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hub / github.com/dfranx/ShaderDebugger / lib_hlsl_fmod

Function lib_hlsl_fmod

src/HLSLLibrary.cpp:227–267  ·  view source on GitHub ↗

Source from the content-addressed store, hash-verified

225 return bv_variable_create_uchar(0);
226 }
227 bv_variable lib_hlsl_fmod(bv_program* prog, u8 count, bv_variable* args)
228 {
229 /* mod(genType, genType), mod(genType, float), also for genDType */
230 if (count == 2) {
231 if (args[0].type == bv_type_object) {
232 bv_object* vec = bv_variable_get_object(args[0]);
233
234 // using: genType, float, genDType, double
235 glm::vec4 x = sd::AsVector<4, float>(args[0]);
236 glm::vec4 y(0.0f);
237
238 // get y
239 if (args[1].type == bv_type_object)
240 y = sd::AsVector<4, float>(args[1]);
241 else
242 y = glm::vec4(bv_variable_get_float(bv_variable_cast(bv_type_float, args[1])));
243
244 glm::vec4 vecData = x - y * glm::trunc(x / y);
245
246 bv_variable ret = Common::create_vec(prog, bv_type_float, vec->type->props.name_count);
247 bv_object* retObj = bv_variable_get_object(ret);
248
249 for (u16 i = 0; i < retObj->type->props.name_count; i++)
250 retObj->prop[i] = bv_variable_create_float(vecData[i]);
251
252 return ret;
253 }
254
255 // mod(float, float)
256 else if (args[0].type == bv_type_float) {
257 float x = bv_variable_get_float(bv_variable_cast(bv_type_float, args[0]));
258 float y = bv_variable_get_float(bv_variable_cast(bv_type_float, args[1]));
259
260 float retVal = x - y * glm::trunc(x / y);
261
262 return bv_variable_create_float(retVal);
263 }
264 }
265
266 return bv_variable_create_float(0.0f);
267 }
268
269 /* floating points */
270 bv_variable lib_hlsl_asint(bv_program* prog, u8 count, bv_variable* args)

Callers

nothing calls this directly

Calls 1

create_vecFunction · 0.85

Tested by

no test coverage detected