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Minor fix for log2
[android-x86/external-swiftshader.git] / src / Shader / ShaderCore.cpp
1 // Copyright 2016 The SwiftShader Authors. All Rights Reserved.
2 //
3 // Licensed under the Apache License, Version 2.0 (the "License");
4 // you may not use this file except in compliance with the License.
5 // You may obtain a copy of the License at
6 //
7 //    http://www.apache.org/licenses/LICENSE-2.0
8 //
9 // Unless required by applicable law or agreed to in writing, software
10 // distributed under the License is distributed on an "AS IS" BASIS,
11 // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
12 // See the License for the specific language governing permissions and
13 // limitations under the License.
14
15 #include "ShaderCore.hpp"
16
17 #include "Renderer/Renderer.hpp"
18 #include "Common/Debug.hpp"
19
20 #include <limits.h>
21
22 namespace sw
23 {
24         extern TranscendentalPrecision logPrecision;
25         extern TranscendentalPrecision expPrecision;
26         extern TranscendentalPrecision rcpPrecision;
27         extern TranscendentalPrecision rsqPrecision;
28
29         Vector4s::Vector4s()
30         {
31         }
32
33         Vector4s::Vector4s(unsigned short x, unsigned short y, unsigned short z, unsigned short w)
34         {
35                 this->x = Short4(x);
36                 this->y = Short4(y);
37                 this->z = Short4(z);
38                 this->w = Short4(w);
39         }
40
41         Vector4s::Vector4s(const Vector4s &rhs)
42         {
43                 x = rhs.x;
44                 y = rhs.y;
45                 z = rhs.z;
46                 w = rhs.w;
47         }
48
49         Vector4s &Vector4s::operator=(const Vector4s &rhs)
50         {
51                 x = rhs.x;
52                 y = rhs.y;
53                 z = rhs.z;
54                 w = rhs.w;
55
56                 return *this;
57         }
58
59         Short4 &Vector4s::operator[](int i)
60         {
61                 switch(i)
62                 {
63                 case 0: return x;
64                 case 1: return y;
65                 case 2: return z;
66                 case 3: return w;
67                 }
68
69                 return x;
70         }
71
72         Vector4f::Vector4f()
73         {
74         }
75
76         Vector4f::Vector4f(float x, float y, float z, float w)
77         {
78                 this->x = Float4(x);
79                 this->y = Float4(y);
80                 this->z = Float4(z);
81                 this->w = Float4(w);
82         }
83
84         Vector4f::Vector4f(const Vector4f &rhs)
85         {
86                 x = rhs.x;
87                 y = rhs.y;
88                 z = rhs.z;
89                 w = rhs.w;
90         }
91
92         Vector4f &Vector4f::operator=(const Vector4f &rhs)
93         {
94                 x = rhs.x;
95                 y = rhs.y;
96                 z = rhs.z;
97                 w = rhs.w;
98
99                 return *this;
100         }
101
102         Float4 &Vector4f::operator[](int i)
103         {
104                 switch(i)
105                 {
106                 case 0: return x;
107                 case 1: return y;
108                 case 2: return z;
109                 case 3: return w;
110                 }
111
112                 return x;
113         }
114
115         Float4 exponential2(RValue<Float4> x, bool pp)
116         {
117                 Float4 x0;
118                 Float4 x1;
119                 Int4 x2;
120
121                 x0 = x;
122
123                 x0 = Min(x0, As<Float4>(Int4(0x43010000)));   // 129.00000e+0f
124                 x0 = Max(x0, As<Float4>(Int4(0xC2FDFFFF)));   // -126.99999e+0f
125                 x1 = x0;
126                 x1 -= Float4(0.5f);
127                 x2 = RoundInt(x1);
128                 x1 = Float4(x2);
129                 x2 += Int4(0x0000007F);   // 127
130                 x2 = x2 << 23;
131                 x0 -= x1;
132                 x1 = As<Float4>(Int4(0x3AF61905));   // 1.8775767e-3f
133                 x1 *= x0;
134                 x1 += As<Float4>(Int4(0x3C134806));   // 8.9893397e-3f
135                 x1 *= x0;
136                 x1 += As<Float4>(Int4(0x3D64AA23));   // 5.5826318e-2f
137                 x1 *= x0;
138                 x1 += As<Float4>(Int4(0x3E75EAD4));   // 2.4015361e-1f
139                 x1 *= x0;
140                 x1 += As<Float4>(Int4(0x3F31727B));   // 6.9315308e-1f
141                 x1 *= x0;
142                 x1 += As<Float4>(Int4(0x3F7FFFFF));   // 9.9999994e-1f
143                 x1 *= As<Float4>(x2);
144
145                 return x1;
146         }
147
148         Float4 logarithm2(RValue<Float4> x, bool absolute, bool pp)
149         {
150                 Float4 x0;
151                 Float4 x1;
152                 Float4 x2;
153                 Float4 x3;
154
155                 x0 = x;
156
157                 x1 = As<Float4>(As<Int4>(x0) & Int4(0x7F800000));
158                 x1 = As<Float4>(As<UInt4>(x1) >> 8);
159                 x1 = As<Float4>(As<Int4>(x1) | As<Int4>(Float4(1.0f)));
160                 x1 = (x1 - Float4(1.4960938f)) * Float4(256.0f);   // FIXME: (x1 - 1.4960938f) * 256.0f;
161                 x0 = As<Float4>((As<Int4>(x0) & Int4(0x007FFFFF)) | As<Int4>(Float4(1.0f)));
162
163                 x2 = (Float4(9.5428179e-2f) * x0 + Float4(4.7779095e-1f)) * x0 + Float4(1.9782813e-1f);
164                 x3 = ((Float4(1.6618466e-2f) * x0 + Float4(2.0350508e-1f)) * x0 + Float4(2.7382900e-1f)) * x0 + Float4(4.0496687e-2f);
165                 x2 /= x3;
166
167                 x1 += (x0 - Float4(1.0f)) * x2;
168
169                 return x1;
170         }
171
172         Float4 exponential(RValue<Float4> x, bool pp)
173         {
174                 // FIXME: Propagate the constant
175                 return exponential2(Float4(1.44269541f) * x, pp);   // 1/ln(2)
176         }
177
178         Float4 logarithm(RValue<Float4> x, bool absolute, bool pp)
179         {
180                 // FIXME: Propagate the constant
181                 return Float4(6.93147181e-1f) * logarithm2(x, absolute, pp);   // ln(2)
182         }
183
184         Float4 power(RValue<Float4> x, RValue<Float4> y, bool pp)
185         {
186                 Float4 log = logarithm2(x, true, pp);
187                 log *= y;
188                 return exponential2(log, pp);
189         }
190
191         Float4 reciprocal(RValue<Float4> x, bool pp, bool finite, bool exactAtPow2)
192         {
193                 Float4 rcp;
194
195                 if(!pp && rcpPrecision >= WHQL)
196                 {
197                         rcp = Float4(1.0f) / x;
198                 }
199                 else
200                 {
201                         rcp = Rcp_pp(x, exactAtPow2);
202
203                         if(!pp)
204                         {
205                                 rcp = (rcp + rcp) - (x * rcp * rcp);
206                         }
207                 }
208
209                 if(finite)
210                 {
211                         int big = 0x7F7FFFFF;
212                         rcp = Min(rcp, Float4((float&)big));
213                 }
214
215                 return rcp;
216         }
217
218         Float4 reciprocalSquareRoot(RValue<Float4> x, bool absolute, bool pp)
219         {
220                 Float4 abs = x;
221
222                 if(absolute)
223                 {
224                         abs = Abs(abs);
225                 }
226
227                 Float4 rsq;
228
229                 if(!pp && rsqPrecision >= IEEE)
230                 {
231                         rsq = Float4(1.0f) / Sqrt(abs);
232                 }
233                 else
234                 {
235                         rsq = RcpSqrt_pp(abs);
236
237                         if(!pp)
238                         {
239                                 rsq = rsq * (Float4(3.0f) - rsq * rsq * abs) * Float4(0.5f);
240                         }
241                 }
242
243                 int big = 0x7F7FFFFF;
244                 rsq = Min(rsq, Float4((float&)big));
245
246                 return rsq;
247         }
248
249         Float4 modulo(RValue<Float4> x, RValue<Float4> y)
250         {
251                 return x - y * Floor(x / y);
252         }
253
254         Float4 sine_pi(RValue<Float4> x, bool pp)
255         {
256                 const Float4 A = Float4(-4.05284734e-1f);   // -4/pi^2
257                 const Float4 B = Float4(1.27323954e+0f);    // 4/pi
258                 const Float4 C = Float4(7.75160950e-1f);
259                 const Float4 D = Float4(2.24839049e-1f);
260
261                 // Parabola approximating sine
262                 Float4 sin = x * (Abs(x) * A + B);
263
264                 // Improve precision from 0.06 to 0.001
265                 if(true)
266                 {
267                         sin = sin * (Abs(sin) * D + C);
268                 }
269
270                 return sin;
271         }
272
273         Float4 cosine_pi(RValue<Float4> x, bool pp)
274         {
275                 // cos(x) = sin(x + pi/2)
276                 Float4 y = x + Float4(1.57079632e+0f);
277
278                 // Wrap around
279                 y -= As<Float4>(CmpNLT(y, Float4(3.14159265e+0f)) & As<Int4>(Float4(6.28318530e+0f)));
280
281                 return sine_pi(y, pp);
282         }
283
284         Float4 sine(RValue<Float4> x, bool pp)
285         {
286                 // Reduce to [-0.5, 0.5] range
287                 Float4 y = x * Float4(1.59154943e-1f);   // 1/2pi
288                 y = y - Round(y);
289
290                 const Float4 A = Float4(-16.0f);
291                 const Float4 B = Float4(8.0f);
292                 const Float4 C = Float4(7.75160950e-1f);
293                 const Float4 D = Float4(2.24839049e-1f);
294
295                 // Parabola approximating sine
296                 Float4 sin = y * (Abs(y) * A + B);
297
298                 // Improve precision from 0.06 to 0.001
299                 if(true)
300                 {
301                         sin = sin * (Abs(sin) * D + C);
302                 }
303
304                 return sin;
305         }
306
307         Float4 cosine(RValue<Float4> x, bool pp)
308         {
309                 // cos(x) = sin(x + pi/2)
310                 Float4 y = x + Float4(1.57079632e+0f);
311                 return sine(y, pp);
312         }
313
314         Float4 tangent(RValue<Float4> x, bool pp)
315         {
316                 return sine(x, pp) / cosine(x, pp);
317         }
318
319         Float4 arccos(RValue<Float4> x, bool pp)
320         {
321                 // pi/2 - arcsin(x)
322                 return Float4(1.57079632e+0f) - arcsin(x);
323         }
324
325         Float4 arcsin(RValue<Float4> x, bool pp)
326         {
327                 // x*(pi/2-sqrt(1-x*x)*pi/5)
328                 return x * (Float4(1.57079632e+0f) - Sqrt(Float4(1.0f) - x*x) * Float4(6.28318531e-1f));
329         }
330
331         Float4 arctan(RValue<Float4> x, bool pp)
332         {
333                 Int4 O = CmpNLT(Abs(x), Float4(1.0f));
334                 Float4 y = As<Float4>((O & As<Int4>(Float4(1.0f) / x)) | (~O & As<Int4>(x)));   // FIXME: Vector select
335
336                 // Approximation of atan in [-1..1]
337                 Float4 theta = y * (Float4(-0.27f) * Abs(y) + Float4(1.05539816f));
338
339                 // +/-pi/2 depending on sign of x
340                 Float4 sgnPi_2 = As<Float4>(As<Int4>(Float4(1.57079632e+0f)) ^ (As<Int4>(x) & Int4(0x80000000)));
341
342                 theta = As<Float4>((O & As<Int4>(sgnPi_2 - theta)) | (~O & As<Int4>(theta)));   // FIXME: Vector select
343
344                 return theta;
345         }
346
347         Float4 arctan(RValue<Float4> y, RValue<Float4> x, bool pp)
348         {
349                 // Rotate to upper semicircle when in lower semicircle
350                 Int4 S = CmpLT(y, Float4(0.0f));
351                 Float4 theta = As<Float4>(S & As<Int4>(Float4(-3.14159265e+0f)));   // -pi
352                 Float4 x0 = As<Float4>((As<Int4>(y) & Int4(0x80000000)) ^ As<Int4>(x));
353                 Float4 y0 = Abs(y);
354
355                 // Rotate to right quadrant when in left quadrant
356                 Int4 Q = CmpLT(x0, Float4(0.0f));
357                 theta += As<Float4>(Q & As<Int4>(Float4(1.57079632e+0f)));   // pi/2
358                 Float4 x1 = As<Float4>((Q & As<Int4>(y0)) | (~Q & As<Int4>(x0)));    // FIXME: Vector select
359                 Float4 y1 = As<Float4>((Q & As<Int4>(-x0)) | (~Q & As<Int4>(y0)));   // FIXME: Vector select
360
361                 // Rotate to first octant when in second octant
362                 Int4 O = CmpNLT(y1, x1);
363                 theta += As<Float4>(O & As<Int4>(Float4(7.85398163e-1f)));   // pi/4
364                 Float4 x2 = As<Float4>((O & As<Int4>(Float4(7.07106781e-1f) * x1 + Float4(7.07106781e-1f) * y1)) | (~O & As<Int4>(x1)));   // sqrt(2)/2   // FIXME: Vector select
365                 Float4 y2 = As<Float4>((O & As<Int4>(Float4(7.07106781e-1f) * y1 - Float4(7.07106781e-1f) * x1)) | (~O & As<Int4>(y1)));   // FIXME: Vector select
366
367                 // Approximation of atan in [0..1]
368                 Float4 y_x = y2 / x2;
369                 theta += y_x * (Float4(-0.27f) * y_x + Float4(1.05539816f));
370
371                 return theta;
372         }
373
374         Float4 sineh(RValue<Float4> x, bool pp)
375         {
376                 return (exponential(x, pp) - exponential(-x, pp)) * Float4(0.5f);
377         }
378
379         Float4 cosineh(RValue<Float4> x, bool pp)
380         {
381                 return (exponential(x, pp) + exponential(-x, pp)) * Float4(0.5f);
382         }
383
384         Float4 tangenth(RValue<Float4> x, bool pp)
385         {
386                 Float4 e_x = exponential(x, pp);
387                 Float4 e_minus_x = exponential(-x, pp);
388                 return (e_x - e_minus_x) / (e_x + e_minus_x);
389         }
390
391         Float4 arccosh(RValue<Float4> x, bool pp)
392         {
393                 return logarithm(x + Sqrt(x + Float4(1.0f)) * Sqrt(x - Float4(1.0f)), pp);
394         }
395
396         Float4 arcsinh(RValue<Float4> x, bool pp)
397         {
398                 return logarithm(x + Sqrt(x * x + Float4(1.0f)), pp);
399         }
400
401         Float4 arctanh(RValue<Float4> x, bool pp)
402         {
403                 return logarithm((Float4(1.0f) + x) / (Float4(1.0f) - x), pp) * Float4(0.5f);
404         }
405
406         Float4 dot2(const Vector4f &v0, const Vector4f &v1)
407         {
408                 return v0.x * v1.x + v0.y * v1.y;
409         }
410
411         Float4 dot3(const Vector4f &v0, const Vector4f &v1)
412         {
413                 return v0.x * v1.x + v0.y * v1.y + v0.z * v1.z;
414         }
415
416         Float4 dot4(const Vector4f &v0, const Vector4f &v1)
417         {
418                 return v0.x * v1.x + v0.y * v1.y + v0.z * v1.z + v0.w * v1.w;
419         }
420
421         void transpose4x4(Short4 &row0, Short4 &row1, Short4 &row2, Short4 &row3)
422         {
423                 Int2 tmp0 = UnpackHigh(row0, row1);
424                 Int2 tmp1 = UnpackHigh(row2, row3);
425                 Int2 tmp2 = UnpackLow(row0, row1);
426                 Int2 tmp3 = UnpackLow(row2, row3);
427
428                 row0 = UnpackLow(tmp2, tmp3);
429                 row1 = UnpackHigh(tmp2, tmp3);
430                 row2 = UnpackLow(tmp0, tmp1);
431                 row3 = UnpackHigh(tmp0, tmp1);
432         }
433
434         void transpose4x4(Float4 &row0, Float4 &row1, Float4 &row2, Float4 &row3)
435         {
436                 Float4 tmp0 = UnpackLow(row0, row1);
437                 Float4 tmp1 = UnpackLow(row2, row3);
438                 Float4 tmp2 = UnpackHigh(row0, row1);
439                 Float4 tmp3 = UnpackHigh(row2, row3);
440
441                 row0 = Float4(tmp0.xy, tmp1.xy);
442                 row1 = Float4(tmp0.zw, tmp1.zw);
443                 row2 = Float4(tmp2.xy, tmp3.xy);
444                 row3 = Float4(tmp2.zw, tmp3.zw);
445         }
446
447         void transpose4x3(Float4 &row0, Float4 &row1, Float4 &row2, Float4 &row3)
448         {
449                 Float4 tmp0 = UnpackLow(row0, row1);
450                 Float4 tmp1 = UnpackLow(row2, row3);
451                 Float4 tmp2 = UnpackHigh(row0, row1);
452                 Float4 tmp3 = UnpackHigh(row2, row3);
453
454                 row0 = Float4(tmp0.xy, tmp1.xy);
455                 row1 = Float4(tmp0.zw, tmp1.zw);
456                 row2 = Float4(tmp2.xy, tmp3.xy);
457         }
458
459         void transpose4x2(Float4 &row0, Float4 &row1, Float4 &row2, Float4 &row3)
460         {
461                 Float4 tmp0 = UnpackLow(row0, row1);
462                 Float4 tmp1 = UnpackLow(row2, row3);
463
464                 row0 = Float4(tmp0.xy, tmp1.xy);
465                 row1 = Float4(tmp0.zw, tmp1.zw);
466         }
467
468         void transpose4x1(Float4 &row0, Float4 &row1, Float4 &row2, Float4 &row3)
469         {
470                 Float4 tmp0 = UnpackLow(row0, row1);
471                 Float4 tmp1 = UnpackLow(row2, row3);
472
473                 row0 = Float4(tmp0.xy, tmp1.xy);
474         }
475
476         void transpose2x4(Float4 &row0, Float4 &row1, Float4 &row2, Float4 &row3)
477         {
478                 Float4 tmp01 = UnpackLow(row0, row1);
479                 Float4 tmp23 = UnpackHigh(row0, row1);
480
481                 row0 = tmp01;
482                 row1 = Float4(tmp01.zw, row1.zw);
483                 row2 = tmp23;
484                 row3 = Float4(tmp23.zw, row3.zw);
485         }
486
487         void transpose4xN(Float4 &row0, Float4 &row1, Float4 &row2, Float4 &row3, int N)
488         {
489                 switch(N)
490                 {
491                 case 1: transpose4x1(row0, row1, row2, row3); break;
492                 case 2: transpose4x2(row0, row1, row2, row3); break;
493                 case 3: transpose4x3(row0, row1, row2, row3); break;
494                 case 4: transpose4x4(row0, row1, row2, row3); break;
495                 }
496         }
497
498         void ShaderCore::mov(Vector4f &dst, const Vector4f &src, bool integerDestination)
499         {
500                 if(integerDestination)
501                 {
502                         dst.x = As<Float4>(RoundInt(src.x));
503                         dst.y = As<Float4>(RoundInt(src.y));
504                         dst.z = As<Float4>(RoundInt(src.z));
505                         dst.w = As<Float4>(RoundInt(src.w));
506                 }
507                 else
508                 {
509                         dst = src;
510                 }
511         }
512
513         void ShaderCore::neg(Vector4f &dst, const Vector4f &src)
514         {
515                 dst.x = -src.x;
516                 dst.y = -src.y;
517                 dst.z = -src.z;
518                 dst.w = -src.w;
519         }
520
521         void ShaderCore::ineg(Vector4f &dst, const Vector4f &src)
522         {
523                 dst.x = As<Float4>(-As<Int4>(src.x));
524                 dst.y = As<Float4>(-As<Int4>(src.y));
525                 dst.z = As<Float4>(-As<Int4>(src.z));
526                 dst.w = As<Float4>(-As<Int4>(src.w));
527         }
528
529         void ShaderCore::f2b(Vector4f &dst, const Vector4f &src)
530         {
531                 dst.x = As<Float4>(CmpNEQ(src.x, Float4(0.0f)));
532                 dst.y = As<Float4>(CmpNEQ(src.y, Float4(0.0f)));
533                 dst.z = As<Float4>(CmpNEQ(src.z, Float4(0.0f)));
534                 dst.w = As<Float4>(CmpNEQ(src.w, Float4(0.0f)));
535         }
536
537         void ShaderCore::b2f(Vector4f &dst, const Vector4f &src)
538         {
539                 dst.x = As<Float4>(As<Int4>(src.x) & As<Int4>(Float4(1.0f)));
540                 dst.y = As<Float4>(As<Int4>(src.y) & As<Int4>(Float4(1.0f)));
541                 dst.z = As<Float4>(As<Int4>(src.z) & As<Int4>(Float4(1.0f)));
542                 dst.w = As<Float4>(As<Int4>(src.w) & As<Int4>(Float4(1.0f)));
543         }
544
545         void ShaderCore::f2i(Vector4f &dst, const Vector4f &src)
546         {
547                 dst.x = As<Float4>(Int4(src.x));
548                 dst.y = As<Float4>(Int4(src.y));
549                 dst.z = As<Float4>(Int4(src.z));
550                 dst.w = As<Float4>(Int4(src.w));
551         }
552
553         void ShaderCore::i2f(Vector4f &dst, const Vector4f &src)
554         {
555                 dst.x = Float4(As<Int4>(src.x));
556                 dst.y = Float4(As<Int4>(src.y));
557                 dst.z = Float4(As<Int4>(src.z));
558                 dst.w = Float4(As<Int4>(src.w));
559         }
560
561         void ShaderCore::f2u(Vector4f &dst, const Vector4f &src)
562         {
563                 dst.x = As<Float4>(UInt4(src.x));
564                 dst.y = As<Float4>(UInt4(src.y));
565                 dst.z = As<Float4>(UInt4(src.z));
566                 dst.w = As<Float4>(UInt4(src.w));
567         }
568
569         void ShaderCore::u2f(Vector4f &dst, const Vector4f &src)
570         {
571                 dst.x = Float4(As<UInt4>(src.x));
572                 dst.y = Float4(As<UInt4>(src.y));
573                 dst.z = Float4(As<UInt4>(src.z));
574                 dst.w = Float4(As<UInt4>(src.w));
575         }
576
577         void ShaderCore::i2b(Vector4f &dst, const Vector4f &src)
578         {
579                 dst.x = As<Float4>(CmpNEQ(As<Int4>(src.x), Int4(0)));
580                 dst.y = As<Float4>(CmpNEQ(As<Int4>(src.y), Int4(0)));
581                 dst.z = As<Float4>(CmpNEQ(As<Int4>(src.z), Int4(0)));
582                 dst.w = As<Float4>(CmpNEQ(As<Int4>(src.w), Int4(0)));
583         }
584
585         void ShaderCore::b2i(Vector4f &dst, const Vector4f &src)
586         {
587                 dst.x = As<Float4>(As<Int4>(src.x) & Int4(1));
588                 dst.y = As<Float4>(As<Int4>(src.y) & Int4(1));
589                 dst.z = As<Float4>(As<Int4>(src.z) & Int4(1));
590                 dst.w = As<Float4>(As<Int4>(src.w) & Int4(1));
591         }
592
593         void ShaderCore::add(Vector4f &dst, const Vector4f &src0, const Vector4f &src1)
594         {
595                 dst.x = src0.x + src1.x;
596                 dst.y = src0.y + src1.y;
597                 dst.z = src0.z + src1.z;
598                 dst.w = src0.w + src1.w;
599         }
600
601         void ShaderCore::iadd(Vector4f &dst, const Vector4f &src0, const Vector4f &src1)
602         {
603                 dst.x = As<Float4>(As<Int4>(src0.x) + As<Int4>(src1.x));
604                 dst.y = As<Float4>(As<Int4>(src0.y) + As<Int4>(src1.y));
605                 dst.z = As<Float4>(As<Int4>(src0.z) + As<Int4>(src1.z));
606                 dst.w = As<Float4>(As<Int4>(src0.w) + As<Int4>(src1.w));
607         }
608
609         void ShaderCore::sub(Vector4f &dst, const Vector4f &src0, const Vector4f &src1)
610         {
611                 dst.x = src0.x - src1.x;
612                 dst.y = src0.y - src1.y;
613                 dst.z = src0.z - src1.z;
614                 dst.w = src0.w - src1.w;
615         }
616
617         void ShaderCore::isub(Vector4f &dst, const Vector4f &src0, const Vector4f &src1)
618         {
619                 dst.x = As<Float4>(As<Int4>(src0.x) - As<Int4>(src1.x));
620                 dst.y = As<Float4>(As<Int4>(src0.y) - As<Int4>(src1.y));
621                 dst.z = As<Float4>(As<Int4>(src0.z) - As<Int4>(src1.z));
622                 dst.w = As<Float4>(As<Int4>(src0.w) - As<Int4>(src1.w));
623         }
624
625         void ShaderCore::mad(Vector4f &dst, const Vector4f &src0, const Vector4f &src1, const Vector4f &src2)
626         {
627                 dst.x = src0.x * src1.x + src2.x;
628                 dst.y = src0.y * src1.y + src2.y;
629                 dst.z = src0.z * src1.z + src2.z;
630                 dst.w = src0.w * src1.w + src2.w;
631         }
632
633         void ShaderCore::imad(Vector4f &dst, const Vector4f &src0, const Vector4f &src1, const Vector4f &src2)
634         {
635                 dst.x = As<Float4>(As<Int4>(src0.x) * As<Int4>(src1.x) + As<Int4>(src2.x));
636                 dst.y = As<Float4>(As<Int4>(src0.y) * As<Int4>(src1.y) + As<Int4>(src2.y));
637                 dst.z = As<Float4>(As<Int4>(src0.z) * As<Int4>(src1.z) + As<Int4>(src2.z));
638                 dst.w = As<Float4>(As<Int4>(src0.w) * As<Int4>(src1.w) + As<Int4>(src2.w));
639         }
640
641         void ShaderCore::mul(Vector4f &dst, const Vector4f &src0, const Vector4f &src1)
642         {
643                 dst.x = src0.x * src1.x;
644                 dst.y = src0.y * src1.y;
645                 dst.z = src0.z * src1.z;
646                 dst.w = src0.w * src1.w;
647         }
648
649         void ShaderCore::imul(Vector4f &dst, const Vector4f &src0, const Vector4f &src1)
650         {
651                 dst.x = As<Float4>(As<Int4>(src0.x) * As<Int4>(src1.x));
652                 dst.y = As<Float4>(As<Int4>(src0.y) * As<Int4>(src1.y));
653                 dst.z = As<Float4>(As<Int4>(src0.z) * As<Int4>(src1.z));
654                 dst.w = As<Float4>(As<Int4>(src0.w) * As<Int4>(src1.w));
655         }
656
657         void ShaderCore::rcpx(Vector4f &dst, const Vector4f &src, bool pp)
658         {
659                 Float4 rcp = reciprocal(src.x, pp, true);
660
661                 dst.x = rcp;
662                 dst.y = rcp;
663                 dst.z = rcp;
664                 dst.w = rcp;
665         }
666
667         void ShaderCore::div(Vector4f &dst, const Vector4f &src0, const Vector4f &src1)
668         {
669                 dst.x = src0.x / src1.x;
670                 dst.y = src0.y / src1.y;
671                 dst.z = src0.z / src1.z;
672                 dst.w = src0.w / src1.w;
673         }
674
675         void ShaderCore::idiv(Vector4f &dst, const Vector4f &src0, const Vector4f &src1)
676         {
677                 Float4 intMax(As<Float4>(Int4(INT_MAX)));
678                 cmp0i(dst.x, src1.x, intMax, src1.x);
679                 dst.x = As<Float4>(As<Int4>(src0.x) / As<Int4>(dst.x));
680                 cmp0i(dst.y, src1.y, intMax, src1.y);
681                 dst.y = As<Float4>(As<Int4>(src0.y) / As<Int4>(dst.y));
682                 cmp0i(dst.z, src1.z, intMax, src1.z);
683                 dst.z = As<Float4>(As<Int4>(src0.z) / As<Int4>(dst.z));
684                 cmp0i(dst.w, src1.w, intMax, src1.w);
685                 dst.w = As<Float4>(As<Int4>(src0.w) / As<Int4>(dst.w));
686         }
687
688         void ShaderCore::udiv(Vector4f &dst, const Vector4f &src0, const Vector4f &src1)
689         {
690                 Float4 uintMax(As<Float4>(UInt4(UINT_MAX)));
691                 cmp0i(dst.x, src1.x, uintMax, src1.x);
692                 dst.x = As<Float4>(As<UInt4>(src0.x) / As<UInt4>(dst.x));
693                 cmp0i(dst.y, src1.y, uintMax, src1.y);
694                 dst.y = As<Float4>(As<UInt4>(src0.y) / As<UInt4>(dst.y));
695                 cmp0i(dst.z, src1.z, uintMax, src1.z);
696                 dst.z = As<Float4>(As<UInt4>(src0.z) / As<UInt4>(dst.z));
697                 cmp0i(dst.w, src1.w, uintMax, src1.w);
698                 dst.w = As<Float4>(As<UInt4>(src0.w) / As<UInt4>(dst.w));
699         }
700
701         void ShaderCore::mod(Vector4f &dst, const Vector4f &src0, const Vector4f &src1)
702         {
703                 dst.x = modulo(src0.x, src1.x);
704                 dst.y = modulo(src0.y, src1.y);
705                 dst.z = modulo(src0.z, src1.z);
706                 dst.w = modulo(src0.w, src1.w);
707         }
708
709         void ShaderCore::imod(Vector4f &dst, const Vector4f &src0, const Vector4f &src1)
710         {
711                 cmp0i(dst.x, src1.x, src0.x, src1.x);
712                 dst.x = As<Float4>(As<Int4>(src0.x) % As<Int4>(dst.x));
713                 cmp0i(dst.y, src1.y, src0.y, src1.y);
714                 dst.y = As<Float4>(As<Int4>(src0.y) % As<Int4>(dst.y));
715                 cmp0i(dst.z, src1.z, src0.z, src1.z);
716                 dst.z = As<Float4>(As<Int4>(src0.z) % As<Int4>(dst.z));
717                 cmp0i(dst.w, src1.w, src0.w, src1.w);
718                 dst.w = As<Float4>(As<Int4>(src0.w) % As<Int4>(dst.w));
719         }
720         void ShaderCore::umod(Vector4f &dst, const Vector4f &src0, const Vector4f &src1)
721         {
722                 cmp0i(dst.x, src1.x, src0.x, src1.x);
723                 dst.x = As<Float4>(As<UInt4>(src0.x) % As<UInt4>(dst.x));
724                 cmp0i(dst.y, src1.y, src0.y, src1.y);
725                 dst.y = As<Float4>(As<UInt4>(src0.y) % As<UInt4>(dst.y));
726                 cmp0i(dst.z, src1.z, src0.z, src1.z);
727                 dst.z = As<Float4>(As<UInt4>(src0.z) % As<UInt4>(dst.z));
728                 cmp0i(dst.w, src1.w, src0.w, src1.w);
729                 dst.w = As<Float4>(As<UInt4>(src0.w) % As<UInt4>(dst.w));
730         }
731
732         void ShaderCore::shl(Vector4f &dst, const Vector4f &src0, const Vector4f &src1)
733         {
734                 dst.x = As<Float4>(As<Int4>(src0.x) << As<Int4>(src1.x));
735                 dst.y = As<Float4>(As<Int4>(src0.y) << As<Int4>(src1.y));
736                 dst.z = As<Float4>(As<Int4>(src0.z) << As<Int4>(src1.z));
737                 dst.w = As<Float4>(As<Int4>(src0.w) << As<Int4>(src1.w));
738         }
739
740         void ShaderCore::ishr(Vector4f &dst, const Vector4f &src0, const Vector4f &src1)
741         {
742                 dst.x = As<Float4>(As<Int4>(src0.x) >> As<Int4>(src1.x));
743                 dst.y = As<Float4>(As<Int4>(src0.y) >> As<Int4>(src1.y));
744                 dst.z = As<Float4>(As<Int4>(src0.z) >> As<Int4>(src1.z));
745                 dst.w = As<Float4>(As<Int4>(src0.w) >> As<Int4>(src1.w));
746         }
747
748         void ShaderCore::ushr(Vector4f &dst, const Vector4f &src0, const Vector4f &src1)
749         {
750                 dst.x = As<Float4>(As<UInt4>(src0.x) >> As<UInt4>(src1.x));
751                 dst.y = As<Float4>(As<UInt4>(src0.y) >> As<UInt4>(src1.y));
752                 dst.z = As<Float4>(As<UInt4>(src0.z) >> As<UInt4>(src1.z));
753                 dst.w = As<Float4>(As<UInt4>(src0.w) >> As<UInt4>(src1.w));
754         }
755
756         void ShaderCore::rsqx(Vector4f &dst, const Vector4f &src, bool pp)
757         {
758                 Float4 rsq = reciprocalSquareRoot(src.x, true, pp);
759
760                 dst.x = rsq;
761                 dst.y = rsq;
762                 dst.z = rsq;
763                 dst.w = rsq;
764         }
765
766         void ShaderCore::sqrt(Vector4f &dst, const Vector4f &src, bool pp)
767         {
768                 dst.x = Sqrt(src.x);
769                 dst.y = Sqrt(src.y);
770                 dst.z = Sqrt(src.z);
771                 dst.w = Sqrt(src.w);
772         }
773
774         void ShaderCore::rsq(Vector4f &dst, const Vector4f &src, bool pp)
775         {
776                 dst.x = reciprocalSquareRoot(src.x, false, pp);
777                 dst.y = reciprocalSquareRoot(src.y, false, pp);
778                 dst.z = reciprocalSquareRoot(src.z, false, pp);
779                 dst.w = reciprocalSquareRoot(src.w, false, pp);
780         }
781
782         void ShaderCore::len2(Float4 &dst, const Vector4f &src, bool pp)
783         {
784                 dst = Sqrt(dot2(src, src));
785         }
786
787         void ShaderCore::len3(Float4 &dst, const Vector4f &src, bool pp)
788         {
789                 dst = Sqrt(dot3(src, src));
790         }
791
792         void ShaderCore::len4(Float4 &dst, const Vector4f &src, bool pp)
793         {
794                 dst = Sqrt(dot4(src, src));
795         }
796
797         void ShaderCore::dist1(Float4 &dst, const Vector4f &src0, const Vector4f &src1, bool pp)
798         {
799                 dst = Abs(src0.x - src1.x);
800         }
801
802         void ShaderCore::dist2(Float4 &dst, const Vector4f &src0, const Vector4f &src1, bool pp)
803         {
804                 Float4 dx = src0.x - src1.x;
805                 Float4 dy = src0.y - src1.y;
806                 Float4 dot2 = dx * dx + dy * dy;
807                 dst = Sqrt(dot2);
808         }
809
810         void ShaderCore::dist3(Float4 &dst, const Vector4f &src0, const Vector4f &src1, bool pp)
811         {
812                 Float4 dx = src0.x - src1.x;
813                 Float4 dy = src0.y - src1.y;
814                 Float4 dz = src0.z - src1.z;
815                 Float4 dot3 = dx * dx + dy * dy + dz * dz;
816                 dst = Sqrt(dot3);
817         }
818
819         void ShaderCore::dist4(Float4 &dst, const Vector4f &src0, const Vector4f &src1, bool pp)
820         {
821                 Float4 dx = src0.x - src1.x;
822                 Float4 dy = src0.y - src1.y;
823                 Float4 dz = src0.z - src1.z;
824                 Float4 dw = src0.w - src1.w;
825                 Float4 dot4 = dx * dx + dy * dy + dz * dz + dw * dw;
826                 dst = Sqrt(dot4);
827         }
828
829         void ShaderCore::dp1(Vector4f &dst, const Vector4f &src0, const Vector4f &src1)
830         {
831                 Float4 t = src0.x * src1.x;
832
833                 dst.x = t;
834                 dst.y = t;
835                 dst.z = t;
836                 dst.w = t;
837         }
838
839         void ShaderCore::dp2(Vector4f &dst, const Vector4f &src0, const Vector4f &src1)
840         {
841                 Float4 t = dot2(src0, src1);
842
843                 dst.x = t;
844                 dst.y = t;
845                 dst.z = t;
846                 dst.w = t;
847         }
848
849         void ShaderCore::dp2add(Vector4f &dst, const Vector4f &src0, const Vector4f &src1, const Vector4f &src2)
850         {
851                 Float4 t = dot2(src0, src1) + src2.x;
852
853                 dst.x = t;
854                 dst.y = t;
855                 dst.z = t;
856                 dst.w = t;
857         }
858
859         void ShaderCore::dp3(Vector4f &dst, const Vector4f &src0, const Vector4f &src1)
860         {
861                 Float4 dot = dot3(src0, src1);
862
863                 dst.x = dot;
864                 dst.y = dot;
865                 dst.z = dot;
866                 dst.w = dot;
867         }
868
869         void ShaderCore::dp4(Vector4f &dst, const Vector4f &src0, const Vector4f &src1)
870         {
871                 Float4 dot = dot4(src0, src1);
872
873                 dst.x = dot;
874                 dst.y = dot;
875                 dst.z = dot;
876                 dst.w = dot;
877         }
878
879         void ShaderCore::min(Vector4f &dst, const Vector4f &src0, const Vector4f &src1)
880         {
881                 dst.x = Min(src0.x, src1.x);
882                 dst.y = Min(src0.y, src1.y);
883                 dst.z = Min(src0.z, src1.z);
884                 dst.w = Min(src0.w, src1.w);
885         }
886
887         void ShaderCore::imin(Vector4f &dst, const Vector4f &src0, const Vector4f &src1)
888         {
889                 dst.x = As<Float4>(Min(As<Int4>(src0.x), As<Int4>(src1.x)));
890                 dst.y = As<Float4>(Min(As<Int4>(src0.y), As<Int4>(src1.y)));
891                 dst.z = As<Float4>(Min(As<Int4>(src0.z), As<Int4>(src1.z)));
892                 dst.w = As<Float4>(Min(As<Int4>(src0.w), As<Int4>(src1.w)));
893         }
894
895         void ShaderCore::umin(Vector4f &dst, const Vector4f &src0, const Vector4f &src1)
896         {
897                 dst.x = As<Float4>(Min(As<UInt4>(src0.x), As<UInt4>(src1.x)));
898                 dst.y = As<Float4>(Min(As<UInt4>(src0.y), As<UInt4>(src1.y)));
899                 dst.z = As<Float4>(Min(As<UInt4>(src0.z), As<UInt4>(src1.z)));
900                 dst.w = As<Float4>(Min(As<UInt4>(src0.w), As<UInt4>(src1.w)));
901         }
902
903         void ShaderCore::max(Vector4f &dst, const Vector4f &src0, const Vector4f &src1)
904         {
905                 dst.x = Max(src0.x, src1.x);
906                 dst.y = Max(src0.y, src1.y);
907                 dst.z = Max(src0.z, src1.z);
908                 dst.w = Max(src0.w, src1.w);
909         }
910
911         void ShaderCore::imax(Vector4f &dst, const Vector4f &src0, const Vector4f &src1)
912         {
913                 dst.x = As<Float4>(Max(As<Int4>(src0.x), As<Int4>(src1.x)));
914                 dst.y = As<Float4>(Max(As<Int4>(src0.y), As<Int4>(src1.y)));
915                 dst.z = As<Float4>(Max(As<Int4>(src0.z), As<Int4>(src1.z)));
916                 dst.w = As<Float4>(Max(As<Int4>(src0.w), As<Int4>(src1.w)));
917         }
918
919         void ShaderCore::umax(Vector4f &dst, const Vector4f &src0, const Vector4f &src1)
920         {
921                 dst.x = As<Float4>(Max(As<Int4>(src0.x), As<Int4>(src1.x)));
922                 dst.y = As<Float4>(Max(As<Int4>(src0.y), As<Int4>(src1.y)));
923                 dst.z = As<Float4>(Max(As<Int4>(src0.z), As<Int4>(src1.z)));
924                 dst.w = As<Float4>(Max(As<Int4>(src0.w), As<Int4>(src1.w)));
925         }
926
927         void ShaderCore::slt(Vector4f &dst, const Vector4f &src0, const Vector4f &src1)
928         {
929                 dst.x = As<Float4>(As<Int4>(CmpLT(src0.x, src1.x)) & As<Int4>(Float4(1.0f)));
930                 dst.y = As<Float4>(As<Int4>(CmpLT(src0.y, src1.y)) & As<Int4>(Float4(1.0f)));
931                 dst.z = As<Float4>(As<Int4>(CmpLT(src0.z, src1.z)) & As<Int4>(Float4(1.0f)));
932                 dst.w = As<Float4>(As<Int4>(CmpLT(src0.w, src1.w)) & As<Int4>(Float4(1.0f)));
933         }
934
935         void ShaderCore::step(Vector4f &dst, const Vector4f &edge, const Vector4f &x)
936         {
937                 dst.x = As<Float4>(CmpNLT(x.x, edge.x) & As<Int4>(Float4(1.0f)));
938                 dst.y = As<Float4>(CmpNLT(x.y, edge.y) & As<Int4>(Float4(1.0f)));
939                 dst.z = As<Float4>(CmpNLT(x.z, edge.z) & As<Int4>(Float4(1.0f)));
940                 dst.w = As<Float4>(CmpNLT(x.w, edge.w) & As<Int4>(Float4(1.0f)));
941         }
942
943         void ShaderCore::exp2x(Vector4f &dst, const Vector4f &src, bool pp)
944         {
945                 Float4 exp = exponential2(src.x, pp);
946
947                 dst.x = exp;
948                 dst.y = exp;
949                 dst.z = exp;
950                 dst.w = exp;
951         }
952
953         void ShaderCore::exp2(Vector4f &dst, const Vector4f &src, bool pp)
954         {
955                 dst.x = exponential2(src.x, pp);
956                 dst.y = exponential2(src.y, pp);
957                 dst.z = exponential2(src.z, pp);
958                 dst.w = exponential2(src.w, pp);
959         }
960
961         void ShaderCore::exp(Vector4f &dst, const Vector4f &src, bool pp)
962         {
963                 dst.x = exponential(src.x, pp);
964                 dst.y = exponential(src.y, pp);
965                 dst.z = exponential(src.z, pp);
966                 dst.w = exponential(src.w, pp);
967         }
968
969         void ShaderCore::log2x(Vector4f &dst, const Vector4f &src, bool pp)
970         {
971                 Float4 log = logarithm2(src.x, true, pp);
972
973                 dst.x = log;
974                 dst.y = log;
975                 dst.z = log;
976                 dst.w = log;
977         }
978
979         void ShaderCore::log2(Vector4f &dst, const Vector4f &src, bool pp)
980         {
981                 dst.x = logarithm2(src.x, false, pp);
982                 dst.y = logarithm2(src.y, false, pp);
983                 dst.z = logarithm2(src.z, false, pp);
984                 dst.w = logarithm2(src.w, false, pp);
985         }
986
987         void ShaderCore::log(Vector4f &dst, const Vector4f &src, bool pp)
988         {
989                 dst.x = logarithm(src.x, false, pp);
990                 dst.y = logarithm(src.y, false, pp);
991                 dst.z = logarithm(src.z, false, pp);
992                 dst.w = logarithm(src.w, false, pp);
993         }
994
995         void ShaderCore::lit(Vector4f &dst, const Vector4f &src)
996         {
997                 dst.x = Float4(1.0f);
998                 dst.y = Max(src.x, Float4(0.0f));
999
1000                 Float4 pow;
1001
1002                 pow = src.w;
1003                 pow = Min(pow, Float4(127.9961f));
1004                 pow = Max(pow, Float4(-127.9961f));
1005
1006                 dst.z = power(src.y, pow);
1007                 dst.z = As<Float4>(As<Int4>(dst.z) & CmpNLT(src.x, Float4(0.0f)));
1008                 dst.z = As<Float4>(As<Int4>(dst.z) & CmpNLT(src.y, Float4(0.0f)));
1009
1010                 dst.w = Float4(1.0f);
1011         }
1012
1013         void ShaderCore::att(Vector4f &dst, const Vector4f &src0, const Vector4f &src1)
1014         {
1015                 // Computes attenuation factors (1, d, d^2, 1/d) assuming src0 = d^2, src1 = 1/d
1016                 dst.x = 1;
1017                 dst.y = src0.y * src1.y;
1018                 dst.z = src0.z;
1019                 dst.w = src1.w;
1020         }
1021
1022         void ShaderCore::lrp(Vector4f &dst, const Vector4f &src0, const Vector4f &src1, const Vector4f &src2)
1023         {
1024                 dst.x = src0.x * (src1.x - src2.x) + src2.x;
1025                 dst.y = src0.y * (src1.y - src2.y) + src2.y;
1026                 dst.z = src0.z * (src1.z - src2.z) + src2.z;
1027                 dst.w = src0.w * (src1.w - src2.w) + src2.w;
1028         }
1029
1030         void ShaderCore::smooth(Vector4f &dst, const Vector4f &edge0, const Vector4f &edge1, const Vector4f &x)
1031         {
1032                 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);
1033                 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);
1034                 Float4 tz = Min(Max((x.z - edge0.z) / (edge1.z - edge0.z), Float4(0.0f)), Float4(1.0f)); dst.z = tz * tz * (Float4(3.0f) - Float4(2.0f) * tz);
1035                 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);
1036         }
1037
1038         void ShaderCore::floatToHalfBits(Float4& dst, const Float4& floatBits, bool storeInUpperBits)
1039         {
1040                 static const uint32_t mask_sign = 0x80000000u;
1041                 static const uint32_t mask_round = ~0xfffu;
1042                 static const uint32_t c_f32infty = 255 << 23;
1043                 static const uint32_t c_magic = 15 << 23;
1044                 static const uint32_t c_nanbit = 0x200;
1045                 static const uint32_t c_infty_as_fp16 = 0x7c00;
1046                 static const uint32_t c_clamp = (31 << 23) - 0x1000;
1047
1048                 UInt4 justsign = UInt4(mask_sign) & As<UInt4>(floatBits);
1049                 UInt4 absf = As<UInt4>(floatBits) ^ justsign;
1050                 UInt4 b_isnormal = CmpNLE(UInt4(c_f32infty), absf);
1051
1052                 // Note: this version doesn't round to the nearest even in case of a tie as defined by IEEE 754-2008, it rounds to +inf
1053                 //       instead of nearest even, since that's fine for GLSL ES 3.0's needs (see section 2.1.1 Floating-Point Computation)
1054                 UInt4 joined = ((((As<UInt4>(Min(As<Float4>(absf & UInt4(mask_round)) * As<Float4>(UInt4(c_magic)),
1055                                                  As<Float4>(UInt4(c_clamp))))) - UInt4(mask_round)) >> 13) & b_isnormal) |
1056                                ((b_isnormal ^ UInt4(0xFFFFFFFF)) & ((CmpNLE(absf, UInt4(c_f32infty)) & UInt4(c_nanbit)) |
1057                                UInt4(c_infty_as_fp16)));
1058
1059                 dst = As<Float4>(storeInUpperBits ? As<UInt4>(dst) | ((joined << 16) | justsign) : joined | (justsign >> 16));
1060         }
1061
1062         void ShaderCore::halfToFloatBits(Float4& dst, const Float4& halfBits)
1063         {
1064                 static const uint32_t mask_nosign = 0x7FFF;
1065                 static const uint32_t magic = (254 - 15) << 23;
1066                 static const uint32_t was_infnan = 0x7BFF;
1067                 static const uint32_t exp_infnan = 255 << 23;
1068
1069                 UInt4 expmant = As<UInt4>(halfBits) & UInt4(mask_nosign);
1070                 dst = As<Float4>(As<UInt4>(As<Float4>(expmant << 13) * As<Float4>(UInt4(magic))) |
1071                                  ((As<UInt4>(halfBits) ^ UInt4(expmant)) << 16) |
1072                                  (CmpNLE(As<UInt4>(expmant), UInt4(was_infnan)) & UInt4(exp_infnan)));
1073         }
1074
1075         void ShaderCore::packHalf2x16(Vector4f &d, const Vector4f &s0)
1076         {
1077                 // half2 | half1
1078                 floatToHalfBits(d.x, s0.x, false);
1079                 floatToHalfBits(d.x, s0.y, true);
1080         }
1081
1082         void ShaderCore::unpackHalf2x16(Vector4f &dst, const Vector4f &s0)
1083         {
1084                 // half2 | half1
1085                 halfToFloatBits(dst.x, As<Float4>(As<UInt4>(s0.x) & UInt4(0x0000FFFF)));
1086                 halfToFloatBits(dst.y, As<Float4>((As<UInt4>(s0.x) & UInt4(0xFFFF0000)) >> 16));
1087         }
1088
1089         void ShaderCore::packSnorm2x16(Vector4f &d, const Vector4f &s0)
1090         {
1091                 // round(clamp(c, -1.0, 1.0) * 32767.0)
1092                 d.x = As<Float4>((Int4(Round(Min(Max(s0.x, Float4(-1.0f)), Float4(1.0f)) * Float4(32767.0f))) & Int4(0xFFFF)) |
1093                                 ((Int4(Round(Min(Max(s0.y, Float4(-1.0f)), Float4(1.0f)) * Float4(32767.0f))) & Int4(0xFFFF)) << 16));
1094         }
1095
1096         void ShaderCore::packUnorm2x16(Vector4f &d, const Vector4f &s0)
1097         {
1098                 // round(clamp(c, 0.0, 1.0) * 65535.0)
1099                 d.x = As<Float4>((Int4(Round(Min(Max(s0.x, Float4(0.0f)), Float4(1.0f)) * Float4(65535.0f))) & Int4(0xFFFF)) |
1100                                 ((Int4(Round(Min(Max(s0.y, Float4(0.0f)), Float4(1.0f)) * Float4(65535.0f))) & Int4(0xFFFF)) << 16));
1101         }
1102
1103         void ShaderCore::unpackSnorm2x16(Vector4f &dst, const Vector4f &s0)
1104         {
1105                 // clamp(f / 32727.0, -1.0, 1.0)
1106                 dst.x = Min(Max(Float4(As<Int4>((As<UInt4>(s0.x) & UInt4(0x0000FFFF)) << 16)) * Float4(1.0f / float(0x7FFF0000)), Float4(-1.0f)), Float4(1.0f));
1107                 dst.y = Min(Max(Float4(As<Int4>(As<UInt4>(s0.x) & UInt4(0xFFFF0000))) * Float4(1.0f / float(0x7FFF0000)), Float4(-1.0f)), Float4(1.0f));
1108         }
1109
1110         void ShaderCore::unpackUnorm2x16(Vector4f &dst, const Vector4f &s0)
1111         {
1112                 // f / 65535.0
1113                 dst.x = Float4((As<UInt4>(s0.x) & UInt4(0x0000FFFF)) << 16) * Float4(1.0f / float(0xFFFF0000));
1114                 dst.y = Float4(As<UInt4>(s0.x) & UInt4(0xFFFF0000)) * Float4(1.0f / float(0xFFFF0000));
1115         }
1116
1117         void ShaderCore::det2(Vector4f &dst, const Vector4f &src0, const Vector4f &src1)
1118         {
1119                 dst.x = src0.x * src1.y - src0.y * src1.x;
1120                 dst.y = dst.z = dst.w = dst.x;
1121         }
1122
1123         void ShaderCore::det3(Vector4f &dst, const Vector4f &src0, const Vector4f &src1, const Vector4f &src2)
1124         {
1125                 crs(dst, src1, src2);
1126                 dp3(dst, dst, src0);
1127         }
1128
1129         void ShaderCore::det4(Vector4f &dst, const Vector4f &src0, const Vector4f &src1, const Vector4f &src2, const Vector4f &src3)
1130         {
1131                 dst.x = src2.z * src3.w - src2.w * src3.z;
1132                 dst.y = src1.w * src3.z - src1.z * src3.w;
1133                 dst.z = src1.z * src2.w - src1.w * src2.z;
1134                 dst.x = src0.x * (src1.y * dst.x + src2.y * dst.y + src3.y * dst.z) -
1135                         src0.y * (src1.x * dst.x + src2.x * dst.y + src3.x * dst.z) +
1136                         src0.z * (src1.x * (src2.y * src3.w - src2.w * src3.y) +
1137                                   src2.x * (src1.w * src3.y - src1.y * src3.w) +
1138                                   src3.x * (src1.y * src2.w - src1.w * src2.y)) +
1139                         src0.w * (src1.x * (src2.z * src3.y - src2.y * src3.z) +
1140                                   src2.x * (src1.y * src3.z - src1.z * src3.y) +
1141                                   src3.x * (src1.z * src2.y - src1.y * src2.z));
1142                 dst.y = dst.z = dst.w = dst.x;
1143         }
1144
1145         void ShaderCore::frc(Vector4f &dst, const Vector4f &src)
1146         {
1147                 dst.x = Frac(src.x);
1148                 dst.y = Frac(src.y);
1149                 dst.z = Frac(src.z);
1150                 dst.w = Frac(src.w);
1151         }
1152
1153         void ShaderCore::trunc(Vector4f &dst, const Vector4f &src)
1154         {
1155                 dst.x = Trunc(src.x);
1156                 dst.y = Trunc(src.y);
1157                 dst.z = Trunc(src.z);
1158                 dst.w = Trunc(src.w);
1159         }
1160
1161         void ShaderCore::floor(Vector4f &dst, const Vector4f &src)
1162         {
1163                 dst.x = Floor(src.x);
1164                 dst.y = Floor(src.y);
1165                 dst.z = Floor(src.z);
1166                 dst.w = Floor(src.w);
1167         }
1168
1169         void ShaderCore::round(Vector4f &dst, const Vector4f &src)
1170         {
1171                 dst.x = Round(src.x);
1172                 dst.y = Round(src.y);
1173                 dst.z = Round(src.z);
1174                 dst.w = Round(src.w);
1175         }
1176
1177         void ShaderCore::roundEven(Vector4f &dst, const Vector4f &src)
1178         {
1179                 // dst = round(src) + ((round(src) < src) * 2 - 1) * (fract(src) == 0.5) * isOdd(round(src));
1180                 // ex.: 1.5:  2 + (0 * 2 - 1) * 1 * 0 = 2
1181                 //      2.5:  3 + (0 * 2 - 1) * 1 * 1 = 2
1182                 //     -1.5: -2 + (1 * 2 - 1) * 1 * 0 = -2
1183                 //     -2.5: -3 + (1 * 2 - 1) * 1 * 1 = -2
1184                 // Even if the round implementation rounds the other way:
1185                 //      1.5:  1 + (1 * 2 - 1) * 1 * 1 = 2
1186                 //      2.5:  2 + (1 * 2 - 1) * 1 * 0 = 2
1187                 //     -1.5: -1 + (0 * 2 - 1) * 1 * 1 = -2
1188                 //     -2.5: -2 + (0 * 2 - 1) * 1 * 0 = -2
1189                 round(dst, src);
1190                 dst.x += ((Float4(CmpLT(dst.x, src.x) & Int4(1)) * Float4(2.0f)) - Float4(1.0f)) * Float4(CmpEQ(Frac(src.x), Float4(0.5f)) & Int4(1)) * Float4(Int4(dst.x) & Int4(1));
1191                 dst.y += ((Float4(CmpLT(dst.y, src.y) & Int4(1)) * Float4(2.0f)) - Float4(1.0f)) * Float4(CmpEQ(Frac(src.y), Float4(0.5f)) & Int4(1)) * Float4(Int4(dst.y) & Int4(1));
1192                 dst.z += ((Float4(CmpLT(dst.z, src.z) & Int4(1)) * Float4(2.0f)) - Float4(1.0f)) * Float4(CmpEQ(Frac(src.z), Float4(0.5f)) & Int4(1)) * Float4(Int4(dst.z) & Int4(1));
1193                 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));
1194         }
1195
1196         void ShaderCore::ceil(Vector4f &dst, const Vector4f &src)
1197         {
1198                 dst.x = Ceil(src.x);
1199                 dst.y = Ceil(src.y);
1200                 dst.z = Ceil(src.z);
1201                 dst.w = Ceil(src.w);
1202         }
1203
1204         void ShaderCore::powx(Vector4f &dst, const Vector4f &src0, const Vector4f &src1, bool pp)
1205         {
1206                 Float4 pow = power(src0.x, src1.x, pp);
1207
1208                 dst.x = pow;
1209                 dst.y = pow;
1210                 dst.z = pow;
1211                 dst.w = pow;
1212         }
1213
1214         void ShaderCore::pow(Vector4f &dst, const Vector4f &src0, const Vector4f &src1, bool pp)
1215         {
1216                 dst.x = power(src0.x, src1.x, pp);
1217                 dst.y = power(src0.y, src1.y, pp);
1218                 dst.z = power(src0.z, src1.z, pp);
1219                 dst.w = power(src0.w, src1.w, pp);
1220         }
1221
1222         void ShaderCore::crs(Vector4f &dst, const Vector4f &src0, const Vector4f &src1)
1223         {
1224                 dst.x = src0.y * src1.z - src0.z * src1.y;
1225                 dst.y = src0.z * src1.x - src0.x * src1.z;
1226                 dst.z = src0.x * src1.y - src0.y * src1.x;
1227         }
1228
1229         void ShaderCore::forward1(Vector4f &dst, const Vector4f &N, const Vector4f &I, const Vector4f &Nref)
1230         {
1231                 Int4 flip = CmpNLT(Nref.x * I.x, Float4(0.0f)) & Int4(0x80000000);
1232
1233                 dst.x =  As<Float4>(flip ^ As<Int4>(N.x));
1234         }
1235
1236         void ShaderCore::forward2(Vector4f &dst, const Vector4f &N, const Vector4f &I, const Vector4f &Nref)
1237         {
1238                 Int4 flip = CmpNLT(dot2(Nref, I), Float4(0.0f)) & Int4(0x80000000);
1239
1240                 dst.x =  As<Float4>(flip ^ As<Int4>(N.x));
1241                 dst.y =  As<Float4>(flip ^ As<Int4>(N.y));
1242         }
1243
1244         void ShaderCore::forward3(Vector4f &dst, const Vector4f &N, const Vector4f &I, const Vector4f &Nref)
1245         {
1246                 Int4 flip = CmpNLT(dot3(Nref, I), Float4(0.0f)) & Int4(0x80000000);
1247
1248                 dst.x =  As<Float4>(flip ^ As<Int4>(N.x));
1249                 dst.y =  As<Float4>(flip ^ As<Int4>(N.y));
1250                 dst.z =  As<Float4>(flip ^ As<Int4>(N.z));
1251         }
1252
1253         void ShaderCore::forward4(Vector4f &dst, const Vector4f &N, const Vector4f &I, const Vector4f &Nref)
1254         {
1255                 Int4 flip = CmpNLT(dot4(Nref, I), Float4(0.0f)) & Int4(0x80000000);
1256
1257                 dst.x =  As<Float4>(flip ^ As<Int4>(N.x));
1258                 dst.y =  As<Float4>(flip ^ As<Int4>(N.y));
1259                 dst.z =  As<Float4>(flip ^ As<Int4>(N.z));
1260                 dst.w =  As<Float4>(flip ^ As<Int4>(N.w));
1261         }
1262
1263         void ShaderCore::reflect1(Vector4f &dst, const Vector4f &I, const Vector4f &N)
1264         {
1265                 Float4 d = N.x * I.x;
1266
1267                 dst.x = I.x - Float4(2.0f) * d * N.x;
1268         }
1269
1270         void ShaderCore::reflect2(Vector4f &dst, const Vector4f &I, const Vector4f &N)
1271         {
1272                 Float4 d = dot2(N, I);
1273
1274                 dst.x = I.x - Float4(2.0f) * d * N.x;
1275                 dst.y = I.y - Float4(2.0f) * d * N.y;
1276         }
1277
1278         void ShaderCore::reflect3(Vector4f &dst, const Vector4f &I, const Vector4f &N)
1279         {
1280                 Float4 d = dot3(N, I);
1281
1282                 dst.x = I.x - Float4(2.0f) * d * N.x;
1283                 dst.y = I.y - Float4(2.0f) * d * N.y;
1284                 dst.z = I.z - Float4(2.0f) * d * N.z;
1285         }
1286
1287         void ShaderCore::reflect4(Vector4f &dst, const Vector4f &I, const Vector4f &N)
1288         {
1289                 Float4 d = dot4(N, I);
1290
1291                 dst.x = I.x - Float4(2.0f) * d * N.x;
1292                 dst.y = I.y - Float4(2.0f) * d * N.y;
1293                 dst.z = I.z - Float4(2.0f) * d * N.z;
1294                 dst.w = I.w - Float4(2.0f) * d * N.w;
1295         }
1296
1297         void ShaderCore::refract1(Vector4f &dst, const Vector4f &I, const Vector4f &N, const Float4 &eta)
1298         {
1299                 Float4 d = N.x * I.x;
1300                 Float4 k = Float4(1.0f) - eta * eta * (Float4(1.0f) - d * d);
1301                 Int4 pos = CmpNLT(k, Float4(0.0f));
1302                 Float4 t = (eta * d + Sqrt(k));
1303
1304                 dst.x = As<Float4>(pos & As<Int4>(eta * I.x - t * N.x));
1305         }
1306
1307         void ShaderCore::refract2(Vector4f &dst, const Vector4f &I, const Vector4f &N, const Float4 &eta)
1308         {
1309                 Float4 d = dot2(N, I);
1310                 Float4 k = Float4(1.0f) - eta * eta * (Float4(1.0f) - d * d);
1311                 Int4 pos = CmpNLT(k, Float4(0.0f));
1312                 Float4 t = (eta * d + Sqrt(k));
1313
1314                 dst.x = As<Float4>(pos & As<Int4>(eta * I.x - t * N.x));
1315                 dst.y = As<Float4>(pos & As<Int4>(eta * I.y - t * N.y));
1316         }
1317
1318         void ShaderCore::refract3(Vector4f &dst, const Vector4f &I, const Vector4f &N, const Float4 &eta)
1319         {
1320                 Float4 d = dot3(N, I);
1321                 Float4 k = Float4(1.0f) - eta * eta * (Float4(1.0f) - d * d);
1322                 Int4 pos = CmpNLT(k, Float4(0.0f));
1323                 Float4 t = (eta * d + Sqrt(k));
1324
1325                 dst.x = As<Float4>(pos & As<Int4>(eta * I.x - t * N.x));
1326                 dst.y = As<Float4>(pos & As<Int4>(eta * I.y - t * N.y));
1327                 dst.z = As<Float4>(pos & As<Int4>(eta * I.z - t * N.z));
1328         }
1329
1330         void ShaderCore::refract4(Vector4f &dst, const Vector4f &I, const Vector4f &N, const Float4 &eta)
1331         {
1332                 Float4 d = dot4(N, I);
1333                 Float4 k = Float4(1.0f) - eta * eta * (Float4(1.0f) - d * d);
1334                 Int4 pos = CmpNLT(k, Float4(0.0f));
1335                 Float4 t = (eta * d + Sqrt(k));
1336
1337                 dst.x = As<Float4>(pos & As<Int4>(eta * I.x - t * N.x));
1338                 dst.y = As<Float4>(pos & As<Int4>(eta * I.y - t * N.y));
1339                 dst.z = As<Float4>(pos & As<Int4>(eta * I.z - t * N.z));
1340                 dst.w = As<Float4>(pos & As<Int4>(eta * I.w - t * N.w));
1341         }
1342
1343         void ShaderCore::sgn(Vector4f &dst, const Vector4f &src)
1344         {
1345                 sgn(dst.x, src.x);
1346                 sgn(dst.y, src.y);
1347                 sgn(dst.z, src.z);
1348                 sgn(dst.w, src.w);
1349         }
1350
1351         void ShaderCore::isgn(Vector4f &dst, const Vector4f &src)
1352         {
1353                 isgn(dst.x, src.x);
1354                 isgn(dst.y, src.y);
1355                 isgn(dst.z, src.z);
1356                 isgn(dst.w, src.w);
1357         }
1358
1359         void ShaderCore::abs(Vector4f &dst, const Vector4f &src)
1360         {
1361                 dst.x = Abs(src.x);
1362                 dst.y = Abs(src.y);
1363                 dst.z = Abs(src.z);
1364                 dst.w = Abs(src.w);
1365         }
1366
1367         void ShaderCore::iabs(Vector4f &dst, const Vector4f &src)
1368         {
1369                 dst.x = As<Float4>(Abs(As<Int4>(src.x)));
1370                 dst.y = As<Float4>(Abs(As<Int4>(src.y)));
1371                 dst.z = As<Float4>(Abs(As<Int4>(src.z)));
1372                 dst.w = As<Float4>(Abs(As<Int4>(src.w)));
1373         }
1374
1375         void ShaderCore::nrm2(Vector4f &dst, const Vector4f &src, bool pp)
1376         {
1377                 Float4 dot = dot2(src, src);
1378                 Float4 rsq = reciprocalSquareRoot(dot, false, pp);
1379
1380                 dst.x = src.x * rsq;
1381                 dst.y = src.y * rsq;
1382                 dst.z = src.z * rsq;
1383                 dst.w = src.w * rsq;
1384         }
1385
1386         void ShaderCore::nrm3(Vector4f &dst, const Vector4f &src, bool pp)
1387         {
1388                 Float4 dot = dot3(src, src);
1389                 Float4 rsq = reciprocalSquareRoot(dot, false, pp);
1390
1391                 dst.x = src.x * rsq;
1392                 dst.y = src.y * rsq;
1393                 dst.z = src.z * rsq;
1394                 dst.w = src.w * rsq;
1395         }
1396
1397         void ShaderCore::nrm4(Vector4f &dst, const Vector4f &src, bool pp)
1398         {
1399                 Float4 dot = dot4(src, src);
1400                 Float4 rsq = reciprocalSquareRoot(dot, false, pp);
1401
1402                 dst.x = src.x * rsq;
1403                 dst.y = src.y * rsq;
1404                 dst.z = src.z * rsq;
1405                 dst.w = src.w * rsq;
1406         }
1407
1408         void ShaderCore::sincos(Vector4f &dst, const Vector4f &src, bool pp)
1409         {
1410                 dst.x = cosine_pi(src.x, pp);
1411                 dst.y = sine_pi(src.x, pp);
1412         }
1413
1414         void ShaderCore::cos(Vector4f &dst, const Vector4f &src, bool pp)
1415         {
1416                 dst.x = cosine(src.x, pp);
1417                 dst.y = cosine(src.y, pp);
1418                 dst.z = cosine(src.z, pp);
1419                 dst.w = cosine(src.w, pp);
1420         }
1421
1422         void ShaderCore::sin(Vector4f &dst, const Vector4f &src, bool pp)
1423         {
1424                 dst.x = sine(src.x, pp);
1425                 dst.y = sine(src.y, pp);
1426                 dst.z = sine(src.z, pp);
1427                 dst.w = sine(src.w, pp);
1428         }
1429
1430         void ShaderCore::tan(Vector4f &dst, const Vector4f &src, bool pp)
1431         {
1432                 dst.x = tangent(src.x, pp);
1433                 dst.y = tangent(src.y, pp);
1434                 dst.z = tangent(src.z, pp);
1435                 dst.w = tangent(src.w, pp);
1436         }
1437
1438         void ShaderCore::acos(Vector4f &dst, const Vector4f &src, bool pp)
1439         {
1440                 dst.x = arccos(src.x, pp);
1441                 dst.y = arccos(src.y, pp);
1442                 dst.z = arccos(src.z, pp);
1443                 dst.w = arccos(src.w, pp);
1444         }
1445
1446         void ShaderCore::asin(Vector4f &dst, const Vector4f &src, bool pp)
1447         {
1448                 dst.x = arcsin(src.x, pp);
1449                 dst.y = arcsin(src.y, pp);
1450                 dst.z = arcsin(src.z, pp);
1451                 dst.w = arcsin(src.w, pp);
1452         }
1453
1454         void ShaderCore::atan(Vector4f &dst, const Vector4f &src, bool pp)
1455         {
1456                 dst.x = arctan(src.x, pp);
1457                 dst.y = arctan(src.y, pp);
1458                 dst.z = arctan(src.z, pp);
1459                 dst.w = arctan(src.w, pp);
1460         }
1461
1462         void ShaderCore::atan2(Vector4f &dst, const Vector4f &src0, const Vector4f &src1, bool pp)
1463         {
1464                 dst.x = arctan(src0.x, src1.x, pp);
1465                 dst.y = arctan(src0.y, src1.y, pp);
1466                 dst.z = arctan(src0.z, src1.z, pp);
1467                 dst.w = arctan(src0.w, src1.w, pp);
1468         }
1469
1470         void ShaderCore::cosh(Vector4f &dst, const Vector4f &src, bool pp)
1471         {
1472                 dst.x = cosineh(src.x, pp);
1473                 dst.y = cosineh(src.y, pp);
1474                 dst.z = cosineh(src.z, pp);
1475                 dst.w = cosineh(src.w, pp);
1476         }
1477
1478         void ShaderCore::sinh(Vector4f &dst, const Vector4f &src, bool pp)
1479         {
1480                 dst.x = sineh(src.x, pp);
1481                 dst.y = sineh(src.y, pp);
1482                 dst.z = sineh(src.z, pp);
1483                 dst.w = sineh(src.w, pp);
1484         }
1485
1486         void ShaderCore::tanh(Vector4f &dst, const Vector4f &src, bool pp)
1487         {
1488                 dst.x = tangenth(src.x, pp);
1489                 dst.y = tangenth(src.y, pp);
1490                 dst.z = tangenth(src.z, pp);
1491                 dst.w = tangenth(src.w, pp);
1492         }
1493
1494         void ShaderCore::acosh(Vector4f &dst, const Vector4f &src, bool pp)
1495         {
1496                 dst.x = arccosh(src.x, pp);
1497                 dst.y = arccosh(src.y, pp);
1498                 dst.z = arccosh(src.z, pp);
1499                 dst.w = arccosh(src.w, pp);
1500         }
1501
1502         void ShaderCore::asinh(Vector4f &dst, const Vector4f &src, bool pp)
1503         {
1504                 dst.x = arcsinh(src.x, pp);
1505                 dst.y = arcsinh(src.y, pp);
1506                 dst.z = arcsinh(src.z, pp);
1507                 dst.w = arcsinh(src.w, pp);
1508         }
1509
1510         void ShaderCore::atanh(Vector4f &dst, const Vector4f &src, bool pp)
1511         {
1512                 dst.x = arctanh(src.x, pp);
1513                 dst.y = arctanh(src.y, pp);
1514                 dst.z = arctanh(src.z, pp);
1515                 dst.w = arctanh(src.w, pp);
1516         }
1517
1518         void ShaderCore::expp(Vector4f &dst, const Vector4f &src, unsigned short version)
1519         {
1520                 if(version < 0x0200)
1521                 {
1522                         Float4 frc = Frac(src.x);
1523                         Float4 floor = src.x - frc;
1524
1525                         dst.x = exponential2(floor, true);
1526                         dst.y = frc;
1527                         dst.z = exponential2(src.x, true);
1528                         dst.w = Float4(1.0f);
1529                 }
1530                 else   // Version >= 2.0
1531                 {
1532                         exp2x(dst, src, true);   // FIXME: 10-bit precision suffices
1533                 }
1534         }
1535
1536         void ShaderCore::logp(Vector4f &dst, const Vector4f &src, unsigned short version)
1537         {
1538                 if(version < 0x0200)
1539                 {
1540                         Float4 tmp0;
1541                         Float4 tmp1;
1542                         Float4 t;
1543                         Int4 r;
1544
1545                         tmp0 = Abs(src.x);
1546                         tmp1 = tmp0;
1547
1548                         // X component
1549                         r = As<Int4>(As<UInt4>(tmp0) >> 23) - Int4(127);
1550                         dst.x = Float4(r);
1551
1552                         // Y component
1553                         dst.y = As<Float4>((As<Int4>(tmp1) & Int4(0x007FFFFF)) | As<Int4>(Float4(1.0f)));
1554
1555                         // Z component
1556                         dst.z = logarithm2(src.x, true, true);
1557
1558                         // W component
1559                         dst.w = 1.0f;
1560                 }
1561                 else
1562                 {
1563                         log2x(dst, src, true);
1564                 }
1565         }
1566
1567         void ShaderCore::cmp0(Vector4f &dst, const Vector4f &src0, const Vector4f &src1, const Vector4f &src2)
1568         {
1569                 cmp0(dst.x, src0.x, src1.x, src2.x);
1570                 cmp0(dst.y, src0.y, src1.y, src2.y);
1571                 cmp0(dst.z, src0.z, src1.z, src2.z);
1572                 cmp0(dst.w, src0.w, src1.w, src2.w);
1573         }
1574
1575         void ShaderCore::select(Vector4f &dst, const Vector4f &src0, const Vector4f &src1, const Vector4f &src2)
1576         {
1577                 select(dst.x, As<Int4>(src0.x), src1.x, src2.x);
1578                 select(dst.y, As<Int4>(src0.y), src1.y, src2.y);
1579                 select(dst.z, As<Int4>(src0.z), src1.z, src2.z);
1580                 select(dst.w, As<Int4>(src0.w), src1.w, src2.w);
1581         }
1582
1583         void ShaderCore::extract(Float4 &dst, const Vector4f &src0, const Float4 &src1)
1584         {
1585                 select(dst, CmpEQ(As<Int4>(src1), Int4(1)), src0.y, src0.x);
1586                 select(dst, CmpEQ(As<Int4>(src1), Int4(2)), src0.z, dst);
1587                 select(dst, CmpEQ(As<Int4>(src1), Int4(3)), src0.w, dst);
1588         }
1589
1590         void ShaderCore::insert(Vector4f &dst, const Vector4f &src, const Float4 &element, const Float4 &index)
1591         {
1592                 select(dst.x, CmpEQ(As<Int4>(index), Int4(0)), element, src.x);
1593                 select(dst.y, CmpEQ(As<Int4>(index), Int4(1)), element, src.y);
1594                 select(dst.z, CmpEQ(As<Int4>(index), Int4(2)), element, src.z);
1595                 select(dst.w, CmpEQ(As<Int4>(index), Int4(3)), element, src.w);
1596         }
1597
1598         void ShaderCore::sgn(Float4 &dst, const Float4 &src)
1599         {
1600                 Int4 neg = As<Int4>(CmpLT(src, Float4(-0.0f))) & As<Int4>(Float4(-1.0f));
1601                 Int4 pos = As<Int4>(CmpNLE(src, Float4(+0.0f))) & As<Int4>(Float4(1.0f));
1602                 dst = As<Float4>(neg | pos);
1603         }
1604
1605         void ShaderCore::isgn(Float4 &dst, const Float4 &src)
1606         {
1607                 Int4 neg = CmpLT(As<Int4>(src), Int4(0)) & Int4(-1);
1608                 Int4 pos = CmpNLE(As<Int4>(src), Int4(0)) & Int4(1);
1609                 dst = As<Float4>(neg | pos);
1610         }
1611
1612         void ShaderCore::cmp0(Float4 &dst, const Float4 &src0, const Float4 &src1, const Float4 &src2)
1613         {
1614                 Int4 pos = CmpLE(Float4(0.0f), src0);
1615                 select(dst, pos, src1, src2);
1616         }
1617
1618         void ShaderCore::cmp0i(Float4 &dst, const Float4 &src0, const Float4 &src1, const Float4 &src2)
1619         {
1620                 Int4 pos = CmpEQ(Int4(0), As<Int4>(src0));
1621                 select(dst, pos, src1, src2);
1622         }
1623
1624         void ShaderCore::select(Float4 &dst, RValue<Int4> src0, const Float4 &src1, const Float4 &src2)
1625         {
1626                 // FIXME: LLVM vector select
1627                 dst = As<Float4>((src0 & As<Int4>(src1)) | (~src0 & As<Int4>(src2)));
1628         }
1629
1630         void ShaderCore::cmp(Vector4f &dst, const Vector4f &src0, const Vector4f &src1, Control control)
1631         {
1632                 switch(control)
1633                 {
1634                 case Shader::CONTROL_GT:
1635                         dst.x = As<Float4>(CmpNLE(src0.x, src1.x));
1636                         dst.y = As<Float4>(CmpNLE(src0.y, src1.y));
1637                         dst.z = As<Float4>(CmpNLE(src0.z, src1.z));
1638                         dst.w = As<Float4>(CmpNLE(src0.w, src1.w));
1639                         break;
1640                 case Shader::CONTROL_EQ:
1641                         dst.x = As<Float4>(CmpEQ(src0.x, src1.x));
1642                         dst.y = As<Float4>(CmpEQ(src0.y, src1.y));
1643                         dst.z = As<Float4>(CmpEQ(src0.z, src1.z));
1644                         dst.w = As<Float4>(CmpEQ(src0.w, src1.w));
1645                         break;
1646                 case Shader::CONTROL_GE:
1647                         dst.x = As<Float4>(CmpNLT(src0.x, src1.x));
1648                         dst.y = As<Float4>(CmpNLT(src0.y, src1.y));
1649                         dst.z = As<Float4>(CmpNLT(src0.z, src1.z));
1650                         dst.w = As<Float4>(CmpNLT(src0.w, src1.w));
1651                         break;
1652                 case Shader::CONTROL_LT:
1653                         dst.x = As<Float4>(CmpLT(src0.x, src1.x));
1654                         dst.y = As<Float4>(CmpLT(src0.y, src1.y));
1655                         dst.z = As<Float4>(CmpLT(src0.z, src1.z));
1656                         dst.w = As<Float4>(CmpLT(src0.w, src1.w));
1657                         break;
1658                 case Shader::CONTROL_NE:
1659                         dst.x = As<Float4>(CmpNEQ(src0.x, src1.x));
1660                         dst.y = As<Float4>(CmpNEQ(src0.y, src1.y));
1661                         dst.z = As<Float4>(CmpNEQ(src0.z, src1.z));
1662                         dst.w = As<Float4>(CmpNEQ(src0.w, src1.w));
1663                         break;
1664                 case Shader::CONTROL_LE:
1665                         dst.x = As<Float4>(CmpLE(src0.x, src1.x));
1666                         dst.y = As<Float4>(CmpLE(src0.y, src1.y));
1667                         dst.z = As<Float4>(CmpLE(src0.z, src1.z));
1668                         dst.w = As<Float4>(CmpLE(src0.w, src1.w));
1669                         break;
1670                 default:
1671                         ASSERT(false);
1672                 }
1673         }
1674
1675         void ShaderCore::icmp(Vector4f &dst, const Vector4f &src0, const Vector4f &src1, Control control)
1676         {
1677                 switch(control)
1678                 {
1679                 case Shader::CONTROL_GT:
1680                         dst.x = As<Float4>(CmpNLE(As<Int4>(src0.x), As<Int4>(src1.x)));
1681                         dst.y = As<Float4>(CmpNLE(As<Int4>(src0.y), As<Int4>(src1.y)));
1682                         dst.z = As<Float4>(CmpNLE(As<Int4>(src0.z), As<Int4>(src1.z)));
1683                         dst.w = As<Float4>(CmpNLE(As<Int4>(src0.w), As<Int4>(src1.w)));
1684                         break;
1685                 case Shader::CONTROL_EQ:
1686                         dst.x = As<Float4>(CmpEQ(As<Int4>(src0.x), As<Int4>(src1.x)));
1687                         dst.y = As<Float4>(CmpEQ(As<Int4>(src0.y), As<Int4>(src1.y)));
1688                         dst.z = As<Float4>(CmpEQ(As<Int4>(src0.z), As<Int4>(src1.z)));
1689                         dst.w = As<Float4>(CmpEQ(As<Int4>(src0.w), As<Int4>(src1.w)));
1690                         break;
1691                 case Shader::CONTROL_GE:
1692                         dst.x = As<Float4>(CmpNLT(As<Int4>(src0.x), As<Int4>(src1.x)));
1693                         dst.y = As<Float4>(CmpNLT(As<Int4>(src0.y), As<Int4>(src1.y)));
1694                         dst.z = As<Float4>(CmpNLT(As<Int4>(src0.z), As<Int4>(src1.z)));
1695                         dst.w = As<Float4>(CmpNLT(As<Int4>(src0.w), As<Int4>(src1.w)));
1696                         break;
1697                 case Shader::CONTROL_LT:
1698                         dst.x = As<Float4>(CmpLT(As<Int4>(src0.x), As<Int4>(src1.x)));
1699                         dst.y = As<Float4>(CmpLT(As<Int4>(src0.y), As<Int4>(src1.y)));
1700                         dst.z = As<Float4>(CmpLT(As<Int4>(src0.z), As<Int4>(src1.z)));
1701                         dst.w = As<Float4>(CmpLT(As<Int4>(src0.w), As<Int4>(src1.w)));
1702                         break;
1703                 case Shader::CONTROL_NE:
1704                         dst.x = As<Float4>(CmpNEQ(As<Int4>(src0.x), As<Int4>(src1.x)));
1705                         dst.y = As<Float4>(CmpNEQ(As<Int4>(src0.y), As<Int4>(src1.y)));
1706                         dst.z = As<Float4>(CmpNEQ(As<Int4>(src0.z), As<Int4>(src1.z)));
1707                         dst.w = As<Float4>(CmpNEQ(As<Int4>(src0.w), As<Int4>(src1.w)));
1708                         break;
1709                 case Shader::CONTROL_LE:
1710                         dst.x = As<Float4>(CmpLE(As<Int4>(src0.x), As<Int4>(src1.x)));
1711                         dst.y = As<Float4>(CmpLE(As<Int4>(src0.y), As<Int4>(src1.y)));
1712                         dst.z = As<Float4>(CmpLE(As<Int4>(src0.z), As<Int4>(src1.z)));
1713                         dst.w = As<Float4>(CmpLE(As<Int4>(src0.w), As<Int4>(src1.w)));
1714                         break;
1715                 default:
1716                         ASSERT(false);
1717                 }
1718         }
1719
1720         void ShaderCore::ucmp(Vector4f &dst, const Vector4f &src0, const Vector4f &src1, Control control)
1721         {
1722                 switch(control)
1723                 {
1724                 case Shader::CONTROL_GT:
1725                         dst.x = As<Float4>(CmpNLE(As<UInt4>(src0.x), As<UInt4>(src1.x)));
1726                         dst.y = As<Float4>(CmpNLE(As<UInt4>(src0.y), As<UInt4>(src1.y)));
1727                         dst.z = As<Float4>(CmpNLE(As<UInt4>(src0.z), As<UInt4>(src1.z)));
1728                         dst.w = As<Float4>(CmpNLE(As<UInt4>(src0.w), As<UInt4>(src1.w)));
1729                         break;
1730                 case Shader::CONTROL_EQ:
1731                         dst.x = As<Float4>(CmpEQ(As<UInt4>(src0.x), As<UInt4>(src1.x)));
1732                         dst.y = As<Float4>(CmpEQ(As<UInt4>(src0.y), As<UInt4>(src1.y)));
1733                         dst.z = As<Float4>(CmpEQ(As<UInt4>(src0.z), As<UInt4>(src1.z)));
1734                         dst.w = As<Float4>(CmpEQ(As<UInt4>(src0.w), As<UInt4>(src1.w)));
1735                         break;
1736                 case Shader::CONTROL_GE:
1737                         dst.x = As<Float4>(CmpNLT(As<UInt4>(src0.x), As<UInt4>(src1.x)));
1738                         dst.y = As<Float4>(CmpNLT(As<UInt4>(src0.y), As<UInt4>(src1.y)));
1739                         dst.z = As<Float4>(CmpNLT(As<UInt4>(src0.z), As<UInt4>(src1.z)));
1740                         dst.w = As<Float4>(CmpNLT(As<UInt4>(src0.w), As<UInt4>(src1.w)));
1741                         break;
1742                 case Shader::CONTROL_LT:
1743                         dst.x = As<Float4>(CmpLT(As<UInt4>(src0.x), As<UInt4>(src1.x)));
1744                         dst.y = As<Float4>(CmpLT(As<UInt4>(src0.y), As<UInt4>(src1.y)));
1745                         dst.z = As<Float4>(CmpLT(As<UInt4>(src0.z), As<UInt4>(src1.z)));
1746                         dst.w = As<Float4>(CmpLT(As<UInt4>(src0.w), As<UInt4>(src1.w)));
1747                         break;
1748                 case Shader::CONTROL_NE:
1749                         dst.x = As<Float4>(CmpNEQ(As<UInt4>(src0.x), As<UInt4>(src1.x)));
1750                         dst.y = As<Float4>(CmpNEQ(As<UInt4>(src0.y), As<UInt4>(src1.y)));
1751                         dst.z = As<Float4>(CmpNEQ(As<UInt4>(src0.z), As<UInt4>(src1.z)));
1752                         dst.w = As<Float4>(CmpNEQ(As<UInt4>(src0.w), As<UInt4>(src1.w)));
1753                         break;
1754                 case Shader::CONTROL_LE:
1755                         dst.x = As<Float4>(CmpLE(As<UInt4>(src0.x), As<UInt4>(src1.x)));
1756                         dst.y = As<Float4>(CmpLE(As<UInt4>(src0.y), As<UInt4>(src1.y)));
1757                         dst.z = As<Float4>(CmpLE(As<UInt4>(src0.z), As<UInt4>(src1.z)));
1758                         dst.w = As<Float4>(CmpLE(As<UInt4>(src0.w), As<UInt4>(src1.w)));
1759                         break;
1760                 default:
1761                         ASSERT(false);
1762                 }
1763         }
1764
1765         void ShaderCore::all(Float4 &dst, const Vector4f &src)
1766         {
1767                 dst = As<Float4>(As<Int4>(src.x) & As<Int4>(src.y) & As<Int4>(src.z) & As<Int4>(src.w));
1768         }
1769
1770         void ShaderCore::any(Float4 &dst, const Vector4f &src)
1771         {
1772                 dst = As<Float4>(As<Int4>(src.x) | As<Int4>(src.y) | As<Int4>(src.z) | As<Int4>(src.w));
1773         }
1774
1775         void ShaderCore::bitwise_not(Vector4f &dst, const Vector4f &src)
1776         {
1777                 dst.x = As<Float4>(As<Int4>(src.x) ^ Int4(0xFFFFFFFF));
1778                 dst.y = As<Float4>(As<Int4>(src.y) ^ Int4(0xFFFFFFFF));
1779                 dst.z = As<Float4>(As<Int4>(src.z) ^ Int4(0xFFFFFFFF));
1780                 dst.w = As<Float4>(As<Int4>(src.w) ^ Int4(0xFFFFFFFF));
1781         }
1782
1783         void ShaderCore::bitwise_or(Vector4f &dst, const Vector4f &src0, const Vector4f &src1)
1784         {
1785                 dst.x = As<Float4>(As<Int4>(src0.x) | As<Int4>(src1.x));
1786                 dst.y = As<Float4>(As<Int4>(src0.y) | As<Int4>(src1.y));
1787                 dst.z = As<Float4>(As<Int4>(src0.z) | As<Int4>(src1.z));
1788                 dst.w = As<Float4>(As<Int4>(src0.w) | As<Int4>(src1.w));
1789         }
1790
1791         void ShaderCore::bitwise_xor(Vector4f &dst, const Vector4f &src0, const Vector4f &src1)
1792         {
1793                 dst.x = As<Float4>(As<Int4>(src0.x) ^ As<Int4>(src1.x));
1794                 dst.y = As<Float4>(As<Int4>(src0.y) ^ As<Int4>(src1.y));
1795                 dst.z = As<Float4>(As<Int4>(src0.z) ^ As<Int4>(src1.z));
1796                 dst.w = As<Float4>(As<Int4>(src0.w) ^ As<Int4>(src1.w));
1797         }
1798
1799         void ShaderCore::bitwise_and(Vector4f &dst, const Vector4f &src0, const Vector4f &src1)
1800         {
1801                 dst.x = As<Float4>(As<Int4>(src0.x) & As<Int4>(src1.x));
1802                 dst.y = As<Float4>(As<Int4>(src0.y) & As<Int4>(src1.y));
1803                 dst.z = As<Float4>(As<Int4>(src0.z) & As<Int4>(src1.z));
1804                 dst.w = As<Float4>(As<Int4>(src0.w) & As<Int4>(src1.w));
1805         }
1806
1807         void ShaderCore::equal(Vector4f &dst, const Vector4f &src0, const Vector4f &src1)
1808         {
1809                 dst.x = As<Float4>(CmpEQ(As<UInt4>(src0.x), As<UInt4>(src1.x)) &
1810                                    CmpEQ(As<UInt4>(src0.y), As<UInt4>(src1.y)) &
1811                                    CmpEQ(As<UInt4>(src0.z), As<UInt4>(src1.z)) &
1812                                    CmpEQ(As<UInt4>(src0.w), As<UInt4>(src1.w)));
1813                 dst.y = dst.x;
1814                 dst.z = dst.x;
1815                 dst.w = dst.x;
1816         }
1817
1818         void ShaderCore::notEqual(Vector4f &dst, const Vector4f &src0, const Vector4f &src1)
1819         {
1820                 dst.x = As<Float4>(CmpNEQ(As<UInt4>(src0.x), As<UInt4>(src1.x)) |
1821                                    CmpNEQ(As<UInt4>(src0.y), As<UInt4>(src1.y)) |
1822                                    CmpNEQ(As<UInt4>(src0.z), As<UInt4>(src1.z)) |
1823                                    CmpNEQ(As<UInt4>(src0.w), As<UInt4>(src1.w)));
1824                 dst.y = dst.x;
1825                 dst.z = dst.x;
1826                 dst.w = dst.x;
1827         }
1828 }