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-rw-r--r--3rdparty/bgfx/3rdparty/spirv-cross/reference/shaders-hlsl/comp/inverse.comp124
1 files changed, 124 insertions, 0 deletions
diff --git a/3rdparty/bgfx/3rdparty/spirv-cross/reference/shaders-hlsl/comp/inverse.comp b/3rdparty/bgfx/3rdparty/spirv-cross/reference/shaders-hlsl/comp/inverse.comp
new file mode 100644
index 00000000000..f9ec89aa316
--- /dev/null
+++ b/3rdparty/bgfx/3rdparty/spirv-cross/reference/shaders-hlsl/comp/inverse.comp
@@ -0,0 +1,124 @@
+static const uint3 gl_WorkGroupSize = uint3(1u, 1u, 1u);
+
+RWByteAddressBuffer _15 : register(u0);
+ByteAddressBuffer _20 : register(t1);
+
+// Returns the inverse of a matrix, by using the algorithm of calculating the classical
+// adjoint and dividing by the determinant. The contents of the matrix are changed.
+float2x2 SPIRV_Cross_Inverse(float2x2 m)
+{
+ float2x2 adj; // The adjoint matrix (inverse after dividing by determinant)
+
+ // Create the transpose of the cofactors, as the classical adjoint of the matrix.
+ adj[0][0] = m[1][1];
+ adj[0][1] = -m[0][1];
+
+ adj[1][0] = -m[1][0];
+ adj[1][1] = m[0][0];
+
+ // Calculate the determinant as a combination of the cofactors of the first row.
+ float det = (adj[0][0] * m[0][0]) + (adj[0][1] * m[1][0]);
+
+ // Divide the classical adjoint matrix by the determinant.
+ // If determinant is zero, matrix is not invertable, so leave it unchanged.
+ return (det != 0.0f) ? (adj * (1.0f / det)) : m;
+}
+
+// Returns the determinant of a 2x2 matrix.
+float SPIRV_Cross_Det2x2(float a1, float a2, float b1, float b2)
+{
+ return a1 * b2 - b1 * a2;
+}
+
+// Returns the inverse of a matrix, by using the algorithm of calculating the classical
+// adjoint and dividing by the determinant. The contents of the matrix are changed.
+float3x3 SPIRV_Cross_Inverse(float3x3 m)
+{
+ float3x3 adj; // The adjoint matrix (inverse after dividing by determinant)
+
+ // Create the transpose of the cofactors, as the classical adjoint of the matrix.
+ adj[0][0] = SPIRV_Cross_Det2x2(m[1][1], m[1][2], m[2][1], m[2][2]);
+ adj[0][1] = -SPIRV_Cross_Det2x2(m[0][1], m[0][2], m[2][1], m[2][2]);
+ adj[0][2] = SPIRV_Cross_Det2x2(m[0][1], m[0][2], m[1][1], m[1][2]);
+
+ adj[1][0] = -SPIRV_Cross_Det2x2(m[1][0], m[1][2], m[2][0], m[2][2]);
+ adj[1][1] = SPIRV_Cross_Det2x2(m[0][0], m[0][2], m[2][0], m[2][2]);
+ adj[1][2] = -SPIRV_Cross_Det2x2(m[0][0], m[0][2], m[1][0], m[1][2]);
+
+ adj[2][0] = SPIRV_Cross_Det2x2(m[1][0], m[1][1], m[2][0], m[2][1]);
+ adj[2][1] = -SPIRV_Cross_Det2x2(m[0][0], m[0][1], m[2][0], m[2][1]);
+ adj[2][2] = SPIRV_Cross_Det2x2(m[0][0], m[0][1], m[1][0], m[1][1]);
+
+ // Calculate the determinant as a combination of the cofactors of the first row.
+ float det = (adj[0][0] * m[0][0]) + (adj[0][1] * m[1][0]) + (adj[0][2] * m[2][0]);
+
+ // Divide the classical adjoint matrix by the determinant.
+ // If determinant is zero, matrix is not invertable, so leave it unchanged.
+ return (det != 0.0f) ? (adj * (1.0f / det)) : m;
+}
+
+// Returns the determinant of a 3x3 matrix.
+float SPIRV_Cross_Det3x3(float a1, float a2, float a3, float b1, float b2, float b3, float c1, float c2, float c3)
+{
+ return a1 * SPIRV_Cross_Det2x2(b2, b3, c2, c3) - b1 * SPIRV_Cross_Det2x2(a2, a3, c2, c3) + c1 * SPIRV_Cross_Det2x2(a2, a3, b2, b3);
+}
+
+// Returns the inverse of a matrix, by using the algorithm of calculating the classical
+// adjoint and dividing by the determinant. The contents of the matrix are changed.
+float4x4 SPIRV_Cross_Inverse(float4x4 m)
+{
+ float4x4 adj; // The adjoint matrix (inverse after dividing by determinant)
+
+ // Create the transpose of the cofactors, as the classical adjoint of the matrix.
+ adj[0][0] = SPIRV_Cross_Det3x3(m[1][1], m[1][2], m[1][3], m[2][1], m[2][2], m[2][3], m[3][1], m[3][2], m[3][3]);
+ adj[0][1] = -SPIRV_Cross_Det3x3(m[0][1], m[0][2], m[0][3], m[2][1], m[2][2], m[2][3], m[3][1], m[3][2], m[3][3]);
+ adj[0][2] = SPIRV_Cross_Det3x3(m[0][1], m[0][2], m[0][3], m[1][1], m[1][2], m[1][3], m[3][1], m[3][2], m[3][3]);
+ adj[0][3] = -SPIRV_Cross_Det3x3(m[0][1], m[0][2], m[0][3], m[1][1], m[1][2], m[1][3], m[2][1], m[2][2], m[2][3]);
+
+ adj[1][0] = -SPIRV_Cross_Det3x3(m[1][0], m[1][2], m[1][3], m[2][0], m[2][2], m[2][3], m[3][0], m[3][2], m[3][3]);
+ adj[1][1] = SPIRV_Cross_Det3x3(m[0][0], m[0][2], m[0][3], m[2][0], m[2][2], m[2][3], m[3][0], m[3][2], m[3][3]);
+ adj[1][2] = -SPIRV_Cross_Det3x3(m[0][0], m[0][2], m[0][3], m[1][0], m[1][2], m[1][3], m[3][0], m[3][2], m[3][3]);
+ adj[1][3] = SPIRV_Cross_Det3x3(m[0][0], m[0][2], m[0][3], m[1][0], m[1][2], m[1][3], m[2][0], m[2][2], m[2][3]);
+
+ adj[2][0] = SPIRV_Cross_Det3x3(m[1][0], m[1][1], m[1][3], m[2][0], m[2][1], m[2][3], m[3][0], m[3][1], m[3][3]);
+ adj[2][1] = -SPIRV_Cross_Det3x3(m[0][0], m[0][1], m[0][3], m[2][0], m[2][1], m[2][3], m[3][0], m[3][1], m[3][3]);
+ adj[2][2] = SPIRV_Cross_Det3x3(m[0][0], m[0][1], m[0][3], m[1][0], m[1][1], m[1][3], m[3][0], m[3][1], m[3][3]);
+ adj[2][3] = -SPIRV_Cross_Det3x3(m[0][0], m[0][1], m[0][3], m[1][0], m[1][1], m[1][3], m[2][0], m[2][1], m[2][3]);
+
+ adj[3][0] = -SPIRV_Cross_Det3x3(m[1][0], m[1][1], m[1][2], m[2][0], m[2][1], m[2][2], m[3][0], m[3][1], m[3][2]);
+ adj[3][1] = SPIRV_Cross_Det3x3(m[0][0], m[0][1], m[0][2], m[2][0], m[2][1], m[2][2], m[3][0], m[3][1], m[3][2]);
+ adj[3][2] = -SPIRV_Cross_Det3x3(m[0][0], m[0][1], m[0][2], m[1][0], m[1][1], m[1][2], m[3][0], m[3][1], m[3][2]);
+ adj[3][3] = SPIRV_Cross_Det3x3(m[0][0], m[0][1], m[0][2], m[1][0], m[1][1], m[1][2], m[2][0], m[2][1], m[2][2]);
+
+ // Calculate the determinant as a combination of the cofactors of the first row.
+ float det = (adj[0][0] * m[0][0]) + (adj[0][1] * m[1][0]) + (adj[0][2] * m[2][0]) + (adj[0][3] * m[3][0]);
+
+ // Divide the classical adjoint matrix by the determinant.
+ // If determinant is zero, matrix is not invertable, so leave it unchanged.
+ return (det != 0.0f) ? (adj * (1.0f / det)) : m;
+}
+
+void comp_main()
+{
+ float2x2 _23 = asfloat(uint2x2(_20.Load2(0), _20.Load2(8)));
+ float2x2 _24 = SPIRV_Cross_Inverse(_23);
+ _15.Store2(0, asuint(_24[0]));
+ _15.Store2(8, asuint(_24[1]));
+ float3x3 _29 = asfloat(uint3x3(_20.Load3(16), _20.Load3(32), _20.Load3(48)));
+ float3x3 _30 = SPIRV_Cross_Inverse(_29);
+ _15.Store3(16, asuint(_30[0]));
+ _15.Store3(32, asuint(_30[1]));
+ _15.Store3(48, asuint(_30[2]));
+ float4x4 _35 = asfloat(uint4x4(_20.Load4(64), _20.Load4(80), _20.Load4(96), _20.Load4(112)));
+ float4x4 _36 = SPIRV_Cross_Inverse(_35);
+ _15.Store4(64, asuint(_36[0]));
+ _15.Store4(80, asuint(_36[1]));
+ _15.Store4(96, asuint(_36[2]));
+ _15.Store4(112, asuint(_36[3]));
+}
+
+[numthreads(1, 1, 1)]
+void main()
+{
+ comp_main();
+}