summaryrefslogtreecommitdiffstats
path: root/chromium/third_party/glslang/src/Test/hlsl.intrinsics.vert
blob: cab79a83490cf0bf0af7d07103eb306c05851312 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
float VertexShaderFunction(float inF0, float inF1, float inF2)
{
    all(inF0);
    abs(inF0);
    acos(inF0);
    any(inF0);
    asin(inF0);
    atan(inF0);
    atan2(inF0, inF1);
    ceil(inF0);
    clamp(inF0, inF1, inF2);
    cos(inF0);
    cosh(inF0);
    countbits(7);
    degrees(inF0);
    // EvaluateAttributeAtCentroid(inF0);
    // EvaluateAttributeAtSample(inF0, 0);
    // TODO: EvaluateAttributeSnapped(inF0, int2(1,2));
    exp(inF0);
    exp2(inF0);
    firstbithigh(7);
    firstbitlow(7);
    floor(inF0);
    // TODO: fma(inD0, inD1, inD2);
    fmod(inF0, inF1);
    frac(inF0);
    frexp(inF0, inF1);
    fwidth(inF0);
    isinf(inF0);
    isnan(inF0);
    ldexp(inF0, inF1);
    log(inF0);
    log10(inF0);
    log2(inF0);
    max(inF0, inF1);
    min(inF0, inF1);
    // TODO: mul(inF0, inF1);
    pow(inF0, inF1);
    radians(inF0);
    reversebits(2);
    round(inF0);
    rsqrt(inF0);
    saturate(inF0);
    sign(inF0);
    sin(inF0);
    sincos(inF0, inF1, inF2);
    sinh(inF0);
    smoothstep(inF0, inF1, inF2);
    sqrt(inF0);
    step(inF0, inF1);
    tan(inF0);
    tanh(inF0);
    // TODO: sampler intrinsics, when we can declare the types.
    trunc(inF0);

    return 0.0;
}

float1 VertexShaderFunction(float1 inF0, float1 inF1, float1 inF2)
{
    // TODO: ... add when float1 prototypes are generated
    return 0.0;
}

float2 VertexShaderFunction(float2 inF0, float2 inF1, float2 inF2)
{
    all(inF0);
    abs(inF0);
    acos(inF0);
    any(inF0);
    asin(inF0);
    atan(inF0);
    atan2(inF0, inF1);
    ceil(inF0);
    clamp(inF0, inF1, inF2);
    cos(inF0);
    cosh(inF0);
    countbits(int2(7,3));
    degrees(inF0);
    distance(inF0, inF1);
    dot(inF0, inF1);
    // EvaluateAttributeAtCentroid(inF0);
    // EvaluateAttributeAtSample(inF0, 0);
    // TODO: EvaluateAttributeSnapped(inF0, int2(1,2));
    exp(inF0);
    exp2(inF0);
    faceforward(inF0, inF1, inF2);
    firstbithigh(7);
    firstbitlow(7);
    floor(inF0);
    // TODO: fma(inD0, inD1, inD2);
    fmod(inF0, inF1);
    frac(inF0);
    frexp(inF0, inF1);
    fwidth(inF0);
    isinf(inF0);
    isnan(inF0);
    ldexp(inF0, inF1);
    length(inF0);
    log(inF0);
    log10(inF0);
    log2(inF0);
    max(inF0, inF1);
    min(inF0, inF1);
    // TODO: mul(inF0, inF1);
    normalize(inF0);
    pow(inF0, inF1);
    radians(inF0);
    reflect(inF0, inF1);
    refract(inF0, inF1, 2.0);
    reversebits(int2(1,2));
    round(inF0);
    rsqrt(inF0);
    saturate(inF0);
    sign(inF0);
    sin(inF0);
    sincos(inF0, inF1, inF2);
    sinh(inF0);
    smoothstep(inF0, inF1, inF2);
    sqrt(inF0);
    step(inF0, inF1);
    tan(inF0);
    tanh(inF0);
    // TODO: sampler intrinsics, when we can declare the types.
    trunc(inF0);

    // TODO: ... add when float1 prototypes are generated
    return float2(1,2);
}

float3 VertexShaderFunction(float3 inF0, float3 inF1, float3 inF2)
{
    all(inF0);
    abs(inF0);
    acos(inF0);
    any(inF0);
    asin(inF0);
    atan(inF0);
    atan2(inF0, inF1);
    ceil(inF0);
    clamp(inF0, inF1, inF2);
    cos(inF0);
    cosh(inF0);
    countbits(int3(7,3,5));
    cross(inF0, inF1);
    degrees(inF0);
    distance(inF0, inF1);
    dot(inF0, inF1);
    // EvaluateAttributeAtCentroid(inF0);
    // EvaluateAttributeAtSample(inF0, 0);
    // TODO: EvaluateAttributeSnapped(inF0, int2(1,2));
    exp(inF0);
    exp2(inF0);
    faceforward(inF0, inF1, inF2);
    firstbithigh(7);
    firstbitlow(7);
    floor(inF0);
    // TODO: fma(inD0, inD1, inD2);
    fmod(inF0, inF1);
    frac(inF0);
    frexp(inF0, inF1);
    fwidth(inF0);
    isinf(inF0);
    isnan(inF0);
    ldexp(inF0, inF1);
    length(inF0);
    log(inF0);
    log10(inF0);
    log2(inF0);
    max(inF0, inF1);
    min(inF0, inF1);
    // TODO: mul(inF0, inF1);
    normalize(inF0);
    pow(inF0, inF1);
    radians(inF0);
    reflect(inF0, inF1);
    refract(inF0, inF1, 2.0);
    reversebits(int3(1,2,3));
    round(inF0);
    rsqrt(inF0);
    saturate(inF0);
    sign(inF0);
    sin(inF0);
    sincos(inF0, inF1, inF2);
    sinh(inF0);
    smoothstep(inF0, inF1, inF2);
    sqrt(inF0);
    step(inF0, inF1);
    tan(inF0);
    tanh(inF0);
    // TODO: sampler intrinsics, when we can declare the types.
    trunc(inF0);

    // TODO: ... add when float1 prototypes are generated
    return float3(1,2,3);
}

float4 VertexShaderFunction(float4 inF0, float4 inF1, float4 inF2)
{
    all(inF0);
    abs(inF0);
    acos(inF0);
    any(inF0);
    asin(inF0);
    atan(inF0);
    atan2(inF0, inF1);
    ceil(inF0);
    clamp(inF0, inF1, inF2);
    cos(inF0);
    cosh(inF0);
    countbits(int4(7,3,5,2));
    degrees(inF0);
    distance(inF0, inF1);
    dot(inF0, inF1);
    dst(inF0, inF1);
    // EvaluateAttributeAtCentroid(inF0);
    // EvaluateAttributeAtSample(inF0, 0);
    // TODO: EvaluateAttributeSnapped(inF0, int2(1,2));
    exp(inF0);
    exp2(inF0);
    faceforward(inF0, inF1, inF2);
    firstbithigh(7);
    firstbitlow(7);
    floor(inF0);
    // TODO: fma(inD0, inD1, inD2);
    fmod(inF0, inF1);
    frac(inF0);
    frexp(inF0, inF1);
    fwidth(inF0);
    isinf(inF0);
    isnan(inF0);
    ldexp(inF0, inF1);
    length(inF0);
    log(inF0);
    log10(inF0);
    log2(inF0);
    max(inF0, inF1);
    min(inF0, inF1);
    // TODO: mul(inF0, inF1);
    normalize(inF0);
    pow(inF0, inF1);
    radians(inF0);
    reflect(inF0, inF1);
    refract(inF0, inF1, 2.0);
    reversebits(int4(1,2,3,4));
    round(inF0);
    rsqrt(inF0);
    saturate(inF0);
    sign(inF0);
    sin(inF0);
    sincos(inF0, inF1, inF2);
    sinh(inF0);
    smoothstep(inF0, inF1, inF2);
    sqrt(inF0);
    step(inF0, inF1);
    tan(inF0);
    tanh(inF0);
    // TODO: sampler intrinsics, when we can declare the types.
    trunc(inF0);

    // TODO: ... add when float1 prototypes are generated
    return float4(1,2,3,4);
}

// TODO: FXC doesn't accept this with (), but glslang doesn't accept it without.
#define MATFNS() \
    all(inF0); \
    abs(inF0); \
    acos(inF0); \
    any(inF0); \
    asin(inF0); \
    atan(inF0); \
    atan2(inF0, inF1); \
    ceil(inF0); \
    clamp(inF0, inF1, inF2); \
    cos(inF0); \
    cosh(inF0); \
    degrees(inF0); \
    determinant(inF0); \
    exp(inF0); \
    exp2(inF0); \
    firstbithigh(7); \
    firstbitlow(7); \
    floor(inF0); \
    fmod(inF0, inF1); \
    frac(inF0); \
    frexp(inF0, inF1); \
    fwidth(inF0); \
    ldexp(inF0, inF1); \
    log(inF0); \
    log10(inF0); \
    log2(inF0); \
    max(inF0, inF1); \
    min(inF0, inF1); \
    pow(inF0, inF1); \
    radians(inF0); \
    round(inF0); \
    rsqrt(inF0); \
    saturate(inF0); \
    sign(inF0); \
    sin(inF0); \
    sincos(inF0, inF1, inF2); \
    sinh(inF0); \
    smoothstep(inF0, inF1, inF2); \
    sqrt(inF0); \
    step(inF0, inF1); \
    tan(inF0); \
    tanh(inF0); \
    transpose(inF0); \
    trunc(inF0);

// TODO: turn on non-square matrix tests when protos are available.

float2x2 VertexShaderFunction(float2x2 inF0, float2x2 inF1, float2x2 inF2)
{
    // TODO: FXC doesn't accept this with (), but glslang doesn't accept it without.
    MATFNS();

    // TODO: ... add when float1 prototypes are generated
    return float2x2(2,2,2,2);
}

float3x3 VertexShaderFunction(float3x3 inF0, float3x3 inF1, float3x3 inF2)
{
    // TODO: FXC doesn't accept this with (), but glslang doesn't accept it without.
    MATFNS();

    // TODO: ... add when float1 prototypes are generated
    return float3x3(3,3,3,3,3,3,3,3,3);
}

float4x4 VertexShaderFunction(float4x4 inF0, float4x4 inF1, float4x4 inF2)
{
    // TODO: FXC doesn't accept this with (), but glslang doesn't accept it without.
    MATFNS();

    // TODO: ... add when float1 prototypes are generated
    return float4x4(4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4);
}

#define TESTGENMUL(ST, VT, MT) \
    ST r0 = mul(inF0,  inF1);  \
    VT r1 = mul(inFV0, inF0);  \
    VT r2 = mul(inF0,  inFV0); \
    ST r3 = mul(inFV0, inFV1); \
    VT r4 = mul(inFM0, inFV0); \
    VT r5 = mul(inFV0, inFM0); \
    MT r6 = mul(inFM0, inF0);  \
    MT r7 = mul(inF0, inFM0);  \
    MT r8 = mul(inFM0, inFM1);


void TestGenMul(float inF0, float inF1,
                float2 inFV0, float2 inFV1,
                float2x2 inFM0, float2x2 inFM1)
{
    TESTGENMUL(float, float2, float2x2);
}

void TestGenMul(float inF0, float inF1,
                float3 inFV0, float3 inFV1,
                float3x3 inFM0, float3x3 inFM1)
{
    TESTGENMUL(float, float3, float3x3);
}

void TestGenMul(float inF0, float inF1,
                float4 inFV0, float4 inFV1,
                float4x4 inFM0, float4x4 inFM1)
{
    TESTGENMUL(float, float4, float4x4);
}