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kc3-lang/angle/util/Vector.cpp

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  • Author : Jamie Madill
    Date : 2015-11-18 13:08:07
    Hash : 9fc3682c
    Message : D3D: Rework varying packing code. In D3D we pack varyings by making a register map, and using the recommended GLSL ES algorithm to reserve register space. We use this map to assign row and column slots to each varying and then produce a semantic index value. The existing scheme had a number of bugs, and was failing several angle_end2end_tests. The new design cleans up the code somewhat and uses a different counting scheme for the semantic indexes: just sort the varyings in packing order and use a simple incrementing semantic index per varying. In SM4+, the HLSL compiler sorts and packs the varyings correctly itself, and in SM3, handle the cases we don't support by returning an error instead of a D3D compiler link error. Also refactor how we store varying information for TF Feedback/ StreamOut. Only store the necessary D3D information, instead of extra information like the name and type. This fixes several tests in GLSLTest/*. This also will allow us to fix interpolation qualifier packing and the structure packing in HLSL, which seems to work differently than the rest of the varying types. BUG=angleproject:1202 TEST=bots,dEQP-GLES3.functional.transform_feedback.* Change-Id: Ie5bfbb4f71d8bf97f39115fc46d2e61b131df639 Reviewed-on: https://chromium-review.googlesource.com/311241 Reviewed-by: Geoff Lang <geofflang@chromium.org> Tested-by: Jamie Madill <jmadill@chromium.org>

  • util/Vector.cpp
  • //
    // Copyright (c) 2014 The ANGLE Project Authors. All rights reserved.
    // Use of this source code is governed by a BSD-style license that can be
    // found in the LICENSE file.
    //
    // Vector:
    //   Vector class for linear math.
    //
    
    #include "Vector.h"
    
    #include <math.h>
    
    Vector2::Vector2() : x(0.0), y(0.0)
    {
    }
    
    Vector2::Vector2(float x, float y) : x(x), y(y)
    {
    }
    
    bool Vector2::operator==(const Vector2 &vec) const
    {
        return x == vec.x && y == vec.y;
    }
    
    bool Vector2::operator!=(const Vector2 &vec) const
    {
        return !(*this == vec);
    }
    
    std::ostream &operator<<(std::ostream &stream, const Vector2 &vec)
    {
        stream << "(" << vec.x << "," << vec.y << ")";
        return stream;
    }
    
    float Vector2::length(const Vector2 &vec)
    {
        float lenSquared = lengthSquared(vec);
        return (lenSquared != 0.0f) ? sqrtf(lenSquared) : 0.0f;
    }
    
    float Vector2::lengthSquared(const Vector2 &vec)
    {
        return vec.x * vec.x + vec.y * vec.y;
    }
    
    Vector2 Vector2::normalize(const Vector2 &vec)
    {
        Vector2 ret(0.0f, 0.0f);
        float len = length(vec);
        if (len != 0.0f)
        {
            float invLen = 1.0f / len;
            ret.x        = vec.x * invLen;
            ret.y        = vec.y * invLen;
        }
        return ret;
    }
    
    Vector3::Vector3() : x(0.0), y(0.0), z(0.0)
    {
    }
    
    Vector3::Vector3(float x, float y, float z) : x(x), y(y), z(z)
    {
    }
    
    float Vector3::length(const Vector3 &vec)
    {
        float lenSquared = lengthSquared(vec);
        return (lenSquared != 0.0f) ? sqrtf(lenSquared) : 0.0f;
    }
    
    float Vector3::lengthSquared(const Vector3 &vec)
    {
        return vec.x * vec.x + vec.y * vec.y + vec.z * vec.z;
    }
    
    Vector3 Vector3::normalize(const Vector3 &vec)
    {
        Vector3 ret(0.0f, 0.0f, 0.0f);
        float len = length(vec);
        if (len != 0.0f)
        {
            float invLen = 1.0f / len;
            ret.x        = vec.x * invLen;
            ret.y        = vec.y * invLen;
            ret.z        = vec.z * invLen;
        }
        return ret;
    }
    
    float Vector3::dot(const Vector3 &a, const Vector3 &b)
    {
        return a.x * b.x + a.y * b.y + a.z * b.z;
    }
    
    Vector3 Vector3::cross(const Vector3 &a, const Vector3 &b)
    {
        return Vector3(a.y * b.z - a.z * b.y, a.z * b.x - a.x * b.z, a.x * b.y - a.y * b.x);
    }
    
    Vector3 operator*(const Vector3 &a, const Vector3 &b)
    {
        return Vector3(a.x * b.x, a.y * b.y, a.z * b.z);
    }
    
    Vector3 operator*(const Vector3 &a, const float &b)
    {
        return Vector3(a.x * b, a.y * b, a.z * b);
    }
    
    Vector3 operator/(const Vector3 &a, const Vector3 &b)
    {
        return Vector3(a.x / b.x, a.y / b.y, a.z / b.z);
    }
    
    Vector3 operator/(const Vector3 &a, const float &b)
    {
        return Vector3(a.x / b, a.y / b, a.z / b);
    }
    
    Vector3 operator+(const Vector3 &a, const Vector3 &b)
    {
        return Vector3(a.x + b.x, a.y + b.y, a.z + b.z);
    }
    
    Vector3 operator-(const Vector3 &a, const Vector3 &b)
    {
        return Vector3(a.x - b.x, a.y - b.y, a.z - b.z);
    }
    
    Vector4::Vector4() : x(0.0f), y(0.0f), z(0.0f), w(0.0f)
    {
    }
    
    Vector4::Vector4(float x, float y, float z, float w) : x(x), y(y), z(z), w(w)
    {
    }
    
    float Vector4::length(const Vector4 &vec)
    {
        float lenSquared = lengthSquared(vec);
        return (lenSquared != 0.0f) ? sqrtf(lenSquared) : 0.0f;
    }
    
    float Vector4::lengthSquared(const Vector4 &vec)
    {
        return vec.x * vec.x + vec.y * vec.y + vec.z * vec.z + vec.w * vec.w;
    }
    
    Vector4 Vector4::normalize(const Vector4 &vec)
    {
        Vector4 ret(0.0f, 0.0f, 0.0f, 1.0f);
        if (vec.w != 0.0f)
        {
            float invLen = 1.0f / vec.w;
            ret.x        = vec.x * invLen;
            ret.y        = vec.y * invLen;
            ret.z        = vec.z * invLen;
        }
        return ret;
    }
    
    float Vector4::dot(const Vector4 &a, const Vector4 &b)
    {
        return a.x * b.x + a.y * b.y + a.z * b.z + a.w * b.w;
    }