Add decompositions for some HLSL intrinsics.
This commit is contained in:
parent
41ebc42926
commit
592860cae5
11 changed files with 5546 additions and 3245 deletions
|
|
@ -30,6 +30,7 @@ float VertexShaderFunction(float inF0, float inF1, float inF2)
|
|||
isnan(inF0);
|
||||
ldexp(inF0, inF1);
|
||||
log(inF0);
|
||||
log10(inF0);
|
||||
log2(inF0);
|
||||
max(inF0, inF1);
|
||||
min(inF0, inF1);
|
||||
|
|
@ -39,8 +40,10 @@ float VertexShaderFunction(float inF0, float inF1, float inF2)
|
|||
reversebits(2);
|
||||
round(inF0);
|
||||
rsqrt(inF0);
|
||||
saturate(inF0);
|
||||
sign(inF0);
|
||||
sin(inF0);
|
||||
sincos(inF0, inF1, inF2);
|
||||
sinh(inF0);
|
||||
smoothstep(inF0, inF1, inF2);
|
||||
sqrt(inF0);
|
||||
|
|
@ -95,6 +98,7 @@ float2 VertexShaderFunction(float2 inF0, float2 inF1, float2 inF2)
|
|||
ldexp(inF0, inF1);
|
||||
length(inF0);
|
||||
log(inF0);
|
||||
log10(inF0);
|
||||
log2(inF0);
|
||||
max(inF0, inF1);
|
||||
min(inF0, inF1);
|
||||
|
|
@ -107,8 +111,10 @@ float2 VertexShaderFunction(float2 inF0, float2 inF1, float2 inF2)
|
|||
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);
|
||||
|
|
@ -159,6 +165,7 @@ float3 VertexShaderFunction(float3 inF0, float3 inF1, float3 inF2)
|
|||
ldexp(inF0, inF1);
|
||||
length(inF0);
|
||||
log(inF0);
|
||||
log10(inF0);
|
||||
log2(inF0);
|
||||
max(inF0, inF1);
|
||||
min(inF0, inF1);
|
||||
|
|
@ -171,8 +178,10 @@ float3 VertexShaderFunction(float3 inF0, float3 inF1, float3 inF2)
|
|||
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);
|
||||
|
|
@ -203,6 +212,7 @@ float4 VertexShaderFunction(float4 inF0, float4 inF1, float4 inF2)
|
|||
degrees(inF0);
|
||||
distance(inF0, inF1);
|
||||
dot(inF0, inF1);
|
||||
dst(inF0, inF1);
|
||||
// EvaluateAttributeAtCentroid(inF0);
|
||||
// EvaluateAttributeAtSample(inF0, 0);
|
||||
// TODO: EvaluateAttributeSnapped(inF0, int2(1,2));
|
||||
|
|
@ -222,6 +232,7 @@ float4 VertexShaderFunction(float4 inF0, float4 inF1, float4 inF2)
|
|||
ldexp(inF0, inF1);
|
||||
length(inF0);
|
||||
log(inF0);
|
||||
log10(inF0);
|
||||
log2(inF0);
|
||||
max(inF0, inF1);
|
||||
min(inF0, inF1);
|
||||
|
|
@ -234,8 +245,10 @@ float4 VertexShaderFunction(float4 inF0, float4 inF1, float4 inF2)
|
|||
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);
|
||||
|
|
@ -275,6 +288,7 @@ float4 VertexShaderFunction(float4 inF0, float4 inF1, float4 inF2)
|
|||
fwidth(inF0); \
|
||||
ldexp(inF0, inF1); \
|
||||
log(inF0); \
|
||||
log10(inF0); \
|
||||
log2(inF0); \
|
||||
max(inF0, inF1); \
|
||||
min(inF0, inF1); \
|
||||
|
|
@ -282,8 +296,10 @@ float4 VertexShaderFunction(float4 inF0, float4 inF1, float4 inF2)
|
|||
radians(inF0); \
|
||||
round(inF0); \
|
||||
rsqrt(inF0); \
|
||||
saturate(inF0); \
|
||||
sign(inF0); \
|
||||
sin(inF0); \
|
||||
sincos(inF0, inF1, inF2); \
|
||||
sinh(inF0); \
|
||||
smoothstep(inF0, inF1, inF2); \
|
||||
sqrt(inF0); \
|
||||
|
|
@ -321,3 +337,36 @@ float4x4 VertexShaderFunction(float4x4 inF0, float4x4 inF1, float4x4 inF2)
|
|||
// 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);
|
||||
}
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue