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glsl_simulation_functions.h
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glsl_simulation_functions.h
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#ifndef GLSL_SIMULATION_FUNCTIONS_H
#define GLSL_SIMULATION_FUNCTIONS_H
#include <cstdint>
#include <cmath>
#include <string>
inline uint64_t int32ToUint64(int32_t value) {
return static_cast<uint64_t>(static_cast<uint32_t>(value));
}
// A simple implementation of an ivec2 and ivec 3 to allow the C++ code
// to resemble GLSL code more.
class ivec2 {
public:
ivec2() {
x = 0;
y = 0;
}
ivec2(int32_t a, int32_t b) {
x = a;
y = b;
}
bool isNegative() const {
return (y & 0x80000000) != 0;
}
void setUint64(uint64_t a) {
x = a & 0xFFFFFFFF;
y = a >> 32;
}
void setInt64(int64_t a) {
x = a & 0xFFFFFFFF;
y = a >> 32;
}
uint64_t getUint64() const {
uint64_t temp = (static_cast<uint64_t>(static_cast<uint32_t>(y))) << 32;
uint64_t result = temp | static_cast<uint64_t>(static_cast<uint32_t>(x));
return result;
}
int64_t getInt64() const {
return static_cast<int64_t>(getUint64());
}
long double getLongDouble() const {
auto shift32 = static_cast<long double>(0x100000000);
long double result = y;
result *= shift32;
long double x2 = int32ToUint64(x);
result += x2;
return result;
}
void flipBit(uint32_t index) {
if (index >= 32) {
index -= 32;
y ^= 1 << index;
return;
}
x ^= 1 << index;
}
union {
struct {
int32_t x;
int32_t y;
};
uint64_t val;
};
};
class ivec3 {
public:
ivec3() {
x = 0;
y = 0;
z = 0;
}
ivec3(int32_t a, int32_t b, int32_t c) {
x = a;
y = b;
z = c;
}
bool isNegative() const {
return (z & 0x80000000) != 0;
}
uint64_t getLowUint64() const {
uint64_t temp = static_cast<uint64_t>(static_cast<uint32_t>(y)) << 32u;
temp |= static_cast<uint32_t>(x);
return temp;
}
void setLowUint64(uint64_t val) {
x = val & 0xFFFFFFFF;
y = val >> 32u;
}
uint32_t getUpper32() const { return z; }
// Convert the 96-bit integer to a long double.
long double getLongDouble() const {
auto shift32 = static_cast<long double>(0x100000000L);
long double result = z; // Intentional keep the sign.
result *= shift32;
long double y2 = int32ToUint64(y);
result += y2;
result *= shift32;
long double x2 = int32ToUint64(x);
result += x2;
return result;
};
void flipBit(uint32_t index) {
if (index >= 64) {
index -= 64;
z ^= 1 << index;
return;
}
if (index >= 32) {
index -= 32;
y ^= 1 << index;
return;
}
x ^= 1 << index;
}
union {
struct {
int32_t z;
int32_t y;
int32_t x;
};
struct {
uint32_t upper_32;
uint64_t lower_64;
};
};
};
class vec3 {
public:
vec3() : x_(0.0), y_(0.0), z_(0.0) {};
vec3(float x, float y, float z) : x_(x), y_(y), z_(z) {};
float x_, y_, z_;
};
class vec4 {
public:
vec4() : w_(0.0), x_(0.0), y_(0.0), z_(0.0) {};
vec4(float w, float x, float y, float z) : w_(w), x_(x), y_(y), z_(z) {};
vec4(vec3 v3, float z) : w_(v3.x_), x_(v3.y_), y_(v3.z_), z_(z) {};
float w_, x_, y_, z_;
};
// Utility functions to emulate 64-bit and 96-bit arithmetic in GLSL. Since
// GLSL is so horrible to debug, make sure the code for these functions stays
// both valid C++ and valid GLSL, so the unit tests for this class can help
// debug the shader issues.
ivec2 Add64(ivec2 a, ivec2 b);
ivec2 Sub64(ivec2 a, ivec2 b);
float Multiply64BitWithFloat(ivec2 a, float b);
float Multiply64BitWithFloat(ivec2 a, float b);
ivec3 Add96(ivec3 a, ivec3 b);
ivec3 Sub96(ivec3 a, ivec3 b);
float Multiply96BitWithFloat(ivec3 a, float b);
int TopNibble(int value);
ivec3 LongDoubleTo96Bits(long double value);
ivec3 Load64BitLeftShiftedBy4Into96Bit(int low, int high);
ivec2 Load32BitLeftShiftedBy4Into64Bit(int low);
// Functions that are not necessarily needed in GLSL.
uint64_t Convert96BitTo64BitRightShift(ivec3 input);
ivec2 LongDoubleTo64Bits(long double value);
ivec3 LongDoubleTo96Bits(long double value);
std::string ivec3ToHex(const ivec3& iv3);
std::string ivec2ToHex(const ivec2& iv2);
#endif // GLSL_SIMULATION_FUNCTIONS_H