remove slang_builtin_vec4.gc

This commit is contained in:
Brian 2007-02-02 16:38:00 -07:00
parent d9dbb3e154
commit 4bbef7a644

View file

@ -1,216 +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)
{
float s = inversesqrt(dot(v,v));
__retVal = v * s;
}
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;
}