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kc3-lang/angle/src/compiler/translator/emulated_builtin_functions_hlsl_autogen.cpp

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  • Author : Lubosz Sarnecki
    Date : 2021-02-11 16:12:48
    Hash : 37752956
    Message : Generators: Use fixed year in license headers. Remove dynamic year generation from generator scripts, as required by the Chromium C++ style guide. The dynamic year values were replaced by the current year at the time the file was created according to git log. The code to dynamically generate the year was removed. This patch also refreshes generated files and hashes. Bug: angleproject:5516 Change-Id: I735028bccb5c83217e92c380538f1abf0a906b2c Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2690950 Commit-Queue: Lubosz Sarnecki <lubosz.sarnecki@collabora.com> Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org>

  • src/compiler/translator/emulated_builtin_functions_hlsl_autogen.cpp
  • // GENERATED FILE - DO NOT EDIT.
    // Generated by gen_emulated_builtin_function_tables.py using data from
    // emulated_builtin_function_data_hlsl.json.
    //
    // Copyright 2017 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.
    //
    // emulated_builtin_functions_hlsl:
    //   HLSL code for emulating GLSL builtin functions not present in HLSL.
    
    #include "compiler/translator/BuiltInFunctionEmulator.h"
    #include "compiler/translator/tree_util/BuiltIn.h"
    
    namespace sh
    {
    
    namespace
    {
    
    struct FunctionPair
    {
        constexpr FunctionPair(const TSymbolUniqueId &idIn, const char *bodyIn)
            : id(idIn.get()), body(bodyIn)
        {}
    
        int id;
        const char *body;
    };
    
    constexpr FunctionPair g_hlslFunctions[] = {
        {BuiltInId::mod_Float1_Float1,
         "float mod_emu(float x, float y)\n"
         "{\n"
         "    return x - y * floor(x / y);\n"
         "}\n"},
        {BuiltInId::mod_Float2_Float2,
         "float2 mod_emu(float2 x, float2 y)\n"
         "{\n"
         "    return x - y * floor(x / y);\n"
         "}\n"},
        {BuiltInId::mod_Float2_Float1,
         "float2 mod_emu(float2 x, float y)\n"
         "{\n"
         "    return x - y * floor(x / y);\n"
         "}\n"},
        {BuiltInId::mod_Float3_Float3,
         "float3 mod_emu(float3 x, float3 y)\n"
         "{\n"
         "    return x - y * floor(x / y);\n"
         "}\n"},
        {BuiltInId::mod_Float3_Float1,
         "float3 mod_emu(float3 x, float y)\n"
         "{\n"
         "    return x - y * floor(x / y);\n"
         "}\n"},
        {BuiltInId::mod_Float4_Float4,
         "float4 mod_emu(float4 x, float4 y)\n"
         "{\n"
         "    return x - y * floor(x / y);\n"
         "}\n"},
        {BuiltInId::mod_Float4_Float1,
         "float4 mod_emu(float4 x, float y)\n"
         "{\n"
         "    return x - y * floor(x / y);\n"
         "}\n"},
        {BuiltInId::frexp_Float1_Int1,
         "float frexp_emu(float x, out int exp)\n"
         "{\n"
         "    float fexp;\n"
         "    float mantissa = frexp(abs(x), fexp) * sign(x);\n"
         "    exp = int(fexp);\n"
         "    return mantissa;\n"
         "}\n"},
        {BuiltInId::frexp_Float2_Int2,
         "float2 frexp_emu(float2 x, out int2 exp)\n"
         "{\n"
         "    float2 fexp;\n"
         "    float2 mantissa = frexp(abs(x), fexp) * sign(x);\n"
         "    exp = int2(fexp);\n"
         "    return mantissa;\n"
         "}\n"},
        {BuiltInId::frexp_Float3_Int3,
         "float3 frexp_emu(float3 x, out int3 exp)\n"
         "{\n"
         "    float3 fexp;\n"
         "    float3 mantissa = frexp(abs(x), fexp) * sign(x);\n"
         "    exp = int3(fexp);\n"
         "    return mantissa;\n"
         "}\n"},
        {BuiltInId::frexp_Float4_Int4,
         "float4 frexp_emu(float4 x, out int4 exp)\n"
         "{\n"
         "    float4 fexp;\n"
         "    float4 mantissa = frexp(abs(x), fexp) * sign(x);\n"
         "    exp = int4(fexp);\n"
         "    return mantissa;\n"
         "}\n"},
        {BuiltInId::ldexp_Float1_Int1,
         "float ldexp_emu(float x, int exp)\n"
         "{\n"
         "    return ldexp(x, float(exp));\n"
         "}\n"},
        {BuiltInId::ldexp_Float2_Int2,
         "float2 ldexp_emu(float2 x, int2 exp)\n"
         "{\n"
         "    return ldexp(x, float2(exp));\n"
         "}\n"},
        {BuiltInId::ldexp_Float3_Int3,
         "float3 ldexp_emu(float3 x, int3 exp)\n"
         "{\n"
         "    return ldexp(x, float3(exp));\n"
         "}\n"},
        {BuiltInId::ldexp_Float4_Int4,
         "float4 ldexp_emu(float4 x, int4 exp)\n"
         "{\n"
         "    return ldexp(x, float4(exp));\n"
         "}\n"},
        {BuiltInId::faceforward_Float1_Float1_Float1,
         "float faceforward_emu(float N, float I, float Nref)\n"
         "{\n"
         "    if(dot(Nref, I) >= 0)\n"
         "    {\n"
         "        return -N;\n"
         "    }\n"
         "    else\n"
         "    {\n"
         "        return N;\n"
         "    }\n"
         "}\n"},
        {BuiltInId::faceforward_Float2_Float2_Float2,
         "float2 faceforward_emu(float2 N, float2 I, float2 Nref)\n"
         "{\n"
         "    if(dot(Nref, I) >= 0)\n"
         "    {\n"
         "        return -N;\n"
         "    }\n"
         "    else\n"
         "    {\n"
         "        return N;\n"
         "    }\n"
         "}\n"},
        {BuiltInId::faceforward_Float3_Float3_Float3,
         "float3 faceforward_emu(float3 N, float3 I, float3 Nref)\n"
         "{\n"
         "    if(dot(Nref, I) >= 0)\n"
         "    {\n"
         "        return -N;\n"
         "    }\n"
         "    else\n"
         "    {\n"
         "        return N;\n"
         "    }\n"
         "}\n"},
        {BuiltInId::faceforward_Float4_Float4_Float4,
         "float4 faceforward_emu(float4 N, float4 I, float4 Nref)\n"
         "{\n"
         "    if(dot(Nref, I) >= 0)\n"
         "    {\n"
         "        return -N;\n"
         "    }\n"
         "    else\n"
         "    {\n"
         "        return N;\n"
         "    }\n"
         "}\n"},
        {BuiltInId::atan_Float1_Float1,
         "float atan_emu(float y, float x)\n"
         "{\n"
         "    if(x == 0 && y == 0) x = 1;\n"
         "    return atan2(y, x);\n"
         "}\n"},
        {BuiltInId::atan_Float2_Float2,
         "float2 atan_emu(float2 y, float2 x)\n"
         "{\n"
         "    if(x[0] == 0 && y[0] == 0) x[0] = 1;\n"
         "    if(x[1] == 0 && y[1] == 0) x[1] = 1;\n"
         "    return float2(atan2(y[0], x[0]), atan2(y[1], x[1]));\n"
         "}\n"},
        {BuiltInId::atan_Float3_Float3,
         "float3 atan_emu(float3 y, float3 x)\n"
         "{\n"
         "    if(x[0] == 0 && y[0] == 0) x[0] = 1;\n"
         "    if(x[1] == 0 && y[1] == 0) x[1] = 1;\n"
         "    if(x[2] == 0 && y[2] == 0) x[2] = 1;\n"
         "    return float3(atan2(y[0], x[0]), atan2(y[1], x[1]), atan2(y[2], x[2]));\n"
         "}\n"},
        {BuiltInId::atan_Float4_Float4,
         "float4 atan_emu(float4 y, float4 x)\n"
         "{\n"
         "    if(x[0] == 0 && y[0] == 0) x[0] = 1;\n"
         "    if(x[1] == 0 && y[1] == 0) x[1] = 1;\n"
         "    if(x[2] == 0 && y[2] == 0) x[2] = 1;\n"
         "    if(x[3] == 0 && y[3] == 0) x[3] = 1;\n"
         "    return float4(atan2(y[0], x[0]), atan2(y[1], x[1]), atan2(y[2], \n"
         "    x[2]), atan2(y[3], x[3]));\n"
         "}\n"},
        {BuiltInId::asinh_Float1,
         "float asinh_emu(in float x)\n"
         "{\n"
         "    return log(x + sqrt(pow(x, 2.0) + 1.0));\n"
         "}\n"},
        {BuiltInId::asinh_Float2,
         "float2 asinh_emu(in float2 x)\n"
         "{\n"
         "    return log(x + sqrt(pow(x, 2.0) + 1.0));\n"
         "}\n"},
        {BuiltInId::asinh_Float3,
         "float3 asinh_emu(in float3 x)\n"
         "{\n"
         "    return log(x + sqrt(pow(x, 2.0) + 1.0));\n"
         "}\n"},
        {BuiltInId::asinh_Float4,
         "float4 asinh_emu(in float4 x)\n"
         "{\n"
         "    return log(x + sqrt(pow(x, 2.0) + 1.0));\n"
         "}\n"},
        {BuiltInId::acosh_Float1,
         "float acosh_emu(in float x)\n"
         "{\n"
         "    return log(x + sqrt(x + 1.0) * sqrt(x - 1.0));\n"
         "}\n"},
        {BuiltInId::acosh_Float2,
         "float2 acosh_emu(in float2 x)\n"
         "{\n"
         "    return log(x + sqrt(x + 1.0) * sqrt(x - 1.0));\n"
         "}\n"},
        {BuiltInId::acosh_Float3,
         "float3 acosh_emu(in float3 x)\n"
         "{\n"
         "    return log(x + sqrt(x + 1.0) * sqrt(x - 1.0));\n"
         "}\n"},
        {BuiltInId::acosh_Float4,
         "float4 acosh_emu(in float4 x)\n"
         "{\n"
         "    return log(x + sqrt(x + 1.0) * sqrt(x - 1.0));\n"
         "}\n"},
        {BuiltInId::atanh_Float1,
         "float atanh_emu(in float x)\n"
         "{\n"
         "    return 0.5 * log((1.0 + x) / (1.0 - x));\n"
         "}\n"},
        {BuiltInId::atanh_Float2,
         "float2 atanh_emu(in float2 x)\n"
         "{\n"
         "    return 0.5 * log((1.0 + x) / (1.0 - x));\n"
         "}\n"},
        {BuiltInId::atanh_Float3,
         "float3 atanh_emu(in float3 x)\n"
         "{\n"
         "    return 0.5 * log((1.0 + x) / (1.0 - x));\n"
         "}\n"},
        {BuiltInId::atanh_Float4,
         "float4 atanh_emu(in float4 x)\n"
         "{\n"
         "    return 0.5 * log((1.0 + x) / (1.0 - x));\n"
         "}\n"},
        {BuiltInId::roundEven_Float1,
         "float roundEven_emu(in float x)\n"
         "{\n"
         "    return (frac(x) == 0.5 && trunc(x) % 2.0 == 0.0) ? trunc(x) : round(x);\n"
         "}\n"},
        {BuiltInId::roundEven_Float2,
         "float2 roundEven_emu(in float2 x)\n"
         "{\n"
         "    float2 v;\n"
         "    v[0] = (frac(x[0]) == 0.5 && trunc(x[0]) % 2.0 == 0.0) ? trunc(x[0]) : round(x[0]);\n"
         "    v[1] = (frac(x[1]) == 0.5 && trunc(x[1]) % 2.0 == 0.0) ? trunc(x[1]) : round(x[1]);\n"
         "    return v;\n"
         "}\n"},
        {BuiltInId::roundEven_Float3,
         "float3 roundEven_emu(in float3 x)\n"
         "{\n"
         "    float3 v;\n"
         "    v[0] = (frac(x[0]) == 0.5 && trunc(x[0]) % 2.0 == 0.0) ? trunc(x[0]) : round(x[0]);\n"
         "    v[1] = (frac(x[1]) == 0.5 && trunc(x[1]) % 2.0 == 0.0) ? trunc(x[1]) : round(x[1]);\n"
         "    v[2] = (frac(x[2]) == 0.5 && trunc(x[2]) % 2.0 == 0.0) ? trunc(x[2]) : round(x[2]);\n"
         "    return v;\n"
         "}\n"},
        {BuiltInId::roundEven_Float4,
         "float4 roundEven_emu(in float4 x)\n"
         "{\n"
         "    float4 v;\n"
         "    v[0] = (frac(x[0]) == 0.5 && trunc(x[0]) % 2.0 == 0.0) ? trunc(x[0]) : round(x[0]);\n"
         "    v[1] = (frac(x[1]) == 0.5 && trunc(x[1]) % 2.0 == 0.0) ? trunc(x[1]) : round(x[1]);\n"
         "    v[2] = (frac(x[2]) == 0.5 && trunc(x[2]) % 2.0 == 0.0) ? trunc(x[2]) : round(x[2]);\n"
         "    v[3] = (frac(x[3]) == 0.5 && trunc(x[3]) % 2.0 == 0.0) ? trunc(x[3]) : round(x[3]);\n"
         "    return v;\n"
         "}\n"},
        {BuiltInId::packSnorm2x16_Float2,
         "int webgl_toSnorm16(in float x) {\n"
         "    return int(round(clamp(x, -1.0, 1.0) * 32767.0));\n"
         "}\n"
         "uint packSnorm2x16_emu(in float2 v)\n"
         "{\n"
         "    int x = webgl_toSnorm16(v.x);\n"
         "    int y = webgl_toSnorm16(v.y);\n"
         "    return (asuint(y) << 16) | (asuint(x) & 0xffffu);\n"
         "}\n"},
        {BuiltInId::packUnorm2x16_Float2,
         "uint webgl_toUnorm16(in float x) {\n"
         "    return uint(round(clamp(x, 0.0, 1.0) * 65535.0));\n"
         "}\n"
         "uint packUnorm2x16_emu(in float2 v)\n"
         "{\n"
         "    uint x = webgl_toUnorm16(v.x);\n"
         "    uint y = webgl_toUnorm16(v.y);\n"
         "    return (y << 16) | x;\n"
         "}\n"},
        {BuiltInId::packHalf2x16_Float2,
         "uint packHalf2x16_emu(in float2 v)\n"
         "{\n"
         "    uint x = f32tof16(v.x);\n"
         "    uint y = f32tof16(v.y);\n"
         "    return (y << 16) | x;\n"
         "}\n"},
        {BuiltInId::unpackSnorm2x16_UInt1,
         "float webgl_fromSnorm16(in uint x) {\n"
         "    int xi = asint(x & 0x7fffu) - asint(x & 0x8000u);\n"
         "    return clamp(float(xi) / 32767.0, -1.0, 1.0);\n"
         "}\n"
         "float2 unpackSnorm2x16_emu(in uint u)\n"
         "{\n"
         "    uint y = (u >> 16);\n"
         "    uint x = u;\n"
         "    return float2(webgl_fromSnorm16(x), webgl_fromSnorm16(y));\n"
         "}\n"},
        {BuiltInId::unpackUnorm2x16_UInt1,
         "float webgl_fromUnorm16(in uint x) {\n"
         "    return float(x) / 65535.0;\n"
         "}\n"
         "float2 unpackUnorm2x16_emu(in uint u)\n"
         "{\n"
         "    uint y = (u >> 16);\n"
         "    uint x = u & 0xffffu;\n"
         "    return float2(webgl_fromUnorm16(x), webgl_fromUnorm16(y));\n"
         "}\n"},
        {BuiltInId::unpackHalf2x16_UInt1,
         "float2 unpackHalf2x16_emu(in uint u)\n"
         "{\n"
         "    uint y = (u >> 16);\n"
         "    uint x = u & 0xffffu;\n"
         "    return float2(f16tof32(x), f16tof32(y));\n"
         "}\n"},
        {BuiltInId::packSnorm4x8_Float4,
         "int webgl_toSnorm8(in float x) {\n"
         "    return int(round(clamp(x, -1.0, 1.0) * 127.0));\n"
         "}\n"
         "uint packSnorm4x8_emu(in float4 v)\n"
         "{\n"
         "    int x = webgl_toSnorm8(v.x);\n"
         "    int y = webgl_toSnorm8(v.y);\n"
         "    int z = webgl_toSnorm8(v.z);\n"
         "    int w = webgl_toSnorm8(v.w);\n"
         "    return ((asuint(w) & 0xffu) << 24) | ((asuint(z) & 0xffu) << 16) \n"
         "    | ((asuint(y) & 0xffu) << 8) | (asuint(x) & 0xffu);\n"
         "}\n"},
        {BuiltInId::packUnorm4x8_Float4,
         "uint webgl_toUnorm8(in float x) {\n"
         "    return uint(round(clamp(x, 0.0, 1.0) * 255.0));\n"
         "}\n"
         "uint packUnorm4x8_emu(in float4 v)\n"
         "{\n"
         "    uint x = webgl_toUnorm8(v.x);\n"
         "    uint y = webgl_toUnorm8(v.y);\n"
         "    uint z = webgl_toUnorm8(v.z);\n"
         "    uint w = webgl_toUnorm8(v.w);\n"
         "    return (w << 24) | (z << 16) | (y << 8) | x;\n"
         "}\n"},
        {BuiltInId::unpackSnorm4x8_UInt1,
         "float webgl_fromSnorm8(in uint x) {\n"
         "    int xi = asint(x & 0x7fu) - asint(x & 0x80u);\n"
         "    return clamp(float(xi) / 127.0, -1.0, 1.0);\n"
         "}\n"
         "float4 unpackSnorm4x8_emu(in uint u)\n"
         "{\n"
         "    uint w = (u >> 24);\n"
         "    uint z = (u >> 16);\n"
         "    uint y = (u >> 8);\n"
         "    uint x = u;\n"
         "    return float4(webgl_fromSnorm8(x), webgl_fromSnorm8(y), \n"
         "    webgl_fromSnorm8(z), webgl_fromSnorm8(w));\n"
         "}\n"},
        {BuiltInId::unpackUnorm4x8_UInt1,
         "float webgl_fromUnorm8(in uint x) {\n"
         "    return float(x) / 255.0;\n"
         "}\n"
         "float4 unpackUnorm4x8_emu(in uint u)\n"
         "{\n"
         "    uint w = (u >> 24) & 0xffu;\n"
         "    uint z = (u >> 16) & 0xffu;\n"
         "    uint y = (u >> 8) & 0xffu;\n"
         "    uint x = u & 0xffu;\n"
         "    return float4(webgl_fromUnorm8(x), webgl_fromUnorm8(y), \n"
         "    webgl_fromUnorm8(z), webgl_fromUnorm8(w));\n"
         "}\n"},
        // The matrix resulting from outer product needs to be transposed
        // (matrices are stored as transposed to simplify element access in HLSL).
        // So the function should return transpose(c * r) where c is a column vector
        // and r is a row vector. This can be simplified by using the following
        // formula:
        // transpose(c * r) = transpose(r) * transpose(c)
        // transpose(r) and transpose(c) are in a sense free, since to get the
        // transpose of r, we simply can build a column matrix out of the original
        // vector instead of a row matrix.
        {BuiltInId::outerProduct_Float2_Float2,
         "float2x2 outerProduct_emu(in float2 c, in float2 r)\n"
         "{\n"
         "    return mul(float2x1(r), float1x2(c));\n"
         "}\n"},
        {BuiltInId::outerProduct_Float3_Float3,
         "float3x3 outerProduct_emu(in float3 c, in float3 r)\n"
         "{\n"
         "    return mul(float3x1(r), float1x3(c));\n"
         "}\n"},
        {BuiltInId::outerProduct_Float4_Float4,
         "float4x4 outerProduct_emu(in float4 c, in float4 r)\n"
         "{\n"
         "    return mul(float4x1(r), float1x4(c));\n"
         "}\n"},
        {BuiltInId::outerProduct_Float3_Float2,
         "float2x3 outerProduct_emu(in float3 c, in float2 r)\n"
         "{\n"
         "    return mul(float2x1(r), float1x3(c));\n"
         "}\n"},
        {BuiltInId::outerProduct_Float2_Float3,
         "float3x2 outerProduct_emu(in float2 c, in float3 r)\n"
         "{\n"
         "    return mul(float3x1(r), float1x2(c));\n"
         "}\n"},
        {BuiltInId::outerProduct_Float4_Float2,
         "float2x4 outerProduct_emu(in float4 c, in float2 r)\n"
         "{\n"
         "    return mul(float2x1(r), float1x4(c));\n"
         "}\n"},
        {BuiltInId::outerProduct_Float2_Float4,
         "float4x2 outerProduct_emu(in float2 c, in float4 r)\n"
         "{\n"
         "    return mul(float4x1(r), float1x2(c));\n"
         "}\n"},
        {BuiltInId::outerProduct_Float4_Float3,
         "float3x4 outerProduct_emu(in float4 c, in float3 r)\n"
         "{\n"
         "    return mul(float3x1(r), float1x4(c));\n"
         "}\n"},
        {BuiltInId::outerProduct_Float3_Float4,
         "float4x3 outerProduct_emu(in float3 c, in float4 r)\n"
         "{\n"
         "    return mul(float4x1(r), float1x3(c));\n"
         "}\n"},
        // Remember here that the parameter matrix is actually the transpose
        // of the matrix that we're trying to invert, and the resulting matrix
        // should also be the transpose of the inverse.
        // When accessing the parameter matrix with m[a][b] it can be thought of so
        // that a is the column and b is the row of the matrix that we're inverting.
        // We calculate the inverse as the adjugate matrix divided by the
        // determinant of the matrix being inverted. However, as the result needs
        // to be transposed, we actually use of the transpose of the adjugate matrix
        // which happens to be the cofactor matrix. That's stored in 'cof'.
        // We don't need to care about divide-by-zero since results are undefined
        // for singular or poorly-conditioned matrices.
        {BuiltInId::inverse_Float2x2,
         "float2x2 inverse_emu(in float2x2 m)\n"
         "{\n"
         "    float2x2 cof = { m[1][1], -m[0][1], -m[1][0], m[0][0] };\n"
         "    return cof / determinant(transpose(m));\n"
         "}\n"},
        // cofAB is the cofactor for column A and row B.
        {BuiltInId::inverse_Float3x3,
         "float3x3 inverse_emu(in float3x3 m)\n"
         "{\n"
         "    float cof00 = m[1][1] * m[2][2] - m[2][1] * m[1][2];\n"
         "    float cof01 = -(m[1][0] * m[2][2] - m[2][0] * m[1][2]);\n"
         "    float cof02 = m[1][0] * m[2][1] - m[2][0] * m[1][1];\n"
         "    float cof10 = -(m[0][1] * m[2][2] - m[2][1] * m[0][2]);\n"
         "    float cof11 = m[0][0] * m[2][2] - m[2][0] * m[0][2];\n"
         "    float cof12 = -(m[0][0] * m[2][1] - m[2][0] * m[0][1]);\n"
         "    float cof20 = m[0][1] * m[1][2] - m[1][1] * m[0][2];\n"
         "    float cof21 = -(m[0][0] * m[1][2] - m[1][0] * m[0][2]);\n"
         "    float cof22 = m[0][0] * m[1][1] - m[1][0] * m[0][1];\n"
         "    float3x3 cof = { cof00, cof10, cof20, cof01, cof11, cof21, cof02, cof12, cof22 };\n"
         "    return cof / determinant(transpose(m));\n"
         "}\n"},
        {BuiltInId::inverse_Float4x4,
         "float4x4 inverse_emu(in float4x4 m)\n"
         "{\n"
         "    float cof00 = m[1][1] * m[2][2] * m[3][3] + m[2][1] * m[3][2] * m[1][3] + m[3][1] * \n"
         "    m[1][2] * m[2][3]\n"
         "     - m[1][1] * m[3][2] * m[2][3] - m[2][1] * m[1][2] * m[3][3] - m[3][1] * m[2][2] * \n"
         "    m[1][3];\n"
         "    float cof01 = -(m[1][0] * m[2][2] * m[3][3] + m[2][0] * m[3][2] * m[1][3] + m[3][0] * \n"
         "    m[1][2] * m[2][3]\n"
         "     - m[1][0] * m[3][2] * m[2][3] - m[2][0] * m[1][2] * m[3][3] - m[3][0] * m[2][2] * \n"
         "    m[1][3]);\n"
         "    float cof02 = m[1][0] * m[2][1] * m[3][3] + m[2][0] * m[3][1] * m[1][3] + m[3][0] * \n"
         "    m[1][1] * m[2][3]\n"
         "     - m[1][0] * m[3][1] * m[2][3] - m[2][0] * m[1][1] * m[3][3] - m[3][0] * m[2][1] * \n"
         "    m[1][3];\n"
         "    float cof03 = -(m[1][0] * m[2][1] * m[3][2] + m[2][0] * m[3][1] * m[1][2] + m[3][0] * \n"
         "    m[1][1] * m[2][2]\n"
         "     - m[1][0] * m[3][1] * m[2][2] - m[2][0] * m[1][1] * m[3][2] - m[3][0] * m[2][1] * \n"
         "    m[1][2]);\n"
         "    float cof10 = -(m[0][1] * m[2][2] * m[3][3] + m[2][1] * m[3][2] * m[0][3] + m[3][1] * \n"
         "    m[0][2] * m[2][3]\n"
         "     - m[0][1] * m[3][2] * m[2][3] - m[2][1] * m[0][2] * m[3][3] - m[3][1] * m[2][2] * \n"
         "    m[0][3]);\n"
         "    float cof11 = m[0][0] * m[2][2] * m[3][3] + m[2][0] * m[3][2] * m[0][3] + m[3][0] * \n"
         "    m[0][2] * m[2][3]\n"
         "     - m[0][0] * m[3][2] * m[2][3] - m[2][0] * m[0][2] * m[3][3] - m[3][0] * m[2][2] * \n"
         "    m[0][3];\n"
         "    float cof12 = -(m[0][0] * m[2][1] * m[3][3] + m[2][0] * m[3][1] * m[0][3] + m[3][0] * \n"
         "    m[0][1] * m[2][3]\n"
         "     - m[0][0] * m[3][1] * m[2][3] - m[2][0] * m[0][1] * m[3][3] - m[3][0] * m[2][1] * \n"
         "    m[0][3]);\n"
         "    float cof13 = m[0][0] * m[2][1] * m[3][2] + m[2][0] * m[3][1] * m[0][2] + m[3][0] * \n"
         "    m[0][1] * m[2][2]\n"
         "     - m[0][0] * m[3][1] * m[2][2] - m[2][0] * m[0][1] * m[3][2] - m[3][0] * m[2][1] * \n"
         "    m[0][2];\n"
         "    float cof20 = m[0][1] * m[1][2] * m[3][3] + m[1][1] * m[3][2] * m[0][3] + m[3][1] * \n"
         "    m[0][2] * m[1][3]\n"
         "     - m[0][1] * m[3][2] * m[1][3] - m[1][1] * m[0][2] * m[3][3] - m[3][1] * m[1][2] * \n"
         "    m[0][3];\n"
         "    float cof21 = -(m[0][0] * m[1][2] * m[3][3] + m[1][0] * m[3][2] * m[0][3] + m[3][0] * \n"
         "    m[0][2] * m[1][3]\n"
         "     - m[0][0] * m[3][2] * m[1][3] - m[1][0] * m[0][2] * m[3][3] - m[3][0] * m[1][2] * \n"
         "    m[0][3]);\n"
         "    float cof22 = m[0][0] * m[1][1] * m[3][3] + m[1][0] * m[3][1] * m[0][3] + m[3][0] * \n"
         "    m[0][1] * m[1][3]\n"
         "     - m[0][0] * m[3][1] * m[1][3] - m[1][0] * m[0][1] * m[3][3] - m[3][0] * m[1][1] * \n"
         "    m[0][3];\n"
         "    float cof23 = -(m[0][0] * m[1][1] * m[3][2] + m[1][0] * m[3][1] * m[0][2] + m[3][0] * \n"
         "    m[0][1] * m[1][2]\n"
         "     - m[0][0] * m[3][1] * m[1][2] - m[1][0] * m[0][1] * m[3][2] - m[3][0] * m[1][1] * \n"
         "    m[0][2]);\n"
         "    float cof30 = -(m[0][1] * m[1][2] * m[2][3] + m[1][1] * m[2][2] * m[0][3] + m[2][1] * \n"
         "    m[0][2] * m[1][3]\n"
         "     - m[0][1] * m[2][2] * m[1][3] - m[1][1] * m[0][2] * m[2][3] - m[2][1] * m[1][2] * \n"
         "    m[0][3]);\n"
         "    float cof31 = m[0][0] * m[1][2] * m[2][3] + m[1][0] * m[2][2] * m[0][3] + m[2][0] * \n"
         "    m[0][2] * m[1][3]\n"
         "     - m[0][0] * m[2][2] * m[1][3] - m[1][0] * m[0][2] * m[2][3] - m[2][0] * m[1][2] * \n"
         "    m[0][3];\n"
         "    float cof32 = -(m[0][0] * m[1][1] * m[2][3] + m[1][0] * m[2][1] * m[0][3] + m[2][0] * \n"
         "    m[0][1] * m[1][3]\n"
         "     - m[0][0] * m[2][1] * m[1][3] - m[1][0] * m[0][1] * m[2][3] - m[2][0] * m[1][1] * \n"
         "    m[0][3]);\n"
         "    float cof33 = m[0][0] * m[1][1] * m[2][2] + m[1][0] * m[2][1] * m[0][2] + m[2][0] * \n"
         "    m[0][1] * m[1][2]\n"
         "     - m[0][0] * m[2][1] * m[1][2] - m[1][0] * m[0][1] * m[2][2] - m[2][0] * m[1][1] * \n"
         "    m[0][2];\n"
         "    float4x4 cof = { cof00, cof10, cof20, cof30, cof01, cof11, cof21, cof31,\n"
         "     cof02, cof12, cof22, cof32, cof03, cof13, cof23, cof33 };\n"
         "    return cof / determinant(transpose(m));\n"
         "}\n"},
        // Emulate ESSL3 variant of mix that takes last argument as boolean vector.
        // genType mix(genType x, genType y, genBType a): Selects which vector each returned component
        // comes from. For a component of 'a' that is false, the corresponding component of 'x' is
        // returned. For a component of 'a' that is true, the corresponding component of 'y' is
        // returned.
        {BuiltInId::mix_Float1_Float1_Bool1,
         "float mix_emu(float x, float y, bool a)\n"
         "{\n"
         "    return a ? y : x;\n"
         "}\n"},
        {BuiltInId::mix_Float2_Float2_Bool2,
         "float2 mix_emu(float2 x, float2 y, bool2 a)\n"
         "{\n"
         "    return a ? y : x;\n"
         "}\n"},
        {BuiltInId::mix_Float3_Float3_Bool3,
         "float3 mix_emu(float3 x, float3 y, bool3 a)\n"
         "{\n"
         "    return a ? y : x;\n"
         "}\n"},
        {BuiltInId::mix_Float4_Float4_Bool4,
         "float4 mix_emu(float4 x, float4 y, bool4 a)\n"
         "{\n"
         "    return a ? y : x;\n"
         "}\n"},
        {BuiltInId::bitfieldExtract_UInt1_Int1_Int1,
         "uint bitfieldExtract_emu(uint value, int offset, int bits)\n"
         "{\n"
         "    if (offset < 0 || bits <= 0 || offset >= 32 || bits > 32 || offset + bits > 32)\n"
         "    {\n"
         "        return 0u;\n"
         "    }\n"
         "    uint maskMsb = (1u << (bits - 1));\n"
         "    uint mask = ((maskMsb - 1u) | maskMsb) << offset;\n"
         "    return (value & mask) >> offset;\n"
         "}\n"},
        {BuiltInId::bitfieldExtract_UInt2_Int1_Int1,
         "uint2 bitfieldExtract_emu(uint2 value, int offset, int bits)\n"
         "{\n"
         "    if (offset < 0 || bits <= 0 || offset >= 32 || bits > 32 || offset + bits > 32)\n"
         "    {\n"
         "        return uint2(0u, 0u);\n"
         "    }\n"
         "    uint maskMsb = (1u << (bits - 1));\n"
         "    uint mask = ((maskMsb - 1u) | maskMsb) << offset;\n"
         "    return (value & mask) >> offset;\n"
         "}\n"},
        {BuiltInId::bitfieldExtract_UInt3_Int1_Int1,
         "uint3 bitfieldExtract_emu(uint3 value, int offset, int bits)\n"
         "{\n"
         "    if (offset < 0 || bits <= 0 || offset >= 32 || bits > 32 || offset + bits > 32)\n"
         "    {\n"
         "        return uint3(0u, 0u, 0u);\n"
         "    }\n"
         "    uint maskMsb = (1u << (bits - 1));\n"
         "    uint mask = ((maskMsb - 1u) | maskMsb) << offset;\n"
         "    return (value & mask) >> offset;\n"
         "}\n"},
        {BuiltInId::bitfieldExtract_UInt4_Int1_Int1,
         "uint4 bitfieldExtract_emu(uint4 value, int offset, int bits)\n"
         "{\n"
         "    if (offset < 0 || bits <= 0 || offset >= 32 || bits > 32 || offset + bits > 32)\n"
         "    {\n"
         "        return uint4(0u, 0u, 0u, 0u);\n"
         "    }\n"
         "    uint maskMsb = (1u << (bits - 1));\n"
         "    uint mask = ((maskMsb - 1u) | maskMsb) << offset;\n"
         "    return (value & mask) >> offset;\n"
         "}\n"},
        {BuiltInId::bitfieldExtract_Int1_Int1_Int1,
         "int bitfieldExtract_emu(int value, int offset, int bits)\n"
         "{\n"
         "    if (offset < 0 || bits <= 0 || offset >= 32 || bits > 32 || offset + bits > 32)\n"
         "    {\n"
         "        return 0;\n"
         "    }\n"
         "    uint maskMsb = (1u << (bits - 1));\n"
         "    uint mask = ((maskMsb - 1u) | maskMsb) << offset;\n"
         "    uint resultUnsigned = (asuint(value) & mask) >> offset;\n"
         "    if (bits != 32 && (resultUnsigned & maskMsb) != 0)\n"
         "    {\n"
         "        uint higherBitsMask = ((1u << (32 - bits)) - 1u) << bits;\n"
         "        resultUnsigned |= higherBitsMask;\n"
         "    }\n"
         "    return asint(resultUnsigned);\n"
         "}\n"},
        {BuiltInId::bitfieldExtract_Int2_Int1_Int1,
         "int2 bitfieldExtract_emu(int2 value, int offset, int bits)\n"
         "{\n"
         "    if (offset < 0 || bits <= 0 || offset >= 32 || bits > 32 || offset + bits > 32)\n"
         "    {\n"
         "        return int2(0, 0);\n"
         "    }\n"
         "    uint maskMsb = (1u << (bits - 1));\n"
         "    uint mask = ((maskMsb - 1u) | maskMsb) << offset;\n"
         "    uint2 resultUnsigned = (asuint(value) & mask) >> offset;\n"
         "    if (bits != 32)\n"
         "    {\n"
         "        uint higherBitsMask = ((1u << (32 - bits)) - 1u) << bits;\n"
         "        resultUnsigned |= ((resultUnsigned & maskMsb) >> (bits - 1)) * higherBitsMask;\n"
         "    }\n"
         "    return asint(resultUnsigned);\n"
         "}\n"},
        {BuiltInId::bitfieldExtract_Int3_Int1_Int1,
         "int3 bitfieldExtract_emu(int3 value, int offset, int bits)\n"
         "{\n"
         "    if (offset < 0 || bits <= 0 || offset >= 32 || bits > 32 || offset + bits > 32)\n"
         "    {\n"
         "        return int3(0, 0, 0);\n"
         "    }\n"
         "    uint maskMsb = (1u << (bits - 1));\n"
         "    uint mask = ((maskMsb - 1u) | maskMsb) << offset;\n"
         "    uint3 resultUnsigned = (asuint(value) & mask) >> offset;\n"
         "    if (bits != 32)\n"
         "    {\n"
         "        uint higherBitsMask = ((1u << (32 - bits)) - 1u) << bits;\n"
         "        resultUnsigned |= ((resultUnsigned & maskMsb) >> (bits - 1)) * higherBitsMask;\n"
         "    }\n"
         "    return asint(resultUnsigned);\n"
         "}\n"},
        {BuiltInId::bitfieldExtract_Int4_Int1_Int1,
         "int4 bitfieldExtract_emu(int4 value, int offset, int bits)\n"
         "{\n"
         "    if (offset < 0 || bits <= 0 || offset >= 32 || bits > 32 || offset + bits > 32)\n"
         "    {\n"
         "        return int4(0, 0, 0, 0);\n"
         "    }\n"
         "    uint maskMsb = (1u << (bits - 1));\n"
         "    uint mask = ((maskMsb - 1u) | maskMsb) << offset;\n"
         "    uint4 resultUnsigned = (asuint(value) & mask) >> offset;\n"
         "    if (bits != 32)\n"
         "    {\n"
         "        uint higherBitsMask = ((1u << (32 - bits)) - 1u) << bits;\n"
         "        resultUnsigned |= ((resultUnsigned & maskMsb) >> (bits - 1)) * higherBitsMask;\n"
         "    }\n"
         "    return asint(resultUnsigned);\n"
         "}\n"},
        {BuiltInId::bitfieldInsert_UInt1_UInt1_Int1_Int1,
         "uint bitfieldInsert_emu(uint base, uint insert, int offset, int bits)\n"
         "{\n"
         "    if (offset < 0 || bits <= 0 || offset >= 32 || bits > 32 || offset + bits > 32)\n"
         "    {\n"
         "        return base;\n"
         "    }\n"
         "    uint maskMsb = (1u << (bits - 1));\n"
         "    uint insertMask = ((maskMsb - 1u) | maskMsb) << offset;\n"
         "    uint baseMask = ~insertMask;\n"
         "    return (base & baseMask) | ((insert << offset) & insertMask);\n"
         "}\n"},
        {BuiltInId::bitfieldInsert_UInt2_UInt2_Int1_Int1,
         "uint2 bitfieldInsert_emu(uint2 base, uint2 insert, int offset, int bits)\n"
         "{\n"
         "    if (offset < 0 || bits <= 0 || offset >= 32 || bits > 32 || offset + bits > 32)\n"
         "    {\n"
         "        return base;\n"
         "    }\n"
         "    uint maskMsb = (1u << (bits - 1));\n"
         "    uint insertMask = ((maskMsb - 1u) | maskMsb) << offset;\n"
         "    uint baseMask = ~insertMask;\n"
         "    return (base & baseMask) | ((insert << offset) & insertMask);\n"
         "}\n"},
        {BuiltInId::bitfieldInsert_UInt3_UInt3_Int1_Int1,
         "uint3 bitfieldInsert_emu(uint3 base, uint3 insert, int offset, int bits)\n"
         "{\n"
         "    if (offset < 0 || bits <= 0 || offset >= 32 || bits > 32 || offset + bits > 32)\n"
         "    {\n"
         "        return base;\n"
         "    }\n"
         "    uint maskMsb = (1u << (bits - 1));\n"
         "    uint insertMask = ((maskMsb - 1u) | maskMsb) << offset;\n"
         "    uint baseMask = ~insertMask;\n"
         "    return (base & baseMask) | ((insert << offset) & insertMask);\n"
         "}\n"},
        {BuiltInId::bitfieldInsert_UInt4_UInt4_Int1_Int1,
         "uint4 bitfieldInsert_emu(uint4 base, uint4 insert, int offset, int bits)\n"
         "{\n"
         "    if (offset < 0 || bits <= 0 || offset >= 32 || bits > 32 || offset + bits > 32)\n"
         "    {\n"
         "        return base;\n"
         "    }\n"
         "    uint maskMsb = (1u << (bits - 1));\n"
         "    uint insertMask = ((maskMsb - 1u) | maskMsb) << offset;\n"
         "    uint baseMask = ~insertMask;\n"
         "    return (base & baseMask) | ((insert << offset) & insertMask);\n"
         "}\n"},
        {BuiltInId::bitfieldInsert_Int1_Int1_Int1_Int1,
         "int bitfieldInsert_emu(int base, int insert, int offset, int bits)\n"
         "{\n"
         "    if (offset < 0 || bits <= 0 || offset >= 32 || bits > 32 || offset + bits > 32)\n"
         "    {\n"
         "        return base;\n"
         "    }\n"
         "    uint maskMsb = (1u << (bits - 1));\n"
         "    uint insertMask = ((maskMsb - 1u) | maskMsb) << offset;\n"
         "    uint baseMask = ~insertMask;\n"
         "    uint resultUnsigned = (asuint(base) & baseMask) | ((asuint(insert) << offset) & \n"
         "                           insertMask);\n"
         "    return asint(resultUnsigned);\n"
         "}\n"},
        {BuiltInId::bitfieldInsert_Int2_Int2_Int1_Int1,
         "int2 bitfieldInsert_emu(int2 base, int2 insert, int offset, int bits)\n"
         "{\n"
         "    if (offset < 0 || bits <= 0 || offset >= 32 || bits > 32 || offset + bits > 32)\n"
         "    {\n"
         "        return base;\n"
         "    }\n"
         "    uint maskMsb = (1u << (bits - 1));\n"
         "    uint insertMask = ((maskMsb - 1u) | maskMsb) << offset;\n"
         "    uint baseMask = ~insertMask;\n"
         "    uint2 resultUnsigned = (asuint(base) & baseMask) | ((asuint(insert) << offset) & \n"
         "                            insertMask);\n"
         "    return asint(resultUnsigned);\n"
         "}\n"},
        {BuiltInId::bitfieldInsert_Int3_Int3_Int1_Int1,
         "int3 bitfieldInsert_emu(int3 base, int3 insert, int offset, int bits)\n"
         "{\n"
         "    if (offset < 0 || bits <= 0 || offset >= 32 || bits > 32 || offset + bits > 32)\n"
         "    {\n"
         "        return base;\n"
         "    }\n"
         "    uint maskMsb = (1u << (bits - 1));\n"
         "    uint insertMask = ((maskMsb - 1u) | maskMsb) << offset;\n"
         "    uint baseMask = ~insertMask;\n"
         "    uint3 resultUnsigned = (asuint(base) & baseMask) | ((asuint(insert) << offset) & \n"
         "                            insertMask);\n"
         "    return asint(resultUnsigned);\n"
         "}\n"},
        {BuiltInId::bitfieldInsert_Int4_Int4_Int1_Int1,
         "int4 bitfieldInsert_emu(int4 base, int4 insert, int offset, int bits)\n"
         "{\n"
         "    if (offset < 0 || bits <= 0 || offset >= 32 || bits > 32 || offset + bits > 32)\n"
         "    {\n"
         "        return base;\n"
         "    }\n"
         "    uint maskMsb = (1u << (bits - 1));\n"
         "    uint insertMask = ((maskMsb - 1u) | maskMsb) << offset;\n"
         "    uint baseMask = ~insertMask;\n"
         "    uint4 resultUnsigned = (asuint(base) & baseMask) | ((asuint(insert) << offset) & \n"
         "    insertMask);\n"
         "    return asint(resultUnsigned);\n"
         "}\n"},
        {BuiltInId::uaddCarry_UInt1_UInt1_UInt1,
         "uint uaddCarry_emu(uint x, uint y, out uint carry)\n"
         "{\n"
         "    carry = uint(x > (0xffffffffu - y));\n"
         "    return x + y;\n"
         "}\n"},
        {BuiltInId::uaddCarry_UInt2_UInt2_UInt2,
         "uint2 uaddCarry_emu(uint2 x, uint2 y, out uint2 carry)\n"
         "{\n"
         "    carry = uint2(x > (0xffffffffu - y));\n"
         "    return x + y;\n"
         "}\n"},
        {BuiltInId::uaddCarry_UInt3_UInt3_UInt3,
         "uint3 uaddCarry_emu(uint3 x, uint3 y, out uint3 carry)\n"
         "{\n"
         "    carry = uint3(x > (0xffffffffu - y));\n"
         "    return x + y;\n"
         "}\n"},
        {BuiltInId::uaddCarry_UInt4_UInt4_UInt4,
         "uint4 uaddCarry_emu(uint4 x, uint4 y, out uint4 carry)\n"
         "{\n"
         "    carry = uint4(x > (0xffffffffu - y));\n"
         "    return x + y;\n"
         "}\n"},
        {BuiltInId::usubBorrow_UInt1_UInt1_UInt1,
         "uint usubBorrow_emu(uint x, uint y, out uint borrow)\n"
         "{\n"
         "    borrow = uint(x < y);\n"
         "    return x - y;\n"
         "}\n"},
        {BuiltInId::usubBorrow_UInt2_UInt2_UInt2,
         "uint2 usubBorrow_emu(uint2 x, uint2 y, out uint2 borrow)\n"
         "{\n"
         "    borrow = uint2(x < y);\n"
         "    return x - y;\n"
         "}\n"},
        {BuiltInId::usubBorrow_UInt3_UInt3_UInt3,
         "uint3 usubBorrow_emu(uint3 x, uint3 y, out uint3 borrow)\n"
         "{\n"
         "    borrow = uint3(x < y);\n"
         "    return x - y;\n"
         "}\n"},
        {BuiltInId::usubBorrow_UInt4_UInt4_UInt4,
         "uint4 usubBorrow_emu(uint4 x, uint4 y, out uint4 borrow)\n"
         "{\n"
         "    borrow = uint4(x < y);\n"
         "    return x - y;\n"
         "}\n"},
        // We emulate tanh just to avoid overflow on large arguments.
        {BuiltInId::tanh_Float1,
         "float tanh_emu(float x)\n"
         "{\n"
         "    return (abs(x) > 15.0) ? sign(x) : tanh(x);\n"
         "}\n"},
        {BuiltInId::tanh_Float2,
         "float2 tanh_emu(float2 x)\n"
         "{\n"
         "    return (abs(x) > 15.0) ? sign(x) : tanh(x);\n"
         "}\n"},
        {BuiltInId::tanh_Float3,
         "float3 tanh_emu(float3 x)\n"
         "{\n"
         "    return (abs(x) > 15.0) ? sign(x) : tanh(x);\n"
         "}\n"},
        {BuiltInId::tanh_Float4,
         "float4 tanh_emu(float4 x)\n"
         "{\n"
         "    return (abs(x) > 15.0) ? sign(x) : tanh(x);\n"
         "}\n"},
    };
    }  // anonymous namespace
    
    const char *FindHLSLFunction(int uniqueId)
    {
        for (size_t index = 0; index < ArraySize(g_hlslFunctions); ++index)
        {
            const auto &function = g_hlslFunctions[index];
            if (function.id == uniqueId)
            {
                return function.body;
            }
        }
    
        return nullptr;
    }
    }  // namespace sh