// This file is part of the FidelityFX SDK.
//
// Copyright (c) 2022-2023 Advanced Micro Devices, Inc. All rights reserved.
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
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// furnished to do so, subject to the following conditions:
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// THE SOFTWARE.
/// A define for abstracting shared memory between shading languages.
///
/// @ingroup GPU
#define FFX_GROUPSHARED groupshared
/// A define for abstracting compute memory barriers between shading languages.
///
/// @ingroup GPU
#define FFX_GROUP_MEMORY_BARRIER GroupMemoryBarrierWithGroupSync
/// A define added to accept static markup on functions to aid CPU/GPU portability of code.
///
/// @ingroup GPU
#define FFX_STATIC static
/// A define for abstracting loop unrolling between shading languages.
///
/// @ingroup GPU
#define FFX_UNROLL [unroll]
/// A define for abstracting a 'greater than' comparison operator between two types.
///
/// @ingroup GPU
#define FFX_GREATER_THAN(x, y) x > y
/// A define for abstracting a 'greater than or equal' comparison operator between two types.
///
/// @ingroup GPU
#define FFX_GREATER_THAN_EQUAL(x, y) x >= y
/// A define for abstracting a 'less than' comparison operator between two types.
///
/// @ingroup GPU
#define FFX_LESS_THAN(x, y) x < y
/// A define for abstracting a 'less than or equal' comparison operator between two types.
///
/// @ingroup GPU
#define FFX_LESS_THAN_EQUAL(x, y) x <= y
/// A define for abstracting an 'equal' comparison operator between two types.
///
/// @ingroup GPU
#define FFX_EQUAL(x, y) x == y
/// A define for abstracting a 'not equal' comparison operator between two types.
///
/// @ingroup GPU
#define FFX_NOT_EQUAL(x, y) x != y
/// Broadcast a scalar value to a 1-dimensional floating point vector.
///
/// @ingroup GPU
#define FFX_BROADCAST_FLOAT32(x) FfxFloat32(x)
/// Broadcast a scalar value to a 2-dimensional floating point vector.
///
/// @ingroup GPU
#define FFX_BROADCAST_FLOAT32X2(x) FfxFloat32(x)
/// Broadcast a scalar value to a 3-dimensional floating point vector.
///
/// @ingroup GPU
#define FFX_BROADCAST_FLOAT32X3(x) FfxFloat32(x)
/// Broadcast a scalar value to a 4-dimensional floating point vector.
///
/// @ingroup GPU
#define FFX_BROADCAST_FLOAT32X4(x) FfxFloat32(x)
/// Broadcast a scalar value to a 1-dimensional unsigned integer vector.
///
/// @ingroup GPU
#define FFX_BROADCAST_UINT32(x) FfxUInt32(x)
/// Broadcast a scalar value to a 2-dimensional unsigned integer vector.
///
/// @ingroup GPU
#define FFX_BROADCAST_UINT32X2(x) FfxUInt32(x)
/// Broadcast a scalar value to a 4-dimensional unsigned integer vector.
///
/// @ingroup GPU
#define FFX_BROADCAST_UINT32X3(x) FfxUInt32(x)
/// Broadcast a scalar value to a 4-dimensional unsigned integer vector.
///
/// @ingroup GPU
#define FFX_BROADCAST_UINT32X4(x) FfxUInt32(x)
/// Broadcast a scalar value to a 1-dimensional signed integer vector.
///
/// @ingroup GPU
#define FFX_BROADCAST_INT32(x) FfxInt32(x)
/// Broadcast a scalar value to a 2-dimensional signed integer vector.
///
/// @ingroup GPU
#define FFX_BROADCAST_INT32X2(x) FfxInt32(x)
/// Broadcast a scalar value to a 3-dimensional signed integer vector.
///
/// @ingroup GPU
#define FFX_BROADCAST_INT32X3(x) FfxInt32(x)
/// Broadcast a scalar value to a 4-dimensional signed integer vector.
///
/// @ingroup GPU
#define FFX_BROADCAST_INT32X4(x) FfxInt32(x)
/// Broadcast a scalar value to a 1-dimensional half-precision floating point vector.
///
/// @ingroup GPU
#define FFX_BROADCAST_MIN_FLOAT16(a) FFX_MIN16_F(a)
/// Broadcast a scalar value to a 2-dimensional half-precision floating point vector.
///
/// @ingroup GPU
#define FFX_BROADCAST_MIN_FLOAT16X2(a) FFX_MIN16_F(a)
/// Broadcast a scalar value to a 3-dimensional half-precision floating point vector.
///
/// @ingroup GPU
#define FFX_BROADCAST_MIN_FLOAT16X3(a) FFX_MIN16_F(a)
/// Broadcast a scalar value to a 4-dimensional half-precision floating point vector.
///
/// @ingroup GPU
#define FFX_BROADCAST_MIN_FLOAT16X4(a) FFX_MIN16_F(a)
/// Broadcast a scalar value to a 1-dimensional half-precision unsigned integer vector.
///
/// @ingroup GPU
#define FFX_BROADCAST_MIN_UINT16(a) FFX_MIN16_U(a)
/// Broadcast a scalar value to a 2-dimensional half-precision unsigned integer vector.
///
/// @ingroup GPU
#define FFX_BROADCAST_MIN_UINT16X2(a) FFX_MIN16_U(a)
/// Broadcast a scalar value to a 3-dimensional half-precision unsigned integer vector.
///
/// @ingroup GPU
#define FFX_BROADCAST_MIN_UINT16X3(a) FFX_MIN16_U(a)
/// Broadcast a scalar value to a 4-dimensional half-precision unsigned integer vector.
///
/// @ingroup GPU
#define FFX_BROADCAST_MIN_UINT16X4(a) FFX_MIN16_U(a)
/// Broadcast a scalar value to a 1-dimensional half-precision signed integer vector.
///
/// @ingroup GPU
#define FFX_BROADCAST_MIN_INT16(a) FFX_MIN16_I(a)
/// Broadcast a scalar value to a 2-dimensional half-precision signed integer vector.
///
/// @ingroup GPU
#define FFX_BROADCAST_MIN_INT16X2(a) FFX_MIN16_I(a)
/// Broadcast a scalar value to a 3-dimensional half-precision signed integer vector.
///
/// @ingroup GPU
#define FFX_BROADCAST_MIN_INT16X3(a) FFX_MIN16_I(a)
/// Broadcast a scalar value to a 4-dimensional half-precision signed integer vector.
///
/// @ingroup GPU
#define FFX_BROADCAST_MIN_INT16X4(a) FFX_MIN16_I(a)
/// Pack 2x32-bit floating point values in a single 32bit value.
///
/// This function first converts each component of <c><i>value</i></c> into their nearest 16-bit floating
/// point representation, and then stores the X and Y components in the lower and upper 16 bits of the
/// 32bit unsigned integer respectively.
///
/// @param [in] value A 2-dimensional floating point value to convert and pack.
///
/// @returns
/// A packed 32bit value containing 2 16bit floating point values.
///
/// @ingroup HLSL
FfxUInt32 packHalf2x16(FfxFloat32x2 value)
{
return f32tof16(value.x) | (f32tof16(value.y) << 16);
}
/// Broadcast a scalar value to a 2-dimensional floating point vector.
///
/// @param [in] value The value to to broadcast.
///
/// @returns
/// A 2-dimensional floating point vector with <c><i>value</i></c> in each component.
///
/// @ingroup HLSL
FfxFloat32x2 ffxBroadcast2(FfxFloat32 value)
{
return FfxFloat32x2(value, value);
}
/// Broadcast a scalar value to a 3-dimensional floating point vector.
///
/// @param [in] value The value to to broadcast.
///
/// @returns
/// A 3-dimensional floating point vector with <c><i>value</i></c> in each component.
///
/// @ingroup HLSL
FfxFloat32x3 ffxBroadcast3(FfxFloat32 value)
{
return FfxFloat32x3(value, value, value);
}
/// Broadcast a scalar value to a 4-dimensional floating point vector.
///
/// @param [in] value The value to to broadcast.
///
/// @returns
/// A 4-dimensional floating point vector with <c><i>value</i></c> in each component.
///
/// @ingroup HLSL
FfxFloat32x4 ffxBroadcast4(FfxFloat32 value)
{
return FfxFloat32x4(value, value, value, value);
}
/// Broadcast a scalar value to a 2-dimensional signed integer vector.
///
/// @param [in] value The value to to broadcast.
///
/// @returns
/// A 2-dimensional signed integer vector with <c><i>value</i></c> in each component.
///
/// @ingroup HLSL
FfxInt32x2 ffxBroadcast2(FfxInt32 value)
{
return FfxInt32x2(value, value);
}
/// Broadcast a scalar value to a 3-dimensional signed integer vector.
///
/// @param [in] value The value to to broadcast.
///
/// @returns
/// A 3-dimensional signed integer vector with <c><i>value</i></c> in each component.
///
/// @ingroup HLSL
FfxUInt32x3 ffxBroadcast3(FfxInt32 value)
{
return FfxUInt32x3(value, value, value);
}
/// Broadcast a scalar value to a 4-dimensional signed integer vector.
///
/// @param [in] value The value to to broadcast.
///
/// @returns
/// A 4-dimensional signed integer vector with <c><i>value</i></c> in each component.
///
/// @ingroup HLSL
FfxInt32x4 ffxBroadcast4(FfxInt32 value)
{
return FfxInt32x4(value, value, value, value);
}
/// Broadcast a scalar value to a 2-dimensional unsigned integer vector.
///
/// @param [in] value The value to to broadcast.
///
/// @returns
/// A 2-dimensional unsigned integer vector with <c><i>value</i></c> in each component.
///
/// @ingroup HLSL
FfxUInt32x2 ffxBroadcast2(FfxUInt32 value)
{
return FfxUInt32x2(value, value);
}
/// Broadcast a scalar value to a 3-dimensional unsigned integer vector.
///
/// @param [in] value The value to to broadcast.
///
/// @returns
/// A 3-dimensional unsigned integer vector with <c><i>value</i></c> in each component.
///
/// @ingroup HLSL
FfxUInt32x3 ffxBroadcast3(FfxUInt32 value)
{
return FfxUInt32x3(value, value, value);
}
/// Broadcast a scalar value to a 4-dimensional unsigned integer vector.
///
/// @param [in] value The value to to broadcast.
///
/// @returns
/// A 4-dimensional unsigned integer vector with <c><i>value</i></c> in each component.
///
/// @ingroup HLSL
FfxUInt32x4 ffxBroadcast4(FfxUInt32 value)
{
return FfxUInt32x4(value, value, value, value);
}
FfxUInt32 bitfieldExtract(FfxUInt32 src, FfxUInt32 off, FfxUInt32 bits)
{
FfxUInt32 mask = (1u << bits) - 1;
return (src >> off) & mask;
}
FfxUInt32 bitfieldInsert(FfxUInt32 src, FfxUInt32 ins, FfxUInt32 mask)
{
return (ins & mask) | (src & (~mask));
}
FfxUInt32 bitfieldInsertMask(FfxUInt32 src, FfxUInt32 ins, FfxUInt32 bits)
{
FfxUInt32 mask = (1u << bits) - 1;
return (ins & mask) | (src & (~mask));
}
/// Interprets the bit pattern of x as an unsigned integer.
///
/// @param [in] value The input value.
///
/// @returns
/// The input interpreted as an unsigned integer.
///
/// @ingroup HLSL
FfxUInt32 ffxAsUInt32(FfxFloat32 x)
{
return asuint(x);
}
/// Interprets the bit pattern of x as an unsigned integer.
///
/// @param [in] value The input value.
///
/// @returns
/// The input interpreted as an unsigned integer.
///
/// @ingroup HLSL
FfxUInt32x2 ffxAsUInt32(FfxFloat32x2 x)
{
return asuint(x);
}
/// Interprets the bit pattern of x as an unsigned integer.
///
/// @param [in] value The input value.
///
/// @returns
/// The input interpreted as an unsigned integer.
///
/// @ingroup HLSL
FfxUInt32x3 ffxAsUInt32(FfxFloat32x3 x)
{
return asuint(x);
}
/// Interprets the bit pattern of x as an unsigned integer.
///
/// @param [in] value The input value.
///
/// @returns
/// The input interpreted as an unsigned integer.
///
/// @ingroup HLSL
FfxUInt32x4 ffxAsUInt32(FfxFloat32x4 x)
{
return asuint(x);
}
/// Interprets the bit pattern of x as a floating-point number.
///
/// @param [in] value The input value.
///
/// @returns
/// The input interpreted as a floating-point number.
///
/// @ingroup HLSL
FfxFloat32 ffxAsFloat(FfxUInt32 x)
{
return asfloat(x);
}
/// Interprets the bit pattern of x as a floating-point number.
///
/// @param [in] value The input value.
///
/// @returns
/// The input interpreted as a floating-point number.
///
/// @ingroup HLSL
FfxFloat32x2 ffxAsFloat(FfxUInt32x2 x)
{
return asfloat(x);
}
/// Interprets the bit pattern of x as a floating-point number.
///
/// @param [in] value The input value.
///
/// @returns
/// The input interpreted as a floating-point number.
///
/// @ingroup HLSL
FfxFloat32x3 ffxAsFloat(FfxUInt32x3 x)
{
return asfloat(x);
}
/// Interprets the bit pattern of x as a floating-point number.
///
/// @param [in] value The input value.
///
/// @returns
/// The input interpreted as a floating-point number.
///
/// @ingroup HLSL
FfxFloat32x4 ffxAsFloat(FfxUInt32x4 x)
{
return asfloat(x);
}
/// Compute the linear interopation between two values.
///
/// Implemented by calling the HLSL <c><i>mix</i></c> instrinsic function. Implements the
/// following math:
///
/// (1 - t) * x + t * y
///
/// @param [in] x The first value to lerp between.
/// @param [in] y The second value to lerp between.
/// @param [in] t The value to determine how much of <c><i>x</i></c> and how much of <c><i>y</i></c>.
///
/// @returns
/// A linearly interpolated value between <c><i>x</i></c> and <c><i>y</i></c> according to <c><i>t</i></c>.
///
/// @ingroup HLSL
FfxFloat32 ffxLerp(FfxFloat32 x, FfxFloat32 y, FfxFloat32 t)
{
return lerp(x, y, t);
}
/// Compute the linear interopation between two values.
///
/// Implemented by calling the HLSL <c><i>mix</i></c> instrinsic function. Implements the
/// following math:
///
/// (1 - t) * x + t * y
///
/// @param [in] x The first value to lerp between.
/// @param [in] y The second value to lerp between.
/// @param [in] t The value to determine how much of <c><i>x</i></c> and how much of <c><i>y</i></c>.
///
/// @returns
/// A linearly interpolated value between <c><i>x</i></c> and <c><i>y</i></c> according to <c><i>t</i></c>.
///
/// @ingroup HLSL
FfxFloat32x2 ffxLerp(FfxFloat32x2 x, FfxFloat32x2 y, FfxFloat32 t)
{
return lerp(x, y, t);
}
/// Compute the linear interopation between two values.
///
/// Implemented by calling the HLSL <c><i>mix</i></c> instrinsic function. Implements the
/// following math:
///
/// (1 - t) * x + t * y
///
/// @param [in] x The first value to lerp between.
/// @param [in] y The second value to lerp between.
/// @param [in] t The value to determine how much of <c><i>x</i></c> and how much of <c><i>y</i></c>.
///
/// @returns
/// A linearly interpolated value between <c><i>x</i></c> and <c><i>y</i></c> according to <c><i>t</i></c>.
///
/// @ingroup HLSL
FfxFloat32x2 ffxLerp(FfxFloat32x2 x, FfxFloat32x2 y, FfxFloat32x2 t)
{
return lerp(x, y, t);
}
/// Compute the linear interopation between two values.
///
/// Implemented by calling the HLSL <c><i>mix</i></c> instrinsic function. Implements the
/// following math:
///
/// (1 - t) * x + t * y
///
/// @param [in] x The first value to lerp between.
/// @param [in] y The second value to lerp between.
/// @param [in] t The value to determine how much of <c><i>x</i></c> and how much of <c><i>y</i></c>.
///
/// @returns
/// A linearly interpolated value between <c><i>x</i></c> and <c><i>y</i></c> according to <c><i>t</i></c>.
///
/// @ingroup HLSL
FfxFloat32x3 ffxLerp(FfxFloat32x3 x, FfxFloat32x3 y, FfxFloat32 t)
{
return lerp(x, y, t);
}
/// Compute the linear interopation between two values.
///
/// Implemented by calling the HLSL <c><i>mix</i></c> instrinsic function. Implements the
/// following math:
///
/// (1 - t) * x + t * y
///
/// @param [in] x The first value to lerp between.
/// @param [in] y The second value to lerp between.
/// @param [in] t The value to determine how much of <c><i>x</i></c> and how much of <c><i>y</i></c>.
///
/// @returns
/// A linearly interpolated value between <c><i>x</i></c> and <c><i>y</i></c> according to <c><i>t</i></c>.
///
/// @ingroup HLSL
FfxFloat32x3 ffxLerp(FfxFloat32x3 x, FfxFloat32x3 y, FfxFloat32x3 t)
{
return lerp(x, y, t);
}
/// Compute the linear interopation between two values.
///
/// Implemented by calling the HLSL <c><i>mix</i></c> instrinsic function. Implements the
/// following math:
///
/// (1 - t) * x + t * y
///
/// @param [in] x The first value to lerp between.
/// @param [in] y The second value to lerp between.
/// @param [in] t The value to determine how much of <c><i>x</i></c> and how much of <c><i>y</i></c>.
///
/// @returns
/// A linearly interpolated value between <c><i>x</i></c> and <c><i>y</i></c> according to <c><i>t</i></c>.
///
/// @ingroup HLSL
FfxFloat32x4 ffxLerp(FfxFloat32x4 x, FfxFloat32x4 y, FfxFloat32 t)
{
return lerp(x, y, t);
}
/// Compute the linear interopation between two values.
///
/// Implemented by calling the HLSL <c><i>mix</i></c> instrinsic function. Implements the
/// following math:
///
/// (1 - t) * x + t * y
///
/// @param [in] x The first value to lerp between.
/// @param [in] y The second value to lerp between.
/// @param [in] t The value to determine how much of <c><i>x</i></c> and how much of <c><i>y</i></c>.
///
/// @returns
/// A linearly interpolated value between <c><i>x</i></c> and <c><i>y</i></c> according to <c><i>t</i></c>.
///
/// @ingroup HLSL
FfxFloat32x4 ffxLerp(FfxFloat32x4 x, FfxFloat32x4 y, FfxFloat32x4 t)
{
return lerp(x, y, t);
}
/// Clamp a value to a [0..1] range.
///
/// @param [in] x The value to clamp to [0..1] range.
///
/// @returns
/// The clamped version of <c><i>x</i></c>.
///
/// @ingroup HLSL
FfxFloat32 ffxSaturate(FfxFloat32 x)
{
return saturate(x);
}
/// Clamp a value to a [0..1] range.
///
/// @param [in] x The value to clamp to [0..1] range.
///
/// @returns
/// The clamped version of <c><i>x</i></c>.
///
/// @ingroup HLSL
FfxFloat32x2 ffxSaturate(FfxFloat32x2 x)
{
return saturate(x);
}
/// Clamp a value to a [0..1] range.
///
/// @param [in] x The value to clamp to [0..1] range.
///
/// @returns
/// The clamped version of <c><i>x</i></c>.
///
/// @ingroup HLSL
FfxFloat32x3 ffxSaturate(FfxFloat32x3 x)
{
return saturate(x);
}
/// Clamp a value to a [0..1] range.
///
/// @param [in] x The value to clamp to [0..1] range.
///
/// @returns
/// The clamped version of <c><i>x</i></c>.
///
/// @ingroup HLSL
FfxFloat32x4 ffxSaturate(FfxFloat32x4 x)
{
return saturate(x);
}
/// Compute the factional part of a decimal value.
///
/// This function calculates <c><i>x - floor(x)</i></c>. Where <c><i>floor</i></c> is the intrinsic HLSL function.
///
/// NOTE: This function should compile down to a single <c><i>V_MAX3_F32</i></c> operation on GCN/RDNA hardware. It is
/// worth further noting that this function is intentionally distinct from the HLSL <c><i>frac</i></c> intrinsic
/// function.
///
/// @param [in] x The value to compute the fractional part from.
///
/// @returns
/// The fractional part of <c><i>x</i></c>.
///
/// @ingroup HLSL
FfxFloat32 ffxFract(FfxFloat32 x)
{
return x - floor(x);
}
/// Compute the factional part of a decimal value.
///
/// This function calculates <c><i>x - floor(x)</i></c>. Where <c><i>floor</i></c> is the intrinsic HLSL function.
///
/// NOTE: This function should compile down to a single <c><i>V_MAX3_F32</i></c> operation on GCN/RDNA hardware. It is
/// worth further noting that this function is intentionally distinct from the HLSL <c><i>frac</i></c> intrinsic
/// function.
///
/// @param [in] x The value to compute the fractional part from.
///
/// @returns
/// The fractional part of <c><i>x</i></c>.
///
/// @ingroup HLSL
FfxFloat32x2 ffxFract(FfxFloat32x2 x)
{
return x - floor(x);
}
/// Compute the factional part of a decimal value.
///
/// This function calculates <c><i>x - floor(x)</i></c>. Where <c><i>floor</i></c> is the intrinsic HLSL function.
///
/// NOTE: This function should compile down to a single <c><i>V_MAX3_F32</i></c> operation on GCN/RDNA hardware. It is
/// worth further noting that this function is intentionally distinct from the HLSL <c><i>frac</i></c> intrinsic
/// function.
///
/// @param [in] x The value to compute the fractional part from.
///
/// @returns
/// The fractional part of <c><i>x</i></c>.
///
/// @ingroup HLSL
FfxFloat32x3 ffxFract(FfxFloat32x3 x)
{
return x - floor(x);
}
/// Compute the factional part of a decimal value.
///
/// This function calculates <c><i>x - floor(x)</i></c>. Where <c><i>floor</i></c> is the intrinsic HLSL function.
///
/// NOTE: This function should compile down to a single <c><i>V_MAX3_F32</i></c> operation on GCN/RDNA hardware. It is
/// worth further noting that this function is intentionally distinct from the HLSL <c><i>frac</i></c> intrinsic
/// function.
///
/// @param [in] x The value to compute the fractional part from.
///
/// @returns
/// The fractional part of <c><i>x</i></c>.
///
/// @ingroup HLSL
FfxFloat32x4 ffxFract(FfxFloat32x4 x)
{
return x - floor(x);
}
/// Compute the maximum of three values.
///
/// NOTE: This function should compile down to a single <c><i>V_MAX3_F32</i></c> operation on GCN/RDNA hardware.
///
/// @param [in] x The first value to include in the max calculation.
/// @param [in] y The second value to include in the max calcuation.
/// @param [in] z The third value to include in the max calcuation.
///
/// @returns
/// The maximum value of <c><i>x</i></c>, <c><i>y</i></c>, and <c><i>z</i></c>.
///
/// @ingroup HLSL
FfxFloat32 ffxMax3(FfxFloat32 x, FfxFloat32 y, FfxFloat32 z)
{
return max(x, max(y, z));
}
/// Compute the maximum of three values.
///
/// NOTE: This function should compile down to a single <c><i>V_MAX3_F32</i></c> operation on GCN/RDNA hardware.
///
/// @param [in] x The first value to include in the max calculation.
/// @param [in] y The second value to include in the max calcuation.
/// @param [in] z The third value to include in the max calcuation.
///
/// @returns
/// The maximum value of <c><i>x</i></c>, <c><i>y</i></c>, and <c><i>z</i></c>.
///
/// @ingroup HLSL
FfxFloat32x2 ffxMax3(FfxFloat32x2 x, FfxFloat32x2 y, FfxFloat32x2 z)
{
return max(x, max(y, z));
}
/// Compute the maximum of three values.
///
/// NOTE: This function should compile down to a single <c><i>V_MAX3_F32</i></c> operation on GCN/RDNA hardware.
///
/// @param [in] x The first value to include in the max calculation.
/// @param [in] y The second value to include in the max calcuation.
/// @param [in] z The third value to include in the max calcuation.
///
/// @returns
/// The maximum value of <c><i>x</i></c>, <c><i>y</i></c>, and <c><i>z</i></c>.
///
/// @ingroup HLSL
FfxFloat32x3 ffxMax3(FfxFloat32x3 x, FfxFloat32x3 y, FfxFloat32x3 z)
{
return max(x, max(y, z));
}
/// Compute the maximum of three values.
///
/// NOTE: This function should compile down to a single <c><i>V_MAX3_F32</i></c> operation on GCN/RDNA hardware.
///
/// @param [in] x The first value to include in the max calculation.
/// @param [in] y The second value to include in the max calcuation.
/// @param [in] z The third value to include in the max calcuation.
///
/// @returns
/// The maximum value of <c><i>x</i></c>, <c><i>y</i></c>, and <c><i>z</i></c>.
///
/// @ingroup HLSL
FfxFloat32x4 ffxMax3(FfxFloat32x4 x, FfxFloat32x4 y, FfxFloat32x4 z)
{
return max(x, max(y, z));
}
/// Compute the maximum of three values.
///
/// NOTE: This function should compile down to a single <c><i>V_MAX3_F32</i></c> operation on GCN/RDNA hardware.
///
/// @param [in] x The first value to include in the max calculation.
/// @param [in] y The second value to include in the max calcuation.
/// @param [in] z The third value to include in the max calcuation.
///
/// @returns
/// The maximum value of <c><i>x</i></c>, <c><i>y</i></c>, and <c><i>z</i></c>.
///
/// @ingroup HLSL
FfxUInt32 ffxMax3(FfxUInt32 x, FfxUInt32 y, FfxUInt32 z)
{
return max(x, max(y, z));
}
/// Compute the maximum of three values.
///
/// NOTE: This function should compile down to a single <c><i>V_MAX3_F32</i></c> operation on GCN/RDNA hardware.
///
/// @param [in] x The first value to include in the max calculation.
/// @param [in] y The second value to include in the max calcuation.
/// @param [in] z The third value to include in the max calcuation.
///
/// @returns
/// The maximum value of <c><i>x</i></c>, <c><i>y</i></c>, and <c><i>z</i></c>.
///
/// @ingroup HLSL
FfxUInt32x2 ffxMax3(FfxUInt32x2 x, FfxUInt32x2 y, FfxUInt32x2 z)
{
return max(x, max(y, z));
}
/// Compute the maximum of three values.
///
/// NOTE: This function should compile down to a single <c><i>V_MAX3_F32</i></c> operation on GCN/RDNA hardware.
///
/// @param [in] x The first value to include in the max calculation.
/// @param [in] y The second value to include in the max calcuation.
/// @param [in] z The third value to include in the max calcuation.
///
/// @returns
/// The maximum value of <c><i>x</i></c>, <c><i>y</i></c>, and <c><i>z</i></c>.
///
/// @ingroup HLSL
FfxUInt32x3 ffxMax3(FfxUInt32x3 x, FfxUInt32x3 y, FfxUInt32x3 z)
{
return max(x, max(y, z));
}
/// Compute the maximum of three values.
///
/// NOTE: This function should compile down to a single <c><i>V_MAX3_F32</i></c> operation on GCN/RDNA hardware.
///
/// @param [in] x The first value to include in the max calculation.
/// @param [in] y The second value to include in the max calcuation.
/// @param [in] z The third value to include in the max calcuation.
///
/// @returns
/// The maximum value of <c><i>x</i></c>, <c><i>y</i></c>, and <c><i>z</i></c>.
///
/// @ingroup HLSL
FfxUInt32x4 ffxMax3(FfxUInt32x4 x, FfxUInt32x4 y, FfxUInt32x4 z)
{
return max(x, max(y, z));
}
/// Compute the median of three values.
///
/// NOTE: This function should compile down to a single <c><i>V_MED3_F32</i></c> operation on GCN/RDNA hardware.
///
/// @param [in] x The first value to include in the median calculation.
/// @param [in] y The second value to include in the median calcuation.
/// @param [in] z The third value to include in the median calcuation.
///
/// @returns
/// The median value of <c><i>x</i></c>, <c><i>y</i></c>, and <c><i>z</i></c>.
///
/// @ingroup HLSL
FfxFloat32 ffxMed3(FfxFloat32 x, FfxFloat32 y, FfxFloat32 z)
{
return max(min(x, y), min(max(x, y), z));
}
/// Compute the median of three values.
///
/// NOTE: This function should compile down to a single <c><i>V_MED3_F32</i></c> operation on GCN/RDNA hardware.
///
/// @param [in] x The first value to include in the median calculation.
/// @param [in] y The second value to include in the median calcuation.
/// @param [in] z The third value to include in the median calcuation.
///
/// @returns
/// The median value of <c><i>x</i></c>, <c><i>y</i></c>, and <c><i>z</i></c>.
///
/// @ingroup HLSL
FfxFloat32x2 ffxMed3(FfxFloat32x2 x, FfxFloat32x2 y, FfxFloat32x2 z)
{
return max(min(x, y), min(max(x, y), z));
}
/// Compute the median of three values.
///
/// NOTE: This function should compile down to a single <c><i>V_MED3_F32</i></c> operation on GCN/RDNA hardware.
///
/// @param [in] x The first value to include in the median calculation.
/// @param [in] y The second value to include in the median calcuation.
/// @param [in] z The third value to include in the median calcuation.
///
/// @returns
/// The median value of <c><i>x</i></c>, <c><i>y</i></c>, and <c><i>z</i></c>.
///
/// @ingroup HLSL
FfxFloat32x3 ffxMed3(FfxFloat32x3 x, FfxFloat32x3 y, FfxFloat32x3 z)
{
return max(min(x, y), min(max(x, y), z));
}
/// Compute the median of three values.
///
/// NOTE: This function should compile down to a single <c><i>V_MED3_F32</i></c> operation on GCN/RDNA hardware.
///
/// @param [in] x The first value to include in the median calculation.
/// @param [in] y The second value to include in the median calcuation.
/// @param [in] z The third value to include in the median calcuation.
///
/// @returns
/// The median value of <c><i>x</i></c>, <c><i>y</i></c>, and <c><i>z</i></c>.
///
/// @ingroup HLSL
FfxFloat32x4 ffxMed3(FfxFloat32x4 x, FfxFloat32x4 y, FfxFloat32x4 z)
{
return max(min(x, y), min(max(x, y), z));
}
/// Compute the median of three values.
///
/// NOTE: This function should compile down to a single <c><i>V_MED3_F32</i></c> operation on GCN/RDNA hardware.
///
/// @param [in] x The first value to include in the median calculation.
/// @param [in] y The second value to include in the median calcuation.
/// @param [in] z The third value to include in the median calcuation.
///
/// @returns
/// The median value of <c><i>x</i></c>, <c><i>y</i></c>, and <c><i>z</i></c>.
///
/// @ingroup HLSL
FfxInt32 ffxMed3(FfxInt32 x, FfxInt32 y, FfxInt32 z)
{
return max(min(x, y), min(max(x, y), z));
// return min(max(min(y, z), x), max(y, z));
// return max(max(x, y), z) == x ? max(y, z) : (max(max(x, y), z) == y ? max(x, z) : max(x, y));
}
/// Compute the median of three values.
///
/// NOTE: This function should compile down to a single <c><i>V_MED3_F32</i></c> operation on GCN/RDNA hardware.
///
/// @param [in] x The first value to include in the median calculation.
/// @param [in] y The second value to include in the median calcuation.
/// @param [in] z The third value to include in the median calcuation.
///
/// @returns
/// The median value of <c><i>x</i></c>, <c><i>y</i></c>, and <c><i>z</i></c>.
///
/// @ingroup HLSL
FfxInt32x2 ffxMed3(FfxInt32x2 x, FfxInt32x2 y, FfxInt32x2 z)
{
return max(min(x, y), min(max(x, y), z));
// return min(max(min(y, z), x), max(y, z));
// return max(max(x, y), z) == x ? max(y, z) : (max(max(x, y), z) == y ? max(x, z) : max(x, y));
}
/// Compute the median of three values.
///
/// NOTE: This function should compile down to a single <c><i>V_MED3_F32</i></c> operation on GCN/RDNA hardware.
///
/// @param [in] x The first value to include in the median calculation.
/// @param [in] y The second value to include in the median calcuation.
/// @param [in] z The third value to include in the median calcuation.
///
/// @returns
/// The median value of <c><i>x</i></c>, <c><i>y</i></c>, and <c><i>z</i></c>.
///
/// @ingroup HLSL
FfxInt32x3 ffxMed3(FfxInt32x3 x, FfxInt32x3 y, FfxInt32x3 z)
{
return max(min(x, y), min(max(x, y), z));
}
/// Compute the median of three values.
///
/// NOTE: This function should compile down to a single <c><i>V_MED3_I32</i></c> operation on GCN/RDNA hardware.
///
/// @param [in] x The first value to include in the median calculation.
/// @param [in] y The second value to include in the median calcuation.
/// @param [in] z The third value to include in the median calcuation.
///
/// @returns
/// The median value of <c><i>x</i></c>, <c><i>y</i></c>, and <c><i>z</i></c>.
///
/// @ingroup HLSL
FfxInt32x4 ffxMed3(FfxInt32x4 x, FfxInt32x4 y, FfxInt32x4 z)
{
return max(min(x, y), min(max(x, y), z));
}
/// Compute the minimum of three values.
///
/// NOTE: This function should compile down to a single <c><i>V_MIN3_I32</i></c> operation on GCN/RDNA hardware.
///
/// @param [in] x The first value to include in the min calculation.
/// @param [in] y The second value to include in the min calcuation.
/// @param [in] z The third value to include in the min calcuation.
///
/// @returns
/// The minimum value of <c><i>x</i></c>, <c><i>y</i></c>, and <c><i>z</i></c>.
///
/// @ingroup HLSL
FfxFloat32 ffxMin3(FfxFloat32 x, FfxFloat32 y, FfxFloat32 z)
{
return min(x, min(y, z));
}
/// Compute the minimum of three values.
///
/// NOTE: This function should compile down to a single <c><i>V_MIN3_I32</i></c> operation on GCN/RDNA hardware.
///
/// @param [in] x The first value to include in the min calculation.
/// @param [in] y The second value to include in the min calcuation.
/// @param [in] z The third value to include in the min calcuation.
///
/// @returns
/// The minimum value of <c><i>x</i></c>, <c><i>y</i></c>, and <c><i>z</i></c>.
///
/// @ingroup HLSL
FfxFloat32x2 ffxMin3(FfxFloat32x2 x, FfxFloat32x2 y, FfxFloat32x2 z)
{
return min(x, min(y, z));
}
/// Compute the minimum of three values.
///
/// NOTE: This function should compile down to a single <c><i>V_MIN3_I32</c></i> operation on GCN/RDNA hardware.
///
/// @param [in] x The first value to include in the min calculation.
/// @param [in] y The second value to include in the min calcuation.
/// @param [in] z The third value to include in the min calcuation.
///
/// @returns
/// The minimum value of <c><i>x</i></c>, <c><i>y</i></c>, and <c><i>z</i></c>.
///
/// @ingroup HLSL
FfxFloat32x3 ffxMin3(FfxFloat32x3 x, FfxFloat32x3 y, FfxFloat32x3 z)
{
return min(x, min(y, z));
}
/// Compute the minimum of three values.
///
/// NOTE: This function should compile down to a single <c><i>V_MIN3_F32</c></i> operation on GCN/RDNA hardware.
///
/// @param [in] x The first value to include in the min calculation.
/// @param [in] y The second value to include in the min calcuation.
/// @param [in] z The third value to include in the min calcuation.
///
/// @returns
/// The minimum value of <c><i>x</i></c>, <c><i>y</i></c>, and <c><i>z</i></c>.
///
/// @ingroup HLSL
FfxFloat32x4 ffxMin3(FfxFloat32x4 x, FfxFloat32x4 y, FfxFloat32x4 z)
{
return min(x, min(y, z));
}
/// Compute the minimum of three values.
///
/// NOTE: This function should compile down to a single <c><i>V_MIN3_F32</c></i> operation on GCN/RDNA hardware.
///
/// @param [in] x The first value to include in the min calculation.
/// @param [in] y The second value to include in the min calcuation.
/// @param [in] z The third value to include in the min calcuation.
///
/// @returns
/// The minimum value of <c><i>x</i></c>, <c><i>y</i></c>, and <c><i>z</i></c>.
///
/// @ingroup HLSL
FfxUInt32 ffxMin3(FfxUInt32 x, FfxUInt32 y, FfxUInt32 z)
{
return min(x, min(y, z));
}
/// Compute the minimum of three values.
///
/// NOTE: This function should compile down to a single <c><i>V_MIN3_F32</c></i> operation on GCN/RDNA hardware.
///
/// @param [in] x The first value to include in the min calculation.
/// @param [in] y The second value to include in the min calcuation.
/// @param [in] z The third value to include in the min calcuation.
///
/// @returns
/// The minimum value of <c><i>x</i></c>, <c><i>y</i></c>, and <c><i>z</i></c>.
///
/// @ingroup HLSL
FfxUInt32x2 ffxMin3(FfxUInt32x2 x, FfxUInt32x2 y, FfxUInt32x2 z)
{
return min(x, min(y, z));
}
/// Compute the minimum of three values.
///
/// NOTE: This function should compile down to a single <c><i>V_MIN3_F32</c></i> operation on GCN/RDNA hardware.
///
/// @param [in] x The first value to include in the min calculation.
/// @param [in] y The second value to include in the min calcuation.
/// @param [in] z The third value to include in the min calcuation.
///
/// @returns
/// The minimum value of <c><i>x</i></c>, <c><i>y</i></c>, and <c><i>z</i></c>.
///
/// @ingroup HLSL
FfxUInt32x3 ffxMin3(FfxUInt32x3 x, FfxUInt32x3 y, FfxUInt32x3 z)
{
return min(x, min(y, z));
}
/// Compute the minimum of three values.
///
/// NOTE: This function should compile down to a single <c><i>V_MIN3_F32</c></i> operation on GCN/RDNA hardware.
///
/// @param [in] x The first value to include in the min calculation.
/// @param [in] y The second value to include in the min calcuation.
/// @param [in] z The third value to include in the min calcuation.
///
/// @returns
/// The minimum value of <c><i>x</i></c>, <c><i>y</i></c>, and <c><i>z</i></c>.
///
/// @ingroup HLSL
FfxUInt32x4 ffxMin3(FfxUInt32x4 x, FfxUInt32x4 y, FfxUInt32x4 z)
{
return min(x, min(y, z));
}
FfxUInt32 AShrSU1(FfxUInt32 a, FfxUInt32 b)
{
return FfxUInt32(FfxInt32(a) >> FfxInt32(b));
}
//==============================================================================================================================
// HLSL HALF
//==============================================================================================================================
#if FFX_HALF
//==============================================================================================================================
// Need to use manual unpack to get optimal execution (don't use packed types in buffers directly).
// Unpack requires this pattern: https://gpuopen.com/first-steps-implementing-fp16/
FFX_MIN16_F2 ffxUint32ToFloat16x2(FfxUInt32 x)
{
FfxFloat32x2 t = f16tof32(FfxUInt32x2(x & 0xFFFF, x >> 16));
return FFX_MIN16_F2(t);
}
FFX_MIN16_F4 ffxUint32x2ToFloat16x4(FfxUInt32x2 x)
{
return FFX_MIN16_F4(ffxUint32ToFloat16x2(x.x), ffxUint32ToFloat16x2(x.y));
}
FFX_MIN16_U2 ffxUint32ToUint16x2(FfxUInt32 x)
{
FfxUInt32x2 t = FfxUInt32x2(x & 0xFFFF, x >> 16);
return FFX_MIN16_U2(t);
}
FFX_MIN16_U4 ffxUint32x2ToUint16x4(FfxUInt32x2 x)
{
return FFX_MIN16_U4(ffxUint32ToUint16x2(x.x), ffxUint32ToUint16x2(x.y));
}
#define FFX_UINT32_TO_FLOAT16X2(x) ffxUint32ToFloat16x2(FfxUInt32(x))
#define FFX_UINT32X2_TO_FLOAT16X4(x) ffxUint32x2ToFloat16x4(FfxUInt32x2(x))
#define FFX_UINT32_TO_UINT16X2(x) ffxUint32ToUint16x2(FfxUInt32(x))
#define FFX_UINT32X2_TO_UINT16X4(x) ffxUint32x2ToUint16x4(FfxUInt32x2(x))
//------------------------------------------------------------------------------------------------------------------------------
FfxUInt32 FFX_MIN16_F2ToUint32(FFX_MIN16_F2 x)
{
return f32tof16(x.x) + (f32tof16(x.y) << 16);
}
FfxUInt32x2 FFX_MIN16_F4ToUint32x2(FFX_MIN16_F4 x)
{
return FfxUInt32x2(FFX_MIN16_F2ToUint32(x.xy), FFX_MIN16_F2ToUint32(x.zw));
}
FfxUInt32 FFX_MIN16_U2ToUint32(FFX_MIN16_U2 x)
{
return FfxUInt32(x.x) + (FfxUInt32(x.y) << 16);
}
FfxUInt32x2 FFX_MIN16_U4ToUint32x2(FFX_MIN16_U4 x)
{
return FfxUInt32x2(FFX_MIN16_U2ToUint32(x.xy), FFX_MIN16_U2ToUint32(x.zw));
}
#define FFX_FLOAT16X2_TO_UINT32(x) FFX_MIN16_F2ToUint32(FFX_MIN16_F2(x))
#define FFX_FLOAT16X4_TO_UINT32X2(x) FFX_MIN16_F4ToUint32x2(FFX_MIN16_F4(x))
#define FFX_UINT16X2_TO_UINT32(x) FFX_MIN16_U2ToUint32(FFX_MIN16_U2(x))
#define FFX_UINT16X4_TO_UINT32X2(x) FFX_MIN16_U4ToUint32x2(FFX_MIN16_U4(x))
#if defined(FFX_HLSL_6_2) && !defined(FFX_NO_16_BIT_CAST)
#define FFX_TO_UINT16(x) asuint16(x)
#define FFX_TO_UINT16X2(x) asuint16(x)
#define FFX_TO_UINT16X3(x) asuint16(x)
#define FFX_TO_UINT16X4(x) asuint16(x)
#else
#define FFX_TO_UINT16(a) FFX_MIN16_U(f32tof16(FfxFloat32(a)))
#define FFX_TO_UINT16X2(a) FFX_MIN16_U2(FFX_TO_UINT16((a).x), FFX_TO_UINT16((a).y))
#define FFX_TO_UINT16X3(a) FFX_MIN16_U3(FFX_TO_UINT16((a).x), FFX_TO_UINT16((a).y), FFX_TO_UINT16((a).z))
#define FFX_TO_UINT16X4(a) FFX_MIN16_U4(FFX_TO_UINT16((a).x), FFX_TO_UINT16((a).y), FFX_TO_UINT16((a).z), FFX_TO_UINT16((a).w))
#endif // #if defined(FFX_HLSL_6_2) && !defined(FFX_NO_16_BIT_CAST)
#if defined(FFX_HLSL_6_2) && !defined(FFX_NO_16_BIT_CAST)
#define FFX_TO_FLOAT16(x) asfloat16(x)
#define FFX_TO_FLOAT16X2(x) asfloat16(x)
#define FFX_TO_FLOAT16X3(x) asfloat16(x)
#define FFX_TO_FLOAT16X4(x) asfloat16(x)
#else
#define FFX_TO_FLOAT16(a) FFX_MIN16_F(f16tof32(FfxUInt32(a)))
#define FFX_TO_FLOAT16X2(a) FFX_MIN16_F2(FFX_TO_FLOAT16((a).x), FFX_TO_FLOAT16((a).y))
#define FFX_TO_FLOAT16X3(a) FFX_MIN16_F3(FFX_TO_FLOAT16((a).x), FFX_TO_FLOAT16((a).y), FFX_TO_FLOAT16((a).z))
#define FFX_TO_FLOAT16X4(a) FFX_MIN16_F4(FFX_TO_FLOAT16((a).x), FFX_TO_FLOAT16((a).y), FFX_TO_FLOAT16((a).z), FFX_TO_FLOAT16((a).w))
#endif // #if defined(FFX_HLSL_6_2) && !defined(FFX_NO_16_BIT_CAST)
//==============================================================================================================================
#define FFX_BROADCAST_FLOAT16(a) FFX_MIN16_F(a)
#define FFX_BROADCAST_FLOAT16X2(a) FFX_MIN16_F(a)
#define FFX_BROADCAST_FLOAT16X3(a) FFX_MIN16_F(a)
#define FFX_BROADCAST_FLOAT16X4(a) FFX_MIN16_F(a)
//------------------------------------------------------------------------------------------------------------------------------
#define FFX_BROADCAST_INT16(a) FFX_MIN16_I(a)
#define FFX_BROADCAST_INT16X2(a) FFX_MIN16_I(a)
#define FFX_BROADCAST_INT16X3(a) FFX_MIN16_I(a)
#define FFX_BROADCAST_INT16X4(a) FFX_MIN16_I(a)
//------------------------------------------------------------------------------------------------------------------------------
#define FFX_BROADCAST_UINT16(a) FFX_MIN16_U(a)
#define FFX_BROADCAST_UINT16X2(a) FFX_MIN16_U(a)
#define FFX_BROADCAST_UINT16X3(a) FFX_MIN16_U(a)
#define FFX_BROADCAST_UINT16X4(a) FFX_MIN16_U(a)
//==============================================================================================================================
FFX_MIN16_U ffxAbsHalf(FFX_MIN16_U a)
{
return FFX_MIN16_U(abs(FFX_MIN16_I(a)));
}
FFX_MIN16_U2 ffxAbsHalf(FFX_MIN16_U2 a)
{
return FFX_MIN16_U2(abs(FFX_MIN16_I2(a)));
}
FFX_MIN16_U3 ffxAbsHalf(FFX_MIN16_U3 a)
{
return FFX_MIN16_U3(abs(FFX_MIN16_I3(a)));
}
FFX_MIN16_U4 ffxAbsHalf(FFX_MIN16_U4 a)
{
return FFX_MIN16_U4(abs(FFX_MIN16_I4(a)));
}
//------------------------------------------------------------------------------------------------------------------------------
FFX_MIN16_F ffxClampHalf(FFX_MIN16_F x, FFX_MIN16_F n, FFX_MIN16_F m)
{
return max(n, min(x, m));
}
FFX_MIN16_F2 ffxClampHalf(FFX_MIN16_F2 x, FFX_MIN16_F2 n, FFX_MIN16_F2 m)
{
return max(n, min(x, m));
}
FFX_MIN16_F3 ffxClampHalf(FFX_MIN16_F3 x, FFX_MIN16_F3 n, FFX_MIN16_F3 m)
{
return max(n, min(x, m));
}
FFX_MIN16_F4 ffxClampHalf(FFX_MIN16_F4 x, FFX_MIN16_F4 n, FFX_MIN16_F4 m)
{
return max(n, min(x, m));
}
//------------------------------------------------------------------------------------------------------------------------------
// V_FRACT_F16 (note DX frac() is different).
FFX_MIN16_F ffxFract(FFX_MIN16_F x)
{
return x - floor(x);
}
FFX_MIN16_F2 ffxFract(FFX_MIN16_F2 x)
{
return x - floor(x);
}
FFX_MIN16_F3 ffxFract(FFX_MIN16_F3 x)
{
return x - floor(x);
}
FFX_MIN16_F4 ffxFract(FFX_MIN16_F4 x)
{
return x - floor(x);
}
//------------------------------------------------------------------------------------------------------------------------------
FFX_MIN16_F ffxLerp(FFX_MIN16_F x, FFX_MIN16_F y, FFX_MIN16_F a)
{
return lerp(x, y, a);
}
FFX_MIN16_F2 ffxLerp(FFX_MIN16_F2 x, FFX_MIN16_F2 y, FFX_MIN16_F a)
{
return lerp(x, y, a);
}
FFX_MIN16_F2 ffxLerp(FFX_MIN16_F2 x, FFX_MIN16_F2 y, FFX_MIN16_F2 a)
{
return lerp(x, y, a);
}
FFX_MIN16_F3 ffxLerp(FFX_MIN16_F3 x, FFX_MIN16_F3 y, FFX_MIN16_F a)
{
return lerp(x, y, a);
}
FFX_MIN16_F3 ffxLerp(FFX_MIN16_F3 x, FFX_MIN16_F3 y, FFX_MIN16_F3 a)
{
return lerp(x, y, a);
}
FFX_MIN16_F4 ffxLerp(FFX_MIN16_F4 x, FFX_MIN16_F4 y, FFX_MIN16_F a)
{
return lerp(x, y, a);
}
FFX_MIN16_F4 ffxLerp(FFX_MIN16_F4 x, FFX_MIN16_F4 y, FFX_MIN16_F4 a)
{
return lerp(x, y, a);
}
//------------------------------------------------------------------------------------------------------------------------------
FFX_MIN16_F ffxMax3Half(FFX_MIN16_F x, FFX_MIN16_F y, FFX_MIN16_F z)
{
return max(x, max(y, z));
}
FFX_MIN16_F2 ffxMax3Half(FFX_MIN16_F2 x, FFX_MIN16_F2 y, FFX_MIN16_F2 z)
{
return max(x, max(y, z));
}
FFX_MIN16_F3 ffxMax3Half(FFX_MIN16_F3 x, FFX_MIN16_F3 y, FFX_MIN16_F3 z)
{
return max(x, max(y, z));
}
FFX_MIN16_F4 ffxMax3Half(FFX_MIN16_F4 x, FFX_MIN16_F4 y, FFX_MIN16_F4 z)
{
return max(x, max(y, z));
}
//------------------------------------------------------------------------------------------------------------------------------
FFX_MIN16_F ffxMin3Half(FFX_MIN16_F x, FFX_MIN16_F y, FFX_MIN16_F z)
{
return min(x, min(y, z));
}
FFX_MIN16_F2 ffxMin3Half(FFX_MIN16_F2 x, FFX_MIN16_F2 y, FFX_MIN16_F2 z)
{
return min(x, min(y, z));
}
FFX_MIN16_F3 ffxMin3Half(FFX_MIN16_F3 x, FFX_MIN16_F3 y, FFX_MIN16_F3 z)
{
return min(x, min(y, z));
}
FFX_MIN16_F4 ffxMin3Half(FFX_MIN16_F4 x, FFX_MIN16_F4 y, FFX_MIN16_F4 z)
{
return min(x, min(y, z));
}
//------------------------------------------------------------------------------------------------------------------------------
FFX_MIN16_F ffxMed3Half(FFX_MIN16_F x, FFX_MIN16_F y, FFX_MIN16_F z)
{
return max(min(x, y), min(max(x, y), z));
}
FFX_MIN16_F2 ffxMed3Half(FFX_MIN16_F2 x, FFX_MIN16_F2 y, FFX_MIN16_F2 z)
{
return max(min(x, y), min(max(x, y), z));
}
FFX_MIN16_F3 ffxMed3Half(FFX_MIN16_F3 x, FFX_MIN16_F3 y, FFX_MIN16_F3 z)
{
return max(min(x, y), min(max(x, y), z));
}
FFX_MIN16_F4 ffxMed3Half(FFX_MIN16_F4 x, FFX_MIN16_F4 y, FFX_MIN16_F4 z)
{
return max(min(x, y), min(max(x, y), z));
}
//------------------------------------------------------------------------------------------------------------------------------
FFX_MIN16_I ffxMed3Half(FFX_MIN16_I x, FFX_MIN16_I y, FFX_MIN16_I z)
{
return max(min(x, y), min(max(x, y), z));
}
FFX_MIN16_I2 ffxMed3Half(FFX_MIN16_I2 x, FFX_MIN16_I2 y, FFX_MIN16_I2 z)
{
return max(min(x, y), min(max(x, y), z));
}
FFX_MIN16_I3 ffxMed3Half(FFX_MIN16_I3 x, FFX_MIN16_I3 y, FFX_MIN16_I3 z)
{
return max(min(x, y), min(max(x, y), z));
}
FFX_MIN16_I4 ffxMed3Half(FFX_MIN16_I4 x, FFX_MIN16_I4 y, FFX_MIN16_I4 z)
{
return max(min(x, y), min(max(x, y), z));
}
//------------------------------------------------------------------------------------------------------------------------------
FFX_MIN16_F ffxReciprocalHalf(FFX_MIN16_F x)
{
return rcp(x);
}
FFX_MIN16_F2 ffxReciprocalHalf(FFX_MIN16_F2 x)
{
return rcp(x);
}
FFX_MIN16_F3 ffxReciprocalHalf(FFX_MIN16_F3 x)
{
return rcp(x);
}
FFX_MIN16_F4 ffxReciprocalHalf(FFX_MIN16_F4 x)
{
return rcp(x);
}
//------------------------------------------------------------------------------------------------------------------------------
FFX_MIN16_F ffxReciprocalSquareRootHalf(FFX_MIN16_F x)
{
return rsqrt(x);
}
FFX_MIN16_F2 ffxReciprocalSquareRootHalf(FFX_MIN16_F2 x)
{
return rsqrt(x);
}
FFX_MIN16_F3 ffxReciprocalSquareRootHalf(FFX_MIN16_F3 x)
{
return rsqrt(x);
}
FFX_MIN16_F4 ffxReciprocalSquareRootHalf(FFX_MIN16_F4 x)
{
return rsqrt(x);
}
//------------------------------------------------------------------------------------------------------------------------------
FFX_MIN16_F ffxSaturate(FFX_MIN16_F x)
{
return saturate(x);
}
FFX_MIN16_F2 ffxSaturate(FFX_MIN16_F2 x)
{
return saturate(x);
}
FFX_MIN16_F3 ffxSaturate(FFX_MIN16_F3 x)
{
return saturate(x);
}
FFX_MIN16_F4 ffxSaturate(FFX_MIN16_F4 x)
{
return saturate(x);
}
//------------------------------------------------------------------------------------------------------------------------------
FFX_MIN16_U ffxBitShiftRightHalf(FFX_MIN16_U a, FFX_MIN16_U b)
{
return FFX_MIN16_U(FFX_MIN16_I(a) >> FFX_MIN16_I(b));
}
FFX_MIN16_U2 ffxBitShiftRightHalf(FFX_MIN16_U2 a, FFX_MIN16_U2 b)
{
return FFX_MIN16_U2(FFX_MIN16_I2(a) >> FFX_MIN16_I2(b));
}
FFX_MIN16_U3 ffxBitShiftRightHalf(FFX_MIN16_U3 a, FFX_MIN16_U3 b)
{
return FFX_MIN16_U3(FFX_MIN16_I3(a) >> FFX_MIN16_I3(b));
}
FFX_MIN16_U4 ffxBitShiftRightHalf(FFX_MIN16_U4 a, FFX_MIN16_U4 b)
{
return FFX_MIN16_U4(FFX_MIN16_I4(a) >> FFX_MIN16_I4(b));
}
#endif // FFX_HALF
//==============================================================================================================================
// HLSL WAVE
//==============================================================================================================================
#if defined(FFX_WAVE)
// Where 'x' must be a compile time literal.
FfxFloat32 AWaveXorF1(FfxFloat32 v, FfxUInt32 x)
{
return WaveReadLaneAt(v, WaveGetLaneIndex() ^ x);
}
FfxFloat32x2 AWaveXorF2(FfxFloat32x2 v, FfxUInt32 x)
{
return WaveReadLaneAt(v, WaveGetLaneIndex() ^ x);
}
FfxFloat32x3 AWaveXorF3(FfxFloat32x3 v, FfxUInt32 x)
{
return WaveReadLaneAt(v, WaveGetLaneIndex() ^ x);
}
FfxFloat32x4 AWaveXorF4(FfxFloat32x4 v, FfxUInt32 x)
{
return WaveReadLaneAt(v, WaveGetLaneIndex() ^ x);
}
FfxUInt32 AWaveXorU1(FfxUInt32 v, FfxUInt32 x)
{
return WaveReadLaneAt(v, WaveGetLaneIndex() ^ x);
}
FfxUInt32x2 AWaveXorU1(FfxUInt32x2 v, FfxUInt32 x)
{
return WaveReadLaneAt(v, WaveGetLaneIndex() ^ x);
}
FfxUInt32x3 AWaveXorU1(FfxUInt32x3 v, FfxUInt32 x)
{
return WaveReadLaneAt(v, WaveGetLaneIndex() ^ x);
}
FfxUInt32x4 AWaveXorU1(FfxUInt32x4 v, FfxUInt32 x)
{
return WaveReadLaneAt(v, WaveGetLaneIndex() ^ x);
}
#if FFX_HALF
FfxFloat16x2 ffxWaveXorFloat16x2(FfxFloat16x2 v, FfxUInt32 x)
{
return FFX_UINT32_TO_FLOAT16X2(WaveReadLaneAt(FFX_FLOAT16X2_TO_UINT32(v), WaveGetLaneIndex() ^ x));
}
FfxFloat16x4 ffxWaveXorFloat16x4(FfxFloat16x4 v, FfxUInt32 x)
{
return FFX_UINT32X2_TO_FLOAT16X4(WaveReadLaneAt(FFX_FLOAT16X4_TO_UINT32X2(v), WaveGetLaneIndex() ^ x));
}
FfxUInt16x2 ffxWaveXorUint16x2(FfxUInt16x2 v, FfxUInt32 x)
{
return FFX_UINT32_TO_UINT16X2(WaveReadLaneAt(FFX_UINT16X2_TO_UINT32(v), WaveGetLaneIndex() ^ x));
}
FfxUInt16x4 ffxWaveXorUint16x4(FfxUInt16x4 v, FfxUInt32 x)
{
return AW4_FFX_UINT32(WaveReadLaneAt(FFX_UINT32_AW4(v), WaveGetLaneIndex() ^ x));
}
#endif // FFX_HALF
#endif // #if defined(FFX_WAVE)