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remove slang_builtin_vec4.gc
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1 changed files with 0 additions and 216 deletions
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/*
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* Mesa 3-D graphics library
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* Version: 6.5
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*
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* Copyright (C) 2006 Brian Paul All Rights Reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the "Software"),
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* to deal in the Software without restriction, including without limitation
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* the rights to use, copy, modify, merge, publish, distribute, sublicense,
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* and/or sell copies of the Software, and to permit persons to whom the
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* Software is furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included
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* in all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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* BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
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* AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
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* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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*/
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//
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// This file overrides most of the standard built-in functions that operate on vec4 data type.
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// This file also overrides most commonly used functions that do not neccessarily operate
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// on vec4 data type, like dot(vec3,vec3). Those are adapted to vec4 instructions and are believed
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// to execute faster.
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// This file replaces parts of the core.gc and common.gc, so it must be included somewhere after
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// the common.gc file.
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//
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// Assembly instructions required:
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// float_to_vec4
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// vec4_add
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// vec4_subtract
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// vec4_multiply
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// vec4_divide
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// vec4_negate
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// vec4_dot
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//
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vec4 __constructor (const float f) {
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vec4 v;
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__asm float_to_vec4 v, f;
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return v;
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}
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void __operator += (inout vec4 v, const vec4 u) {
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__asm vec4_add v, u;
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}
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void __operator -= (inout vec4 v, const vec4 u) {
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__asm vec4_subtract v, u;
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}
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void __operator *= (inout vec4 v, const vec4 u) {
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__asm vec4_multiply v, u;
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}
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void __operator /= (inout vec4 v, const vec4 u) {
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__asm vec4_divide v, u;
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}
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void __operator += (inout vec4 v, const float a) {
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vec4 u;
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__asm float_to_vec4 u, a;
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__asm vec4_add v, u;
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}
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void __operator -= (inout vec4 v, const float a) {
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vec4 u;
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__asm float_to_vec4 u, a;
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__asm vec4_subtract v, u;
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}
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void __operator *= (inout vec4 v, const float a) {
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vec4 u;
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__asm float_to_vec4 u, a;
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__asm vec4_multiply v, u;
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}
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void __operator /= (inout vec4 v, const float a) {
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vec4 u;
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__asm float_to_vec4 u, a;
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__asm vec4_divide v, u;
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}
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vec4 __operator + (vec4 v, const vec4 u) {
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__asm vec4_add v, u;
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return v;
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}
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vec4 __operator - (vec4 v, const vec4 u) {
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__asm vec4_subtract v, u;
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return v;
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}
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vec4 __operator * (vec4 v, const vec4 u) {
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__asm vec4_multiply v, u;
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return v;
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}
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vec4 __operator / (vec4 v, const vec4 u) {
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__asm vec4_divide v, u;
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return v;
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}
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vec4 __operator + (const float a, const vec4 u) {
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vec4 v;
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__asm float_to_vec4 v, a;
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__asm vec4_add v, u;
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return v;
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}
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vec4 __operator + (const vec4 v, const float b) {
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vec4 u;
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__asm float_to_vec4 u, b;
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__asm vec4_add u, v;
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return u;
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}
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vec4 __operator - (const float a, const vec4 u) {
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vec4 v;
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__asm float_to_vec4 v, a;
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__asm vec4_subtract v, u;
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return v;
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}
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vec4 __operator - (vec4 v, const float b) {
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vec4 u;
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__asm float_to_vec4 u, b;
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__asm vec4_subtract v, u;
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return v;
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}
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vec4 __operator * (const float a, const vec4 u) {
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vec4 v;
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__asm float_to_vec4 v, a;
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__asm vec4_multiply v, u;
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return v;
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}
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vec4 __operator * (const vec4 v, const float b) {
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vec4 u;
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__asm float_to_vec4 u, b;
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__asm vec4_multiply u, v;
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return u;
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}
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vec4 __operator / (const float a, const vec4 u) {
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vec4 v;
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__asm float_to_vec4 v, a;
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__asm vec4_divide v, u;
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return v;
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}
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vec4 __operator / (vec4 v, const float b) {
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vec4 u;
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__asm float_to_vec4 u, b;
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__asm vec4_divide v, u;
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return v;
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}
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vec4 __operator - (vec4 v) {
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__asm vec4_negate v;
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return v;
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}
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float dot (vec3 v, vec3 u) {
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vec4 v4 = vec4 (v, 0.0);
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vec4 u4 = vec4 (u, 0.0);
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__asm vec4_dot v4, u4;
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return v4.x;
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}
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//float dot (vec4 v, vec4 u) {
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// __asm vec4_dot v, u;
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// return v.x;
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//}
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float length (vec3 v) {
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vec4 u = vec4 (v, 0.0);
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__asm vec4_dot u, u;
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return sqrt (u.x);
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}
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float length (vec4 v) {
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__asm vec4_dot v, v;
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return sqrt (v.x);
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}
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vec3 normalize (vec3 v)
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{
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float s = inversesqrt(dot(v,v));
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__retVal = v * s;
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}
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vec4 normalize (vec4 v) {
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vec4 w = v;
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__asm vec4_dot v, v;
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float l = sqrt (v.x);
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__asm float_to_vec4 v, l;
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__asm vec4_divide w, v;
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return w;
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}
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