//_____________________________________________________________/\_______________________________________________________________ //============================================================================================================================== // // [A] SHADER PORTABILITY 1.20190530 // //============================================================================================================================== // LICENSE // ======= // Copyright (c) 2017-2019 Advanced Micro Devices, Inc. All rights reserved. // Copyright (c) <2014> // ------- // Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation // files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, // modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the // Software is furnished to do so, subject to the following conditions: // ------- // The above copyright notice and this permission notice shall be included in all copies or substantial portions of the // Software. // ------- // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE // WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR // COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, // ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. //------------------------------------------------------------------------------------------------------------------------------ // ABOUT // ===== // Common central point for high-level shading language and C portability for various shader headers. //------------------------------------------------------------------------------------------------------------------------------ // DEFINES // ======= // A_CPU ..... Include the CPU related code. // A_GPU ..... Include the GPU related code. // A_GLSL .... Using GLSL. // A_HLSL .... Using HLSL. // A_GCC ..... Using a GCC compatible compiler (else assume MSVC compatible compiler by default). // ======= // A_BYTE .... Support 8-bit integer. // A_HALF .... Support 16-bit integer and floating point. // A_LONG .... Support 64-bit integer. // A_DUBL .... Support 64-bit floating point. // ======= // A_WAVE .... Support wave-wide operations. //------------------------------------------------------------------------------------------------------------------------------ // To get #include "ffx_a.h" working in GLSL use '#extension GL_GOOGLE_include_directive:require'. //------------------------------------------------------------------------------------------------------------------------------ // SIMPLIFIED TYPE SYSTEM // ====================== // - All ints will be unsigned with exception of when signed is required. // - Type naming simplified and shortened "A<#components>", // - H = 16-bit float (half) // - F = 32-bit float (float) // - D = 64-bit float (double) // - P = 1-bit integer (predicate, not using bool because 'B' is used for byte) // - B = 8-bit integer (byte) // - W = 16-bit integer (word) // - U = 32-bit integer (unsigned) // - L = 64-bit integer (long) // - Using "AS<#components>" for signed when required. //------------------------------------------------------------------------------------------------------------------------------ // TODO // ==== // - Make sure 'ALerp*(a,b,m)' does 'b*m+(-a*m+a)' (2 ops). // - Add subgroup ops. //------------------------------------------------------------------------------------------------------------------------------ // CHANGE LOG // ========== // 20190531 - Fixed changed to llabs() because long is int on Windows. // 20190530 - Updated for new CPU/GPU portability. // 20190528 - Fix AU1_AH2_x() on HLSL (had incorrectly swapped x and y), fixed asuint() cases. // 20190527 - Added min3/max3 for low precision for HLSL. // 20190526 - Updated with half approximations, added ARsq*(), and ASat*() for CPU. // 20190519 - Added more approximations. // 20190514 - Added long conversions. // 20190513 - Added the real BFI moved the other one to ABfiM(). // 20190507 - Added extra remap useful for 2D reductions. // 20190507 - Started adding wave ops, add parabolic sin/cos. // 20190505 - Added ASigned*() and friends, setup more auto-typecast, GLSL extensions, etc. // 20190504 - Added min3/max3 for 32-bit integers. // 20190503 - Added type reinterpretation for half. // 20190416 - Added min3/max3 for half. // 20190405 - Misc bug fixing. // 20190404 - Cleaned up color conversion code. Switched "splat" to shorter naming "type_". Misc bug fixing. //============================================================================================================================== //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// //_____________________________________________________________/\_______________________________________________________________ //============================================================================================================================== // COMMON //============================================================================================================================== #define A_2PI 6.28318530718 //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// //_____________________________________________________________/\_______________________________________________________________ //============================================================================================================================== // // // CPU // // //============================================================================================================================== // Requires standard C types: stdint.h // Requires a collection of standard math intrinsics. // - Requires VS2013 when not using GCC to get exp2() and log2(). // - https://blogs.msdn.microsoft.com/vcblog/2013/07/19/c99-library-support-in-visual-studio-2013/ //------------------------------------------------------------------------------------------------------------------------------ // This provides a minimum subset of functionality compared to the GPU parts. //============================================================================================================================== #ifdef A_CPU // Supporting user defined overrides. #ifndef A_RESTRICT #define A_RESTRICT __restrict #endif //------------------------------------------------------------------------------------------------------------------------------ #ifndef A_STATIC #define A_STATIC static #endif //------------------------------------------------------------------------------------------------------------------------------ // Same types across CPU and GPU. // Predicate uses 32-bit integer (C friendly bool). typedef uint32_t AP1; typedef float AF1; typedef double AD1; typedef uint8_t AB1; typedef uint16_t AW1; typedef uint32_t AU1; typedef uint64_t AL1; typedef int8_t ASB1; typedef int16_t ASW1; typedef int32_t ASU1; typedef int64_t ASL1; //------------------------------------------------------------------------------------------------------------------------------ #define AD1_(a) ((AD1)(a)) #define AF1_(a) ((AF1)(a)) #define AL1_(a) ((AL1)(a)) #define AU1_(a) ((AU1)(a)) //------------------------------------------------------------------------------------------------------------------------------ #define ASL1_(a) ((ASL1)(a)) #define ASU1_(a) ((ASU1)(a)) //------------------------------------------------------------------------------------------------------------------------------ A_STATIC AU1 AU1_AF1(AF1 a){union{AF1 f;AU1 u;}bits;bits.f=a;return bits.u;} //------------------------------------------------------------------------------------------------------------------------------ #define A_TRUE 1 #define A_FALSE 0 //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// //_____________________________________________________________/\_______________________________________________________________ //============================================================================================================================== // // CPU/GPU PORTING // //------------------------------------------------------------------------------------------------------------------------------ // Hackary to get CPU and GPU to share all setup code, without duplicate code paths. // Unfortunately this is the level of "ugly" that is required since the languages are very different. // This uses a lower-case prefix for special vector constructs. // - In C restrict pointers are used. // - In the shading language, in/inout/out arguments are used. // This depends on the ability to access a vector value in both languages via array syntax (aka color[2]). //============================================================================================================================== //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// //_____________________________________________________________/\_______________________________________________________________ //============================================================================================================================== // VECTOR ARGUMENT/RETURN/INITIALIZATION PORTABILITY //============================================================================================================================== #define retAD2 AD1 *A_RESTRICT #define retAD3 AD1 *A_RESTRICT #define retAD4 AD1 *A_RESTRICT #define retAF2 AF1 *A_RESTRICT #define retAF3 AF1 *A_RESTRICT #define retAF4 AF1 *A_RESTRICT #define retAL2 AL1 *A_RESTRICT #define retAL3 AL1 *A_RESTRICT #define retAL4 AL1 *A_RESTRICT #define retAU2 AU1 *A_RESTRICT #define retAU3 AU1 *A_RESTRICT #define retAU4 AU1 *A_RESTRICT //------------------------------------------------------------------------------------------------------------------------------ #define inAD2 AD1 *A_RESTRICT #define inAD3 AD1 *A_RESTRICT #define inAD4 AD1 *A_RESTRICT #define inAF2 AF1 *A_RESTRICT #define inAF3 AF1 *A_RESTRICT #define inAF4 AF1 *A_RESTRICT #define inAL2 AL1 *A_RESTRICT #define inAL3 AL1 *A_RESTRICT #define inAL4 AL1 *A_RESTRICT #define inAU2 AU1 *A_RESTRICT #define inAU3 AU1 *A_RESTRICT #define inAU4 AU1 *A_RESTRICT //------------------------------------------------------------------------------------------------------------------------------ #define inoutAD2 AD1 *A_RESTRICT #define inoutAD3 AD1 *A_RESTRICT #define inoutAD4 AD1 *A_RESTRICT #define inoutAF2 AF1 *A_RESTRICT #define inoutAF3 AF1 *A_RESTRICT #define inoutAF4 AF1 *A_RESTRICT #define inoutAL2 AL1 *A_RESTRICT #define inoutAL3 AL1 *A_RESTRICT #define inoutAL4 AL1 *A_RESTRICT #define inoutAU2 AU1 *A_RESTRICT #define inoutAU3 AU1 *A_RESTRICT #define inoutAU4 AU1 *A_RESTRICT //------------------------------------------------------------------------------------------------------------------------------ #define outAD2 AD1 *A_RESTRICT #define outAD3 AD1 *A_RESTRICT #define outAD4 AD1 *A_RESTRICT #define outAF2 AF1 *A_RESTRICT #define outAF3 AF1 *A_RESTRICT #define outAF4 AF1 *A_RESTRICT #define outAL2 AL1 *A_RESTRICT #define outAL3 AL1 *A_RESTRICT #define outAL4 AL1 *A_RESTRICT #define outAU2 AU1 *A_RESTRICT #define outAU3 AU1 *A_RESTRICT #define outAU4 AU1 *A_RESTRICT //------------------------------------------------------------------------------------------------------------------------------ #define varAD2(x) AD1 x[2] #define varAD3(x) AD1 x[3] #define varAD4(x) AD1 x[4] #define varAF2(x) AF1 x[2] #define varAF3(x) AF1 x[3] #define varAF4(x) AF1 x[4] #define varAL2(x) AL1 x[2] #define varAL3(x) AL1 x[3] #define varAL4(x) AL1 x[4] #define varAU2(x) AU1 x[2] #define varAU3(x) AU1 x[3] #define varAU4(x) AU1 x[4] //------------------------------------------------------------------------------------------------------------------------------ #define initAD2(x,y) {x,y} #define initAD3(x,y,z) {x,y,z} #define initAD4(x,y,z,w) {x,y,z,w} #define initAF2(x,y) {x,y} #define initAF3(x,y,z) {x,y,z} #define initAF4(x,y,z,w) {x,y,z,w} #define initAL2(x,y) {x,y} #define initAL3(x,y,z) {x,y,z} #define initAL4(x,y,z,w) {x,y,z,w} #define initAU2(x,y) {x,y} #define initAU3(x,y,z) {x,y,z} #define initAU4(x,y,z,w) {x,y,z,w} //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// //_____________________________________________________________/\_______________________________________________________________ //============================================================================================================================== // SCALAR RETURN OPS //------------------------------------------------------------------------------------------------------------------------------ // TODO // ==== // - Replace transcendentals with manual versions. //============================================================================================================================== #ifdef A_GCC A_STATIC AD1 AAbsD1(AD1 a){return __builtin_fabs(a);} A_STATIC AF1 AAbsF1(AF1 a){return __builtin_fabsf(a);} A_STATIC AU1 AAbsSU1(AU1 a){return AU1_(__builtin_abs(ASU1_(a)));} A_STATIC AL1 AAbsSL1(AL1 a){return AL1_(__builtin_labs(ASL1_(a)));} #else A_STATIC AD1 AAbsD1(AD1 a){return fabs(a);} A_STATIC AF1 AAbsF1(AF1 a){return fabsf(a);} A_STATIC AU1 AAbsSU1(AU1 a){return AU1_(abs(ASU1_(a)));} A_STATIC AL1 AAbsSL1(AL1 a){return AL1_(llabs(ASL1_(a)));} #endif //------------------------------------------------------------------------------------------------------------------------------ #ifdef A_GCC A_STATIC AD1 ACosD1(AD1 a){return __builtin_cos(a);} A_STATIC AF1 ACosF1(AF1 a){return __builtin_cosf(a);} #else A_STATIC AD1 ACosD1(AD1 a){return cos(a);} A_STATIC AF1 ACosF1(AF1 a){return cosf(a);} #endif //------------------------------------------------------------------------------------------------------------------------------ A_STATIC AD1 ADotD2(inAD2 a,inAD2 b){return a[0]*b[0]+a[1]*b[1];} A_STATIC AD1 ADotD3(inAD3 a,inAD3 b){return a[0]*b[0]+a[1]*b[1]+a[2]*b[2];} A_STATIC AD1 ADotD4(inAD4 a,inAD4 b){return a[0]*b[0]+a[1]*b[1]+a[2]*b[2]+a[3]*b[3];} A_STATIC AF1 ADotF2(inAF2 a,inAF2 b){return a[0]*b[0]+a[1]*b[1];} A_STATIC AF1 ADotF3(inAF3 a,inAF3 b){return a[0]*b[0]+a[1]*b[1]+a[2]*b[2];} A_STATIC AF1 ADotF4(inAF4 a,inAF4 b){return a[0]*b[0]+a[1]*b[1]+a[2]*b[2]+a[3]*b[3];} //------------------------------------------------------------------------------------------------------------------------------ #ifdef A_GCC A_STATIC AD1 AExp2D1(AD1 a){return __builtin_exp2(a);} A_STATIC AF1 AExp2F1(AF1 a){return __builtin_exp2f(a);} #else A_STATIC AD1 AExp2D1(AD1 a){return exp2(a);} A_STATIC AF1 AExp2F1(AF1 a){return exp2f(a);} #endif //------------------------------------------------------------------------------------------------------------------------------ #ifdef A_GCC A_STATIC AD1 AFloorD1(AD1 a){return __builtin_floor(a);} A_STATIC AF1 AFloorF1(AF1 a){return __builtin_floorf(a);} #else A_STATIC AD1 AFloorD1(AD1 a){return floor(a);} A_STATIC AF1 AFloorF1(AF1 a){return floorf(a);} #endif //------------------------------------------------------------------------------------------------------------------------------ A_STATIC AD1 ALerpD1(AD1 a,AD1 b,AD1 c){return b*c+(-a*c+a);} A_STATIC AF1 ALerpF1(AF1 a,AF1 b,AF1 c){return b*c+(-a*c+a);} //------------------------------------------------------------------------------------------------------------------------------ #ifdef A_GCC A_STATIC AD1 ALog2D1(AD1 a){return __builtin_log2(a);} A_STATIC AF1 ALog2F1(AF1 a){return __builtin_log2f(a);} #else A_STATIC AD1 ALog2D1(AD1 a){return log2(a);} A_STATIC AF1 ALog2F1(AF1 a){return log2f(a);} #endif //------------------------------------------------------------------------------------------------------------------------------ A_STATIC AD1 AMaxD1(AD1 a,AD1 b){return a>b?a:b;} A_STATIC AF1 AMaxF1(AF1 a,AF1 b){return a>b?a:b;} A_STATIC AL1 AMaxL1(AL1 a,AL1 b){return a>b?a:b;} A_STATIC AU1 AMaxU1(AU1 a,AU1 b){return a>b?a:b;} //------------------------------------------------------------------------------------------------------------------------------ // These follow the convention that A integer types don't have signage, until they are operated on. A_STATIC AL1 AMaxSL1(AL1 a,AL1 b){return (ASL1_(a)>ASL1_(b))?a:b;} A_STATIC AU1 AMaxSU1(AU1 a,AU1 b){return (ASU1_(a)>ASU1_(b))?a:b;} //------------------------------------------------------------------------------------------------------------------------------ A_STATIC AD1 AMinD1(AD1 a,AD1 b){return a>ASL1_(b));} A_STATIC AU1 AShrSU1(AU1 a,AU1 b){return AU1_(ASU1_(a)>>ASU1_(b));} //------------------------------------------------------------------------------------------------------------------------------ #ifdef A_GCC A_STATIC AD1 ASinD1(AD1 a){return __builtin_sin(a);} A_STATIC AF1 ASinF1(AF1 a){return __builtin_sinf(a);} #else A_STATIC AD1 ASinD1(AD1 a){return sin(a);} A_STATIC AF1 ASinF1(AF1 a){return sinf(a);} #endif //------------------------------------------------------------------------------------------------------------------------------ #ifdef A_GCC A_STATIC AD1 ASqrtD1(AD1 a){return __builtin_sqrt(a);} A_STATIC AF1 ASqrtF1(AF1 a){return __builtin_sqrtf(a);} #else A_STATIC AD1 ASqrtD1(AD1 a){return sqrt(a);} A_STATIC AF1 ASqrtF1(AF1 a){return sqrtf(a);} #endif //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// //_____________________________________________________________/\_______________________________________________________________ //============================================================================================================================== // SCALAR RETURN OPS - DEPENDENT //============================================================================================================================== A_STATIC AD1 AFractD1(AD1 a){return a-AFloorD1(a);} A_STATIC AF1 AFractF1(AF1 a){return a-AFloorF1(a);} //------------------------------------------------------------------------------------------------------------------------------ A_STATIC AD1 APowD1(AD1 a,AD1 b){return AExp2D1(b*ALog2D1(a));} A_STATIC AF1 APowF1(AF1 a,AF1 b){return AExp2F1(b*ALog2F1(a));} //------------------------------------------------------------------------------------------------------------------------------ A_STATIC AD1 ARsqD1(AD1 a){return ARcpD1(ASqrtD1(a));} A_STATIC AF1 ARsqF1(AF1 a){return ARcpF1(ASqrtF1(a));} //------------------------------------------------------------------------------------------------------------------------------ A_STATIC AD1 ASatD1(AD1 a){return AMinD1(1.0,AMaxD1(0.0,a));} A_STATIC AF1 ASatF1(AF1 a){return AMinF1(1.0f,AMaxF1(0.0f,a));} //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// //_____________________________________________________________/\_______________________________________________________________ //============================================================================================================================== // VECTOR OPS //------------------------------------------------------------------------------------------------------------------------------ // These are added as needed for production or prototyping, so not necessarily a complete set. // They follow a convention of taking in a destination and also returning the destination value to increase utility. //============================================================================================================================== A_STATIC retAD2 opAAbsD2(outAD2 d,inAD2 a){d[0]=AAbsD1(a[0]);d[1]=AAbsD1(a[1]);return d;} A_STATIC retAD3 opAAbsD3(outAD3 d,inAD3 a){d[0]=AAbsD1(a[0]);d[1]=AAbsD1(a[1]);d[2]=AAbsD1(a[2]);return d;} A_STATIC retAD4 opAAbsD4(outAD4 d,inAD4 a){d[0]=AAbsD1(a[0]);d[1]=AAbsD1(a[1]);d[2]=AAbsD1(a[2]);d[3]=AAbsD1(a[3]);return d;} //------------------------------------------------------------------------------------------------------------------------------ A_STATIC retAF2 opAAbsF2(outAF2 d,inAF2 a){d[0]=AAbsF1(a[0]);d[1]=AAbsF1(a[1]);return d;} A_STATIC retAF3 opAAbsF3(outAF3 d,inAF3 a){d[0]=AAbsF1(a[0]);d[1]=AAbsF1(a[1]);d[2]=AAbsF1(a[2]);return d;} A_STATIC retAF4 opAAbsF4(outAF4 d,inAF4 a){d[0]=AAbsF1(a[0]);d[1]=AAbsF1(a[1]);d[2]=AAbsF1(a[2]);d[3]=AAbsF1(a[3]);return d;} //============================================================================================================================== A_STATIC retAD2 opAAddD2(outAD2 d,inAD2 a,inAD2 b){d[0]=a[0]+b[0];d[1]=a[1]+b[1];return d;} A_STATIC retAD3 opAAddD3(outAD3 d,inAD3 a,inAD3 b){d[0]=a[0]+b[0];d[1]=a[1]+b[1];d[2]=a[2]+b[2];return d;} A_STATIC retAD4 opAAddD4(outAD4 d,inAD4 a,inAD4 b){d[0]=a[0]+b[0];d[1]=a[1]+b[1];d[2]=a[2]+b[2];d[3]=a[3]+b[3];return d;} //------------------------------------------------------------------------------------------------------------------------------ A_STATIC retAF2 opAAddF2(outAF2 d,inAF2 a,inAF2 b){d[0]=a[0]+b[0];d[1]=a[1]+b[1];return d;} A_STATIC retAF3 opAAddF3(outAF3 d,inAF3 a,inAF3 b){d[0]=a[0]+b[0];d[1]=a[1]+b[1];d[2]=a[2]+b[2];return d;} A_STATIC retAF4 opAAddF4(outAF4 d,inAF4 a,inAF4 b){d[0]=a[0]+b[0];d[1]=a[1]+b[1];d[2]=a[2]+b[2];d[3]=a[3]+b[3];return d;} //============================================================================================================================== A_STATIC retAD2 opACpyD2(outAD2 d,inAD2 a){d[0]=a[0];d[1]=a[1];return d;} A_STATIC retAD3 opACpyD3(outAD3 d,inAD3 a){d[0]=a[0];d[1]=a[1];d[2]=a[2];return d;} A_STATIC retAD4 opACpyD4(outAD4 d,inAD4 a){d[0]=a[0];d[1]=a[1];d[2]=a[2];d[3]=a[3];return d;} //------------------------------------------------------------------------------------------------------------------------------ A_STATIC retAF2 opACpyF2(outAF2 d,inAF2 a){d[0]=a[0];d[1]=a[1];return d;} A_STATIC retAF3 opACpyF3(outAF3 d,inAF3 a){d[0]=a[0];d[1]=a[1];d[2]=a[2];return d;} A_STATIC retAF4 opACpyF4(outAF4 d,inAF4 a){d[0]=a[0];d[1]=a[1];d[2]=a[2];d[3]=a[3];return d;} //============================================================================================================================== A_STATIC retAD2 opALerpD2(outAD2 d,inAD2 a,inAD2 b,inAD2 c){d[0]=ALerpD1(a[0],b[0],c[0]);d[1]=ALerpD1(a[1],b[1],c[1]);return d;} A_STATIC retAD3 opALerpD3(outAD3 d,inAD3 a,inAD3 b,inAD3 c){d[0]=ALerpD1(a[0],b[0],c[0]);d[1]=ALerpD1(a[1],b[1],c[1]);d[2]=ALerpD1(a[2],b[2],c[2]);return d;} A_STATIC retAD4 opALerpD4(outAD4 d,inAD4 a,inAD4 b,inAD4 c){d[0]=ALerpD1(a[0],b[0],c[0]);d[1]=ALerpD1(a[1],b[1],c[1]);d[2]=ALerpD1(a[2],b[2],c[2]);d[3]=ALerpD1(a[3],b[3],c[3]);return d;} //------------------------------------------------------------------------------------------------------------------------------ A_STATIC retAF2 opALerpF2(outAF2 d,inAF2 a,inAF2 b,inAF2 c){d[0]=ALerpF1(a[0],b[0],c[0]);d[1]=ALerpF1(a[1],b[1],c[1]);return d;} A_STATIC retAF3 opALerpF3(outAF3 d,inAF3 a,inAF3 b,inAF3 c){d[0]=ALerpF1(a[0],b[0],c[0]);d[1]=ALerpF1(a[1],b[1],c[1]);d[2]=ALerpF1(a[2],b[2],c[2]);return d;} A_STATIC retAF4 opALerpF4(outAF4 d,inAF4 a,inAF4 b,inAF4 c){d[0]=ALerpF1(a[0],b[0],c[0]);d[1]=ALerpF1(a[1],b[1],c[1]);d[2]=ALerpF1(a[2],b[2],c[2]);d[3]=ALerpF1(a[3],b[3],c[3]);return d;} //============================================================================================================================== A_STATIC retAD2 opALerpOneD2(outAD2 d,inAD2 a,inAD2 b,AD1 c){d[0]=ALerpD1(a[0],b[0],c);d[1]=ALerpD1(a[1],b[1],c);return d;} A_STATIC retAD3 opALerpOneD3(outAD3 d,inAD3 a,inAD3 b,AD1 c){d[0]=ALerpD1(a[0],b[0],c);d[1]=ALerpD1(a[1],b[1],c);d[2]=ALerpD1(a[2],b[2],c);return d;} A_STATIC retAD4 opALerpOneD4(outAD4 d,inAD4 a,inAD4 b,AD1 c){d[0]=ALerpD1(a[0],b[0],c);d[1]=ALerpD1(a[1],b[1],c);d[2]=ALerpD1(a[2],b[2],c);d[3]=ALerpD1(a[3],b[3],c);return d;} //------------------------------------------------------------------------------------------------------------------------------ A_STATIC retAF2 opALerpOneF2(outAF2 d,inAF2 a,inAF2 b,AF1 c){d[0]=ALerpF1(a[0],b[0],c);d[1]=ALerpF1(a[1],b[1],c);return d;} A_STATIC retAF3 opALerpOneF3(outAF3 d,inAF3 a,inAF3 b,AF1 c){d[0]=ALerpF1(a[0],b[0],c);d[1]=ALerpF1(a[1],b[1],c);d[2]=ALerpF1(a[2],b[2],c);return d;} A_STATIC retAF4 opALerpOneF4(outAF4 d,inAF4 a,inAF4 b,AF1 c){d[0]=ALerpF1(a[0],b[0],c);d[1]=ALerpF1(a[1],b[1],c);d[2]=ALerpF1(a[2],b[2],c);d[3]=ALerpF1(a[3],b[3],c);return d;} //============================================================================================================================== A_STATIC retAD2 opAMaxD2(outAD2 d,inAD2 a,inAD2 b){d[0]=AMaxD1(a[0],b[0]);d[1]=AMaxD1(a[1],b[1]);return d;} A_STATIC retAD3 opAMaxD3(outAD3 d,inAD3 a,inAD3 b){d[0]=AMaxD1(a[0],b[0]);d[1]=AMaxD1(a[1],b[1]);d[2]=AMaxD1(a[2],b[2]);return d;} A_STATIC retAD4 opAMaxD4(outAD4 d,inAD4 a,inAD4 b){d[0]=AMaxD1(a[0],b[0]);d[1]=AMaxD1(a[1],b[1]);d[2]=AMaxD1(a[2],b[2]);d[3]=AMaxD1(a[3],b[3]);return d;} //------------------------------------------------------------------------------------------------------------------------------ A_STATIC retAF2 opAMaxF2(outAF2 d,inAF2 a,inAF2 b){d[0]=AMaxF1(a[0],b[0]);d[1]=AMaxF1(a[1],b[1]);return d;} A_STATIC retAF3 opAMaxF3(outAF3 d,inAF3 a,inAF3 b){d[0]=AMaxF1(a[0],b[0]);d[1]=AMaxF1(a[1],b[1]);d[2]=AMaxF1(a[2],b[2]);return d;} A_STATIC retAF4 opAMaxF4(outAF4 d,inAF4 a,inAF4 b){d[0]=AMaxF1(a[0],b[0]);d[1]=AMaxF1(a[1],b[1]);d[2]=AMaxF1(a[2],b[2]);d[3]=AMaxF1(a[3],b[3]);return d;} //============================================================================================================================== A_STATIC retAD2 opAMinD2(outAD2 d,inAD2 a,inAD2 b){d[0]=AMinD1(a[0],b[0]);d[1]=AMinD1(a[1],b[1]);return d;} A_STATIC retAD3 opAMinD3(outAD3 d,inAD3 a,inAD3 b){d[0]=AMinD1(a[0],b[0]);d[1]=AMinD1(a[1],b[1]);d[2]=AMinD1(a[2],b[2]);return d;} A_STATIC retAD4 opAMinD4(outAD4 d,inAD4 a,inAD4 b){d[0]=AMinD1(a[0],b[0]);d[1]=AMinD1(a[1],b[1]);d[2]=AMinD1(a[2],b[2]);d[3]=AMinD1(a[3],b[3]);return d;} //------------------------------------------------------------------------------------------------------------------------------ A_STATIC retAF2 opAMinF2(outAF2 d,inAF2 a,inAF2 b){d[0]=AMinF1(a[0],b[0]);d[1]=AMinF1(a[1],b[1]);return d;} A_STATIC retAF3 opAMinF3(outAF3 d,inAF3 a,inAF3 b){d[0]=AMinF1(a[0],b[0]);d[1]=AMinF1(a[1],b[1]);d[2]=AMinF1(a[2],b[2]);return d;} A_STATIC retAF4 opAMinF4(outAF4 d,inAF4 a,inAF4 b){d[0]=AMinF1(a[0],b[0]);d[1]=AMinF1(a[1],b[1]);d[2]=AMinF1(a[2],b[2]);d[3]=AMinF1(a[3],b[3]);return d;} //============================================================================================================================== A_STATIC retAD2 opAMulD2(outAD2 d,inAD2 a,inAD2 b){d[0]=a[0]*b[0];d[1]=a[1]*b[1];return d;} A_STATIC retAD3 opAMulD3(outAD3 d,inAD3 a,inAD3 b){d[0]=a[0]*b[0];d[1]=a[1]*b[1];d[2]=a[2]*b[2];return d;} A_STATIC retAD4 opAMulD4(outAD4 d,inAD4 a,inAD4 b){d[0]=a[0]*b[0];d[1]=a[1]*b[1];d[2]=a[2]*b[2];d[3]=a[3]*b[3];return d;} //------------------------------------------------------------------------------------------------------------------------------ A_STATIC retAF2 opAMulF2(outAF2 d,inAF2 a,inAF2 b){d[0]=a[0]*b[0];d[1]=a[1]*b[1];return d;} A_STATIC retAF3 opAMulF3(outAF3 d,inAF3 a,inAF3 b){d[0]=a[0]*b[0];d[1]=a[1]*b[1];d[2]=a[2]*b[2];return d;} A_STATIC retAF4 opAMulF4(outAF4 d,inAF4 a,inAF4 b){d[0]=a[0]*b[0];d[1]=a[1]*b[1];d[2]=a[2]*b[2];d[3]=a[3]*b[3];return d;} //============================================================================================================================== A_STATIC retAD2 opAMulOneD2(outAD2 d,inAD2 a,AD1 b){d[0]=a[0]*b;d[1]=a[1]*b;return d;} A_STATIC retAD3 opAMulOneD3(outAD3 d,inAD3 a,AD1 b){d[0]=a[0]*b;d[1]=a[1]*b;d[2]=a[2]*b;return d;} A_STATIC retAD4 opAMulOneD4(outAD4 d,inAD4 a,AD1 b){d[0]=a[0]*b;d[1]=a[1]*b;d[2]=a[2]*b;d[3]=a[3]*b;return d;} //------------------------------------------------------------------------------------------------------------------------------ A_STATIC retAF2 opAMulOneF2(outAF2 d,inAF2 a,AF1 b){d[0]=a[0]*b;d[1]=a[1]*b;return d;} A_STATIC retAF3 opAMulOneF3(outAF3 d,inAF3 a,AF1 b){d[0]=a[0]*b;d[1]=a[1]*b;d[2]=a[2]*b;return d;} A_STATIC retAF4 opAMulOneF4(outAF4 d,inAF4 a,AF1 b){d[0]=a[0]*b;d[1]=a[1]*b;d[2]=a[2]*b;d[3]=a[3]*b;return d;} //============================================================================================================================== A_STATIC retAD2 opANegD2(outAD2 d,inAD2 a){d[0]=-a[0];d[1]=-a[1];return d;} A_STATIC retAD3 opANegD3(outAD3 d,inAD3 a){d[0]=-a[0];d[1]=-a[1];d[2]=-a[2];return d;} A_STATIC retAD4 opANegD4(outAD4 d,inAD4 a){d[0]=-a[0];d[1]=-a[1];d[2]=-a[2];d[3]=-a[3];return d;} //------------------------------------------------------------------------------------------------------------------------------ A_STATIC retAF2 opANegF2(outAF2 d,inAF2 a){d[0]=-a[0];d[1]=-a[1];return d;} A_STATIC retAF3 opANegF3(outAF3 d,inAF3 a){d[0]=-a[0];d[1]=-a[1];d[2]=-a[2];return d;} A_STATIC retAF4 opANegF4(outAF4 d,inAF4 a){d[0]=-a[0];d[1]=-a[1];d[2]=-a[2];d[3]=-a[3];return d;} //============================================================================================================================== A_STATIC retAD2 opARcpD2(outAD2 d,inAD2 a){d[0]=ARcpD1(a[0]);d[1]=ARcpD1(a[1]);return d;} A_STATIC retAD3 opARcpD3(outAD3 d,inAD3 a){d[0]=ARcpD1(a[0]);d[1]=ARcpD1(a[1]);d[2]=ARcpD1(a[2]);return d;} A_STATIC retAD4 opARcpD4(outAD4 d,inAD4 a){d[0]=ARcpD1(a[0]);d[1]=ARcpD1(a[1]);d[2]=ARcpD1(a[2]);d[3]=ARcpD1(a[3]);return d;} //------------------------------------------------------------------------------------------------------------------------------ A_STATIC retAF2 opARcpF2(outAF2 d,inAF2 a){d[0]=ARcpF1(a[0]);d[1]=ARcpF1(a[1]);return d;} A_STATIC retAF3 opARcpF3(outAF3 d,inAF3 a){d[0]=ARcpF1(a[0]);d[1]=ARcpF1(a[1]);d[2]=ARcpF1(a[2]);return d;} A_STATIC retAF4 opARcpF4(outAF4 d,inAF4 a){d[0]=ARcpF1(a[0]);d[1]=ARcpF1(a[1]);d[2]=ARcpF1(a[2]);d[3]=ARcpF1(a[3]);return d;} //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// //_____________________________________________________________/\_______________________________________________________________ //============================================================================================================================== // HALF FLOAT PACKING //============================================================================================================================== // Convert float to half (in lower 16-bits of output). // Same fast technique as documented here: ftp://ftp.fox-toolkit.org/pub/fasthalffloatconversion.pdf // Supports denormals. // Conversion rules are to make computations possibly "safer" on the GPU, // -INF & -NaN -> -65504 // +INF & +NaN -> +65504 A_STATIC AU1 AU1_AH1_AF1(AF1 f){ static AW1 base[512]={ 0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000, 0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000, 0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000, 0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000, 0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000, 0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000, 0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0000,0x0001,0x0002,0x0004,0x0008,0x0010,0x0020,0x0040,0x0080,0x0100, 0x0200,0x0400,0x0800,0x0c00,0x1000,0x1400,0x1800,0x1c00,0x2000,0x2400,0x2800,0x2c00,0x3000,0x3400,0x3800,0x3c00, 0x4000,0x4400,0x4800,0x4c00,0x5000,0x5400,0x5800,0x5c00,0x6000,0x6400,0x6800,0x6c00,0x7000,0x7400,0x7800,0x7bff, 0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff, 0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff, 0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff, 0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff, 0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff, 0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff, 0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff,0x7bff, 0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000, 0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000, 0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000, 0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000, 0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000, 0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000, 0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8000,0x8001,0x8002,0x8004,0x8008,0x8010,0x8020,0x8040,0x8080,0x8100, 0x8200,0x8400,0x8800,0x8c00,0x9000,0x9400,0x9800,0x9c00,0xa000,0xa400,0xa800,0xac00,0xb000,0xb400,0xb800,0xbc00, 0xc000,0xc400,0xc800,0xcc00,0xd000,0xd400,0xd800,0xdc00,0xe000,0xe400,0xe800,0xec00,0xf000,0xf400,0xf800,0xfbff, 0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff, 0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff, 0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff, 0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff, 0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff, 0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff, 0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff,0xfbff}; static AB1 shift[512]={ 0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18, 0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18, 0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18, 0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18, 0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18, 0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18, 0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x17,0x16,0x15,0x14,0x13,0x12,0x11,0x10,0x0f, 0x0e,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d, 0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x18, 0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18, 0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18, 0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18, 0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18, 0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18, 0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18, 0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18, 0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18, 0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18, 0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18, 0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18, 0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18, 0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18, 0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x17,0x16,0x15,0x14,0x13,0x12,0x11,0x10,0x0f, 0x0e,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d, 0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x0d,0x18, 0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18, 0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18, 0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18, 0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18, 0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18, 0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18, 0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18,0x18}; union{AF1 f;AU1 u;}bits;bits.f=f;AU1 u=bits.u;AU1 i=u>>23;return (AU1)(base[i])+((u&0x7fffff)>>shift[i]);} //------------------------------------------------------------------------------------------------------------------------------ // Used to output packed constant. A_STATIC AU1 AU1_AH2_AF2(inAF2 a){return AU1_AH1_AF1(a[0])+(AU1_AH1_AF1(a[1])<<16);} #endif //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// //_____________________________________________________________/\_______________________________________________________________ //============================================================================================================================== // // // GLSL // // //============================================================================================================================== #if defined(A_GLSL) && defined(A_GPU) #ifndef A_SKIP_EXT #ifdef A_HALF #extension GL_EXT_shader_16bit_storage:require #extension GL_EXT_shader_explicit_arithmetic_types:require #endif //------------------------------------------------------------------------------------------------------------------------------ #ifdef A_LONG #extension GL_ARB_gpu_shader_int64:require // TODO: Fixme to more portable extension!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! #extension GL_NV_shader_atomic_int64:require #endif //------------------------------------------------------------------------------------------------------------------------------ #ifdef A_WAVE #extension GL_KHR_shader_subgroup_arithmetic:require #extension GL_KHR_shader_subgroup_ballot:require #extension GL_KHR_shader_subgroup_quad:require #extension GL_KHR_shader_subgroup_shuffle:require #endif #endif //============================================================================================================================== #define AP1 bool #define AP2 bvec2 #define AP3 bvec3 #define AP4 bvec4 //------------------------------------------------------------------------------------------------------------------------------ #define AF1 float #define AF2 vec2 #define AF3 vec3 #define AF4 vec4 //------------------------------------------------------------------------------------------------------------------------------ #define AU1 uint #define AU2 uvec2 #define AU3 uvec3 #define AU4 uvec4 //------------------------------------------------------------------------------------------------------------------------------ #define ASU1 int #define ASU2 ivec2 #define ASU3 ivec3 #define ASU4 ivec4 //============================================================================================================================== #define AF1_AU1(x) uintBitsToFloat(AU1(x)) #define AF2_AU2(x) uintBitsToFloat(AU2(x)) #define AF3_AU3(x) uintBitsToFloat(AU3(x)) #define AF4_AU4(x) uintBitsToFloat(AU4(x)) //------------------------------------------------------------------------------------------------------------------------------ #define AU1_AF1(x) floatBitsToUint(AF1(x)) #define AU2_AF2(x) floatBitsToUint(AF2(x)) #define AU3_AF3(x) floatBitsToUint(AF3(x)) #define AU4_AF4(x) floatBitsToUint(AF4(x)) //------------------------------------------------------------------------------------------------------------------------------ #define AU1_AH2_AF2 packHalf2x16 #define AU1_AW2Unorm_AF2 packUnorm2x16 #define AU1_AB4Unorm_AF4 packUnorm4x8 //------------------------------------------------------------------------------------------------------------------------------ #define AF2_AH2_AU1 unpackHalf2x16 #define AF2_AW2Unorm_AU1 unpackUnorm2x16 #define AF4_AB4Unorm_AU1 unpackUnorm4x8 //============================================================================================================================== AF1 AF1_x(AF1 a){return AF1(a);} AF2 AF2_x(AF1 a){return AF2(a,a);} AF3 AF3_x(AF1 a){return AF3(a,a,a);} AF4 AF4_x(AF1 a){return AF4(a,a,a,a);} #define AF1_(a) AF1_x(AF1(a)) #define AF2_(a) AF2_x(AF1(a)) #define AF3_(a) AF3_x(AF1(a)) #define AF4_(a) AF4_x(AF1(a)) //------------------------------------------------------------------------------------------------------------------------------ AU1 AU1_x(AU1 a){return AU1(a);} AU2 AU2_x(AU1 a){return AU2(a,a);} AU3 AU3_x(AU1 a){return AU3(a,a,a);} AU4 AU4_x(AU1 a){return AU4(a,a,a,a);} #define AU1_(a) AU1_x(AU1(a)) #define AU2_(a) AU2_x(AU1(a)) #define AU3_(a) AU3_x(AU1(a)) #define AU4_(a) AU4_x(AU1(a)) //============================================================================================================================== AU1 AAbsSU1(AU1 a){return AU1(abs(ASU1(a)));} AU2 AAbsSU2(AU2 a){return AU2(abs(ASU2(a)));} AU3 AAbsSU3(AU3 a){return AU3(abs(ASU3(a)));} AU4 AAbsSU4(AU4 a){return AU4(abs(ASU4(a)));} //------------------------------------------------------------------------------------------------------------------------------ AU1 ABfe(AU1 src,AU1 off,AU1 bits){return bitfieldExtract(src,ASU1(off),ASU1(bits));} AU1 ABfi(AU1 src,AU1 ins,AU1 mask){return (ins&mask)|(src&(~mask));} // Proxy for V_BFI_B32 where the 'mask' is set as 'bits', 'mask=(1<>ASU1(b));} AU2 AShrSU2(AU2 a,AU2 b){return AU2(ASU2(a)>>ASU2(b));} AU3 AShrSU3(AU3 a,AU3 b){return AU3(ASU3(a)>>ASU3(b));} AU4 AShrSU4(AU4 a,AU4 b){return AU4(ASU4(a)>>ASU4(b));} //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// //_____________________________________________________________/\_______________________________________________________________ //============================================================================================================================== // GLSL BYTE //============================================================================================================================== #ifdef A_BYTE #define AB1 uint8_t #define AB2 u8vec2 #define AB3 u8vec3 #define AB4 u8vec4 //------------------------------------------------------------------------------------------------------------------------------ #define ASB1 int8_t #define ASB2 i8vec2 #define ASB3 i8vec3 #define ASB4 i8vec4 //------------------------------------------------------------------------------------------------------------------------------ AB1 AB1_x(AB1 a){return AB1(a);} AB2 AB2_x(AB1 a){return AB2(a,a);} AB3 AB3_x(AB1 a){return AB3(a,a,a);} AB4 AB4_x(AB1 a){return AB4(a,a,a,a);} #define AB1_(a) AB1_x(AB1(a)) #define AB2_(a) AB2_x(AB1(a)) #define AB3_(a) AB3_x(AB1(a)) #define AB4_(a) AB4_x(AB1(a)) #endif //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// //_____________________________________________________________/\_______________________________________________________________ //============================================================================================================================== // GLSL HALF //============================================================================================================================== #ifdef A_HALF #define AH1 float16_t #define AH2 f16vec2 #define AH3 f16vec3 #define AH4 f16vec4 //------------------------------------------------------------------------------------------------------------------------------ #define AW1 uint16_t #define AW2 u16vec2 #define AW3 u16vec3 #define AW4 u16vec4 //------------------------------------------------------------------------------------------------------------------------------ #define ASW1 int16_t #define ASW2 i16vec2 #define ASW3 i16vec3 #define ASW4 i16vec4 //============================================================================================================================== #define AH2_AU1(x) unpackFloat2x16(AU1(x)) AH4 AH4_AU2_x(AU2 x){return AH4(unpackFloat2x16(x.x),unpackFloat2x16(x.y));} #define AH4_AU2(x) AH4_AU2_x(AU2(x)) #define AW2_AU1(x) unpackUint2x16(AU1(x)) #define AW4_AU2(x) unpackUint4x16(pack64(AU2(x))) //------------------------------------------------------------------------------------------------------------------------------ #define AU1_AH2(x) packFloat2x16(AH2(x)) AU2 AU2_AH4_x(AH4 x){return AU2(packFloat2x16(x.xy),packFloat2x16(x.zw));} #define AU2_AH4(x) AU2_AH4_x(AH4(x)) #define AU1_AW2(x) packUint2x16(AW2(x)) #define AU2_AW4(x) unpack32(packUint4x16(AW4(x))) //============================================================================================================================== #define AW1_AH1(x) halfBitsToUint16(AH1(x)) #define AW2_AH2(x) halfBitsToUint16(AH2(x)) #define AW3_AH3(x) halfBitsToUint16(AH3(x)) #define AW4_AH4(x) halfBitsToUint16(AH4(x)) //------------------------------------------------------------------------------------------------------------------------------ #define AH1_AW1(x) uint16BitsToHalf(AW1(x)) #define AH2_AW2(x) uint16BitsToHalf(AW2(x)) #define AH3_AW3(x) uint16BitsToHalf(AW3(x)) #define AH4_AW4(x) uint16BitsToHalf(AW4(x)) //============================================================================================================================== AH1 AH1_x(AH1 a){return AH1(a);} AH2 AH2_x(AH1 a){return AH2(a,a);} AH3 AH3_x(AH1 a){return AH3(a,a,a);} AH4 AH4_x(AH1 a){return AH4(a,a,a,a);} #define AH1_(a) AH1_x(AH1(a)) #define AH2_(a) AH2_x(AH1(a)) #define AH3_(a) AH3_x(AH1(a)) #define AH4_(a) AH4_x(AH1(a)) //------------------------------------------------------------------------------------------------------------------------------ AW1 AW1_x(AW1 a){return AW1(a);} AW2 AW2_x(AW1 a){return AW2(a,a);} AW3 AW3_x(AW1 a){return AW3(a,a,a);} AW4 AW4_x(AW1 a){return AW4(a,a,a,a);} #define AW1_(a) AW1_x(AW1(a)) #define AW2_(a) AW2_x(AW1(a)) #define AW3_(a) AW3_x(AW1(a)) #define AW4_(a) AW4_x(AW1(a)) //============================================================================================================================== AW1 AAbsSW1(AW1 a){return AW1(abs(ASW1(a)));} AW2 AAbsSW2(AW2 a){return AW2(abs(ASW2(a)));} AW3 AAbsSW3(AW3 a){return AW3(abs(ASW3(a)));} AW4 AAbsSW4(AW4 a){return AW4(abs(ASW4(a)));} //------------------------------------------------------------------------------------------------------------------------------ AH1 AFractH1(AH1 x){return fract(x);} AH2 AFractH2(AH2 x){return fract(x);} AH3 AFractH3(AH3 x){return fract(x);} AH4 AFractH4(AH4 x){return fract(x);} //------------------------------------------------------------------------------------------------------------------------------ AH1 ALerpH1(AH1 x,AH1 y,AH1 a){return mix(x,y,a);} AH2 ALerpH2(AH2 x,AH2 y,AH2 a){return mix(x,y,a);} AH3 ALerpH3(AH3 x,AH3 y,AH3 a){return mix(x,y,a);} AH4 ALerpH4(AH4 x,AH4 y,AH4 a){return mix(x,y,a);} //------------------------------------------------------------------------------------------------------------------------------ // No packed version of max3. AH1 AMax3H1(AH1 x,AH1 y,AH1 z){return max(x,max(y,z));} AH2 AMax3H2(AH2 x,AH2 y,AH2 z){return max(x,max(y,z));} AH3 AMax3H3(AH3 x,AH3 y,AH3 z){return max(x,max(y,z));} AH4 AMax3H4(AH4 x,AH4 y,AH4 z){return max(x,max(y,z));} //------------------------------------------------------------------------------------------------------------------------------ AW1 AMaxSW1(AW1 a,AW1 b){return AW1(max(ASU1(a),ASU1(b)));} AW2 AMaxSW2(AW2 a,AW2 b){return AW2(max(ASU2(a),ASU2(b)));} AW3 AMaxSW3(AW3 a,AW3 b){return AW3(max(ASU3(a),ASU3(b)));} AW4 AMaxSW4(AW4 a,AW4 b){return AW4(max(ASU4(a),ASU4(b)));} //------------------------------------------------------------------------------------------------------------------------------ // No packed version of min3. AH1 AMin3H1(AH1 x,AH1 y,AH1 z){return min(x,min(y,z));} AH2 AMin3H2(AH2 x,AH2 y,AH2 z){return min(x,min(y,z));} AH3 AMin3H3(AH3 x,AH3 y,AH3 z){return min(x,min(y,z));} AH4 AMin3H4(AH4 x,AH4 y,AH4 z){return min(x,min(y,z));} //------------------------------------------------------------------------------------------------------------------------------ AW1 AMinSW1(AW1 a,AW1 b){return AW1(min(ASU1(a),ASU1(b)));} AW2 AMinSW2(AW2 a,AW2 b){return AW2(min(ASU2(a),ASU2(b)));} AW3 AMinSW3(AW3 a,AW3 b){return AW3(min(ASU3(a),ASU3(b)));} AW4 AMinSW4(AW4 a,AW4 b){return AW4(min(ASU4(a),ASU4(b)));} //------------------------------------------------------------------------------------------------------------------------------ AH1 ARcpH1(AH1 x){return AH1_(1.0)/x;} AH2 ARcpH2(AH2 x){return AH2_(1.0)/x;} AH3 ARcpH3(AH3 x){return AH3_(1.0)/x;} AH4 ARcpH4(AH4 x){return AH4_(1.0)/x;} //------------------------------------------------------------------------------------------------------------------------------ AH1 ARsqH1(AH1 x){return AH1_(1.0)/sqrt(x);} AH2 ARsqH2(AH2 x){return AH2_(1.0)/sqrt(x);} AH3 ARsqH3(AH3 x){return AH3_(1.0)/sqrt(x);} AH4 ARsqH4(AH4 x){return AH4_(1.0)/sqrt(x);} //------------------------------------------------------------------------------------------------------------------------------ AH1 ASatH1(AH1 x){return clamp(x,AH1_(0.0),AH1_(1.0));} AH2 ASatH2(AH2 x){return clamp(x,AH2_(0.0),AH2_(1.0));} AH3 ASatH3(AH3 x){return clamp(x,AH3_(0.0),AH3_(1.0));} AH4 ASatH4(AH4 x){return clamp(x,AH4_(0.0),AH4_(1.0));} //------------------------------------------------------------------------------------------------------------------------------ AW1 AShrSW1(AW1 a,AW1 b){return AW1(ASW1(a)>>ASW1(b));} AW2 AShrSW2(AW2 a,AW2 b){return AW2(ASW2(a)>>ASW2(b));} AW3 AShrSW3(AW3 a,AW3 b){return AW3(ASW3(a)>>ASW3(b));} AW4 AShrSW4(AW4 a,AW4 b){return AW4(ASW4(a)>>ASW4(b));} #endif //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// //_____________________________________________________________/\_______________________________________________________________ //============================================================================================================================== // GLSL DOUBLE //============================================================================================================================== #ifdef A_DUBL #define AD1 double #define AD2 dvec2 #define AD3 dvec3 #define AD4 dvec4 //------------------------------------------------------------------------------------------------------------------------------ AD1 AD1_x(AD1 a){return AD1(a);} AD2 AD2_x(AD1 a){return AD2(a,a);} AD3 AD3_x(AD1 a){return AD3(a,a,a);} AD4 AD4_x(AD1 a){return AD4(a,a,a,a);} #define AD1_(a) AD1_x(AD1(a)) #define AD2_(a) AD2_x(AD1(a)) #define AD3_(a) AD3_x(AD1(a)) #define AD4_(a) AD4_x(AD1(a)) //============================================================================================================================== AD1 AFractD1(AD1 x){return fract(x);} AD2 AFractD2(AD2 x){return fract(x);} AD3 AFractD3(AD3 x){return fract(x);} AD4 AFractD4(AD4 x){return fract(x);} //------------------------------------------------------------------------------------------------------------------------------ AD1 ALerpD1(AD1 x,AD1 y,AD1 a){return mix(x,y,a);} AD2 ALerpD2(AD2 x,AD2 y,AD2 a){return mix(x,y,a);} AD3 ALerpD3(AD3 x,AD3 y,AD3 a){return mix(x,y,a);} AD4 ALerpD4(AD4 x,AD4 y,AD4 a){return mix(x,y,a);} //------------------------------------------------------------------------------------------------------------------------------ AD1 ARcpD1(AD1 x){return AD1_(1.0)/x;} AD2 ARcpD2(AD2 x){return AD2_(1.0)/x;} AD3 ARcpD3(AD3 x){return AD3_(1.0)/x;} AD4 ARcpD4(AD4 x){return AD4_(1.0)/x;} //------------------------------------------------------------------------------------------------------------------------------ AD1 ARsqD1(AD1 x){return AD1_(1.0)/sqrt(x);} AD2 ARsqD2(AD2 x){return AD2_(1.0)/sqrt(x);} AD3 ARsqD3(AD3 x){return AD3_(1.0)/sqrt(x);} AD4 ARsqD4(AD4 x){return AD4_(1.0)/sqrt(x);} //------------------------------------------------------------------------------------------------------------------------------ AD1 ASatD1(AD1 x){return clamp(x,AD1_(0.0),AD1_(1.0));} AD2 ASatD2(AD2 x){return clamp(x,AD2_(0.0),AD2_(1.0));} AD3 ASatD3(AD3 x){return clamp(x,AD3_(0.0),AD3_(1.0));} AD4 ASatD4(AD4 x){return clamp(x,AD4_(0.0),AD4_(1.0));} #endif //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// //_____________________________________________________________/\_______________________________________________________________ //============================================================================================================================== // GLSL LONG //============================================================================================================================== #ifdef A_LONG #define AL1 uint64_t #define AL2 u64vec2 #define AL3 u64vec3 #define AL4 u64vec4 //------------------------------------------------------------------------------------------------------------------------------ #define ASL1 int64_t #define ASL2 i64vec2 #define ASL3 i64vec3 #define ASL4 i64vec4 //------------------------------------------------------------------------------------------------------------------------------ #define AL1_AU2(x) packUint2x32(AU2(x)) #define AU2_AL1(x) unpackUint2x32(AL1(x)) //------------------------------------------------------------------------------------------------------------------------------ AL1 AL1_x(AL1 a){return AL1(a);} AL2 AL2_x(AL1 a){return AL2(a,a);} AL3 AL3_x(AL1 a){return AL3(a,a,a);} AL4 AL4_x(AL1 a){return AL4(a,a,a,a);} #define AL1_(a) AL1_x(AL1(a)) #define AL2_(a) AL2_x(AL1(a)) #define AL3_(a) AL3_x(AL1(a)) #define AL4_(a) AL4_x(AL1(a)) //============================================================================================================================== AL1 AAbsSL1(AL1 a){return AL1(abs(ASL1(a)));} AL2 AAbsSL2(AL2 a){return AL2(abs(ASL2(a)));} AL3 AAbsSL3(AL3 a){return AL3(abs(ASL3(a)));} AL4 AAbsSL4(AL4 a){return AL4(abs(ASL4(a)));} //------------------------------------------------------------------------------------------------------------------------------ AL1 AMaxSL1(AL1 a,AL1 b){return AL1(max(ASU1(a),ASU1(b)));} AL2 AMaxSL2(AL2 a,AL2 b){return AL2(max(ASU2(a),ASU2(b)));} AL3 AMaxSL3(AL3 a,AL3 b){return AL3(max(ASU3(a),ASU3(b)));} AL4 AMaxSL4(AL4 a,AL4 b){return AL4(max(ASU4(a),ASU4(b)));} //------------------------------------------------------------------------------------------------------------------------------ AL1 AMinSL1(AL1 a,AL1 b){return AL1(min(ASU1(a),ASU1(b)));} AL2 AMinSL2(AL2 a,AL2 b){return AL2(min(ASU2(a),ASU2(b)));} AL3 AMinSL3(AL3 a,AL3 b){return AL3(min(ASU3(a),ASU3(b)));} AL4 AMinSL4(AL4 a,AL4 b){return AL4(min(ASU4(a),ASU4(b)));} #endif //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// //_____________________________________________________________/\_______________________________________________________________ //============================================================================================================================== // WAVE OPERATIONS //============================================================================================================================== #ifdef A_WAVE AF1 AWaveAdd(AF1 v){return subgroupAdd(v);} AF2 AWaveAdd(AF2 v){return subgroupAdd(v);} AF3 AWaveAdd(AF3 v){return subgroupAdd(v);} AF4 AWaveAdd(AF4 v){return subgroupAdd(v);} #endif //============================================================================================================================== #endif //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// //_____________________________________________________________/\_______________________________________________________________ //============================================================================================================================== // // // HLSL // // //============================================================================================================================== #if defined(A_HLSL) && defined(A_GPU) #define AP1 bool #define AP2 bool2 #define AP3 bool3 #define AP4 bool4 //------------------------------------------------------------------------------------------------------------------------------ #define AF1 float #define AF2 float2 #define AF3 float3 #define AF4 float4 //------------------------------------------------------------------------------------------------------------------------------ #define AU1 uint #define AU2 uint2 #define AU3 uint3 #define AU4 uint4 //------------------------------------------------------------------------------------------------------------------------------ #define ASU1 int #define ASU2 int2 #define ASU3 int3 #define ASU4 int4 //============================================================================================================================== #define AF1_AU1(x) asfloat(AU1(x)) #define AF2_AU2(x) asfloat(AU2(x)) #define AF3_AU3(x) asfloat(AU3(x)) #define AF4_AU4(x) asfloat(AU4(x)) //------------------------------------------------------------------------------------------------------------------------------ #define AU1_AF1(x) asuint(AF1(x)) #define AU2_AF2(x) asuint(AF2(x)) #define AU3_AF3(x) asuint(AF3(x)) #define AU4_AF4(x) asuint(AF4(x)) //------------------------------------------------------------------------------------------------------------------------------ AU1 AU1_AH2_AF2_x(AF2 a){return f32tof16(a.x)|(f32tof16(a.y)<<16);} #define AU1_AH2_AF2(a) AU1_AH2_AF2_x(AF2(a)) #define AU1_AB4Unorm_AF4(x) D3DCOLORtoUBYTE4(AF4(x)) //------------------------------------------------------------------------------------------------------------------------------ AF2 AF2_AH2_AU1_x(AU1 x){return AF2(f16tof32(x&0xFFFF),f16tof32(x>>16));} #define AF2_AH2_AU1(x) AF2_AH2_AU1_x(AU1(x)) //============================================================================================================================== AF1 AF1_x(AF1 a){return AF1(a);} AF2 AF2_x(AF1 a){return AF2(a,a);} AF3 AF3_x(AF1 a){return AF3(a,a,a);} AF4 AF4_x(AF1 a){return AF4(a,a,a,a);} #define AF1_(a) AF1_x(AF1(a)) #define AF2_(a) AF2_x(AF1(a)) #define AF3_(a) AF3_x(AF1(a)) #define AF4_(a) AF4_x(AF1(a)) //------------------------------------------------------------------------------------------------------------------------------ AU1 AU1_x(AU1 a){return AU1(a);} AU2 AU2_x(AU1 a){return AU2(a,a);} AU3 AU3_x(AU1 a){return AU3(a,a,a);} AU4 AU4_x(AU1 a){return AU4(a,a,a,a);} #define AU1_(a) AU1_x(AU1(a)) #define AU2_(a) AU2_x(AU1(a)) #define AU3_(a) AU3_x(AU1(a)) #define AU4_(a) AU4_x(AU1(a)) //============================================================================================================================== AU1 AAbsSU1(AU1 a){return AU1(abs(ASU1(a)));} AU2 AAbsSU2(AU2 a){return AU2(abs(ASU2(a)));} AU3 AAbsSU3(AU3 a){return AU3(abs(ASU3(a)));} AU4 AAbsSU4(AU4 a){return AU4(abs(ASU4(a)));} //------------------------------------------------------------------------------------------------------------------------------ AU1 ABfe(AU1 src,AU1 off,AU1 bits){AU1 mask=(1<>off)&mask;} AU1 ABfi(AU1 src,AU1 ins,AU1 mask){return (ins&mask)|(src&(~mask));} AU1 ABfiM(AU1 src,AU1 ins,AU1 bits){AU1 mask=(1<>ASU1(b));} AU2 AShrSU2(AU2 a,AU2 b){return AU2(ASU2(a)>>ASU2(b));} AU3 AShrSU3(AU3 a,AU3 b){return AU3(ASU3(a)>>ASU3(b));} AU4 AShrSU4(AU4 a,AU4 b){return AU4(ASU4(a)>>ASU4(b));} //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// //_____________________________________________________________/\_______________________________________________________________ //============================================================================================================================== // HLSL BYTE //============================================================================================================================== #ifdef A_BYTE #endif //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// //_____________________________________________________________/\_______________________________________________________________ //============================================================================================================================== // HLSL HALF //============================================================================================================================== #ifdef A_HALF #define AH1 min16float #define AH2 min16float2 #define AH3 min16float3 #define AH4 min16float4 //------------------------------------------------------------------------------------------------------------------------------ #define AW1 min16uint #define AW2 min16uint2 #define AW3 min16uint3 #define AW4 min16uint4 //------------------------------------------------------------------------------------------------------------------------------ #define ASW1 min16int #define ASW2 min16int2 #define ASW3 min16int3 #define ASW4 min16int4 //============================================================================================================================== // Need to use manual unpack to get optimal execution (don't use packed types in buffers directly). // Unpack requires this pattern: https://gpuopen.com/first-steps-implementing-fp16/ AH2 AH2_AU1_x(AU1 x){AF2 t=f16tof32(AU2(x&0xFFFF,x>>16));return AH2(t);} AH4 AH4_AU2_x(AU2 x){return AH4(AH2_AU1_x(x.x),AH2_AU1_x(x.y));} AW2 AW2_AU1_x(AU1 x){AU2 t=AU2(x&0xFFFF,x>>16);return AW2(t);} AW4 AW4_AU2_x(AU2 x){return AW4(AW2_AU1_x(x.x),AW2_AU1_x(x.y));} #define AH2_AU1(x) AH2_AU1_x(AU1(x)) #define AH4_AU2(x) AH4_AU2_x(AU2(x)) #define AW2_AU1(x) AW2_AU1_x(AU1(x)) #define AW4_AU2(x) AW4_AU2_x(AU2(x)) //------------------------------------------------------------------------------------------------------------------------------ AU1 AU1_AH2_x(AH2 x){return f32tof16(x.x)+(f32tof16(x.y)<<16);} AU2 AU2_AH4_x(AH4 x){return AU2(AU1_AH2_x(x.xy),AU1_AH2_x(x.zw));} AU1 AU1_AW2_x(AW2 x){return AU1(x.x)+(AU1(x.y)<<16);} AU2 AU2_AW4_x(AW4 x){return AU2(AU1_AW2_x(x.xy),AU1_AW2_x(x.zw));} #define AU1_AH2(x) AU1_AH2_x(AH2(x)) #define AU2_AH4(x) AU2_AH4_x(AH4(x)) #define AU1_AW2(x) AU1_AW2_x(AW2(x)) #define AU2_AW4(x) AU2_AW4_x(AW4(x)) //============================================================================================================================== // TODO: These are broken!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! #define AW1_AH1(x) AW1(asuint(AF1(x))) #define AW2_AH2(x) AW2(asuint(AF2(x))) #define AW3_AH3(x) AW3(asuint(AF3(x))) #define AW4_AH4(x) AW4(asuint(AF4(x))) //------------------------------------------------------------------------------------------------------------------------------ // TODO: These are broken!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! #define AH1_AW1(x) AH1(asfloat(AU1(x))) #define AH2_AW2(x) AH2(asfloat(AU2(x))) #define AH3_AW3(x) AH3(asfloat(AU3(x))) #define AH4_AW4(x) AH4(asfloat(AU4(x))) //============================================================================================================================== AH1 AH1_x(AH1 a){return AH1(a);} AH2 AH2_x(AH1 a){return AH2(a,a);} AH3 AH3_x(AH1 a){return AH3(a,a,a);} AH4 AH4_x(AH1 a){return AH4(a,a,a,a);} #define AH1_(a) AH1_x(AH1(a)) #define AH2_(a) AH2_x(AH1(a)) #define AH3_(a) AH3_x(AH1(a)) #define AH4_(a) AH4_x(AH1(a)) //------------------------------------------------------------------------------------------------------------------------------ AW1 AW1_x(AW1 a){return AW1(a);} AW2 AW2_x(AW1 a){return AW2(a,a);} AW3 AW3_x(AW1 a){return AW3(a,a,a);} AW4 AW4_x(AW1 a){return AW4(a,a,a,a);} #define AW1_(a) AW1_x(AW1(a)) #define AW2_(a) AW2_x(AW1(a)) #define AW3_(a) AW3_x(AW1(a)) #define AW4_(a) AW4_x(AW1(a)) //============================================================================================================================== AW1 AAbsSW1(AW1 a){return AW1(abs(ASW1(a)));} AW2 AAbsSW2(AW2 a){return AW2(abs(ASW2(a)));} AW3 AAbsSW3(AW3 a){return AW3(abs(ASW3(a)));} AW4 AAbsSW4(AW4 a){return AW4(abs(ASW4(a)));} //------------------------------------------------------------------------------------------------------------------------------ // V_FRACT_F16 (note DX frac() is different). AH1 AFractH1(AH1 x){return x-floor(x);} AH2 AFractH2(AH2 x){return x-floor(x);} AH3 AFractH3(AH3 x){return x-floor(x);} AH4 AFractH4(AH4 x){return x-floor(x);} //------------------------------------------------------------------------------------------------------------------------------ AH1 ALerpH1(AH1 x,AH1 y,AH1 a){return lerp(x,y,a);} AH2 ALerpH2(AH2 x,AH2 y,AH2 a){return lerp(x,y,a);} AH3 ALerpH3(AH3 x,AH3 y,AH3 a){return lerp(x,y,a);} AH4 ALerpH4(AH4 x,AH4 y,AH4 a){return lerp(x,y,a);} //------------------------------------------------------------------------------------------------------------------------------ AH1 AMax3H1(AH1 x,AH1 y,AH1 z){return max(x,max(y,z));} AH2 AMax3H2(AH2 x,AH2 y,AH2 z){return max(x,max(y,z));} AH3 AMax3H3(AH3 x,AH3 y,AH3 z){return max(x,max(y,z));} AH4 AMax3H4(AH4 x,AH4 y,AH4 z){return max(x,max(y,z));} //------------------------------------------------------------------------------------------------------------------------------ AW1 AMaxSW1(AW1 a,AW1 b){return AW1(max(ASU1(a),ASU1(b)));} AW2 AMaxSW2(AW2 a,AW2 b){return AW2(max(ASU2(a),ASU2(b)));} AW3 AMaxSW3(AW3 a,AW3 b){return AW3(max(ASU3(a),ASU3(b)));} AW4 AMaxSW4(AW4 a,AW4 b){return AW4(max(ASU4(a),ASU4(b)));} //------------------------------------------------------------------------------------------------------------------------------ AH1 AMin3H1(AH1 x,AH1 y,AH1 z){return min(x,min(y,z));} AH2 AMin3H2(AH2 x,AH2 y,AH2 z){return min(x,min(y,z));} AH3 AMin3H3(AH3 x,AH3 y,AH3 z){return min(x,min(y,z));} AH4 AMin3H4(AH4 x,AH4 y,AH4 z){return min(x,min(y,z));} //------------------------------------------------------------------------------------------------------------------------------ AW1 AMinSW1(AW1 a,AW1 b){return AW1(min(ASU1(a),ASU1(b)));} AW2 AMinSW2(AW2 a,AW2 b){return AW2(min(ASU2(a),ASU2(b)));} AW3 AMinSW3(AW3 a,AW3 b){return AW3(min(ASU3(a),ASU3(b)));} AW4 AMinSW4(AW4 a,AW4 b){return AW4(min(ASU4(a),ASU4(b)));} //------------------------------------------------------------------------------------------------------------------------------ AH1 ARcpH1(AH1 x){return rcp(x);} AH2 ARcpH2(AH2 x){return rcp(x);} AH3 ARcpH3(AH3 x){return rcp(x);} AH4 ARcpH4(AH4 x){return rcp(x);} //------------------------------------------------------------------------------------------------------------------------------ AH1 ARsqH1(AH1 x){return rsqrt(x);} AH2 ARsqH2(AH2 x){return rsqrt(x);} AH3 ARsqH3(AH3 x){return rsqrt(x);} AH4 ARsqH4(AH4 x){return rsqrt(x);} //------------------------------------------------------------------------------------------------------------------------------ AH1 ASatH1(AH1 x){return saturate(x);} AH2 ASatH2(AH2 x){return saturate(x);} AH3 ASatH3(AH3 x){return saturate(x);} AH4 ASatH4(AH4 x){return saturate(x);} //------------------------------------------------------------------------------------------------------------------------------ AW1 AShrSW1(AW1 a,AW1 b){return AW1(ASW1(a)>>ASW1(b));} AW2 AShrSW2(AW2 a,AW2 b){return AW2(ASW2(a)>>ASW2(b));} AW3 AShrSW3(AW3 a,AW3 b){return AW3(ASW3(a)>>ASW3(b));} AW4 AShrSW4(AW4 a,AW4 b){return AW4(ASW4(a)>>ASW4(b));} #endif //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// //_____________________________________________________________/\_______________________________________________________________ //============================================================================================================================== // HLSL DOUBLE //============================================================================================================================== #ifdef A_DUBL #define AD1 double #define AD2 double2 #define AD3 double3 #define AD4 double4 //------------------------------------------------------------------------------------------------------------------------------ AD1 AD1_x(AD1 a){return AD1(a);} AD2 AD2_x(AD1 a){return AD2(a,a);} AD3 AD3_x(AD1 a){return AD3(a,a,a);} AD4 AD4_x(AD1 a){return AD4(a,a,a,a);} #define AD1_(a) AD1_x(AD1(a)) #define AD2_(a) AD2_x(AD1(a)) #define AD3_(a) AD3_x(AD1(a)) #define AD4_(a) AD4_x(AD1(a)) //============================================================================================================================== AD1 AFractD1(AD1 a){return a-floor(a);} AD2 AFractD2(AD2 a){return a-floor(a);} AD3 AFractD3(AD3 a){return a-floor(a);} AD4 AFractD4(AD4 a){return a-floor(a);} //------------------------------------------------------------------------------------------------------------------------------ AD1 ALerpD1(AD1 x,AD1 y,AD1 a){return lerp(x,y,a);} AD2 ALerpD2(AD2 x,AD2 y,AD2 a){return lerp(x,y,a);} AD3 ALerpD3(AD3 x,AD3 y,AD3 a){return lerp(x,y,a);} AD4 ALerpD4(AD4 x,AD4 y,AD4 a){return lerp(x,y,a);} //------------------------------------------------------------------------------------------------------------------------------ AD1 ARcpD1(AD1 x){return rcp(x);} AD2 ARcpD2(AD2 x){return rcp(x);} AD3 ARcpD3(AD3 x){return rcp(x);} AD4 ARcpD4(AD4 x){return rcp(x);} //------------------------------------------------------------------------------------------------------------------------------ AD1 ARsqD1(AD1 x){return rsqrt(x);} AD2 ARsqD2(AD2 x){return rsqrt(x);} AD3 ARsqD3(AD3 x){return rsqrt(x);} AD4 ARsqD4(AD4 x){return rsqrt(x);} //------------------------------------------------------------------------------------------------------------------------------ AD1 ASatD1(AD1 x){return saturate(x);} AD2 ASatD2(AD2 x){return saturate(x);} AD3 ASatD3(AD3 x){return saturate(x);} AD4 ASatD4(AD4 x){return saturate(x);} #endif //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// //_____________________________________________________________/\_______________________________________________________________ //============================================================================================================================== // HLSL LONG //============================================================================================================================== #ifdef A_LONG #endif //============================================================================================================================== #endif //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// //_____________________________________________________________/\_______________________________________________________________ //============================================================================================================================== // // // GPU COMMON // // //============================================================================================================================== #ifdef A_GPU // Negative and positive infinity. #define A_INFN_F AF1_AU1(0x7f800000u) #define A_INFP_F AF1_AU1(0xff800000u) //------------------------------------------------------------------------------------------------------------------------------ // Copy sign from 's' to positive 'd'. AF1 ACpySgnF1(AF1 d,AF1 s){return AF1_AU1(AU1_AF1(d)|(AU1_AF1(s)&AU1_(0x80000000u)));} AF2 ACpySgnF2(AF2 d,AF2 s){return AF2_AU2(AU2_AF2(d)|(AU2_AF2(s)&AU2_(0x80000000u)));} AF3 ACpySgnF3(AF3 d,AF3 s){return AF3_AU3(AU3_AF3(d)|(AU3_AF3(s)&AU3_(0x80000000u)));} AF4 ACpySgnF4(AF4 d,AF4 s){return AF4_AU4(AU4_AF4(d)|(AU4_AF4(s)&AU4_(0x80000000u)));} //------------------------------------------------------------------------------------------------------------------------------ // Single operation to return (useful to create a mask to use in lerp for branch free logic), // m=NaN := 0 // m>=0 := 0 // m<0 := 1 // Uses the following useful floating point logic, // saturate(+a*(-INF)==-INF) := 0 // saturate( 0*(-INF)== NaN) := 0 // saturate(-a*(-INF)==+INF) := 1 AF1 ASignedF1(AF1 m){return ASatF1(m*AF1_(A_INFN_F));} AF2 ASignedF2(AF2 m){return ASatF2(m*AF2_(A_INFN_F));} AF3 ASignedF3(AF3 m){return ASatF3(m*AF3_(A_INFN_F));} AF4 ASignedF4(AF4 m){return ASatF4(m*AF4_(A_INFN_F));} //============================================================================================================================== #ifdef A_HALF #define A_INFN_H AH1_AW1(0x7c00u) #define A_INFP_H AH1_AW1(0xfc00u) //------------------------------------------------------------------------------------------------------------------------------ AH1 ACpySgnH1(AH1 d,AH1 s){return AH1_AW1(AW1_AH1(d)|(AW1_AH1(s)&AW1_(0x8000u)));} AH2 ACpySgnH2(AH2 d,AH2 s){return AH2_AW2(AW2_AH2(d)|(AW2_AH2(s)&AW2_(0x8000u)));} AH3 ACpySgnH3(AH3 d,AH3 s){return AH3_AW3(AW3_AH3(d)|(AW3_AH3(s)&AW3_(0x8000u)));} AH4 ACpySgnH4(AH4 d,AH4 s){return AH4_AW4(AW4_AH4(d)|(AW4_AH4(s)&AW4_(0x8000u)));} //------------------------------------------------------------------------------------------------------------------------------ AH1 ASignedH1(AH1 m){return ASatH1(m*AH1_(A_INFN_H));} AH2 ASignedH2(AH2 m){return ASatH2(m*AH2_(A_INFN_H));} AH3 ASignedH3(AH3 m){return ASatH3(m*AH3_(A_INFN_H));} AH4 ASignedH4(AH4 m){return ASatH4(m*AH4_(A_INFN_H));} #endif //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// //_____________________________________________________________/\_______________________________________________________________ //============================================================================================================================== // HALF APPROXIMATIONS //------------------------------------------------------------------------------------------------------------------------------ // These support only positive inputs. // Did not see value yet in specialization for range. // Using quick testing, ended up mostly getting the same "best" approximation for various ranges. // With hardware that can co-execute transcendentals, the value in approximations could be less than expected. // However from a latency perspective, if execution of a transcendental is 4 clk, with no packed support, -> 8 clk total. // And co-execution would require a compiler interleaving a lot of independent work for packed usage. //------------------------------------------------------------------------------------------------------------------------------ // The one Newton Raphson iteration form of rsq() was skipped (requires 6 ops total). // Same with sqrt(), as this could be x*rsq() (7 ops). //------------------------------------------------------------------------------------------------------------------------------ // IDEAS // ===== // - Polaris hardware has 16-bit support, but non-double rate. // Could be possible still get part double rate for some of this logic, // by clearing out the lower half's sign when necessary and using 32-bit ops... //============================================================================================================================== #ifdef A_HALF // Minimize squared error across full positive range, 2 ops. // The 0x1de2 based approximation maps {0 to 1} input maps to < 1 output. AH1 APrxLoSqrtH1(AH1 a){return AH1_AW1((AW1_AH1(a)>>AW1_(1))+AW1_(0x1de2));} AH2 APrxLoSqrtH2(AH2 a){return AH2_AW2((AW2_AH2(a)>>AW2_(1))+AW2_(0x1de2));} //------------------------------------------------------------------------------------------------------------------------------ // Lower precision estimation, 1 op. // Minimize squared error across {smallest normal to 16384.0}. AH1 APrxLoRcpH1(AH1 a){return AH1_AW1(AW1_(0x7784)-AW1_AH1(a));} AH2 APrxLoRcpH2(AH2 a){return AH2_AW2(AW2_(0x7784)-AW2_AH2(a));} //------------------------------------------------------------------------------------------------------------------------------ // Medium precision estimation, one Newton Raphson iteration, 3 ops. AH1 APrxMedRcpH1(AH1 a){AH1 b=AH1_AW1(AW1_(0x778d)-AW1_AH1(a));return b*(-b*a+AH1_(2.0));} AH2 APrxMedRcpH2(AH2 a){AH2 b=AH2_AW2(AW2_(0x778d)-AW2_AH2(a));return b*(-b*a+AH2_(2.0));} //------------------------------------------------------------------------------------------------------------------------------ // Minimize squared error across {smallest normal to 16384.0}, 2 ops. AH1 APrxLoRsqH1(AH1 a){return AH1_AW1(AW1_(0x59a3)-(AW1_AH1(a)>>AW1_(1)));} AH2 APrxLoRsqH2(AH2 a){return AH2_AW2(AW2_(0x59a3)-(AW2_AH2(a)>>AW2_(1)));} #endif //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// //_____________________________________________________________/\_______________________________________________________________ //============================================================================================================================== // FLOAT APPROXIMATIONS //------------------------------------------------------------------------------------------------------------------------------ // Michal Drobot has an excellent presentation on these: "Low Level Optimizations For GCN", // - Idea dates back to SGI, then to Quake 3, etc. // - https://michaldrobot.files.wordpress.com/2014/05/gcn_alu_opt_digitaldragons2014.pdf // - sqrt(x)=rsqrt(x)*x // - rcp(x)=rsqrt(x)*rsqrt(x) for positive x // - https://github.com/michaldrobot/ShaderFastLibs/blob/master/ShaderFastMathLib.h //------------------------------------------------------------------------------------------------------------------------------ // These below are from perhaps less complete searching for optimal. // Used FP16 normal range for testing with +4096 32-bit step size for sampling error. // So these match up well with the half approximations. //============================================================================================================================== AF1 APrxLoSqrtF1(AF1 a){return AF1_AU1((AU1_AF1(a)>>AU1_(1))+AU1_(0x1fbc4639));} AF1 APrxLoRcpF1(AF1 a){return AF1_AU1(AU1_(0x7ef07ebb)-AU1_AF1(a));} AF1 APrxMedRcpF1(AF1 a){AF1 b=AF1_AU1(AU1_(0x7ef19fff)-AU1_AF1(a));return b*(-b*a+AF1_(2.0));} AF1 APrxLoRsqF1(AF1 a){return AF1_AU1(AU1_(0x5f347d74)-(AU1_AF1(a)>>AU1_(1)));} //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// //_____________________________________________________________/\_______________________________________________________________ //============================================================================================================================== // PARABOLIC SIN & COS //------------------------------------------------------------------------------------------------------------------------------ // Approximate answers to transcendental questions. //------------------------------------------------------------------------------------------------------------------------------ // TODO // ==== // - Verify packed math ABS is correctly doing an AND. //============================================================================================================================== // Valid input range is {-1 to 1} representing {0 to 2 pi}. // Output range is {-1/4 to -1/4} representing {-1 to 1}. AF1 APSinF1(AF1 x){return x*abs(x)-x;} // MAD. AF1 APCosF1(AF1 x){x=AFractF1(x*AF1_(0.5)+AF1_(0.75));x=x*AF1_(2.0)-AF1_(1.0);return APSinF1(x);} // 3x MAD, FRACT //------------------------------------------------------------------------------------------------------------------------------ #ifdef A_HALF // For a packed {sin,cos} pair, // - Native takes 16 clocks and 4 issue slots (no packed transcendentals). // - Parabolic takes 8 clocks and 8 issue slots (only fract is non-packed). AH2 APSinH2(AH2 x){return x*abs(x)-x;} // AND,FMA AH2 APCosH2(AH2 x){x=AFractH2(x*AH2_(0.5)+AH2_(0.75));x=x*AH2_(2.0)-AH2_(1.0);return APSinH2(x);} // 3x FMA, 2xFRACT, AND #endif //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// //_____________________________________________________________/\_______________________________________________________________ //============================================================================================================================== // COLOR CONVERSIONS //------------------------------------------------------------------------------------------------------------------------------ // These are all linear to/from some other space (where 'linear' has been shortened out of the function name). // So 'ToGamma' is 'LinearToGamma', and 'FromGamma' is 'LinearFromGamma'. // These are branch free implementations. // The AToSrgbF1() function is useful for stores for compute shaders for GPUs without hardware linear->sRGB store conversion. //------------------------------------------------------------------------------------------------------------------------------ // TRANSFER FUNCTIONS // ================== // 709 ..... Rec709 used for some HDTVs // Gamma ... Typically 2.2 for some PC displays, or 2.4-2.5 for CRTs, or 2.2 FreeSync2 native // Pq ...... PQ native for HDR10 // Srgb .... The sRGB output, typical of PC displays, useful for 10-bit output, or storing to 8-bit UNORM without SRGB type // Two ..... Gamma 2.0, fastest conversion (useful for intermediate pass approximations) //------------------------------------------------------------------------------------------------------------------------------ // FOR PQ // ====== // Both input and output is {0.0-1.0}, and where output 1.0 represents 10000.0 cd/m^2. // All constants are only specified to FP32 precision. // External PQ source reference, // - https://github.com/ampas/aces-dev/blob/master/transforms/ctl/utilities/ACESlib.Utilities_Color.a1.0.1.ctl //------------------------------------------------------------------------------------------------------------------------------ // PACKED VERSIONS // =============== // These are the A*H2() functions. // There is no PQ functions as FP16 seemed to not have enough precision for the conversion. // The remaining functions are "good enough" for 8-bit, and maybe 10-bit if not concerned about a few 1-bit errors. // Precision is lowest in the 709 conversion, higher in sRGB, higher still in Two and Gamma (when using 2.2 at least). //------------------------------------------------------------------------------------------------------------------------------ // NOTES // ===== // Could be faster for PQ conversions to be in ALU or a texture lookup depending on usage case. //============================================================================================================================== AF1 ATo709F1(AF1 c){return max(min(c*AF1_(4.5),AF1_(0.018)),AF1_(1.099)*pow(c,AF1_(0.45))-AF1_(0.099));} //------------------------------------------------------------------------------------------------------------------------------ // Note 'rcpX' is '1/x', where the 'x' is what would be used in AFromGamma(). AF1 AToGammaF1(AF1 c,AF1 rcpX){return pow(c,rcpX);} //------------------------------------------------------------------------------------------------------------------------------ AF1 AToPqF1(AF1 x){AF1 p=pow(x,AF1_(0.159302)); return pow((AF1_(0.835938)+AF1_(18.8516)*p)/(AF1_(1.0)+AF1_(18.6875)*p),AF1_(78.8438));} //------------------------------------------------------------------------------------------------------------------------------ AF1 AToSrgbF1(AF1 c){return max(min(c*AF1_(12.92),AF1_(0.0031308)),AF1_(1.055)*pow(c,AF1_(0.41666))-AF1_(0.055));} //------------------------------------------------------------------------------------------------------------------------------ AF1 AToTwoF1(AF1 c){return sqrt(c);} //============================================================================================================================== AF1 AFrom709F1(AF1 c){return max(min(c*AF1_(1.0/4.5),AF1_(0.081)), pow((c+AF1_(0.099))*(AF1_(1.0)/(AF1_(1.099))),AF1_(1.0/0.45)));} //------------------------------------------------------------------------------------------------------------------------------ AF1 AFromGammaF1(AF1 c,AF1 x){return pow(c,x);} //------------------------------------------------------------------------------------------------------------------------------ AF1 AFromPqF1(AF1 x){AF1 p=pow(x,AF1_(0.0126833)); return pow(ASatF1(p-AF1_(0.835938))/(AF1_(18.8516)-AF1_(18.6875)*p),AF1_(6.27739));} //------------------------------------------------------------------------------------------------------------------------------ AF1 AFromSrgbF1(AF1 c){return max(min(c*AF1_(1.0/12.92),AF1_(0.04045)), pow((c+AF1_(0.055))*(AF1_(1.0)/AF1_(1.055)),AF1_(2.4)));} //------------------------------------------------------------------------------------------------------------------------------ AF1 AFromTwoF1(AF1 c){return c*c;} //============================================================================================================================== #ifdef A_HALF AH2 ATo709H2(AH2 c){return max(min(c*AH2_(4.5),AH2_(0.018)),AH2_(1.099)*pow(c,AH2_(0.45))-AH2_(0.099));} //------------------------------------------------------------------------------------------------------------------------------ AH2 AToGammaH2(AH2 c,AH1 rcpX){return pow(c,AH2_(rcpX));} //------------------------------------------------------------------------------------------------------------------------------ AH2 AToSrgbH2(AH2 c){return max(min(c*AH2_(12.92),AH2_(0.0031308)),AH2_(1.055)*pow(c,AH2_(0.41666))-AH2_(0.055));} //------------------------------------------------------------------------------------------------------------------------------ AH2 AToTwoH2(AH2 c){return sqrt(c);} #endif //============================================================================================================================== #ifdef A_HALF AH2 AFrom709H2(AH2 c){return max(min(c*AH2_(1.0/4.5),AH2_(0.081)), pow((c+AH2_(0.099))*(AH2_(1.0)/(AH2_(1.099))),AH2_(1.0/0.45)));} //------------------------------------------------------------------------------------------------------------------------------ AH2 AFromGammaH2(AH2 c,AH1 x){return pow(c,AH2_(x));} //------------------------------------------------------------------------------------------------------------------------------ AH2 AFromSrgbH2(AH2 c){return max(min(c*AH2_(1.0/12.92),AH2_(0.04045)), pow((c+AH2_(0.055))*(AH2_(1.0)/AH2_(1.055)),AH2_(2.4)));} //------------------------------------------------------------------------------------------------------------------------------ AH2 AFromTwoH2(AH2 c){return c*c;} #endif //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// //_____________________________________________________________/\_______________________________________________________________ //============================================================================================================================== // CS REMAP //============================================================================================================================== // Simple remap 64x1 to 8x8 with rotated 2x2 pixel quads in quad linear. // 543210 // ====== // ..xxx. // yy...y AU2 ARmp8x8(AU1 a){return AU2(ABfe(a,1u,3u),ABfiM(ABfe(a,3u,3u),a,1u));} //============================================================================================================================== // More complex remap 64x1 to 8x8 which is necessary for 2D wave reductions. // 543210 // ====== // .xx..x // y..yy. // Details, // LANE TO 8x8 MAPPING // =================== // 00 01 08 09 10 11 18 19 // 02 03 0a 0b 12 13 1a 1b // 04 05 0c 0d 14 15 1c 1d // 06 07 0e 0f 16 17 1e 1f // 20 21 28 29 30 31 38 39 // 22 23 2a 2b 32 33 3a 3b // 24 25 2c 2d 34 35 3c 3d // 26 27 2e 2f 36 37 3e 3f AU2 ARmpRed8x8(AU1 a){return AU2(ABfiM(ABfe(a,2u,3u),a,1u),ABfiM(ABfe(a,3u,3u),ABfe(a,1u,2u),2u));} #endif //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// //_____________________________________________________________/\_______________________________________________________________ //============================================================================================================================== // // REFERENCE // //------------------------------------------------------------------------------------------------------------------------------ // IEEE FLOAT RULES // ================ // - saturate(NaN)=0, saturate(-INF)=0, saturate(+INF)=1 // - {+/-}0 * {+/-}INF = NaN // - -INF + (+INF) = NaN // - {+/-}0 / {+/-}0 = NaN // - {+/-}INF / {+/-}INF = NaN // - a<(-0) := sqrt(a) = NaN (a=-0.0 won't NaN) // - 0 == -0 // - 4/0 = +INF // - 4/-0 = -INF // - 4+INF = +INF // - 4-INF = -INF // - 4*(+INF) = +INF // - 4*(-INF) = -INF // - -4*(+INF) = -INF // - sqrt(+INF) = +INF //------------------------------------------------------------------------------------------------------------------------------ // FP16 ENCODING // ============= // fedcba9876543210 // ---------------- // ......mmmmmmmmmm 10-bit mantissa (encodes 11-bit 0.5 to 1.0 except for denormals) // .eeeee.......... 5-bit exponent // .00000.......... denormals // .00001.......... -14 exponent // .11110.......... 15 exponent // .111110000000000 infinity // .11111nnnnnnnnnn NaN with n!=0 // s............... sign //------------------------------------------------------------------------------------------------------------------------------ // FP16/INT16 ALIASING DENORMAL // ============================ // 11-bit unsigned integers alias with half float denormal/normal values, // 1 = 2^(-24) = 1/16777216 ....................... first denormal value // 2 = 2^(-23) // ... // 1023 = 2^(-14)*(1-2^(-10)) = 2^(-14)*(1-1/1024) ... last denormal value // 1024 = 2^(-14) = 1/16384 .......................... first normal value that still maps to integers // 2047 .............................................. last normal value that still maps to integers // Scaling limits, // 2^15 = 32768 ...................................... largest power of 2 scaling // Largest pow2 conversion mapping is at *32768, // 1 : 2^(-9) = 1/128 // 1024 : 8 // 2047 : a little less than 16 //============================================================================================================================== //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// //_____________________________________________________________/\_______________________________________________________________ //============================================================================================================================== // // // GPU/CPU PORTABILITY // // //------------------------------------------------------------------------------------------------------------------------------ // This is the GPU implementation. // See the CPU implementation for docs. //============================================================================================================================== #ifdef A_GPU #define A_TRUE true #define A_FALSE false #define A_STATIC //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// //_____________________________________________________________/\_______________________________________________________________ //============================================================================================================================== // VECTOR ARGUMENT/RETURN/INITIALIZATION PORTABILITY //============================================================================================================================== #define retAD2 AD2 #define retAD3 AD3 #define retAD4 AD4 #define retAF2 AF2 #define retAF3 AF3 #define retAF4 AF4 #define retAL2 AL2 #define retAL3 AL3 #define retAL4 AL4 #define retAU2 AU2 #define retAU3 AU3 #define retAU4 AU4 //------------------------------------------------------------------------------------------------------------------------------ #define inAD2 in AD2 #define inAD3 in AD3 #define inAD4 in AD4 #define inAF2 in AF2 #define inAF3 in AF3 #define inAF4 in AF4 #define inAL2 in AL2 #define inAL3 in AL3 #define inAL4 in AL4 #define inAU2 in AU2 #define inAU3 in AU3 #define inAU4 in AU4 //------------------------------------------------------------------------------------------------------------------------------ #define inoutAD2 inout AD2 #define inoutAD3 inout AD3 #define inoutAD4 inout AD4 #define inoutAF2 inout AF2 #define inoutAF3 inout AF3 #define inoutAF4 inout AF4 #define inoutAL2 inout AL2 #define inoutAL3 inout AL3 #define inoutAL4 inout AL4 #define inoutAU2 inout AU2 #define inoutAU3 inout AU3 #define inoutAU4 inout AU4 //------------------------------------------------------------------------------------------------------------------------------ #define outAD2 out AD2 #define outAD3 out AD3 #define outAD4 out AD4 #define outAF2 out AF2 #define outAF3 out AF3 #define outAF4 out AF4 #define outAL2 out AL2 #define outAL3 out AL3 #define outAL4 out AL4 #define outAU2 out AU2 #define outAU3 out AU3 #define outAU4 out AU4 //------------------------------------------------------------------------------------------------------------------------------ #define varAD2(x) AD2 x #define varAD3(x) AD3 x #define varAD4(x) AD4 x #define varAF2(x) AF2 x #define varAF3(x) AF3 x #define varAF4(x) AF4 x #define varAL2(x) AL2 x #define varAL3(x) AL3 x #define varAL4(x) AL4 x #define varAU2(x) AU2 x #define varAU3(x) AU3 x #define varAU4(x) AU4 x //------------------------------------------------------------------------------------------------------------------------------ #define initAD2(x,y) AD2(x,y) #define initAD3(x,y,z) AD3(x,y,z) #define initAD4(x,y,z,w) AD4(x,y,z,w) #define initAF2(x,y) AF2(x,y) #define initAF3(x,y,z) AF3(x,y,z) #define initAF4(x,y,z,w) AF4(x,y,z,w) #define initAL2(x,y) AL2(x,y) #define initAL3(x,y,z) AL3(x,y,z) #define initAL4(x,y,z,w) AL4(x,y,z,w) #define initAU2(x,y) AU2(x,y) #define initAU3(x,y,z) AU3(x,y,z) #define initAU4(x,y,z,w) AU4(x,y,z,w) //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// //_____________________________________________________________/\_______________________________________________________________ //============================================================================================================================== // SCALAR RETURN OPS //============================================================================================================================== #define AAbsD1(a) abs(AD1(a)) #define AAbsF1(a) abs(AF1(a)) //------------------------------------------------------------------------------------------------------------------------------ #define ACosD1(a) cos(AD1(a)) #define ACosF1(a) cos(AF1(a)) //------------------------------------------------------------------------------------------------------------------------------ #define ADotD2(a,b) dot(AD2(a),AD2(b)) #define ADotD3(a,b) dot(AD3(a),AD3(b)) #define ADotD4(a,b) dot(AD4(a),AD4(b)) #define ADotF2(a,b) dot(AF2(a),AF2(b)) #define ADotF3(a,b) dot(AF3(a),AF3(b)) #define ADotF4(a,b) dot(AF4(a),AF4(b)) //------------------------------------------------------------------------------------------------------------------------------ #define AExp2D1(a) exp2(AD1(a)) #define AExp2F1(a) exp2(AF1(a)) //------------------------------------------------------------------------------------------------------------------------------ #define AFloorD1(a) floor(AD1(a)) #define AFloorF1(a) floor(AF1(a)) //------------------------------------------------------------------------------------------------------------------------------ #define ALog2D1(a) log2(AD1(a)) #define ALog2F1(a) log2(AF1(a)) //------------------------------------------------------------------------------------------------------------------------------ #define AMaxD1(a,b) min(a,b) #define AMaxF1(a,b) min(a,b) #define AMaxL1(a,b) min(a,b) #define AMaxU1(a,b) min(a,b) //------------------------------------------------------------------------------------------------------------------------------ #define AMinD1(a,b) min(a,b) #define AMinF1(a,b) min(a,b) #define AMinL1(a,b) min(a,b) #define AMinU1(a,b) min(a,b) //------------------------------------------------------------------------------------------------------------------------------ #define ASinD1(a) sin(AD1(a)) #define ASinF1(a) sin(AF1(a)) //------------------------------------------------------------------------------------------------------------------------------ #define ASqrtD1(a) sqrt(AD1(a)) #define ASqrtF1(a) sqrt(AF1(a)) //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// //_____________________________________________________________/\_______________________________________________________________ //============================================================================================================================== // SCALAR RETURN OPS - DEPENDENT //============================================================================================================================== #define APowD1(a,b) pow(AD1(a),AF1(b)) #define APowF1(a,b) pow(AF1(a),AF1(b)) //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// //_____________________________________________________________/\_______________________________________________________________ //============================================================================================================================== // VECTOR OPS //------------------------------------------------------------------------------------------------------------------------------ // These are added as needed for production or prototyping, so not necessarily a complete set. // They follow a convention of taking in a destination and also returning the destination value to increase utility. //============================================================================================================================== #ifdef A_DUBL AD2 opAAbsD2(outAD2 d,inAD2 a){d=abs(a);return d;} AD3 opAAbsD3(outAD3 d,inAD3 a){d=abs(a);return d;} AD4 opAAbsD4(outAD4 d,inAD4 a){d=abs(a);return d;} //------------------------------------------------------------------------------------------------------------------------------ AD2 opAAddD2(outAD2 d,inAD2 a,inAD2 b){d=a+b;return d;} AD3 opAAddD3(outAD3 d,inAD3 a,inAD3 b){d=a+b;return d;} AD4 opAAddD4(outAD4 d,inAD4 a,inAD4 b){d=a+b;return d;} //------------------------------------------------------------------------------------------------------------------------------ AD2 opACpyD2(outAD2 d,inAD2 a){d=a;return d;} AD3 opACpyD3(outAD3 d,inAD3 a){d=a;return d;} AD4 opACpyD4(outAD4 d,inAD4 a){d=a;return d;} //------------------------------------------------------------------------------------------------------------------------------ AD2 opALerpD2(outAD2 d,inAD2 a,inAD2 b,inAD2 c){d=ALerpD2(a,b,c);return d;} AD3 opALerpD3(outAD3 d,inAD3 a,inAD3 b,inAD3 c){d=ALerpD3(a,b,c);return d;} AD4 opALerpD4(outAD4 d,inAD4 a,inAD4 b,inAD4 c){d=ALerpD4(a,b,c);return d;} //------------------------------------------------------------------------------------------------------------------------------ AD2 opALerpOneD2(outAD2 d,inAD2 a,inAD2 b,AD1 c){d=ALerpD2(a,b,AD2_(c));return d;} AD3 opALerpOneD3(outAD3 d,inAD3 a,inAD3 b,AD1 c){d=ALerpD3(a,b,AD3_(c));return d;} AD4 opALerpOneD4(outAD4 d,inAD4 a,inAD4 b,AD1 c){d=ALerpD4(a,b,AD4_(c));return d;} //------------------------------------------------------------------------------------------------------------------------------ AD2 opAMaxD2(outAD2 d,inAD2 a,inAD2 b){d=max(a,b);return d;} AD3 opAMaxD3(outAD3 d,inAD3 a,inAD3 b){d=max(a,b);return d;} AD4 opAMaxD4(outAD4 d,inAD4 a,inAD4 b){d=max(a,b);return d;} //------------------------------------------------------------------------------------------------------------------------------ AD2 opAMinD2(outAD2 d,inAD2 a,inAD2 b){d=min(a,b);return d;} AD3 opAMinD3(outAD3 d,inAD3 a,inAD3 b){d=min(a,b);return d;} AD4 opAMinD4(outAD4 d,inAD4 a,inAD4 b){d=min(a,b);return d;} //------------------------------------------------------------------------------------------------------------------------------ AD2 opAMulD2(outAD2 d,inAD2 a,inAD2 b){d=a*b;return d;} AD3 opAMulD3(outAD3 d,inAD3 a,inAD3 b){d=a*b;return d;} AD4 opAMulD4(outAD4 d,inAD4 a,inAD4 b){d=a*b;return d;} //------------------------------------------------------------------------------------------------------------------------------ AD2 opAMulOneD2(outAD2 d,inAD2 a,AD1 b){d=a*AD2_(b);return d;} AD3 opAMulOneD3(outAD3 d,inAD3 a,AD1 b){d=a*AD3_(b);return d;} AD4 opAMulOneD4(outAD4 d,inAD4 a,AD1 b){d=a*AD4_(b);return d;} //------------------------------------------------------------------------------------------------------------------------------ AD2 opANegD2(outAD2 d,inAD2 a){d=-a;return d;} AD3 opANegD3(outAD3 d,inAD3 a){d=-a;return d;} AD4 opANegD4(outAD4 d,inAD4 a){d=-a;return d;} //------------------------------------------------------------------------------------------------------------------------------ AD2 opARcpD2(outAD2 d,inAD2 a){d=ARcpD2(a);return d;} AD3 opARcpD3(outAD3 d,inAD3 a){d=ARcpD3(a);return d;} AD4 opARcpD4(outAD4 d,inAD4 a){d=ARcpD4(a);return d;} #endif //============================================================================================================================== AF2 opAAbsF2(outAF2 d,inAF2 a){d=abs(a);return d;} AF3 opAAbsF3(outAF3 d,inAF3 a){d=abs(a);return d;} AF4 opAAbsF4(outAF4 d,inAF4 a){d=abs(a);return d;} //------------------------------------------------------------------------------------------------------------------------------ AF2 opAAddF2(outAF2 d,inAF2 a,inAF2 b){d=a+b;return d;} AF3 opAAddF3(outAF3 d,inAF3 a,inAF3 b){d=a+b;return d;} AF4 opAAddF4(outAF4 d,inAF4 a,inAF4 b){d=a+b;return d;} //------------------------------------------------------------------------------------------------------------------------------ AF2 opACpyF2(outAF2 d,inAF2 a){d=a;return d;} AF3 opACpyF3(outAF3 d,inAF3 a){d=a;return d;} AF4 opACpyF4(outAF4 d,inAF4 a){d=a;return d;} //------------------------------------------------------------------------------------------------------------------------------ AF2 opALerpF2(outAF2 d,inAF2 a,inAF2 b,inAF2 c){d=ALerpF2(a,b,c);return d;} AF3 opALerpF3(outAF3 d,inAF3 a,inAF3 b,inAF3 c){d=ALerpF3(a,b,c);return d;} AF4 opALerpF4(outAF4 d,inAF4 a,inAF4 b,inAF4 c){d=ALerpF4(a,b,c);return d;} //------------------------------------------------------------------------------------------------------------------------------ AF2 opALerpOneF2(outAF2 d,inAF2 a,inAF2 b,AF1 c){d=ALerpF2(a,b,AF2_(c));return d;} AF3 opALerpOneF3(outAF3 d,inAF3 a,inAF3 b,AF1 c){d=ALerpF3(a,b,AF3_(c));return d;} AF4 opALerpOneF4(outAF4 d,inAF4 a,inAF4 b,AF1 c){d=ALerpF4(a,b,AF4_(c));return d;} //------------------------------------------------------------------------------------------------------------------------------ AF2 opAMaxF2(outAF2 d,inAF2 a,inAF2 b){d=max(a,b);return d;} AF3 opAMaxF3(outAF3 d,inAF3 a,inAF3 b){d=max(a,b);return d;} AF4 opAMaxF4(outAF4 d,inAF4 a,inAF4 b){d=max(a,b);return d;} //------------------------------------------------------------------------------------------------------------------------------ AF2 opAMinF2(outAF2 d,inAF2 a,inAF2 b){d=min(a,b);return d;} AF3 opAMinF3(outAF3 d,inAF3 a,inAF3 b){d=min(a,b);return d;} AF4 opAMinF4(outAF4 d,inAF4 a,inAF4 b){d=min(a,b);return d;} //------------------------------------------------------------------------------------------------------------------------------ AF2 opAMulF2(outAF2 d,inAF2 a,inAF2 b){d=a*b;return d;} AF3 opAMulF3(outAF3 d,inAF3 a,inAF3 b){d=a*b;return d;} AF4 opAMulF4(outAF4 d,inAF4 a,inAF4 b){d=a*b;return d;} //------------------------------------------------------------------------------------------------------------------------------ AF2 opAMulOneF2(outAF2 d,inAF2 a,AF1 b){d=a*AF2_(b);return d;} AF3 opAMulOneF3(outAF3 d,inAF3 a,AF1 b){d=a*AF3_(b);return d;} AF4 opAMulOneF4(outAF4 d,inAF4 a,AF1 b){d=a*AF4_(b);return d;} //------------------------------------------------------------------------------------------------------------------------------ AF2 opANegF2(outAF2 d,inAF2 a){d=-a;return d;} AF3 opANegF3(outAF3 d,inAF3 a){d=-a;return d;} AF4 opANegF4(outAF4 d,inAF4 a){d=-a;return d;} //------------------------------------------------------------------------------------------------------------------------------ AF2 opARcpF2(outAF2 d,inAF2 a){d=ARcpF2(a);return d;} AF3 opARcpF3(outAF3 d,inAF3 a){d=ARcpF3(a);return d;} AF4 opARcpF4(outAF4 d,inAF4 a){d=ARcpF4(a);return d;} #endif