/* * Copyright (C) 2012 The Android Open Source Project * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. */ #include "rs_types.rsh" extern short __attribute__((overloadable, always_inline)) rsClamp(short amount, short low, short high); extern uchar4 __attribute__((overloadable)) convert_uchar4(short4); extern uchar4 __attribute__((overloadable)) convert_uchar4(float4); extern float4 __attribute__((overloadable)) convert_float4(uchar4); extern float __attribute__((overloadable)) sqrt(float); /* * CLAMP */ #define _CLAMP(T) \ extern T __attribute__((overloadable)) clamp(T amount, T low, T high) { \ return amount < low ? low : (amount > high ? high : amount); \ } \ \ extern T##2 __attribute__((overloadable)) clamp(T##2 amount, T##2 low, T##2 high) { \ T##2 r; \ r.x = amount.x < low.x ? low.x : (amount.x > high.x ? high.x : amount.x); \ r.y = amount.y < low.y ? low.y : (amount.y > high.y ? high.y : amount.y); \ return r; \ } \ \ extern T##3 __attribute__((overloadable)) clamp(T##3 amount, T##3 low, T##3 high) { \ T##3 r; \ r.x = amount.x < low.x ? low.x : (amount.x > high.x ? high.x : amount.x); \ r.y = amount.y < low.y ? low.y : (amount.y > high.y ? high.y : amount.y); \ r.z = amount.z < low.z ? low.z : (amount.z > high.z ? high.z : amount.z); \ return r; \ } \ \ extern T##4 __attribute__((overloadable)) clamp(T##4 amount, T##4 low, T##4 high) { \ T##4 r; \ r.x = amount.x < low.x ? low.x : (amount.x > high.x ? high.x : amount.x); \ r.y = amount.y < low.y ? low.y : (amount.y > high.y ? high.y : amount.y); \ r.z = amount.z < low.z ? low.z : (amount.z > high.z ? high.z : amount.z); \ r.w = amount.w < low.w ? low.w : (amount.w > high.w ? high.w : amount.w); \ return r; \ } \ \ extern T##2 __attribute__((overloadable)) clamp(T##2 amount, T low, T high) { \ T##2 r; \ r.x = amount.x < low ? low : (amount.x > high ? high : amount.x); \ r.y = amount.y < low ? low : (amount.y > high ? high : amount.y); \ return r; \ } \ \ extern T##3 __attribute__((overloadable)) clamp(T##3 amount, T low, T high) { \ T##3 r; \ r.x = amount.x < low ? low : (amount.x > high ? high : amount.x); \ r.y = amount.y < low ? low : (amount.y > high ? high : amount.y); \ r.z = amount.z < low ? low : (amount.z > high ? high : amount.z); \ return r; \ } \ \ extern T##4 __attribute__((overloadable)) clamp(T##4 amount, T low, T high) { \ T##4 r; \ r.x = amount.x < low ? low : (amount.x > high ? high : amount.x); \ r.y = amount.y < low ? low : (amount.y > high ? high : amount.y); \ r.z = amount.z < low ? low : (amount.z > high ? high : amount.z); \ r.w = amount.w < low ? low : (amount.w > high ? high : amount.w); \ return r; \ } #if !defined(__i386__) && !defined(__x86_64__) _CLAMP(float); #else extern float __attribute__((overloadable)) clamp(float amount, float low, float high); extern float2 __attribute__((overloadable)) clamp(float2 amount, float2 low, float2 high); extern float3 __attribute__((overloadable)) clamp(float3 amount, float3 low, float3 high); extern float4 __attribute__((overloadable)) clamp(float4 amount, float4 low, float4 high); extern float2 __attribute__((overloadable)) clamp(float2 amount, float low, float high); extern float3 __attribute__((overloadable)) clamp(float3 amount, float low, float high); extern float4 __attribute__((overloadable)) clamp(float4 amount, float low, float high); #endif // !defined(__i386__) && !defined(__x86_64__) _CLAMP(double); _CLAMP(char); _CLAMP(uchar); _CLAMP(short); _CLAMP(ushort); _CLAMP(int); _CLAMP(uint); _CLAMP(long); _CLAMP(ulong); #undef _CLAMP /* * FMAX */ extern float __attribute__((overloadable)) fmax(float v1, float v2) { return v1 > v2 ? v1 : v2; } extern float2 __attribute__((overloadable)) fmax(float2 v1, float2 v2) { float2 r; r.x = v1.x > v2.x ? v1.x : v2.x; r.y = v1.y > v2.y ? v1.y : v2.y; return r; } extern float3 __attribute__((overloadable)) fmax(float3 v1, float3 v2) { float3 r; r.x = v1.x > v2.x ? v1.x : v2.x; r.y = v1.y > v2.y ? v1.y : v2.y; r.z = v1.z > v2.z ? v1.z : v2.z; return r; } extern float4 __attribute__((overloadable)) fmax(float4 v1, float4 v2) { float4 r; r.x = v1.x > v2.x ? v1.x : v2.x; r.y = v1.y > v2.y ? v1.y : v2.y; r.z = v1.z > v2.z ? v1.z : v2.z; r.w = v1.w > v2.w ? v1.w : v2.w; return r; } extern float2 __attribute__((overloadable)) fmax(float2 v1, float v2) { float2 r; r.x = v1.x > v2 ? v1.x : v2; r.y = v1.y > v2 ? v1.y : v2; return r; } extern float3 __attribute__((overloadable)) fmax(float3 v1, float v2) { float3 r; r.x = v1.x > v2 ? v1.x : v2; r.y = v1.y > v2 ? v1.y : v2; r.z = v1.z > v2 ? v1.z : v2; return r; } extern float4 __attribute__((overloadable)) fmax(float4 v1, float v2) { float4 r; r.x = v1.x > v2 ? v1.x : v2; r.y = v1.y > v2 ? v1.y : v2; r.z = v1.z > v2 ? v1.z : v2; r.w = v1.w > v2 ? v1.w : v2; return r; } extern float __attribute__((overloadable)) fmin(float v1, float v2) { return v1 < v2 ? v1 : v2; } /* * FMIN */ extern float2 __attribute__((overloadable)) fmin(float2 v1, float2 v2) { float2 r; r.x = v1.x < v2.x ? v1.x : v2.x; r.y = v1.y < v2.y ? v1.y : v2.y; return r; } extern float3 __attribute__((overloadable)) fmin(float3 v1, float3 v2) { float3 r; r.x = v1.x < v2.x ? v1.x : v2.x; r.y = v1.y < v2.y ? v1.y : v2.y; r.z = v1.z < v2.z ? v1.z : v2.z; return r; } extern float4 __attribute__((overloadable)) fmin(float4 v1, float4 v2) { float4 r; r.x = v1.x < v2.x ? v1.x : v2.x; r.y = v1.y < v2.y ? v1.y : v2.y; r.z = v1.z < v2.z ? v1.z : v2.z; r.w = v1.w < v2.w ? v1.w : v2.w; return r; } extern float2 __attribute__((overloadable)) fmin(float2 v1, float v2) { float2 r; r.x = v1.x < v2 ? v1.x : v2; r.y = v1.y < v2 ? v1.y : v2; return r; } extern float3 __attribute__((overloadable)) fmin(float3 v1, float v2) { float3 r; r.x = v1.x < v2 ? v1.x : v2; r.y = v1.y < v2 ? v1.y : v2; r.z = v1.z < v2 ? v1.z : v2; return r; } extern float4 __attribute__((overloadable)) fmin(float4 v1, float v2) { float4 r; r.x = v1.x < v2 ? v1.x : v2; r.y = v1.y < v2 ? v1.y : v2; r.z = v1.z < v2 ? v1.z : v2; r.w = v1.w < v2 ? v1.w : v2; return r; } /* * MAX */ extern char __attribute__((overloadable)) max(char v1, char v2) { return v1 > v2 ? v1 : v2; } extern char2 __attribute__((overloadable)) max(char2 v1, char2 v2) { char2 r; r.x = v1.x > v2.x ? v1.x : v2.x; r.y = v1.y > v2.y ? v1.y : v2.y; return r; } extern char3 __attribute__((overloadable)) max(char3 v1, char3 v2) { char3 r; r.x = v1.x > v2.x ? v1.x : v2.x; r.y = v1.y > v2.y ? v1.y : v2.y; r.z = v1.z > v2.z ? v1.z : v2.z; return r; } extern char4 __attribute__((overloadable)) max(char4 v1, char4 v2) { char4 r; r.x = v1.x > v2.x ? v1.x : v2.x; r.y = v1.y > v2.y ? v1.y : v2.y; r.z = v1.z > v2.z ? v1.z : v2.z; r.w = v1.w > v2.w ? v1.w : v2.w; return r; } extern short __attribute__((overloadable)) max(short v1, short v2) { return v1 > v2 ? v1 : v2; } extern short2 __attribute__((overloadable)) max(short2 v1, short2 v2) { short2 r; r.x = v1.x > v2.x ? v1.x : v2.x; r.y = v1.y > v2.y ? v1.y : v2.y; return r; } extern short3 __attribute__((overloadable)) max(short3 v1, short3 v2) { short3 r; r.x = v1.x > v2.x ? v1.x : v2.x; r.y = v1.y > v2.y ? v1.y : v2.y; r.z = v1.z > v2.z ? v1.z : v2.z; return r; } extern short4 __attribute__((overloadable)) max(short4 v1, short4 v2) { short4 r; r.x = v1.x > v2.x ? v1.x : v2.x; r.y = v1.y > v2.y ? v1.y : v2.y; r.z = v1.z > v2.z ? v1.z : v2.z; r.w = v1.w > v2.w ? v1.w : v2.w; return r; } extern int __attribute__((overloadable)) max(int v1, int v2) { return v1 > v2 ? v1 : v2; } extern int2 __attribute__((overloadable)) max(int2 v1, int2 v2) { int2 r; r.x = v1.x > v2.x ? v1.x : v2.x; r.y = v1.y > v2.y ? v1.y : v2.y; return r; } extern int3 __attribute__((overloadable)) max(int3 v1, int3 v2) { int3 r; r.x = v1.x > v2.x ? v1.x : v2.x; r.y = v1.y > v2.y ? v1.y : v2.y; r.z = v1.z > v2.z ? v1.z : v2.z; return r; } extern int4 __attribute__((overloadable)) max(int4 v1, int4 v2) { int4 r; r.x = v1.x > v2.x ? v1.x : v2.x; r.y = v1.y > v2.y ? v1.y : v2.y; r.z = v1.z > v2.z ? v1.z : v2.z; r.w = v1.w > v2.w ? v1.w : v2.w; return r; } extern uchar __attribute__((overloadable)) max(uchar v1, uchar v2) { return v1 > v2 ? v1 : v2; } extern uchar2 __attribute__((overloadable)) max(uchar2 v1, uchar2 v2) { uchar2 r; r.x = v1.x > v2.x ? v1.x : v2.x; r.y = v1.y > v2.y ? v1.y : v2.y; return r; } extern uchar3 __attribute__((overloadable)) max(uchar3 v1, uchar3 v2) { uchar3 r; r.x = v1.x > v2.x ? v1.x : v2.x; r.y = v1.y > v2.y ? v1.y : v2.y; r.z = v1.z > v2.z ? v1.z : v2.z; return r; } extern uchar4 __attribute__((overloadable)) max(uchar4 v1, uchar4 v2) { uchar4 r; r.x = v1.x > v2.x ? v1.x : v2.x; r.y = v1.y > v2.y ? v1.y : v2.y; r.z = v1.z > v2.z ? v1.z : v2.z; r.w = v1.w > v2.w ? v1.w : v2.w; return r; } extern ushort __attribute__((overloadable)) max(ushort v1, ushort v2) { return v1 > v2 ? v1 : v2; } extern ushort2 __attribute__((overloadable)) max(ushort2 v1, ushort2 v2) { ushort2 r; r.x = v1.x > v2.x ? v1.x : v2.x; r.y = v1.y > v2.y ? v1.y : v2.y; return r; } extern ushort3 __attribute__((overloadable)) max(ushort3 v1, ushort3 v2) { ushort3 r; r.x = v1.x > v2.x ? v1.x : v2.x; r.y = v1.y > v2.y ? v1.y : v2.y; r.z = v1.z > v2.z ? v1.z : v2.z; return r; } extern ushort4 __attribute__((overloadable)) max(ushort4 v1, ushort4 v2) { ushort4 r; r.x = v1.x > v2.x ? v1.x : v2.x; r.y = v1.y > v2.y ? v1.y : v2.y; r.z = v1.z > v2.z ? v1.z : v2.z; r.w = v1.w > v2.w ? v1.w : v2.w; return r; } extern uint __attribute__((overloadable)) max(uint v1, uint v2) { return v1 > v2 ? v1 : v2; } extern uint2 __attribute__((overloadable)) max(uint2 v1, uint2 v2) { uint2 r; r.x = v1.x > v2.x ? v1.x : v2.x; r.y = v1.y > v2.y ? v1.y : v2.y; return r; } extern uint3 __attribute__((overloadable)) max(uint3 v1, uint3 v2) { uint3 r; r.x = v1.x > v2.x ? v1.x : v2.x; r.y = v1.y > v2.y ? v1.y : v2.y; r.z = v1.z > v2.z ? v1.z : v2.z; return r; } extern uint4 __attribute__((overloadable)) max(uint4 v1, uint4 v2) { uint4 r; r.x = v1.x > v2.x ? v1.x : v2.x; r.y = v1.y > v2.y ? v1.y : v2.y; r.z = v1.z > v2.z ? v1.z : v2.z; r.w = v1.w > v2.w ? v1.w : v2.w; return r; } extern float __attribute__((overloadable)) max(float v1, float v2) { return fmax(v1, v2); } extern float2 __attribute__((overloadable)) max(float2 v1, float2 v2) { return fmax(v1, v2); } extern float2 __attribute__((overloadable)) max(float2 v1, float v2) { return fmax(v1, v2); } extern float3 __attribute__((overloadable)) max(float3 v1, float3 v2) { return fmax(v1, v2); } extern float3 __attribute__((overloadable)) max(float3 v1, float v2) { return fmax(v1, v2); } extern float4 __attribute__((overloadable)) max(float4 v1, float4 v2) { return fmax(v1, v2); } extern float4 __attribute__((overloadable)) max(float4 v1, float v2) { return fmax(v1, v2); } /* * MIN */ extern int8_t __attribute__((overloadable)) min(int8_t v1, int8_t v2) { return v1 < v2 ? v1 : v2; } extern char2 __attribute__((overloadable)) min(char2 v1, char2 v2) { char2 r; r.x = v1.x < v2.x ? v1.x : v2.x; r.y = v1.y < v2.y ? v1.y : v2.y; return r; } extern char3 __attribute__((overloadable)) min(char3 v1, char3 v2) { char3 r; r.x = v1.x < v2.x ? v1.x : v2.x; r.y = v1.y < v2.y ? v1.y : v2.y; r.z = v1.z < v2.z ? v1.z : v2.z; return r; } extern char4 __attribute__((overloadable)) min(char4 v1, char4 v2) { char4 r; r.x = v1.x < v2.x ? v1.x : v2.x; r.y = v1.y < v2.y ? v1.y : v2.y; r.z = v1.z < v2.z ? v1.z : v2.z; r.w = v1.w < v2.w ? v1.w : v2.w; return r; } extern int16_t __attribute__((overloadable)) min(int16_t v1, int16_t v2) { return v1 < v2 ? v1 : v2; } extern short2 __attribute__((overloadable)) min(short2 v1, short2 v2) { short2 r; r.x = v1.x < v2.x ? v1.x : v2.x; r.y = v1.y < v2.y ? v1.y : v2.y; return r; } extern short3 __attribute__((overloadable)) min(short3 v1, short3 v2) { short3 r; r.x = v1.x < v2.x ? v1.x : v2.x; r.y = v1.y < v2.y ? v1.y : v2.y; r.z = v1.z < v2.z ? v1.z : v2.z; return r; } extern short4 __attribute__((overloadable)) min(short4 v1, short4 v2) { short4 r; r.x = v1.x < v2.x ? v1.x : v2.x; r.y = v1.y < v2.y ? v1.y : v2.y; r.z = v1.z < v2.z ? v1.z : v2.z; r.w = v1.w < v2.w ? v1.w : v2.w; return r; } extern int32_t __attribute__((overloadable)) min(int32_t v1, int32_t v2) { return v1 < v2 ? v1 : v2; } extern int2 __attribute__((overloadable)) min(int2 v1, int2 v2) { int2 r; r.x = v1.x < v2.x ? v1.x : v2.x; r.y = v1.y < v2.y ? v1.y : v2.y; return r; } extern int3 __attribute__((overloadable)) min(int3 v1, int3 v2) { int3 r; r.x = v1.x < v2.x ? v1.x : v2.x; r.y = v1.y < v2.y ? v1.y : v2.y; r.z = v1.z < v2.z ? v1.z : v2.z; return r; } extern int4 __attribute__((overloadable)) min(int4 v1, int4 v2) { int4 r; r.x = v1.x < v2.x ? v1.x : v2.x; r.y = v1.y < v2.y ? v1.y : v2.y; r.z = v1.z < v2.z ? v1.z : v2.z; r.w = v1.w < v2.w ? v1.w : v2.w; return r; } extern uchar __attribute__((overloadable)) min(uchar v1, uchar v2) { return v1 < v2 ? v1 : v2; } extern uchar2 __attribute__((overloadable)) min(uchar2 v1, uchar2 v2) { uchar2 r; r.x = v1.x < v2.x ? v1.x : v2.x; r.y = v1.y < v2.y ? v1.y : v2.y; return r; } extern uchar3 __attribute__((overloadable)) min(uchar3 v1, uchar3 v2) { uchar3 r; r.x = v1.x < v2.x ? v1.x : v2.x; r.y = v1.y < v2.y ? v1.y : v2.y; r.z = v1.z < v2.z ? v1.z : v2.z; return r; } extern uchar4 __attribute__((overloadable)) min(uchar4 v1, uchar4 v2) { uchar4 r; r.x = v1.x < v2.x ? v1.x : v2.x; r.y = v1.y < v2.y ? v1.y : v2.y; r.z = v1.z < v2.z ? v1.z : v2.z; r.w = v1.w < v2.w ? v1.w : v2.w; return r; } extern ushort __attribute__((overloadable)) min(ushort v1, ushort v2) { return v1 < v2 ? v1 : v2; } extern ushort2 __attribute__((overloadable)) min(ushort2 v1, ushort2 v2) { ushort2 r; r.x = v1.x < v2.x ? v1.x : v2.x; r.y = v1.y < v2.y ? v1.y : v2.y; return r; } extern ushort3 __attribute__((overloadable)) min(ushort3 v1, ushort3 v2) { ushort3 r; r.x = v1.x < v2.x ? v1.x : v2.x; r.y = v1.y < v2.y ? v1.y : v2.y; r.z = v1.z < v2.z ? v1.z : v2.z; return r; } extern ushort4 __attribute__((overloadable)) min(ushort4 v1, ushort4 v2) { ushort4 r; r.x = v1.x < v2.x ? v1.x : v2.x; r.y = v1.y < v2.y ? v1.y : v2.y; r.z = v1.z < v2.z ? v1.z : v2.z; r.w = v1.w < v2.w ? v1.w : v2.w; return r; } extern uint __attribute__((overloadable)) min(uint v1, uint v2) { return v1 < v2 ? v1 : v2; } extern uint2 __attribute__((overloadable)) min(uint2 v1, uint2 v2) { uint2 r; r.x = v1.x < v2.x ? v1.x : v2.x; r.y = v1.y < v2.y ? v1.y : v2.y; return r; } extern uint3 __attribute__((overloadable)) min(uint3 v1, uint3 v2) { uint3 r; r.x = v1.x < v2.x ? v1.x : v2.x; r.y = v1.y < v2.y ? v1.y : v2.y; r.z = v1.z < v2.z ? v1.z : v2.z; return r; } extern uint4 __attribute__((overloadable)) min(uint4 v1, uint4 v2) { uint4 r; r.x = v1.x < v2.x ? v1.x : v2.x; r.y = v1.y < v2.y ? v1.y : v2.y; r.z = v1.z < v2.z ? v1.z : v2.z; r.w = v1.w < v2.w ? v1.w : v2.w; return r; } extern float __attribute__((overloadable)) min(float v1, float v2) { return fmin(v1, v2); } extern float2 __attribute__((overloadable)) min(float2 v1, float2 v2) { return fmin(v1, v2); } extern float2 __attribute__((overloadable)) min(float2 v1, float v2) { return fmin(v1, v2); } extern float3 __attribute__((overloadable)) min(float3 v1, float3 v2) { return fmin(v1, v2); } extern float3 __attribute__((overloadable)) min(float3 v1, float v2) { return fmin(v1, v2); } extern float4 __attribute__((overloadable)) min(float4 v1, float4 v2) { return fmin(v1, v2); } extern float4 __attribute__((overloadable)) min(float4 v1, float v2) { return fmin(v1, v2); } /* * YUV */ extern uchar4 __attribute__((overloadable)) rsYuvToRGBA_uchar4(uchar y, uchar u, uchar v) { short Y = ((short)y) - 16; short U = ((short)u) - 128; short V = ((short)v) - 128; short4 p; p.r = (Y * 298 + V * 409 + 128) >> 8; p.g = (Y * 298 - U * 100 - V * 208 + 128) >> 8; p.b = (Y * 298 + U * 516 + 128) >> 8; p.a = 255; p.r = rsClamp(p.r, (short)0, (short)255); p.g = rsClamp(p.g, (short)0, (short)255); p.b = rsClamp(p.b, (short)0, (short)255); return convert_uchar4(p); } static float4 yuv_U_values = {0.f, -0.392f * 0.003921569f, +2.02 * 0.003921569f, 0.f}; static float4 yuv_V_values = {1.603f * 0.003921569f, -0.815f * 0.003921569f, 0.f, 0.f}; extern float4 __attribute__((overloadable)) rsYuvToRGBA_float4(uchar y, uchar u, uchar v) { float4 color = (float)y * 0.003921569f; float4 fU = ((float)u) - 128.f; float4 fV = ((float)v) - 128.f; color += fU * yuv_U_values; color += fV * yuv_V_values; color = clamp(color, 0.f, 1.f); return color; } /* * half_RECIP */ extern float2 __attribute__((overloadable)) half_recip(float2 v) { return ((float2) 1.f) / v; } extern float3 __attribute__((overloadable)) half_recip(float3 v) { return ((float3) 1.f) / v; } extern float4 __attribute__((overloadable)) half_recip(float4 v) { return ((float4) 1.f) / v; } /* * half_rsqrt */ extern float __attribute__((overloadable)) half_rsqrt(float v) { return 1.f / sqrt(v); } extern float2 __attribute__((overloadable)) half_rsqrt(float2 v) { float2 r; r.x = half_rsqrt(v.x); r.y = half_rsqrt(v.y); return r; } extern float3 __attribute__((overloadable)) half_rsqrt(float3 v) { float3 r; r.x = half_rsqrt(v.x); r.y = half_rsqrt(v.y); r.z = half_rsqrt(v.z); return r; } extern float4 __attribute__((overloadable)) half_rsqrt(float4 v) { float4 r; r.x = half_rsqrt(v.x); r.y = half_rsqrt(v.y); r.z = half_rsqrt(v.z); r.w = half_rsqrt(v.w); return r; } /** * matrix ops */ extern float4 __attribute__((overloadable)) rsMatrixMultiply(const rs_matrix4x4 *m, float4 in) { float4 ret; ret.x = (m->m[0] * in.x) + (m->m[4] * in.y) + (m->m[8] * in.z) + (m->m[12] * in.w); ret.y = (m->m[1] * in.x) + (m->m[5] * in.y) + (m->m[9] * in.z) + (m->m[13] * in.w); ret.z = (m->m[2] * in.x) + (m->m[6] * in.y) + (m->m[10] * in.z) + (m->m[14] * in.w); ret.w = (m->m[3] * in.x) + (m->m[7] * in.y) + (m->m[11] * in.z) + (m->m[15] * in.w); return ret; } extern float4 __attribute__((overloadable)) rsMatrixMultiply(const rs_matrix4x4 *m, float3 in) { float4 ret; ret.x = (m->m[0] * in.x) + (m->m[4] * in.y) + (m->m[8] * in.z) + m->m[12]; ret.y = (m->m[1] * in.x) + (m->m[5] * in.y) + (m->m[9] * in.z) + m->m[13]; ret.z = (m->m[2] * in.x) + (m->m[6] * in.y) + (m->m[10] * in.z) + m->m[14]; ret.w = (m->m[3] * in.x) + (m->m[7] * in.y) + (m->m[11] * in.z) + m->m[15]; return ret; } extern float4 __attribute__((overloadable)) rsMatrixMultiply(const rs_matrix4x4 *m, float2 in) { float4 ret; ret.x = (m->m[0] * in.x) + (m->m[4] * in.y) + m->m[12]; ret.y = (m->m[1] * in.x) + (m->m[5] * in.y) + m->m[13]; ret.z = (m->m[2] * in.x) + (m->m[6] * in.y) + m->m[14]; ret.w = (m->m[3] * in.x) + (m->m[7] * in.y) + m->m[15]; return ret; } extern float3 __attribute__((overloadable)) rsMatrixMultiply(const rs_matrix3x3 *m, float3 in) { float3 ret; ret.x = (m->m[0] * in.x) + (m->m[3] * in.y) + (m->m[6] * in.z); ret.y = (m->m[1] * in.x) + (m->m[4] * in.y) + (m->m[7] * in.z); ret.z = (m->m[2] * in.x) + (m->m[5] * in.y) + (m->m[8] * in.z); return ret; } extern float3 __attribute__((overloadable)) rsMatrixMultiply(const rs_matrix3x3 *m, float2 in) { float3 ret; ret.x = (m->m[0] * in.x) + (m->m[3] * in.y); ret.y = (m->m[1] * in.x) + (m->m[4] * in.y); ret.z = (m->m[2] * in.x) + (m->m[5] * in.y); return ret; } /** * Pixel Ops */ extern uchar4 __attribute__((overloadable)) rsPackColorTo8888(float r, float g, float b) { uchar4 c; c.x = (uchar)clamp((r * 255.f + 0.5f), 0.f, 255.f); c.y = (uchar)clamp((g * 255.f + 0.5f), 0.f, 255.f); c.z = (uchar)clamp((b * 255.f + 0.5f), 0.f, 255.f); c.w = 255; return c; } extern uchar4 __attribute__((overloadable)) rsPackColorTo8888(float r, float g, float b, float a) { uchar4 c; c.x = (uchar)clamp((r * 255.f + 0.5f), 0.f, 255.f); c.y = (uchar)clamp((g * 255.f + 0.5f), 0.f, 255.f); c.z = (uchar)clamp((b * 255.f + 0.5f), 0.f, 255.f); c.w = (uchar)clamp((a * 255.f + 0.5f), 0.f, 255.f); return c; } extern uchar4 __attribute__((overloadable)) rsPackColorTo8888(float3 color) { color *= 255.f; color += 0.5f; color = clamp(color, 0.f, 255.f); uchar4 c = {color.x, color.y, color.z, 255}; return c; } extern uchar4 __attribute__((overloadable)) rsPackColorTo8888(float4 color) { color *= 255.f; color += 0.5f; color = clamp(color, 0.f, 255.f); uchar4 c = {color.x, color.y, color.z, color.w}; return c; }