diff options
Diffstat (limited to 'src/mesa/shader/slang/library/slang_core.gc')
-rwxr-xr-x | src/mesa/shader/slang/library/slang_core.gc | 3358 |
1 files changed, 1679 insertions, 1679 deletions
diff --git a/src/mesa/shader/slang/library/slang_core.gc b/src/mesa/shader/slang/library/slang_core.gc index c96fc0a318..9b35fde3da 100755 --- a/src/mesa/shader/slang/library/slang_core.gc +++ b/src/mesa/shader/slang/library/slang_core.gc @@ -1,1679 +1,1679 @@ -/*
- * 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 defines nearly all constructors and operators for built-in data types, using
-// extended language syntax. In general, compiler treats constructors and operators as
-// ordinary functions with some exceptions. For example, the language does not allow
-// functions to be called in constant expressions - here the exception is made to allow it.
-//
-// Each implementation provides its own version of this file. Each implementation can define
-// the required set of operators and constructors in its own fashion.
-//
-// The extended language syntax is only present when compiling this file. It is implicitly
-// included at the very beginning of the compiled shader, so no built-in functions can be
-// used.
-//
-// To communicate with the implementation, a special extended "__asm" keyword is used, followed
-// by an instruction name (any valid identifier), a destination variable identifier and a
-// a list of zero or more source variable identifiers. A variable identifier is a variable name
-// declared earlier in the code (as a function parameter, local or global variable).
-// An instruction name designates an instruction that must be exported by the implementation.
-// Each instruction receives data from source variable identifiers and returns data in the
-// destination variable identifier.
-//
-// It is up to the implementation how to define a particular operator or constructor. If it is
-// expected to being used rarely, it can be defined in terms of other operators and constructors,
-// for example:
-//
-// ivec2 __operator + (const ivec2 x, const ivec2 y) {
-// return ivec2 (x[0] + y[0], x[1] + y[1]);
-// }
-//
-// If a particular operator or constructor is expected to be used very often or is an atomic
-// operation (that is, an operation that cannot be expressed in terms of other operations or
-// would create a dependency cycle) it must be defined using one or more __asm constructs.
-//
-// Each implementation must define constructors for all scalar types (bool, float, int).
-// There are 9 scalar-to-scalar constructors (including identity constructors). However,
-// since the language introduces special constructors (like matrix constructor with a single
-// scalar value), implementations must also implement these cases.
-// The compiler provides the following algorithm when resolving a constructor:
-// - try to find a constructor with a prototype matching ours,
-// - if no constructor is found and this is a scalar-to-scalar constructor, raise an error,
-// - if a constructor is found, execute it and return,
-// - count the size of the constructor parameter list - if it is less than the size of
-// our constructor's type, raise an error,
-// - for each parameter in the list do a recursive constructor matching for appropriate
-// scalar fields in the constructed variable,
-//
-// Each implementation must also define a set of operators that deal with built-in data types.
-// There are four kinds of operators:
-// 1) Operators that are implemented only by the compiler: "()" (function call), "," (sequence)
-// and "?:" (selection).
-// 2) Operators that are implemented by the compiler by expressing it in terms of other operators:
-// - "." (field selection) - translated to subscript access,
-// - "&&" (logical and) - translated to "<left_expr> ? <right_expr> : false",
-// - "||" (logical or) - translated to "<left_expr> ? true : <right_expr>",
-// 3) Operators that can be defined by the implementation and if the required prototype is not
-// found, standard behaviour is used:
-// - "==", "!=", "=" (equality, assignment) - compare or assign matching fields one-by-one;
-// note that at least operators for scalar data types must be defined by the implementation
-// to get it work,
-// 4) All other operators not mentioned above. If no required prototype is found, an error is
-// raised. An implementation must follow the language specification to provide all valid
-// operator prototypes.
-//
-
-int __constructor (const float f) {
- int i;
- __asm float_to_int i, f;
- return i;
-}
-
-bool __constructor (const int i) {
- return i != 0;
-}
-
-bool __constructor (const float f) {
- return f != 0.0;
-}
-
-int __constructor (const bool b) {
- return b ? 1 : 0;
-}
-
-float __constructor (const bool b) {
- return b ? 1.0 : 0.0;
-}
-
-float __constructor (const int i) {
- float f;
- __asm int_to_float f, i;
- return f;
-}
-
-bool __constructor (const bool b) {
- return b;
-}
-
-int __constructor (const int i) {
- return i;
-}
-
-float __constructor (const float f) {
- return f;
-}
-
-vec2 __constructor (const float f) {
- return vec2 (f, f);
-}
-
-vec2 __constructor (const int i) {
- float x;
- __asm int_to_float x, i;
- return vec2 (x);
-}
-
-vec2 __constructor (const bool b) {
- return vec2 (b ? 1.0 : 0.0);
-}
-
-vec3 __constructor (const float f) {
- return vec3 (f, f, f);
-}
-
-vec3 __constructor (const int i) {
- float x;
- __asm int_to_float x, i;
- return vec3 (x);
-}
-
-vec3 __constructor (const bool b) {
- return vec3 (b ? 1.0 : 0.0);
-}
-
-vec4 __constructor (const float f) {
- return vec4 (f, f, f, f);
-}
-
-vec4 __constructor (const int i) {
- float x;
- __asm int_to_float x, i;
- return vec4 (x);
-}
-
-vec4 __constructor (const bool b) {
- return vec4 (b ? 1.0 : 0.0);
-}
-
-ivec2 __constructor (const int i) {
- return ivec2 (i, i);
-}
-
-ivec2 __constructor (const float f) {
- return ivec2 (int (f));
-}
-
-ivec2 __constructor (const bool b) {
- return ivec2 (int (b));
-}
-
-ivec3 __constructor (const int i) {
- return ivec3 (i, i, i);
-}
-
-ivec3 __constructor (const float f) {
- return ivec3 (int (f));
-}
-
-ivec3 __constructor (const bool b) {
- return ivec3 (int (b));
-}
-
-ivec4 __constructor (const int i) {
- return ivec4 (i, i, i, i);
-}
-
-ivec4 __constructor (const float f) {
- return ivec4 (int (f));
-}
-
-ivec4 __constructor (const bool b) {
- return ivec4 (int (b));
-}
-
-bvec2 __constructor (const bool b) {
- return bvec2 (b, b);
-}
-
-bvec2 __constructor (const float f) {
- return bvec2 (bool (f));
-}
-
-bvec2 __constructor (const int i) {
- return bvec2 (bool (i));
-}
-
-bvec3 __constructor (const bool b) {
- return bvec3 (b, b, b);
-}
-
-bvec3 __constructor (const float f) {
- return bvec3 (bool (f));
-}
-
-bvec3 __constructor (const int i) {
- return bvec3 (bool (i));
-}
-
-bvec4 __constructor (const bool b) {
- return bvec4 (b, b, b, b);
-}
-
-bvec4 __constructor (const float f) {
- return bvec4 (bool (f));
-}
-
-bvec4 __constructor (const int i) {
- return bvec4 (bool (i));
-}
-
-mat2 __constructor (const float f) {
- return mat2 (f, 0.0, 0.0, f);
-}
-
-mat2 __constructor (const int i) {
- float x;
- __asm int_to_float x, i;
- return mat2 (x);
-}
-
-mat2 __constructor (const bool b) {
- return mat2 (b ? 1.0 : 0.0);
-}
-
-mat3 __constructor (const float f) {
- return mat3 (f, 0.0, 0.0, 0.0, f, 0.0, 0.0, 0.0, f);
-}
-
-mat3 __constructor (const int i) {
- float x;
- __asm int_to_float x, i;
- return mat3 (x);
-}
-
-mat3 __constructor (const bool b) {
- return mat3 (b ? 1.0 : 0.0);
-}
-
-mat4 __constructor (const float f) {
- return mat4 (f, 0.0, 0.0, 0.0, 0.0, f, 0.0, 0.0, 0.0, 0.0, f, 0.0, 0.0, 0.0, 0.0, f);
-}
-
-mat4 __constructor (const int i) {
- float x;
- __asm int_to_float x, i;
- return mat4 (x);
-}
-
-mat4 __constructor (const bool b) {
- return mat4 (b ? 1.0 : 0.0);
-}
-
-void __operator += (inout float a, const float b) {
- __asm float_add a, a, b;
-}
-
-float __operator - (const float a) {
- float b;
- __asm float_negate b, a;
- return b;
-}
-
-void __operator -= (inout float a, const float b) {
- float c;
- __asm float_negate c, b;
- __asm float_add a, a, c;
-}
-
-void __operator *= (inout float a, const float b) {
- __asm float_multiply a, a, b;
-}
-
-void __operator /= (inout float a, const float b) {
- __asm float_divide a, a, b;
-}
-
-float __operator + (const float a, const float b) {
- float c;
- __asm float_add c, a, b;
- return c;
-}
-
-void __operator += (inout int a, const int b) {
- a = int (float (a) + float (b));
-}
-
-int __operator - (const int a) {
- float x;
- int b;
- __asm int_to_float x, a;
- __asm float_negate x, x;
- __asm float_to_int b, x;
- return b;
-}
-
-void __operator -= (inout int a, const int b) {
- a += -b;
-}
-
-float __operator * (const float a, const float b) {
- float c;
- __asm float_multiply c, a, b;
- return c;
-}
-
-void __operator *= (inout int a, const int b) {
- a = int (float (a) * float (b));
-}
-
-float __operator / (const float a, const float b) {
- float c;
- __asm float_divide c, a, b;
- return c;
-}
-
-void __operator /= (inout int a, const int b) {
- a = int (float (a) / float (b));
-}
-
-void __operator += (inout vec2 v, const vec2 u) {
- v.x += u.x;
- v.y += u.y;
-}
-
-void __operator -= (inout vec2 v, const vec2 u) {
- v.x -= u.x;
- v.y -= u.y;
-}
-
-void __operator *= (inout vec2 v, const vec2 u) {
- v.x *= u.x;
- v.y *= u.y;
-}
-
-void __operator /= (inout vec2 v, const vec2 u) {
- v.x /= u.x;
- v.y /= u.y;
-}
-
-void __operator += (inout vec3 v, const vec3 u) {
- v.x += u.x;
- v.y += u.y;
- v.z += u.z;
-}
-
-void __operator -= (inout vec3 v, const vec3 u) {
- v.x -= u.x;
- v.y -= u.y;
- v.z -= u.z;
-}
-
-void __operator *= (inout vec3 v, const vec3 u) {
- v.x *= u.x;
- v.y *= u.y;
- v.z *= u.z;
-}
-
-void __operator /= (inout vec3 v, const vec3 u) {
- v.x /= u.x;
- v.y /= u.y;
- v.z /= u.z;
-}
-
-void __operator += (inout vec4 v, const vec4 u) {
- v.x += u.x;
- v.y += u.y;
- v.z += u.z;
- v.w += u.w;
-}
-
-void __operator -= (inout vec4 v, const vec4 u) {
- v.x -= u.x;
- v.y -= u.y;
- v.z -= u.z;
- v.w -= u.w;
-}
-
-void __operator *= (inout vec4 v, const vec4 u) {
- v.x *= u.x;
- v.y *= u.y;
- v.z *= u.z;
- v.w *= u.w;
-}
-
-void __operator /= (inout vec4 v, const vec4 u) {
- v.x /= u.x;
- v.y /= u.y;
- v.z /= u.z;
- v.w /= u.w;
-}
-
-void __operator += (inout ivec2 v, const ivec2 u) {
- v.x += u.x;
- v.y += u.y;
-}
-
-void __operator -= (inout ivec2 v, const ivec2 u) {
- v.x -= u.x;
- v.y -= u.y;
-}
-
-void __operator *= (inout ivec2 v, const ivec2 u) {
- v.x *= u.x;
- v.y *= u.y;
-}
-
-void __operator /= (inout ivec2 v, const ivec2 u) {
- v.x /= u.x;
- v.y /= u.y;
-}
-
-void __operator += (inout ivec3 v, const ivec3 u) {
- v.x += u.x;
- v.y += u.y;
- v.z += u.z;
-}
-
-void __operator -= (inout ivec3 v, const ivec3 u) {
- v.x -= u.x;
- v.y -= u.y;
- v.z -= u.z;
-}
-
-void __operator *= (inout ivec3 v, const ivec3 u) {
- v.x *= u.x;
- v.y *= u.y;
- v.z *= u.z;
-}
-
-void __operator /= (inout ivec3 v, const ivec3 u) {
- v.x /= u.x;
- v.y /= u.y;
- v.z /= u.z;
-}
-
-void __operator += (inout ivec4 v, const ivec4 u) {
- v.x += u.x;
- v.y += u.y;
- v.z += u.z;
- v.w += u.w;
-}
-
-void __operator -= (inout ivec4 v, const ivec4 u) {
- v.x -= u.x;
- v.y -= u.y;
- v.z -= u.z;
- v.w -= u.w;
-}
-
-void __operator *= (inout ivec4 v, const ivec4 u) {
- v.x *= u.x;
- v.y *= u.y;
- v.z *= u.z;
- v.w *= u.w;
-}
-
-void __operator /= (inout ivec4 v, const ivec4 u) {
- v.x /= u.x;
- v.y /= u.y;
- v.z /= u.z;
- v.w /= u.w;
-}
-
-void __operator += (inout mat2 m, const mat2 n) {
- m[0] += n[0];
- m[1] += n[1];
-}
-
-void __operator -= (inout mat2 m, const mat2 n) {
- m[0] -= n[0];
- m[1] -= n[1];
-}
-
-vec2 __operator * (const mat2 m, const vec2 v) {
- return vec2 (
- v.x * m[0].x + v.y * m[1].x,
- v.x * m[0].y + v.y * m[1].y
- );
-}
-
-mat2 __operator * (const mat2 m, const mat2 n) {
- return mat2 (m * n[0], m * n[1]);
-}
-
-void __operator *= (inout mat2 m, const mat2 n) {
- m = m * n;
-}
-
-void __operator /= (inout mat2 m, const mat2 n) {
- m[0] /= n[0];
- m[1] /= n[1];
-}
-
-void __operator += (inout mat3 m, const mat3 n) {
- m[0] += n[0];
- m[1] += n[1];
- m[2] += n[2];
-}
-
-void __operator -= (inout mat3 m, const mat3 n) {
- m[0] -= n[0];
- m[1] -= n[1];
- m[2] -= n[2];
-}
-
-vec3 __operator * (const mat3 m, const vec3 v) {
- return vec3 (
- v.x * m[0].x + v.y * m[1].x + v.z * m[2].x,
- v.x * m[0].y + v.y * m[1].y + v.z * m[2].y,
- v.x * m[0].z + v.y * m[1].z + v.z * m[2].z
- );
-}
-
-mat3 __operator * (const mat3 m, const mat3 n) {
- return mat3 (m * n[0], m * n[1], m * n[2]);
-}
-
-void __operator *= (inout mat3 m, const mat3 n) {
- m = m * n;
-}
-
-void __operator /= (inout mat3 m, const mat3 n) {
- m[0] /= n[0];
- m[1] /= n[1];
- m[2] /= n[2];
-}
-
-void __operator += (inout mat4 m, const mat4 n) {
- m[0] += n[0];
- m[1] += n[1];
- m[2] += n[2];
- m[3] += n[3];
-}
-
-void __operator -= (inout mat4 m, const mat4 n) {
- m[0] -= n[0];
- m[1] -= n[1];
- m[2] -= n[2];
- m[3] -= n[3];
-}
-
-vec4 __operator * (const mat4 m, const vec4 v) {
- return vec4 (
- v.x * m[0].x + v.y * m[1].x + v.z * m[2].x + v.w * m[3].x,
- v.x * m[0].y + v.y * m[1].y + v.z * m[2].y + v.w * m[3].y,
- v.x * m[0].z + v.y * m[1].z + v.z * m[2].z + v.w * m[3].z,
- v.x * m[0].w + v.y * m[1].w + v.z * m[2].w + v.w * m[3].w
- );
-}
-
-mat4 __operator * (const mat4 m, const mat4 n) {
- return mat4 (m * n[0], m * n[1], m * n[2], m * n[3]);
-}
-
-void __operator *= (inout mat4 m, const mat4 n) {
- m = m * n;
-}
-
-void __operator /= (inout mat4 m, const mat4 n) {
- m[0] /= n[0];
- m[1] /= n[1];
- m[2] /= n[2];
- m[3] /= n[3];
-}
-
-void __operator += (inout vec2 v, const float a) {
- v.x += a;
- v.y += a;
-}
-
-void __operator -= (inout vec2 v, const float a) {
- v.x -= a;
- v.y -= a;
-}
-
-void __operator *= (inout vec2 v, const float a) {
- v.x *= a;
- v.y *= a;
-}
-
-void __operator /= (inout vec2 v, const float a) {
- v.x /= a;
- v.y /= a;
-}
-
-void __operator += (inout vec3 v, const float a) {
- v.x += a;
- v.y += a;
- v.z += a;
-}
-
-void __operator -= (inout vec3 v, const float a) {
- v.x -= a;
- v.y -= a;
- v.z -= a;
-}
-
-void __operator *= (inout vec3 v, const float a) {
- v.x *= a;
- v.y *= a;
- v.z *= a;
-}
-
-void __operator /= (inout vec3 v, const float a) {
- v.x /= a;
- v.y /= a;
- v.z /= a;
-}
-
-void __operator += (inout vec4 v, const float a) {
- v.x += a;
- v.y += a;
- v.z += a;
- v.w += a;
-}
-
-void __operator -= (inout vec4 v, const float a) {
- v.x -= a;
- v.y -= a;
- v.z -= a;
- v.w -= a;
-}
-
-void __operator *= (inout vec4 v, const float a) {
- v.x *= a;
- v.y *= a;
- v.z *= a;
- v.w *= a;
-}
-
-void __operator /= (inout vec4 v, const float a) {
- v.x /= a;
- v.y /= a;
- v.z /= a;
- v.w /= a;
-}
-
-void __operator += (inout mat2 m, const float a) {
- m[0] += a;
- m[1] += a;
-}
-
-void __operator -= (inout mat2 m, const float a) {
- m[0] -= a;
- m[1] -= a;
-}
-
-void __operator *= (inout mat2 m, const float a) {
- m[0] *= a;
- m[1] *= a;
-}
-
-void __operator /= (inout mat2 m, const float a) {
- m[0] /= a;
- m[1] /= a;
-}
-
-void __operator += (inout mat3 m, const float a) {
- m[0] += a;
- m[1] += a;
- m[2] += a;
-}
-
-void __operator -= (inout mat3 m, const float a) {
- m[0] -= a;
- m[1] -= a;
- m[2] -= a;
-}
-
-void __operator *= (inout mat3 m, const float a) {
- m[0] *= a;
- m[1] *= a;
- m[2] *= a;
-}
-
-void __operator /= (inout mat3 m, const float a) {
- m[0] /= a;
- m[1] /= a;
- m[2] /= a;
-}
-
-void __operator += (inout mat4 m, const float a) {
- m[0] += a;
- m[1] += a;
- m[2] += a;
- m[3] += a;
-}
-
-void __operator -= (inout mat4 m, const float a) {
- m[0] -= a;
- m[1] -= a;
- m[2] -= a;
- m[3] -= a;
-}
-
-void __operator *= (inout mat4 m, const float a) {
- m[0] *= a;
- m[1] *= a;
- m[2] *= a;
- m[3] *= a;
-}
-
-void __operator /= (inout mat4 m, const float a) {
- m[0] /= a;
- m[1] /= a;
- m[2] /= a;
- m[3] /= a;
-}
-
-vec2 __operator * (const vec2 v, const mat2 m) {
- return vec2 (
- v.x * m[0].x + v.y * m[0].y,
- v.x * m[1].x + v.y * m[1].y
- );
-}
-
-void __operator *= (inout vec2 v, const mat2 m) {
- v = v * m;
-}
-
-vec3 __operator * (const vec3 v, const mat3 m) {
- return vec3 (
- v.x * m[0].x + v.y * m[0].y + v.z * m[0].z,
- v.x * m[1].x + v.y * m[1].y + v.z * m[1].z,
- v.x * m[2].x + v.y * m[2].y + v.z * m[2].z
- );
-}
-
-void __operator *= (inout vec3 v, const mat3 m) {
- v = v * m;
-}
-
-vec4 __operator * (const vec4 v, const mat4 m) {
- return vec4 (
- v.x * m[0].x + v.y * m[0].y + v.z * m[0].z + v.w * m[0].w,
- v.x * m[1].x + v.y * m[1].y + v.z * m[1].z + v.w * m[1].w,
- v.x * m[2].x + v.y * m[2].y + v.z * m[2].z + v.w * m[2].w,
- v.x * m[3].x + v.y * m[3].y + v.z * m[3].z + v.w * m[3].w
- );
-}
-
-void __operator *= (inout vec4 v, const mat4 m) {
- v = v * m;
-}
-
-float __operator - (const float a, const float b) {
- float c;
- __asm float_negate c, b;
- __asm float_add c, a, c;
- return c;
-}
-
-int __operator + (const int a, const int b) {
- float x, y;
- int c;
- __asm int_to_float x, a;
- __asm int_to_float y, b;
- __asm float_add x, x, y;
- __asm float_to_int c, x;
- return c;
-}
-
-int __operator - (const int a, const int b) {
- float x, y;
- int c;
- __asm int_to_float x, a;
- __asm int_to_float y, b;
- __asm float_negate y, y;
- __asm float_add x, x, y;
- __asm float_to_int c, x;
- return c;
-}
-
-int __operator * (const int a, const int b) {
- float x, y;
- int c;
- __asm int_to_float x, a;
- __asm int_to_float y, b;
- __asm float_multiply x, x, y;
- __asm float_to_int c, x;
- return c;
-}
-
-int __operator / (const int a, const int b) {
- float x, y;
- int c;
- __asm int_to_float x, a;
- __asm int_to_float y, b;
- __asm float_divide x, x, y;
- __asm float_to_int c, x;
- return c;
-}
-
-vec2 __operator + (const vec2 v, const vec2 u) {
- return vec2 (v.x + u.x, v.y + u.y);
-}
-
-vec2 __operator - (const vec2 v, const vec2 u) {
- return vec2 (v.x - u.x, v.y - u.y);
-}
-
-vec2 __operator * (const vec2 v, const vec2 u) {
- return vec2 (v.x * u.x, v.y * u.y);
-}
-
-vec2 __operator / (const vec2 v, const vec2 u) {
- return vec2 (v.x / u.x, v.y / u.y);
-}
-
-vec3 __operator + (const vec3 v, const vec3 u) {
- return vec3 (v.x + u.x, v.y + u.y, v.z + u.z);
-}
-
-vec3 __operator - (const vec3 v, const vec3 u) {
- return vec3 (v.x - u.x, v.y - u.y, v.z - u.z);
-}
-
-vec3 __operator * (const vec3 v, const vec3 u) {
- return vec3 (v.x * u.x, v.y * u.y, v.z * u.z);
-}
-
-vec3 __operator / (const vec3 v, const vec3 u) {
- return vec3 (v.x / u.x, v.y / u.y, v.z / u.z);
-}
-
-vec4 __operator + (const vec4 v, const vec4 u) {
- return vec4 (v.x + u.x, v.y + u.y, v.z + u.z, v.w + u.w);
-}
-
-vec4 __operator - (const vec4 v, const vec4 u) {
- return vec4 (v.x - u.x, v.y - u.y, v.z - u.z, v.w - u.w);
-}
-
-vec4 __operator * (const vec4 v, const vec4 u) {
- return vec4 (v.x * u.x, v.y * u.y, v.z * u.z, v.w * u.w);
-}
-
-vec4 __operator / (const vec4 v, const vec4 u) {
- return vec4 (v.x / u.x, v.y / u.y, v.z / u.z, v.w / u.w);
-}
-
-ivec2 __operator + (const ivec2 v, const ivec2 u) {
- return ivec2 (v.x + u.x, v.y + u.y);
-}
-
-ivec2 __operator - (const ivec2 v, const ivec2 u) {
- return ivec2 (v.x - u.x, v.y - u.y);
-}
-
-ivec2 __operator * (const ivec2 v, const ivec2 u) {
- return ivec2 (v.x * u.x, v.y * u.y);
-}
-
-ivec2 __operator / (const ivec2 v, const ivec2 u) {
- return ivec2 (v.x / u.x, v.y / u.y);
-}
-
-ivec3 __operator + (const ivec3 v, const ivec3 u) {
- return ivec3 (v.x + u.x, v.y + u.y, v.z + u.z);
-}
-
-ivec3 __operator - (const ivec3 v, const ivec3 u) {
- return ivec3 (v.x - u.x, v.y - u.y, v.z - u.z);
-}
-
-ivec3 __operator * (const ivec3 v, const ivec3 u) {
- return ivec3 (v.x * u.x, v.y * u.y, v.z * u.z);
-}
-
-ivec3 __operator / (const ivec3 v, const ivec3 u) {
- return ivec3 (v.x / u.x, v.y / u.y, v.z / u.z);
-}
-
-ivec4 __operator + (const ivec4 v, const ivec4 u) {
- return ivec4 (v.x + u.x, v.y + u.y, v.z + u.z, v.w + u.w);
-}
-
-ivec4 __operator - (const ivec4 v, const ivec4 u) {
- return ivec4 (v.x - u.x, v.y - u.y, v.z - u.z, v.w - u.w);
-}
-
-ivec4 __operator * (const ivec4 v, const ivec4 u) {
- return ivec4 (v.x * u.x, v.y * u.y, v.z * u.z, v.w * u.w);
-}
-
-ivec4 __operator / (const ivec4 v, const ivec4 u) {
- return ivec4 (v.x / u.x, v.y / u.y, v.z / u.z, v.w / u.w);
-}
-
-mat2 __operator + (const mat2 m, const mat2 n) {
- return mat2 (m[0] + n[0], m[1] + n[1]);
-}
-
-mat2 __operator - (const mat2 m, const mat2 n) {
- return mat2 (m[0] - n[0], m[1] - n[1]);
-}
-
-mat2 __operator / (const mat2 m, const mat2 n) {
- return mat2 (m[0] / n[0], m[1] / n[1]);
-}
-
-mat3 __operator + (const mat3 m, const mat3 n) {
- return mat3 (m[0] + n[0], m[1] + n[1], m[2] + n[2]);
-}
-
-mat3 __operator - (const mat3 m, const mat3 n) {
- return mat3 (m[0] - n[0], m[1] - n[1], m[2] - n[2]);
-}
-
-mat3 __operator / (const mat3 m, const mat3 n) {
- return mat3 (m[0] / n[0], m[1] / n[1], m[2] / n[2]);
-}
-
-mat4 __operator + (const mat4 m, const mat4 n) {
- return mat4 (m[0] + n[0], m[1] + n[1], m[2] + n[2], m[3] + n[3]);
-}
-
-mat4 __operator - (const mat4 m, const mat4 n) {
- return mat4 (m[0] - n[0], m[1] - n[1], m[2] - n[2], m[3] - n[3]);
-}
-
-mat4 __operator / (const mat4 m, const mat4 n) {
- return mat4 (m[0] / n[0], m[1] / n[1], m[2] / n[2], m[3] / n[3]);
-}
-
-vec2 __operator + (const float a, const vec2 u) {
- return vec2 (a + u.x, a + u.y);
-}
-
-vec2 __operator + (const vec2 v, const float b) {
- return vec2 (v.x + b, v.y + b);
-}
-
-vec2 __operator - (const float a, const vec2 u) {
- return vec2 (a - u.x, a - u.y);
-}
-
-vec2 __operator - (const vec2 v, const float b) {
- return vec2 (v.x - b, v.y - b);
-}
-
-vec2 __operator * (const float a, const vec2 u) {
- return vec2 (a * u.x, a * u.y);
-}
-
-vec2 __operator * (const vec2 v, const float b) {
- return vec2 (v.x * b, v.y * b);
-}
-
-vec2 __operator / (const float a, const vec2 u) {
- return vec2 (a / u.x, a / u.y);
-}
-
-vec2 __operator / (const vec2 v, const float b) {
- return vec2 (v.x / b, v.y / b);
-}
-
-vec3 __operator + (const float a, const vec3 u) {
- return vec3 (a + u.x, a + u.y, a + u.z);
-}
-
-vec3 __operator + (const vec3 v, const float b) {
- return vec3 (v.x + b, v.y + b, v.z + b);
-}
-
-vec3 __operator - (const float a, const vec3 u) {
- return vec3 (a - u.x, a - u.y, a - u.z);
-}
-
-vec3 __operator - (const vec3 v, const float b) {
- return vec3 (v.x - b, v.y - b, v.z - b);
-}
-
-vec3 __operator * (const float a, const vec3 u) {
- return vec3 (a * u.x, a * u.y, a * u.z);
-}
-
-vec3 __operator * (const vec3 v, const float b) {
- return vec3 (v.x * b, v.y * b, v.z * b);
-}
-
-vec3 __operator / (const float a, const vec3 u) {
- return vec3 (a / u.x, a / u.y, a / u.z);
-}
-
-vec3 __operator / (const vec3 v, const float b) {
- return vec3 (v.x / b, v.y / b, v.z / b);
-}
-
-vec4 __operator + (const float a, const vec4 u) {
- return vec4 (a + u.x, a + u.y, a + u.z, a + u.w);
-}
-
-vec4 __operator + (const vec4 v, const float b) {
- return vec4 (v.x + b, v.y + b, v.z + b, v.w + b);
-}
-
-vec4 __operator - (const float a, const vec4 u) {
- return vec4 (a - u.x, a - u.y, a - u.z, a - u.w);
-}
-
-vec4 __operator - (const vec4 v, const float b) {
- return vec4 (v.x - b, v.y - b, v.z - b, v.w - b);
-}
-
-vec4 __operator * (const float a, const vec4 u) {
- return vec4 (a * u.x, a * u.y, a * u.z, a * u.w);
-}
-
-vec4 __operator * (const vec4 v, const float b) {
- return vec4 (v.x * b, v.y * b, v.z * b, v.w * b);
-}
-
-vec4 __operator / (const float a, const vec4 u) {
- return vec4 (a / u.x, a / u.y, a / u.z, a / u.w);
-}
-
-vec4 __operator / (const vec4 v, const float b) {
- return vec4 (v.x / b, v.y / b, v.z / b, v.w / b);
-}
-
-mat2 __operator + (const float a, const mat2 n) {
- return mat2 (a + n[0], a + n[1]);
-}
-
-mat2 __operator + (const mat2 m, const float b) {
- return mat2 (m[0] + b, m[1] + b);
-}
-
-mat2 __operator - (const float a, const mat2 n) {
- return mat2 (a - n[0], a - n[1]);
-}
-
-mat2 __operator - (const mat2 m, const float b) {
- return mat2 (m[0] - b, m[1] - b);
-}
-
-mat2 __operator * (const float a, const mat2 n) {
- return mat2 (a * n[0], a * n[1]);
-}
-
-mat2 __operator * (const mat2 m, const float b) {
- return mat2 (m[0] * b, m[1] * b);
-}
-
-mat2 __operator / (const float a, const mat2 n) {
- return mat2 (a / n[0], a / n[1]);
-}
-
-mat2 __operator / (const mat2 m, const float b) {
- return mat2 (m[0] / b, m[1] / b);
-}
-
-mat3 __operator + (const float a, const mat3 n) {
- return mat3 (a + n[0], a + n[1], a + n[2]);
-}
-
-mat3 __operator + (const mat3 m, const float b) {
- return mat3 (m[0] + b, m[1] + b, m[2] + b);
-}
-
-mat3 __operator - (const float a, const mat3 n) {
- return mat3 (a - n[0], a - n[1], a - n[2]);
-}
-
-mat3 __operator - (const mat3 m, const float b) {
- return mat3 (m[0] - b, m[1] - b, m[2] - b);
-}
-
-mat3 __operator * (const float a, const mat3 n) {
- return mat3 (a * n[0], a * n[1], a * n[2]);
-}
-
-mat3 __operator * (const mat3 m, const float b) {
- return mat3 (m[0] * b, m[1] * b, m[2] * b);
-}
-
-mat3 __operator / (const float a, const mat3 n) {
- return mat3 (a / n[0], a / n[1], a / n[2]);
-}
-
-mat3 __operator / (const mat3 m, const float b) {
- return mat3 (m[0] / b, m[1] / b, m[2] / b);
-}
-
-mat4 __operator + (const float a, const mat4 n) {
- return mat4 (a + n[0], a + n[1], a + n[2], a + n[3]);
-}
-
-mat4 __operator + (const mat4 m, const float b) {
- return mat4 (m[0] + b, m[1] + b, m[2] + b, m[3] + b);
-}
-
-mat4 __operator - (const float a, const mat4 n) {
- return mat4 (a - n[0], a - n[1], a - n[2], a - n[3]);
-}
-
-mat4 __operator - (const mat4 m, const float b) {
- return mat4 (m[0] - b, m[1] - b, m[2] - b, m[3] - b);
-}
-
-mat4 __operator * (const float a, const mat4 n) {
- return mat4 (a * n[0], a * n[1], a * n[2], a * n[3]);
-}
-
-mat4 __operator * (const mat4 m, const float b) {
- return mat4 (m[0] * b, m[1] * b, m[2] * b, m[3] * b);
-}
-
-mat4 __operator / (const float a, const mat4 n) {
- return mat4 (a / n[0], a / n[1], a / n[2], a / n[3]);
-}
-
-mat4 __operator / (const mat4 m, const float b) {
- return mat4 (m[0] / b, m[1] / b, m[2] / b, m[3] / b);
-}
-
-ivec2 __operator + (const int a, const ivec2 u) {
- return ivec2 (a) + u;
-}
-
-ivec2 __operator + (const ivec2 v, const int b) {
- return v + ivec2 (b);
-}
-
-ivec2 __operator - (const int a, const ivec2 u) {
- return ivec2 (a) - u;
-}
-
-ivec2 __operator - (const ivec2 v, const int b) {
- return v - ivec2 (b);
-}
-
-ivec2 __operator * (const int a, const ivec2 u) {
- return ivec2 (a) * u;
-}
-
-ivec2 __operator * (const ivec2 v, const int b) {
- return v * ivec2 (b);
-}
-
-ivec2 __operator / (const int a, const ivec2 u) {
- return ivec2 (a) / u;
-}
-
-ivec2 __operator / (const ivec2 v, const int b) {
- return v / ivec2 (b);
-}
-
-ivec3 __operator + (const int a, const ivec3 u) {
- return ivec3 (a) + u;
-}
-
-ivec3 __operator + (const ivec3 v, const int b) {
- return v + ivec3 (b);
-}
-
-ivec3 __operator - (const int a, const ivec3 u) {
- return ivec3 (a) - u;
-}
-
-ivec3 __operator - (const ivec3 v, const int b) {
- return v - ivec3 (b);
-}
-
-ivec3 __operator * (const int a, const ivec3 u) {
- return ivec3 (a) * u;
-}
-
-ivec3 __operator * (const ivec3 v, const int b) {
- return v * ivec3 (b);
-}
-
-ivec3 __operator / (const int a, const ivec3 u) {
- return ivec3 (a) / u;
-}
-
-ivec3 __operator / (const ivec3 v, const int b) {
- return v / ivec3 (b);
-}
-
-ivec4 __operator + (const int a, const ivec4 u) {
- return ivec4 (a) + u;
-}
-
-ivec4 __operator + (const ivec4 v, const int b) {
- return v + ivec4 (b);
-}
-
-ivec4 __operator - (const int a, const ivec4 u) {
- return ivec4 (a) - u;
-}
-
-ivec4 __operator - (const ivec4 v, const int b) {
- return v - ivec4 (b);
-}
-
-ivec4 __operator * (const int a, const ivec4 u) {
- return ivec4 (a) * u;
-}
-
-ivec4 __operator * (const ivec4 v, const int b) {
- return v * ivec4 (b);
-}
-
-ivec4 __operator / (const int a, const ivec4 u) {
- return ivec4 (a) / u;
-}
-
-ivec4 __operator / (const ivec4 v, const int b) {
- return v / ivec4 (b);
-}
-
-vec2 __operator - (const vec2 v) {
- return vec2 (-v.x, -v.y);
-}
-
-vec3 __operator - (const vec3 v) {
- return vec3 (-v.x, -v.y, -v.z);
-}
-
-vec4 __operator - (const vec4 v) {
- return vec4 (-v.x, -v.y, -v.z, -v.w);
-}
-
-ivec2 __operator - (const ivec2 v) {
- return ivec2 (-v.x, -v.y);
-}
-
-ivec3 __operator - (const ivec3 v) {
- return ivec3 (-v.x, -v.y, -v.z);
-}
-
-ivec4 __operator - (const ivec4 v) {
- return ivec4 (-v.x, -v.y, -v.z, -v.w);
-}
-
-mat2 __operator - (const mat2 m) {
- return mat2 (-m[0], -m[1]);
-}
-
-mat3 __operator - (const mat3 m) {
- return mat3 (-m[0], -m[1], -m[2]);
-}
-
-mat4 __operator - (const mat4 m) {
- return mat4 (-m[0], -m[1], -m[2], -m[3]);
-}
-
-void __operator -- (inout float a) {
- a -= 1.0;
-}
-
-void __operator -- (inout int a) {
- a -= 1;
-}
-
-void __operator -- (inout vec2 v) {
- --v.x;
- --v.y;
-}
-
-void __operator -- (inout vec3 v) {
- --v.x;
- --v.y;
- --v.z;
-}
-
-void __operator -- (inout vec4 v) {
- --v.x;
- --v.y;
- --v.z;
- --v.w;
-}
-
-void __operator -- (inout ivec2 v) {
- --v.x;
- --v.y;
-}
-
-void __operator -- (inout ivec3 v) {
- --v.x;
- --v.y;
- --v.z;
-}
-
-void __operator -- (inout ivec4 v) {
- --v.x;
- --v.y;
- --v.z;
- --v.w;
-}
-
-void __operator -- (inout mat2 m) {
- --m[0];
- --m[1];
-}
-
-void __operator -- (inout mat3 m) {
- --m[0];
- --m[1];
- --m[2];
-}
-
-void __operator -- (inout mat4 m) {
- --m[0];
- --m[1];
- --m[2];
- --m[3];
-}
-
-void __operator ++ (inout float a) {
- a += 1.0;
-}
-
-void __operator ++ (inout int a) {
- a += 1;
-}
-
-void __operator ++ (inout vec2 v) {
- ++v.x;
- ++v.y;
-}
-
-void __operator ++ (inout vec3 v) {
- ++v.x;
- ++v.y;
- ++v.z;
-}
-
-void __operator ++ (inout vec4 v) {
- ++v.x;
- ++v.y;
- ++v.z;
- ++v.w;
-}
-
-void __operator ++ (inout ivec2 v) {
- ++v.x;
- ++v.y;
-}
-
-void __operator ++ (inout ivec3 v) {
- ++v.x;
- ++v.y;
- ++v.z;
-}
-
-void __operator ++ (inout ivec4 v) {
- ++v.x;
- ++v.y;
- ++v.z;
- ++v.w;
-}
-
-void __operator ++ (inout mat2 m) {
- ++m[0];
- ++m[1];
-}
-
-void __operator ++ (inout mat3 m) {
- ++m[0];
- ++m[1];
- ++m[2];
-}
-
-void __operator ++ (inout mat4 m) {
- ++m[0];
- ++m[1];
- ++m[2];
- ++m[3];
-}
-
-//
-// NOTE: postfix increment and decrement operators take additional dummy int parameter to
-// distinguish their prototypes from prefix ones.
-//
-
-float __operator -- (inout float a, const int) {
- float b = a;
- --a;
- return b;
-}
-
-int __operator -- (inout int a, const int) {
- int b = a;
- --a;
- return b;
-}
-
-vec2 __operator -- (inout vec2 v, const int) {
- return vec2 (v.x--, v.y--);
-}
-
-vec3 __operator -- (inout vec3 v, const int) {
- return vec3 (v.x--, v.y--, v.z--);
-}
-
-vec4 __operator -- (inout vec4 v, const int) {
- return vec4 (v.x--, v.y--, v.z--, v.w--);
-}
-
-ivec2 __operator -- (inout ivec2 v, const int) {
- return ivec2 (v.x--, v.y--);
-}
-
-ivec3 __operator -- (inout ivec3 v, const int) {
- return ivec3 (v.x--, v.y--, v.z--);
-}
-
-ivec4 __operator -- (inout ivec4 v, const int) {
- return ivec4 (v.x--, v.y--, v.z--, v.w--);
-}
-
-mat2 __operator -- (inout mat2 m, const int) {
- return mat2 (m[0]--, m[1]--);
-}
-
-mat3 __operator -- (inout mat3 m, const int) {
- return mat3 (m[0]--, m[1]--, m[2]--);
-}
-
-mat4 __operator -- (inout mat4 m, const int) {
- return mat4 (m[0]--, m[1]--, m[2]--, m[3]--);
-}
-
-float __operator ++ (inout float a, const int) {
- float b = a;
- ++a;
- return b;
-}
-
-int __operator ++ (inout int a, const int) {
- int b = a;
- ++a;
- return b;
-}
-
-vec2 __operator ++ (inout vec2 v, const int) {
- return vec2 (v.x++, v.y++);
-}
-
-vec3 __operator ++ (inout vec3 v, const int) {
- return vec3 (v.x++, v.y++, v.z++);
-}
-
-vec4 __operator ++ (inout vec4 v, const int) {
- return vec4 (v.x++, v.y++, v.z++, v.w++);
-}
-
-ivec2 __operator ++ (inout ivec2 v, const int) {
- return ivec2 (v.x++, v.y++);
-}
-
-ivec3 __operator ++ (inout ivec3 v, const int) {
- return ivec3 (v.x++, v.y++, v.z++);
-}
-
-ivec4 __operator ++ (inout ivec4 v, const int) {
- return ivec4 (v.x++, v.y++, v.z++, v.w++);
-}
-
-mat2 __operator ++ (inout mat2 m, const int) {
- return mat2 (m[0]++, m[1]++);
-}
-
-mat3 __operator ++ (inout mat3 m, const int) {
- return mat3 (m[0]++, m[1]++, m[2]++);
-}
-
-mat4 __operator ++ (inout mat4 m, const int) {
- return mat4 (m[0]++, m[1]++, m[2]++, m[3]++);
-}
-
-bool __operator < (const float a, const float b) {
- bool c;
- __asm float_less c, a, b;
- return c;
-}
-
-bool __operator < (const int a, const int b) {
- return float (a) < float (b);
-}
-
-bool __operator > (const float a, const float b) {
- bool c;
- __asm float_less c, b, a;
- return c;
-}
-
-bool __operator > (const int a, const int b) {
- return float (a) > float (b);
-}
-
-bool __operator >= (const float a, const float b) {
- bool g, e;
- __asm float_less g, b, a;
- __asm float_equal e, a, b;
- return g || e;
-}
-
-bool __operator >= (const int a, const int b) {
- return float (a) >= float (b);
-}
-
-bool __operator <= (const float a, const float b) {
- bool g, e;
- __asm float_less g, a, b;
- __asm float_equal e, a, b;
- return g || e;
-}
-
-bool __operator <= (const int a, const int b) {
- return float (a) <= float (b);
-}
-
-bool __operator ^^ (const bool a, const bool b) {
- return a != b;
-}
-
-//
-// These operators are handled internally by the compiler:
-//
-// bool __operator && (bool a, bool b) {
-// return a ? b : false;
-// }
-// bool __operator || (bool a, bool b) {
-// return a ? true : b;
-// }
-//
-
-bool __operator ! (const bool a) {
- return a == false;
-}
-
-//
-// mesa-specific extension functions.
-//
-
-void print (const float f) {
- __asm float_print f;
-}
-
-void print (const int i) {
- __asm int_print i;
-}
-
-void print (const bool b) {
- __asm bool_print b;
-}
-
-void print (const vec2 v) {
- print (v.x);
- print (v.y);
-}
-
-void print (const vec3 v) {
- print (v.x);
- print (v.y);
- print (v.z);
-}
-
-void print (const vec4 v) {
- print (v.x);
- print (v.y);
- print (v.z);
- print (v.w);
-}
-
-void print (const ivec2 v) {
- print (v.x);
- print (v.y);
-}
-
-void print (const ivec3 v) {
- print (v.x);
- print (v.y);
- print (v.z);
-}
-
-void print (const ivec4 v) {
- print (v.x);
- print (v.y);
- print (v.z);
- print (v.w);
-}
-
-void print (const bvec2 v) {
- print (v.x);
- print (v.y);
-}
-
-void print (const bvec3 v) {
- print (v.x);
- print (v.y);
- print (v.z);
-}
-
-void print (const bvec4 v) {
- print (v.x);
- print (v.y);
- print (v.z);
- print (v.w);
-}
-
-void print (const mat2 m) {
- print (m[0]);
- print (m[1]);
-}
-
-void print (const mat3 m) {
- print (m[0]);
- print (m[1]);
- print (m[2]);
-}
-
-void print (const mat4 m) {
- print (m[0]);
- print (m[1]);
- print (m[2]);
- print (m[3]);
-}
-
-void print (const sampler1D e) {
- __asm int_print e;
-}
-
-void print (const sampler2D e) {
- __asm int_print e;
-}
-
-void print (const sampler3D e) {
- __asm int_print e;
-}
-
-void print (const samplerCube e) {
- __asm int_print e;
-}
-
-void print (const sampler1DShadow e) {
- __asm int_print e;
-}
-
-void print (const sampler2DShadow e) {
- __asm int_print e;
-}
-
+/* + * 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 defines nearly all constructors and operators for built-in data types, using +// extended language syntax. In general, compiler treats constructors and operators as +// ordinary functions with some exceptions. For example, the language does not allow +// functions to be called in constant expressions - here the exception is made to allow it. +// +// Each implementation provides its own version of this file. Each implementation can define +// the required set of operators and constructors in its own fashion. +// +// The extended language syntax is only present when compiling this file. It is implicitly +// included at the very beginning of the compiled shader, so no built-in functions can be +// used. +// +// To communicate with the implementation, a special extended "__asm" keyword is used, followed +// by an instruction name (any valid identifier), a destination variable identifier and a +// a list of zero or more source variable identifiers. A variable identifier is a variable name +// declared earlier in the code (as a function parameter, local or global variable). +// An instruction name designates an instruction that must be exported by the implementation. +// Each instruction receives data from source variable identifiers and returns data in the +// destination variable identifier. +// +// It is up to the implementation how to define a particular operator or constructor. If it is +// expected to being used rarely, it can be defined in terms of other operators and constructors, +// for example: +// +// ivec2 __operator + (const ivec2 x, const ivec2 y) { +// return ivec2 (x[0] + y[0], x[1] + y[1]); +// } +// +// If a particular operator or constructor is expected to be used very often or is an atomic +// operation (that is, an operation that cannot be expressed in terms of other operations or +// would create a dependency cycle) it must be defined using one or more __asm constructs. +// +// Each implementation must define constructors for all scalar types (bool, float, int). +// There are 9 scalar-to-scalar constructors (including identity constructors). However, +// since the language introduces special constructors (like matrix constructor with a single +// scalar value), implementations must also implement these cases. +// The compiler provides the following algorithm when resolving a constructor: +// - try to find a constructor with a prototype matching ours, +// - if no constructor is found and this is a scalar-to-scalar constructor, raise an error, +// - if a constructor is found, execute it and return, +// - count the size of the constructor parameter list - if it is less than the size of +// our constructor's type, raise an error, +// - for each parameter in the list do a recursive constructor matching for appropriate +// scalar fields in the constructed variable, +// +// Each implementation must also define a set of operators that deal with built-in data types. +// There are four kinds of operators: +// 1) Operators that are implemented only by the compiler: "()" (function call), "," (sequence) +// and "?:" (selection). +// 2) Operators that are implemented by the compiler by expressing it in terms of other operators: +// - "." (field selection) - translated to subscript access, +// - "&&" (logical and) - translated to "<left_expr> ? <right_expr> : false", +// - "||" (logical or) - translated to "<left_expr> ? true : <right_expr>", +// 3) Operators that can be defined by the implementation and if the required prototype is not +// found, standard behaviour is used: +// - "==", "!=", "=" (equality, assignment) - compare or assign matching fields one-by-one; +// note that at least operators for scalar data types must be defined by the implementation +// to get it work, +// 4) All other operators not mentioned above. If no required prototype is found, an error is +// raised. An implementation must follow the language specification to provide all valid +// operator prototypes. +// + +int __constructor (const float f) { + int i; + __asm float_to_int i, f; + return i; +} + +bool __constructor (const int i) { + return i != 0; +} + +bool __constructor (const float f) { + return f != 0.0; +} + +int __constructor (const bool b) { + return b ? 1 : 0; +} + +float __constructor (const bool b) { + return b ? 1.0 : 0.0; +} + +float __constructor (const int i) { + float f; + __asm int_to_float f, i; + return f; +} + +bool __constructor (const bool b) { + return b; +} + +int __constructor (const int i) { + return i; +} + +float __constructor (const float f) { + return f; +} + +vec2 __constructor (const float f) { + return vec2 (f, f); +} + +vec2 __constructor (const int i) { + float x; + __asm int_to_float x, i; + return vec2 (x); +} + +vec2 __constructor (const bool b) { + return vec2 (b ? 1.0 : 0.0); +} + +vec3 __constructor (const float f) { + return vec3 (f, f, f); +} + +vec3 __constructor (const int i) { + float x; + __asm int_to_float x, i; + return vec3 (x); +} + +vec3 __constructor (const bool b) { + return vec3 (b ? 1.0 : 0.0); +} + +vec4 __constructor (const float f) { + return vec4 (f, f, f, f); +} + +vec4 __constructor (const int i) { + float x; + __asm int_to_float x, i; + return vec4 (x); +} + +vec4 __constructor (const bool b) { + return vec4 (b ? 1.0 : 0.0); +} + +ivec2 __constructor (const int i) { + return ivec2 (i, i); +} + +ivec2 __constructor (const float f) { + return ivec2 (int (f)); +} + +ivec2 __constructor (const bool b) { + return ivec2 (int (b)); +} + +ivec3 __constructor (const int i) { + return ivec3 (i, i, i); +} + +ivec3 __constructor (const float f) { + return ivec3 (int (f)); +} + +ivec3 __constructor (const bool b) { + return ivec3 (int (b)); +} + +ivec4 __constructor (const int i) { + return ivec4 (i, i, i, i); +} + +ivec4 __constructor (const float f) { + return ivec4 (int (f)); +} + +ivec4 __constructor (const bool b) { + return ivec4 (int (b)); +} + +bvec2 __constructor (const bool b) { + return bvec2 (b, b); +} + +bvec2 __constructor (const float f) { + return bvec2 (bool (f)); +} + +bvec2 __constructor (const int i) { + return bvec2 (bool (i)); +} + +bvec3 __constructor (const bool b) { + return bvec3 (b, b, b); +} + +bvec3 __constructor (const float f) { + return bvec3 (bool (f)); +} + +bvec3 __constructor (const int i) { + return bvec3 (bool (i)); +} + +bvec4 __constructor (const bool b) { + return bvec4 (b, b, b, b); +} + +bvec4 __constructor (const float f) { + return bvec4 (bool (f)); +} + +bvec4 __constructor (const int i) { + return bvec4 (bool (i)); +} + +mat2 __constructor (const float f) { + return mat2 (f, 0.0, 0.0, f); +} + +mat2 __constructor (const int i) { + float x; + __asm int_to_float x, i; + return mat2 (x); +} + +mat2 __constructor (const bool b) { + return mat2 (b ? 1.0 : 0.0); +} + +mat3 __constructor (const float f) { + return mat3 (f, 0.0, 0.0, 0.0, f, 0.0, 0.0, 0.0, f); +} + +mat3 __constructor (const int i) { + float x; + __asm int_to_float x, i; + return mat3 (x); +} + +mat3 __constructor (const bool b) { + return mat3 (b ? 1.0 : 0.0); +} + +mat4 __constructor (const float f) { + return mat4 (f, 0.0, 0.0, 0.0, 0.0, f, 0.0, 0.0, 0.0, 0.0, f, 0.0, 0.0, 0.0, 0.0, f); +} + +mat4 __constructor (const int i) { + float x; + __asm int_to_float x, i; + return mat4 (x); +} + +mat4 __constructor (const bool b) { + return mat4 (b ? 1.0 : 0.0); +} + +void __operator += (inout float a, const float b) { + __asm float_add a, a, b; +} + +float __operator - (const float a) { + float b; + __asm float_negate b, a; + return b; +} + +void __operator -= (inout float a, const float b) { + float c; + __asm float_negate c, b; + __asm float_add a, a, c; +} + +void __operator *= (inout float a, const float b) { + __asm float_multiply a, a, b; +} + +void __operator /= (inout float a, const float b) { + __asm float_divide a, a, b; +} + +float __operator + (const float a, const float b) { + float c; + __asm float_add c, a, b; + return c; +} + +void __operator += (inout int a, const int b) { + a = int (float (a) + float (b)); +} + +int __operator - (const int a) { + float x; + int b; + __asm int_to_float x, a; + __asm float_negate x, x; + __asm float_to_int b, x; + return b; +} + +void __operator -= (inout int a, const int b) { + a += -b; +} + +float __operator * (const float a, const float b) { + float c; + __asm float_multiply c, a, b; + return c; +} + +void __operator *= (inout int a, const int b) { + a = int (float (a) * float (b)); +} + +float __operator / (const float a, const float b) { + float c; + __asm float_divide c, a, b; + return c; +} + +void __operator /= (inout int a, const int b) { + a = int (float (a) / float (b)); +} + +void __operator += (inout vec2 v, const vec2 u) { + v.x += u.x; + v.y += u.y; +} + +void __operator -= (inout vec2 v, const vec2 u) { + v.x -= u.x; + v.y -= u.y; +} + +void __operator *= (inout vec2 v, const vec2 u) { + v.x *= u.x; + v.y *= u.y; +} + +void __operator /= (inout vec2 v, const vec2 u) { + v.x /= u.x; + v.y /= u.y; +} + +void __operator += (inout vec3 v, const vec3 u) { + v.x += u.x; + v.y += u.y; + v.z += u.z; +} + +void __operator -= (inout vec3 v, const vec3 u) { + v.x -= u.x; + v.y -= u.y; + v.z -= u.z; +} + +void __operator *= (inout vec3 v, const vec3 u) { + v.x *= u.x; + v.y *= u.y; + v.z *= u.z; +} + +void __operator /= (inout vec3 v, const vec3 u) { + v.x /= u.x; + v.y /= u.y; + v.z /= u.z; +} + +void __operator += (inout vec4 v, const vec4 u) { + v.x += u.x; + v.y += u.y; + v.z += u.z; + v.w += u.w; +} + +void __operator -= (inout vec4 v, const vec4 u) { + v.x -= u.x; + v.y -= u.y; + v.z -= u.z; + v.w -= u.w; +} + +void __operator *= (inout vec4 v, const vec4 u) { + v.x *= u.x; + v.y *= u.y; + v.z *= u.z; + v.w *= u.w; +} + +void __operator /= (inout vec4 v, const vec4 u) { + v.x /= u.x; + v.y /= u.y; + v.z /= u.z; + v.w /= u.w; +} + +void __operator += (inout ivec2 v, const ivec2 u) { + v.x += u.x; + v.y += u.y; +} + +void __operator -= (inout ivec2 v, const ivec2 u) { + v.x -= u.x; + v.y -= u.y; +} + +void __operator *= (inout ivec2 v, const ivec2 u) { + v.x *= u.x; + v.y *= u.y; +} + +void __operator /= (inout ivec2 v, const ivec2 u) { + v.x /= u.x; + v.y /= u.y; +} + +void __operator += (inout ivec3 v, const ivec3 u) { + v.x += u.x; + v.y += u.y; + v.z += u.z; +} + +void __operator -= (inout ivec3 v, const ivec3 u) { + v.x -= u.x; + v.y -= u.y; + v.z -= u.z; +} + +void __operator *= (inout ivec3 v, const ivec3 u) { + v.x *= u.x; + v.y *= u.y; + v.z *= u.z; +} + +void __operator /= (inout ivec3 v, const ivec3 u) { + v.x /= u.x; + v.y /= u.y; + v.z /= u.z; +} + +void __operator += (inout ivec4 v, const ivec4 u) { + v.x += u.x; + v.y += u.y; + v.z += u.z; + v.w += u.w; +} + +void __operator -= (inout ivec4 v, const ivec4 u) { + v.x -= u.x; + v.y -= u.y; + v.z -= u.z; + v.w -= u.w; +} + +void __operator *= (inout ivec4 v, const ivec4 u) { + v.x *= u.x; + v.y *= u.y; + v.z *= u.z; + v.w *= u.w; +} + +void __operator /= (inout ivec4 v, const ivec4 u) { + v.x /= u.x; + v.y /= u.y; + v.z /= u.z; + v.w /= u.w; +} + +void __operator += (inout mat2 m, const mat2 n) { + m[0] += n[0]; + m[1] += n[1]; +} + +void __operator -= (inout mat2 m, const mat2 n) { + m[0] -= n[0]; + m[1] -= n[1]; +} + +vec2 __operator * (const mat2 m, const vec2 v) { + return vec2 ( + v.x * m[0].x + v.y * m[1].x, + v.x * m[0].y + v.y * m[1].y + ); +} + +mat2 __operator * (const mat2 m, const mat2 n) { + return mat2 (m * n[0], m * n[1]); +} + +void __operator *= (inout mat2 m, const mat2 n) { + m = m * n; +} + +void __operator /= (inout mat2 m, const mat2 n) { + m[0] /= n[0]; + m[1] /= n[1]; +} + +void __operator += (inout mat3 m, const mat3 n) { + m[0] += n[0]; + m[1] += n[1]; + m[2] += n[2]; +} + +void __operator -= (inout mat3 m, const mat3 n) { + m[0] -= n[0]; + m[1] -= n[1]; + m[2] -= n[2]; +} + +vec3 __operator * (const mat3 m, const vec3 v) { + return vec3 ( + v.x * m[0].x + v.y * m[1].x + v.z * m[2].x, + v.x * m[0].y + v.y * m[1].y + v.z * m[2].y, + v.x * m[0].z + v.y * m[1].z + v.z * m[2].z + ); +} + +mat3 __operator * (const mat3 m, const mat3 n) { + return mat3 (m * n[0], m * n[1], m * n[2]); +} + +void __operator *= (inout mat3 m, const mat3 n) { + m = m * n; +} + +void __operator /= (inout mat3 m, const mat3 n) { + m[0] /= n[0]; + m[1] /= n[1]; + m[2] /= n[2]; +} + +void __operator += (inout mat4 m, const mat4 n) { + m[0] += n[0]; + m[1] += n[1]; + m[2] += n[2]; + m[3] += n[3]; +} + +void __operator -= (inout mat4 m, const mat4 n) { + m[0] -= n[0]; + m[1] -= n[1]; + m[2] -= n[2]; + m[3] -= n[3]; +} + +vec4 __operator * (const mat4 m, const vec4 v) { + return vec4 ( + v.x * m[0].x + v.y * m[1].x + v.z * m[2].x + v.w * m[3].x, + v.x * m[0].y + v.y * m[1].y + v.z * m[2].y + v.w * m[3].y, + v.x * m[0].z + v.y * m[1].z + v.z * m[2].z + v.w * m[3].z, + v.x * m[0].w + v.y * m[1].w + v.z * m[2].w + v.w * m[3].w + ); +} + +mat4 __operator * (const mat4 m, const mat4 n) { + return mat4 (m * n[0], m * n[1], m * n[2], m * n[3]); +} + +void __operator *= (inout mat4 m, const mat4 n) { + m = m * n; +} + +void __operator /= (inout mat4 m, const mat4 n) { + m[0] /= n[0]; + m[1] /= n[1]; + m[2] /= n[2]; + m[3] /= n[3]; +} + +void __operator += (inout vec2 v, const float a) { + v.x += a; + v.y += a; +} + +void __operator -= (inout vec2 v, const float a) { + v.x -= a; + v.y -= a; +} + +void __operator *= (inout vec2 v, const float a) { + v.x *= a; + v.y *= a; +} + +void __operator /= (inout vec2 v, const float a) { + v.x /= a; + v.y /= a; +} + +void __operator += (inout vec3 v, const float a) { + v.x += a; + v.y += a; + v.z += a; +} + +void __operator -= (inout vec3 v, const float a) { + v.x -= a; + v.y -= a; + v.z -= a; +} + +void __operator *= (inout vec3 v, const float a) { + v.x *= a; + v.y *= a; + v.z *= a; +} + +void __operator /= (inout vec3 v, const float a) { + v.x /= a; + v.y /= a; + v.z /= a; +} + +void __operator += (inout vec4 v, const float a) { + v.x += a; + v.y += a; + v.z += a; + v.w += a; +} + +void __operator -= (inout vec4 v, const float a) { + v.x -= a; + v.y -= a; + v.z -= a; + v.w -= a; +} + +void __operator *= (inout vec4 v, const float a) { + v.x *= a; + v.y *= a; + v.z *= a; + v.w *= a; +} + +void __operator /= (inout vec4 v, const float a) { + v.x /= a; + v.y /= a; + v.z /= a; + v.w /= a; +} + +void __operator += (inout mat2 m, const float a) { + m[0] += a; + m[1] += a; +} + +void __operator -= (inout mat2 m, const float a) { + m[0] -= a; + m[1] -= a; +} + +void __operator *= (inout mat2 m, const float a) { + m[0] *= a; + m[1] *= a; +} + +void __operator /= (inout mat2 m, const float a) { + m[0] /= a; + m[1] /= a; +} + +void __operator += (inout mat3 m, const float a) { + m[0] += a; + m[1] += a; + m[2] += a; +} + +void __operator -= (inout mat3 m, const float a) { + m[0] -= a; + m[1] -= a; + m[2] -= a; +} + +void __operator *= (inout mat3 m, const float a) { + m[0] *= a; + m[1] *= a; + m[2] *= a; +} + +void __operator /= (inout mat3 m, const float a) { + m[0] /= a; + m[1] /= a; + m[2] /= a; +} + +void __operator += (inout mat4 m, const float a) { + m[0] += a; + m[1] += a; + m[2] += a; + m[3] += a; +} + +void __operator -= (inout mat4 m, const float a) { + m[0] -= a; + m[1] -= a; + m[2] -= a; + m[3] -= a; +} + +void __operator *= (inout mat4 m, const float a) { + m[0] *= a; + m[1] *= a; + m[2] *= a; + m[3] *= a; +} + +void __operator /= (inout mat4 m, const float a) { + m[0] /= a; + m[1] /= a; + m[2] /= a; + m[3] /= a; +} + +vec2 __operator * (const vec2 v, const mat2 m) { + return vec2 ( + v.x * m[0].x + v.y * m[0].y, + v.x * m[1].x + v.y * m[1].y + ); +} + +void __operator *= (inout vec2 v, const mat2 m) { + v = v * m; +} + +vec3 __operator * (const vec3 v, const mat3 m) { + return vec3 ( + v.x * m[0].x + v.y * m[0].y + v.z * m[0].z, + v.x * m[1].x + v.y * m[1].y + v.z * m[1].z, + v.x * m[2].x + v.y * m[2].y + v.z * m[2].z + ); +} + +void __operator *= (inout vec3 v, const mat3 m) { + v = v * m; +} + +vec4 __operator * (const vec4 v, const mat4 m) { + return vec4 ( + v.x * m[0].x + v.y * m[0].y + v.z * m[0].z + v.w * m[0].w, + v.x * m[1].x + v.y * m[1].y + v.z * m[1].z + v.w * m[1].w, + v.x * m[2].x + v.y * m[2].y + v.z * m[2].z + v.w * m[2].w, + v.x * m[3].x + v.y * m[3].y + v.z * m[3].z + v.w * m[3].w + ); +} + +void __operator *= (inout vec4 v, const mat4 m) { + v = v * m; +} + +float __operator - (const float a, const float b) { + float c; + __asm float_negate c, b; + __asm float_add c, a, c; + return c; +} + +int __operator + (const int a, const int b) { + float x, y; + int c; + __asm int_to_float x, a; + __asm int_to_float y, b; + __asm float_add x, x, y; + __asm float_to_int c, x; + return c; +} + +int __operator - (const int a, const int b) { + float x, y; + int c; + __asm int_to_float x, a; + __asm int_to_float y, b; + __asm float_negate y, y; + __asm float_add x, x, y; + __asm float_to_int c, x; + return c; +} + +int __operator * (const int a, const int b) { + float x, y; + int c; + __asm int_to_float x, a; + __asm int_to_float y, b; + __asm float_multiply x, x, y; + __asm float_to_int c, x; + return c; +} + +int __operator / (const int a, const int b) { + float x, y; + int c; + __asm int_to_float x, a; + __asm int_to_float y, b; + __asm float_divide x, x, y; + __asm float_to_int c, x; + return c; +} + +vec2 __operator + (const vec2 v, const vec2 u) { + return vec2 (v.x + u.x, v.y + u.y); +} + +vec2 __operator - (const vec2 v, const vec2 u) { + return vec2 (v.x - u.x, v.y - u.y); +} + +vec2 __operator * (const vec2 v, const vec2 u) { + return vec2 (v.x * u.x, v.y * u.y); +} + +vec2 __operator / (const vec2 v, const vec2 u) { + return vec2 (v.x / u.x, v.y / u.y); +} + +vec3 __operator + (const vec3 v, const vec3 u) { + return vec3 (v.x + u.x, v.y + u.y, v.z + u.z); +} + +vec3 __operator - (const vec3 v, const vec3 u) { + return vec3 (v.x - u.x, v.y - u.y, v.z - u.z); +} + +vec3 __operator * (const vec3 v, const vec3 u) { + return vec3 (v.x * u.x, v.y * u.y, v.z * u.z); +} + +vec3 __operator / (const vec3 v, const vec3 u) { + return vec3 (v.x / u.x, v.y / u.y, v.z / u.z); +} + +vec4 __operator + (const vec4 v, const vec4 u) { + return vec4 (v.x + u.x, v.y + u.y, v.z + u.z, v.w + u.w); +} + +vec4 __operator - (const vec4 v, const vec4 u) { + return vec4 (v.x - u.x, v.y - u.y, v.z - u.z, v.w - u.w); +} + +vec4 __operator * (const vec4 v, const vec4 u) { + return vec4 (v.x * u.x, v.y * u.y, v.z * u.z, v.w * u.w); +} + +vec4 __operator / (const vec4 v, const vec4 u) { + return vec4 (v.x / u.x, v.y / u.y, v.z / u.z, v.w / u.w); +} + +ivec2 __operator + (const ivec2 v, const ivec2 u) { + return ivec2 (v.x + u.x, v.y + u.y); +} + +ivec2 __operator - (const ivec2 v, const ivec2 u) { + return ivec2 (v.x - u.x, v.y - u.y); +} + +ivec2 __operator * (const ivec2 v, const ivec2 u) { + return ivec2 (v.x * u.x, v.y * u.y); +} + +ivec2 __operator / (const ivec2 v, const ivec2 u) { + return ivec2 (v.x / u.x, v.y / u.y); +} + +ivec3 __operator + (const ivec3 v, const ivec3 u) { + return ivec3 (v.x + u.x, v.y + u.y, v.z + u.z); +} + +ivec3 __operator - (const ivec3 v, const ivec3 u) { + return ivec3 (v.x - u.x, v.y - u.y, v.z - u.z); +} + +ivec3 __operator * (const ivec3 v, const ivec3 u) { + return ivec3 (v.x * u.x, v.y * u.y, v.z * u.z); +} + +ivec3 __operator / (const ivec3 v, const ivec3 u) { + return ivec3 (v.x / u.x, v.y / u.y, v.z / u.z); +} + +ivec4 __operator + (const ivec4 v, const ivec4 u) { + return ivec4 (v.x + u.x, v.y + u.y, v.z + u.z, v.w + u.w); +} + +ivec4 __operator - (const ivec4 v, const ivec4 u) { + return ivec4 (v.x - u.x, v.y - u.y, v.z - u.z, v.w - u.w); +} + +ivec4 __operator * (const ivec4 v, const ivec4 u) { + return ivec4 (v.x * u.x, v.y * u.y, v.z * u.z, v.w * u.w); +} + +ivec4 __operator / (const ivec4 v, const ivec4 u) { + return ivec4 (v.x / u.x, v.y / u.y, v.z / u.z, v.w / u.w); +} + +mat2 __operator + (const mat2 m, const mat2 n) { + return mat2 (m[0] + n[0], m[1] + n[1]); +} + +mat2 __operator - (const mat2 m, const mat2 n) { + return mat2 (m[0] - n[0], m[1] - n[1]); +} + +mat2 __operator / (const mat2 m, const mat2 n) { + return mat2 (m[0] / n[0], m[1] / n[1]); +} + +mat3 __operator + (const mat3 m, const mat3 n) { + return mat3 (m[0] + n[0], m[1] + n[1], m[2] + n[2]); +} + +mat3 __operator - (const mat3 m, const mat3 n) { + return mat3 (m[0] - n[0], m[1] - n[1], m[2] - n[2]); +} + +mat3 __operator / (const mat3 m, const mat3 n) { + return mat3 (m[0] / n[0], m[1] / n[1], m[2] / n[2]); +} + +mat4 __operator + (const mat4 m, const mat4 n) { + return mat4 (m[0] + n[0], m[1] + n[1], m[2] + n[2], m[3] + n[3]); +} + +mat4 __operator - (const mat4 m, const mat4 n) { + return mat4 (m[0] - n[0], m[1] - n[1], m[2] - n[2], m[3] - n[3]); +} + +mat4 __operator / (const mat4 m, const mat4 n) { + return mat4 (m[0] / n[0], m[1] / n[1], m[2] / n[2], m[3] / n[3]); +} + +vec2 __operator + (const float a, const vec2 u) { + return vec2 (a + u.x, a + u.y); +} + +vec2 __operator + (const vec2 v, const float b) { + return vec2 (v.x + b, v.y + b); +} + +vec2 __operator - (const float a, const vec2 u) { + return vec2 (a - u.x, a - u.y); +} + +vec2 __operator - (const vec2 v, const float b) { + return vec2 (v.x - b, v.y - b); +} + +vec2 __operator * (const float a, const vec2 u) { + return vec2 (a * u.x, a * u.y); +} + +vec2 __operator * (const vec2 v, const float b) { + return vec2 (v.x * b, v.y * b); +} + +vec2 __operator / (const float a, const vec2 u) { + return vec2 (a / u.x, a / u.y); +} + +vec2 __operator / (const vec2 v, const float b) { + return vec2 (v.x / b, v.y / b); +} + +vec3 __operator + (const float a, const vec3 u) { + return vec3 (a + u.x, a + u.y, a + u.z); +} + +vec3 __operator + (const vec3 v, const float b) { + return vec3 (v.x + b, v.y + b, v.z + b); +} + +vec3 __operator - (const float a, const vec3 u) { + return vec3 (a - u.x, a - u.y, a - u.z); +} + +vec3 __operator - (const vec3 v, const float b) { + return vec3 (v.x - b, v.y - b, v.z - b); +} + +vec3 __operator * (const float a, const vec3 u) { + return vec3 (a * u.x, a * u.y, a * u.z); +} + +vec3 __operator * (const vec3 v, const float b) { + return vec3 (v.x * b, v.y * b, v.z * b); +} + +vec3 __operator / (const float a, const vec3 u) { + return vec3 (a / u.x, a / u.y, a / u.z); +} + +vec3 __operator / (const vec3 v, const float b) { + return vec3 (v.x / b, v.y / b, v.z / b); +} + +vec4 __operator + (const float a, const vec4 u) { + return vec4 (a + u.x, a + u.y, a + u.z, a + u.w); +} + +vec4 __operator + (const vec4 v, const float b) { + return vec4 (v.x + b, v.y + b, v.z + b, v.w + b); +} + +vec4 __operator - (const float a, const vec4 u) { + return vec4 (a - u.x, a - u.y, a - u.z, a - u.w); +} + +vec4 __operator - (const vec4 v, const float b) { + return vec4 (v.x - b, v.y - b, v.z - b, v.w - b); +} + +vec4 __operator * (const float a, const vec4 u) { + return vec4 (a * u.x, a * u.y, a * u.z, a * u.w); +} + +vec4 __operator * (const vec4 v, const float b) { + return vec4 (v.x * b, v.y * b, v.z * b, v.w * b); +} + +vec4 __operator / (const float a, const vec4 u) { + return vec4 (a / u.x, a / u.y, a / u.z, a / u.w); +} + +vec4 __operator / (const vec4 v, const float b) { + return vec4 (v.x / b, v.y / b, v.z / b, v.w / b); +} + +mat2 __operator + (const float a, const mat2 n) { + return mat2 (a + n[0], a + n[1]); +} + +mat2 __operator + (const mat2 m, const float b) { + return mat2 (m[0] + b, m[1] + b); +} + +mat2 __operator - (const float a, const mat2 n) { + return mat2 (a - n[0], a - n[1]); +} + +mat2 __operator - (const mat2 m, const float b) { + return mat2 (m[0] - b, m[1] - b); +} + +mat2 __operator * (const float a, const mat2 n) { + return mat2 (a * n[0], a * n[1]); +} + +mat2 __operator * (const mat2 m, const float b) { + return mat2 (m[0] * b, m[1] * b); +} + +mat2 __operator / (const float a, const mat2 n) { + return mat2 (a / n[0], a / n[1]); +} + +mat2 __operator / (const mat2 m, const float b) { + return mat2 (m[0] / b, m[1] / b); +} + +mat3 __operator + (const float a, const mat3 n) { + return mat3 (a + n[0], a + n[1], a + n[2]); +} + +mat3 __operator + (const mat3 m, const float b) { + return mat3 (m[0] + b, m[1] + b, m[2] + b); +} + +mat3 __operator - (const float a, const mat3 n) { + return mat3 (a - n[0], a - n[1], a - n[2]); +} + +mat3 __operator - (const mat3 m, const float b) { + return mat3 (m[0] - b, m[1] - b, m[2] - b); +} + +mat3 __operator * (const float a, const mat3 n) { + return mat3 (a * n[0], a * n[1], a * n[2]); +} + +mat3 __operator * (const mat3 m, const float b) { + return mat3 (m[0] * b, m[1] * b, m[2] * b); +} + +mat3 __operator / (const float a, const mat3 n) { + return mat3 (a / n[0], a / n[1], a / n[2]); +} + +mat3 __operator / (const mat3 m, const float b) { + return mat3 (m[0] / b, m[1] / b, m[2] / b); +} + +mat4 __operator + (const float a, const mat4 n) { + return mat4 (a + n[0], a + n[1], a + n[2], a + n[3]); +} + +mat4 __operator + (const mat4 m, const float b) { + return mat4 (m[0] + b, m[1] + b, m[2] + b, m[3] + b); +} + +mat4 __operator - (const float a, const mat4 n) { + return mat4 (a - n[0], a - n[1], a - n[2], a - n[3]); +} + +mat4 __operator - (const mat4 m, const float b) { + return mat4 (m[0] - b, m[1] - b, m[2] - b, m[3] - b); +} + +mat4 __operator * (const float a, const mat4 n) { + return mat4 (a * n[0], a * n[1], a * n[2], a * n[3]); +} + +mat4 __operator * (const mat4 m, const float b) { + return mat4 (m[0] * b, m[1] * b, m[2] * b, m[3] * b); +} + +mat4 __operator / (const float a, const mat4 n) { + return mat4 (a / n[0], a / n[1], a / n[2], a / n[3]); +} + +mat4 __operator / (const mat4 m, const float b) { + return mat4 (m[0] / b, m[1] / b, m[2] / b, m[3] / b); +} + +ivec2 __operator + (const int a, const ivec2 u) { + return ivec2 (a) + u; +} + +ivec2 __operator + (const ivec2 v, const int b) { + return v + ivec2 (b); +} + +ivec2 __operator - (const int a, const ivec2 u) { + return ivec2 (a) - u; +} + +ivec2 __operator - (const ivec2 v, const int b) { + return v - ivec2 (b); +} + +ivec2 __operator * (const int a, const ivec2 u) { + return ivec2 (a) * u; +} + +ivec2 __operator * (const ivec2 v, const int b) { + return v * ivec2 (b); +} + +ivec2 __operator / (const int a, const ivec2 u) { + return ivec2 (a) / u; +} + +ivec2 __operator / (const ivec2 v, const int b) { + return v / ivec2 (b); +} + +ivec3 __operator + (const int a, const ivec3 u) { + return ivec3 (a) + u; +} + +ivec3 __operator + (const ivec3 v, const int b) { + return v + ivec3 (b); +} + +ivec3 __operator - (const int a, const ivec3 u) { + return ivec3 (a) - u; +} + +ivec3 __operator - (const ivec3 v, const int b) { + return v - ivec3 (b); +} + +ivec3 __operator * (const int a, const ivec3 u) { + return ivec3 (a) * u; +} + +ivec3 __operator * (const ivec3 v, const int b) { + return v * ivec3 (b); +} + +ivec3 __operator / (const int a, const ivec3 u) { + return ivec3 (a) / u; +} + +ivec3 __operator / (const ivec3 v, const int b) { + return v / ivec3 (b); +} + +ivec4 __operator + (const int a, const ivec4 u) { + return ivec4 (a) + u; +} + +ivec4 __operator + (const ivec4 v, const int b) { + return v + ivec4 (b); +} + +ivec4 __operator - (const int a, const ivec4 u) { + return ivec4 (a) - u; +} + +ivec4 __operator - (const ivec4 v, const int b) { + return v - ivec4 (b); +} + +ivec4 __operator * (const int a, const ivec4 u) { + return ivec4 (a) * u; +} + +ivec4 __operator * (const ivec4 v, const int b) { + return v * ivec4 (b); +} + +ivec4 __operator / (const int a, const ivec4 u) { + return ivec4 (a) / u; +} + +ivec4 __operator / (const ivec4 v, const int b) { + return v / ivec4 (b); +} + +vec2 __operator - (const vec2 v) { + return vec2 (-v.x, -v.y); +} + +vec3 __operator - (const vec3 v) { + return vec3 (-v.x, -v.y, -v.z); +} + +vec4 __operator - (const vec4 v) { + return vec4 (-v.x, -v.y, -v.z, -v.w); +} + +ivec2 __operator - (const ivec2 v) { + return ivec2 (-v.x, -v.y); +} + +ivec3 __operator - (const ivec3 v) { + return ivec3 (-v.x, -v.y, -v.z); +} + +ivec4 __operator - (const ivec4 v) { + return ivec4 (-v.x, -v.y, -v.z, -v.w); +} + +mat2 __operator - (const mat2 m) { + return mat2 (-m[0], -m[1]); +} + +mat3 __operator - (const mat3 m) { + return mat3 (-m[0], -m[1], -m[2]); +} + +mat4 __operator - (const mat4 m) { + return mat4 (-m[0], -m[1], -m[2], -m[3]); +} + +void __operator -- (inout float a) { + a -= 1.0; +} + +void __operator -- (inout int a) { + a -= 1; +} + +void __operator -- (inout vec2 v) { + --v.x; + --v.y; +} + +void __operator -- (inout vec3 v) { + --v.x; + --v.y; + --v.z; +} + +void __operator -- (inout vec4 v) { + --v.x; + --v.y; + --v.z; + --v.w; +} + +void __operator -- (inout ivec2 v) { + --v.x; + --v.y; +} + +void __operator -- (inout ivec3 v) { + --v.x; + --v.y; + --v.z; +} + +void __operator -- (inout ivec4 v) { + --v.x; + --v.y; + --v.z; + --v.w; +} + +void __operator -- (inout mat2 m) { + --m[0]; + --m[1]; +} + +void __operator -- (inout mat3 m) { + --m[0]; + --m[1]; + --m[2]; +} + +void __operator -- (inout mat4 m) { + --m[0]; + --m[1]; + --m[2]; + --m[3]; +} + +void __operator ++ (inout float a) { + a += 1.0; +} + +void __operator ++ (inout int a) { + a += 1; +} + +void __operator ++ (inout vec2 v) { + ++v.x; + ++v.y; +} + +void __operator ++ (inout vec3 v) { + ++v.x; + ++v.y; + ++v.z; +} + +void __operator ++ (inout vec4 v) { + ++v.x; + ++v.y; + ++v.z; + ++v.w; +} + +void __operator ++ (inout ivec2 v) { + ++v.x; + ++v.y; +} + +void __operator ++ (inout ivec3 v) { + ++v.x; + ++v.y; + ++v.z; +} + +void __operator ++ (inout ivec4 v) { + ++v.x; + ++v.y; + ++v.z; + ++v.w; +} + +void __operator ++ (inout mat2 m) { + ++m[0]; + ++m[1]; +} + +void __operator ++ (inout mat3 m) { + ++m[0]; + ++m[1]; + ++m[2]; +} + +void __operator ++ (inout mat4 m) { + ++m[0]; + ++m[1]; + ++m[2]; + ++m[3]; +} + +// +// NOTE: postfix increment and decrement operators take additional dummy int parameter to +// distinguish their prototypes from prefix ones. +// + +float __operator -- (inout float a, const int) { + float b = a; + --a; + return b; +} + +int __operator -- (inout int a, const int) { + int b = a; + --a; + return b; +} + +vec2 __operator -- (inout vec2 v, const int) { + return vec2 (v.x--, v.y--); +} + +vec3 __operator -- (inout vec3 v, const int) { + return vec3 (v.x--, v.y--, v.z--); +} + +vec4 __operator -- (inout vec4 v, const int) { + return vec4 (v.x--, v.y--, v.z--, v.w--); +} + +ivec2 __operator -- (inout ivec2 v, const int) { + return ivec2 (v.x--, v.y--); +} + +ivec3 __operator -- (inout ivec3 v, const int) { + return ivec3 (v.x--, v.y--, v.z--); +} + +ivec4 __operator -- (inout ivec4 v, const int) { + return ivec4 (v.x--, v.y--, v.z--, v.w--); +} + +mat2 __operator -- (inout mat2 m, const int) { + return mat2 (m[0]--, m[1]--); +} + +mat3 __operator -- (inout mat3 m, const int) { + return mat3 (m[0]--, m[1]--, m[2]--); +} + +mat4 __operator -- (inout mat4 m, const int) { + return mat4 (m[0]--, m[1]--, m[2]--, m[3]--); +} + +float __operator ++ (inout float a, const int) { + float b = a; + ++a; + return b; +} + +int __operator ++ (inout int a, const int) { + int b = a; + ++a; + return b; +} + +vec2 __operator ++ (inout vec2 v, const int) { + return vec2 (v.x++, v.y++); +} + +vec3 __operator ++ (inout vec3 v, const int) { + return vec3 (v.x++, v.y++, v.z++); +} + +vec4 __operator ++ (inout vec4 v, const int) { + return vec4 (v.x++, v.y++, v.z++, v.w++); +} + +ivec2 __operator ++ (inout ivec2 v, const int) { + return ivec2 (v.x++, v.y++); +} + +ivec3 __operator ++ (inout ivec3 v, const int) { + return ivec3 (v.x++, v.y++, v.z++); +} + +ivec4 __operator ++ (inout ivec4 v, const int) { + return ivec4 (v.x++, v.y++, v.z++, v.w++); +} + +mat2 __operator ++ (inout mat2 m, const int) { + return mat2 (m[0]++, m[1]++); +} + +mat3 __operator ++ (inout mat3 m, const int) { + return mat3 (m[0]++, m[1]++, m[2]++); +} + +mat4 __operator ++ (inout mat4 m, const int) { + return mat4 (m[0]++, m[1]++, m[2]++, m[3]++); +} + +bool __operator < (const float a, const float b) { + bool c; + __asm float_less c, a, b; + return c; +} + +bool __operator < (const int a, const int b) { + return float (a) < float (b); +} + +bool __operator > (const float a, const float b) { + bool c; + __asm float_less c, b, a; + return c; +} + +bool __operator > (const int a, const int b) { + return float (a) > float (b); +} + +bool __operator >= (const float a, const float b) { + bool g, e; + __asm float_less g, b, a; + __asm float_equal e, a, b; + return g || e; +} + +bool __operator >= (const int a, const int b) { + return float (a) >= float (b); +} + +bool __operator <= (const float a, const float b) { + bool g, e; + __asm float_less g, a, b; + __asm float_equal e, a, b; + return g || e; +} + +bool __operator <= (const int a, const int b) { + return float (a) <= float (b); +} + +bool __operator ^^ (const bool a, const bool b) { + return a != b; +} + +// +// These operators are handled internally by the compiler: +// +// bool __operator && (bool a, bool b) { +// return a ? b : false; +// } +// bool __operator || (bool a, bool b) { +// return a ? true : b; +// } +// + +bool __operator ! (const bool a) { + return a == false; +} + +// +// mesa-specific extension functions. +// + +void print (const float f) { + __asm float_print f; +} + +void print (const int i) { + __asm int_print i; +} + +void print (const bool b) { + __asm bool_print b; +} + +void print (const vec2 v) { + print (v.x); + print (v.y); +} + +void print (const vec3 v) { + print (v.x); + print (v.y); + print (v.z); +} + +void print (const vec4 v) { + print (v.x); + print (v.y); + print (v.z); + print (v.w); +} + +void print (const ivec2 v) { + print (v.x); + print (v.y); +} + +void print (const ivec3 v) { + print (v.x); + print (v.y); + print (v.z); +} + +void print (const ivec4 v) { + print (v.x); + print (v.y); + print (v.z); + print (v.w); +} + +void print (const bvec2 v) { + print (v.x); + print (v.y); +} + +void print (const bvec3 v) { + print (v.x); + print (v.y); + print (v.z); +} + +void print (const bvec4 v) { + print (v.x); + print (v.y); + print (v.z); + print (v.w); +} + +void print (const mat2 m) { + print (m[0]); + print (m[1]); +} + +void print (const mat3 m) { + print (m[0]); + print (m[1]); + print (m[2]); +} + +void print (const mat4 m) { + print (m[0]); + print (m[1]); + print (m[2]); + print (m[3]); +} + +void print (const sampler1D e) { + __asm int_print e; +} + +void print (const sampler2D e) { + __asm int_print e; +} + +void print (const sampler3D e) { + __asm int_print e; +} + +void print (const samplerCube e) { + __asm int_print e; +} + +void print (const sampler1DShadow e) { + __asm int_print e; +} + +void print (const sampler2DShadow e) { + __asm int_print e; +} + |