Lines Matching refs:src1

659 	void ShaderCore::add(Vector4f &dst, const Vector4f &src0, const Vector4f &src1)
661 dst.x = src0.x + src1.x;
662 dst.y = src0.y + src1.y;
663 dst.z = src0.z + src1.z;
664 dst.w = src0.w + src1.w;
667 void ShaderCore::iadd(Vector4f &dst, const Vector4f &src0, const Vector4f &src1)
669 dst.x = As<Float4>(As<Int4>(src0.x) + As<Int4>(src1.x));
670 dst.y = As<Float4>(As<Int4>(src0.y) + As<Int4>(src1.y));
671 dst.z = As<Float4>(As<Int4>(src0.z) + As<Int4>(src1.z));
672 dst.w = As<Float4>(As<Int4>(src0.w) + As<Int4>(src1.w));
675 void ShaderCore::sub(Vector4f &dst, const Vector4f &src0, const Vector4f &src1)
677 dst.x = src0.x - src1.x;
678 dst.y = src0.y - src1.y;
679 dst.z = src0.z - src1.z;
680 dst.w = src0.w - src1.w;
683 void ShaderCore::isub(Vector4f &dst, const Vector4f &src0, const Vector4f &src1)
685 dst.x = As<Float4>(As<Int4>(src0.x) - As<Int4>(src1.x));
686 dst.y = As<Float4>(As<Int4>(src0.y) - As<Int4>(src1.y));
687 dst.z = As<Float4>(As<Int4>(src0.z) - As<Int4>(src1.z));
688 dst.w = As<Float4>(As<Int4>(src0.w) - As<Int4>(src1.w));
691 void ShaderCore::mad(Vector4f &dst, const Vector4f &src0, const Vector4f &src1, const Vector4f &src2)
693 dst.x = src0.x * src1.x + src2.x;
694 dst.y = src0.y * src1.y + src2.y;
695 dst.z = src0.z * src1.z + src2.z;
696 dst.w = src0.w * src1.w + src2.w;
699 void ShaderCore::imad(Vector4f &dst, const Vector4f &src0, const Vector4f &src1, const Vector4f &src2)
701 dst.x = As<Float4>(As<Int4>(src0.x) * As<Int4>(src1.x) + As<Int4>(src2.x));
702 dst.y = As<Float4>(As<Int4>(src0.y) * As<Int4>(src1.y) + As<Int4>(src2.y));
703 dst.z = As<Float4>(As<Int4>(src0.z) * As<Int4>(src1.z) + As<Int4>(src2.z));
704 dst.w = As<Float4>(As<Int4>(src0.w) * As<Int4>(src1.w) + As<Int4>(src2.w));
707 void ShaderCore::mul(Vector4f &dst, const Vector4f &src0, const Vector4f &src1)
709 dst.x = src0.x * src1.x;
710 dst.y = src0.y * src1.y;
711 dst.z = src0.z * src1.z;
712 dst.w = src0.w * src1.w;
715 void ShaderCore::imul(Vector4f &dst, const Vector4f &src0, const Vector4f &src1)
717 dst.x = As<Float4>(As<Int4>(src0.x) * As<Int4>(src1.x));
718 dst.y = As<Float4>(As<Int4>(src0.y) * As<Int4>(src1.y));
719 dst.z = As<Float4>(As<Int4>(src0.z) * As<Int4>(src1.z));
720 dst.w = As<Float4>(As<Int4>(src0.w) * As<Int4>(src1.w));
733 void ShaderCore::div(Vector4f &dst, const Vector4f &src0, const Vector4f &src1)
735 dst.x = src0.x / src1.x;
736 dst.y = src0.y / src1.y;
737 dst.z = src0.z / src1.z;
738 dst.w = src0.w / src1.w;
741 void ShaderCore::idiv(Vector4f &dst, const Vector4f &src0, const Vector4f &src1)
744 cmp0i(dst.x, src1.x, intMax, src1.x);
746 cmp0i(dst.y, src1.y, intMax, src1.y);
748 cmp0i(dst.z, src1.z, intMax, src1.z);
750 cmp0i(dst.w, src1.w, intMax, src1.w);
754 void ShaderCore::udiv(Vector4f &dst, const Vector4f &src0, const Vector4f &src1)
757 cmp0i(dst.x, src1.x, uintMax, src1.x);
759 cmp0i(dst.y, src1.y, uintMax, src1.y);
761 cmp0i(dst.z, src1.z, uintMax, src1.z);
763 cmp0i(dst.w, src1.w, uintMax, src1.w);
767 void ShaderCore::mod(Vector4f &dst, const Vector4f &src0, const Vector4f &src1)
769 dst.x = modulo(src0.x, src1.x);
770 dst.y = modulo(src0.y, src1.y);
771 dst.z = modulo(src0.z, src1.z);
772 dst.w = modulo(src0.w, src1.w);
775 void ShaderCore::imod(Vector4f &dst, const Vector4f &src0, const Vector4f &src1)
778 cmp0i(dst.x, src1.x, intMax, src1.x);
780 cmp0i(dst.y, src1.y, intMax, src1.y);
782 cmp0i(dst.z, src1.z, intMax, src1.z);
784 cmp0i(dst.w, src1.w, intMax, src1.w);
788 void ShaderCore::umod(Vector4f &dst, const Vector4f &src0, const Vector4f &src1)
791 cmp0i(dst.x, src1.x, uintMax, src1.x);
793 cmp0i(dst.y, src1.y, uintMax, src1.y);
795 cmp0i(dst.z, src1.z, uintMax, src1.z);
797 cmp0i(dst.w, src1.w, uintMax, src1.w);
801 void ShaderCore::shl(Vector4f &dst, const Vector4f &src0, const Vector4f &src1)
803 dst.x = As<Float4>(As<Int4>(src0.x) << As<Int4>(src1.x));
804 dst.y = As<Float4>(As<Int4>(src0.y) << As<Int4>(src1.y));
805 dst.z = As<Float4>(As<Int4>(src0.z) << As<Int4>(src1.z));
806 dst.w = As<Float4>(As<Int4>(src0.w) << As<Int4>(src1.w));
809 void ShaderCore::ishr(Vector4f &dst, const Vector4f &src0, const Vector4f &src1)
811 dst.x = As<Float4>(As<Int4>(src0.x) >> As<Int4>(src1.x));
812 dst.y = As<Float4>(As<Int4>(src0.y) >> As<Int4>(src1.y));
813 dst.z = As<Float4>(As<Int4>(src0.z) >> As<Int4>(src1.z));
814 dst.w = As<Float4>(As<Int4>(src0.w) >> As<Int4>(src1.w));
817 void ShaderCore::ushr(Vector4f &dst, const Vector4f &src0, const Vector4f &src1)
819 dst.x = As<Float4>(As<UInt4>(src0.x) >> As<UInt4>(src1.x));
820 dst.y = As<Float4>(As<UInt4>(src0.y) >> As<UInt4>(src1.y));
821 dst.z = As<Float4>(As<UInt4>(src0.z) >> As<UInt4>(src1.z));
822 dst.w = As<Float4>(As<UInt4>(src0.w) >> As<UInt4>(src1.w));
866 void ShaderCore::dist1(Float4 &dst, const Vector4f &src0, const Vector4f &src1, bool pp)
868 dst = Abs(src0.x - src1.x);
871 void ShaderCore::dist2(Float4 &dst, const Vector4f &src0, const Vector4f &src1, bool pp)
873 Float4 dx = src0.x - src1.x;
874 Float4 dy = src0.y - src1.y;
879 void ShaderCore::dist3(Float4 &dst, const Vector4f &src0, const Vector4f &src1, bool pp)
881 Float4 dx = src0.x - src1.x;
882 Float4 dy = src0.y - src1.y;
883 Float4 dz = src0.z - src1.z;
888 void ShaderCore::dist4(Float4 &dst, const Vector4f &src0, const Vector4f &src1, bool pp)
890 Float4 dx = src0.x - src1.x;
891 Float4 dy = src0.y - src1.y;
892 Float4 dz = src0.z - src1.z;
893 Float4 dw = src0.w - src1.w;
898 void ShaderCore::dp1(Vector4f &dst, const Vector4f &src0, const Vector4f &src1)
900 Float4 t = src0.x * src1.x;
908 void ShaderCore::dp2(Vector4f &dst, const Vector4f &src0, const Vector4f &src1)
910 Float4 t = dot2(src0, src1);
918 void ShaderCore::dp2add(Vector4f &dst, const Vector4f &src0, const Vector4f &src1, const Vector4f &src2)
920 Float4 t = dot2(src0, src1) + src2.x;
928 void ShaderCore::dp3(Vector4f &dst, const Vector4f &src0, const Vector4f &src1)
930 Float4 dot = dot3(src0, src1);
938 void ShaderCore::dp4(Vector4f &dst, const Vector4f &src0, const Vector4f &src1)
940 Float4 dot = dot4(src0, src1);
948 void ShaderCore::min(Vector4f &dst, const Vector4f &src0, const Vector4f &src1)
950 dst.x = Min(src0.x, src1.x);
951 dst.y = Min(src0.y, src1.y);
952 dst.z = Min(src0.z, src1.z);
953 dst.w = Min(src0.w, src1.w);
956 void ShaderCore::imin(Vector4f &dst, const Vector4f &src0, const Vector4f &src1)
958 dst.x = As<Float4>(Min(As<Int4>(src0.x), As<Int4>(src1.x)));
959 dst.y = As<Float4>(Min(As<Int4>(src0.y), As<Int4>(src1.y)));
960 dst.z = As<Float4>(Min(As<Int4>(src0.z), As<Int4>(src1.z)));
961 dst.w = As<Float4>(Min(As<Int4>(src0.w), As<Int4>(src1.w)));
964 void ShaderCore::umin(Vector4f &dst, const Vector4f &src0, const Vector4f &src1)
966 dst.x = As<Float4>(Min(As<UInt4>(src0.x), As<UInt4>(src1.x)));
967 dst.y = As<Float4>(Min(As<UInt4>(src0.y), As<UInt4>(src1.y)));
968 dst.z = As<Float4>(Min(As<UInt4>(src0.z), As<UInt4>(src1.z)));
969 dst.w = As<Float4>(Min(As<UInt4>(src0.w), As<UInt4>(src1.w)));
972 void ShaderCore::max(Vector4f &dst, const Vector4f &src0, const Vector4f &src1)
974 dst.x = Max(src0.x, src1.x);
975 dst.y = Max(src0.y, src1.y);
976 dst.z = Max(src0.z, src1.z);
977 dst.w = Max(src0.w, src1.w);
980 void ShaderCore::imax(Vector4f &dst, const Vector4f &src0, const Vector4f &src1)
982 dst.x = As<Float4>(Max(As<Int4>(src0.x), As<Int4>(src1.x)));
983 dst.y = As<Float4>(Max(As<Int4>(src0.y), As<Int4>(src1.y)));
984 dst.z = As<Float4>(Max(As<Int4>(src0.z), As<Int4>(src1.z)));
985 dst.w = As<Float4>(Max(As<Int4>(src0.w), As<Int4>(src1.w)));
988 void ShaderCore::umax(Vector4f &dst, const Vector4f &src0, const Vector4f &src1)
990 dst.x = As<Float4>(Max(As<Int4>(src0.x), As<Int4>(src1.x)));
991 dst.y = As<Float4>(Max(As<Int4>(src0.y), As<Int4>(src1.y)));
992 dst.z = As<Float4>(Max(As<Int4>(src0.z), As<Int4>(src1.z)));
993 dst.w = As<Float4>(Max(As<Int4>(src0.w), As<Int4>(src1.w)));
996 void ShaderCore::slt(Vector4f &dst, const Vector4f &src0, const Vector4f &src1)
998 dst.x = As<Float4>(As<Int4>(CmpLT(src0.x, src1.x)) & As<Int4>(Float4(1.0f)));
999 dst.y = As<Float4>(As<Int4>(CmpLT(src0.y, src1.y)) & As<Int4>(Float4(1.0f)));
1000 dst.z = As<Float4>(As<Int4>(CmpLT(src0.z, src1.z)) & As<Int4>(Float4(1.0f)));
1001 dst.w = As<Float4>(As<Int4>(CmpLT(src0.w, src1.w)) & As<Int4>(Float4(1.0f)));
1082 void ShaderCore::att(Vector4f &dst, const Vector4f &src0, const Vector4f &src1)
1084 // Computes attenuation factors (1, d, d^2, 1/d) assuming src0 = d^2, src1 = 1/d
1086 dst.y = src0.y * src1.y;
1088 dst.w = src1.w;
1091 void ShaderCore::lrp(Vector4f &dst, const Vector4f &src0, const Vector4f &src1, const Vector4f &src2)
1093 dst.x = src0.x * (src1.x - src2.x) + src2.x;
1094 dst.y = src0.y * (src1.y - src2.y) + src2.y;
1095 dst.z = src0.z * (src1.z - src2.z) + src2.z;
1096 dst.w = src0.w * (src1.w - src2.w) + src2.w;
1202 void ShaderCore::det2(Vector4f &dst, const Vector4f &src0, const Vector4f &src1)
1204 dst.x = src0.x * src1.y - src0.y * src1.x;
1208 void ShaderCore::det3(Vector4f &dst, const Vector4f &src0, const Vector4f &src1, const Vector4f &src2)
1210 crs(dst, src1, src2);
1214 void ShaderCore::det4(Vector4f &dst, const Vector4f &src0, const Vector4f &src1, const Vector4f &src2, const Vector4f &src3)
1217 dst.y = src1.w * src3.z - src1.z * src3.w;
1218 dst.z = src1.z * src2.w - src1.w * src2.z;
1219 dst.x = src0.x * (src1.y * dst.x + src2.y * dst.y + src3.y * dst.z) -
1220 src0.y * (src1.x * dst.x + src2.x * dst.y + src3.x * dst.z) +
1221 src0.z * (src1.x * (src2.y * src3.w - src2.w * src3.y) +
1222 src2.x * (src1.w * src3.y - src1.y * src3.w) +
1223 src3.x * (src1.y * src2.w - src1.w * src2.y)) +
1224 src0.w * (src1.x * (src2.z * src3.y - src2.y * src3.z) +
1225 src2.x * (src1.y * src3.z - src1.z * src3.y) +
1226 src3.x * (src1.z * src2.y - src1.y * src2.z));
1289 void ShaderCore::powx(Vector4f &dst, const Vector4f &src0, const Vector4f &src1, bool pp)
1291 Float4 pow = power(src0.x, src1.x, pp);
1299 void ShaderCore::pow(Vector4f &dst, const Vector4f &src0, const Vector4f &src1, bool pp)
1301 dst.x = power(src0.x, src1.x, pp);
1302 dst.y = power(src0.y, src1.y, pp);
1303 dst.z = power(src0.z, src1.z, pp);
1304 dst.w = power(src0.w, src1.w, pp);
1307 void ShaderCore::crs(Vector4f &dst, const Vector4f &src0, const Vector4f &src1)
1309 dst.x = src0.y * src1.z - src0.z * src1.y;
1310 dst.y = src0.z * src1.x - src0.x * src1.z;
1311 dst.z = src0.x * src1.y - src0.y * src1.x;
1547 void ShaderCore::atan2(Vector4f &dst, const Vector4f &src0, const Vector4f &src1, bool pp)
1549 dst.x = arctan(src0.x, src1.x, pp);
1550 dst.y = arctan(src0.y, src1.y, pp);
1551 dst.z = arctan(src0.z, src1.z, pp);
1552 dst.w = arctan(src0.w, src1.w, pp);
1652 void ShaderCore::cmp0(Vector4f &dst, const Vector4f &src0, const Vector4f &src1, const Vector4f &src2)
1654 cmp0(dst.x, src0.x, src1.x, src2.x);
1655 cmp0(dst.y, src0.y, src1.y, src2.y);
1656 cmp0(dst.z, src0.z, src1.z, src2.z);
1657 cmp0(dst.w, src0.w, src1.w, src2.w);
1660 void ShaderCore::select(Vector4f &dst, const Vector4f &src0, const Vector4f &src1, const Vector4f &src2)
1662 select(dst.x, As<Int4>(src0.x), src1.x, src2.x);
1663 select(dst.y, As<Int4>(src0.y), src1.y, src2.y);
1664 select(dst.z, As<Int4>(src0.z), src1.z, src2.z);
1665 select(dst.w, As<Int4>(src0.w), src1.w, src2.w);
1668 void ShaderCore::extract(Float4 &dst, const Vector4f &src0, const Float4 &src1)
1670 select(dst, CmpEQ(As<Int4>(src1), Int4(1)), src0.y, src0.x);
1671 select(dst, CmpEQ(As<Int4>(src1), Int4(2)), src0.z, dst);
1672 select(dst, CmpEQ(As<Int4>(src1), Int4(3)), src0.w, dst);
1697 void ShaderCore::cmp0(Float4 &dst, const Float4 &src0, const Float4 &src1, const Float4 &src2)
1700 select(dst, pos, src1, src2);
1703 void ShaderCore::cmp0i(Float4 &dst, const Float4 &src0, const Float4 &src1, const Float4 &src2)
1706 select(dst, pos, src1, src2);
1709 void ShaderCore::select(Float4 &dst, RValue<Int4> src0, const Float4 &src1, const Float4 &src2)
1712 dst = As<Float4>((src0 & As<Int4>(src1)) | (~src0 & As<Int4>(src2)));
1715 void ShaderCore::cmp(Vector4f &dst, const Vector4f &src0, const Vector4f &src1, Control control)
1720 dst.x = As<Float4>(CmpNLE(src0.x, src1.x));
1721 dst.y = As<Float4>(CmpNLE(src0.y, src1.y));
1722 dst.z = As<Float4>(CmpNLE(src0.z, src1.z));
1723 dst.w = As<Float4>(CmpNLE(src0.w, src1.w));
1726 dst.x = As<Float4>(CmpEQ(src0.x, src1.x));
1727 dst.y = As<Float4>(CmpEQ(src0.y, src1.y));
1728 dst.z = As<Float4>(CmpEQ(src0.z, src1.z));
1729 dst.w = As<Float4>(CmpEQ(src0.w, src1.w));
1732 dst.x = As<Float4>(CmpNLT(src0.x, src1.x));
1733 dst.y = As<Float4>(CmpNLT(src0.y, src1.y));
1734 dst.z = As<Float4>(CmpNLT(src0.z, src1.z));
1735 dst.w = As<Float4>(CmpNLT(src0.w, src1.w));
1738 dst.x = As<Float4>(CmpLT(src0.x, src1.x));
1739 dst.y = As<Float4>(CmpLT(src0.y, src1.y));
1740 dst.z = As<Float4>(CmpLT(src0.z, src1.z));
1741 dst.w = As<Float4>(CmpLT(src0.w, src1.w));
1744 dst.x = As<Float4>(CmpNEQ(src0.x, src1.x));
1745 dst.y = As<Float4>(CmpNEQ(src0.y, src1.y));
1746 dst.z = As<Float4>(CmpNEQ(src0.z, src1.z));
1747 dst.w = As<Float4>(CmpNEQ(src0.w, src1.w));
1750 dst.x = As<Float4>(CmpLE(src0.x, src1.x));
1751 dst.y = As<Float4>(CmpLE(src0.y, src1.y));
1752 dst.z = As<Float4>(CmpLE(src0.z, src1.z));
1753 dst.w = As<Float4>(CmpLE(src0.w, src1.w));
1760 void ShaderCore::icmp(Vector4f &dst, const Vector4f &src0, const Vector4f &src1, Control control)
1765 dst.x = As<Float4>(CmpNLE(As<Int4>(src0.x), As<Int4>(src1.x)));
1766 dst.y = As<Float4>(CmpNLE(As<Int4>(src0.y), As<Int4>(src1.y)));
1767 dst.z = As<Float4>(CmpNLE(As<Int4>(src0.z), As<Int4>(src1.z)));
1768 dst.w = As<Float4>(CmpNLE(As<Int4>(src0.w), As<Int4>(src1.w)));
1771 dst.x = As<Float4>(CmpEQ(As<Int4>(src0.x), As<Int4>(src1.x)));
1772 dst.y = As<Float4>(CmpEQ(As<Int4>(src0.y), As<Int4>(src1.y)));
1773 dst.z = As<Float4>(CmpEQ(As<Int4>(src0.z), As<Int4>(src1.z)));
1774 dst.w = As<Float4>(CmpEQ(As<Int4>(src0.w), As<Int4>(src1.w)));
1777 dst.x = As<Float4>(CmpNLT(As<Int4>(src0.x), As<Int4>(src1.x)));
1778 dst.y = As<Float4>(CmpNLT(As<Int4>(src0.y), As<Int4>(src1.y)));
1779 dst.z = As<Float4>(CmpNLT(As<Int4>(src0.z), As<Int4>(src1.z)));
1780 dst.w = As<Float4>(CmpNLT(As<Int4>(src0.w), As<Int4>(src1.w)));
1783 dst.x = As<Float4>(CmpLT(As<Int4>(src0.x), As<Int4>(src1.x)));
1784 dst.y = As<Float4>(CmpLT(As<Int4>(src0.y), As<Int4>(src1.y)));
1785 dst.z = As<Float4>(CmpLT(As<Int4>(src0.z), As<Int4>(src1.z)));
1786 dst.w = As<Float4>(CmpLT(As<Int4>(src0.w), As<Int4>(src1.w)));
1789 dst.x = As<Float4>(CmpNEQ(As<Int4>(src0.x), As<Int4>(src1.x)));
1790 dst.y = As<Float4>(CmpNEQ(As<Int4>(src0.y), As<Int4>(src1.y)));
1791 dst.z = As<Float4>(CmpNEQ(As<Int4>(src0.z), As<Int4>(src1.z)));
1792 dst.w = As<Float4>(CmpNEQ(As<Int4>(src0.w), As<Int4>(src1.w)));
1795 dst.x = As<Float4>(CmpLE(As<Int4>(src0.x), As<Int4>(src1.x)));
1796 dst.y = As<Float4>(CmpLE(As<Int4>(src0.y), As<Int4>(src1.y)));
1797 dst.z = As<Float4>(CmpLE(As<Int4>(src0.z), As<Int4>(src1.z)));
1798 dst.w = As<Float4>(CmpLE(As<Int4>(src0.w), As<Int4>(src1.w)));
1805 void ShaderCore::ucmp(Vector4f &dst, const Vector4f &src0, const Vector4f &src1, Control control)
1810 dst.x = As<Float4>(CmpNLE(As<UInt4>(src0.x), As<UInt4>(src1.x)));
1811 dst.y = As<Float4>(CmpNLE(As<UInt4>(src0.y), As<UInt4>(src1.y)));
1812 dst.z = As<Float4>(CmpNLE(As<UInt4>(src0.z), As<UInt4>(src1.z)));
1813 dst.w = As<Float4>(CmpNLE(As<UInt4>(src0.w), As<UInt4>(src1.w)));
1816 dst.x = As<Float4>(CmpEQ(As<UInt4>(src0.x), As<UInt4>(src1.x)));
1817 dst.y = As<Float4>(CmpEQ(As<UInt4>(src0.y), As<UInt4>(src1.y)));
1818 dst.z = As<Float4>(CmpEQ(As<UInt4>(src0.z), As<UInt4>(src1.z)));
1819 dst.w = As<Float4>(CmpEQ(As<UInt4>(src0.w), As<UInt4>(src1.w)));
1822 dst.x = As<Float4>(CmpNLT(As<UInt4>(src0.x), As<UInt4>(src1.x)));
1823 dst.y = As<Float4>(CmpNLT(As<UInt4>(src0.y), As<UInt4>(src1.y)));
1824 dst.z = As<Float4>(CmpNLT(As<UInt4>(src0.z), As<UInt4>(src1.z)));
1825 dst.w = As<Float4>(CmpNLT(As<UInt4>(src0.w), As<UInt4>(src1.w)));
1828 dst.x = As<Float4>(CmpLT(As<UInt4>(src0.x), As<UInt4>(src1.x)));
1829 dst.y = As<Float4>(CmpLT(As<UInt4>(src0.y), As<UInt4>(src1.y)));
1830 dst.z = As<Float4>(CmpLT(As<UInt4>(src0.z), As<UInt4>(src1.z)));
1831 dst.w = As<Float4>(CmpLT(As<UInt4>(src0.w), As<UInt4>(src1.w)));
1834 dst.x = As<Float4>(CmpNEQ(As<UInt4>(src0.x), As<UInt4>(src1.x)));
1835 dst.y = As<Float4>(CmpNEQ(As<UInt4>(src0.y), As<UInt4>(src1.y)));
1836 dst.z = As<Float4>(CmpNEQ(As<UInt4>(src0.z), As<UInt4>(src1.z)));
1837 dst.w = As<Float4>(CmpNEQ(As<UInt4>(src0.w), As<UInt4>(src1.w)));
1840 dst.x = As<Float4>(CmpLE(As<UInt4>(src0.x), As<UInt4>(src1.x)));
1841 dst.y = As<Float4>(CmpLE(As<UInt4>(src0.y), As<UInt4>(src1.y)));
1842 dst.z = As<Float4>(CmpLE(As<UInt4>(src0.z), As<UInt4>(src1.z)));
1843 dst.w = As<Float4>(CmpLE(As<UInt4>(src0.w), As<UInt4>(src1.w)));
1868 void ShaderCore::bitwise_or(Vector4f &dst, const Vector4f &src0, const Vector4f &src1)
1870 dst.x = As<Float4>(As<Int4>(src0.x) | As<Int4>(src1.x));
1871 dst.y = As<Float4>(As<Int4>(src0.y) | As<Int4>(src1.y));
1872 dst.z = As<Float4>(As<Int4>(src0.z) | As<Int4>(src1.z));
1873 dst.w = As<Float4>(As<Int4>(src0.w) | As<Int4>(src1.w));
1876 void ShaderCore::bitwise_xor(Vector4f &dst, const Vector4f &src0, const Vector4f &src1)
1878 dst.x = As<Float4>(As<Int4>(src0.x) ^ As<Int4>(src1.x));
1879 dst.y = As<Float4>(As<Int4>(src0.y) ^ As<Int4>(src1.y));
1880 dst.z = As<Float4>(As<Int4>(src0.z) ^ As<Int4>(src1.z));
1881 dst.w = As<Float4>(As<Int4>(src0.w) ^ As<Int4>(src1.w));
1884 void ShaderCore::bitwise_and(Vector4f &dst, const Vector4f &src0, const Vector4f &src1)
1886 dst.x = As<Float4>(As<Int4>(src0.x) & As<Int4>(src1.x));
1887 dst.y = As<Float4>(As<Int4>(src0.y) & As<Int4>(src1.y));
1888 dst.z = As<Float4>(As<Int4>(src0.z) & As<Int4>(src1.z));
1889 dst.w = As<Float4>(As<Int4>(src0.w) & As<Int4>(src1.w));
1892 void ShaderCore::equal(Vector4f &dst, const Vector4f &src0, const Vector4f &src1)
1894 dst.x = As<Float4>(CmpEQ(As<UInt4>(src0.x), As<UInt4>(src1.x)) &
1895 CmpEQ(As<UInt4>(src0.y), As<UInt4>(src1.y)) &
1896 CmpEQ(As<UInt4>(src0.z), As<UInt4>(src1.z)) &
1897 CmpEQ(As<UInt4>(src0.w), As<UInt4>(src1.w)));
1903 void ShaderCore::notEqual(Vector4f &dst, const Vector4f &src0, const Vector4f &src1)
1905 dst.x = As<Float4>(CmpNEQ(As<UInt4>(src0.x), As<UInt4>(src1.x)) |
1906 CmpNEQ(As<UInt4>(src0.y), As<UInt4>(src1.y)) |
1907 CmpNEQ(As<UInt4>(src0.z), As<UInt4>(src1.z)) |
1908 CmpNEQ(As<UInt4>(src0.w), As<UInt4>(src1.w)));