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Currently polyfilled for all backends. HLSL should be able to map this to 'firstbithigh', but there might need to be some special case handling for 0 (undocumented behavior). For now just polyfill. CTS tests: https://github.com/gpuweb/cts/pull/1004 Bug: tint:1367 Bug: tint:1449 Change-Id: I9c9a08ea93d1c4a602e0ab763e95e2eea336fb0d Reviewed-on: https://dawn-review.googlesource.com/c/tint/+/81503 Reviewed-by: David Neto <dneto@google.com> Kokoro: Kokoro <noreply+kokoro@google.com> Commit-Queue: Ben Clayton <bclayton@google.com>
49 lines
1.1 KiB
Plaintext
49 lines
1.1 KiB
Plaintext
#include <metal_stdlib>
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using namespace metal;
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int tint_first_leading_bit(int v) {
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uint x = select(uint(v), uint(~(v)), (v < 0));
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uint const b16 = select(0u, 16u, bool((x & 4294901760u)));
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x = (x >> b16);
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uint const b8 = select(0u, 8u, bool((x & 65280u)));
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x = (x >> b8);
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uint const b4 = select(0u, 4u, bool((x & 240u)));
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x = (x >> b4);
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uint const b2 = select(0u, 2u, bool((x & 12u)));
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x = (x >> b2);
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uint const b1 = select(0u, 1u, bool((x & 2u)));
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uint const is_zero = select(0u, 4294967295u, (x == 0u));
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return int((((((b16 | b8) | b4) | b2) | b1) | is_zero));
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}
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void firstLeadingBit_57a1a3() {
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int res = tint_first_leading_bit(1);
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}
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struct tint_symbol {
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float4 value [[position]];
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};
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float4 vertex_main_inner() {
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firstLeadingBit_57a1a3();
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return float4();
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}
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vertex tint_symbol vertex_main() {
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float4 const inner_result = vertex_main_inner();
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tint_symbol wrapper_result = {};
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wrapper_result.value = inner_result;
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return wrapper_result;
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}
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fragment void fragment_main() {
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firstLeadingBit_57a1a3();
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return;
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}
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kernel void compute_main() {
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firstLeadingBit_57a1a3();
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return;
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}
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