Vector swizzling a-la GPU shaders in D

2015-02-24 Thread Denis 'GeneralGDA' Gladkiy via Digitalmars-d
I was playing with D for a several weeks and came up with a 
swizzling implementation for a vector class. The feature is 
common for languages like GLSL or HLSL. One of the use cases is a 
vector cross product with only two GPU instructions.


Here is the idea:
http://pastebin.com/Hvntey0s

Here is the full source of the vector:
http://pastebin.com/AnJKXBry

The code allows you to write something like const foo = 
bar.yyzx where bar is a vector and .yyzx constructs a new one 
from it.


This is not a production code. I believe one could make it much 
better. But the idea seems to be interesting in the area of inner 
DSLs for D.


Re: Vector swizzling a-la GPU shaders in D

2015-02-24 Thread ponce via Digitalmars-d
On Tuesday, 24 February 2015 at 15:38:55 UTC, Denis 'GeneralGDA' 
Gladkiy wrote:
I was playing with D for a several weeks and came up with a 
swizzling implementation for a vector class. The feature is 
common for languages like GLSL or HLSL. One of the use cases is 
a vector cross product with only two GPU instructions.


Here is the idea:
http://pastebin.com/Hvntey0s

Here is the full source of the vector:
http://pastebin.com/AnJKXBry

The code allows you to write something like const foo = 
bar.yyzx where bar is a vector and .yyzx constructs a new 
one from it.


This is not a production code. I believe one could make it much 
better. But the idea seems to be interesting in the area of 
inner DSLs for D.


I'm sorry this is nothing new.
https://github.com/Dav1dde/gl3n/blob/master/gl3n/linalg.d#L390
https://github.com/d-gamedev-team/gfm/blob/master/math/gfm/math/vector.d#L297