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diff --git a/src/mesa/shader/slang/library/slang_builtin_vec4.gc b/src/mesa/shader/slang/library/slang_builtin_vec4.gc
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index d549c0133a..0000000000
--- a/src/mesa/shader/slang/library/slang_builtin_vec4.gc
+++ /dev/null
@@ -1,220 +0,0 @@
-/*
- * Mesa 3-D graphics library
- * Version: 6.5
- *
- * Copyright (C) 2006 Brian Paul All Rights Reserved.
- *
- * 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
- * BRIAN PAUL 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.
- */
-
-//
-// This file overrides most of the standard built-in functions that operate on vec4 data type.
-// This file also overrides most commonly used functions that do not neccessarily operate
-// on vec4 data type, like dot(vec3,vec3). Those are adapted to vec4 instructions and are believed
-// to execute faster.
-// This file replaces parts of the core.gc and common.gc, so it must be included somewhere after
-// the common.gc file.
-//
-// Assembly instructions required:
-// float_to_vec4
-// vec4_add
-// vec4_subtract
-// vec4_multiply
-// vec4_divide
-// vec4_negate
-// vec4_dot
-//
-
-
-vec4 __constructor (const float f) {
- vec4 v;
- __asm float_to_vec4 v, f;
- return v;
-}
-
-
-void __operator += (inout vec4 v, const vec4 u) {
- __asm vec4_add v, u;
-}
-
-void __operator -= (inout vec4 v, const vec4 u) {
- __asm vec4_subtract v, u;
-}
-
-void __operator *= (inout vec4 v, const vec4 u) {
- __asm vec4_multiply v, u;
-}
-
-void __operator /= (inout vec4 v, const vec4 u) {
- __asm vec4_divide v, u;
-}
-
-
-void __operator += (inout vec4 v, const float a) {
- vec4 u;
- __asm float_to_vec4 u, a;
- __asm vec4_add v, u;
-}
-
-void __operator -= (inout vec4 v, const float a) {
- vec4 u;
- __asm float_to_vec4 u, a;
- __asm vec4_subtract v, u;
-}
-
-void __operator *= (inout vec4 v, const float a) {
- vec4 u;
- __asm float_to_vec4 u, a;
- __asm vec4_multiply v, u;
-}
-
-void __operator /= (inout vec4 v, const float a) {
- vec4 u;
- __asm float_to_vec4 u, a;
- __asm vec4_divide v, u;
-}
-
-
-vec4 __operator + (vec4 v, const vec4 u) {
- __asm vec4_add v, u;
- return v;
-}
-
-vec4 __operator - (vec4 v, const vec4 u) {
- __asm vec4_subtract v, u;
- return v;
-}
-
-vec4 __operator * (vec4 v, const vec4 u) {
- __asm vec4_multiply v, u;
- return v;
-}
-
-vec4 __operator / (vec4 v, const vec4 u) {
- __asm vec4_divide v, u;
- return v;
-}
-
-
-vec4 __operator + (const float a, const vec4 u) {
- vec4 v;
- __asm float_to_vec4 v, a;
- __asm vec4_add v, u;
- return v;
-}
-
-vec4 __operator + (const vec4 v, const float b) {
- vec4 u;
- __asm float_to_vec4 u, b;
- __asm vec4_add u, v;
- return u;
-}
-
-vec4 __operator - (const float a, const vec4 u) {
- vec4 v;
- __asm float_to_vec4 v, a;
- __asm vec4_subtract v, u;
- return v;
-}
-
-vec4 __operator - (vec4 v, const float b) {
- vec4 u;
- __asm float_to_vec4 u, b;
- __asm vec4_subtract v, u;
- return v;
-}
-
-vec4 __operator * (const float a, const vec4 u) {
- vec4 v;
- __asm float_to_vec4 v, a;
- __asm vec4_multiply v, u;
- return v;
-}
-
-vec4 __operator * (const vec4 v, const float b) {
- vec4 u;
- __asm float_to_vec4 u, b;
- __asm vec4_multiply u, v;
- return u;
-}
-
-vec4 __operator / (const float a, const vec4 u) {
- vec4 v;
- __asm float_to_vec4 v, a;
- __asm vec4_divide v, u;
- return v;
-}
-
-vec4 __operator / (vec4 v, const float b) {
- vec4 u;
- __asm float_to_vec4 u, b;
- __asm vec4_divide v, u;
- return v;
-}
-
-
-vec4 __operator - (vec4 v) {
- __asm vec4_negate v;
- return v;
-}
-
-
-float dot (vec3 v, vec3 u) {
- vec4 v4 = vec4 (v, 0.0);
- vec4 u4 = vec4 (u, 0.0);
- __asm vec4_dot v4, u4;
- return v4.x;
-}
-
-float dot (vec4 v, vec4 u) {
- __asm vec4_dot v, u;
- return v.x;
-}
-
-
-float length (vec3 v) {
- vec4 u = vec4 (v, 0.0);
- __asm vec4_dot u, u;
- return sqrt (u.x);
-}
-
-float length (vec4 v) {
- __asm vec4_dot v, v;
- return sqrt (v.x);
-}
-
-
-vec3 normalize (vec3 v) {
- vec4 u = vec4 (v, 0.0);
- vec4 w = u;
- __asm vec4_dot u, u;
- float l = sqrt (u.x);
- __asm float_to_vec4 u, l;
- __asm vec4_divide w, u;
- return w.xyz;
-}
-
-vec4 normalize (vec4 v) {
- vec4 w = v;
- __asm vec4_dot v, v;
- float l = sqrt (v.x);
- __asm float_to_vec4 v, l;
- __asm vec4_divide w, v;
- return w;
-}
-