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hlsl_intrinsics.h
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2857 lines (2506 loc) · 101 KB
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//===----- hlsl_intrinsics.h - HLSL definitions for intrinsics ----------===//
//
// Part of the LLVM Project, under the Apache License v2.0 with LLVM Exceptions.
// See https://llvm.org/LICENSE.txt for license information.
// SPDX-License-Identifier: Apache-2.0 WITH LLVM-exception
//
//===----------------------------------------------------------------------===//
#ifndef _HLSL_HLSL_INTRINSICS_H_
#define _HLSL_HLSL_INTRINSICS_H_
#include "hlsl_detail.h"
namespace hlsl {
// Note: Functions in this file are sorted alphabetically, then grouped by base
// element type, and the element types are sorted by size, then singed integer,
// unsigned integer and floating point. Keeping this ordering consistent will
// help keep this file manageable as it grows.
#define _HLSL_BUILTIN_ALIAS(builtin) \
__attribute__((clang_builtin_alias(builtin)))
#define _HLSL_AVAILABILITY(platform, version) \
__attribute__((availability(platform, introduced = version)))
#define _HLSL_AVAILABILITY_STAGE(platform, version, stage) \
__attribute__(( \
availability(platform, introduced = version, environment = stage)))
#ifdef __HLSL_ENABLE_16_BIT
#define _HLSL_16BIT_AVAILABILITY(platform, version) \
__attribute__((availability(platform, introduced = version)))
#define _HLSL_16BIT_AVAILABILITY_STAGE(platform, version, stage) \
__attribute__(( \
availability(platform, introduced = version, environment = stage)))
#else
#define _HLSL_16BIT_AVAILABILITY(environment, version)
#define _HLSL_16BIT_AVAILABILITY_STAGE(environment, version, stage)
#endif
//===----------------------------------------------------------------------===//
// abs builtins
//===----------------------------------------------------------------------===//
/// \fn T abs(T Val)
/// \brief Returns the absolute value of the input value, \a Val.
/// \param Val The input value.
#ifdef __HLSL_ENABLE_16_BIT
_HLSL_AVAILABILITY(shadermodel, 6.2)
_HLSL_BUILTIN_ALIAS(__builtin_elementwise_abs)
int16_t abs(int16_t);
_HLSL_AVAILABILITY(shadermodel, 6.2)
_HLSL_BUILTIN_ALIAS(__builtin_elementwise_abs)
int16_t2 abs(int16_t2);
_HLSL_AVAILABILITY(shadermodel, 6.2)
_HLSL_BUILTIN_ALIAS(__builtin_elementwise_abs)
int16_t3 abs(int16_t3);
_HLSL_AVAILABILITY(shadermodel, 6.2)
_HLSL_BUILTIN_ALIAS(__builtin_elementwise_abs)
int16_t4 abs(int16_t4);
#endif
_HLSL_16BIT_AVAILABILITY(shadermodel, 6.2)
_HLSL_BUILTIN_ALIAS(__builtin_elementwise_abs)
half abs(half);
_HLSL_16BIT_AVAILABILITY(shadermodel, 6.2)
_HLSL_BUILTIN_ALIAS(__builtin_elementwise_abs)
half2 abs(half2);
_HLSL_16BIT_AVAILABILITY(shadermodel, 6.2)
_HLSL_BUILTIN_ALIAS(__builtin_elementwise_abs)
half3 abs(half3);
_HLSL_16BIT_AVAILABILITY(shadermodel, 6.2)
_HLSL_BUILTIN_ALIAS(__builtin_elementwise_abs)
half4 abs(half4);
_HLSL_BUILTIN_ALIAS(__builtin_elementwise_abs)
int abs(int);
_HLSL_BUILTIN_ALIAS(__builtin_elementwise_abs)
int2 abs(int2);
_HLSL_BUILTIN_ALIAS(__builtin_elementwise_abs)
int3 abs(int3);
_HLSL_BUILTIN_ALIAS(__builtin_elementwise_abs)
int4 abs(int4);
_HLSL_BUILTIN_ALIAS(__builtin_elementwise_abs)
float abs(float);
_HLSL_BUILTIN_ALIAS(__builtin_elementwise_abs)
float2 abs(float2);
_HLSL_BUILTIN_ALIAS(__builtin_elementwise_abs)
float3 abs(float3);
_HLSL_BUILTIN_ALIAS(__builtin_elementwise_abs)
float4 abs(float4);
_HLSL_BUILTIN_ALIAS(__builtin_elementwise_abs)
int64_t abs(int64_t);
_HLSL_BUILTIN_ALIAS(__builtin_elementwise_abs)
int64_t2 abs(int64_t2);
_HLSL_BUILTIN_ALIAS(__builtin_elementwise_abs)
int64_t3 abs(int64_t3);
_HLSL_BUILTIN_ALIAS(__builtin_elementwise_abs)
int64_t4 abs(int64_t4);
_HLSL_BUILTIN_ALIAS(__builtin_elementwise_abs)
double abs(double);
_HLSL_BUILTIN_ALIAS(__builtin_elementwise_abs)
double2 abs(double2);
_HLSL_BUILTIN_ALIAS(__builtin_elementwise_abs)
double3 abs(double3);
_HLSL_BUILTIN_ALIAS(__builtin_elementwise_abs)
double4 abs(double4);
//===----------------------------------------------------------------------===//
// acos builtins
//===----------------------------------------------------------------------===//
/// \fn T acos(T Val)
/// \brief Returns the arccosine of the input value, \a Val.
/// \param Val The input value.
#ifdef __HLSL_ENABLE_16_BIT
_HLSL_BUILTIN_ALIAS(__builtin_elementwise_acos)
half acos(half);
_HLSL_BUILTIN_ALIAS(__builtin_elementwise_acos)
half2 acos(half2);
_HLSL_BUILTIN_ALIAS(__builtin_elementwise_acos)
half3 acos(half3);
_HLSL_BUILTIN_ALIAS(__builtin_elementwise_acos)
half4 acos(half4);
#endif
_HLSL_BUILTIN_ALIAS(__builtin_elementwise_acos)
float acos(float);
_HLSL_BUILTIN_ALIAS(__builtin_elementwise_acos)
float2 acos(float2);
_HLSL_BUILTIN_ALIAS(__builtin_elementwise_acos)
float3 acos(float3);
_HLSL_BUILTIN_ALIAS(__builtin_elementwise_acos)
float4 acos(float4);
//===----------------------------------------------------------------------===//
// all builtins
//===----------------------------------------------------------------------===//
/// \fn bool all(T x)
/// \brief Returns True if all components of the \a x parameter are non-zero;
/// otherwise, false. \param x The input value.
#ifdef __HLSL_ENABLE_16_BIT
_HLSL_AVAILABILITY(shadermodel, 6.2)
_HLSL_BUILTIN_ALIAS(__builtin_hlsl_all)
bool all(int16_t);
_HLSL_AVAILABILITY(shadermodel, 6.2)
_HLSL_BUILTIN_ALIAS(__builtin_hlsl_all)
bool all(int16_t2);
_HLSL_AVAILABILITY(shadermodel, 6.2)
_HLSL_BUILTIN_ALIAS(__builtin_hlsl_all)
bool all(int16_t3);
_HLSL_AVAILABILITY(shadermodel, 6.2)
_HLSL_BUILTIN_ALIAS(__builtin_hlsl_all)
bool all(int16_t4);
_HLSL_AVAILABILITY(shadermodel, 6.2)
_HLSL_BUILTIN_ALIAS(__builtin_hlsl_all)
bool all(uint16_t);
_HLSL_AVAILABILITY(shadermodel, 6.2)
_HLSL_BUILTIN_ALIAS(__builtin_hlsl_all)
bool all(uint16_t2);
_HLSL_AVAILABILITY(shadermodel, 6.2)
_HLSL_BUILTIN_ALIAS(__builtin_hlsl_all)
bool all(uint16_t3);
_HLSL_AVAILABILITY(shadermodel, 6.2)
_HLSL_BUILTIN_ALIAS(__builtin_hlsl_all)
bool all(uint16_t4);
#endif
_HLSL_16BIT_AVAILABILITY(shadermodel, 6.2)
_HLSL_BUILTIN_ALIAS(__builtin_hlsl_all)
bool all(half);
_HLSL_16BIT_AVAILABILITY(shadermodel, 6.2)
_HLSL_BUILTIN_ALIAS(__builtin_hlsl_all)
bool all(half2);
_HLSL_16BIT_AVAILABILITY(shadermodel, 6.2)
_HLSL_BUILTIN_ALIAS(__builtin_hlsl_all)
bool all(half3);
_HLSL_16BIT_AVAILABILITY(shadermodel, 6.2)
_HLSL_BUILTIN_ALIAS(__builtin_hlsl_all)
bool all(half4);
_HLSL_BUILTIN_ALIAS(__builtin_hlsl_all)
bool all(bool);
_HLSL_BUILTIN_ALIAS(__builtin_hlsl_all)
bool all(bool2);
_HLSL_BUILTIN_ALIAS(__builtin_hlsl_all)
bool all(bool3);
_HLSL_BUILTIN_ALIAS(__builtin_hlsl_all)
bool all(bool4);
_HLSL_BUILTIN_ALIAS(__builtin_hlsl_all)
_HLSL_BUILTIN_ALIAS(__builtin_hlsl_all)
bool all(int);
_HLSL_BUILTIN_ALIAS(__builtin_hlsl_all)
bool all(int2);
_HLSL_BUILTIN_ALIAS(__builtin_hlsl_all)
bool all(int3);
_HLSL_BUILTIN_ALIAS(__builtin_hlsl_all)
bool all(int4);
_HLSL_BUILTIN_ALIAS(__builtin_hlsl_all)
bool all(uint);
_HLSL_BUILTIN_ALIAS(__builtin_hlsl_all)
bool all(uint2);
_HLSL_BUILTIN_ALIAS(__builtin_hlsl_all)
bool all(uint3);
_HLSL_BUILTIN_ALIAS(__builtin_hlsl_all)
bool all(uint4);
_HLSL_BUILTIN_ALIAS(__builtin_hlsl_all)
bool all(float);
_HLSL_BUILTIN_ALIAS(__builtin_hlsl_all)
bool all(float2);
_HLSL_BUILTIN_ALIAS(__builtin_hlsl_all)
bool all(float3);
_HLSL_BUILTIN_ALIAS(__builtin_hlsl_all)
bool all(float4);
_HLSL_BUILTIN_ALIAS(__builtin_hlsl_all)
bool all(int64_t);
_HLSL_BUILTIN_ALIAS(__builtin_hlsl_all)
bool all(int64_t2);
_HLSL_BUILTIN_ALIAS(__builtin_hlsl_all)
bool all(int64_t3);
_HLSL_BUILTIN_ALIAS(__builtin_hlsl_all)
bool all(int64_t4);
_HLSL_BUILTIN_ALIAS(__builtin_hlsl_all)
bool all(uint64_t);
_HLSL_BUILTIN_ALIAS(__builtin_hlsl_all)
bool all(uint64_t2);
_HLSL_BUILTIN_ALIAS(__builtin_hlsl_all)
bool all(uint64_t3);
_HLSL_BUILTIN_ALIAS(__builtin_hlsl_all)
bool all(uint64_t4);
_HLSL_BUILTIN_ALIAS(__builtin_hlsl_all)
bool all(double);
_HLSL_BUILTIN_ALIAS(__builtin_hlsl_all)
bool all(double2);
_HLSL_BUILTIN_ALIAS(__builtin_hlsl_all)
bool all(double3);
_HLSL_BUILTIN_ALIAS(__builtin_hlsl_all)
bool all(double4);
//===----------------------------------------------------------------------===//
// any builtins
//===----------------------------------------------------------------------===//
/// \fn bool any(T x)
/// \brief Returns True if any components of the \a x parameter are non-zero;
/// otherwise, false. \param x The input value.
#ifdef __HLSL_ENABLE_16_BIT
_HLSL_AVAILABILITY(shadermodel, 6.2)
_HLSL_BUILTIN_ALIAS(__builtin_hlsl_any)
bool any(int16_t);
_HLSL_AVAILABILITY(shadermodel, 6.2)
_HLSL_BUILTIN_ALIAS(__builtin_hlsl_any)
bool any(int16_t2);
_HLSL_AVAILABILITY(shadermodel, 6.2)
_HLSL_BUILTIN_ALIAS(__builtin_hlsl_any)
bool any(int16_t3);
_HLSL_AVAILABILITY(shadermodel, 6.2)
_HLSL_BUILTIN_ALIAS(__builtin_hlsl_any)
bool any(int16_t4);
_HLSL_AVAILABILITY(shadermodel, 6.2)
_HLSL_BUILTIN_ALIAS(__builtin_hlsl_any)
bool any(uint16_t);
_HLSL_AVAILABILITY(shadermodel, 6.2)
_HLSL_BUILTIN_ALIAS(__builtin_hlsl_any)
bool any(uint16_t2);
_HLSL_AVAILABILITY(shadermodel, 6.2)
_HLSL_BUILTIN_ALIAS(__builtin_hlsl_any)
bool any(uint16_t3);
_HLSL_AVAILABILITY(shadermodel, 6.2)
_HLSL_BUILTIN_ALIAS(__builtin_hlsl_any)
bool any(uint16_t4);
#endif
_HLSL_16BIT_AVAILABILITY(shadermodel, 6.2)
_HLSL_BUILTIN_ALIAS(__builtin_hlsl_any)
bool any(half);
_HLSL_16BIT_AVAILABILITY(shadermodel, 6.2)
_HLSL_BUILTIN_ALIAS(__builtin_hlsl_any)
bool any(half2);
_HLSL_16BIT_AVAILABILITY(shadermodel, 6.2)
_HLSL_BUILTIN_ALIAS(__builtin_hlsl_any)
bool any(half3);
_HLSL_16BIT_AVAILABILITY(shadermodel, 6.2)
_HLSL_BUILTIN_ALIAS(__builtin_hlsl_any)
bool any(half4);
_HLSL_BUILTIN_ALIAS(__builtin_hlsl_any)
bool any(bool);
_HLSL_BUILTIN_ALIAS(__builtin_hlsl_any)
bool any(bool2);
_HLSL_BUILTIN_ALIAS(__builtin_hlsl_any)
bool any(bool3);
_HLSL_BUILTIN_ALIAS(__builtin_hlsl_any)
bool any(bool4);
_HLSL_BUILTIN_ALIAS(__builtin_hlsl_any)
_HLSL_BUILTIN_ALIAS(__builtin_hlsl_any)
bool any(int);
_HLSL_BUILTIN_ALIAS(__builtin_hlsl_any)
bool any(int2);
_HLSL_BUILTIN_ALIAS(__builtin_hlsl_any)
bool any(int3);
_HLSL_BUILTIN_ALIAS(__builtin_hlsl_any)
bool any(int4);
_HLSL_BUILTIN_ALIAS(__builtin_hlsl_any)
bool any(uint);
_HLSL_BUILTIN_ALIAS(__builtin_hlsl_any)
bool any(uint2);
_HLSL_BUILTIN_ALIAS(__builtin_hlsl_any)
bool any(uint3);
_HLSL_BUILTIN_ALIAS(__builtin_hlsl_any)
bool any(uint4);
_HLSL_BUILTIN_ALIAS(__builtin_hlsl_any)
bool any(float);
_HLSL_BUILTIN_ALIAS(__builtin_hlsl_any)
bool any(float2);
_HLSL_BUILTIN_ALIAS(__builtin_hlsl_any)
bool any(float3);
_HLSL_BUILTIN_ALIAS(__builtin_hlsl_any)
bool any(float4);
_HLSL_BUILTIN_ALIAS(__builtin_hlsl_any)
bool any(int64_t);
_HLSL_BUILTIN_ALIAS(__builtin_hlsl_any)
bool any(int64_t2);
_HLSL_BUILTIN_ALIAS(__builtin_hlsl_any)
bool any(int64_t3);
_HLSL_BUILTIN_ALIAS(__builtin_hlsl_any)
bool any(int64_t4);
_HLSL_BUILTIN_ALIAS(__builtin_hlsl_any)
bool any(uint64_t);
_HLSL_BUILTIN_ALIAS(__builtin_hlsl_any)
bool any(uint64_t2);
_HLSL_BUILTIN_ALIAS(__builtin_hlsl_any)
bool any(uint64_t3);
_HLSL_BUILTIN_ALIAS(__builtin_hlsl_any)
bool any(uint64_t4);
_HLSL_BUILTIN_ALIAS(__builtin_hlsl_any)
bool any(double);
_HLSL_BUILTIN_ALIAS(__builtin_hlsl_any)
bool any(double2);
_HLSL_BUILTIN_ALIAS(__builtin_hlsl_any)
bool any(double3);
_HLSL_BUILTIN_ALIAS(__builtin_hlsl_any)
bool any(double4);
//===----------------------------------------------------------------------===//
// asdouble builtins
//===----------------------------------------------------------------------===//
/// \fn double asdouble(uint LowBits, uint HighBits)
/// \brief Reinterprets a cast value (two 32-bit values) into a double.
/// \param LowBits The low 32-bit pattern of the input value.
/// \param HighBits The high 32-bit pattern of the input value.
_HLSL_BUILTIN_ALIAS(__builtin_hlsl_asdouble)
double asdouble(uint, uint);
_HLSL_BUILTIN_ALIAS(__builtin_hlsl_asdouble)
double2 asdouble(uint2, uint2);
_HLSL_BUILTIN_ALIAS(__builtin_hlsl_asdouble)
double3 asdouble(uint3, uint3);
_HLSL_BUILTIN_ALIAS(__builtin_hlsl_asdouble)
double4 asdouble(uint4, uint4);
//===----------------------------------------------------------------------===//
// asfloat builtins
//===----------------------------------------------------------------------===//
/// \fn float asfloat(T Val)
/// \brief Interprets the bit pattern of x as float point number.
/// \param Val The input value.
template <typename T, int N>
constexpr vector<float, N> asfloat(vector<T, N> V) {
return __detail::bit_cast<float, T, N>(V);
}
template <typename T> constexpr float asfloat(T F) {
return __detail::bit_cast<float, T>(F);
}
//===----------------------------------------------------------------------===//
// asint builtins
//===----------------------------------------------------------------------===//
/// \fn int asint(T Val)
/// \brief Interprets the bit pattern of x as an integer.
/// \param Val The input value.
template <typename T, int N> constexpr vector<int, N> asint(vector<T, N> V) {
return __detail::bit_cast<int, T, N>(V);
}
template <typename T> constexpr int asint(T F) {
return __detail::bit_cast<int, T>(F);
}
//===----------------------------------------------------------------------===//
// asin builtins
//===----------------------------------------------------------------------===//
/// \fn T asin(T Val)
/// \brief Returns the arcsine of the input value, \a Val.
/// \param Val The input value.
#ifdef __HLSL_ENABLE_16_BIT
_HLSL_BUILTIN_ALIAS(__builtin_elementwise_asin)
half asin(half);
_HLSL_BUILTIN_ALIAS(__builtin_elementwise_asin)
half2 asin(half2);
_HLSL_BUILTIN_ALIAS(__builtin_elementwise_asin)
half3 asin(half3);
_HLSL_BUILTIN_ALIAS(__builtin_elementwise_asin)
half4 asin(half4);
#endif
_HLSL_BUILTIN_ALIAS(__builtin_elementwise_asin)
float asin(float);
_HLSL_BUILTIN_ALIAS(__builtin_elementwise_asin)
float2 asin(float2);
_HLSL_BUILTIN_ALIAS(__builtin_elementwise_asin)
float3 asin(float3);
_HLSL_BUILTIN_ALIAS(__builtin_elementwise_asin)
float4 asin(float4);
//===----------------------------------------------------------------------===//
// asuint builtins
//===----------------------------------------------------------------------===//
/// \fn uint asuint(T Val)
/// \brief Interprets the bit pattern of x as an unsigned integer.
/// \param Val The input value.
template <typename T, int N> constexpr vector<uint, N> asuint(vector<T, N> V) {
return __detail::bit_cast<uint, T, N>(V);
}
template <typename T> constexpr uint asuint(T F) {
return __detail::bit_cast<uint, T>(F);
}
//===----------------------------------------------------------------------===//
// asuint splitdouble builtins
//===----------------------------------------------------------------------===//
/// \fn void asuint(double D, out uint lowbits, out int highbits)
/// \brief Split and interprets the lowbits and highbits of double D into uints.
/// \param D The input double.
/// \param lowbits The output lowbits of D.
/// \param highbits The output highbits of D.
_HLSL_BUILTIN_ALIAS(__builtin_hlsl_elementwise_splitdouble)
void asuint(double, out uint, out uint);
_HLSL_BUILTIN_ALIAS(__builtin_hlsl_elementwise_splitdouble)
void asuint(double2, out uint2, out uint2);
_HLSL_BUILTIN_ALIAS(__builtin_hlsl_elementwise_splitdouble)
void asuint(double3, out uint3, out uint3);
_HLSL_BUILTIN_ALIAS(__builtin_hlsl_elementwise_splitdouble)
void asuint(double4, out uint4, out uint4);
//===----------------------------------------------------------------------===//
// atan builtins
//===----------------------------------------------------------------------===//
/// \fn T atan(T Val)
/// \brief Returns the arctangent of the input value, \a Val.
/// \param Val The input value.
#ifdef __HLSL_ENABLE_16_BIT
_HLSL_BUILTIN_ALIAS(__builtin_elementwise_atan)
half atan(half);
_HLSL_BUILTIN_ALIAS(__builtin_elementwise_atan)
half2 atan(half2);
_HLSL_BUILTIN_ALIAS(__builtin_elementwise_atan)
half3 atan(half3);
_HLSL_BUILTIN_ALIAS(__builtin_elementwise_atan)
half4 atan(half4);
#endif
_HLSL_BUILTIN_ALIAS(__builtin_elementwise_atan)
float atan(float);
_HLSL_BUILTIN_ALIAS(__builtin_elementwise_atan)
float2 atan(float2);
_HLSL_BUILTIN_ALIAS(__builtin_elementwise_atan)
float3 atan(float3);
_HLSL_BUILTIN_ALIAS(__builtin_elementwise_atan)
float4 atan(float4);
//===----------------------------------------------------------------------===//
// atan2 builtins
//===----------------------------------------------------------------------===//
/// \fn T atan2(T y, T x)
/// \brief Returns the arctangent of y/x, using the signs of the arguments to
/// determine the correct quadrant.
/// \param y The y-coordinate.
/// \param x The x-coordinate.
#ifdef __HLSL_ENABLE_16_BIT
_HLSL_BUILTIN_ALIAS(__builtin_elementwise_atan2)
half atan2(half y, half x);
_HLSL_BUILTIN_ALIAS(__builtin_elementwise_atan2)
half2 atan2(half2 y, half2 x);
_HLSL_BUILTIN_ALIAS(__builtin_elementwise_atan2)
half3 atan2(half3 y, half3 x);
_HLSL_BUILTIN_ALIAS(__builtin_elementwise_atan2)
half4 atan2(half4 y, half4 x);
#endif
_HLSL_BUILTIN_ALIAS(__builtin_elementwise_atan2)
float atan2(float y, float x);
_HLSL_BUILTIN_ALIAS(__builtin_elementwise_atan2)
float2 atan2(float2 y, float2 x);
_HLSL_BUILTIN_ALIAS(__builtin_elementwise_atan2)
float3 atan2(float3 y, float3 x);
_HLSL_BUILTIN_ALIAS(__builtin_elementwise_atan2)
float4 atan2(float4 y, float4 x);
//===----------------------------------------------------------------------===//
// ceil builtins
//===----------------------------------------------------------------------===//
/// \fn T ceil(T Val)
/// \brief Returns the smallest integer value that is greater than or equal to
/// the input value, \a Val.
/// \param Val The input value.
_HLSL_16BIT_AVAILABILITY(shadermodel, 6.2)
_HLSL_BUILTIN_ALIAS(__builtin_elementwise_ceil)
half ceil(half);
_HLSL_16BIT_AVAILABILITY(shadermodel, 6.2)
_HLSL_BUILTIN_ALIAS(__builtin_elementwise_ceil)
half2 ceil(half2);
_HLSL_16BIT_AVAILABILITY(shadermodel, 6.2)
_HLSL_BUILTIN_ALIAS(__builtin_elementwise_ceil)
half3 ceil(half3);
_HLSL_16BIT_AVAILABILITY(shadermodel, 6.2)
_HLSL_BUILTIN_ALIAS(__builtin_elementwise_ceil)
half4 ceil(half4);
_HLSL_BUILTIN_ALIAS(__builtin_elementwise_ceil)
float ceil(float);
_HLSL_BUILTIN_ALIAS(__builtin_elementwise_ceil)
float2 ceil(float2);
_HLSL_BUILTIN_ALIAS(__builtin_elementwise_ceil)
float3 ceil(float3);
_HLSL_BUILTIN_ALIAS(__builtin_elementwise_ceil)
float4 ceil(float4);
//===----------------------------------------------------------------------===//
// clamp builtins
//===----------------------------------------------------------------------===//
/// \fn T clamp(T X, T Min, T Max)
/// \brief Clamps the specified value \a X to the specified
/// minimum ( \a Min) and maximum ( \a Max) range.
/// \param X A value to clamp.
/// \param Min The specified minimum range.
/// \param Max The specified maximum range.
///
/// Returns The clamped value for the \a X parameter.
/// For values of -INF or INF, clamp will behave as expected.
/// However for values of NaN, the results are undefined.
_HLSL_16BIT_AVAILABILITY(shadermodel, 6.2)
_HLSL_BUILTIN_ALIAS(__builtin_hlsl_elementwise_clamp)
half clamp(half, half, half);
_HLSL_16BIT_AVAILABILITY(shadermodel, 6.2)
_HLSL_BUILTIN_ALIAS(__builtin_hlsl_elementwise_clamp)
half2 clamp(half2, half2, half2);
_HLSL_16BIT_AVAILABILITY(shadermodel, 6.2)
_HLSL_BUILTIN_ALIAS(__builtin_hlsl_elementwise_clamp)
half3 clamp(half3, half3, half3);
_HLSL_16BIT_AVAILABILITY(shadermodel, 6.2)
_HLSL_BUILTIN_ALIAS(__builtin_hlsl_elementwise_clamp)
half4 clamp(half4, half4, half4);
#ifdef __HLSL_ENABLE_16_BIT
_HLSL_AVAILABILITY(shadermodel, 6.2)
_HLSL_BUILTIN_ALIAS(__builtin_hlsl_elementwise_clamp)
int16_t clamp(int16_t, int16_t, int16_t);
_HLSL_AVAILABILITY(shadermodel, 6.2)
_HLSL_BUILTIN_ALIAS(__builtin_hlsl_elementwise_clamp)
int16_t2 clamp(int16_t2, int16_t2, int16_t2);
_HLSL_AVAILABILITY(shadermodel, 6.2)
_HLSL_BUILTIN_ALIAS(__builtin_hlsl_elementwise_clamp)
int16_t3 clamp(int16_t3, int16_t3, int16_t3);
_HLSL_AVAILABILITY(shadermodel, 6.2)
_HLSL_BUILTIN_ALIAS(__builtin_hlsl_elementwise_clamp)
int16_t4 clamp(int16_t4, int16_t4, int16_t4);
_HLSL_AVAILABILITY(shadermodel, 6.2)
_HLSL_BUILTIN_ALIAS(__builtin_hlsl_elementwise_clamp)
uint16_t clamp(uint16_t, uint16_t, uint16_t);
_HLSL_AVAILABILITY(shadermodel, 6.2)
_HLSL_BUILTIN_ALIAS(__builtin_hlsl_elementwise_clamp)
uint16_t2 clamp(uint16_t2, uint16_t2, uint16_t2);
_HLSL_AVAILABILITY(shadermodel, 6.2)
_HLSL_BUILTIN_ALIAS(__builtin_hlsl_elementwise_clamp)
uint16_t3 clamp(uint16_t3, uint16_t3, uint16_t3);
_HLSL_AVAILABILITY(shadermodel, 6.2)
_HLSL_BUILTIN_ALIAS(__builtin_hlsl_elementwise_clamp)
uint16_t4 clamp(uint16_t4, uint16_t4, uint16_t4);
#endif
_HLSL_BUILTIN_ALIAS(__builtin_hlsl_elementwise_clamp)
int clamp(int, int, int);
_HLSL_BUILTIN_ALIAS(__builtin_hlsl_elementwise_clamp)
int2 clamp(int2, int2, int2);
_HLSL_BUILTIN_ALIAS(__builtin_hlsl_elementwise_clamp)
int3 clamp(int3, int3, int3);
_HLSL_BUILTIN_ALIAS(__builtin_hlsl_elementwise_clamp)
int4 clamp(int4, int4, int4);
_HLSL_BUILTIN_ALIAS(__builtin_hlsl_elementwise_clamp)
uint clamp(uint, uint, uint);
_HLSL_BUILTIN_ALIAS(__builtin_hlsl_elementwise_clamp)
uint2 clamp(uint2, uint2, uint2);
_HLSL_BUILTIN_ALIAS(__builtin_hlsl_elementwise_clamp)
uint3 clamp(uint3, uint3, uint3);
_HLSL_BUILTIN_ALIAS(__builtin_hlsl_elementwise_clamp)
uint4 clamp(uint4, uint4, uint4);
_HLSL_BUILTIN_ALIAS(__builtin_hlsl_elementwise_clamp)
int64_t clamp(int64_t, int64_t, int64_t);
_HLSL_BUILTIN_ALIAS(__builtin_hlsl_elementwise_clamp)
int64_t2 clamp(int64_t2, int64_t2, int64_t2);
_HLSL_BUILTIN_ALIAS(__builtin_hlsl_elementwise_clamp)
int64_t3 clamp(int64_t3, int64_t3, int64_t3);
_HLSL_BUILTIN_ALIAS(__builtin_hlsl_elementwise_clamp)
int64_t4 clamp(int64_t4, int64_t4, int64_t4);
_HLSL_BUILTIN_ALIAS(__builtin_hlsl_elementwise_clamp)
uint64_t clamp(uint64_t, uint64_t, uint64_t);
_HLSL_BUILTIN_ALIAS(__builtin_hlsl_elementwise_clamp)
uint64_t2 clamp(uint64_t2, uint64_t2, uint64_t2);
_HLSL_BUILTIN_ALIAS(__builtin_hlsl_elementwise_clamp)
uint64_t3 clamp(uint64_t3, uint64_t3, uint64_t3);
_HLSL_BUILTIN_ALIAS(__builtin_hlsl_elementwise_clamp)
uint64_t4 clamp(uint64_t4, uint64_t4, uint64_t4);
_HLSL_BUILTIN_ALIAS(__builtin_hlsl_elementwise_clamp)
float clamp(float, float, float);
_HLSL_BUILTIN_ALIAS(__builtin_hlsl_elementwise_clamp)
float2 clamp(float2, float2, float2);
_HLSL_BUILTIN_ALIAS(__builtin_hlsl_elementwise_clamp)
float3 clamp(float3, float3, float3);
_HLSL_BUILTIN_ALIAS(__builtin_hlsl_elementwise_clamp)
float4 clamp(float4, float4, float4);
_HLSL_BUILTIN_ALIAS(__builtin_hlsl_elementwise_clamp)
double clamp(double, double, double);
_HLSL_BUILTIN_ALIAS(__builtin_hlsl_elementwise_clamp)
double2 clamp(double2, double2, double2);
_HLSL_BUILTIN_ALIAS(__builtin_hlsl_elementwise_clamp)
double3 clamp(double3, double3, double3);
_HLSL_BUILTIN_ALIAS(__builtin_hlsl_elementwise_clamp)
double4 clamp(double4, double4, double4);
//===----------------------------------------------------------------------===//
// clip builtins
//===----------------------------------------------------------------------===//
/// \fn void clip(T Val)
/// \brief Discards the current pixel if the specified value is less than zero.
/// \param Val The input value.
_HLSL_BUILTIN_ALIAS(__builtin_hlsl_elementwise_clip)
void clip(float);
_HLSL_BUILTIN_ALIAS(__builtin_hlsl_elementwise_clip)
void clip(float2);
_HLSL_BUILTIN_ALIAS(__builtin_hlsl_elementwise_clip)
void clip(float3);
_HLSL_BUILTIN_ALIAS(__builtin_hlsl_elementwise_clip)
void clip(float4);
//===----------------------------------------------------------------------===//
// cos builtins
//===----------------------------------------------------------------------===//
/// \fn T cos(T Val)
/// \brief Returns the cosine of the input value, \a Val.
/// \param Val The input value.
_HLSL_16BIT_AVAILABILITY(shadermodel, 6.2)
_HLSL_BUILTIN_ALIAS(__builtin_elementwise_cos)
half cos(half);
_HLSL_16BIT_AVAILABILITY(shadermodel, 6.2)
_HLSL_BUILTIN_ALIAS(__builtin_elementwise_cos)
half2 cos(half2);
_HLSL_16BIT_AVAILABILITY(shadermodel, 6.2)
_HLSL_BUILTIN_ALIAS(__builtin_elementwise_cos)
half3 cos(half3);
_HLSL_16BIT_AVAILABILITY(shadermodel, 6.2)
_HLSL_BUILTIN_ALIAS(__builtin_elementwise_cos)
half4 cos(half4);
_HLSL_BUILTIN_ALIAS(__builtin_elementwise_cos)
float cos(float);
_HLSL_BUILTIN_ALIAS(__builtin_elementwise_cos)
float2 cos(float2);
_HLSL_BUILTIN_ALIAS(__builtin_elementwise_cos)
float3 cos(float3);
_HLSL_BUILTIN_ALIAS(__builtin_elementwise_cos)
float4 cos(float4);
//===----------------------------------------------------------------------===//
// cosh builtins
//===----------------------------------------------------------------------===//
/// \fn T cosh(T Val)
/// \brief Returns the hyperbolic cosine of the input value, \a Val.
/// \param Val The input value.
#ifdef __HLSL_ENABLE_16_BIT
_HLSL_BUILTIN_ALIAS(__builtin_elementwise_cosh)
half cosh(half);
_HLSL_BUILTIN_ALIAS(__builtin_elementwise_cosh)
half2 cosh(half2);
_HLSL_BUILTIN_ALIAS(__builtin_elementwise_cosh)
half3 cosh(half3);
_HLSL_BUILTIN_ALIAS(__builtin_elementwise_cosh)
half4 cosh(half4);
#endif
_HLSL_BUILTIN_ALIAS(__builtin_elementwise_cosh)
float cosh(float);
_HLSL_BUILTIN_ALIAS(__builtin_elementwise_cosh)
float2 cosh(float2);
_HLSL_BUILTIN_ALIAS(__builtin_elementwise_cosh)
float3 cosh(float3);
_HLSL_BUILTIN_ALIAS(__builtin_elementwise_cosh)
float4 cosh(float4);
//===----------------------------------------------------------------------===//
// count bits builtins
//===----------------------------------------------------------------------===//
/// \fn T countbits(T Val)
/// \brief Return the number of bits (per component) set in the input integer.
/// \param Val The input value.
#ifdef __HLSL_ENABLE_16_BIT
_HLSL_AVAILABILITY(shadermodel, 6.2)
const inline uint countbits(int16_t x) {
return __builtin_elementwise_popcount(x);
}
_HLSL_AVAILABILITY(shadermodel, 6.2)
const inline uint2 countbits(int16_t2 x) {
return __builtin_elementwise_popcount(x);
}
_HLSL_AVAILABILITY(shadermodel, 6.2)
const inline uint3 countbits(int16_t3 x) {
return __builtin_elementwise_popcount(x);
}
_HLSL_AVAILABILITY(shadermodel, 6.2)
const inline uint4 countbits(int16_t4 x) {
return __builtin_elementwise_popcount(x);
}
_HLSL_AVAILABILITY(shadermodel, 6.2)
const inline uint countbits(uint16_t x) {
return __builtin_elementwise_popcount(x);
}
_HLSL_AVAILABILITY(shadermodel, 6.2)
const inline uint2 countbits(uint16_t2 x) {
return __builtin_elementwise_popcount(x);
}
_HLSL_AVAILABILITY(shadermodel, 6.2)
const inline uint3 countbits(uint16_t3 x) {
return __builtin_elementwise_popcount(x);
}
_HLSL_AVAILABILITY(shadermodel, 6.2)
const inline uint4 countbits(uint16_t4 x) {
return __builtin_elementwise_popcount(x);
}
#endif
const inline uint countbits(int x) { return __builtin_elementwise_popcount(x); }
const inline uint2 countbits(int2 x) {
return __builtin_elementwise_popcount(x);
}
const inline uint3 countbits(int3 x) {
return __builtin_elementwise_popcount(x);
}
const inline uint4 countbits(int4 x) {
return __builtin_elementwise_popcount(x);
}
const inline uint countbits(uint x) {
return __builtin_elementwise_popcount(x);
}
const inline uint2 countbits(uint2 x) {
return __builtin_elementwise_popcount(x);
}
const inline uint3 countbits(uint3 x) {
return __builtin_elementwise_popcount(x);
}
const inline uint4 countbits(uint4 x) {
return __builtin_elementwise_popcount(x);
}
const inline uint countbits(int64_t x) {
return __builtin_elementwise_popcount(x);
}
const inline uint2 countbits(int64_t2 x) {
return __builtin_elementwise_popcount(x);
}
const inline uint3 countbits(int64_t3 x) {
return __builtin_elementwise_popcount(x);
}
const inline uint4 countbits(int64_t4 x) {
return __builtin_elementwise_popcount(x);
}
const inline uint countbits(uint64_t x) {
return __builtin_elementwise_popcount(x);
}
const inline uint2 countbits(uint64_t2 x) {
return __builtin_elementwise_popcount(x);
}
const inline uint3 countbits(uint64_t3 x) {
return __builtin_elementwise_popcount(x);
}
const inline uint4 countbits(uint64_t4 x) {
return __builtin_elementwise_popcount(x);
}
//===----------------------------------------------------------------------===//
// degrees builtins
//===----------------------------------------------------------------------===//
/// \fn T degrees(T x)
/// \brief Converts the specified value from radians to degrees.
/// \param x The specified input value.
_HLSL_16BIT_AVAILABILITY(shadermodel, 6.2)
_HLSL_BUILTIN_ALIAS(__builtin_hlsl_elementwise_degrees)
half degrees(half);
_HLSL_16BIT_AVAILABILITY(shadermodel, 6.2)
_HLSL_BUILTIN_ALIAS(__builtin_hlsl_elementwise_degrees)
half2 degrees(half2);
_HLSL_16BIT_AVAILABILITY(shadermodel, 6.2)
_HLSL_BUILTIN_ALIAS(__builtin_hlsl_elementwise_degrees)
half3 degrees(half3);
_HLSL_16BIT_AVAILABILITY(shadermodel, 6.2)
_HLSL_BUILTIN_ALIAS(__builtin_hlsl_elementwise_degrees)
half4 degrees(half4);
_HLSL_BUILTIN_ALIAS(__builtin_hlsl_elementwise_degrees)
float degrees(float);
_HLSL_BUILTIN_ALIAS(__builtin_hlsl_elementwise_degrees)
float2 degrees(float2);
_HLSL_BUILTIN_ALIAS(__builtin_hlsl_elementwise_degrees)
float3 degrees(float3);
_HLSL_BUILTIN_ALIAS(__builtin_hlsl_elementwise_degrees)
float4 degrees(float4);
//===----------------------------------------------------------------------===//
// distance builtins
//===----------------------------------------------------------------------===//
/// \fn K distance(T X, T Y)
/// \brief Returns a distance scalar between \a X and \a Y.
/// \param X The X input value.
/// \param Y The Y input value.
_HLSL_16BIT_AVAILABILITY(shadermodel, 6.2)
const inline half distance(half X, half Y) {
return __detail::distance_impl(X, Y);
}
const inline float distance(float X, float Y) {
return __detail::distance_impl(X, Y);
}
template <int N>
_HLSL_16BIT_AVAILABILITY(shadermodel, 6.2)
const inline half distance(vector<half, N> X, vector<half, N> Y) {
return __detail::distance_vec_impl(X, Y);
}
template <int N>
const inline float distance(vector<float, N> X, vector<float, N> Y) {
return __detail::distance_vec_impl(X, Y);
}
//===----------------------------------------------------------------------===//
// dot product builtins
//===----------------------------------------------------------------------===//
/// \fn K dot(T X, T Y)
/// \brief Return the dot product (a scalar value) of \a X and \a Y.
/// \param X The X input value.
/// \param Y The Y input value.
_HLSL_16BIT_AVAILABILITY(shadermodel, 6.2)
_HLSL_BUILTIN_ALIAS(__builtin_hlsl_dot)
half dot(half, half);
_HLSL_16BIT_AVAILABILITY(shadermodel, 6.2)
_HLSL_BUILTIN_ALIAS(__builtin_hlsl_dot)
half dot(half2, half2);
_HLSL_16BIT_AVAILABILITY(shadermodel, 6.2)
_HLSL_BUILTIN_ALIAS(__builtin_hlsl_dot)
half dot(half3, half3);
_HLSL_16BIT_AVAILABILITY(shadermodel, 6.2)
_HLSL_BUILTIN_ALIAS(__builtin_hlsl_dot)
half dot(half4, half4);
#ifdef __HLSL_ENABLE_16_BIT
_HLSL_AVAILABILITY(shadermodel, 6.2)
_HLSL_BUILTIN_ALIAS(__builtin_hlsl_dot)
int16_t dot(int16_t, int16_t);
_HLSL_AVAILABILITY(shadermodel, 6.2)
_HLSL_BUILTIN_ALIAS(__builtin_hlsl_dot)
int16_t dot(int16_t2, int16_t2);
_HLSL_AVAILABILITY(shadermodel, 6.2)
_HLSL_BUILTIN_ALIAS(__builtin_hlsl_dot)
int16_t dot(int16_t3, int16_t3);
_HLSL_AVAILABILITY(shadermodel, 6.2)
_HLSL_BUILTIN_ALIAS(__builtin_hlsl_dot)
int16_t dot(int16_t4, int16_t4);
_HLSL_AVAILABILITY(shadermodel, 6.2)
_HLSL_BUILTIN_ALIAS(__builtin_hlsl_dot)
uint16_t dot(uint16_t, uint16_t);
_HLSL_AVAILABILITY(shadermodel, 6.2)
_HLSL_BUILTIN_ALIAS(__builtin_hlsl_dot)
uint16_t dot(uint16_t2, uint16_t2);
_HLSL_AVAILABILITY(shadermodel, 6.2)
_HLSL_BUILTIN_ALIAS(__builtin_hlsl_dot)
uint16_t dot(uint16_t3, uint16_t3);
_HLSL_AVAILABILITY(shadermodel, 6.2)
_HLSL_BUILTIN_ALIAS(__builtin_hlsl_dot)
uint16_t dot(uint16_t4, uint16_t4);
#endif
_HLSL_BUILTIN_ALIAS(__builtin_hlsl_dot)
float dot(float, float);
_HLSL_BUILTIN_ALIAS(__builtin_hlsl_dot)
float dot(float2, float2);
_HLSL_BUILTIN_ALIAS(__builtin_hlsl_dot)
float dot(float3, float3);
_HLSL_BUILTIN_ALIAS(__builtin_hlsl_dot)
float dot(float4, float4);
_HLSL_BUILTIN_ALIAS(__builtin_hlsl_dot)
double dot(double, double);
_HLSL_BUILTIN_ALIAS(__builtin_hlsl_dot)
int dot(int, int);
_HLSL_BUILTIN_ALIAS(__builtin_hlsl_dot)
int dot(int2, int2);
_HLSL_BUILTIN_ALIAS(__builtin_hlsl_dot)
int dot(int3, int3);
_HLSL_BUILTIN_ALIAS(__builtin_hlsl_dot)
int dot(int4, int4);
_HLSL_BUILTIN_ALIAS(__builtin_hlsl_dot)
uint dot(uint, uint);
_HLSL_BUILTIN_ALIAS(__builtin_hlsl_dot)
uint dot(uint2, uint2);
_HLSL_BUILTIN_ALIAS(__builtin_hlsl_dot)
uint dot(uint3, uint3);
_HLSL_BUILTIN_ALIAS(__builtin_hlsl_dot)
uint dot(uint4, uint4);
_HLSL_BUILTIN_ALIAS(__builtin_hlsl_dot)
int64_t dot(int64_t, int64_t);
_HLSL_BUILTIN_ALIAS(__builtin_hlsl_dot)
int64_t dot(int64_t2, int64_t2);
_HLSL_BUILTIN_ALIAS(__builtin_hlsl_dot)
int64_t dot(int64_t3, int64_t3);
_HLSL_BUILTIN_ALIAS(__builtin_hlsl_dot)
int64_t dot(int64_t4, int64_t4);
_HLSL_BUILTIN_ALIAS(__builtin_hlsl_dot)
uint64_t dot(uint64_t, uint64_t);
_HLSL_BUILTIN_ALIAS(__builtin_hlsl_dot)
uint64_t dot(uint64_t2, uint64_t2);
_HLSL_BUILTIN_ALIAS(__builtin_hlsl_dot)
uint64_t dot(uint64_t3, uint64_t3);
_HLSL_BUILTIN_ALIAS(__builtin_hlsl_dot)
uint64_t dot(uint64_t4, uint64_t4);