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| author | Tim Foley <tfoleyNV@users.noreply.github.com> | 2017-07-07 15:06:16 -0700 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2017-07-07 15:06:16 -0700 |
| commit | c07a6e6b5f5e0e4839b435ff6c15b821b6dead11 (patch) | |
| tree | 8107b45190a0d8a33d07dcd6500ed0dfa939d530 /source/slang/slang-stdlib.cpp | |
| parent | 975e4b326cd2ef3ef0341d1fb7509315b9dee555 (diff) | |
| parent | f3fe9dddb8c528b4f9955d9105908600b4a8d0c8 (diff) | |
Merge pull request #59 from tfoleyNV/cross-compilation
More work on cross compilation
Diffstat (limited to 'source/slang/slang-stdlib.cpp')
| -rw-r--r-- | source/slang/slang-stdlib.cpp | 43 |
1 files changed, 36 insertions, 7 deletions
diff --git a/source/slang/slang-stdlib.cpp b/source/slang/slang-stdlib.cpp index ff727cbb6..e1bba8885 100644 --- a/source/slang/slang-stdlib.cpp +++ b/source/slang/slang-stdlib.cpp @@ -341,9 +341,20 @@ __generic<T : __BuiltinFloatingPointType> __intrinsic T atan(T x); __generic<T : __BuiltinFloatingPointType, let N : int> __intrinsic vector<T,N> atan(vector<T,N> x); __generic<T : __BuiltinFloatingPointType, let N : int, let M : int> __intrinsic matrix<T,N,M> atan(matrix<T,N,M> x); -__generic<T : __BuiltinFloatingPointType> __intrinsic T atan2(T y, T x); -__generic<T : __BuiltinFloatingPointType, let N : int> __intrinsic vector<T,N> atan2(vector<T,N> y, vector<T,N> x); -__generic<T : __BuiltinFloatingPointType, let N : int, let M : int> __intrinsic matrix<T,N,M> atan2(matrix<T,N,M> y, matrix<T,N,M> x); +__generic<T : __BuiltinFloatingPointType> +__intrinsic(glsl,"atan($0,$1)") +__intrinsic +T atan2(T y, T x); + +__generic<T : __BuiltinFloatingPointType, let N : int> +__intrinsic(glsl,"atan($0,$1)") +__intrinsic +vector<T,N> atan2(vector<T,N> y, vector<T,N> x); + +__generic<T : __BuiltinFloatingPointType, let N : int, let M : int> +__intrinsic(glsl,"atan($0,$1)") +__intrinsic +matrix<T,N,M> atan2(matrix<T,N,M> y, matrix<T,N,M> x); // Ceiling (HLSL SM 1.0) __generic<T : __BuiltinFloatingPointType> __intrinsic T ceil(T x); @@ -581,9 +592,20 @@ __generic<T : __BuiltinFloatingPointType, let N : int, let M : int> __intrinsic __generic<T : __BuiltinFloatingPointType, let N : int> __intrinsic T length(vector<T,N> x); // Linear interpolation -__generic<T : __BuiltinFloatingPointType> __intrinsic T lerp(T x, T y, T s); -__generic<T : __BuiltinFloatingPointType, let N : int> __intrinsic vector<T,N> lerp(vector<T,N> x, vector<T,N> y, vector<T,N> s); -__generic<T : __BuiltinFloatingPointType, let N : int, let M : int> __intrinsic matrix<T,N,M> lerp(matrix<T,N,M> x, matrix<T,N,M> y, matrix<T,N,M> s); +__generic<T : __BuiltinFloatingPointType> +__intrinsic(glsl, mix) +__intrinsic +T lerp(T x, T y, T s); + +__generic<T : __BuiltinFloatingPointType, let N : int> +__intrinsic(glsl, mix) +__intrinsic +vector<T,N> lerp(vector<T,N> x, vector<T,N> y, vector<T,N> s); + +__generic<T : __BuiltinFloatingPointType, let N : int, let M : int> +__intrinsic(glsl, mix) +__intrinsic +matrix<T,N,M> lerp(matrix<T,N,M> x, matrix<T,N,M> y, matrix<T,N,M> s); // Legacy lighting function (obsolete) __intrinsic float4 lit(float n_dot_l, float n_dot_h, float m); @@ -1324,7 +1346,6 @@ namespace Slang flavor |= (access << 8); - // emit a generic signature // TODO: allow for multisample count to come in as well... sb << "__generic<T = float4> "; @@ -1475,11 +1496,15 @@ namespace Slang // `SampleBias()` + sb << "__intrinsic(glsl, \"texture($p, $1, $2)\")\n"; + sb << "__intrinsic\n"; sb << "T SampleBias(SamplerState s, "; sb << "float" << kBaseTextureTypes[tt].coordCount + isArray << " location, float bias);\n"; if( baseShape != TextureType::ShapeCube ) { + sb << "__intrinsic(glsl, \"textureOffset($p, $1, $2, $3)\")\n"; + sb << "__intrinsic\n"; sb << "T SampleBias(SamplerState s, "; sb << "float" << kBaseTextureTypes[tt].coordCount + isArray << " location, float bias, "; sb << "int" << kBaseTextureTypes[tt].coordCount << " offset);\n"; @@ -1533,12 +1558,16 @@ namespace Slang // `SampleLevel` + sb << "__intrinsic(glsl, \"textureLod($p, $1, $2)\")\n"; + sb << "__intrinsic\n"; sb << "T SampleLevel(SamplerState s, "; sb << "float" << kBaseTextureTypes[tt].coordCount + isArray << " location, "; sb << "float level);\n"; if( baseShape != TextureType::ShapeCube ) { + sb << "__intrinsic(glsl, \"textureLodOffset($p, $1, $2, $3)\")\n"; + sb << "__intrinsic\n"; sb << "T SampleLevel(SamplerState s, "; sb << "float" << kBaseTextureTypes[tt].coordCount + isArray << " location, "; sb << "float level, "; |
