ir_variable *x = in_var(type, "x");
MAKE_SIG(glsl_type::float_type, always_available, 1, x);
- body.emit(ret(sqrt(dotlike(x, x))));
+ body.emit(ret(sqrt(dot(x, x))));
return sig;
}
ir_variable *Nref = in_var(type, "Nref");
MAKE_SIG(type, always_available, 3, N, I, Nref);
- body.emit(if_tree(less(dotlike(Nref, I), imm(0.0f)),
+ body.emit(if_tree(less(dot(Nref, I), imm(0.0f)),
ret(N), ret(neg(N))));
return sig;
MAKE_SIG(type, always_available, 2, I, N);
/* I - 2 * dot(N, I) * N */
- body.emit(ret(sub(I, mul(imm(2.0f), mul(dotlike(N, I), N)))));
+ body.emit(ret(sub(I, mul(imm(2.0f), mul(dot(N, I), N)))));
return sig;
}
MAKE_SIG(type, always_available, 3, I, N, eta);
ir_variable *n_dot_i = body.make_temp(glsl_type::float_type, "n_dot_i");
- body.emit(assign(n_dot_i, dotlike(N, I)));
+ body.emit(assign(n_dot_i, dot(N, I)));
/* From the GLSL 1.10 specification:
* k = 1.0 - eta * eta * (1.0 - dot(N, I) * dot(N, I))
return expr(ir_unop_round_even, a);
}
-ir_expression *dot(operand a, operand b)
-{
- return expr(ir_binop_dot, a, b);
-}
-
/* dot for vectors, mul for scalars */
-ir_expression *dotlike(operand a, operand b)
+ir_expression *dot(operand a, operand b)
{
assert(a.val->type == b.val->type);
ir_expression *borrow(operand a, operand b);
ir_expression *round_even(operand a);
ir_expression *dot(operand a, operand b);
-ir_expression *dotlike(operand a, operand b);
ir_expression *clamp(operand a, operand b, operand c);
ir_expression *saturate(operand a);
ir_expression *abs(operand a);