pi(src.x, pp);
}
void ShaderCore::cos(Vector4f &dst, Vector4f &src, bool pp)
void ShaderCore::cos(Vector4f &dst, const Vector4f &src, bool pp)
{
dst.x = cosine(src.x, pp);
dst.y = cosine(src.y, pp);
......@@ -1230,7 +1230,7 @@ namespace sw
dst.w = cosine(src.w, pp);
}
void ShaderCore::sin(Vector4f &dst, Vector4f &src, bool pp)
void ShaderCore::sin(Vector4f &dst, const Vector4f &src, bool pp)
{
dst.x = sine(src.x, pp);
dst.y = sine(src.y, pp);
......@@ -1238,7 +1238,7 @@ namespace sw
dst.w = sine(src.w, pp);
}
void ShaderCore::tan(Vector4f &dst, Vector4f &src, bool pp)
void ShaderCore::tan(Vector4f &dst, const Vector4f &src, bool pp)
{
dst.x = tangent(src.x, pp);
dst.y = tangent(src.y, pp);
......@@ -1246,7 +1246,7 @@ namespace sw
dst.w = tangent(src.w, pp);
}
void ShaderCore::acos(Vector4f &dst, Vector4f &src, bool pp)
void ShaderCore::acos(Vector4f &dst, const Vector4f &src, bool pp)
{
dst.x = arccos(src.x, pp);
dst.y = arccos(src.y, pp);
......@@ -1254,7 +1254,7 @@ namespace sw
dst.w = arccos(src.w, pp);
}
void ShaderCore::asin(Vector4f &dst, Vector4f &src, bool pp)
void ShaderCore::asin(Vector4f &dst, const Vector4f &src, bool pp)
{
dst.x = arcsin(src.x, pp);
dst.y = arcsin(src.y, pp);
......@@ -1262,7 +1262,7 @@ namespace sw
dst.w = arcsin(src.w, pp);
}
void ShaderCore::atan(Vector4f &dst, Vector4f &src, bool pp)
void ShaderCore::atan(Vector4f &dst, const Vector4f &src, bool pp)
{
dst.x = arctan(src.x, pp);
dst.y = arctan(src.y, pp);
......@@ -1270,7 +1270,7 @@ namespace sw
dst.w = arctan(src.w, pp);
}
void ShaderCore::atan2(Vector4f &dst, Vector4f &src0, Vector4f &src1, bool pp)
void ShaderCore::atan2(Vector4f &dst, const Vector4f &src0, const Vector4f &src1, bool pp)
{
dst.x = arctan(src0.x, src1.x, pp);
dst.y = arctan(src0.y, src1.y, pp);
......@@ -1278,7 +1278,7 @@ namespace sw
dst.w = arctan(src0.w, src1.w, pp);
}
void ShaderCore::cosh(Vector4f &dst, Vector4f &src, bool pp)
void ShaderCore::cosh(Vector4f &dst, const Vector4f &src, bool pp)
{
dst.x = cosineh(src.x, pp);
dst.y = cosineh(src.y, pp);
......@@ -1286,7 +1286,7 @@ namespace sw
dst.w = cosineh(src.w, pp);
}
void ShaderCore::sinh(Vector4f &dst, Vector4f &src, bool pp)
void ShaderCore::sinh(Vector4f &dst, const Vector4f &src, bool pp)
{
dst.x = sineh(src.x, pp);
dst.y = sineh(src.y, pp);
......@@ -1294,7 +1294,7 @@ namespace sw
dst.w = sineh(src.w, pp);
}
void ShaderCore::tanh(Vector4f &dst, Vector4f &src, bool pp)
void ShaderCore::tanh(Vector4f &dst, const Vector4f &src, bool pp)
{
dst.x = tangenth(src.x, pp);
dst.y = tangenth(src.y, pp);
......@@ -1302,7 +1302,7 @@ namespace sw
dst.w = tangenth(src.w, pp);
}
void ShaderCore::acosh(Vector4f &dst, Vector4f &src, bool pp)
void ShaderCore::acosh(Vector4f &dst, const Vector4f &src, bool pp)
{
dst.x = arccosh(src.x, pp);
dst.y = arccosh(src.y, pp);
......@@ -1310,7 +1310,7 @@ namespace sw
dst.w = arccosh(src.w, pp);
}
void ShaderCore::asinh(Vector4f &dst, Vector4f &src, bool pp)
void ShaderCore::asinh(Vector4f &dst, const Vector4f &src, bool pp)
{
dst.x = arcsinh(src.x, pp);
dst.y = arcsinh(src.y, pp);
......@@ -1318,7 +1318,7 @@ namespace sw
dst.w = arcsinh(src.w, pp);
}
void ShaderCore::atanh(Vector4f &dst, Vector4f &src, bool pp)
void ShaderCore::atanh(Vector4f &dst, const Vector4f &src, bool pp)
{
dst.x = arctanh(src.x, pp);
dst.y = arctanh(src.y, pp);
......@@ -1326,7 +1326,7 @@ namespace sw
dst.w = arctanh(src.w, pp);
}
void ShaderCore::expp(Vector4f &dst, Vector4f &src, unsigned short version)
void ShaderCore::expp(Vector4f &dst, const Vector4f &src, unsigned short version)
{
if(version < 0x0200)
{
......@@ -1344,7 +1344,7 @@ namespace sw
}
}
void ShaderCore::logp(Vector4f &dst, Vector4f &src, unsigned short version)
void ShaderCore::logp(Vector4f &dst, const Vector4f &src, unsigned short version)
{
if(version < 0x0200)
{
......@@ -1375,7 +1375,7 @@ namespace sw
}
}
void ShaderCore::cmp0(Vector4f &dst, Vector4f &src0, Vector4f &src1, Vector4f &src2)
void ShaderCore::cmp0(Vector4f &dst, const Vector4f &src0, const Vector4f &src1, const Vector4f &src2)
{
cmp0(dst.x, src0.x, src1.x, src2.x);
cmp0(dst.y, src0.y, src1.y, src2.y);
......@@ -1383,7 +1383,7 @@ namespace sw
cmp0(dst.w, src0.w, src1.w, src2.w);
}
void ShaderCore::select(Vector4f &dst, Vector4f &src0, Vector4f &src1, Vector4f &src2)
void ShaderCore::select(Vector4f &dst, const Vector4f &src0, const Vector4f &src1, const Vector4f &src2)
{
select(dst.x, As<Int4>(src0.x), src1.x, src2.x);
select(dst.y, As<Int4>(src0.y), src1.y, src2.y);
......@@ -1391,14 +1391,14 @@ namespace sw
select(dst.w, As<Int4>(src0.w), src1.w, src2.w);
}
void ShaderCore::extract(Float4 &dst, Vector4f &src0, Float4 &src1)
void ShaderCore::extract(Float4 &dst, const Vector4f &src0, const Float4 &src1)
{
select(dst, CmpEQ(src1, Float4(1.0f)), src0.y, src0.x);
select(dst, CmpEQ(src1, Float4(2.0f)), src0.z, dst);
select(dst, CmpEQ(src1, Float4(3.0f)), src0.w, dst);
}
void ShaderCore::insert(Vector4f &dst, Vector4f &src, Float4 &element, Float4 &index)
void ShaderCore::insert(Vector4f &dst, const Vector4f &src, const Float4 &element, const Float4 &index)
{
select(dst.x, CmpEQ(index, Float4(0.0f)), element, src.x);
select(dst.y, CmpEQ(index, Float4(1.0f)), element, src.y);
......@@ -1406,26 +1406,26 @@ namespace sw
select(dst.w, CmpEQ(index, Float4(3.0f)), element, src.w);
}
void ShaderCore::sgn(Float4 &dst, Float4 &src)
void ShaderCore::sgn(Float4 &dst, const Float4 &src)
{
Int4 neg = As<Int4>(CmpLT(src, Float4(-0.0f))) & As<Int4>(Float4(-1.0f));
Int4 pos = As<Int4>(CmpNLE(src, Float4(+0.0f))) & As<Int4>(Float4(1.0f));
dst = As<Float4>(neg | pos);
}
void ShaderCore::cmp0(Float4 &dst, Float4 &src0, Float4 &src1, Float4 &src2)
void ShaderCore::cmp0(Float4 &dst, const Float4 &src0, const Float4 &src1, const Float4 &src2)
{
Int4 pos = CmpLE(Float4(0.0f), src0);
select(dst, pos, src1, src2);
}
void ShaderCore::select(Float4 &dst, RValue<Int4> src0, Float4 &src1, Float4 &src2)
void ShaderCore::select(Float4 &dst, RValue<Int4> src0, const Float4 &src1, const Float4 &src2)
{
// FIXME: LLVM vector select
dst = As<Float4>(src0 & As<Int4>(src1) | ~src0 & As<Int4>(src2));
}
void ShaderCore::cmp(Vector4f &dst, Vector4f &src0, Vector4f &src1, Control control)
void ShaderCore::cmp(Vector4f &dst, const Vector4f &src0, const Vector4f &src1, Control control)
{
switch(control)
{
......@@ -1470,7 +1470,7 @@ namespace sw
}
}
void ShaderCore::icmp(Vector4f &dst, Vector4f &src0, Vector4f &src1, Control control)
void ShaderCore::icmp(Vector4f &dst, const Vector4f &src0, const Vector4f &src1, Control control)
{
switch(control)
{
......@@ -1515,17 +1515,17 @@ namespace sw
}
}
void ShaderCore::all(Float4 &dst, Vector4f &src)
void ShaderCore::all(Float4 &dst, const Vector4f &src)
{
dst = As<Float4>(As<Int4>(src.x) & As<Int4>(src.y) & As<Int4>(src.z) & As<Int4>(src.w));
}
void ShaderCore::any(Float4 &dst, Vector4f &src)
void ShaderCore::any(Float4 &dst, const Vector4f &src)
{
dst = As<Float4>(As<Int4>(src.x) | As<Int4>(src.y) | As<Int4>(src.z) | As<Int4>(src.w));
}
void ShaderCore::not(Vector4f &dst, Vector4f &src)
void ShaderCore::not(Vector4f &dst, const Vector4f &src)
{
dst.x = As<Float4>(As<Int4>(src.x) ^ Int4(0xFFFFFFFF));
dst.y = As<Float4>(As<Int4>(src.y) ^ Int4(0xFFFFFFFF));
......@@ -1533,17 +1533,17 @@ namespace sw
dst.w = As<Float4>(As<Int4>(src.w) ^ Int4(0xFFFFFFFF));
}
void ShaderCore::or(Float4 &dst, Float4 &src0, Float4 &src1)
void ShaderCore::or(Float4 &dst, const Float4 &src0, const Float4 &src1)
{
dst = As<Float4>(As<Int4>(src0) | As<Int4>(src1));
}
void ShaderCore::xor(Float4 &dst, Float4 &src0, Float4 &src1)
void ShaderCore::xor(Float4 &dst, const Float4 &src0, const Float4 &src1)
{
dst = As<Float4>(As<Int4>(src0) ^ As<Int4>(src1));
}
void ShaderCore::and(Float4 &dst, Float4 &src0, Float4 &src1)
void ShaderCore::and(Float4 &dst, const Float4 &src0, const Float4 &src1)
{
dst = As<Float4>(As<Int4>(src0) & As<Int4>(src1));
}
......
......@@ -110,9 +110,9 @@ namespace sw
Float4 intBitsToFloat(RValue<Int4> x);
Float4 uintBitsToFloat(RValue<UInt4> x);
Float4 dot2(Vector4f &v0, Vector4f &v1);
Float4 dot3(Vector4f &v0, Vector4f &v1);
Float4 dot4(Vector4f &v0, Vector4f &v1);
Float4 dot2(const Vector4f &v0, const Vector4f &v1);
Float4 dot3(const Vector4f &v0, const Vector4f &v1);
Float4 dot4(const Vector4f &v0, const Vector4f &v1);
void transpose4x4(Short4 &row0, Short4 &row1, Short4 &row2, Short4 &row3);
void transpose4x4(Float4 &row0, Float4 &row1, Float4 &row2, Float4 &row3);
......@@ -242,108 +242,108 @@ namespace sw
typedef Shader::Control Control;
public:
void mov(Vector4f &dst, Vector4f &src, bool floorToInteger = false);
void f2b(Vector4f &dst, Vector4f &src);
void b2f(Vector4f &dst, Vector4f &src);
void add(Vector4f &dst, Vector4f &src0, Vector4f &src1);
void sub(Vector4f &dst, Vector4f &src0, Vector4f &src1);
void mad(Vector4f &dst, Vector4f &src0, Vector4f &src1, Vector4f &src2);
void mul(Vector4f &dst, Vector4f &src0, Vector4f &src1);
void rcpx(Vector4f &dst, Vector4f &src, bool pp = false);
void div(Vector4f &dst, Vector4f &src0, Vector4f &src1);
void mod(Vector4f &dst, Vector4f &src0, Vector4f &src1);
void rsqx(Vector4f &dst, Vector4f &src, bool pp = false);
void sqrt(Vector4f &dst, Vector4f &src, bool pp = false);
void rsq(Vector4f &dst, Vector4f &src, bool pp = false);
void len2(Float4 &dst, Vector4f &src, bool pp = false);
void len3(Float4 &dst, Vector4f &src, bool pp = false);
void len4(Float4 &dst, Vector4f &src, bool pp = false);
void dist1(Float4 &dst, Vector4f &src0, Vector4f &src1, bool pp = false);
void dist2(Float4 &dst, Vector4f &src0, Vector4f &src1, bool pp = false);
void dist3(Float4 &dst, Vector4f &src0, Vector4f &src1, bool pp = false);
void dist4(Float4 &dst, Vector4f &src0, Vector4f &src1, bool pp = false);
void dp1(Vector4f &dst, Vector4f &src0, Vector4f &src1);
void dp2(Vector4f &dst, Vector4f &src0, Vector4f &src1);
void dp2add(Vector4f &dst, Vector4f &src0, Vector4f &src1, Vector4f &src2);
void dp3(Vector4f &dst, Vector4f &src0, Vector4f &src1);
void dp4(Vector4f &dst, Vector4f &src0, Vector4f &src1);
void min(Vector4f &dst, Vector4f &src0, Vector4f &src1);
void max(Vector4f &dst, Vector4f &src0, Vector4f &src1);
void slt(Vector4f &dst, Vector4f &src0, Vector4f &src1);
void step(Vector4f &dst, Vector4f &src0, Vector4f &src1);
void exp2x(Vector4f &dst, Vector4f &src, bool pp = false);
void exp2(Vector4f &dst, Vector4f &src, bool pp = false);
void exp(Vector4f &dst, Vector4f &src, bool pp = false);
void log2x(Vector4f &dst, Vector4f &src, bool pp = false);
void log2(Vector4f &dst, Vector4f &src, bool pp = false);
void log(Vector4f &dst, Vector4f &src, bool pp = false);
void lit(Vector4f &dst, Vector4f &src);
void att(Vector4f &dst, Vector4f &src0, Vector4f &src1);
void lrp(Vector4f &dst, Vector4f &src0, Vector4f &src1, Vector4f &src2);
void smooth(Vector4f &dst, Vector4f &src0, Vector4f &src1, Vector4f &src2);
void floatBitsToInt(Vector4i &dst, Vector4f &src);
void floatBitsToUInt(Vector4u &dst, Vector4f &src);
void intBitsToFloat(Vector4f &dst, Vector4i &src);
void uintBitsToFloat(Vector4f &dst, Vector4u &src);
void frc(Vector4f &dst, Vector4f &src);
void trunc(Vector4f &dst, Vector4f &src);
void floor(Vector4f &dst, Vector4f &src);
void round(Vector4f &dst, Vector4f &src);
void roundEven(Vector4f &dst, Vector4f &src);
void ceil(Vector4f &dst, Vector4f &src);
void powx(Vector4f &dst, Vector4f &src0, Vector4f &src1, bool pp = false);
void pow(Vector4f &dst, Vector4f &src0, Vector4f &src1, bool pp = false);
void crs(Vector4f &dst, Vector4f &src0, Vector4f &src1);
void forward1(Vector4f &dst, Vector4f &src0, Vector4f &src1, Vector4f &src2);
void forward2(Vector4f &dst, Vector4f &src0, Vector4f &src1, Vector4f &src2);
void forward3(Vector4f &dst, Vector4f &src0, Vector4f &src1, Vector4f &src2);
void forward4(Vector4f &dst, Vector4f &src0, Vector4f &src1, Vector4f &src2);
void reflect1(Vector4f &dst, Vector4f &src0, Vector4f &src1);
void reflect2(Vector4f &dst, Vector4f &src0, Vector4f &src1);
void reflect3(Vector4f &dst, Vector4f &src0, Vector4f &src1);
void reflect4(Vector4f &dst, Vector4f &src0, Vector4f &src1);
void refract1(Vector4f &dst, Vector4f &src0, Vector4f &src1, Float4 &src2);
void refract2(Vector4f &dst, Vector4f &src0, Vector4f &src1, Float4 &src2);
void refract3(Vector4f &dst, Vector4f &src0, Vector4f &src1, Float4 &src2);
void refract4(Vector4f &dst, Vector4f &src0, Vector4f &src1, Float4 &src2);
void sgn(Vector4f &dst, Vector4f &src);
void abs(Vector4f &dst, Vector4f &src);
void nrm2(Vector4f &dst, Vector4f &src, bool pp = false);
void nrm3(Vector4f &dst, Vector4f &src, bool pp = false);
void nrm4(Vector4f &dst, Vector4f &src, bool pp = false);
void sincos(Vector4f &dst, Vector4f &src, bool pp = false);
void cos(Vector4f &dst, Vector4f &src, bool pp = false);
void sin(Vector4f &dst, Vector4f &src, bool pp = false);
void tan(Vector4f &dst, Vector4f &src, bool pp = false);
void acos(Vector4f &dst, Vector4f &src, bool pp = false);
void asin(Vector4f &dst, Vector4f &src, bool pp = false);
void atan(Vector4f &dst, Vector4f &src, bool pp = false);
void atan2(Vector4f &dst, Vector4f &src0, Vector4f &src1, bool pp = false);
void cosh(Vector4f &dst, Vector4f &src, bool pp = false);
void sinh(Vector4f &dst, Vector4f &src, bool pp = false);
void tanh(Vector4f &dst, Vector4f &src, bool pp = false);
void acosh(Vector4f &dst, Vector4f &src, bool pp = false);
void asinh(Vector4f &dst, Vector4f &src, bool pp = false);
void atanh(Vector4f &dst, Vector4f &src, bool pp = false);
void expp(Vector4f &dst, Vector4f &src, unsigned short version);
void logp(Vector4f &dst, Vector4f &src, unsigned short version);
void cmp0(Vector4f &dst, Vector4f &src0, Vector4f &src1, Vector4f &src2);
void cmp(Vector4f &dst, Vector4f &src0, Vector4f &src1, Control control);
void icmp(Vector4f &dst, Vector4f &src0, Vector4f &src1, Control control);
void select(Vector4f &dst, Vector4f &src0, Vector4f &src1, Vector4f &src2);
void extract(Float4 &dst, Vector4f &src0, Float4 &src1);
void insert(Vector4f &dst, Vector4f &src, Float4 &element, Float4 &index);
void all(Float4 &dst, Vector4f &src);
void any(Float4 &dst, Vector4f &src);
void not(Vector4f &dst, Vector4f &src);
void or(Float4 &dst, Float4 &src0, Float4 &src1);
void xor(Float4 &dst, Float4 &src0, Float4 &src1);
void and(Float4 &dst, Float4 &src0, Float4 &src1);
void mov(Vector4f &dst, const Vector4f &src, bool floorToInteger = false);
void f2b(Vector4f &dst, const Vector4f &src);
void b2f(Vector4f &dst, const Vector4f &src);
void add(Vector4f &dst, const Vector4f &src0, const Vector4f &src1);
void sub(Vector4f &dst, const Vector4f &src0, const Vector4f &src1);
void mad(Vector4f &dst, const Vector4f &src0, const Vector4f &src1, const Vector4f &src2);
void mul(Vector4f &dst, const Vector4f &src0, const Vector4f &src1);
void rcpx(Vector4f &dst, const Vector4f &src, bool pp = false);
void div(Vector4f &dst, const Vector4f &src0, const Vector4f &src1);
void mod(Vector4f &dst, const Vector4f &src0, const Vector4f &src1);
void rsqx(Vector4f &dst, const Vector4f &src, bool pp = false);
void sqrt(Vector4f &dst, const Vector4f &src, bool pp = false);
void rsq(Vector4f &dst, const Vector4f &src, bool pp = false);
void len2(Float4 &dst, const Vector4f &src, bool pp = false);
void len3(Float4 &dst, const Vector4f &src, bool pp = false);
void len4(Float4 &dst, const Vector4f &src, bool pp = false);
void dist1(Float4 &dst, const Vector4f &src0, const Vector4f &src1, bool pp = false);
void dist2(Float4 &dst, const Vector4f &src0, const Vector4f &src1, bool pp = false);
void dist3(Float4 &dst, const Vector4f &src0, const Vector4f &src1, bool pp = false);
void dist4(Float4 &dst, const Vector4f &src0, const Vector4f &src1, bool pp = false);
void dp1(Vector4f &dst, const Vector4f &src0, const Vector4f &src1);
void dp2(Vector4f &dst, const Vector4f &src0, const Vector4f &src1);
void dp2add(Vector4f &dst, const Vector4f &src0, const Vector4f &src1, const Vector4f &src2);
void dp3(Vector4f &dst, const Vector4f &src0, const Vector4f &src1);
void dp4(Vector4f &dst, const Vector4f &src0, const Vector4f &src1);
void min(Vector4f &dst, const Vector4f &src0, const Vector4f &src1);
void max(Vector4f &dst, const Vector4f &src0, const Vector4f &src1);
void slt(Vector4f &dst, const Vector4f &src0, const Vector4f &src1);
void step(Vector4f &dst, const Vector4f &src0, const Vector4f &src1);
void exp2x(Vector4f &dst, const Vector4f &src, bool pp = false);
void exp2(Vector4f &dst, const Vector4f &src, bool pp = false);
void exp(Vector4f &dst, const Vector4f &src, bool pp = false);
void log2x(Vector4f &dst, const Vector4f &src, bool pp = false);
void log2(Vector4f &dst, const Vector4f &src, bool pp = false);
void log(Vector4f &dst, const Vector4f &src, bool pp = false);
void lit(Vector4f &dst, const Vector4f &src);
void att(Vector4f &dst, const Vector4f &src0, const Vector4f &src1);
void lrp(Vector4f &dst, const Vector4f &src0, const Vector4f &src1, const Vector4f &src2);
void smooth(Vector4f &dst, const Vector4f &src0, const Vector4f &src1, const Vector4f &src2);
void floatBitsToInt(Vector4i &dst, const Vector4f &src);
void floatBitsToUInt(Vector4u &dst, const Vector4f &src);
void intBitsToFloat(Vector4f &dst, const Vector4i &src);
void uintBitsToFloat(Vector4f &dst, const Vector4u &src);
void frc(Vector4f &dst, const Vector4f &src);
void trunc(Vector4f &dst, const Vector4f &src);
void floor(Vector4f &dst, const Vector4f &src);
void round(Vector4f &dst, const Vector4f &src);
void roundEven(Vector4f &dst, const Vector4f &src);
void ceil(Vector4f &dst, const Vector4f &src);
void powx(Vector4f &dst, const Vector4f &src0, const Vector4f &src1, bool pp = false);
void pow(Vector4f &dst, const Vector4f &src0, const Vector4f &src1, bool pp = false);
void crs(Vector4f &dst, const Vector4f &src0, const Vector4f &src1);
void forward1(Vector4f &dst, const Vector4f &src0, const Vector4f &src1, const Vector4f &src2);
void forward2(Vector4f &dst, const Vector4f &src0, const Vector4f &src1, const Vector4f &src2);
void forward3(Vector4f &dst, const Vector4f &src0, const Vector4f &src1, const Vector4f &src2);
void forward4(Vector4f &dst, const Vector4f &src0, const Vector4f &src1, const Vector4f &src2);
void reflect1(Vector4f &dst, const Vector4f &src0, const Vector4f &src1);
void reflect2(Vector4f &dst, const Vector4f &src0, const Vector4f &src1);
void reflect3(Vector4f &dst, const Vector4f &src0, const Vector4f &src1);
void reflect4(Vector4f &dst, const Vector4f &src0, const Vector4f &src1);
void refract1(Vector4f &dst, const Vector4f &src0, const Vector4f &src1, const Float4 &src2);
void refract2(Vector4f &dst, const Vector4f &src0, const Vector4f &src1, const Float4 &src2);
void refract3(Vector4f &dst, const Vector4f &src0, const Vector4f &src1, const Float4 &src2);
void refract4(Vector4f &dst, const Vector4f &src0, const Vector4f &src1, const Float4 &src2);
void sgn(Vector4f &dst, const Vector4f &src);
void abs(Vector4f &dst, const Vector4f &src);
void nrm2(Vector4f &dst, const Vector4f &src, bool pp = false);
void nrm3(Vector4f &dst, const Vector4f &src, bool pp = false);
void nrm4(Vector4f &dst, const Vector4f &src, bool pp = false);
void sincos(Vector4f &dst, const Vector4f &src, bool pp = false);
void cos(Vector4f &dst, const Vector4f &src, bool pp = false);
void sin(Vector4f &dst, const Vector4f &src, bool pp = false);
void tan(Vector4f &dst, const Vector4f &src, bool pp = false);
void acos(Vector4f &dst, const Vector4f &src, bool pp = false);
void asin(Vector4f &dst, const Vector4f &src, bool pp = false);
void atan(Vector4f &dst, const Vector4f &src, bool pp = false);
void atan2(Vector4f &dst, const Vector4f &src0, const Vector4f &src1, bool pp = false);
void cosh(Vector4f &dst, const Vector4f &src, bool pp = false);
void sinh(Vector4f &dst, const Vector4f &src, bool pp = false);
void tanh(Vector4f &dst, const Vector4f &src, bool pp = false);
void acosh(Vector4f &dst, const Vector4f &src, bool pp = false);
void asinh(Vector4f &dst, const Vector4f &src, bool pp = false);
void atanh(Vector4f &dst, const Vector4f &src, bool pp = false);
void expp(Vector4f &dst, const Vector4f &src, unsigned short version);
void logp(Vector4f &dst, const Vector4f &src, unsigned short version);
void cmp0(Vector4f &dst, const Vector4f &src0, const Vector4f &src1, const Vector4f &src2);
void cmp(Vector4f &dst, const Vector4f &src0, const Vector4f &src1, Control control);
void icmp(Vector4f &dst, const Vector4f &src0, const Vector4f &src1, Control control);
void select(Vector4f &dst, const Vector4f &src0, const Vector4f &src1, const Vector4f &src2);
void extract(Float4 &dst, const Vector4f &src0, const Float4 &src1);
void insert(Vector4f &dst, const Vector4f &src, const Float4 &element, const Float4 &index);
void all(Float4 &dst, const Vector4f &src);
void any(Float4 &dst, const Vector4f &src);
void not(Vector4f &dst, const Vector4f &src);
void or(Float4 &dst, const Float4 &src0, const Float4 &src1);
void xor(Float4 &dst, const Float4 &src0, const Float4 &src1);
void and(Float4 &dst, const Float4 &src0, const Float4 &src1);
private:
void sgn(Float4 &dst, Float4 &src);
void cmp0(Float4 &dst, Float4 &src0, Float4 &src1, Float4 &src2);
void select(Float4 &dst, RValue<Int4> src0, Float4 &src1, Float4 &src2);
void sgn(Float4 &dst, const Float4 &src);
void cmp0(Float4 &dst, const Float4 &src0, const Float4 &src1, const Float4 &src2);
void select(Float4 &dst, RValue<Int4> src0, const Float4 &src1, const Float4 &src2);
};
}
......
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