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Diffstat (limited to 'gfx/angle/src/compiler/translator/BuiltInFunctionEmulatorHLSL.cpp')
-rwxr-xr-x | gfx/angle/src/compiler/translator/BuiltInFunctionEmulatorHLSL.cpp | 499 |
1 files changed, 499 insertions, 0 deletions
diff --git a/gfx/angle/src/compiler/translator/BuiltInFunctionEmulatorHLSL.cpp b/gfx/angle/src/compiler/translator/BuiltInFunctionEmulatorHLSL.cpp new file mode 100755 index 000000000..c51062e1e --- /dev/null +++ b/gfx/angle/src/compiler/translator/BuiltInFunctionEmulatorHLSL.cpp @@ -0,0 +1,499 @@ +// +// Copyright (c) 2014 The ANGLE Project Authors. All rights reserved. +// Use of this source code is governed by a BSD-style license that can be +// found in the LICENSE file. +// + +#include "angle_gl.h" +#include "compiler/translator/BuiltInFunctionEmulator.h" +#include "compiler/translator/BuiltInFunctionEmulatorHLSL.h" +#include "compiler/translator/SymbolTable.h" +#include "compiler/translator/VersionGLSL.h" + +namespace sh +{ + +void InitBuiltInIsnanFunctionEmulatorForHLSLWorkarounds(BuiltInFunctionEmulator *emu, + int targetGLSLVersion) +{ + if (targetGLSLVersion < GLSL_VERSION_130) + return; + + TType *float1 = new TType(EbtFloat); + TType *float2 = new TType(EbtFloat, 2); + TType *float3 = new TType(EbtFloat, 3); + TType *float4 = new TType(EbtFloat, 4); + + emu->addEmulatedFunction(EOpIsNan, float1, + "bool webgl_isnan_emu(float x)\n" + "{\n" + " return (x > 0.0 || x < 0.0) ? false : x != 0.0;\n" + "}\n" + "\n"); + + emu->addEmulatedFunction(EOpIsNan, float2, + "bool2 webgl_isnan_emu(float2 x)\n" + "{\n" + " bool2 isnan;\n" + " for (int i = 0; i < 2; i++)\n" + " {\n" + " isnan[i] = (x[i] > 0.0 || x[i] < 0.0) ? false : x[i] != 0.0;\n" + " }\n" + " return isnan;\n" + "}\n"); + + emu->addEmulatedFunction(EOpIsNan, float3, + "bool3 webgl_isnan_emu(float3 x)\n" + "{\n" + " bool3 isnan;\n" + " for (int i = 0; i < 3; i++)\n" + " {\n" + " isnan[i] = (x[i] > 0.0 || x[i] < 0.0) ? false : x[i] != 0.0;\n" + " }\n" + " return isnan;\n" + "}\n"); + + emu->addEmulatedFunction(EOpIsNan, float4, + "bool4 webgl_isnan_emu(float4 x)\n" + "{\n" + " bool4 isnan;\n" + " for (int i = 0; i < 4; i++)\n" + " {\n" + " isnan[i] = (x[i] > 0.0 || x[i] < 0.0) ? false : x[i] != 0.0;\n" + " }\n" + " return isnan;\n" + "}\n"); +} + +void InitBuiltInFunctionEmulatorForHLSL(BuiltInFunctionEmulator *emu) +{ + TType *float1 = new TType(EbtFloat); + TType *float2 = new TType(EbtFloat, 2); + TType *float3 = new TType(EbtFloat, 3); + TType *float4 = new TType(EbtFloat, 4); + + emu->addEmulatedFunction(EOpMod, float1, float1, + "float webgl_mod_emu(float x, float y)\n" + "{\n" + " return x - y * floor(x / y);\n" + "}\n" + "\n"); + emu->addEmulatedFunction(EOpMod, float2, float2, + "float2 webgl_mod_emu(float2 x, float2 y)\n" + "{\n" + " return x - y * floor(x / y);\n" + "}\n" + "\n"); + emu->addEmulatedFunction(EOpMod, float2, float1, + "float2 webgl_mod_emu(float2 x, float y)\n" + "{\n" + " return x - y * floor(x / y);\n" + "}\n" + "\n"); + emu->addEmulatedFunction(EOpMod, float3, float3, + "float3 webgl_mod_emu(float3 x, float3 y)\n" + "{\n" + " return x - y * floor(x / y);\n" + "}\n" + "\n"); + emu->addEmulatedFunction(EOpMod, float3, float1, + "float3 webgl_mod_emu(float3 x, float y)\n" + "{\n" + " return x - y * floor(x / y);\n" + "}\n" + "\n"); + emu->addEmulatedFunction(EOpMod, float4, float4, + "float4 webgl_mod_emu(float4 x, float4 y)\n" + "{\n" + " return x - y * floor(x / y);\n" + "}\n" + "\n"); + emu->addEmulatedFunction(EOpMod, float4, float1, + "float4 webgl_mod_emu(float4 x, float y)\n" + "{\n" + " return x - y * floor(x / y);\n" + "}\n" + "\n"); + + emu->addEmulatedFunction(EOpFaceForward, float1, float1, float1, + "float webgl_faceforward_emu(float N, float I, float Nref)\n" + "{\n" + " if(dot(Nref, I) >= 0)\n" + " {\n" + " return -N;\n" + " }\n" + " else\n" + " {\n" + " return N;\n" + " }\n" + "}\n" + "\n"); + emu->addEmulatedFunction(EOpFaceForward, float2, float2, float2, + "float2 webgl_faceforward_emu(float2 N, float2 I, float2 Nref)\n" + "{\n" + " if(dot(Nref, I) >= 0)\n" + " {\n" + " return -N;\n" + " }\n" + " else\n" + " {\n" + " return N;\n" + " }\n" + "}\n" + "\n"); + emu->addEmulatedFunction(EOpFaceForward, float3, float3, float3, + "float3 webgl_faceforward_emu(float3 N, float3 I, float3 Nref)\n" + "{\n" + " if(dot(Nref, I) >= 0)\n" + " {\n" + " return -N;\n" + " }\n" + " else\n" + " {\n" + " return N;\n" + " }\n" + "}\n" + "\n"); + emu->addEmulatedFunction(EOpFaceForward, float4, float4, float4, + "float4 webgl_faceforward_emu(float4 N, float4 I, float4 Nref)\n" + "{\n" + " if(dot(Nref, I) >= 0)\n" + " {\n" + " return -N;\n" + " }\n" + " else\n" + " {\n" + " return N;\n" + " }\n" + "}\n" + "\n"); + + emu->addEmulatedFunction(EOpAtan, float1, float1, + "float webgl_atan_emu(float y, float x)\n" + "{\n" + " if(x == 0 && y == 0) x = 1;\n" // Avoid producing a NaN + " return atan2(y, x);\n" + "}\n"); + emu->addEmulatedFunction(EOpAtan, float2, float2, + "float2 webgl_atan_emu(float2 y, float2 x)\n" + "{\n" + " if(x[0] == 0 && y[0] == 0) x[0] = 1;\n" + " if(x[1] == 0 && y[1] == 0) x[1] = 1;\n" + " return float2(atan2(y[0], x[0]), atan2(y[1], x[1]));\n" + "}\n"); + emu->addEmulatedFunction(EOpAtan, float3, float3, + "float3 webgl_atan_emu(float3 y, float3 x)\n" + "{\n" + " if(x[0] == 0 && y[0] == 0) x[0] = 1;\n" + " if(x[1] == 0 && y[1] == 0) x[1] = 1;\n" + " if(x[2] == 0 && y[2] == 0) x[2] = 1;\n" + " return float3(atan2(y[0], x[0]), atan2(y[1], x[1]), atan2(y[2], x[2]));\n" + "}\n"); + emu->addEmulatedFunction(EOpAtan, float4, float4, + "float4 webgl_atan_emu(float4 y, float4 x)\n" + "{\n" + " if(x[0] == 0 && y[0] == 0) x[0] = 1;\n" + " if(x[1] == 0 && y[1] == 0) x[1] = 1;\n" + " if(x[2] == 0 && y[2] == 0) x[2] = 1;\n" + " if(x[3] == 0 && y[3] == 0) x[3] = 1;\n" + " return float4(atan2(y[0], x[0]), atan2(y[1], x[1]), atan2(y[2], x[2]), atan2(y[3], x[3]));\n" + "}\n"); + + emu->addEmulatedFunction(EOpAsinh, float1, + "float webgl_asinh_emu(in float x) {\n" + " return log(x + sqrt(pow(x, 2.0) + 1.0));\n" + "}\n"); + emu->addEmulatedFunction(EOpAsinh, float2, + "float2 webgl_asinh_emu(in float2 x) {\n" + " return log(x + sqrt(pow(x, 2.0) + 1.0));\n" + "}\n"); + emu->addEmulatedFunction(EOpAsinh, float3, + "float3 webgl_asinh_emu(in float3 x) {\n" + " return log(x + sqrt(pow(x, 2.0) + 1.0));\n" + "}\n"); + emu->addEmulatedFunction(EOpAsinh, float4, + "float4 webgl_asinh_emu(in float4 x) {\n" + " return log(x + sqrt(pow(x, 2.0) + 1.0));\n" + "}\n"); + + emu->addEmulatedFunction(EOpAcosh, float1, + "float webgl_acosh_emu(in float x) {\n" + " return log(x + sqrt(x + 1.0) * sqrt(x - 1.0));\n" + "}\n"); + emu->addEmulatedFunction(EOpAcosh, float2, + "float2 webgl_acosh_emu(in float2 x) {\n" + " return log(x + sqrt(x + 1.0) * sqrt(x - 1.0));\n" + "}\n"); + emu->addEmulatedFunction(EOpAcosh, float3, + "float3 webgl_acosh_emu(in float3 x) {\n" + " return log(x + sqrt(x + 1.0) * sqrt(x - 1.0));\n" + "}\n"); + emu->addEmulatedFunction(EOpAcosh, float4, + "float4 webgl_acosh_emu(in float4 x) {\n" + " return log(x + sqrt(x + 1.0) * sqrt(x - 1.0));\n" + "}\n"); + + emu->addEmulatedFunction(EOpAtanh, float1, + "float webgl_atanh_emu(in float x) {\n" + " return 0.5 * log((1.0 + x) / (1.0 - x));\n" + "}\n"); + emu->addEmulatedFunction(EOpAtanh, float2, + "float2 webgl_atanh_emu(in float2 x) {\n" + " return 0.5 * log((1.0 + x) / (1.0 - x));\n" + "}\n"); + emu->addEmulatedFunction(EOpAtanh, float3, + "float3 webgl_atanh_emu(in float3 x) {\n" + " return 0.5 * log((1.0 + x) / (1.0 - x));\n" + "}\n"); + emu->addEmulatedFunction(EOpAtanh, float4, + "float4 webgl_atanh_emu(in float4 x) {\n" + " return 0.5 * log((1.0 + x) / (1.0 - x));\n" + "}\n"); + + emu->addEmulatedFunction(EOpRoundEven, float1, + "float webgl_roundEven_emu(in float x) {\n" + " return (frac(x) == 0.5 && trunc(x) % 2.0 == 0.0) ? trunc(x) : round(x);\n" + "}\n"); + emu->addEmulatedFunction(EOpRoundEven, float2, + "float2 webgl_roundEven_emu(in float2 x) {\n" + " float2 v;\n" + " v[0] = (frac(x[0]) == 0.5 && trunc(x[0]) % 2.0 == 0.0) ? trunc(x[0]) : round(x[0]);\n" + " v[1] = (frac(x[1]) == 0.5 && trunc(x[1]) % 2.0 == 0.0) ? trunc(x[1]) : round(x[1]);\n" + " return v;\n" + "}\n"); + emu->addEmulatedFunction(EOpRoundEven, float3, + "float3 webgl_roundEven_emu(in float3 x) {\n" + " float3 v;\n" + " v[0] = (frac(x[0]) == 0.5 && trunc(x[0]) % 2.0 == 0.0) ? trunc(x[0]) : round(x[0]);\n" + " v[1] = (frac(x[1]) == 0.5 && trunc(x[1]) % 2.0 == 0.0) ? trunc(x[1]) : round(x[1]);\n" + " v[2] = (frac(x[2]) == 0.5 && trunc(x[2]) % 2.0 == 0.0) ? trunc(x[2]) : round(x[2]);\n" + " return v;\n" + "}\n"); + emu->addEmulatedFunction(EOpRoundEven, float4, + "float4 webgl_roundEven_emu(in float4 x) {\n" + " float4 v;\n" + " v[0] = (frac(x[0]) == 0.5 && trunc(x[0]) % 2.0 == 0.0) ? trunc(x[0]) : round(x[0]);\n" + " v[1] = (frac(x[1]) == 0.5 && trunc(x[1]) % 2.0 == 0.0) ? trunc(x[1]) : round(x[1]);\n" + " v[2] = (frac(x[2]) == 0.5 && trunc(x[2]) % 2.0 == 0.0) ? trunc(x[2]) : round(x[2]);\n" + " v[3] = (frac(x[3]) == 0.5 && trunc(x[3]) % 2.0 == 0.0) ? trunc(x[3]) : round(x[3]);\n" + " return v;\n" + "}\n"); + + emu->addEmulatedFunction(EOpPackSnorm2x16, float2, + "int webgl_toSnorm(in float x) {\n" + " return int(round(clamp(x, -1.0, 1.0) * 32767.0));\n" + "}\n" + "\n" + "uint webgl_packSnorm2x16_emu(in float2 v) {\n" + " int x = webgl_toSnorm(v.x);\n" + " int y = webgl_toSnorm(v.y);\n" + " return (asuint(y) << 16) | (asuint(x) & 0xffffu);\n" + "}\n"); + emu->addEmulatedFunction(EOpPackUnorm2x16, float2, + "uint webgl_toUnorm(in float x) {\n" + " return uint(round(clamp(x, 0.0, 1.0) * 65535.0));\n" + "}\n" + "\n" + "uint webgl_packUnorm2x16_emu(in float2 v) {\n" + " uint x = webgl_toUnorm(v.x);\n" + " uint y = webgl_toUnorm(v.y);\n" + " return (y << 16) | x;\n" + "}\n"); + emu->addEmulatedFunction(EOpPackHalf2x16, float2, + "uint webgl_packHalf2x16_emu(in float2 v) {\n" + " uint x = f32tof16(v.x);\n" + " uint y = f32tof16(v.y);\n" + " return (y << 16) | x;\n" + "}\n"); + + TType *uint1 = new TType(EbtUInt); + + emu->addEmulatedFunction(EOpUnpackSnorm2x16, uint1, + "float webgl_fromSnorm(in uint x) {\n" + " int xi = asint(x & 0x7fffu) - asint(x & 0x8000u);\n" + " return clamp(float(xi) / 32767.0, -1.0, 1.0);\n" + "}\n" + "\n" + "float2 webgl_unpackSnorm2x16_emu(in uint u) {\n" + " uint y = (u >> 16);\n" + " uint x = u;\n" + " return float2(webgl_fromSnorm(x), webgl_fromSnorm(y));\n" + "}\n"); + emu->addEmulatedFunction(EOpUnpackUnorm2x16, uint1, + "float webgl_fromUnorm(in uint x) {\n" + " return float(x) / 65535.0;\n" + "}\n" + "\n" + "float2 webgl_unpackUnorm2x16_emu(in uint u) {\n" + " uint y = (u >> 16);\n" + " uint x = u & 0xffffu;\n" + " return float2(webgl_fromUnorm(x), webgl_fromUnorm(y));\n" + "}\n"); + emu->addEmulatedFunction(EOpUnpackHalf2x16, uint1, + "float2 webgl_unpackHalf2x16_emu(in uint u) {\n" + " uint y = (u >> 16);\n" + " uint x = u & 0xffffu;\n" + " return float2(f16tof32(x), f16tof32(y));\n" + "}\n"); + + // The matrix resulting from outer product needs to be transposed + // (matrices are stored as transposed to simplify element access in HLSL). + // So the function should return transpose(c * r) where c is a column vector + // and r is a row vector. This can be simplified by using the following + // formula: + // transpose(c * r) = transpose(r) * transpose(c) + // transpose(r) and transpose(c) are in a sense free, since to get the + // transpose of r, we simply can build a column matrix out of the original + // vector instead of a row matrix. + emu->addEmulatedFunction(EOpOuterProduct, float2, float2, + "float2x2 webgl_outerProduct_emu(in float2 c, in float2 r) {\n" + " return mul(float2x1(r), float1x2(c));\n" + "}\n"); + emu->addEmulatedFunction(EOpOuterProduct, float3, float3, + "float3x3 webgl_outerProduct_emu(in float3 c, in float3 r) {\n" + " return mul(float3x1(r), float1x3(c));\n" + "}\n"); + emu->addEmulatedFunction(EOpOuterProduct, float4, float4, + "float4x4 webgl_outerProduct_emu(in float4 c, in float4 r) {\n" + " return mul(float4x1(r), float1x4(c));\n" + "}\n"); + + emu->addEmulatedFunction(EOpOuterProduct, float3, float2, + "float2x3 webgl_outerProduct_emu(in float3 c, in float2 r) {\n" + " return mul(float2x1(r), float1x3(c));\n" + "}\n"); + emu->addEmulatedFunction(EOpOuterProduct, float2, float3, + "float3x2 webgl_outerProduct_emu(in float2 c, in float3 r) {\n" + " return mul(float3x1(r), float1x2(c));\n" + "}\n"); + emu->addEmulatedFunction(EOpOuterProduct, float4, float2, + "float2x4 webgl_outerProduct_emu(in float4 c, in float2 r) {\n" + " return mul(float2x1(r), float1x4(c));\n" + "}\n"); + emu->addEmulatedFunction(EOpOuterProduct, float2, float4, + "float4x2 webgl_outerProduct_emu(in float2 c, in float4 r) {\n" + " return mul(float4x1(r), float1x2(c));\n" + "}\n"); + emu->addEmulatedFunction(EOpOuterProduct, float4, float3, + "float3x4 webgl_outerProduct_emu(in float4 c, in float3 r) {\n" + " return mul(float3x1(r), float1x4(c));\n" + "}\n"); + emu->addEmulatedFunction(EOpOuterProduct, float3, float4, + "float4x3 webgl_outerProduct_emu(in float3 c, in float4 r) {\n" + " return mul(float4x1(r), float1x3(c));\n" + "}\n"); + + TType *mat2 = new TType(EbtFloat, 2, 2); + TType *mat3 = new TType(EbtFloat, 3, 3); + TType *mat4 = new TType(EbtFloat, 4, 4); + + // Remember here that the parameter matrix is actually the transpose + // of the matrix that we're trying to invert, and the resulting matrix + // should also be the transpose of the inverse. + + // When accessing the parameter matrix with m[a][b] it can be thought of so + // that a is the column and b is the row of the matrix that we're inverting. + + // We calculate the inverse as the adjugate matrix divided by the + // determinant of the matrix being inverted. However, as the result needs + // to be transposed, we actually use of the transpose of the adjugate matrix + // which happens to be the cofactor matrix. That's stored in "cof". + + // We don't need to care about divide-by-zero since results are undefined + // for singular or poorly-conditioned matrices. + + emu->addEmulatedFunction(EOpInverse, mat2, + "float2x2 webgl_inverse_emu(in float2x2 m) {\n" + " float2x2 cof = { m[1][1], -m[0][1], -m[1][0], m[0][0] };\n" + " return cof / determinant(transpose(m));\n" + "}\n"); + + // cofAB is the cofactor for column A and row B. + + emu->addEmulatedFunction(EOpInverse, mat3, + "float3x3 webgl_inverse_emu(in float3x3 m) {\n" + " float cof00 = m[1][1] * m[2][2] - m[2][1] * m[1][2];\n" + " float cof01 = -(m[1][0] * m[2][2] - m[2][0] * m[1][2]);\n" + " float cof02 = m[1][0] * m[2][1] - m[2][0] * m[1][1];\n" + " float cof10 = -(m[0][1] * m[2][2] - m[2][1] * m[0][2]);\n" + " float cof11 = m[0][0] * m[2][2] - m[2][0] * m[0][2];\n" + " float cof12 = -(m[0][0] * m[2][1] - m[2][0] * m[0][1]);\n" + " float cof20 = m[0][1] * m[1][2] - m[1][1] * m[0][2];\n" + " float cof21 = -(m[0][0] * m[1][2] - m[1][0] * m[0][2]);\n" + " float cof22 = m[0][0] * m[1][1] - m[1][0] * m[0][1];\n" + " float3x3 cof = { cof00, cof10, cof20, cof01, cof11, cof21, cof02, cof12, cof22 };\n" + " return cof / determinant(transpose(m));\n" + "}\n"); + + emu->addEmulatedFunction(EOpInverse, mat4, + "float4x4 webgl_inverse_emu(in float4x4 m) {\n" + " float cof00 = m[1][1] * m[2][2] * m[3][3] + m[2][1] * m[3][2] * m[1][3] + m[3][1] * m[1][2] * m[2][3]" + " - m[1][1] * m[3][2] * m[2][3] - m[2][1] * m[1][2] * m[3][3] - m[3][1] * m[2][2] * m[1][3];\n" + " float cof01 = -(m[1][0] * m[2][2] * m[3][3] + m[2][0] * m[3][2] * m[1][3] + m[3][0] * m[1][2] * m[2][3]" + " - m[1][0] * m[3][2] * m[2][3] - m[2][0] * m[1][2] * m[3][3] - m[3][0] * m[2][2] * m[1][3]);\n" + " float cof02 = m[1][0] * m[2][1] * m[3][3] + m[2][0] * m[3][1] * m[1][3] + m[3][0] * m[1][1] * m[2][3]" + " - m[1][0] * m[3][1] * m[2][3] - m[2][0] * m[1][1] * m[3][3] - m[3][0] * m[2][1] * m[1][3];\n" + " float cof03 = -(m[1][0] * m[2][1] * m[3][2] + m[2][0] * m[3][1] * m[1][2] + m[3][0] * m[1][1] * m[2][2]" + " - m[1][0] * m[3][1] * m[2][2] - m[2][0] * m[1][1] * m[3][2] - m[3][0] * m[2][1] * m[1][2]);\n" + " float cof10 = -(m[0][1] * m[2][2] * m[3][3] + m[2][1] * m[3][2] * m[0][3] + m[3][1] * m[0][2] * m[2][3]" + " - m[0][1] * m[3][2] * m[2][3] - m[2][1] * m[0][2] * m[3][3] - m[3][1] * m[2][2] * m[0][3]);\n" + " float cof11 = m[0][0] * m[2][2] * m[3][3] + m[2][0] * m[3][2] * m[0][3] + m[3][0] * m[0][2] * m[2][3]" + " - m[0][0] * m[3][2] * m[2][3] - m[2][0] * m[0][2] * m[3][3] - m[3][0] * m[2][2] * m[0][3];\n" + " float cof12 = -(m[0][0] * m[2][1] * m[3][3] + m[2][0] * m[3][1] * m[0][3] + m[3][0] * m[0][1] * m[2][3]" + " - m[0][0] * m[3][1] * m[2][3] - m[2][0] * m[0][1] * m[3][3] - m[3][0] * m[2][1] * m[0][3]);\n" + " float cof13 = m[0][0] * m[2][1] * m[3][2] + m[2][0] * m[3][1] * m[0][2] + m[3][0] * m[0][1] * m[2][2]" + " - m[0][0] * m[3][1] * m[2][2] - m[2][0] * m[0][1] * m[3][2] - m[3][0] * m[2][1] * m[0][2];\n" + " float cof20 = m[0][1] * m[1][2] * m[3][3] + m[1][1] * m[3][2] * m[0][3] + m[3][1] * m[0][2] * m[1][3]" + " - m[0][1] * m[3][2] * m[1][3] - m[1][1] * m[0][2] * m[3][3] - m[3][1] * m[1][2] * m[0][3];\n" + " float cof21 = -(m[0][0] * m[1][2] * m[3][3] + m[1][0] * m[3][2] * m[0][3] + m[3][0] * m[0][2] * m[1][3]" + " - m[0][0] * m[3][2] * m[1][3] - m[1][0] * m[0][2] * m[3][3] - m[3][0] * m[1][2] * m[0][3]);\n" + " float cof22 = m[0][0] * m[1][1] * m[3][3] + m[1][0] * m[3][1] * m[0][3] + m[3][0] * m[0][1] * m[1][3]" + " - m[0][0] * m[3][1] * m[1][3] - m[1][0] * m[0][1] * m[3][3] - m[3][0] * m[1][1] * m[0][3];\n" + " float cof23 = -(m[0][0] * m[1][1] * m[3][2] + m[1][0] * m[3][1] * m[0][2] + m[3][0] * m[0][1] * m[1][2]" + " - m[0][0] * m[3][1] * m[1][2] - m[1][0] * m[0][1] * m[3][2] - m[3][0] * m[1][1] * m[0][2]);\n" + " float cof30 = -(m[0][1] * m[1][2] * m[2][3] + m[1][1] * m[2][2] * m[0][3] + m[2][1] * m[0][2] * m[1][3]" + " - m[0][1] * m[2][2] * m[1][3] - m[1][1] * m[0][2] * m[2][3] - m[2][1] * m[1][2] * m[0][3]);\n" + " float cof31 = m[0][0] * m[1][2] * m[2][3] + m[1][0] * m[2][2] * m[0][3] + m[2][0] * m[0][2] * m[1][3]" + " - m[0][0] * m[2][2] * m[1][3] - m[1][0] * m[0][2] * m[2][3] - m[2][0] * m[1][2] * m[0][3];\n" + " float cof32 = -(m[0][0] * m[1][1] * m[2][3] + m[1][0] * m[2][1] * m[0][3] + m[2][0] * m[0][1] * m[1][3]" + " - m[0][0] * m[2][1] * m[1][3] - m[1][0] * m[0][1] * m[2][3] - m[2][0] * m[1][1] * m[0][3]);\n" + " float cof33 = m[0][0] * m[1][1] * m[2][2] + m[1][0] * m[2][1] * m[0][2] + m[2][0] * m[0][1] * m[1][2]" + " - m[0][0] * m[2][1] * m[1][2] - m[1][0] * m[0][1] * m[2][2] - m[2][0] * m[1][1] * m[0][2];\n" + " float4x4 cof = { cof00, cof10, cof20, cof30, cof01, cof11, cof21, cof31," + " cof02, cof12, cof22, cof32, cof03, cof13, cof23, cof33 };\n" + " return cof / determinant(transpose(m));\n" + "}\n"); + + TType *bool1 = new TType(EbtBool); + TType *bool2 = new TType(EbtBool, 2); + TType *bool3 = new TType(EbtBool, 3); + TType *bool4 = new TType(EbtBool, 4); + + // Emulate ESSL3 variant of mix that takes last argument as boolean vector. + // genType mix (genType x, genType y, genBType a): Selects which vector each returned component comes from. + // For a component of 'a' that is false, the corresponding component of 'x' is returned.For a component of 'a' that is true, + // the corresponding component of 'y' is returned. + emu->addEmulatedFunction(EOpMix, float1, float1, bool1, + "float webgl_mix_emu(float x, float y, bool a)\n" + "{\n" + " return a ? y : x;\n" + "}\n"); + emu->addEmulatedFunction(EOpMix, float2, float2, bool2, + "float2 webgl_mix_emu(float2 x, float2 y, bool2 a)\n" + "{\n" + " return a ? y : x;\n" + "}\n"); + emu->addEmulatedFunction(EOpMix, float3, float3, bool3, + "float3 webgl_mix_emu(float3 x, float3 y, bool3 a)\n" + "{\n" + " return a ? y : x;\n" + "}\n"); + emu->addEmulatedFunction(EOpMix, float4, float4, bool4, + "float4 webgl_mix_emu(float4 x, float4 y, bool4 a)\n" + "{\n" + " return a ? y : x;\n" + "}\n"); + +} + +} // namespace sh |