/* * Copyright 2010-2015 Branimir Karadzic. All rights reserved. * License: http://www.opensource.org/licenses/BSD-2-Clause */ #ifndef BX_FLOAT4_LANGEXT_H_HEADER_GUARD #define BX_FLOAT4_LANGEXT_H_HEADER_GUARD #include namespace bx { typedef union float4_t { float __attribute__((vector_size(16))) vf; int32_t __attribute__((vector_size(16))) vi; uint32_t __attribute__((vector_size(16))) vu; float fxyzw[4]; int32_t ixyzw[4]; uint32_t uxyzw[4]; } float4_t; #define ELEMx 0 #define ELEMy 1 #define ELEMz 2 #define ELEMw 3 #define IMPLEMENT_SWIZZLE(_x, _y, _z, _w) \ BX_FLOAT4_FORCE_INLINE float4_t float4_swiz_##_x##_y##_z##_w(float4_t _a) \ { \ float4_t result; \ result.vf = __builtin_shufflevector(_a.vf, _a.vf, ELEM##_x, ELEM##_y, ELEM##_z, ELEM##_w); \ return result; \ } #include "float4_swizzle.inl" #undef IMPLEMENT_SWIZZLE #undef ELEMw #undef ELEMz #undef ELEMy #undef ELEMx #define IMPLEMENT_TEST(_xyzw, _mask) \ BX_FLOAT4_FORCE_INLINE bool float4_test_any_##_xyzw(float4_t _test) \ { \ uint32_t tmp = ( (_test.uxyzw[3]>>31)<<3) \ | ( (_test.uxyzw[2]>>31)<<2) \ | ( (_test.uxyzw[1]>>31)<<1) \ | ( _test.uxyzw[0]>>31) \ ; \ return 0 != (tmp&(_mask) ); \ } \ \ BX_FLOAT4_FORCE_INLINE bool float4_test_all_##_xyzw(float4_t _test) \ { \ uint32_t tmp = ( (_test.uxyzw[3]>>31)<<3) \ | ( (_test.uxyzw[2]>>31)<<2) \ | ( (_test.uxyzw[1]>>31)<<1) \ | ( _test.uxyzw[0]>>31) \ ; \ return (_mask) == (tmp&(_mask) ); \ } IMPLEMENT_TEST(x , 0x1); IMPLEMENT_TEST(y , 0x2); IMPLEMENT_TEST(xy , 0x3); IMPLEMENT_TEST(z , 0x4); IMPLEMENT_TEST(xz , 0x5); IMPLEMENT_TEST(yz , 0x6); IMPLEMENT_TEST(xyz , 0x7); IMPLEMENT_TEST(w , 0x8); IMPLEMENT_TEST(xw , 0x9); IMPLEMENT_TEST(yw , 0xa); IMPLEMENT_TEST(xyw , 0xb); IMPLEMENT_TEST(zw , 0xc); IMPLEMENT_TEST(xzw , 0xd); IMPLEMENT_TEST(yzw , 0xe); IMPLEMENT_TEST(xyzw , 0xf); #undef IMPLEMENT_TEST BX_FLOAT4_FORCE_INLINE float4_t float4_shuf_xyAB(float4_t _a, float4_t _b) { float4_t result; result.vf = __builtin_shufflevector(_a.vf, _b.vf, 0, 1, 4, 5); return result; } BX_FLOAT4_FORCE_INLINE float4_t float4_shuf_ABxy(float4_t _a, float4_t _b) { float4_t result; result.vf = __builtin_shufflevector(_a.vf, _b.vf, 4, 5, 0, 1); return result; } BX_FLOAT4_FORCE_INLINE float4_t float4_shuf_CDzw(float4_t _a, float4_t _b) { float4_t result; result.vf = __builtin_shufflevector(_a.vf, _b.vf, 5, 7, 2, 3); return result; } BX_FLOAT4_FORCE_INLINE float4_t float4_shuf_zwCD(float4_t _a, float4_t _b) { float4_t result; result.vf = __builtin_shufflevector(_a.vf, _b.vf, 2, 3, 5, 7); return result; } BX_FLOAT4_FORCE_INLINE float4_t float4_shuf_xAyB(float4_t _a, float4_t _b) { float4_t result; result.vf = __builtin_shufflevector(_a.vf, _b.vf, 0, 4, 1, 5); return result; } BX_FLOAT4_FORCE_INLINE float4_t float4_shuf_yBxA(float4_t _a, float4_t _b) { float4_t result; result.vf = __builtin_shufflevector(_a.vf, _b.vf, 1, 5, 0, 4); return result; } BX_FLOAT4_FORCE_INLINE float4_t float4_shuf_zCwD(float4_t _a, float4_t _b) { float4_t result; result.vf = __builtin_shufflevector(_a.vf, _b.vf, 2, 6, 3, 7); return result; } BX_FLOAT4_FORCE_INLINE float4_t float4_shuf_CzDw(float4_t _a, float4_t _b) { float4_t result; result.vf = __builtin_shufflevector(_a.vf, _b.vf, 6, 2, 7, 3); return result; } BX_FLOAT4_FORCE_INLINE float4_t float4_shuf_xAzC(float4_t _a, float4_t _b) { float4_t result; result.vf = __builtin_shufflevector(_a.vf, _b.vf, 0, 4, 2, 6); return result; } BX_FLOAT4_FORCE_INLINE float4_t float4_shuf_yBwD(float4_t _a, float4_t _b) { float4_t result; result.vf = __builtin_shufflevector(_a.vf, _b.vf, 1, 5, 3, 7); return result; } BX_FLOAT4_FORCE_INLINE float float4_x(float4_t _a) { return _a.fxyzw[0]; } BX_FLOAT4_FORCE_INLINE float float4_y(float4_t _a) { return _a.fxyzw[1]; } BX_FLOAT4_FORCE_INLINE float float4_z(float4_t _a) { return _a.fxyzw[2]; } BX_FLOAT4_FORCE_INLINE float float4_w(float4_t _a) { return _a.fxyzw[3]; } BX_FLOAT4_FORCE_INLINE float4_t float4_ld(const void* _ptr) { const uint32_t* input = reinterpret_cast(_ptr); float4_t result; result.uxyzw[0] = input[0]; result.uxyzw[1] = input[1]; result.uxyzw[2] = input[2]; result.uxyzw[3] = input[3]; return result; } BX_FLOAT4_FORCE_INLINE void float4_st(void* _ptr, float4_t _a) { uint32_t* result = reinterpret_cast(_ptr); result[0] = _a.uxyzw[0]; result[1] = _a.uxyzw[1]; result[2] = _a.uxyzw[2]; result[3] = _a.uxyzw[3]; } BX_FLOAT4_FORCE_INLINE void float4_stx(void* _ptr, float4_t _a) { uint32_t* result = reinterpret_cast(_ptr); result[0] = _a.uxyzw[0]; } BX_FLOAT4_FORCE_INLINE void float4_stream(void* _ptr, float4_t _a) { uint32_t* result = reinterpret_cast(_ptr); result[0] = _a.uxyzw[0]; result[1] = _a.uxyzw[1]; result[2] = _a.uxyzw[2]; result[3] = _a.uxyzw[3]; } BX_FLOAT4_FORCE_INLINE float4_t float4_ld(float _x, float _y, float _z, float _w) { float4_t result; result.vf = { _x, _y, _z, _w }; return result; } BX_FLOAT4_FORCE_INLINE float4_t float4_ild(uint32_t _x, uint32_t _y, uint32_t _z, uint32_t _w) { float4_t result; result.vu = { _x, _y, _z, _w }; return result; } BX_FLOAT4_FORCE_INLINE float4_t float4_splat(const void* _ptr) { const uint32_t val = *reinterpret_cast(_ptr); float4_t result; result.vu = { val, val, val, val }; return result; } BX_FLOAT4_FORCE_INLINE float4_t float4_splat(float _a) { return float4_ld(_a, _a, _a, _a); } BX_FLOAT4_FORCE_INLINE float4_t float4_isplat(uint32_t _a) { return float4_ild(_a, _a, _a, _a); } BX_FLOAT4_FORCE_INLINE float4_t float4_zero() { return float4_ild(0, 0, 0, 0); } BX_FLOAT4_FORCE_INLINE float4_t float4_itof(float4_t _a) { float4_t result; result.vf = __builtin_convertvector(_a.vi, float __attribute__((vector_size(16))) ); return result; } BX_FLOAT4_FORCE_INLINE float4_t float4_ftoi(float4_t _a) { float4_t result; result.vi = __builtin_convertvector(_a.vf, int32_t __attribute__((vector_size(16))) ); return result; } BX_FLOAT4_FORCE_INLINE float4_t float4_round(float4_t _a) { const float4_t tmp = float4_ftoi(_a); const float4_t result = float4_itof(tmp); return result; } BX_FLOAT4_FORCE_INLINE float4_t float4_add(float4_t _a, float4_t _b) { float4_t result; result.vf = _a.vf + _b.vf; return result; } BX_FLOAT4_FORCE_INLINE float4_t float4_sub(float4_t _a, float4_t _b) { float4_t result; result.vf = _a.vf - _b.vf; return result; } BX_FLOAT4_FORCE_INLINE float4_t float4_mul(float4_t _a, float4_t _b) { float4_t result; result.vf = _a.vf * _b.vf; return result; } BX_FLOAT4_FORCE_INLINE float4_t float4_div(float4_t _a, float4_t _b) { float4_t result; result.vf = _a.vf / _b.vf; return result; } #if 0 BX_FLOAT4_FORCE_INLINE float4_t float4_rcp_est(float4_t _a) { float4_t result; const float4_t one = float4_splat(1.0f); result.vf = one / _a.vf; return result; } #endif // 0 BX_FLOAT4_FORCE_INLINE float4_t float4_sqrt(float4_t _a) { float4_t result; result.vf[0] = sqrtf(_a.vf[0]); result.vf[1] = sqrtf(_a.vf[1]); result.vf[2] = sqrtf(_a.vf[2]); result.vf[3] = sqrtf(_a.vf[3]); return result; } BX_FLOAT4_FORCE_INLINE float4_t float4_rsqrt_est(float4_t _a) { float4_t result; result.vf[0] = 1.0f / sqrtf(_a.vf[0]); result.vf[1] = 1.0f / sqrtf(_a.vf[1]); result.vf[2] = 1.0f / sqrtf(_a.vf[2]); result.vf[3] = 1.0f / sqrtf(_a.vf[3]); return result; } BX_FLOAT4_FORCE_INLINE float4_t float4_cmpeq(float4_t _a, float4_t _b) { float4_t result; result.vi = _a.vf == _b.vf; return result; } BX_FLOAT4_FORCE_INLINE float4_t float4_cmplt(float4_t _a, float4_t _b) { float4_t result; result.vi = _a.vf < _b.vf; return result; } BX_FLOAT4_FORCE_INLINE float4_t float4_cmple(float4_t _a, float4_t _b) { float4_t result; result.vi = _a.vf <= _b.vf; return result; } BX_FLOAT4_FORCE_INLINE float4_t float4_cmpgt(float4_t _a, float4_t _b) { float4_t result; result.vi = _a.vf > _b.vf; return result; } BX_FLOAT4_FORCE_INLINE float4_t float4_cmpge(float4_t _a, float4_t _b) { float4_t result; result.vi = _a.vf >= _b.vf; return result; } BX_FLOAT4_FORCE_INLINE float4_t float4_and(float4_t _a, float4_t _b) { float4_t result; result.vu = _a.vu & _b.vu; return result; } BX_FLOAT4_FORCE_INLINE float4_t float4_andc(float4_t _a, float4_t _b) { float4_t result; result.vu = _a.vu & ~_b.vu; return result; } BX_FLOAT4_FORCE_INLINE float4_t float4_or(float4_t _a, float4_t _b) { float4_t result; result.vu = _a.vu | _b.vu; return result; } BX_FLOAT4_FORCE_INLINE float4_t float4_xor(float4_t _a, float4_t _b) { float4_t result; result.vu = _a.vu ^ _b.vu; return result; } BX_FLOAT4_FORCE_INLINE float4_t float4_sll(float4_t _a, int _count) { float4_t result; const float4_t count = float4_isplat(_count); result.vu = _a.vu << count.vi; return result; } BX_FLOAT4_FORCE_INLINE float4_t float4_srl(float4_t _a, int _count) { float4_t result; const float4_t count = float4_isplat(_count); result.vu = _a.vu >> count.vi; return result; } BX_FLOAT4_FORCE_INLINE float4_t float4_sra(float4_t _a, int _count) { float4_t result; const float4_t count = float4_isplat(_count); result.vi = _a.vi >> count.vi; return result; } BX_FLOAT4_FORCE_INLINE float4_t float4_icmpeq(float4_t _a, float4_t _b) { float4_t result; result.vi = _a.vi == _b.vi; return result; } BX_FLOAT4_FORCE_INLINE float4_t float4_icmplt(float4_t _a, float4_t _b) { float4_t result; result.vi = _a.vi < _b.vi; return result; } BX_FLOAT4_FORCE_INLINE float4_t float4_icmpgt(float4_t _a, float4_t _b) { float4_t result; result.vi = _a.vi > _b.vi; return result; } BX_FLOAT4_FORCE_INLINE float4_t float4_iadd(float4_t _a, float4_t _b) { float4_t result; result.vi = _a.vi + _b.vi; return result; } BX_FLOAT4_FORCE_INLINE float4_t float4_isub(float4_t _a, float4_t _b) { float4_t result; result.vi = _a.vi - _b.vi; return result; } } // namespace bx #define float4_rcp float4_rcp_ni #define float4_orx float4_orx_ni #define float4_orc float4_orc_ni #define float4_neg float4_neg_ni #define float4_madd float4_madd_ni #define float4_nmsub float4_nmsub_ni #define float4_div_nr float4_div_nr_ni #define float4_selb float4_selb_ni #define float4_sels float4_sels_ni #define float4_not float4_not_ni #define float4_abs float4_abs_ni #define float4_clamp float4_clamp_ni #define float4_lerp float4_lerp_ni #define float4_rcp_est float4_rcp_ni #define float4_rsqrt float4_rsqrt_ni #define float4_rsqrt_nr float4_rsqrt_nr_ni #define float4_rsqrt_carmack float4_rsqrt_carmack_ni #define float4_sqrt_nr float4_sqrt_nr_ni #define float4_log2 float4_log2_ni #define float4_exp2 float4_exp2_ni #define float4_pow float4_pow_ni #define float4_cross3 float4_cross3_ni #define float4_normalize3 float4_normalize3_ni #define float4_dot3 float4_dot3_ni #define float4_dot float4_dot_ni #define float4_ceil float4_ceil_ni #define float4_floor float4_floor_ni #define float4_min float4_min_ni #define float4_max float4_max_ni #define float4_imin float4_imin_ni #define float4_imax float4_imax_ni #include "float4_ni.h" #endif // BX_FLOAT4_LANGEXT_H_HEADER_GUARD