Hash :
950457b3
Author :
Date :
2015-05-26T14:36:59
Fix destructing TStrings through BuiltInFunctionEmulator after free BuiltInFunctionEmulator gets destructed after the PoolAllocator has already freed memory. That's why BuiltInFunctionEmulator can't hold any objects that contain parts stored in the memory pool that would be accessed in its destructor. Use only pointers to TType objects inside BuiltInFunctionEmulator, so that the BuiltInFunctionEmulator destructor doesn't access TStrings which have data in the memory pool. Also fix style issues in BuiltInFunctionEmulator. BUG=angleproject:1010 TEST=dEQP-GLES3.functional.shaders.builtin_functions.* Change-Id: Ic35caf80bf125d0427c2ed2024e98657756103b6 Reviewed-on: https://chromium-review.googlesource.com/272738 Tested-by: Olli Etuaho <oetuaho@nvidia.com> Reviewed-by: Zhenyao Mo <zmo@chromium.org>
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//
// 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.
//
#include "angle_gl.h"
#include "compiler/translator/BuiltInFunctionEmulator.h"
#include "compiler/translator/BuiltInFunctionEmulatorHLSL.h"
#include "compiler/translator/SymbolTable.h"
void InitBuiltInFunctionEmulatorForHLSL(BuiltInFunctionEmulator *emu)
{
TType *float1 = new TType(EbtFloat);
TType *float2 = new TType(EbtFloat, 2);
TType *float3 = new TType(EbtFloat, 3);
TType *float4 = new TType(EbtFloat, 4);
emu->addEmulatedFunction(EOpMod, float1, float1,
"float webgl_mod_emu(float x, float y)\n"
"{\n"
" return x - y * floor(x / y);\n"
"}\n"
"\n");
emu->addEmulatedFunction(EOpMod, float2, float2,
"float2 webgl_mod_emu(float2 x, float2 y)\n"
"{\n"
" return x - y * floor(x / y);\n"
"}\n"
"\n");
emu->addEmulatedFunction(EOpMod, float2, float1,
"float2 webgl_mod_emu(float2 x, float y)\n"
"{\n"
" return x - y * floor(x / y);\n"
"}\n"
"\n");
emu->addEmulatedFunction(EOpMod, float3, float3,
"float3 webgl_mod_emu(float3 x, float3 y)\n"
"{\n"
" return x - y * floor(x / y);\n"
"}\n"
"\n");
emu->addEmulatedFunction(EOpMod, float3, float1,
"float3 webgl_mod_emu(float3 x, float y)\n"
"{\n"
" return x - y * floor(x / y);\n"
"}\n"
"\n");
emu->addEmulatedFunction(EOpMod, float4, float4,
"float4 webgl_mod_emu(float4 x, float4 y)\n"
"{\n"
" return x - y * floor(x / y);\n"
"}\n"
"\n");
emu->addEmulatedFunction(EOpMod, float4, float1,
"float4 webgl_mod_emu(float4 x, float y)\n"
"{\n"
" return x - y * floor(x / y);\n"
"}\n"
"\n");
emu->addEmulatedFunction(EOpFaceForward, float1, float1, float1,
"float webgl_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"
"\n");
emu->addEmulatedFunction(EOpFaceForward, float2, float2, float2,
"float2 webgl_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"
"\n");
emu->addEmulatedFunction(EOpFaceForward, float3, float3, float3,
"float3 webgl_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"
"\n");
emu->addEmulatedFunction(EOpFaceForward, float4, float4, float4,
"float4 webgl_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"
"\n");
emu->addEmulatedFunction(EOpAtan, float1, float1,
"float webgl_atan_emu(float y, float x)\n"
"{\n"
" if(x == 0 && y == 0) x = 1;\n" // Avoid producing a NaN
" return atan2(y, x);\n"
"}\n");
emu->addEmulatedFunction(EOpAtan, float2, float2,
"float2 webgl_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");
emu->addEmulatedFunction(EOpAtan, float3, float3,
"float3 webgl_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");
emu->addEmulatedFunction(EOpAtan, float4, float4,
"float4 webgl_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], x[2]), atan2(y[3], x[3]));\n"
"}\n");
emu->addEmulatedFunction(EOpAsinh, float1,
"float webgl_asinh_emu(in float x) {\n"
" return log(x + sqrt(pow(x, 2.0) + 1.0));\n"
"}\n");
emu->addEmulatedFunction(EOpAsinh, float2,
"float2 webgl_asinh_emu(in float2 x) {\n"
" return log(x + sqrt(pow(x, 2.0) + 1.0));\n"
"}\n");
emu->addEmulatedFunction(EOpAsinh, float3,
"float3 webgl_asinh_emu(in float3 x) {\n"
" return log(x + sqrt(pow(x, 2.0) + 1.0));\n"
"}\n");
emu->addEmulatedFunction(EOpAsinh, float4,
"float4 webgl_asinh_emu(in float4 x) {\n"
" return log(x + sqrt(pow(x, 2.0) + 1.0));\n"
"}\n");
emu->addEmulatedFunction(EOpAcosh, float1,
"float webgl_acosh_emu(in float x) {\n"
" return log(x + sqrt(x + 1.0) * sqrt(x - 1.0));\n"
"}\n");
emu->addEmulatedFunction(EOpAcosh, float2,
"float2 webgl_acosh_emu(in float2 x) {\n"
" return log(x + sqrt(x + 1.0) * sqrt(x - 1.0));\n"
"}\n");
emu->addEmulatedFunction(EOpAcosh, float3,
"float3 webgl_acosh_emu(in float3 x) {\n"
" return log(x + sqrt(x + 1.0) * sqrt(x - 1.0));\n"
"}\n");
emu->addEmulatedFunction(EOpAcosh, float4,
"float4 webgl_acosh_emu(in float4 x) {\n"
" return log(x + sqrt(x + 1.0) * sqrt(x - 1.0));\n"
"}\n");
emu->addEmulatedFunction(EOpAtanh, float1,
"float webgl_atanh_emu(in float x) {\n"
" return 0.5 * log((1.0 + x) / (1.0 - x));\n"
"}\n");
emu->addEmulatedFunction(EOpAtanh, float2,
"float2 webgl_atanh_emu(in float2 x) {\n"
" return 0.5 * log((1.0 + x) / (1.0 - x));\n"
"}\n");
emu->addEmulatedFunction(EOpAtanh, float3,
"float3 webgl_atanh_emu(in float3 x) {\n"
" return 0.5 * log((1.0 + x) / (1.0 - x));\n"
"}\n");
emu->addEmulatedFunction(EOpAtanh, float4,
"float4 webgl_atanh_emu(in float4 x) {\n"
" return 0.5 * log((1.0 + x) / (1.0 - x));\n"
"}\n");
emu->addEmulatedFunction(EOpRoundEven, float1,
"float webgl_roundEven_emu(in float x) {\n"
" return (frac(x) == 0.5 && trunc(x) % 2.0 == 0.0) ? trunc(x) : round(x);\n"
"}\n");
emu->addEmulatedFunction(EOpRoundEven, float2,
"float2 webgl_roundEven_emu(in float2 x) {\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");
emu->addEmulatedFunction(EOpRoundEven, float3,
"float3 webgl_roundEven_emu(in float3 x) {\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");
emu->addEmulatedFunction(EOpRoundEven, float4,
"float4 webgl_roundEven_emu(in float4 x) {\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");
emu->addEmulatedFunction(EOpPackSnorm2x16, float2,
"int webgl_toSnorm(in float x) {\n"
" return int(round(clamp(x, -1.0, 1.0) * 32767.0));\n"
"}\n"
"\n"
"uint webgl_packSnorm2x16_emu(in float2 v) {\n"
" int x = webgl_toSnorm(v.x);\n"
" int y = webgl_toSnorm(v.y);\n"
" return (asuint(y) << 16) | (asuint(x) & 0xffffu);\n"
"}\n");
emu->addEmulatedFunction(EOpPackUnorm2x16, float2,
"uint webgl_toUnorm(in float x) {\n"
" return uint(round(clamp(x, 0.0, 1.0) * 65535.0));\n"
"}\n"
"\n"
"uint webgl_packUnorm2x16_emu(in float2 v) {\n"
" uint x = webgl_toUnorm(v.x);\n"
" uint y = webgl_toUnorm(v.y);\n"
" return (y << 16) | x;\n"
"}\n");
emu->addEmulatedFunction(EOpPackHalf2x16, float2,
"uint webgl_packHalf2x16_emu(in float2 v) {\n"
" uint x = f32tof16(v.x);\n"
" uint y = f32tof16(v.y);\n"
" return (y << 16) | x;\n"
"}\n");
TType *uint1 = new TType(EbtUInt);
emu->addEmulatedFunction(EOpUnpackSnorm2x16, uint1,
"float webgl_fromSnorm(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"
"\n"
"float2 webgl_unpackSnorm2x16_emu(in uint u) {\n"
" uint y = (u >> 16);\n"
" uint x = u;\n"
" return float2(webgl_fromSnorm(x), webgl_fromSnorm(y));\n"
"}\n");
emu->addEmulatedFunction(EOpUnpackUnorm2x16, uint1,
"float webgl_fromUnorm(in uint x) {\n"
" return float(x) / 65535.0;\n"
"}\n"
"\n"
"float2 webgl_unpackUnorm2x16_emu(in uint u) {\n"
" uint y = (u >> 16);\n"
" uint x = u & 0xffffu;\n"
" return float2(webgl_fromUnorm(x), webgl_fromUnorm(y));\n"
"}\n");
emu->addEmulatedFunction(EOpUnpackHalf2x16, uint1,
"float2 webgl_unpackHalf2x16_emu(in uint u) {\n"
" uint y = (u >> 16);\n"
" uint x = u & 0xffffu;\n"
" return float2(f16tof32(x), f16tof32(y));\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.
emu->addEmulatedFunction(EOpOuterProduct, float2, float2,
"float2x2 webgl_outerProduct_emu(in float2 c, in float2 r) {\n"
" return mul(float2x1(r), float1x2(c));\n"
"}\n");
emu->addEmulatedFunction(EOpOuterProduct, float3, float3,
"float3x3 webgl_outerProduct_emu(in float3 c, in float3 r) {\n"
" return mul(float3x1(r), float1x3(c));\n"
"}\n");
emu->addEmulatedFunction(EOpOuterProduct, float4, float4,
"float4x4 webgl_outerProduct_emu(in float4 c, in float4 r) {\n"
" return mul(float4x1(r), float1x4(c));\n"
"}\n");
emu->addEmulatedFunction(EOpOuterProduct, float3, float2,
"float2x3 webgl_outerProduct_emu(in float3 c, in float2 r) {\n"
" return mul(float2x1(r), float1x3(c));\n"
"}\n");
emu->addEmulatedFunction(EOpOuterProduct, float2, float3,
"float3x2 webgl_outerProduct_emu(in float2 c, in float3 r) {\n"
" return mul(float3x1(r), float1x2(c));\n"
"}\n");
emu->addEmulatedFunction(EOpOuterProduct, float4, float2,
"float2x4 webgl_outerProduct_emu(in float4 c, in float2 r) {\n"
" return mul(float2x1(r), float1x4(c));\n"
"}\n");
emu->addEmulatedFunction(EOpOuterProduct, float2, float4,
"float4x2 webgl_outerProduct_emu(in float2 c, in float4 r) {\n"
" return mul(float4x1(r), float1x2(c));\n"
"}\n");
emu->addEmulatedFunction(EOpOuterProduct, float4, float3,
"float3x4 webgl_outerProduct_emu(in float4 c, in float3 r) {\n"
" return mul(float3x1(r), float1x4(c));\n"
"}\n");
emu->addEmulatedFunction(EOpOuterProduct, float3, float4,
"float4x3 webgl_outerProduct_emu(in float3 c, in float4 r) {\n"
" return mul(float4x1(r), float1x3(c));\n"
"}\n");
TType *mat2 = new TType(EbtFloat, 2, 2);
TType *mat3 = new TType(EbtFloat, 3, 3);
TType *mat4 = new TType(EbtFloat, 4, 4);
// 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.
emu->addEmulatedFunction(EOpInverse, mat2,
"float2x2 webgl_inverse_emu(in float2x2 m) {\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.
emu->addEmulatedFunction(EOpInverse, mat3,
"float3x3 webgl_inverse_emu(in float3x3 m) {\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");
emu->addEmulatedFunction(EOpInverse, mat4,
"float4x4 webgl_inverse_emu(in float4x4 m) {\n"
" float cof00 = m[1][1] * m[2][2] * m[3][3] + m[2][1] * m[3][2] * m[1][3] + m[3][1] * m[1][2] * m[2][3]"
" - m[1][1] * m[3][2] * m[2][3] - m[2][1] * m[1][2] * m[3][3] - m[3][1] * m[2][2] * 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] * m[1][2] * m[2][3]"
" - m[1][0] * m[3][2] * m[2][3] - m[2][0] * m[1][2] * m[3][3] - m[3][0] * m[2][2] * 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] * m[1][1] * m[2][3]"
" - m[1][0] * m[3][1] * m[2][3] - m[2][0] * m[1][1] * m[3][3] - m[3][0] * m[2][1] * 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] * m[1][1] * m[2][2]"
" - m[1][0] * m[3][1] * m[2][2] - m[2][0] * m[1][1] * m[3][2] - m[3][0] * m[2][1] * 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] * m[0][2] * m[2][3]"
" - m[0][1] * m[3][2] * m[2][3] - m[2][1] * m[0][2] * m[3][3] - m[3][1] * m[2][2] * 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] * m[0][2] * m[2][3]"
" - m[0][0] * m[3][2] * m[2][3] - m[2][0] * m[0][2] * m[3][3] - m[3][0] * m[2][2] * 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] * m[0][1] * m[2][3]"
" - m[0][0] * m[3][1] * m[2][3] - m[2][0] * m[0][1] * m[3][3] - m[3][0] * m[2][1] * 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] * m[0][1] * m[2][2]"
" - m[0][0] * m[3][1] * m[2][2] - m[2][0] * m[0][1] * m[3][2] - m[3][0] * m[2][1] * 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] * m[0][2] * m[1][3]"
" - m[0][1] * m[3][2] * m[1][3] - m[1][1] * m[0][2] * m[3][3] - m[3][1] * m[1][2] * 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] * m[0][2] * m[1][3]"
" - m[0][0] * m[3][2] * m[1][3] - m[1][0] * m[0][2] * m[3][3] - m[3][0] * m[1][2] * 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] * m[0][1] * m[1][3]"
" - m[0][0] * m[3][1] * m[1][3] - m[1][0] * m[0][1] * m[3][3] - m[3][0] * m[1][1] * 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] * m[0][1] * m[1][2]"
" - m[0][0] * m[3][1] * m[1][2] - m[1][0] * m[0][1] * m[3][2] - m[3][0] * m[1][1] * 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] * m[0][2] * m[1][3]"
" - m[0][1] * m[2][2] * m[1][3] - m[1][1] * m[0][2] * m[2][3] - m[2][1] * m[1][2] * 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] * m[0][2] * m[1][3]"
" - m[0][0] * m[2][2] * m[1][3] - m[1][0] * m[0][2] * m[2][3] - m[2][0] * m[1][2] * 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] * m[0][1] * m[1][3]"
" - m[0][0] * m[2][1] * m[1][3] - m[1][0] * m[0][1] * m[2][3] - m[2][0] * m[1][1] * 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] * m[0][1] * m[1][2]"
" - m[0][0] * m[2][1] * m[1][2] - m[1][0] * m[0][1] * m[2][2] - m[2][0] * m[1][1] * m[0][2];\n"
" float4x4 cof = { cof00, cof10, cof20, cof30, cof01, cof11, cof21, cof31,"
" cof02, cof12, cof22, cof32, cof03, cof13, cof23, cof33 };\n"
" return cof / determinant(transpose(m));\n"
"}\n");
TType *bool1 = new TType(EbtBool);
TType *bool2 = new TType(EbtBool, 2);
TType *bool3 = new TType(EbtBool, 3);
TType *bool4 = new TType(EbtBool, 4);
// 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.
emu->addEmulatedFunction(EOpMix, float1, float1, bool1,
"float webgl_mix_emu(float x, float y, bool a)\n"
"{\n"
" return a ? y : x;\n"
"}\n");
emu->addEmulatedFunction(EOpMix, float2, float2, bool2,
"float2 webgl_mix_emu(float2 x, float2 y, bool2 a)\n"
"{\n"
" return a ? y : x;\n"
"}\n");
emu->addEmulatedFunction(EOpMix, float3, float3, bool3,
"float3 webgl_mix_emu(float3 x, float3 y, bool3 a)\n"
"{\n"
" return a ? y : x;\n"
"}\n");
emu->addEmulatedFunction(EOpMix, float4, float4, bool4,
"float4 webgl_mix_emu(float4 x, float4 y, bool4 a)\n"
"{\n"
" return a ? y : x;\n"
"}\n");
}