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external
swiftshader
src
Shader
ShaderCore.cpp
// Copyright 2016 The SwiftShader Authors. All Rights Reserved. // // Licensed under the Apache License, Version 2.0 (the "License"); // you may not use this file except in compliance with the License. // You may obtain a copy of the License at // // http://www.apache.org/licenses/LICENSE-2.0 // // Unless required by applicable law or agreed to in writing, software // distributed under the License is distributed on an "AS IS" BASIS, // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. // See the License for the specific language governing permissions and // limitations under the License. #include "ShaderCore.hpp" #include "Renderer/Renderer.hpp" #include "Common/Debug.hpp" #include
namespace sw { extern TranscendentalPrecision logPrecision; extern TranscendentalPrecision expPrecision; extern TranscendentalPrecision rcpPrecision; extern TranscendentalPrecision rsqPrecision; Vector4s::Vector4s() { } Vector4s::Vector4s(unsigned short x, unsigned short y, unsigned short z, unsigned short w) { this->x = Short4(x); this->y = Short4(y); this->z = Short4(z); this->w = Short4(w); } Vector4s::Vector4s(const Vector4s &rhs) { x = rhs.x; y = rhs.y; z = rhs.z; w = rhs.w; } Vector4s &Vector4s::operator=(const Vector4s &rhs) { x = rhs.x; y = rhs.y; z = rhs.z; w = rhs.w; return *this; } Short4 &Vector4s::operator[](int i) { switch(i) { case 0: return x; case 1: return y; case 2: return z; case 3: return w; } return x; } Vector4i::Vector4i() { } Vector4i::Vector4i(int x, int y, int z, int w) { this->x = Int4(x); this->y = Int4(y); this->z = Int4(z); this->w = Int4(w); } Vector4i::Vector4i(const Vector4i &rhs) { x = rhs.x; y = rhs.y; z = rhs.z; w = rhs.w; } Vector4i &Vector4i::operator=(const Vector4i &rhs) { x = rhs.x; y = rhs.y; z = rhs.z; w = rhs.w; return *this; } Int4 &Vector4i::operator[](int i) { switch(i) { case 0: return x; case 1: return y; case 2: return z; case 3: return w; } return x; } Vector4u::Vector4u() { } Vector4u::Vector4u(unsigned int x, unsigned int y, unsigned int z, unsigned int w) { this->x = UInt4(x); this->y = UInt4(y); this->z = UInt4(z); this->w = UInt4(w); } Vector4u::Vector4u(const Vector4u &rhs) { x = rhs.x; y = rhs.y; z = rhs.z; w = rhs.w; } Vector4u &Vector4u::operator=(const Vector4u &rhs) { x = rhs.x; y = rhs.y; z = rhs.z; w = rhs.w; return *this; } UInt4 &Vector4u::operator[](int i) { switch(i) { case 0: return x; case 1: return y; case 2: return z; case 3: return w; } return x; } Vector4f::Vector4f() { } Vector4f::Vector4f(float x, float y, float z, float w) { this->x = Float4(x); this->y = Float4(y); this->z = Float4(z); this->w = Float4(w); } Vector4f::Vector4f(const Vector4f &rhs) { x = rhs.x; y = rhs.y; z = rhs.z; w = rhs.w; } Vector4f &Vector4f::operator=(const Vector4f &rhs) { x = rhs.x; y = rhs.y; z = rhs.z; w = rhs.w; return *this; } Float4 &Vector4f::operator[](int i) { switch(i) { case 0: return x; case 1: return y; case 2: return z; case 3: return w; } return x; } Float4 exponential2(RValue
x, bool pp) { Float4 x0; Float4 x1; Int4 x2; x0 = x; x0 = Min(x0, As
(Int4(0x43010000))); // 129.00000e+0f x0 = Max(x0, As
(Int4(0xC2FDFFFF))); // -126.99999e+0f x1 = x0; x1 -= Float4(0.5f); x2 = RoundInt(x1); x1 = Float4(x2); x2 += Int4(0x0000007F); // 127 x2 = x2 << 23; x0 -= x1; x1 = As
(Int4(0x3AF61905)); // 1.8775767e-3f x1 *= x0; x1 += As
(Int4(0x3C134806)); // 8.9893397e-3f x1 *= x0; x1 += As
(Int4(0x3D64AA23)); // 5.5826318e-2f x1 *= x0; x1 += As
(Int4(0x3E75EAD4)); // 2.4015361e-1f x1 *= x0; x1 += As
(Int4(0x3F31727B)); // 6.9315308e-1f x1 *= x0; x1 += As
(Int4(0x3F7FFFFF)); // 9.9999994e-1f x1 *= As
(x2); return x1; } Float4 logarithm2(RValue
x, bool absolute, bool pp) { Float4 x0; Float4 x1; Float4 x2; Float4 x3; x0 = x; x1 = As
(As
(x0) & Int4(0x7F800000)); x1 = As
(As
(x1) >> 8); x1 = As
(As
(x1) | As
(Float4(1.0f))); x1 = (x1 - Float4(1.4960938f)) * Float4(256.0f); // FIXME: (x1 - 1.4960938f) * 256.0f; x0 = As
((As
(x0) & Int4(0x007FFFFF)) | As
(Float4(1.0f))); x2 = (Float4(9.5428179e-2f) * x0 + Float4(4.7779095e-1f)) * x0 + Float4(1.9782813e-1f); x3 = ((Float4(1.6618466e-2f) * x0 + Float4(2.0350508e-1f)) * x0 + Float4(2.7382900e-1f)) * x0 + Float4(4.0496687e-2f); x2 /= x3; x1 += (x0 - Float4(1.0f)) * x2; return x1; } Float4 exponential(RValue
x, bool pp) { // FIXME: Propagate the constant return exponential2(Float4(1.44269541f) * x, pp); // 1/ln(2) } Float4 logarithm(RValue
x, bool absolute, bool pp) { // FIXME: Propagate the constant return Float4(6.93147181e-1f) * logarithm2(x, absolute, pp); // ln(2) } Float4 power(RValue
x, RValue
y, bool pp) { Float4 log = logarithm2(x, true, pp); log *= y; return exponential2(log, pp); } Float4 reciprocal(RValue
x, bool pp, bool finite, bool exactAtPow2) { Float4 rcp; if(!pp && rcpPrecision >= WHQL) { rcp = Float4(1.0f) / x; } else { rcp = Rcp_pp(x, exactAtPow2); if(!pp) { rcp = (rcp + rcp) - (x * rcp * rcp); } } if(finite) { int big = 0x7F7FFFFF; rcp = Min(rcp, Float4((float&)big)); } return rcp; } Float4 reciprocalSquareRoot(RValue
x, bool absolute, bool pp) { Float4 abs = x; if(absolute) { abs = Abs(abs); } Float4 rsq; if(!pp && rsqPrecision >= IEEE) { rsq = Float4(1.0f) / Sqrt(abs); } else { rsq = RcpSqrt_pp(abs); if(!pp) { rsq = rsq * (Float4(3.0f) - rsq * rsq * abs) * Float4(0.5f); } } int big = 0x7F7FFFFF; rsq = Min(rsq, Float4((float&)big)); return rsq; } Float4 modulo(RValue
x, RValue
y) { return x - y * Floor(x / y); } Float4 sine_pi(RValue
x, bool pp) { const Float4 A = Float4(-4.05284734e-1f); // -4/pi^2 const Float4 B = Float4(1.27323954e+0f); // 4/pi const Float4 C = Float4(7.75160950e-1f); const Float4 D = Float4(2.24839049e-1f); // Parabola approximating sine Float4 sin = x * (Abs(x) * A + B); // Improve precision from 0.06 to 0.001 if(true) { sin = sin * (Abs(sin) * D + C); } return sin; } Float4 cosine_pi(RValue
x, bool pp) { // cos(x) = sin(x + pi/2) Float4 y = x + Float4(1.57079632e+0f); // Wrap around y -= As
(CmpNLT(y, Float4(3.14159265e+0f)) & As
(Float4(6.28318530e+0f))); return sine_pi(y, pp); } Float4 sine(RValue
x, bool pp) { // Reduce to [-0.5, 0.5] range Float4 y = x * Float4(1.59154943e-1f); // 1/2pi y = y - Round(y); const Float4 A = Float4(-16.0f); const Float4 B = Float4(8.0f); const Float4 C = Float4(7.75160950e-1f); const Float4 D = Float4(2.24839049e-1f); // Parabola approximating sine Float4 sin = y * (Abs(y) * A + B); // Improve precision from 0.06 to 0.001 if(true) { sin = sin * (Abs(sin) * D + C); } return sin; } Float4 cosine(RValue
x, bool pp) { // cos(x) = sin(x + pi/2) Float4 y = x + Float4(1.57079632e+0f); return sine(y, pp); } Float4 tangent(RValue
x, bool pp) { return sine(x, pp) / cosine(x, pp); } Float4 arccos(RValue
x, bool pp) { // pi/2 - arcsin(x) return Float4(1.57079632e+0f) - arcsin(x); } Float4 arcsin(RValue
x, bool pp) { // x*(pi/2-sqrt(1-x*x)*pi/5) return x * (Float4(1.57079632e+0f) - Sqrt(Float4(1.0f) - x*x) * Float4(6.28318531e-1f)); } Float4 arctan(RValue
x, bool pp) { Int4 O = CmpNLT(Abs(x), Float4(1.0f)); Float4 y = As
(O & As
(Float4(1.0f) / x) | ~O & As
(x)); // FIXME: Vector select // Approximation of atan in [-1..1] Float4 theta = y * (Float4(-0.27f) * Abs(y) + Float4(1.05539816f)); // +/-pi/2 depending on sign of x Float4 sgnPi_2 = As
(As
(Float4(1.57079632e+0f)) ^ (As
(x) & Int4(0x80000000))); theta = As
(O & As
(sgnPi_2 - theta) | ~O & As
(theta)); // FIXME: Vector select return theta; } Float4 arctan(RValue
y, RValue
x, bool pp) { // Rotate to upper semicircle when in lower semicircle Int4 S = CmpLT(y, Float4(0.0f)); Float4 theta = As
(S & As
(Float4(-3.14159265e+0f))); // -pi Float4 x0 = As
((As
(y) & Int4(0x80000000)) ^ As
(x)); Float4 y0 = Abs(y); // Rotate to right quadrant when in left quadrant Int4 Q = CmpLT(x0, Float4(0.0f)); theta += As
(Q & As
(Float4(1.57079632e+0f))); // pi/2 Float4 x1 = As
(Q & As
(y0) | ~Q & As
(x0)); // FIXME: Vector select Float4 y1 = As
(Q & As
(-x0) | ~Q & As
(y0)); // FIXME: Vector select // Rotate to first octant when in second octant Int4 O = CmpNLT(y1, x1); theta += As
(O & As
(Float4(7.85398163e-1f))); // pi/4 Float4 x2 = As
(O & As
(Float4(7.07106781e-1f) * x1 + Float4(7.07106781e-1f) * y1) | ~O & As
(x1)); // sqrt(2)/2 // FIXME: Vector select Float4 y2 = As
(O & As
(Float4(7.07106781e-1f) * y1 - Float4(7.07106781e-1f) * x1) | ~O & As
(y1)); // FIXME: Vector select // Approximation of atan in [0..1] Float4 y_x = y2 / x2; theta += y_x * (Float4(-0.27f) * y_x + Float4(1.05539816f)); return theta; } Float4 sineh(RValue
x, bool pp) { return (exponential(x, pp) - exponential(-x, pp)) * Float4(0.5f); } Float4 cosineh(RValue
x, bool pp) { return (exponential(x, pp) + exponential(-x, pp)) * Float4(0.5f); } Float4 tangenth(RValue
x, bool pp) { Float4 e_x = exponential(x, pp); Float4 e_minus_x = exponential(-x, pp); return (e_x - e_minus_x) / (e_x + e_minus_x); } Float4 arccosh(RValue
x, bool pp) { return logarithm(x + Sqrt(x + Float4(1.0f)) * Sqrt(x - Float4(1.0f)), pp); } Float4 arcsinh(RValue
x, bool pp) { return logarithm(x + Sqrt(x * x + Float4(1.0f)), pp); } Float4 arctanh(RValue
x, bool pp) { return logarithm((Float4(1.0f) + x) / (Float4(1.0f) - x), pp) * Float4(0.5f); } Float4 dot2(const Vector4f &v0, const Vector4f &v1) { return v0.x * v1.x + v0.y * v1.y; } Float4 dot3(const Vector4f &v0, const Vector4f &v1) { return v0.x * v1.x + v0.y * v1.y + v0.z * v1.z; } Float4 dot4(const Vector4f &v0, const Vector4f &v1) { return v0.x * v1.x + v0.y * v1.y + v0.z * v1.z + v0.w * v1.w; } void transpose4x4(Short4 &row0, Short4 &row1, Short4 &row2, Short4 &row3) { Int2 tmp0 = UnpackHigh(row0, row1); Int2 tmp1 = UnpackHigh(row2, row3); Int2 tmp2 = UnpackLow(row0, row1); Int2 tmp3 = UnpackLow(row2, row3); row0 = As
(UnpackLow(tmp2, tmp3)); row1 = As
(UnpackHigh(tmp2, tmp3)); row2 = As
(UnpackLow(tmp0, tmp1)); row3 = As
(UnpackHigh(tmp0, tmp1)); } void transpose4x4(Float4 &row0, Float4 &row1, Float4 &row2, Float4 &row3) { Float4 tmp0 = UnpackLow(row0, row1); Float4 tmp1 = UnpackLow(row2, row3); Float4 tmp2 = UnpackHigh(row0, row1); Float4 tmp3 = UnpackHigh(row2, row3); row0 = Float4(tmp0.xy, tmp1.xy); row1 = Float4(tmp0.zw, tmp1.zw); row2 = Float4(tmp2.xy, tmp3.xy); row3 = Float4(tmp2.zw, tmp3.zw); } void transpose4x3(Float4 &row0, Float4 &row1, Float4 &row2, Float4 &row3) { Float4 tmp0 = UnpackLow(row0, row1); Float4 tmp1 = UnpackLow(row2, row3); Float4 tmp2 = UnpackHigh(row0, row1); Float4 tmp3 = UnpackHigh(row2, row3); row0 = Float4(tmp0.xy, tmp1.xy); row1 = Float4(tmp0.zw, tmp1.zw); row2 = Float4(tmp2.xy, tmp3.xy); } void transpose4x2(Float4 &row0, Float4 &row1, Float4 &row2, Float4 &row3) { Float4 tmp0 = UnpackLow(row0, row1); Float4 tmp1 = UnpackLow(row2, row3); row0 = Float4(tmp0.xy, tmp1.xy); row1 = Float4(tmp0.zw, tmp1.zw); } void transpose4x1(Float4 &row0, Float4 &row1, Float4 &row2, Float4 &row3) { Float4 tmp0 = UnpackLow(row0, row1); Float4 tmp1 = UnpackLow(row2, row3); row0 = Float4(tmp0.xy, tmp1.xy); } void transpose2x4(Float4 &row0, Float4 &row1, Float4 &row2, Float4 &row3) { row0 = UnpackLow(row0, row1); row1 = Float4(row0.zw, row1.zw); row2 = UnpackHigh(row0, row1); row3 = Float4(row2.zw, row3.zw); } void transpose2x4h(Float4 &row0, Float4 &row1, Float4 &row2, Float4 &row3) { row0 = UnpackLow(row2, row3); row1 = Float4(row0.zw, row1.zw); row2 = UnpackHigh(row2, row3); row3 = Float4(row2.zw, row3.zw); } void transpose4xN(Float4 &row0, Float4 &row1, Float4 &row2, Float4 &row3, int N) { switch(N) { case 1: transpose4x1(row0, row1, row2, row3); break; case 2: transpose4x2(row0, row1, row2, row3); break; case 3: transpose4x3(row0, row1, row2, row3); break; case 4: transpose4x4(row0, row1, row2, row3); break; } } void ShaderCore::mov(Vector4f &dst, const Vector4f &src, bool integerDestination) { if(integerDestination) { dst.x = As
(RoundInt(src.x)); dst.y = As
(RoundInt(src.y)); dst.z = As
(RoundInt(src.z)); dst.w = As
(RoundInt(src.w)); } else { dst = src; } } void ShaderCore::neg(Vector4f &dst, const Vector4f &src) { dst.x = -src.x; dst.y = -src.y; dst.z = -src.z; dst.w = -src.w; } void ShaderCore::ineg(Vector4f &dst, const Vector4f &src) { dst.x = As
(-As
(src.x)); dst.y = As
(-As
(src.y)); dst.z = As
(-As
(src.z)); dst.w = As
(-As
(src.w)); } void ShaderCore::f2b(Vector4f &dst, const Vector4f &src) { dst.x = As
(CmpNEQ(src.x, Float4(0.0f))); dst.y = As
(CmpNEQ(src.y, Float4(0.0f))); dst.z = As
(CmpNEQ(src.z, Float4(0.0f))); dst.w = As
(CmpNEQ(src.w, Float4(0.0f))); } void ShaderCore::b2f(Vector4f &dst, const Vector4f &src) { dst.x = As
(As
(src.x) & As
(Float4(1.0f))); dst.y = As
(As
(src.y) & As
(Float4(1.0f))); dst.z = As
(As
(src.z) & As
(Float4(1.0f))); dst.w = As
(As
(src.w) & As
(Float4(1.0f))); } void ShaderCore::f2i(Vector4f &dst, const Vector4f &src) { dst.x = As
(Int4(src.x)); dst.y = As
(Int4(src.y)); dst.z = As
(Int4(src.z)); dst.w = As
(Int4(src.w)); } void ShaderCore::i2f(Vector4f &dst, const Vector4f &src) { dst.x = Float4(As
(src.x)); dst.y = Float4(As
(src.y)); dst.z = Float4(As
(src.z)); dst.w = Float4(As
(src.w)); } void ShaderCore::f2u(Vector4f &dst, const Vector4f &src) { dst.x = As
(UInt4(src.x)); dst.y = As
(UInt4(src.y)); dst.z = As
(UInt4(src.z)); dst.w = As
(UInt4(src.w)); } void ShaderCore::u2f(Vector4f &dst, const Vector4f &src) { dst.x = Float4(As
(src.x)); dst.y = Float4(As
(src.y)); dst.z = Float4(As
(src.z)); dst.w = Float4(As
(src.w)); } void ShaderCore::i2b(Vector4f &dst, const Vector4f &src) { dst.x = As
(CmpNEQ(As
(src.x), Int4(0))); dst.y = As
(CmpNEQ(As
(src.y), Int4(0))); dst.z = As
(CmpNEQ(As
(src.z), Int4(0))); dst.w = As
(CmpNEQ(As
(src.w), Int4(0))); } void ShaderCore::b2i(Vector4f &dst, const Vector4f &src) { dst.x = As
(As
(src.x) & Int4(1)); dst.y = As
(As
(src.y) & Int4(1)); dst.z = As
(As
(src.z) & Int4(1)); dst.w = As
(As
(src.w) & Int4(1)); } void ShaderCore::add(Vector4f &dst, const Vector4f &src0, const Vector4f &src1) { dst.x = src0.x + src1.x; dst.y = src0.y + src1.y; dst.z = src0.z + src1.z; dst.w = src0.w + src1.w; } void ShaderCore::iadd(Vector4f &dst, const Vector4f &src0, const Vector4f &src1) { dst.x = As
(As
(src0.x) + As
(src1.x)); dst.y = As
(As
(src0.y) + As
(src1.y)); dst.z = As
(As
(src0.z) + As
(src1.z)); dst.w = As
(As
(src0.w) + As
(src1.w)); } void ShaderCore::sub(Vector4f &dst, const Vector4f &src0, const Vector4f &src1) { dst.x = src0.x - src1.x; dst.y = src0.y - src1.y; dst.z = src0.z - src1.z; dst.w = src0.w - src1.w; } void ShaderCore::isub(Vector4f &dst, const Vector4f &src0, const Vector4f &src1) { dst.x = As
(As
(src0.x) - As
(src1.x)); dst.y = As
(As
(src0.y) - As
(src1.y)); dst.z = As
(As
(src0.z) - As
(src1.z)); dst.w = As
(As
(src0.w) - As
(src1.w)); } void ShaderCore::mad(Vector4f &dst, const Vector4f &src0, const Vector4f &src1, const Vector4f &src2) { dst.x = src0.x * src1.x + src2.x; dst.y = src0.y * src1.y + src2.y; dst.z = src0.z * src1.z + src2.z; dst.w = src0.w * src1.w + src2.w; } void ShaderCore::imad(Vector4f &dst, const Vector4f &src0, const Vector4f &src1, const Vector4f &src2) { dst.x = As
(As
(src0.x) * As
(src1.x) + As
(src2.x)); dst.y = As
(As
(src0.y) * As
(src1.y) + As
(src2.y)); dst.z = As
(As
(src0.z) * As
(src1.z) + As
(src2.z)); dst.w = As
(As
(src0.w) * As
(src1.w) + As
(src2.w)); } void ShaderCore::mul(Vector4f &dst, const Vector4f &src0, const Vector4f &src1) { dst.x = src0.x * src1.x; dst.y = src0.y * src1.y; dst.z = src0.z * src1.z; dst.w = src0.w * src1.w; } void ShaderCore::imul(Vector4f &dst, const Vector4f &src0, const Vector4f &src1) { dst.x = As
(As
(src0.x) * As
(src1.x)); dst.y = As
(As
(src0.y) * As
(src1.y)); dst.z = As
(As
(src0.z) * As
(src1.z)); dst.w = As
(As
(src0.w) * As
(src1.w)); } void ShaderCore::rcpx(Vector4f &dst, const Vector4f &src, bool pp) { Float4 rcp = reciprocal(src.x, pp, true); dst.x = rcp; dst.y = rcp; dst.z = rcp; dst.w = rcp; } void ShaderCore::div(Vector4f &dst, const Vector4f &src0, const Vector4f &src1) { dst.x = src0.x / src1.x; dst.y = src0.y / src1.y; dst.z = src0.z / src1.z; dst.w = src0.w / src1.w; } void ShaderCore::idiv(Vector4f &dst, const Vector4f &src0, const Vector4f &src1) { Float4 intMax(As
(Int4(INT_MAX))); cmp0i(dst.x, src1.x, intMax, src1.x); dst.x = As
(As
(src0.x) / As
(dst.x)); cmp0i(dst.y, src1.y, intMax, src1.y); dst.y = As
(As
(src0.y) / As
(dst.y)); cmp0i(dst.z, src1.z, intMax, src1.z); dst.z = As
(As
(src0.z) / As
(dst.z)); cmp0i(dst.w, src1.w, intMax, src1.w); dst.w = As
(As
(src0.w) / As
(dst.w)); } void ShaderCore::udiv(Vector4f &dst, const Vector4f &src0, const Vector4f &src1) { Float4 uintMax(As
(UInt4(UINT_MAX))); cmp0i(dst.x, src1.x, uintMax, src1.x); dst.x = As
(As
(src0.x) / As
(dst.x)); cmp0i(dst.y, src1.y, uintMax, src1.y); dst.y = As
(As
(src0.y) / As
(dst.y)); cmp0i(dst.z, src1.z, uintMax, src1.z); dst.z = As
(As
(src0.z) / As
(dst.z)); cmp0i(dst.w, src1.w, uintMax, src1.w); dst.w = As
(As
(src0.w) / As
(dst.w)); } void ShaderCore::mod(Vector4f &dst, const Vector4f &src0, const Vector4f &src1) { dst.x = modulo(src0.x, src1.x); dst.y = modulo(src0.y, src1.y); dst.z = modulo(src0.z, src1.z); dst.w = modulo(src0.w, src1.w); } void ShaderCore::imod(Vector4f &dst, const Vector4f &src0, const Vector4f &src1) { cmp0i(dst.x, src1.x, src0.x, src1.x); dst.x = As
(As
(src0.x) % As
(dst.x)); cmp0i(dst.y, src1.y, src0.y, src1.y); dst.y = As
(As
(src0.y) % As
(dst.y)); cmp0i(dst.z, src1.z, src0.z, src1.z); dst.z = As
(As
(src0.z) % As
(dst.z)); cmp0i(dst.w, src1.w, src0.w, src1.w); dst.w = As
(As
(src0.w) % As
(dst.w)); } void ShaderCore::umod(Vector4f &dst, const Vector4f &src0, const Vector4f &src1) { cmp0i(dst.x, src1.x, src0.x, src1.x); dst.x = As
(As
(src0.x) % As
(dst.x)); cmp0i(dst.y, src1.y, src0.y, src1.y); dst.y = As
(As
(src0.y) % As
(dst.y)); cmp0i(dst.z, src1.z, src0.z, src1.z); dst.z = As
(As
(src0.z) % As
(dst.z)); cmp0i(dst.w, src1.w, src0.w, src1.w); dst.w = As
(As
(src0.w) % As
(dst.w)); } void ShaderCore::shl(Vector4f &dst, const Vector4f &src0, const Vector4f &src1) { dst.x = As
(As
(src0.x) << As
(src1.x)); dst.y = As
(As
(src0.y) << As
(src1.y)); dst.z = As
(As
(src0.z) << As
(src1.z)); dst.w = As