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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: - defines SIMD "structure of arrays" classes and functions.
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//
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//===========================================================================//
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#ifndef SSEMATH_H
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#define SSEMATH_H
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#if defined( _X360 )
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#include <xboxmath.h>
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#elif defined(__arm__) || defined(__aarch64__)
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#include "sse2neon.h"
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#else
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#include <xmmintrin.h>
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#endif
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#include <mathlib/vector.h>
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#include <mathlib/mathlib.h>
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#if defined(GNUC)
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#define USE_STDC_FOR_SIMD 0
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#else
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#define USE_STDC_FOR_SIMD 0
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#endif
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#if !(defined(_X360) && (USE_STDC_FOR_SIMD == 0))
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#define _SSE1 1
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#endif
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// I thought about defining a class/union for the SIMD packed floats instead of using fltx4,
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// but decided against it because (a) the nature of SIMD code which includes comparisons is to blur
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// the relationship between packed floats and packed integer types and (b) not sure that the
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// compiler would handle generating good code for the intrinsics.
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#if USE_STDC_FOR_SIMD
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typedef union
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{
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float m128_f32[4];
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uint32 m128_u32[4];
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} fltx4;
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typedef fltx4 i32x4;
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typedef fltx4 u32x4;
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#elif ( defined( _X360 ) )
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typedef union
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{
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// This union allows float/int access (which generally shouldn't be done in inner loops)
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__vector4 vmx;
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float m128_f32[4];
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uint32 m128_u32[4];
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} fltx4_union;
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typedef __vector4 fltx4;
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typedef __vector4 i32x4; // a VMX register; just a way of making it explicit that we're doing integer ops.
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typedef __vector4 u32x4; // a VMX register; just a way of making it explicit that we're doing unsigned integer ops.
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#else
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typedef __m128 fltx4;
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typedef __m128 i32x4;
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typedef __m128 u32x4;
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#endif
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// The FLTX4 type is a fltx4 used as a parameter to a function.
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// On the 360, the best way to do this is pass-by-copy on the registers.
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// On the PC, the best way is to pass by const reference.
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// The compiler will sometimes, but not always, replace a pass-by-const-ref
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// with a pass-in-reg on the 360; to avoid this confusion, you can
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// explicitly use a FLTX4 as the parameter type.
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#ifdef _X360
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typedef __vector4 FLTX4;
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#else
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typedef const fltx4 & FLTX4;
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#endif
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// A 16-byte aligned int32 datastructure
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// (for use when writing out fltx4's as SIGNED
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// ints).
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struct ALIGN16 intx4
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{
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int32 m_i32[4];
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inline int & operator[](int which)
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{
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return m_i32[which];
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}
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inline const int & operator[](int which) const
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{
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return m_i32[which];
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}
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inline int32 *Base() {
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return m_i32;
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}
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inline const int32 *Base() const
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{
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return m_i32;
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}
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inline const bool operator==(const intx4 &other) const
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{
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return m_i32[0] == other.m_i32[0] &&
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m_i32[1] == other.m_i32[1] &&
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m_i32[2] == other.m_i32[2] &&
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m_i32[3] == other.m_i32[3] ;
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}
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} ALIGN16_POST;
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#if defined( _DEBUG ) && defined( _X360 )
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FORCEINLINE void TestVPUFlags()
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{
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// Check that the VPU is in the appropriate (Java-compliant) mode (see 3.2.1 in altivec_pem.pdf on xds.xbox.com)
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__vector4 a;
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__asm
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{
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mfvscr a;
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}
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unsigned int * flags = (unsigned int *)&a;
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unsigned int controlWord = flags[3];
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Assert(controlWord == 0);
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}
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#else // _DEBUG
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FORCEINLINE void TestVPUFlags() {}
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#endif // _DEBUG
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// useful constants in SIMD packed float format:
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// (note: some of these aren't stored on the 360,
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// but are manufactured directly in one or two
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// instructions, saving a load and possible L2
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// miss.)
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#ifndef _X360
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extern const fltx4 Four_Zeros; // 0 0 0 0
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extern const fltx4 Four_Ones; // 1 1 1 1
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extern const fltx4 Four_Twos; // 2 2 2 2
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extern const fltx4 Four_Threes; // 3 3 3 3
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extern const fltx4 Four_Fours; // guess.
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extern const fltx4 Four_Point225s; // .225 .225 .225 .225
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extern const fltx4 Four_PointFives; // .5 .5 .5 .5
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extern const fltx4 Four_Epsilons; // FLT_EPSILON FLT_EPSILON FLT_EPSILON FLT_EPSILON
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extern const fltx4 Four_2ToThe21s; // (1<<21)..
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extern const fltx4 Four_2ToThe22s; // (1<<22)..
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extern const fltx4 Four_2ToThe23s; // (1<<23)..
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extern const fltx4 Four_2ToThe24s; // (1<<24)..
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extern const fltx4 Four_Origin; // 0 0 0 1 (origin point, like vr0 on the PS2)
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extern const fltx4 Four_NegativeOnes; // -1 -1 -1 -1
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#else
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#define Four_Zeros XMVectorZero() // 0 0 0 0
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#define Four_Ones XMVectorSplatOne() // 1 1 1 1
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extern const fltx4 Four_Twos; // 2 2 2 2
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extern const fltx4 Four_Threes; // 3 3 3 3
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extern const fltx4 Four_Fours; // guess.
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extern const fltx4 Four_Point225s; // .225 .225 .225 .225
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extern const fltx4 Four_PointFives; // .5 .5 .5 .5
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extern const fltx4 Four_Epsilons; // FLT_EPSILON FLT_EPSILON FLT_EPSILON FLT_EPSILON
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extern const fltx4 Four_2ToThe21s; // (1<<21)..
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extern const fltx4 Four_2ToThe22s; // (1<<22)..
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extern const fltx4 Four_2ToThe23s; // (1<<23)..
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extern const fltx4 Four_2ToThe24s; // (1<<24)..
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extern const fltx4 Four_Origin; // 0 0 0 1 (origin point, like vr0 on the PS2)
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extern const fltx4 Four_NegativeOnes; // -1 -1 -1 -1
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#endif
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extern const fltx4 Four_FLT_MAX; // FLT_MAX, FLT_MAX, FLT_MAX, FLT_MAX
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extern const fltx4 Four_Negative_FLT_MAX; // -FLT_MAX, -FLT_MAX, -FLT_MAX, -FLT_MAX
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extern const fltx4 g_SIMD_0123; // 0 1 2 3 as float
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// external aligned integer constants
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extern const ALIGN16 uint32 g_SIMD_clear_signmask[] ALIGN16_POST; // 0x7fffffff x 4
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extern const ALIGN16 uint32 g_SIMD_signmask[] ALIGN16_POST; // 0x80000000 x 4
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extern const ALIGN16 uint32 g_SIMD_lsbmask[] ALIGN16_POST; // 0xfffffffe x 4
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extern const ALIGN16 uint32 g_SIMD_clear_wmask[] ALIGN16_POST; // -1 -1 -1 0
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extern const ALIGN16 uint32 g_SIMD_ComponentMask[4][4] ALIGN16_POST; // [0xFFFFFFFF 0 0 0], [0 0xFFFFFFFF 0 0], [0 0 0xFFFFFFFF 0], [0 0 0 0xFFFFFFFF]
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extern const ALIGN16 uint32 g_SIMD_AllOnesMask[] ALIGN16_POST; // ~0,~0,~0,~0
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extern const ALIGN16 uint32 g_SIMD_Low16BitsMask[] ALIGN16_POST; // 0xffff x 4
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// this mask is used for skipping the tail of things. If you have N elements in an array, and wish
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// to mask out the tail, g_SIMD_SkipTailMask[N & 3] what you want to use for the last iteration.
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extern const uint32 ALIGN16 g_SIMD_SkipTailMask[4][4] ALIGN16_POST;
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// Define prefetch macros.
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// The characteristics of cache and prefetch are completely
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// different between the different platforms, so you DO NOT
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// want to just define one macro that maps to every platform
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// intrinsic under the hood -- you need to prefetch at different
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// intervals between x86 and PPC, for example, and that is
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// a higher level code change.
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// On the other hand, I'm tired of typing #ifdef _X360
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// all over the place, so this is just a nop on Intel, PS3.
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#ifdef _X360
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#define PREFETCH360(address, offset) __dcbt(offset,address)
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#else
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#define PREFETCH360(x,y) // nothing
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#endif
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#if USE_STDC_FOR_SIMD
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//---------------------------------------------------------------------
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// Standard C (fallback/Linux) implementation (only there for compat - slow)
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//---------------------------------------------------------------------
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FORCEINLINE float SubFloat( const fltx4 & a, int idx )
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{
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return a.m128_f32[ idx ];
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}
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FORCEINLINE float & SubFloat( fltx4 & a, int idx )
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{
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return a.m128_f32[idx];
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}
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FORCEINLINE uint32 SubInt( const fltx4 & a, int idx )
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{
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return a.m128_u32[idx];
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}
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FORCEINLINE uint32 & SubInt( fltx4 & a, int idx )
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{
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return a.m128_u32[idx];
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}
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// Return one in the fastest way -- on the x360, faster even than loading.
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FORCEINLINE fltx4 LoadZeroSIMD( void )
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{
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return Four_Zeros;
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}
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// Return one in the fastest way -- on the x360, faster even than loading.
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FORCEINLINE fltx4 LoadOneSIMD( void )
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{
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return Four_Ones;
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}
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FORCEINLINE fltx4 SplatXSIMD( const fltx4 & a )
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{
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fltx4 retVal;
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SubFloat( retVal, 0 ) = SubFloat( a, 0 );
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SubFloat( retVal, 1 ) = SubFloat( a, 0 );
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SubFloat( retVal, 2 ) = SubFloat( a, 0 );
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SubFloat( retVal, 3 ) = SubFloat( a, 0 );
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return retVal;
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}
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FORCEINLINE fltx4 SplatYSIMD( fltx4 a )
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{
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fltx4 retVal;
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SubFloat( retVal, 0 ) = SubFloat( a, 1 );
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SubFloat( retVal, 1 ) = SubFloat( a, 1 );
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SubFloat( retVal, 2 ) = SubFloat( a, 1 );
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SubFloat( retVal, 3 ) = SubFloat( a, 1 );
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return retVal;
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}
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FORCEINLINE fltx4 SplatZSIMD( fltx4 a )
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{
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fltx4 retVal;
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SubFloat( retVal, 0 ) = SubFloat( a, 2 );
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SubFloat( retVal, 1 ) = SubFloat( a, 2 );
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SubFloat( retVal, 2 ) = SubFloat( a, 2 );
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SubFloat( retVal, 3 ) = SubFloat( a, 2 );
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return retVal;
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}
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FORCEINLINE fltx4 SplatWSIMD( fltx4 a )
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{
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fltx4 retVal;
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SubFloat( retVal, 0 ) = SubFloat( a, 3 );
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SubFloat( retVal, 1 ) = SubFloat( a, 3 );
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SubFloat( retVal, 2 ) = SubFloat( a, 3 );
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SubFloat( retVal, 3 ) = SubFloat( a, 3 );
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return retVal;
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}
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FORCEINLINE fltx4 SetXSIMD( const fltx4& a, const fltx4& x )
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{
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fltx4 result = a;
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SubFloat( result, 0 ) = SubFloat( x, 0 );
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return result;
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}
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FORCEINLINE fltx4 SetYSIMD( const fltx4& a, const fltx4& y )
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{
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fltx4 result = a;
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SubFloat( result, 1 ) = SubFloat( y, 1 );
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return result;
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}
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FORCEINLINE fltx4 SetZSIMD( const fltx4& a, const fltx4& z )
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{
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fltx4 result = a;
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SubFloat( result, 2 ) = SubFloat( z, 2 );
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return result;
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}
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FORCEINLINE fltx4 SetWSIMD( const fltx4& a, const fltx4& w )
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{
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fltx4 result = a;
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SubFloat( result, 3 ) = SubFloat( w, 3 );
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return result;
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}
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FORCEINLINE fltx4 SetComponentSIMD( const fltx4& a, int nComponent, float flValue )
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{
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fltx4 result = a;
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SubFloat( result, nComponent ) = flValue;
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return result;
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}
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// a b c d -> b c d a
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FORCEINLINE fltx4 RotateLeft( const fltx4 & a )
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{
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fltx4 retVal;
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SubFloat( retVal, 0 ) = SubFloat( a, 1 );
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SubFloat( retVal, 1 ) = SubFloat( a, 2 );
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SubFloat( retVal, 2 ) = SubFloat( a, 3 );
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SubFloat( retVal, 3 ) = SubFloat( a, 0 );
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return retVal;
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}
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// a b c d -> c d a b
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FORCEINLINE fltx4 RotateLeft2( const fltx4 & a )
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{
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fltx4 retVal;
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SubFloat( retVal, 0 ) = SubFloat( a, 2 );
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SubFloat( retVal, 1 ) = SubFloat( a, 3 );
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SubFloat( retVal, 2 ) = SubFloat( a, 0 );
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SubFloat( retVal, 3 ) = SubFloat( a, 1 );
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return retVal;
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}
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#define BINOP(op) \
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fltx4 retVal; \
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SubFloat( retVal, 0 ) = ( SubFloat( a, 0 ) op SubFloat( b, 0 ) ); \
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SubFloat( retVal, 1 ) = ( SubFloat( a, 1 ) op SubFloat( b, 1 ) ); \
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SubFloat( retVal, 2 ) = ( SubFloat( a, 2 ) op SubFloat( b, 2 ) ); \
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SubFloat( retVal, 3 ) = ( SubFloat( a, 3 ) op SubFloat( b, 3 ) ); \
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return retVal;
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#define IBINOP(op) \
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fltx4 retVal; \
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SubInt( retVal, 0 ) = ( SubInt( a, 0 ) op SubInt ( b, 0 ) ); \
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SubInt( retVal, 1 ) = ( SubInt( a, 1 ) op SubInt ( b, 1 ) ); \
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|
SubInt( retVal, 2 ) = ( SubInt( a, 2 ) op SubInt ( b, 2 ) ); \
|
|
|
|
SubInt( retVal, 3 ) = ( SubInt( a, 3 ) op SubInt ( b, 3 ) ); \
|
|
|
|
return retVal;
|
|
|
|
|
|
|
|
FORCEINLINE fltx4 AddSIMD( const fltx4 & a, const fltx4 & b )
|
|
|
|
{
|
|
|
|
BINOP(+);
|
|
|
|
}
|
|
|
|
|
|
|
|
FORCEINLINE fltx4 SubSIMD( const fltx4 & a, const fltx4 & b ) // a-b
|
|
|
|
{
|
|
|
|
BINOP(-);
|
|
|
|
};
|
|
|
|
|
|
|
|
FORCEINLINE fltx4 MulSIMD( const fltx4 & a, const fltx4 & b ) // a*b
|
|
|
|
{
|
|
|
|
BINOP(*);
|
|
|
|
}
|
|
|
|
|
|
|
|
FORCEINLINE fltx4 DivSIMD( const fltx4 & a, const fltx4 & b ) // a/b
|
|
|
|
{
|
|
|
|
BINOP(/);
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
FORCEINLINE fltx4 MaddSIMD( const fltx4 & a, const fltx4 & b, const fltx4 & c ) // a*b + c
|
|
|
|
{
|
|
|
|
return AddSIMD( MulSIMD(a,b), c );
|
|
|
|
}
|
|
|
|
|
|
|
|
FORCEINLINE fltx4 MsubSIMD( const fltx4 & a, const fltx4 & b, const fltx4 & c ) // c - a*b
|
|
|
|
{
|
|
|
|
return SubSIMD( c, MulSIMD(a,b) );
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
|
|
FORCEINLINE fltx4 SinSIMD( const fltx4 &radians )
|
|
|
|
{
|
|
|
|
fltx4 result;
|
|
|
|
SubFloat( result, 0 ) = sin( SubFloat( radians, 0 ) );
|
|
|
|
SubFloat( result, 1 ) = sin( SubFloat( radians, 1 ) );
|
|
|
|
SubFloat( result, 2 ) = sin( SubFloat( radians, 2 ) );
|
|
|
|
SubFloat( result, 3 ) = sin( SubFloat( radians, 3 ) );
|
|
|
|
return result;
|
|
|
|
}
|
|
|
|
|
|
|
|
FORCEINLINE void SinCos3SIMD( fltx4 &sine, fltx4 &cosine, const fltx4 &radians )
|
|
|
|
{
|
|
|
|
SinCos( SubFloat( radians, 0 ), &SubFloat( sine, 0 ), &SubFloat( cosine, 0 ) );
|
|
|
|
SinCos( SubFloat( radians, 1 ), &SubFloat( sine, 1 ), &SubFloat( cosine, 1 ) );
|
|
|
|
SinCos( SubFloat( radians, 2 ), &SubFloat( sine, 2 ), &SubFloat( cosine, 2 ) );
|
|
|
|
}
|
|
|
|
|
|
|
|
FORCEINLINE void SinCosSIMD( fltx4 &sine, fltx4 &cosine, const fltx4 &radians )
|
|
|
|
{
|
|
|
|
SinCos( SubFloat( radians, 0 ), &SubFloat( sine, 0 ), &SubFloat( cosine, 0 ) );
|
|
|
|
SinCos( SubFloat( radians, 1 ), &SubFloat( sine, 1 ), &SubFloat( cosine, 1 ) );
|
|
|
|
SinCos( SubFloat( radians, 2 ), &SubFloat( sine, 2 ), &SubFloat( cosine, 2 ) );
|
|
|
|
SinCos( SubFloat( radians, 3 ), &SubFloat( sine, 3 ), &SubFloat( cosine, 3 ) );
|
|
|
|
}
|
|
|
|
|
|
|
|
FORCEINLINE fltx4 ArcSinSIMD( const fltx4 &sine )
|
|
|
|
{
|
|
|
|
fltx4 result;
|
|
|
|
SubFloat( result, 0 ) = asin( SubFloat( sine, 0 ) );
|
|
|
|
SubFloat( result, 1 ) = asin( SubFloat( sine, 1 ) );
|
|
|
|
SubFloat( result, 2 ) = asin( SubFloat( sine, 2 ) );
|
|
|
|
SubFloat( result, 3 ) = asin( SubFloat( sine, 3 ) );
|
|
|
|
return result;
|
|
|
|
}
|
|
|
|
|
|
|
|
FORCEINLINE fltx4 ArcCosSIMD( const fltx4 &cs )
|
|
|
|
{
|
|
|
|
fltx4 result;
|
|
|
|
SubFloat( result, 0 ) = acos( SubFloat( cs, 0 ) );
|
|
|
|
SubFloat( result, 1 ) = acos( SubFloat( cs, 1 ) );
|
|
|
|
SubFloat( result, 2 ) = acos( SubFloat( cs, 2 ) );
|
|
|
|
SubFloat( result, 3 ) = acos( SubFloat( cs, 3 ) );
|
|
|
|
return result;
|
|
|
|
}
|
|
|
|
|
|
|
|
// tan^1(a/b) .. ie, pass sin in as a and cos in as b
|
|
|
|
FORCEINLINE fltx4 ArcTan2SIMD( const fltx4 &a, const fltx4 &b )
|
|
|
|
{
|
|
|
|
fltx4 result;
|
|
|
|
SubFloat( result, 0 ) = atan2( SubFloat( a, 0 ), SubFloat( b, 0 ) );
|
|
|
|
SubFloat( result, 1 ) = atan2( SubFloat( a, 1 ), SubFloat( b, 1 ) );
|
|
|
|
SubFloat( result, 2 ) = atan2( SubFloat( a, 2 ), SubFloat( b, 2 ) );
|
|
|
|
SubFloat( result, 3 ) = atan2( SubFloat( a, 3 ), SubFloat( b, 3 ) );
|
|
|
|
return result;
|
|
|
|
}
|
|
|
|
|
|
|
|
FORCEINLINE fltx4 MaxSIMD( const fltx4 & a, const fltx4 & b ) // max(a,b)
|
|
|
|
{
|
|
|
|
fltx4 retVal;
|
|
|
|
SubFloat( retVal, 0 ) = max( SubFloat( a, 0 ), SubFloat( b, 0 ) );
|
|
|
|
SubFloat( retVal, 1 ) = max( SubFloat( a, 1 ), SubFloat( b, 1 ) );
|
|
|
|
SubFloat( retVal, 2 ) = max( SubFloat( a, 2 ), SubFloat( b, 2 ) );
|
|
|
|
SubFloat( retVal, 3 ) = max( SubFloat( a, 3 ), SubFloat( b, 3 ) );
|
|
|
|
return retVal;
|
|
|
|
}
|
|
|
|
|
|
|
|
FORCEINLINE fltx4 MinSIMD( const fltx4 & a, const fltx4 & b ) // min(a,b)
|
|
|
|
{
|
|
|
|
fltx4 retVal;
|
|
|
|
SubFloat( retVal, 0 ) = min( SubFloat( a, 0 ), SubFloat( b, 0 ) );
|
|
|
|
SubFloat( retVal, 1 ) = min( SubFloat( a, 1 ), SubFloat( b, 1 ) );
|
|
|
|
SubFloat( retVal, 2 ) = min( SubFloat( a, 2 ), SubFloat( b, 2 ) );
|
|
|
|
SubFloat( retVal, 3 ) = min( SubFloat( a, 3 ), SubFloat( b, 3 ) );
|
|
|
|
return retVal;
|
|
|
|
}
|
|
|
|
|
|
|
|
FORCEINLINE fltx4 AndSIMD( const fltx4 & a, const fltx4 & b ) // a & b
|
|
|
|
{
|
|
|
|
IBINOP(&);
|
|
|
|
}
|
|
|
|
|
|
|
|
FORCEINLINE fltx4 AndNotSIMD( const fltx4 & a, const fltx4 & b ) // ~a & b
|
|
|
|
{
|
|
|
|
fltx4 retVal;
|
|
|
|
SubInt( retVal, 0 ) = ~SubInt( a, 0 ) & SubInt( b, 0 );
|
|
|
|
SubInt( retVal, 1 ) = ~SubInt( a, 1 ) & SubInt( b, 1 );
|
|
|
|
SubInt( retVal, 2 ) = ~SubInt( a, 2 ) & SubInt( b, 2 );
|
|
|
|
SubInt( retVal, 3 ) = ~SubInt( a, 3 ) & SubInt( b, 3 );
|
|
|
|
return retVal;
|
|
|
|
}
|
|
|
|
|
|
|
|
FORCEINLINE fltx4 XorSIMD( const fltx4 & a, const fltx4 & b ) // a ^ b
|
|
|
|
{
|
|
|
|
IBINOP(^);
|
|
|
|
}
|
|
|
|
|
|
|
|
FORCEINLINE fltx4 OrSIMD( const fltx4 & a, const fltx4 & b ) // a | b
|
|
|
|
{
|
|
|
|
IBINOP(|);
|
|
|
|
}
|
|
|
|
|
|
|
|
FORCEINLINE fltx4 NegSIMD(const fltx4 &a) // negate: -a
|
|
|
|
{
|
|
|
|
fltx4 retval;
|
|
|
|
SubFloat( retval, 0 ) = -SubFloat( a, 0 );
|
|
|
|
SubFloat( retval, 1 ) = -SubFloat( a, 1 );
|
|
|
|
SubFloat( retval, 2 ) = -SubFloat( a, 2 );
|
|
|
|
SubFloat( retval, 3 ) = -SubFloat( a, 3 );
|
|
|
|
|
|
|
|
return retval;
|
|
|
|
}
|
|
|
|
|
|
|
|
FORCEINLINE bool IsAllZeros( const fltx4 & a ) // all floats of a zero?
|
|
|
|
{
|
|
|
|
return ( SubFloat( a, 0 ) == 0.0 ) &&
|
|
|
|
( SubFloat( a, 1 ) == 0.0 ) &&
|
|
|
|
( SubFloat( a, 2 ) == 0.0 ) &&
|
|
|
|
( SubFloat( a, 3 ) == 0.0 ) ;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// for branching when a.xyzw > b.xyzw
|
|
|
|
FORCEINLINE bool IsAllGreaterThan( const fltx4 &a, const fltx4 &b )
|
|
|
|
{
|
|
|
|
return SubFloat(a,0) > SubFloat(b,0) &&
|
|
|
|
SubFloat(a,1) > SubFloat(b,1) &&
|
|
|
|
SubFloat(a,2) > SubFloat(b,2) &&
|
|
|
|
SubFloat(a,3) > SubFloat(b,3);
|
|
|
|
}
|
|
|
|
|
|
|
|
// for branching when a.xyzw >= b.xyzw
|
|
|
|
FORCEINLINE bool IsAllGreaterThanOrEq( const fltx4 &a, const fltx4 &b )
|
|
|
|
{
|
|
|
|
return SubFloat(a,0) >= SubFloat(b,0) &&
|
|
|
|
SubFloat(a,1) >= SubFloat(b,1) &&
|
|
|
|
SubFloat(a,2) >= SubFloat(b,2) &&
|
|
|
|
SubFloat(a,3) >= SubFloat(b,3);
|
|
|
|
}
|
|
|
|
|
|
|
|
// For branching if all a.xyzw == b.xyzw
|
|
|
|
FORCEINLINE bool IsAllEqual( const fltx4 & a, const fltx4 & b )
|
|
|
|
{
|
|
|
|
return SubFloat(a,0) == SubFloat(b,0) &&
|
|
|
|
SubFloat(a,1) == SubFloat(b,1) &&
|
|
|
|
SubFloat(a,2) == SubFloat(b,2) &&
|
|
|
|
SubFloat(a,3) == SubFloat(b,3);
|
|
|
|
}
|
|
|
|
|
|
|
|
FORCEINLINE int TestSignSIMD( const fltx4 & a ) // mask of which floats have the high bit set
|
|
|
|
{
|
|
|
|
int nRet = 0;
|
|
|
|
|
|
|
|
nRet |= ( SubInt( a, 0 ) & 0x80000000 ) >> 31; // sign(x) -> bit 0
|
|
|
|
nRet |= ( SubInt( a, 1 ) & 0x80000000 ) >> 30; // sign(y) -> bit 1
|
|
|
|
nRet |= ( SubInt( a, 2 ) & 0x80000000 ) >> 29; // sign(z) -> bit 2
|
|
|
|
nRet |= ( SubInt( a, 3 ) & 0x80000000 ) >> 28; // sign(w) -> bit 3
|
|
|
|
|
|
|
|
return nRet;
|
|
|
|
}
|
|
|
|
|
|
|
|
FORCEINLINE bool IsAnyNegative( const fltx4 & a ) // (a.x < 0) || (a.y < 0) || (a.z < 0) || (a.w < 0)
|
|
|
|
{
|
|
|
|
return (0 != TestSignSIMD( a ));
|
|
|
|
}
|
|
|
|
|
|
|
|
FORCEINLINE fltx4 CmpEqSIMD( const fltx4 & a, const fltx4 & b ) // (a==b) ? ~0:0
|
|
|
|
{
|
|
|
|
fltx4 retVal;
|
|
|
|
SubInt( retVal, 0 ) = ( SubFloat( a, 0 ) == SubFloat( b, 0 )) ? ~0 : 0;
|
|
|
|
SubInt( retVal, 1 ) = ( SubFloat( a, 1 ) == SubFloat( b, 1 )) ? ~0 : 0;
|
|
|
|
SubInt( retVal, 2 ) = ( SubFloat( a, 2 ) == SubFloat( b, 2 )) ? ~0 : 0;
|
|
|
|
SubInt( retVal, 3 ) = ( SubFloat( a, 3 ) == SubFloat( b, 3 )) ? ~0 : 0;
|
|
|
|
return retVal;
|
|
|
|
}
|
|
|
|
|
|
|
|
FORCEINLINE fltx4 CmpGtSIMD( const fltx4 & a, const fltx4 & b ) // (a>b) ? ~0:0
|
|
|
|
{
|
|
|
|
fltx4 retVal;
|
|
|
|
SubInt( retVal, 0 ) = ( SubFloat( a, 0 ) > SubFloat( b, 0 )) ? ~0 : 0;
|
|
|
|
SubInt( retVal, 1 ) = ( SubFloat( a, 1 ) > SubFloat( b, 1 )) ? ~0 : 0;
|
|
|
|
SubInt( retVal, 2 ) = ( SubFloat( a, 2 ) > SubFloat( b, 2 )) ? ~0 : 0;
|
|
|
|
SubInt( retVal, 3 ) = ( SubFloat( a, 3 ) > SubFloat( b, 3 )) ? ~0 : 0;
|
|
|
|
return retVal;
|
|
|
|
}
|
|
|
|
|
|
|
|
FORCEINLINE fltx4 CmpGeSIMD( const fltx4 & a, const fltx4 & b ) // (a>=b) ? ~0:0
|
|
|
|
{
|
|
|
|
fltx4 retVal;
|
|
|
|
SubInt( retVal, 0 ) = ( SubFloat( a, 0 ) >= SubFloat( b, 0 )) ? ~0 : 0;
|
|
|
|
SubInt( retVal, 1 ) = ( SubFloat( a, 1 ) >= SubFloat( b, 1 )) ? ~0 : 0;
|
|
|
|
SubInt( retVal, 2 ) = ( SubFloat( a, 2 ) >= SubFloat( b, 2 )) ? ~0 : 0;
|
|
|
|
SubInt( retVal, 3 ) = ( SubFloat( a, 3 ) >= SubFloat( b, 3 )) ? ~0 : 0;
|
|
|
|
return retVal;
|
|
|
|
}
|
|
|
|
|
|
|
|
FORCEINLINE fltx4 CmpLtSIMD( const fltx4 & a, const fltx4 & b ) // (a<b) ? ~0:0
|
|
|
|
{
|
|
|
|
fltx4 retVal;
|
|
|
|
SubInt( retVal, 0 ) = ( SubFloat( a, 0 ) < SubFloat( b, 0 )) ? ~0 : 0;
|
|
|
|
SubInt( retVal, 1 ) = ( SubFloat( a, 1 ) < SubFloat( b, 1 )) ? ~0 : 0;
|
|
|
|
SubInt( retVal, 2 ) = ( SubFloat( a, 2 ) < SubFloat( b, 2 )) ? ~0 : 0;
|
|
|
|
SubInt( retVal, 3 ) = ( SubFloat( a, 3 ) < SubFloat( b, 3 )) ? ~0 : 0;
|
|
|
|
return retVal;
|
|
|
|
}
|
|
|
|
|
|
|
|
FORCEINLINE fltx4 CmpLeSIMD( const fltx4 & a, const fltx4 & b ) // (a<=b) ? ~0:0
|
|
|
|
{
|
|
|
|
fltx4 retVal;
|
|
|
|
SubInt( retVal, 0 ) = ( SubFloat( a, 0 ) <= SubFloat( b, 0 )) ? ~0 : 0;
|
|
|
|
SubInt( retVal, 1 ) = ( SubFloat( a, 1 ) <= SubFloat( b, 1 )) ? ~0 : 0;
|
|
|
|
SubInt( retVal, 2 ) = ( SubFloat( a, 2 ) <= SubFloat( b, 2 )) ? ~0 : 0;
|
|
|
|
SubInt( retVal, 3 ) = ( SubFloat( a, 3 ) <= SubFloat( b, 3 )) ? ~0 : 0;
|
|
|
|
return retVal;
|
|
|
|
}
|
|
|
|
|
|
|
|
FORCEINLINE fltx4 CmpInBoundsSIMD( const fltx4 & a, const fltx4 & b ) // (a <= b && a >= -b) ? ~0 : 0
|
|
|
|
{
|
|
|
|
fltx4 retVal;
|
|
|
|
SubInt( retVal, 0 ) = ( SubFloat( a, 0 ) <= SubFloat( b, 0 ) && SubFloat( a, 0 ) >= -SubFloat( b, 0 ) ) ? ~0 : 0;
|
|
|
|
SubInt( retVal, 1 ) = ( SubFloat( a, 1 ) <= SubFloat( b, 1 ) && SubFloat( a, 1 ) >= -SubFloat( b, 1 ) ) ? ~0 : 0;
|
|
|
|
SubInt( retVal, 2 ) = ( SubFloat( a, 2 ) <= SubFloat( b, 2 ) && SubFloat( a, 2 ) >= -SubFloat( b, 2 ) ) ? ~0 : 0;
|
|
|
|
SubInt( retVal, 3 ) = ( SubFloat( a, 3 ) <= SubFloat( b, 3 ) && SubFloat( a, 3 ) >= -SubFloat( b, 3 ) ) ? ~0 : 0;
|
|
|
|
return retVal;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
FORCEINLINE fltx4 MaskedAssign( const fltx4 & ReplacementMask, const fltx4 & NewValue, const fltx4 & OldValue )
|
|
|
|
{
|
|
|
|
return OrSIMD(
|
|
|
|
AndSIMD( ReplacementMask, NewValue ),
|
|
|
|
AndNotSIMD( ReplacementMask, OldValue ) );
|
|
|
|
}
|
|
|
|
|
|
|
|
FORCEINLINE fltx4 ReplicateX4( float flValue ) // a,a,a,a
|
|
|
|
{
|
|
|
|
fltx4 retVal;
|
|
|
|
SubFloat( retVal, 0 ) = flValue;
|
|
|
|
SubFloat( retVal, 1 ) = flValue;
|
|
|
|
SubFloat( retVal, 2 ) = flValue;
|
|
|
|
SubFloat( retVal, 3 ) = flValue;
|
|
|
|
return retVal;
|
|
|
|
}
|
|
|
|
|
|
|
|
/// replicate a single 32 bit integer value to all 4 components of an m128
|
|
|
|
FORCEINLINE fltx4 ReplicateIX4( int nValue )
|
|
|
|
{
|
|
|
|
fltx4 retVal;
|
|
|
|
SubInt( retVal, 0 ) = nValue;
|
|
|
|
SubInt( retVal, 1 ) = nValue;
|
|
|
|
SubInt( retVal, 2 ) = nValue;
|
|
|
|
SubInt( retVal, 3 ) = nValue;
|
|
|
|
return retVal;
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
// Round towards positive infinity
|
|
|
|
FORCEINLINE fltx4 CeilSIMD( const fltx4 &a )
|
|
|
|
{
|
|
|
|
fltx4 retVal;
|
|
|
|
SubFloat( retVal, 0 ) = ceil( SubFloat( a, 0 ) );
|
|
|
|
SubFloat( retVal, 1 ) = ceil( SubFloat( a, 1 ) );
|
|
|
|
SubFloat( retVal, 2 ) = ceil( SubFloat( a, 2 ) );
|
|
|
|
SubFloat( retVal, 3 ) = ceil( SubFloat( a, 3 ) );
|
|
|
|
return retVal;
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
// Round towards negative infinity
|
|
|
|
FORCEINLINE fltx4 FloorSIMD( const fltx4 &a )
|
|
|
|
{
|
|
|
|
fltx4 retVal;
|
|
|
|
SubFloat( retVal, 0 ) = floor( SubFloat( a, 0 ) );
|
|
|
|
SubFloat( retVal, 1 ) = floor( SubFloat( a, 1 ) );
|
|
|
|
SubFloat( retVal, 2 ) = floor( SubFloat( a, 2 ) );
|
|
|
|
SubFloat( retVal, 3 ) = floor( SubFloat( a, 3 ) );
|
|
|
|
return retVal;
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
FORCEINLINE fltx4 SqrtEstSIMD( const fltx4 & a ) // sqrt(a), more or less
|
|
|
|
{
|
|
|
|
fltx4 retVal;
|
|
|
|
SubFloat( retVal, 0 ) = sqrt( SubFloat( a, 0 ) );
|
|
|
|
SubFloat( retVal, 1 ) = sqrt( SubFloat( a, 1 ) );
|
|
|
|
SubFloat( retVal, 2 ) = sqrt( SubFloat( a, 2 ) );
|
|
|
|
SubFloat( retVal, 3 ) = sqrt( SubFloat( a, 3 ) );
|
|
|
|
return retVal;
|
|
|
|
}
|
|
|
|
|
|
|
|
FORCEINLINE fltx4 SqrtSIMD( const fltx4 & a ) // sqrt(a)
|
|
|
|
{
|
|
|
|
fltx4 retVal;
|
|
|
|
SubFloat( retVal, 0 ) = sqrt( SubFloat( a, 0 ) );
|
|
|
|
SubFloat( retVal, 1 ) = sqrt( SubFloat( a, 1 ) );
|
|
|
|
SubFloat( retVal, 2 ) = sqrt( SubFloat( a, 2 ) );
|
|
|
|
SubFloat( retVal, 3 ) = sqrt( SubFloat( a, 3 ) );
|
|
|
|
return retVal;
|
|
|
|
}
|
|
|
|
|
|
|
|
FORCEINLINE fltx4 ReciprocalSqrtEstSIMD( const fltx4 & a ) // 1/sqrt(a), more or less
|
|
|
|
{
|
|
|
|
fltx4 retVal;
|
|
|
|
SubFloat( retVal, 0 ) = 1.0 / sqrt( SubFloat( a, 0 ) );
|
|
|
|
SubFloat( retVal, 1 ) = 1.0 / sqrt( SubFloat( a, 1 ) );
|
|
|
|
SubFloat( retVal, 2 ) = 1.0 / sqrt( SubFloat( a, 2 ) );
|
|
|
|
SubFloat( retVal, 3 ) = 1.0 / sqrt( SubFloat( a, 3 ) );
|
|
|
|
return retVal;
|
|
|
|
}
|
|
|
|
|
|
|
|
FORCEINLINE fltx4 ReciprocalSqrtEstSaturateSIMD( const fltx4 & a )
|
|
|
|
{
|
|
|
|
fltx4 retVal;
|
|
|
|
SubFloat( retVal, 0 ) = 1.0 / sqrt( SubFloat( a, 0 ) != 0.0f ? SubFloat( a, 0 ) : FLT_EPSILON );
|
|
|
|
SubFloat( retVal, 1 ) = 1.0 / sqrt( SubFloat( a, 1 ) != 0.0f ? SubFloat( a, 1 ) : FLT_EPSILON );
|
|
|
|
SubFloat( retVal, 2 ) = 1.0 / sqrt( SubFloat( a, 2 ) != 0.0f ? SubFloat( a, 2 ) : FLT_EPSILON );
|
|
|
|
SubFloat( retVal, 3 ) = 1.0 / sqrt( SubFloat( a, 3 ) != 0.0f ? SubFloat( a, 3 ) : FLT_EPSILON );
|
|
|
|
return retVal;
|
|
|
|
}
|
|
|
|
|
|
|
|
FORCEINLINE fltx4 ReciprocalSqrtSIMD( const fltx4 & a ) // 1/sqrt(a)
|
|
|
|
{
|
|
|
|
fltx4 retVal;
|
|
|
|
SubFloat( retVal, 0 ) = 1.0 / sqrt( SubFloat( a, 0 ) );
|
|
|
|
SubFloat( retVal, 1 ) = 1.0 / sqrt( SubFloat( a, 1 ) );
|
|
|
|
SubFloat( retVal, 2 ) = 1.0 / sqrt( SubFloat( a, 2 ) );
|
|
|
|
SubFloat( retVal, 3 ) = 1.0 / sqrt( SubFloat( a, 3 ) );
|
|
|
|
return retVal;
|
|
|
|
}
|
|
|
|
|
|
|
|
FORCEINLINE fltx4 ReciprocalEstSIMD( const fltx4 & a ) // 1/a, more or less
|
|
|
|
{
|
|
|
|
fltx4 retVal;
|
|
|
|
SubFloat( retVal, 0 ) = 1.0 / SubFloat( a, 0 );
|
|
|
|
SubFloat( retVal, 1 ) = 1.0 / SubFloat( a, 1 );
|
|
|
|
SubFloat( retVal, 2 ) = 1.0 / SubFloat( a, 2 );
|
|
|
|
SubFloat( retVal, 3 ) = 1.0 / SubFloat( a, 3 );
|
|
|
|
return retVal;
|
|
|
|
}
|
|
|
|
|
|
|
|
FORCEINLINE fltx4 ReciprocalSIMD( const fltx4 & a ) // 1/a
|
|
|
|
{
|
|
|
|
fltx4 retVal;
|
|
|
|
SubFloat( retVal, 0 ) = 1.0 / SubFloat( a, 0 );
|
|
|
|
SubFloat( retVal, 1 ) = 1.0 / SubFloat( a, 1 );
|
|
|
|
SubFloat( retVal, 2 ) = 1.0 / SubFloat( a, 2 );
|
|
|
|
SubFloat( retVal, 3 ) = 1.0 / SubFloat( a, 3 );
|
|
|
|
return retVal;
|
|
|
|
}
|
|
|
|
|
|
|
|
/// 1/x for all 4 values.
|
|
|
|
/// 1/0 will result in a big but NOT infinite result
|
|
|
|
FORCEINLINE fltx4 ReciprocalEstSaturateSIMD( const fltx4 & a )
|
|
|
|
{
|
|
|
|
fltx4 retVal;
|
|
|
|
SubFloat( retVal, 0 ) = 1.0 / (SubFloat( a, 0 ) == 0.0f ? FLT_EPSILON : SubFloat( a, 0 ));
|
|
|
|
SubFloat( retVal, 1 ) = 1.0 / (SubFloat( a, 1 ) == 0.0f ? FLT_EPSILON : SubFloat( a, 1 ));
|
|
|
|
SubFloat( retVal, 2 ) = 1.0 / (SubFloat( a, 2 ) == 0.0f ? FLT_EPSILON : SubFloat( a, 2 ));
|
|
|
|
SubFloat( retVal, 3 ) = 1.0 / (SubFloat( a, 3 ) == 0.0f ? FLT_EPSILON : SubFloat( a, 3 ));
|
|
|
|
return retVal;
|
|
|
|
}
|
|
|
|
|
|
|
|
FORCEINLINE fltx4 ReciprocalSaturateSIMD( const fltx4 & a )
|
|
|
|
{
|
|
|
|
fltx4 retVal;
|
|
|
|
SubFloat( retVal, 0 ) = 1.0 / (SubFloat( a, 0 ) == 0.0f ? FLT_EPSILON : SubFloat( a, 0 ));
|
|
|
|
SubFloat( retVal, 1 ) = 1.0 / (SubFloat( a, 1 ) == 0.0f ? FLT_EPSILON : SubFloat( a, 1 ));
|
|
|
|
SubFloat( retVal, 2 ) = 1.0 / (SubFloat( a, 2 ) == 0.0f ? FLT_EPSILON : SubFloat( a, 2 ));
|
|
|
|
SubFloat( retVal, 3 ) = 1.0 / (SubFloat( a, 3 ) == 0.0f ? FLT_EPSILON : SubFloat( a, 3 ));
|
|
|
|
return retVal;
|
|
|
|
}
|
|
|
|
|
|
|
|
// 2^x for all values (the antilog)
|
|
|
|
FORCEINLINE fltx4 ExpSIMD( const fltx4 &toPower )
|
|
|
|
{
|
|
|
|
fltx4 retVal;
|
|
|
|
SubFloat( retVal, 0 ) = powf( 2, SubFloat(toPower, 0) );
|
|
|
|
SubFloat( retVal, 1 ) = powf( 2, SubFloat(toPower, 1) );
|
|
|
|
SubFloat( retVal, 2 ) = powf( 2, SubFloat(toPower, 2) );
|
|
|
|
SubFloat( retVal, 3 ) = powf( 2, SubFloat(toPower, 3) );
|
|
|
|
|
|
|
|
return retVal;
|
|
|
|
}
|
|
|
|
|
|
|
|
FORCEINLINE fltx4 Dot3SIMD( const fltx4 &a, const fltx4 &b )
|
|
|
|
{
|
|
|
|
float flDot = SubFloat( a, 0 ) * SubFloat( b, 0 ) +
|
|
|
|
SubFloat( a, 1 ) * SubFloat( b, 1 ) +
|
|
|
|
SubFloat( a, 2 ) * SubFloat( b, 2 );
|
|
|
|
return ReplicateX4( flDot );
|
|
|
|
}
|
|
|
|
|
|
|
|
FORCEINLINE fltx4 Dot4SIMD( const fltx4 &a, const fltx4 &b )
|
|
|
|
{
|
|
|
|
float flDot = SubFloat( a, 0 ) * SubFloat( b, 0 ) +
|
|
|
|
SubFloat( a, 1 ) * SubFloat( b, 1 ) +
|
|
|
|
SubFloat( a, 2 ) * SubFloat( b, 2 ) +
|
|
|
|
SubFloat( a, 3 ) * SubFloat( b, 3 );
|
|
|
|
return ReplicateX4( flDot );
|
|
|
|
}
|
|
|
|
|
|
|
|
// Clamps the components of a vector to a specified minimum and maximum range.
|
|
|
|
FORCEINLINE fltx4 ClampVectorSIMD( FLTX4 in, FLTX4 min, FLTX4 max)
|
|
|
|
{
|
|
|
|
return MaxSIMD( min, MinSIMD( max, in ) );
|
|
|
|
}
|
|
|
|
|
|
|
|
// Squelch the w component of a vector to +0.0.
|
|
|
|
// Most efficient when you say a = SetWToZeroSIMD(a) (avoids a copy)
|
|
|
|
FORCEINLINE fltx4 SetWToZeroSIMD( const fltx4 & a )
|
|
|
|
{
|
|
|
|
fltx4 retval;
|
|
|
|
retval = a;
|
|
|
|
SubFloat( retval, 0 ) = 0;
|
|
|
|
return retval;
|
|
|
|
}
|
|
|
|
|
|
|
|
FORCEINLINE fltx4 LoadUnalignedSIMD( const void *pSIMD )
|
|
|
|
{
|
|
|
|
return *( reinterpret_cast< const fltx4 *> ( pSIMD ) );
|
|
|
|
}
|
|
|
|
|
|
|
|
FORCEINLINE fltx4 LoadUnaligned3SIMD( const void *pSIMD )
|
|
|
|
{
|
|
|
|
return *( reinterpret_cast< const fltx4 *> ( pSIMD ) );
|
|
|
|
}
|
|
|
|
|
|
|
|
FORCEINLINE fltx4 LoadAlignedSIMD( const void *pSIMD )
|
|
|
|
{
|
|
|
|
return *( reinterpret_cast< const fltx4 *> ( pSIMD ) );
|
|
|
|
}
|
|
|
|
|
|
|
|
// for the transitional class -- load a 3-by VectorAligned and squash its w component
|
|
|
|
FORCEINLINE fltx4 LoadAlignedSIMD( const VectorAligned & pSIMD )
|
|
|
|
{
|
|
|
|
fltx4 retval = LoadAlignedSIMD(pSIMD.Base());
|
|
|
|
// squelch w
|
|
|
|
SubInt( retval, 3 ) = 0;
|
|
|
|
return retval;
|
|
|
|
}
|
|
|
|
|
|
|
|
FORCEINLINE void StoreAlignedSIMD( float *pSIMD, const fltx4 & a )
|
|
|
|
{
|
|
|
|
*( reinterpret_cast< fltx4 *> ( pSIMD ) ) = a;
|
|
|
|
}
|
|
|
|
|
|
|
|
FORCEINLINE void StoreUnalignedSIMD( float *pSIMD, const fltx4 & a )
|
|
|
|
{
|
|
|
|
*( reinterpret_cast< fltx4 *> ( pSIMD ) ) = a;
|
|
|
|
}
|
|
|
|
|
|
|
|
FORCEINLINE void StoreUnaligned3SIMD( float *pSIMD, const fltx4 & a )
|
|
|
|
{
|
|
|
|
*pSIMD = SubFloat(a, 0);
|
|
|
|
*(pSIMD+1) = SubFloat(a, 1);
|
|
|
|
*(pSIMD+2) = SubFloat(a, 2);
|
|
|
|
}
|
|
|
|
|
|
|
|
// strongly typed -- syntactic castor oil used for typechecking as we transition to SIMD
|
|
|
|
FORCEINLINE void StoreAligned3SIMD( VectorAligned * RESTRICT pSIMD, const fltx4 & a )
|
|
|
|
{
|
|
|
|
StoreAlignedSIMD(pSIMD->Base(),a);
|
|
|
|
}
|
|
|
|
|
|
|
|
FORCEINLINE void TransposeSIMD( fltx4 & x, fltx4 & y, fltx4 & z, fltx4 & w )
|
|
|
|
{
|
|
|
|
#define SWAP_FLOATS( _a_, _ia_, _b_, _ib_ ) { float tmp = SubFloat( _a_, _ia_ ); SubFloat( _a_, _ia_ ) = SubFloat( _b_, _ib_ ); SubFloat( _b_, _ib_ ) = tmp; }
|
|
|
|
SWAP_FLOATS( x, 1, y, 0 );
|
|
|
|
SWAP_FLOATS( x, 2, z, 0 );
|
|
|
|
SWAP_FLOATS( x, 3, w, 0 );
|
|
|
|
SWAP_FLOATS( y, 2, z, 1 );
|
|
|
|
SWAP_FLOATS( y, 3, w, 1 );
|
|
|
|
SWAP_FLOATS( z, 3, w, 2 );
|
|
|
|
}
|
|
|
|
|
|
|
|
// find the lowest component of a.x, a.y, a.z,
|
|
|
|
// and replicate it to the whole return value.
|
|
|
|
FORCEINLINE fltx4 FindLowestSIMD3( const fltx4 & a )
|
|
|
|
{
|
|
|
|
float lowest = min( min( SubFloat(a, 0), SubFloat(a, 1) ), SubFloat(a, 2));
|
|
|
|
return ReplicateX4(lowest);
|
|
|
|
}
|
|
|
|
|
|
|
|
// find the highest component of a.x, a.y, a.z,
|
|
|
|
// and replicate it to the whole return value.
|
|
|
|
FORCEINLINE fltx4 FindHighestSIMD3( const fltx4 & a )
|
|
|
|
{
|
|
|
|
float highest = max( max( SubFloat(a, 0), SubFloat(a, 1) ), SubFloat(a, 2));
|
|
|
|
return ReplicateX4(highest);
|
|
|
|
}
|
|
|
|
|
|
|
|
// Fixed-point conversion and save as SIGNED INTS.
|
|
|
|
// pDest->x = Int (vSrc.x)
|
|
|
|
// note: some architectures have means of doing
|
|
|
|
// fixed point conversion when the fix depth is
|
|
|
|
// specified as an immediate.. but there is no way
|
|
|
|
// to guarantee an immediate as a parameter to function
|
|
|
|
// like this.
|
|
|
|
FORCEINLINE void ConvertStoreAsIntsSIMD(intx4 * RESTRICT pDest, const fltx4 &vSrc)
|
|
|
|
{
|
|
|
|
(*pDest)[0] = SubFloat(vSrc, 0);
|
|
|
|
(*pDest)[1] = SubFloat(vSrc, 1);
|
|
|
|
(*pDest)[2] = SubFloat(vSrc, 2);
|
|
|
|
(*pDest)[3] = SubFloat(vSrc, 3);
|
|
|
|
}
|
|
|
|
|
|
|
|
// ------------------------------------
|
|
|
|
// INTEGER SIMD OPERATIONS.
|
|
|
|
// ------------------------------------
|
|
|
|
// splat all components of a vector to a signed immediate int number.
|
|
|
|
FORCEINLINE fltx4 IntSetImmediateSIMD( int nValue )
|
|
|
|
{
|
|
|
|
fltx4 retval;
|
|
|
|
SubInt( retval, 0 ) = SubInt( retval, 1 ) = SubInt( retval, 2 ) = SubInt( retval, 3) = nValue;
|
|
|
|
return retval;
|
|
|
|
}
|
|
|
|
|
|
|
|
// Load 4 aligned words into a SIMD register
|
|
|
|
FORCEINLINE i32x4 LoadAlignedIntSIMD(const void * RESTRICT pSIMD)
|
|
|
|
{
|
|
|
|
return *( reinterpret_cast< const i32x4 *> ( pSIMD ) );
|
|
|
|
}
|
|
|
|
|
|
|
|
// Load 4 unaligned words into a SIMD register
|
|
|
|
FORCEINLINE i32x4 LoadUnalignedIntSIMD( const void * RESTRICT pSIMD)
|
|
|
|
{
|
|
|
|
return *( reinterpret_cast< const i32x4 *> ( pSIMD ) );
|
|
|
|
}
|
|
|
|
|
|
|
|
// save into four words, 16-byte aligned
|
|
|
|
FORCEINLINE void StoreAlignedIntSIMD( int32 *pSIMD, const fltx4 & a )
|
|
|
|
{
|
|
|
|
*( reinterpret_cast< i32x4 *> ( pSIMD ) ) = a;
|
|
|
|
}
|
|
|
|
|
|
|
|
FORCEINLINE void StoreAlignedIntSIMD( intx4 &pSIMD, const fltx4 & a )
|
|
|
|
{
|
|
|
|
*( reinterpret_cast< i32x4 *> ( pSIMD.Base() ) ) = a;
|
|
|
|
}
|
|
|
|
|
|
|
|
FORCEINLINE void StoreUnalignedIntSIMD( int32 *pSIMD, const fltx4 & a )
|
|
|
|
{
|
|
|
|
*( reinterpret_cast< i32x4 *> ( pSIMD ) ) = a;
|
|
|
|
}
|
|
|
|
|
|
|
|
// Take a fltx4 containing fixed-point uints and
|
|
|
|
// return them as single precision floats. No
|
|
|
|
// fixed point conversion is done.
|
|
|
|
FORCEINLINE fltx4 UnsignedIntConvertToFltSIMD( const u32x4 &vSrcA )
|
|
|
|
{
|
|
|
|
Assert(0); /* pc has no such operation */
|
|
|
|
fltx4 retval;
|
|
|
|
SubFloat( retval, 0 ) = ( (float) SubInt( retval, 0 ) );
|
|
|
|
SubFloat( retval, 1 ) = ( (float) SubInt( retval, 1 ) );
|
|
|
|
SubFloat( retval, 2 ) = ( (float) SubInt( retval, 2 ) );
|
|
|
|
SubFloat( retval, 3 ) = ( (float) SubInt( retval, 3 ) );
|
|
|
|
return retval;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
#if 0 /* pc has no such op */
|
|
|
|
// Take a fltx4 containing fixed-point sints and
|
|
|
|
// return them as single precision floats. No
|
|
|
|
// fixed point conversion is done.
|
|
|
|
FORCEINLINE fltx4 SignedIntConvertToFltSIMD( const i32x4 &vSrcA )
|
|
|
|
{
|
|
|
|
fltx4 retval;
|
|
|
|
SubFloat( retval, 0 ) = ( (float) (reinterpret_cast<int32 *>(&vSrcA.m128_s32[0])) );
|
|
|
|
SubFloat( retval, 1 ) = ( (float) (reinterpret_cast<int32 *>(&vSrcA.m128_s32[1])) );
|
|
|
|
SubFloat( retval, 2 ) = ( (float) (reinterpret_cast<int32 *>(&vSrcA.m128_s32[2])) );
|
|
|
|
SubFloat( retval, 3 ) = ( (float) (reinterpret_cast<int32 *>(&vSrcA.m128_s32[3])) );
|
|
|
|
return retval;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
works on fltx4's as if they are four uints.
|
|
|
|
the first parameter contains the words to be shifted,
|
|
|
|
the second contains the amount to shift by AS INTS
|
|
|
|
|
|
|
|
for i = 0 to 3
|
|
|
|
shift = vSrcB_i*32:(i*32)+4
|
|
|
|
vReturned_i*32:(i*32)+31 = vSrcA_i*32:(i*32)+31 << shift
|
|
|
|
*/
|
|
|
|
FORCEINLINE i32x4 IntShiftLeftWordSIMD(const i32x4 &vSrcA, const i32x4 &vSrcB)
|
|
|
|
{
|
|
|
|
i32x4 retval;
|
|
|
|
SubInt(retval, 0) = SubInt(vSrcA, 0) << SubInt(vSrcB, 0);
|
|
|
|
SubInt(retval, 1) = SubInt(vSrcA, 1) << SubInt(vSrcB, 1);
|
|
|
|
SubInt(retval, 2) = SubInt(vSrcA, 2) << SubInt(vSrcB, 2);
|
|
|
|
SubInt(retval, 3) = SubInt(vSrcA, 3) << SubInt(vSrcB, 3);
|
|
|
|
|
|
|
|
|
|
|
|
return retval;
|
|
|
|
}
|
|
|
|
#endif
|
|
|
|
|
|
|
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#elif ( defined( _X360 ) )
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//---------------------------------------------------------------------
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// X360 implementation
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//---------------------------------------------------------------------
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FORCEINLINE float & FloatSIMD( fltx4 & a, int idx )
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{
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fltx4_union & a_union = (fltx4_union &)a;
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return a_union.m128_f32[idx];
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}
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FORCEINLINE unsigned int & UIntSIMD( fltx4 & a, int idx )
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{
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fltx4_union & a_union = (fltx4_union &)a;
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return a_union.m128_u32[idx];
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}
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FORCEINLINE fltx4 AddSIMD( const fltx4 & a, const fltx4 & b )
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{
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return __vaddfp( a, b );
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}
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FORCEINLINE fltx4 SubSIMD( const fltx4 & a, const fltx4 & b ) // a-b
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{
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return __vsubfp( a, b );
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}
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FORCEINLINE fltx4 MulSIMD( const fltx4 & a, const fltx4 & b ) // a*b
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{
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return __vmulfp( a, b );
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}
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FORCEINLINE fltx4 MaddSIMD( const fltx4 & a, const fltx4 & b, const fltx4 & c ) // a*b + c
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{
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return __vmaddfp( a, b, c );
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}
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FORCEINLINE fltx4 MsubSIMD( const fltx4 & a, const fltx4 & b, const fltx4 & c ) // c - a*b
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{
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return __vnmsubfp( a, b, c );
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};
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FORCEINLINE fltx4 Dot3SIMD( const fltx4 &a, const fltx4 &b )
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{
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return __vmsum3fp( a, b );
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}
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FORCEINLINE fltx4 Dot4SIMD( const fltx4 &a, const fltx4 &b )
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{
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return __vmsum4fp( a, b );
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}
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FORCEINLINE fltx4 SinSIMD( const fltx4 &radians )
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{
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return XMVectorSin( radians );
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}
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FORCEINLINE void SinCos3SIMD( fltx4 &sine, fltx4 &cosine, const fltx4 &radians )
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{
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XMVectorSinCos( &sine, &cosine, radians );
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}
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FORCEINLINE void SinCosSIMD( fltx4 &sine, fltx4 &cosine, const fltx4 &radians )
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{
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XMVectorSinCos( &sine, &cosine, radians );
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}
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FORCEINLINE void CosSIMD( fltx4 &cosine, const fltx4 &radians )
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{
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cosine = XMVectorCos( radians );
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}
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FORCEINLINE fltx4 ArcSinSIMD( const fltx4 &sine )
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{
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return XMVectorASin( sine );
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}
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FORCEINLINE fltx4 ArcCosSIMD( const fltx4 &cs )
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{
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return XMVectorACos( cs );
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}
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// tan^1(a/b) .. ie, pass sin in as a and cos in as b
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FORCEINLINE fltx4 ArcTan2SIMD( const fltx4 &a, const fltx4 &b )
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{
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return XMVectorATan2( a, b );
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}
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// DivSIMD defined further down, since it uses ReciprocalSIMD
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FORCEINLINE fltx4 MaxSIMD( const fltx4 & a, const fltx4 & b ) // max(a,b)
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{
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return __vmaxfp( a, b );
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}
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FORCEINLINE fltx4 MinSIMD( const fltx4 & a, const fltx4 & b ) // min(a,b)
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{
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return __vminfp( a, b );
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}
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FORCEINLINE fltx4 AndSIMD( const fltx4 & a, const fltx4 & b ) // a & b
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{
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return __vand( a, b );
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}
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FORCEINLINE fltx4 AndNotSIMD( const fltx4 & a, const fltx4 & b ) // ~a & b
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{
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// NOTE: a and b are swapped in the call: SSE complements the first argument, VMX the second
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return __vandc( b, a );
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}
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FORCEINLINE fltx4 XorSIMD( const fltx4 & a, const fltx4 & b ) // a ^ b
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{
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return __vxor( a, b );
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}
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FORCEINLINE fltx4 OrSIMD( const fltx4 & a, const fltx4 & b ) // a | b
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{
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return __vor( a, b );
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}
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FORCEINLINE fltx4 NegSIMD(const fltx4 &a) // negate: -a
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{
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return XMVectorNegate(a);
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}
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FORCEINLINE bool IsAllZeros( const fltx4 & a ) // all floats of a zero?
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{
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unsigned int equalFlags = 0;
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__vcmpeqfpR( a, Four_Zeros, &equalFlags );
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return XMComparisonAllTrue( equalFlags );
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}
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FORCEINLINE bool IsAnyZeros( const fltx4 & a ) // any floats are zero?
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{
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unsigned int conditionregister;
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XMVectorEqualR(&conditionregister, a, XMVectorZero());
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return XMComparisonAnyTrue(conditionregister);
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}
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FORCEINLINE bool IsAnyXYZZero( const fltx4 &a ) // are any of x,y,z zero?
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{
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// copy a's x component into w, in case w was zero.
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fltx4 temp = __vrlimi(a, a, 1, 1);
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unsigned int conditionregister;
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XMVectorEqualR(&conditionregister, temp, XMVectorZero());
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return XMComparisonAnyTrue(conditionregister);
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}
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// for branching when a.xyzw > b.xyzw
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FORCEINLINE bool IsAllGreaterThan( const fltx4 &a, const fltx4 &b )
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{
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unsigned int cr;
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XMVectorGreaterR(&cr,a,b);
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return XMComparisonAllTrue(cr);
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}
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// for branching when a.xyzw >= b.xyzw
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FORCEINLINE bool IsAllGreaterThanOrEq( const fltx4 &a, const fltx4 &b )
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{
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unsigned int cr;
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XMVectorGreaterOrEqualR(&cr,a,b);
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return XMComparisonAllTrue(cr);
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}
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// For branching if all a.xyzw == b.xyzw
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FORCEINLINE bool IsAllEqual( const fltx4 & a, const fltx4 & b )
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{
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unsigned int cr;
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XMVectorEqualR(&cr,a,b);
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return XMComparisonAllTrue(cr);
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}
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FORCEINLINE int TestSignSIMD( const fltx4 & a ) // mask of which floats have the high bit set
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{
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// NOTE: this maps to SSE way better than it does to VMX (most code uses IsAnyNegative(), though)
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int nRet = 0;
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const fltx4_union & a_union = (const fltx4_union &)a;
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nRet |= ( a_union.m128_u32[0] & 0x80000000 ) >> 31; // sign(x) -> bit 0
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nRet |= ( a_union.m128_u32[1] & 0x80000000 ) >> 30; // sign(y) -> bit 1
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nRet |= ( a_union.m128_u32[2] & 0x80000000 ) >> 29; // sign(z) -> bit 2
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nRet |= ( a_union.m128_u32[3] & 0x80000000 ) >> 28; // sign(w) -> bit 3
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return nRet;
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}
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// Squelch the w component of a vector to +0.0.
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// Most efficient when you say a = SetWToZeroSIMD(a) (avoids a copy)
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FORCEINLINE fltx4 SetWToZeroSIMD( const fltx4 & a )
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{
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return __vrlimi( a, __vzero(), 1, 0 );
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}
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FORCEINLINE bool IsAnyNegative( const fltx4 & a ) // (a.x < 0) || (a.y < 0) || (a.z < 0) || (a.w < 0)
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{
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// NOTE: this tests the top bits of each vector element using integer math
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// (so it ignores NaNs - it will return true for "-NaN")
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unsigned int equalFlags = 0;
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fltx4 signMask = __vspltisw( -1 ); // 0xFFFFFFFF 0xFFFFFFFF 0xFFFFFFFF 0xFFFFFFFF (low order 5 bits of each element = 31)
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signMask = __vslw( signMask, signMask ); // 0x80000000 0x80000000 0x80000000 0x80000000
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__vcmpequwR( Four_Zeros, __vand( signMask, a ), &equalFlags );
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return !XMComparisonAllTrue( equalFlags );
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}
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FORCEINLINE fltx4 CmpEqSIMD( const fltx4 & a, const fltx4 & b ) // (a==b) ? ~0:0
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{
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return __vcmpeqfp( a, b );
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}
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FORCEINLINE fltx4 CmpGtSIMD( const fltx4 & a, const fltx4 & b ) // (a>b) ? ~0:0
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{
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return __vcmpgtfp( a, b );
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}
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FORCEINLINE fltx4 CmpGeSIMD( const fltx4 & a, const fltx4 & b ) // (a>=b) ? ~0:0
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{
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return __vcmpgefp( a, b );
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}
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FORCEINLINE fltx4 CmpLtSIMD( const fltx4 & a, const fltx4 & b ) // (a<b) ? ~0:0
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{
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return __vcmpgtfp( b, a );
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}
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FORCEINLINE fltx4 CmpLeSIMD( const fltx4 & a, const fltx4 & b ) // (a<=b) ? ~0:0
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{
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return __vcmpgefp( b, a );
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}
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FORCEINLINE fltx4 CmpInBoundsSIMD( const fltx4 & a, const fltx4 & b ) // (a <= b && a >= -b) ? ~0 : 0
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{
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return XMVectorInBounds( a, b );
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}
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// returned[i] = ReplacementMask[i] == 0 ? OldValue : NewValue
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FORCEINLINE fltx4 MaskedAssign( const fltx4 & ReplacementMask, const fltx4 & NewValue, const fltx4 & OldValue )
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{
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return __vsel( OldValue, NewValue, ReplacementMask );
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}
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// AKA "Broadcast", "Splat"
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FORCEINLINE fltx4 ReplicateX4( float flValue ) // a,a,a,a
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{
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// NOTE: if flValue comes from a register, this causes a Load-Hit-Store stall (don't mix fpu/vpu math!)
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float * pValue = &flValue;
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Assert( pValue );
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Assert( ((unsigned int)pValue & 3) == 0);
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return __vspltw( __lvlx( pValue, 0 ), 0 );
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}
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FORCEINLINE fltx4 ReplicateX4( const float *pValue ) // a,a,a,a
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{
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Assert( pValue );
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return __vspltw( __lvlx( pValue, 0 ), 0 );
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}
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/// replicate a single 32 bit integer value to all 4 components of an m128
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FORCEINLINE fltx4 ReplicateIX4( int nValue )
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{
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// NOTE: if nValue comes from a register, this causes a Load-Hit-Store stall (should not mix ints with fltx4s!)
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int * pValue = &nValue;
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Assert( pValue );
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Assert( ((unsigned int)pValue & 3) == 0);
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return __vspltw( __lvlx( pValue, 0 ), 0 );
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}
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// Round towards positive infinity
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FORCEINLINE fltx4 CeilSIMD( const fltx4 &a )
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{
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return __vrfip(a);
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}
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// Round towards nearest integer
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FORCEINLINE fltx4 RoundSIMD( const fltx4 &a )
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{
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return __vrfin(a);
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}
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// Round towards negative infinity
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FORCEINLINE fltx4 FloorSIMD( const fltx4 &a )
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{
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return __vrfim(a);
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}
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FORCEINLINE fltx4 SqrtEstSIMD( const fltx4 & a ) // sqrt(a), more or less
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{
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// This is emulated from rsqrt
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return XMVectorSqrtEst( a );
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}
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FORCEINLINE fltx4 SqrtSIMD( const fltx4 & a ) // sqrt(a)
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{
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// This is emulated from rsqrt
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return XMVectorSqrt( a );
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}
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FORCEINLINE fltx4 ReciprocalSqrtEstSIMD( const fltx4 & a ) // 1/sqrt(a), more or less
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{
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return __vrsqrtefp( a );
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}
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FORCEINLINE fltx4 ReciprocalSqrtEstSaturateSIMD( const fltx4 & a )
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{
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// Convert zeros to epsilons
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fltx4 zero_mask = CmpEqSIMD( a, Four_Zeros );
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fltx4 a_safe = OrSIMD( a, AndSIMD( Four_Epsilons, zero_mask ) );
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return ReciprocalSqrtEstSIMD( a_safe );
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}
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FORCEINLINE fltx4 ReciprocalSqrtSIMD( const fltx4 & a ) // 1/sqrt(a)
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{
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// This uses Newton-Raphson to improve the HW result
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return XMVectorReciprocalSqrt( a );
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}
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FORCEINLINE fltx4 ReciprocalEstSIMD( const fltx4 & a ) // 1/a, more or less
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{
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return __vrefp( a );
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}
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/// 1/x for all 4 values. uses reciprocal approximation instruction plus newton iteration.
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/// No error checking!
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FORCEINLINE fltx4 ReciprocalSIMD( const fltx4 & a ) // 1/a
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{
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// This uses Newton-Raphson to improve the HW result
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return XMVectorReciprocal( a );
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}
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// FIXME: on 360, this is very slow, since it uses ReciprocalSIMD (do we need DivEstSIMD?)
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FORCEINLINE fltx4 DivSIMD( const fltx4 & a, const fltx4 & b ) // a/b
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{
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return MulSIMD( ReciprocalSIMD( b ), a );
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}
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/// 1/x for all 4 values.
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/// 1/0 will result in a big but NOT infinite result
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FORCEINLINE fltx4 ReciprocalEstSaturateSIMD( const fltx4 & a )
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{
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// Convert zeros to epsilons
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fltx4 zero_mask = CmpEqSIMD( a, Four_Zeros );
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fltx4 a_safe = OrSIMD( a, AndSIMD( Four_Epsilons, zero_mask ) );
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return ReciprocalEstSIMD( a_safe );
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}
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FORCEINLINE fltx4 ReciprocalSaturateSIMD( const fltx4 & a )
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{
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// Convert zeros to epsilons
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fltx4 zero_mask = CmpEqSIMD( a, Four_Zeros );
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fltx4 a_safe = OrSIMD( a, AndSIMD( Four_Epsilons, zero_mask ) );
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return ReciprocalSIMD( a_safe );
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|
// FIXME: This could be faster (BUT: it doesn't preserve the sign of -0.0, whereas the above does)
|
|
|
|
// fltx4 zeroMask = CmpEqSIMD( Four_Zeros, a );
|
|
|
|
// fltx4 a_safe = XMVectorSelect( a, Four_Epsilons, zeroMask );
|
|
|
|
// return ReciprocalSIMD( a_safe );
|
|
|
|
}
|
|
|
|
|
|
|
|
// CHRISG: is it worth doing integer bitfiddling for this?
|
|
|
|
// 2^x for all values (the antilog)
|
|
|
|
FORCEINLINE fltx4 ExpSIMD( const fltx4 &toPower )
|
|
|
|
{
|
|
|
|
return XMVectorExp(toPower);
|
|
|
|
}
|
|
|
|
|
|
|
|
// Clamps the components of a vector to a specified minimum and maximum range.
|
|
|
|
FORCEINLINE fltx4 ClampVectorSIMD( FLTX4 in, FLTX4 min, FLTX4 max)
|
|
|
|
{
|
|
|
|
return XMVectorClamp(in, min, max);
|
|
|
|
}
|
|
|
|
|
|
|
|
FORCEINLINE fltx4 LoadUnalignedSIMD( const void *pSIMD )
|
|
|
|
{
|
|
|
|
return XMLoadVector4( pSIMD );
|
|
|
|
}
|
|
|
|
|
|
|
|
// load a 3-vector (as opposed to LoadUnalignedSIMD, which loads a 4-vec).
|
|
|
|
FORCEINLINE fltx4 LoadUnaligned3SIMD( const void *pSIMD )
|
|
|
|
{
|
|
|
|
return XMLoadVector3( pSIMD );
|
|
|
|
}
|
|
|
|
|
|
|
|
FORCEINLINE fltx4 LoadAlignedSIMD( const void *pSIMD )
|
|
|
|
{
|
|
|
|
return *( reinterpret_cast< const fltx4 *> ( pSIMD ) );
|
|
|
|
}
|
|
|
|
|
|
|
|
// for the transitional class -- load a 3-by VectorAligned and squash its w component
|
|
|
|
FORCEINLINE fltx4 LoadAlignedSIMD( const VectorAligned & pSIMD )
|
|
|
|
{
|
|
|
|
fltx4 out = XMLoadVector3A(pSIMD.Base());
|
|
|
|
// squelch w
|
|
|
|
return __vrlimi( out, __vzero(), 1, 0 );
|
|
|
|
}
|
|
|
|
|
|
|
|
// for the transitional class -- load a 3-by VectorAligned and squash its w component
|
|
|
|
FORCEINLINE fltx4 LoadAlignedSIMD( const VectorAligned * RESTRICT pSIMD )
|
|
|
|
{
|
|
|
|
fltx4 out = XMLoadVector3A(pSIMD);
|
|
|
|
// squelch w
|
|
|
|
return __vrlimi( out, __vzero(), 1, 0 );
|
|
|
|
}
|
|
|
|
|
|
|
|
FORCEINLINE void StoreAlignedSIMD( float *pSIMD, const fltx4 & a )
|
|
|
|
{
|
|
|
|
*( reinterpret_cast< fltx4 *> ( pSIMD ) ) = a;
|
|
|
|
}
|
|
|
|
|
|
|
|
FORCEINLINE void StoreUnalignedSIMD( float *pSIMD, const fltx4 & a )
|
|
|
|
{
|
|
|
|
XMStoreVector4( pSIMD, a );
|
|
|
|
}
|
|
|
|
|
|
|
|
FORCEINLINE void StoreUnaligned3SIMD( float *pSIMD, const fltx4 & a )
|
|
|
|
{
|
|
|
|
XMStoreVector3( pSIMD, a );
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// strongly typed -- for typechecking as we transition to SIMD
|
|
|
|
FORCEINLINE void StoreAligned3SIMD( VectorAligned * RESTRICT pSIMD, const fltx4 & a )
|
|
|
|
{
|
|
|
|
XMStoreVector3A(pSIMD->Base(),a);
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// Fixed-point conversion and save as SIGNED INTS.
|
|
|
|
// pDest->x = Int (vSrc.x)
|
|
|
|
// note: some architectures have means of doing
|
|
|
|
// fixed point conversion when the fix depth is
|
|
|
|
// specified as an immediate.. but there is no way
|
|
|
|
// to guarantee an immediate as a parameter to function
|
|
|
|
// like this.
|
|
|
|
FORCEINLINE void ConvertStoreAsIntsSIMD(intx4 * RESTRICT pDest, const fltx4 &vSrc)
|
|
|
|
{
|
|
|
|
fltx4 asInt = __vctsxs( vSrc, 0 );
|
|
|
|
XMStoreVector4A(pDest->Base(), asInt);
|
|
|
|
}
|
|
|
|
|
|
|
|
FORCEINLINE void TransposeSIMD( fltx4 & x, fltx4 & y, fltx4 & z, fltx4 & w )
|
|
|
|
{
|
|
|
|
XMMATRIX xyzwMatrix = _XMMATRIX( x, y, z, w );
|
|
|
|
xyzwMatrix = XMMatrixTranspose( xyzwMatrix );
|
|
|
|
x = xyzwMatrix.r[0];
|
|
|
|
y = xyzwMatrix.r[1];
|
|
|
|
z = xyzwMatrix.r[2];
|
|
|
|
w = xyzwMatrix.r[3];
|
|
|
|
}
|
|
|
|
|
|
|
|
// Return one in the fastest way -- faster even than loading.
|
|
|
|
FORCEINLINE fltx4 LoadZeroSIMD( void )
|
|
|
|
{
|
|
|
|
return XMVectorZero();
|
|
|
|
}
|
|
|
|
|
|
|
|
// Return one in the fastest way -- faster even than loading.
|
|
|
|
FORCEINLINE fltx4 LoadOneSIMD( void )
|
|
|
|
{
|
|
|
|
return XMVectorSplatOne();
|
|
|
|
}
|
|
|
|
|
|
|
|
FORCEINLINE fltx4 SplatXSIMD( fltx4 a )
|
|
|
|
{
|
|
|
|
return XMVectorSplatX( a );
|
|
|
|
}
|
|
|
|
|
|
|
|
FORCEINLINE fltx4 SplatYSIMD( fltx4 a )
|
|
|
|
{
|
|
|
|
return XMVectorSplatY( a );
|
|
|
|
}
|
|
|
|
|
|
|
|
FORCEINLINE fltx4 SplatZSIMD( fltx4 a )
|
|
|
|
{
|
|
|
|
return XMVectorSplatZ( a );
|
|
|
|
}
|
|
|
|
|
|
|
|
FORCEINLINE fltx4 SplatWSIMD( fltx4 a )
|
|
|
|
{
|
|
|
|
return XMVectorSplatW( a );
|
|
|
|
}
|
|
|
|
|
|
|
|
FORCEINLINE fltx4 SetXSIMD( const fltx4& a, const fltx4& x )
|
|
|
|
{
|
|
|
|
fltx4 result = __vrlimi(a, x, 8, 0);
|
|
|
|
return result;
|
|
|
|
}
|
|
|
|
|
|
|
|
FORCEINLINE fltx4 SetYSIMD( const fltx4& a, const fltx4& y )
|
|
|
|
{
|
|
|
|
fltx4 result = __vrlimi(a, y, 4, 0);
|
|
|
|
return result;
|
|
|
|
}
|
|
|
|
|
|
|
|
FORCEINLINE fltx4 SetZSIMD( const fltx4& a, const fltx4& z )
|
|
|
|
{
|
|
|
|
fltx4 result = __vrlimi(a, z, 2, 0);
|
|
|
|
return result;
|
|
|
|
}
|
|
|
|
|
|
|
|
FORCEINLINE fltx4 SetWSIMD( const fltx4& a, const fltx4& w )
|
|
|
|
{
|
|
|
|
fltx4 result = __vrlimi(a, w, 1, 0);
|
|
|
|
return result;
|
|
|
|
}
|
|
|
|
|
|
|
|
FORCEINLINE fltx4 SetComponentSIMD( const fltx4& a, int nComponent, float flValue )
|
|
|
|
{
|
|
|
|
static int s_nVrlimiMask[4] = { 8, 4, 2, 1 };
|
|
|
|
fltx4 val = ReplicateX4( flValue );
|
|
|
|
fltx4 result = __vrlimi(a, val, s_nVrlimiMask[nComponent], 0);
|
|
|
|
return result;
|
|
|
|
}
|
|
|
|
|
|
|
|
FORCEINLINE fltx4 RotateLeft( const fltx4 & a )
|
|
|
|
{
|
|
|
|
fltx4 compareOne = a;
|
|
|
|
return __vrlimi( compareOne, a, 8 | 4 | 2 | 1, 1 );
|
|
|
|
}
|
|
|
|
|
|
|
|
FORCEINLINE fltx4 RotateLeft2( const fltx4 & a )
|
|
|
|
{
|
|
|
|
fltx4 compareOne = a;
|
|
|
|
return __vrlimi( compareOne, a, 8 | 4 | 2 | 1, 2 );
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// find the lowest component of a.x, a.y, a.z,
|
|
|
|
// and replicate it to the whole return value.
|
|
|
|
// ignores a.w.
|
|
|
|
// Though this is only five instructions long,
|
|
|
|
// they are all dependent, making this stall city.
|
|
|
|
// Forcing this inline should hopefully help with scheduling.
|
|
|
|
FORCEINLINE fltx4 FindLowestSIMD3( const fltx4 & a )
|
|
|
|
{
|
|
|
|
// a is [x,y,z,G] (where G is garbage)
|
|
|
|
// rotate left by one
|
|
|
|
fltx4 compareOne = a ;
|
|
|
|
compareOne = __vrlimi( compareOne, a, 8 | 4 , 1 );
|
|
|
|
// compareOne is [y,z,G,G]
|
|
|
|
fltx4 retval = MinSIMD( a, compareOne );
|
|
|
|
// retVal is [min(x,y), min(y,z), G, G]
|
|
|
|
compareOne = __vrlimi( compareOne, a, 8 , 2);
|
|
|
|
// compareOne is [z, G, G, G]
|
|
|
|
retval = MinSIMD( retval, compareOne );
|
|
|
|
// retVal = [ min(min(x,y),z), G, G, G ]
|
|
|
|
|
|
|
|
// splat the x component out to the whole vector and return
|
|
|
|
return SplatXSIMD( retval );
|
|
|
|
}
|
|
|
|
|
|
|
|
// find the highest component of a.x, a.y, a.z,
|
|
|
|
// and replicate it to the whole return value.
|
|
|
|
// ignores a.w.
|
|
|
|
// Though this is only five instructions long,
|
|
|
|
// they are all dependent, making this stall city.
|
|
|
|
// Forcing this inline should hopefully help with scheduling.
|
|
|
|
FORCEINLINE fltx4 FindHighestSIMD3( const fltx4 & a )
|
|
|
|
{
|
|
|
|
// a is [x,y,z,G] (where G is garbage)
|
|
|
|
// rotate left by one
|
|
|
|
fltx4 compareOne = a ;
|
|
|
|
compareOne = __vrlimi( compareOne, a, 8 | 4 , 1 );
|
|
|
|
// compareOne is [y,z,G,G]
|
|
|
|
fltx4 retval = MaxSIMD( a, compareOne );
|
|
|
|
// retVal is [max(x,y), max(y,z), G, G]
|
|
|
|
compareOne = __vrlimi( compareOne, a, 8 , 2);
|
|
|
|
// compareOne is [z, G, G, G]
|
|
|
|
retval = MaxSIMD( retval, compareOne );
|
|
|
|
// retVal = [ max(max(x,y),z), G, G, G ]
|
|
|
|
|
|
|
|
// splat the x component out to the whole vector and return
|
|
|
|
return SplatXSIMD( retval );
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// Transform many (horizontal) points in-place by a 3x4 matrix,
|
|
|
|
// here already loaded onto three fltx4 registers.
|
|
|
|
// The points must be stored as 16-byte aligned. They are points
|
|
|
|
// and not vectors because we assume the w-component to be 1.
|
|
|
|
// To spare yourself the annoyance of loading the matrix yourself,
|
|
|
|
// use one of the overloads below.
|
|
|
|
void TransformManyPointsBy(VectorAligned * RESTRICT pVectors, unsigned int numVectors, FLTX4 mRow1, FLTX4 mRow2, FLTX4 mRow3);
|
|
|
|
|
|
|
|
// Transform many (horizontal) points in-place by a 3x4 matrix.
|
|
|
|
// The points must be stored as 16-byte aligned. They are points
|
|
|
|
// and not vectors because we assume the w-component to be 1.
|
|
|
|
// In this function, the matrix need not be aligned.
|
|
|
|
FORCEINLINE void TransformManyPointsBy(VectorAligned * RESTRICT pVectors, unsigned int numVectors, const matrix3x4_t &pMatrix)
|
|
|
|
{
|
|
|
|
return TransformManyPointsBy(pVectors, numVectors,
|
|
|
|
LoadUnalignedSIMD( pMatrix[0] ), LoadUnalignedSIMD( pMatrix[1] ), LoadUnalignedSIMD( pMatrix[2] ) );
|
|
|
|
}
|
|
|
|
|
|
|
|
// Transform many (horizontal) points in-place by a 3x4 matrix.
|
|
|
|
// The points must be stored as 16-byte aligned. They are points
|
|
|
|
// and not vectors because we assume the w-component to be 1.
|
|
|
|
// In this function, the matrix must itself be aligned on a 16-byte
|
|
|
|
// boundary.
|
|
|
|
FORCEINLINE void TransformManyPointsByA(VectorAligned * RESTRICT pVectors, unsigned int numVectors, const matrix3x4_t &pMatrix)
|
|
|
|
{
|
|
|
|
return TransformManyPointsBy(pVectors, numVectors,
|
|
|
|
LoadAlignedSIMD( pMatrix[0] ), LoadAlignedSIMD( pMatrix[1] ), LoadAlignedSIMD( pMatrix[2] ) );
|
|
|
|
}
|
|
|
|
|
|
|
|
// ------------------------------------
|
|
|
|
// INTEGER SIMD OPERATIONS.
|
|
|
|
// ------------------------------------
|
|
|
|
|
|
|
|
// Load 4 aligned words into a SIMD register
|
|
|
|
FORCEINLINE i32x4 LoadAlignedIntSIMD( const void * RESTRICT pSIMD)
|
|
|
|
{
|
|
|
|
return XMLoadVector4A(pSIMD);
|
|
|
|
}
|
|
|
|
|
|
|
|
// Load 4 unaligned words into a SIMD register
|
|
|
|
FORCEINLINE i32x4 LoadUnalignedIntSIMD(const void * RESTRICT pSIMD)
|
|
|
|
{
|
|
|
|
return XMLoadVector4( pSIMD );
|
|
|
|
}
|
|
|
|
|
|
|
|
// save into four words, 16-byte aligned
|
|
|
|
FORCEINLINE void StoreAlignedIntSIMD( int32 *pSIMD, const fltx4 & a )
|
|
|
|
{
|
|
|
|
*( reinterpret_cast< i32x4 *> ( pSIMD ) ) = a;
|
|
|
|
}
|
|
|
|
|
|
|
|
FORCEINLINE void StoreAlignedIntSIMD( intx4 &pSIMD, const fltx4 & a )
|
|
|
|
{
|
|
|
|
*( reinterpret_cast< i32x4 *> ( pSIMD.Base() ) ) = a;
|
|
|
|
}
|
|
|
|
|
|
|
|
FORCEINLINE void StoreUnalignedIntSIMD( int32 *pSIMD, const fltx4 & a )
|
|
|
|
{
|
|
|
|
XMStoreVector4(pSIMD, a);
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// Take a fltx4 containing fixed-point uints and
|
|
|
|
// return them as single precision floats. No
|
|
|
|
// fixed point conversion is done.
|
|
|
|
FORCEINLINE fltx4 UnsignedIntConvertToFltSIMD( const i32x4 &vSrcA )
|
|
|
|
{
|
|
|
|
return __vcfux( vSrcA, 0 );
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// Take a fltx4 containing fixed-point sints and
|
|
|
|
// return them as single precision floats. No
|
|
|
|
// fixed point conversion is done.
|
|
|
|
FORCEINLINE fltx4 SignedIntConvertToFltSIMD( const i32x4 &vSrcA )
|
|
|
|
{
|
|
|
|
return __vcfsx( vSrcA, 0 );
|
|
|
|
}
|
|
|
|
|
|
|
|
// Take a fltx4 containing fixed-point uints and
|
|
|
|
// return them as single precision floats. Each uint
|
|
|
|
// will be divided by 2^immed after conversion
|
|
|
|
// (eg, this is fixed point math).
|
|
|
|
/* as if:
|
|
|
|
FORCEINLINE fltx4 UnsignedIntConvertToFltSIMD( const i32x4 &vSrcA, unsigned int uImmed )
|
|
|
|
{
|
|
|
|
return __vcfux( vSrcA, uImmed );
|
|
|
|
}
|
|
|
|
*/
|
|
|
|
#define UnsignedFixedIntConvertToFltSIMD(vSrcA, uImmed) (__vcfux( (vSrcA), (uImmed) ))
|
|
|
|
|
|
|
|
// Take a fltx4 containing fixed-point sints and
|
|
|
|
// return them as single precision floats. Each int
|
|
|
|
// will be divided by 2^immed (eg, this is fixed point
|
|
|
|
// math).
|
|
|
|
/* as if:
|
|
|
|
FORCEINLINE fltx4 SignedIntConvertToFltSIMD( const i32x4 &vSrcA, unsigned int uImmed )
|
|
|
|
{
|
|
|
|
return __vcfsx( vSrcA, uImmed );
|
|
|
|
}
|
|
|
|
*/
|
|
|
|
#define SignedFixedIntConvertToFltSIMD(vSrcA, uImmed) (__vcfsx( (vSrcA), (uImmed) ))
|
|
|
|
|
|
|
|
// set all components of a vector to a signed immediate int number.
|
|
|
|
/* as if:
|
|
|
|
FORCEINLINE fltx4 IntSetImmediateSIMD(int toImmediate)
|
|
|
|
{
|
|
|
|
return __vspltisw( toImmediate );
|
|
|
|
}
|
|
|
|
*/
|
|
|
|
#define IntSetImmediateSIMD(x) (__vspltisw(x))
|
|
|
|
|
|
|
|
/*
|
|
|
|
works on fltx4's as if they are four uints.
|
|
|
|
the first parameter contains the words to be shifted,
|
|
|
|
the second contains the amount to shift by AS INTS
|
|
|
|
|
|
|
|
for i = 0 to 3
|
|
|
|
shift = vSrcB_i*32:(i*32)+4
|
|
|
|
vReturned_i*32:(i*32)+31 = vSrcA_i*32:(i*32)+31 << shift
|
|
|
|
*/
|
|
|
|
FORCEINLINE fltx4 IntShiftLeftWordSIMD(fltx4 vSrcA, fltx4 vSrcB)
|
|
|
|
{
|
|
|
|
return __vslw(vSrcA, vSrcB);
|
|
|
|
}
|
|
|
|
|
|
|
|
FORCEINLINE float SubFloat( const fltx4 & a, int idx )
|
|
|
|
{
|
|
|
|
// NOTE: if the output goes into a register, this causes a Load-Hit-Store stall (don't mix fpu/vpu math!)
|
|
|
|
const fltx4_union & a_union = (const fltx4_union &)a;
|
|
|
|
return a_union.m128_f32[ idx ];
|
|
|
|
}
|
|
|
|
|
|
|
|
FORCEINLINE float & SubFloat( fltx4 & a, int idx )
|
|
|
|
{
|
|
|
|
fltx4_union & a_union = (fltx4_union &)a;
|
|
|
|
return a_union.m128_f32[idx];
|
|
|
|
}
|
|
|
|
|
|
|
|
FORCEINLINE uint32 SubFloatConvertToInt( const fltx4 & a, int idx )
|
|
|
|
{
|
|
|
|
fltx4 t = __vctuxs( a, 0 );
|
|
|
|
const fltx4_union & a_union = (const fltx4_union &)t;
|
|
|
|
return a_union.m128_u32[idx];
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
FORCEINLINE uint32 SubInt( const fltx4 & a, int idx )
|
|
|
|
{
|
|
|
|
const fltx4_union & a_union = (const fltx4_union &)a;
|
|
|
|
return a_union.m128_u32[idx];
|
|
|
|
}
|
|
|
|
|
|
|
|
FORCEINLINE uint32 & SubInt( fltx4 & a, int idx )
|
|
|
|
{
|
|
|
|
fltx4_union & a_union = (fltx4_union &)a;
|
|
|
|
return a_union.m128_u32[idx];
|
|
|
|
}
|
|
|
|
|
|
|
|
#else
|
|
|
|
|
|
|
|
//---------------------------------------------------------------------
|
|
|
|
// Intel/SSE implementation
|
|
|
|
//---------------------------------------------------------------------
|
|
|
|
|
|
|
|
FORCEINLINE void StoreAlignedSIMD( float * RESTRICT pSIMD, const fltx4 & a )
|
|
|
|
{
|
|
|
|
_mm_store_ps( pSIMD, a );
|
|
|
|
}
|
|
|
|
|
|
|
|
FORCEINLINE void StoreUnalignedSIMD( float * RESTRICT pSIMD, const fltx4 & a )
|
|
|
|
{
|
|
|
|
_mm_storeu_ps( pSIMD, a );
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
FORCEINLINE fltx4 RotateLeft( const fltx4 & a );
|
|
|
|
FORCEINLINE fltx4 RotateLeft2( const fltx4 & a );
|
|
|
|
|
|
|
|
FORCEINLINE void StoreUnaligned3SIMD( float *pSIMD, const fltx4 & a )
|
|
|
|
{
|
|
|
|
_mm_store_ss(pSIMD, a);
|
|
|
|
_mm_store_ss(pSIMD+1, RotateLeft(a));
|
|
|
|
_mm_store_ss(pSIMD+2, RotateLeft2(a));
|
|
|
|
}
|
|
|
|
|
|
|
|
// strongly typed -- syntactic castor oil used for typechecking as we transition to SIMD
|
|
|
|
FORCEINLINE void StoreAligned3SIMD( VectorAligned * RESTRICT pSIMD, const fltx4 & a )
|
|
|
|
{
|
|
|
|
StoreAlignedSIMD( pSIMD->Base(),a );
|
|
|
|
}
|
|
|
|
|
|
|
|
FORCEINLINE fltx4 LoadAlignedSIMD( const void *pSIMD )
|
|
|
|
{
|
|
|
|
return _mm_load_ps( reinterpret_cast< const float *> ( pSIMD ) );
|
|
|
|
}
|
|
|
|
|
|
|
|
FORCEINLINE fltx4 AndSIMD( const fltx4 & a, const fltx4 & b ) // a & b
|
|
|
|
{
|
|
|
|
return _mm_and_ps( a, b );
|
|
|
|
}
|
|
|
|
|
|
|
|
FORCEINLINE fltx4 AndNotSIMD( const fltx4 & a, const fltx4 & b ) // ~a & b
|
|
|
|
{
|
|
|
|
return _mm_andnot_ps( a, b );
|
|
|
|
}
|
|
|
|
|
|
|
|
FORCEINLINE fltx4 XorSIMD( const fltx4 & a, const fltx4 & b ) // a ^ b
|
|
|
|
{
|
|
|
|
return _mm_xor_ps( a, b );
|
|
|
|
}
|
|
|
|
|
|
|
|
FORCEINLINE fltx4 OrSIMD( const fltx4 & a, const fltx4 & b ) // a | b
|
|
|
|
{
|
|
|
|
return _mm_or_ps( a, b );
|
|
|
|
}
|
|
|
|
|
|
|
|
// Squelch the w component of a vector to +0.0.
|
|
|
|
// Most efficient when you say a = SetWToZeroSIMD(a) (avoids a copy)
|
|
|
|
FORCEINLINE fltx4 SetWToZeroSIMD( const fltx4 & a )
|
|
|
|
{
|
|
|
|
return AndSIMD( a, LoadAlignedSIMD( g_SIMD_clear_wmask ) );
|
|
|
|
}
|
|
|
|
|
|
|
|
// for the transitional class -- load a 3-by VectorAligned and squash its w component
|
|
|
|
FORCEINLINE fltx4 LoadAlignedSIMD( const VectorAligned & pSIMD )
|
|
|
|
{
|
|
|
|
return SetWToZeroSIMD( LoadAlignedSIMD(pSIMD.Base()) );
|
|
|
|
}
|
|
|
|
|
|
|
|
#ifdef USING_ASAN
|
|
|
|
static NO_ASAN fltx4 LoadUnalignedSIMD( const void *pSIMD )
|
|
|
|
{
|
|
|
|
return _mm_loadu_ps( reinterpret_cast<const float *>( pSIMD ) );
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
static NO_ASAN fltx4 LoadUnaligned3SIMD( const void *pSIMD )
|
|
|
|
{
|
|
|
|
return _mm_loadu_ps( reinterpret_cast<const float *>( pSIMD ) );
|
|
|
|
}
|
|
|
|
#else
|
|
|
|
FORCEINLINE fltx4 LoadUnalignedSIMD( const void *pSIMD )
|
|
|
|
{
|
|
|
|
return _mm_loadu_ps( reinterpret_cast<const float *>( pSIMD ) );
|
|
|
|
}
|
|
|
|
|
|
|
|
FORCEINLINE fltx4 LoadUnaligned3SIMD( const void *pSIMD )
|
|
|
|
{
|
|
|
|
return _mm_loadu_ps( reinterpret_cast<const float *>( pSIMD ) );
|
|
|
|
}
|
|
|
|
#endif
|
|
|
|
|
|
|
|
/// replicate a single 32 bit integer value to all 4 components of an m128
|
|
|
|
FORCEINLINE fltx4 ReplicateIX4( int i )
|
|
|
|
{
|
|
|
|
fltx4 value = _mm_set_ss( * ( ( float *) &i ) );;
|
|
|
|
return _mm_shuffle_ps( value, value, 0);
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
FORCEINLINE fltx4 ReplicateX4( float flValue )
|
|
|
|
{
|
|
|
|
__m128 value = _mm_set_ss( flValue );
|
|
|
|
return _mm_shuffle_ps( value, value, 0 );
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
FORCEINLINE float SubFloat( const fltx4 & a, int idx )
|
|
|
|
{
|
|
|
|
// NOTE: if the output goes into a register, this causes a Load-Hit-Store stall (don't mix fpu/vpu math!)
|
|
|
|
#ifndef POSIX
|
|
|
|
return a.m128_f32[ idx ];
|
|
|
|
#else
|
|
|
|
return (reinterpret_cast<float const *>(&a))[idx];
|
|
|
|
#endif
|
|
|
|
}
|
|
|
|
|
|
|
|
FORCEINLINE float & SubFloat( fltx4 & a, int idx )
|
|
|
|
{
|
|
|
|
#ifndef POSIX
|
|
|
|
return a.m128_f32[ idx ];
|
|
|
|
#else
|
|
|
|
return (reinterpret_cast<float *>(&a))[idx];
|
|
|
|
#endif
|
|
|
|
}
|
|
|
|
|
|
|
|
FORCEINLINE uint32 SubFloatConvertToInt( const fltx4 & a, int idx )
|
|
|
|
{
|
|
|
|
return (uint32)SubFloat(a,idx);
|
|
|
|
}
|
|
|
|
|
|
|
|
FORCEINLINE uint32 SubInt( const fltx4 & a, int idx )
|
|
|
|
{
|
|
|
|
#ifndef POSIX
|
|
|
|
return a.m128_u32[idx];
|
|
|
|
#else
|
|
|
|
return (reinterpret_cast<uint32 const *>(&a))[idx];
|
|
|
|
#endif
|
|
|
|
}
|
|
|
|
|
|
|
|
FORCEINLINE uint32 & SubInt( fltx4 & a, int idx )
|
|
|
|
{
|
|
|
|
#ifndef POSIX
|
|
|
|
return a.m128_u32[idx];
|
|
|
|
#else
|
|
|
|
return (reinterpret_cast<uint32 *>(&a))[idx];
|
|
|
|
#endif
|
|
|
|
}
|
|
|
|
|
|
|
|
// Return one in the fastest way -- on the x360, faster even than loading.
|
|
|
|
FORCEINLINE fltx4 LoadZeroSIMD( void )
|
|
|
|
{
|
|
|
|
return Four_Zeros;
|
|
|
|
}
|
|
|
|
|
|
|
|
// Return one in the fastest way -- on the x360, faster even than loading.
|
|
|
|
FORCEINLINE fltx4 LoadOneSIMD( void )
|
|
|
|
{
|
|
|
|
return Four_Ones;
|
|
|
|
}
|
|
|
|
|
|
|
|
FORCEINLINE fltx4 MaskedAssign( const fltx4 & ReplacementMask, const fltx4 & NewValue, const fltx4 & OldValue )
|
|
|
|
{
|
|
|
|
return OrSIMD(
|
|
|
|
AndSIMD( ReplacementMask, NewValue ),
|
|
|
|
AndNotSIMD( ReplacementMask, OldValue ) );
|
|
|
|
}
|
|
|
|
|
|
|
|
// remember, the SSE numbers its words 3 2 1 0
|
|
|
|
// The way we want to specify shuffles is backwards from the default
|
|
|
|
// MM_SHUFFLE_REV is in array index order (default is reversed)
|
|
|
|
#define MM_SHUFFLE_REV(a,b,c,d) _MM_SHUFFLE(d,c,b,a)
|
|
|
|
|
|
|
|
FORCEINLINE fltx4 SplatXSIMD( fltx4 const & a )
|
|
|
|
{
|
|
|
|
return _mm_shuffle_ps( a, a, MM_SHUFFLE_REV( 0, 0, 0, 0 ) );
|
|
|
|
}
|
|
|
|
|
|
|
|
FORCEINLINE fltx4 SplatYSIMD( fltx4 const &a )
|
|
|
|
{
|
|
|
|
return _mm_shuffle_ps( a, a, MM_SHUFFLE_REV( 1, 1, 1, 1 ) );
|
|
|
|
}
|
|
|
|
|
|
|
|
FORCEINLINE fltx4 SplatZSIMD( fltx4 const &a )
|
|
|
|
{
|
|
|
|
return _mm_shuffle_ps( a, a, MM_SHUFFLE_REV( 2, 2, 2, 2 ) );
|
|
|
|
}
|
|
|
|
|
|
|
|
FORCEINLINE fltx4 SplatWSIMD( fltx4 const &a )
|
|
|
|
{
|
|
|
|
return _mm_shuffle_ps( a, a, _MM_SHUFFLE( 3, 3, 3, 3 ) );
|
|
|
|
}
|
|
|
|
|
|
|
|
FORCEINLINE fltx4 SetXSIMD( const fltx4& a, const fltx4& x )
|
|
|
|
{
|
|
|
|
fltx4 result = MaskedAssign( LoadAlignedSIMD( g_SIMD_ComponentMask[0] ), x, a );
|
|
|
|
return result;
|
|
|
|
}
|
|
|
|
|
|
|
|
FORCEINLINE fltx4 SetYSIMD( const fltx4& a, const fltx4& y )
|
|
|
|
{
|
|
|
|
fltx4 result = MaskedAssign( LoadAlignedSIMD( g_SIMD_ComponentMask[1] ), y, a );
|
|
|
|
return result;
|
|
|
|
}
|
|
|
|
|
|
|
|
FORCEINLINE fltx4 SetZSIMD( const fltx4& a, const fltx4& z )
|
|
|
|
{
|
|
|
|
fltx4 result = MaskedAssign( LoadAlignedSIMD( g_SIMD_ComponentMask[2] ), z, a );
|
|
|
|
return result;
|
|
|
|
}
|
|
|
|
|
|
|
|
FORCEINLINE fltx4 SetWSIMD( const fltx4& a, const fltx4& w )
|
|
|
|
{
|
|
|
|
fltx4 result = MaskedAssign( LoadAlignedSIMD( g_SIMD_ComponentMask[3] ), w, a );
|
|
|
|
return result;
|
|
|
|
}
|
|
|
|
|
|
|
|
FORCEINLINE fltx4 SetComponentSIMD( const fltx4& a, int nComponent, float flValue )
|
|
|
|
{
|
|
|
|
fltx4 val = ReplicateX4( flValue );
|
|
|
|
fltx4 result = MaskedAssign( LoadAlignedSIMD( g_SIMD_ComponentMask[nComponent] ), val, a );
|
|
|
|
return result;
|
|
|
|
}
|
|
|
|
|
|
|
|
// a b c d -> b c d a
|
|
|
|
FORCEINLINE fltx4 RotateLeft( const fltx4 & a )
|
|
|
|
{
|
|
|
|
return _mm_shuffle_ps( a, a, MM_SHUFFLE_REV( 1, 2, 3, 0 ) );
|
|
|
|
}
|
|
|
|
|
|
|
|
// a b c d -> c d a b
|
|
|
|
FORCEINLINE fltx4 RotateLeft2( const fltx4 & a )
|
|
|
|
{
|
|
|
|
return _mm_shuffle_ps( a, a, MM_SHUFFLE_REV( 2, 3, 0, 1 ) );
|
|
|
|
}
|
|
|
|
|
|
|
|
// a b c d -> d a b c
|
|
|
|
FORCEINLINE fltx4 RotateRight( const fltx4 & a )
|
|
|
|
{
|
|
|
|
return _mm_shuffle_ps( a, a, _MM_SHUFFLE( 0, 3, 2, 1) );
|
|
|
|
}
|
|
|
|
|
|
|
|
// a b c d -> c d a b
|
|
|
|
FORCEINLINE fltx4 RotateRight2( const fltx4 & a )
|
|
|
|
{
|
|
|
|
return _mm_shuffle_ps( a, a, _MM_SHUFFLE( 1, 0, 3, 2 ) );
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
FORCEINLINE fltx4 AddSIMD( const fltx4 & a, const fltx4 & b ) // a+b
|
|
|
|
{
|
|
|
|
return _mm_add_ps( a, b );
|
|
|
|
};
|
|
|
|
|
|
|
|
FORCEINLINE fltx4 SubSIMD( const fltx4 & a, const fltx4 & b ) // a-b
|
|
|
|
{
|
|
|
|
return _mm_sub_ps( a, b );
|
|
|
|
};
|
|
|
|
|
|
|
|
FORCEINLINE fltx4 MulSIMD( const fltx4 & a, const fltx4 & b ) // a*b
|
|
|
|
{
|
|
|
|
return _mm_mul_ps( a, b );
|
|
|
|
};
|
|
|
|
|
|
|
|
FORCEINLINE fltx4 DivSIMD( const fltx4 & a, const fltx4 & b ) // a/b
|
|
|
|
{
|
|
|
|
return _mm_div_ps( a, b );
|
|
|
|
};
|
|
|
|
|
|
|
|
FORCEINLINE fltx4 MaddSIMD( const fltx4 & a, const fltx4 & b, const fltx4 & c ) // a*b + c
|
|
|
|
{
|
|
|
|
return AddSIMD( MulSIMD(a,b), c );
|
|
|
|
}
|
|
|
|
|
|
|
|
FORCEINLINE fltx4 MsubSIMD( const fltx4 & a, const fltx4 & b, const fltx4 & c ) // c - a*b
|
|
|
|
{
|
|
|
|
return SubSIMD( c, MulSIMD(a,b) );
|
|
|
|
};
|
|
|
|
|
|
|
|
FORCEINLINE fltx4 Dot3SIMD( const fltx4 &a, const fltx4 &b )
|
|
|
|
{
|
|
|
|
fltx4 m = MulSIMD( a, b );
|
|
|
|
float flDot = SubFloat( m, 0 ) + SubFloat( m, 1 ) + SubFloat( m, 2 );
|
|
|
|
return ReplicateX4( flDot );
|
|
|
|
}
|
|
|
|
|
|
|
|
FORCEINLINE fltx4 Dot4SIMD( const fltx4 &a, const fltx4 &b )
|
|
|
|
{
|
|
|
|
fltx4 m = MulSIMD( a, b );
|
|
|
|
float flDot = SubFloat( m, 0 ) + SubFloat( m, 1 ) + SubFloat( m, 2 ) + SubFloat( m, 3 );
|
|
|
|
return ReplicateX4( flDot );
|
|
|
|
}
|
|
|
|
|
|
|
|
//TODO: implement as four-way Taylor series (see xbox implementation)
|
|
|
|
FORCEINLINE fltx4 SinSIMD( const fltx4 &radians )
|
|
|
|
{
|
|
|
|
fltx4 result;
|
|
|
|
SubFloat( result, 0 ) = sin( SubFloat( radians, 0 ) );
|
|
|
|
SubFloat( result, 1 ) = sin( SubFloat( radians, 1 ) );
|
|
|
|
SubFloat( result, 2 ) = sin( SubFloat( radians, 2 ) );
|
|
|
|
SubFloat( result, 3 ) = sin( SubFloat( radians, 3 ) );
|
|
|
|
return result;
|
|
|
|
}
|
|
|
|
|
|
|
|
FORCEINLINE void SinCos3SIMD( fltx4 &sine, fltx4 &cosine, const fltx4 &radians )
|
|
|
|
{
|
|
|
|
// FIXME: Make a fast SSE version
|
|
|
|
SinCos( SubFloat( radians, 0 ), &SubFloat( sine, 0 ), &SubFloat( cosine, 0 ) );
|
|
|
|
SinCos( SubFloat( radians, 1 ), &SubFloat( sine, 1 ), &SubFloat( cosine, 1 ) );
|
|
|
|
SinCos( SubFloat( radians, 2 ), &SubFloat( sine, 2 ), &SubFloat( cosine, 2 ) );
|
|
|
|
}
|
|
|
|
|
|
|
|
FORCEINLINE void SinCosSIMD( fltx4 &sine, fltx4 &cosine, const fltx4 &radians ) // a*b + c
|
|
|
|
{
|
|
|
|
// FIXME: Make a fast SSE version
|
|
|
|
SinCos( SubFloat( radians, 0 ), &SubFloat( sine, 0 ), &SubFloat( cosine, 0 ) );
|
|
|
|
SinCos( SubFloat( radians, 1 ), &SubFloat( sine, 1 ), &SubFloat( cosine, 1 ) );
|
|
|
|
SinCos( SubFloat( radians, 2 ), &SubFloat( sine, 2 ), &SubFloat( cosine, 2 ) );
|
|
|
|
SinCos( SubFloat( radians, 3 ), &SubFloat( sine, 3 ), &SubFloat( cosine, 3 ) );
|
|
|
|
}
|
|
|
|
|
|
|
|
//TODO: implement as four-way Taylor series (see xbox implementation)
|
|
|
|
FORCEINLINE fltx4 ArcSinSIMD( const fltx4 &sine )
|
|
|
|
{
|
|
|
|
// FIXME: Make a fast SSE version
|
|
|
|
fltx4 result;
|
|
|
|
SubFloat( result, 0 ) = asin( SubFloat( sine, 0 ) );
|
|
|
|
SubFloat( result, 1 ) = asin( SubFloat( sine, 1 ) );
|
|
|
|
SubFloat( result, 2 ) = asin( SubFloat( sine, 2 ) );
|
|
|
|
SubFloat( result, 3 ) = asin( SubFloat( sine, 3 ) );
|
|
|
|
return result;
|
|
|
|
}
|
|
|
|
|
|
|
|
FORCEINLINE fltx4 ArcCosSIMD( const fltx4 &cs )
|
|
|
|
{
|
|
|
|
fltx4 result;
|
|
|
|
SubFloat( result, 0 ) = acos( SubFloat( cs, 0 ) );
|
|
|
|
SubFloat( result, 1 ) = acos( SubFloat( cs, 1 ) );
|
|
|
|
SubFloat( result, 2 ) = acos( SubFloat( cs, 2 ) );
|
|
|
|
SubFloat( result, 3 ) = acos( SubFloat( cs, 3 ) );
|
|
|
|
return result;
|
|
|
|
}
|
|
|
|
|
|
|
|
// tan^1(a/b) .. ie, pass sin in as a and cos in as b
|
|
|
|
FORCEINLINE fltx4 ArcTan2SIMD( const fltx4 &a, const fltx4 &b )
|
|
|
|
{
|
|
|
|
fltx4 result;
|
|
|
|
SubFloat( result, 0 ) = atan2( SubFloat( a, 0 ), SubFloat( b, 0 ) );
|
|
|
|
SubFloat( result, 1 ) = atan2( SubFloat( a, 1 ), SubFloat( b, 1 ) );
|
|
|
|
SubFloat( result, 2 ) = atan2( SubFloat( a, 2 ), SubFloat( b, 2 ) );
|
|
|
|
SubFloat( result, 3 ) = atan2( SubFloat( a, 3 ), SubFloat( b, 3 ) );
|
|
|
|
return result;
|
|
|
|
}
|
|
|
|
|
|
|
|
FORCEINLINE fltx4 NegSIMD(const fltx4 &a) // negate: -a
|
|
|
|
{
|
|
|
|
return SubSIMD(LoadZeroSIMD(),a);
|
|
|
|
}
|
|
|
|
|
|
|
|
FORCEINLINE int TestSignSIMD( const fltx4 & a ) // mask of which floats have the high bit set
|
|
|
|
{
|
|
|
|
return _mm_movemask_ps( a );
|
|
|
|
}
|
|
|
|
|
|
|
|
FORCEINLINE bool IsAnyNegative( const fltx4 & a ) // (a.x < 0) || (a.y < 0) || (a.z < 0) || (a.w < 0)
|
|
|
|
{
|
|
|
|
return (0 != TestSignSIMD( a ));
|
|
|
|
}
|
|
|
|
|
|
|
|
FORCEINLINE fltx4 CmpEqSIMD( const fltx4 & a, const fltx4 & b ) // (a==b) ? ~0:0
|
|
|
|
{
|
|
|
|
return _mm_cmpeq_ps( a, b );
|
|
|
|
}
|
|
|
|
|
|
|
|
FORCEINLINE fltx4 CmpGtSIMD( const fltx4 & a, const fltx4 & b ) // (a>b) ? ~0:0
|
|
|
|
{
|
|
|
|
return _mm_cmpgt_ps( a, b );
|
|
|
|
}
|
|
|
|
|
|
|
|
FORCEINLINE fltx4 CmpGeSIMD( const fltx4 & a, const fltx4 & b ) // (a>=b) ? ~0:0
|
|
|
|
{
|
|
|
|
return _mm_cmpge_ps( a, b );
|
|
|
|
}
|
|
|
|
|
|
|
|
FORCEINLINE fltx4 CmpLtSIMD( const fltx4 & a, const fltx4 & b ) // (a<b) ? ~0:0
|
|
|
|
{
|
|
|
|
return _mm_cmplt_ps( a, b );
|
|
|
|
}
|
|
|
|
|
|
|
|
FORCEINLINE fltx4 CmpLeSIMD( const fltx4 & a, const fltx4 & b ) // (a<=b) ? ~0:0
|
|
|
|
{
|
|
|
|
return _mm_cmple_ps( a, b );
|
|
|
|
}
|
|
|
|
|
|
|
|
// for branching when a.xyzw > b.xyzw
|
|
|
|
FORCEINLINE bool IsAllGreaterThan( const fltx4 &a, const fltx4 &b )
|
|
|
|
{
|
|
|
|
return TestSignSIMD( CmpLeSIMD( a, b ) ) == 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
// for branching when a.xyzw >= b.xyzw
|
|
|
|
FORCEINLINE bool IsAllGreaterThanOrEq( const fltx4 &a, const fltx4 &b )
|
|
|
|
{
|
|
|
|
return TestSignSIMD( CmpLtSIMD( a, b ) ) == 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
// For branching if all a.xyzw == b.xyzw
|
|
|
|
FORCEINLINE bool IsAllEqual( const fltx4 & a, const fltx4 & b )
|
|
|
|
{
|
|
|
|
return TestSignSIMD( CmpEqSIMD( a, b ) ) == 0xf;
|
|
|
|
}
|
|
|
|
|
|
|
|
FORCEINLINE fltx4 CmpInBoundsSIMD( const fltx4 & a, const fltx4 & b ) // (a <= b && a >= -b) ? ~0 : 0
|
|
|
|
{
|
|
|
|
return AndSIMD( CmpLeSIMD(a,b), CmpGeSIMD(a, NegSIMD(b)) );
|
|
|
|
}
|
|
|
|
|
|
|
|
FORCEINLINE fltx4 MinSIMD( const fltx4 & a, const fltx4 & b ) // min(a,b)
|
|
|
|
{
|
|
|
|
return _mm_min_ps( a, b );
|
|
|
|
}
|
|
|
|
|
|
|
|
FORCEINLINE fltx4 MaxSIMD( const fltx4 & a, const fltx4 & b ) // max(a,b)
|
|
|
|
{
|
|
|
|
return _mm_max_ps( a, b );
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// SSE lacks rounding operations.
|
|
|
|
// Really.
|
|
|
|
// You can emulate them by setting the rounding mode for the
|
|
|
|
// whole processor and then converting to int, and then back again.
|
|
|
|
// But every time you set the rounding mode, you clear out the
|
|
|
|
// entire pipeline. So, I can't do them per operation. You
|
|
|
|
// have to do it once, before the loop that would call these.
|
|
|
|
// Round towards positive infinity
|
|
|
|
FORCEINLINE fltx4 CeilSIMD( const fltx4 &a )
|
|
|
|
{
|
|
|
|
fltx4 retVal;
|
|
|
|
SubFloat( retVal, 0 ) = ceil( SubFloat( a, 0 ) );
|
|
|
|
SubFloat( retVal, 1 ) = ceil( SubFloat( a, 1 ) );
|
|
|
|
SubFloat( retVal, 2 ) = ceil( SubFloat( a, 2 ) );
|
|
|
|
SubFloat( retVal, 3 ) = ceil( SubFloat( a, 3 ) );
|
|
|
|
return retVal;
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
fltx4 fabs( const fltx4 & x );
|
|
|
|
// Round towards negative infinity
|
|
|
|
// This is the implementation that was here before; it assumes
|
|
|
|
// you are in round-to-floor mode, which I guess is usually the
|
|
|
|
// case for us vis-a-vis SSE. It's totally unnecessary on
|
|
|
|
// VMX, which has a native floor op.
|
|
|
|
FORCEINLINE fltx4 FloorSIMD( const fltx4 &val )
|
|
|
|
{
|
|
|
|
fltx4 fl4Abs = fabs( val );
|
|
|
|
fltx4 ival = SubSIMD( AddSIMD( fl4Abs, Four_2ToThe23s ), Four_2ToThe23s );
|
|
|
|
ival = MaskedAssign( CmpGtSIMD( ival, fl4Abs ), SubSIMD( ival, Four_Ones ), ival );
|
|
|
|
return XorSIMD( ival, XorSIMD( val, fl4Abs ) ); // restore sign bits
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
inline bool IsAllZeros( const fltx4 & var )
|
|
|
|
{
|
|
|
|
return TestSignSIMD( CmpEqSIMD( var, Four_Zeros ) ) == 0xF;
|
|
|
|
}
|
|
|
|
|
|
|
|
FORCEINLINE fltx4 SqrtEstSIMD( const fltx4 & a ) // sqrt(a), more or less
|
|
|
|
{
|
|
|
|
return _mm_sqrt_ps( a );
|
|
|
|
}
|
|
|
|
|
|
|
|
FORCEINLINE fltx4 SqrtSIMD( const fltx4 & a ) // sqrt(a)
|
|
|
|
{
|
|
|
|
return _mm_sqrt_ps( a );
|
|
|
|
}
|
|
|
|
|
|
|
|
FORCEINLINE fltx4 ReciprocalSqrtEstSIMD( const fltx4 & a ) // 1/sqrt(a), more or less
|
|
|
|
{
|
|
|
|
return _mm_rsqrt_ps( a );
|
|
|
|
}
|
|
|
|
|
|
|
|
FORCEINLINE fltx4 ReciprocalSqrtEstSaturateSIMD( const fltx4 & a )
|
|
|
|
{
|
|
|
|
fltx4 zero_mask = CmpEqSIMD( a, Four_Zeros );
|
|
|
|
fltx4 ret = OrSIMD( a, AndSIMD( Four_Epsilons, zero_mask ) );
|
|
|
|
ret = ReciprocalSqrtEstSIMD( ret );
|
|
|
|
return ret;
|
|
|
|
}
|
|
|
|
|
|
|
|
/// uses newton iteration for higher precision results than ReciprocalSqrtEstSIMD
|
|
|
|
FORCEINLINE fltx4 ReciprocalSqrtSIMD( const fltx4 & a ) // 1/sqrt(a)
|
|
|
|
{
|
|
|
|
fltx4 guess = ReciprocalSqrtEstSIMD( a );
|
|
|
|
// newton iteration for 1/sqrt(a) : y(n+1) = 1/2 (y(n)*(3-a*y(n)^2));
|
|
|
|
guess = MulSIMD( guess, SubSIMD( Four_Threes, MulSIMD( a, MulSIMD( guess, guess ))));
|
|
|
|
guess = MulSIMD( Four_PointFives, guess);
|
|
|
|
return guess;
|
|
|
|
}
|
|
|
|
|
|
|
|
FORCEINLINE fltx4 ReciprocalEstSIMD( const fltx4 & a ) // 1/a, more or less
|
|
|
|
{
|
|
|
|
return _mm_rcp_ps( a );
|
|
|
|
}
|
|
|
|
|
|
|
|
/// 1/x for all 4 values, more or less
|
|
|
|
/// 1/0 will result in a big but NOT infinite result
|
|
|
|
FORCEINLINE fltx4 ReciprocalEstSaturateSIMD( const fltx4 & a )
|
|
|
|
{
|
|
|
|
fltx4 zero_mask = CmpEqSIMD( a, Four_Zeros );
|
|
|
|
fltx4 ret = OrSIMD( a, AndSIMD( Four_Epsilons, zero_mask ) );
|
|
|
|
ret = ReciprocalEstSIMD( ret );
|
|
|
|
return ret;
|
|
|
|
}
|
|
|
|
|
|
|
|
/// 1/x for all 4 values. uses reciprocal approximation instruction plus newton iteration.
|
|
|
|
/// No error checking!
|
|
|
|
FORCEINLINE fltx4 ReciprocalSIMD( const fltx4 & a ) // 1/a
|
|
|
|
{
|
|
|
|
fltx4 ret = ReciprocalEstSIMD( a );
|
|
|
|
// newton iteration is: Y(n+1) = 2*Y(n)-a*Y(n)^2
|
|
|
|
ret = SubSIMD( AddSIMD( ret, ret ), MulSIMD( a, MulSIMD( ret, ret ) ) );
|
|
|
|
return ret;
|
|
|
|
}
|
|
|
|
|
|
|
|
/// 1/x for all 4 values.
|
|
|
|
/// 1/0 will result in a big but NOT infinite result
|
|
|
|
FORCEINLINE fltx4 ReciprocalSaturateSIMD( const fltx4 & a )
|
|
|
|
{
|
|
|
|
fltx4 zero_mask = CmpEqSIMD( a, Four_Zeros );
|
|
|
|
fltx4 ret = OrSIMD( a, AndSIMD( Four_Epsilons, zero_mask ) );
|
|
|
|
ret = ReciprocalSIMD( ret );
|
|
|
|
return ret;
|
|
|
|
}
|
|
|
|
|
|
|
|
// CHRISG: is it worth doing integer bitfiddling for this?
|
|
|
|
// 2^x for all values (the antilog)
|
|
|
|
FORCEINLINE fltx4 ExpSIMD( const fltx4 &toPower )
|
|
|
|
{
|
|
|
|
fltx4 retval;
|
|
|
|
SubFloat( retval, 0 ) = powf( 2, SubFloat(toPower, 0) );
|
|
|
|
SubFloat( retval, 1 ) = powf( 2, SubFloat(toPower, 1) );
|
|
|
|
SubFloat( retval, 2 ) = powf( 2, SubFloat(toPower, 2) );
|
|
|
|
SubFloat( retval, 3 ) = powf( 2, SubFloat(toPower, 3) );
|
|
|
|
|
|
|
|
return retval;
|
|
|
|
}
|
|
|
|
|
|
|
|
// Clamps the components of a vector to a specified minimum and maximum range.
|
|
|
|
FORCEINLINE fltx4 ClampVectorSIMD( FLTX4 in, FLTX4 min, FLTX4 max)
|
|
|
|
{
|
|
|
|
return MaxSIMD( min, MinSIMD( max, in ) );
|
|
|
|
}
|
|
|
|
|
|
|
|
FORCEINLINE void TransposeSIMD( fltx4 & x, fltx4 & y, fltx4 & z, fltx4 & w)
|
|
|
|
{
|
|
|
|
_MM_TRANSPOSE4_PS( x, y, z, w );
|
|
|
|
}
|
|
|
|
|
|
|
|
FORCEINLINE fltx4 FindLowestSIMD3( const fltx4 &a )
|
|
|
|
{
|
|
|
|
// a is [x,y,z,G] (where G is garbage)
|
|
|
|
// rotate left by one
|
|
|
|
fltx4 compareOne = RotateLeft( a );
|
|
|
|
// compareOne is [y,z,G,x]
|
|
|
|
fltx4 retval = MinSIMD( a, compareOne );
|
|
|
|
// retVal is [min(x,y), ... ]
|
|
|
|
compareOne = RotateLeft2( a );
|
|
|
|
// compareOne is [z, G, x, y]
|
|
|
|
retval = MinSIMD( retval, compareOne );
|
|
|
|
// retVal = [ min(min(x,y),z)..]
|
|
|
|
// splat the x component out to the whole vector and return
|
|
|
|
return SplatXSIMD( retval );
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
FORCEINLINE fltx4 FindHighestSIMD3( const fltx4 &a )
|
|
|
|
{
|
|
|
|
// a is [x,y,z,G] (where G is garbage)
|
|
|
|
// rotate left by one
|
|
|
|
fltx4 compareOne = RotateLeft( a );
|
|
|
|
// compareOne is [y,z,G,x]
|
|
|
|
fltx4 retval = MaxSIMD( a, compareOne );
|
|
|
|
// retVal is [max(x,y), ... ]
|
|
|
|
compareOne = RotateLeft2( a );
|
|
|
|
// compareOne is [z, G, x, y]
|
|
|
|
retval = MaxSIMD( retval, compareOne );
|
|
|
|
// retVal = [ max(max(x,y),z)..]
|
|
|
|
// splat the x component out to the whole vector and return
|
|
|
|
return SplatXSIMD( retval );
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
// ------------------------------------
|
|
|
|
// INTEGER SIMD OPERATIONS.
|
|
|
|
// ------------------------------------
|
|
|
|
|
|
|
|
|
|
|
|
#if 0 /* pc does not have these ops */
|
|
|
|
// splat all components of a vector to a signed immediate int number.
|
|
|
|
FORCEINLINE fltx4 IntSetImmediateSIMD(int to)
|
|
|
|
{
|
|
|
|
//CHRISG: SSE2 has this, but not SSE1. What to do?
|
|
|
|
fltx4 retval;
|
|
|
|
SubInt( retval, 0 ) = to;
|
|
|
|
SubInt( retval, 1 ) = to;
|
|
|
|
SubInt( retval, 2 ) = to;
|
|
|
|
SubInt( retval, 3 ) = to;
|
|
|
|
return retval;
|
|
|
|
}
|
|
|
|
#endif
|
|
|
|
|
|
|
|
// Load 4 aligned words into a SIMD register
|
|
|
|
FORCEINLINE i32x4 LoadAlignedIntSIMD( const void * RESTRICT pSIMD)
|
|
|
|
{
|
|
|
|
return _mm_load_ps( reinterpret_cast<const float *>(pSIMD) );
|
|
|
|
}
|
|
|
|
|
|
|
|
// Load 4 unaligned words into a SIMD register
|
|
|
|
FORCEINLINE i32x4 LoadUnalignedIntSIMD( const void * RESTRICT pSIMD)
|
|
|
|
{
|
|
|
|
return _mm_loadu_ps( reinterpret_cast<const float *>(pSIMD) );
|
|
|
|
}
|
|
|
|
|
|
|
|
// save into four words, 16-byte aligned
|
|
|
|
FORCEINLINE void StoreAlignedIntSIMD( int32 * RESTRICT pSIMD, const fltx4 & a )
|
|
|
|
{
|
|
|
|
_mm_store_ps( reinterpret_cast<float *>(pSIMD), a );
|
|
|
|
}
|
|
|
|
|
|
|
|
FORCEINLINE void StoreAlignedIntSIMD( intx4 &pSIMD, const fltx4 & a )
|
|
|
|
{
|
|
|
|
_mm_store_ps( reinterpret_cast<float *>(pSIMD.Base()), a );
|
|
|
|
}
|
|
|
|
|
|
|
|
FORCEINLINE void StoreUnalignedIntSIMD( int32 * RESTRICT pSIMD, const fltx4 & a )
|
|
|
|
{
|
|
|
|
_mm_storeu_ps( reinterpret_cast<float *>(pSIMD), a );
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// CHRISG: the conversion functions all seem to operate on m64's only...
|
|
|
|
// how do we make them work here?
|
|
|
|
|
|
|
|
// Take a fltx4 containing fixed-point uints and
|
|
|
|
// return them as single precision floats. No
|
|
|
|
// fixed point conversion is done.
|
|
|
|
FORCEINLINE fltx4 UnsignedIntConvertToFltSIMD( const u32x4 &vSrcA )
|
|
|
|
{
|
|
|
|
fltx4 retval;
|
|
|
|
SubFloat( retval, 0 ) = ( (float) SubInt( retval, 0 ) );
|
|
|
|
SubFloat( retval, 1 ) = ( (float) SubInt( retval, 1 ) );
|
|
|
|
SubFloat( retval, 2 ) = ( (float) SubInt( retval, 2 ) );
|
|
|
|
SubFloat( retval, 3 ) = ( (float) SubInt( retval, 3 ) );
|
|
|
|
return retval;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// Take a fltx4 containing fixed-point sints and
|
|
|
|
// return them as single precision floats. No
|
|
|
|
// fixed point conversion is done.
|
|
|
|
FORCEINLINE fltx4 SignedIntConvertToFltSIMD( const i32x4 &vSrcA )
|
|
|
|
{
|
|
|
|
fltx4 retval;
|
|
|
|
SubFloat( retval, 0 ) = ( (float) (reinterpret_cast<const int32 *>(&vSrcA)[0]));
|
|
|
|
SubFloat( retval, 1 ) = ( (float) (reinterpret_cast<const int32 *>(&vSrcA)[1]));
|
|
|
|
SubFloat( retval, 2 ) = ( (float) (reinterpret_cast<const int32 *>(&vSrcA)[2]));
|
|
|
|
SubFloat( retval, 3 ) = ( (float) (reinterpret_cast<const int32 *>(&vSrcA)[3]));
|
|
|
|
return retval;
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
works on fltx4's as if they are four uints.
|
|
|
|
the first parameter contains the words to be shifted,
|
|
|
|
the second contains the amount to shift by AS INTS
|
|
|
|
|
|
|
|
for i = 0 to 3
|
|
|
|
shift = vSrcB_i*32:(i*32)+4
|
|
|
|
vReturned_i*32:(i*32)+31 = vSrcA_i*32:(i*32)+31 << shift
|
|
|
|
*/
|
|
|
|
FORCEINLINE i32x4 IntShiftLeftWordSIMD(const i32x4 &vSrcA, const i32x4 &vSrcB)
|
|
|
|
{
|
|
|
|
i32x4 retval;
|
|
|
|
SubInt(retval, 0) = SubInt(vSrcA, 0) << SubInt(vSrcB, 0);
|
|
|
|
SubInt(retval, 1) = SubInt(vSrcA, 1) << SubInt(vSrcB, 1);
|
|
|
|
SubInt(retval, 2) = SubInt(vSrcA, 2) << SubInt(vSrcB, 2);
|
|
|
|
SubInt(retval, 3) = SubInt(vSrcA, 3) << SubInt(vSrcB, 3);
|
|
|
|
|
|
|
|
|
|
|
|
return retval;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// Fixed-point conversion and save as SIGNED INTS.
|
|
|
|
// pDest->x = Int (vSrc.x)
|
|
|
|
// note: some architectures have means of doing
|
|
|
|
// fixed point conversion when the fix depth is
|
|
|
|
// specified as an immediate.. but there is no way
|
|
|
|
// to guarantee an immediate as a parameter to function
|
|
|
|
// like this.
|
|
|
|
FORCEINLINE void ConvertStoreAsIntsSIMD(intx4 * RESTRICT pDest, const fltx4 &vSrc)
|
|
|
|
{
|
|
|
|
#if defined( COMPILER_MSVC64 )
|
|
|
|
|
|
|
|
(*pDest)[0] = SubFloat( vSrc, 0 );
|
|
|
|
(*pDest)[1] = SubFloat( vSrc, 1 );
|
|
|
|
(*pDest)[2] = SubFloat( vSrc, 2 );
|
|
|
|
(*pDest)[3] = SubFloat( vSrc, 3 );
|
|
|
|
|
|
|
|
#else
|
|
|
|
__m64 bottom = _mm_cvttps_pi32( vSrc );
|
|
|
|
__m64 top = _mm_cvttps_pi32( _mm_movehl_ps(vSrc,vSrc) );
|
|
|
|
|
|
|
|
*reinterpret_cast<__m64 *>(&(*pDest)[0]) = bottom;
|
|
|
|
*reinterpret_cast<__m64 *>(&(*pDest)[2]) = top;
|
|
|
|
|
|
|
|
_mm_empty();
|
|
|
|
#endif
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
#endif
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
/// class FourVectors stores 4 independent vectors for use in SIMD processing. These vectors are
|
|
|
|
/// stored in the format x x x x y y y y z z z z so that they can be efficiently SIMD-accelerated.
|
|
|
|
class ALIGN16 FourVectors
|
|
|
|
{
|
|
|
|
public:
|
|
|
|
fltx4 x, y, z;
|
|
|
|
|
|
|
|
FORCEINLINE void DuplicateVector(Vector const &v) //< set all 4 vectors to the same vector value
|
|
|
|
{
|
|
|
|
x=ReplicateX4(v.x);
|
|
|
|
y=ReplicateX4(v.y);
|
|
|
|
z=ReplicateX4(v.z);
|
|
|
|
}
|
|
|
|
|
|
|
|
FORCEINLINE fltx4 const & operator[](int idx) const
|
|
|
|
{
|
|
|
|
return *((&x)+idx);
|
|
|
|
}
|
|
|
|
|
|
|
|
FORCEINLINE fltx4 & operator[](int idx)
|
|
|
|
{
|
|
|
|
return *((&x)+idx);
|
|
|
|
}
|
|
|
|
|
|
|
|
FORCEINLINE void operator+=(FourVectors const &b) //< add 4 vectors to another 4 vectors
|
|
|
|
{
|
|
|
|
x=AddSIMD(x,b.x);
|
|
|
|
y=AddSIMD(y,b.y);
|
|
|
|
z=AddSIMD(z,b.z);
|
|
|
|
}
|
|
|
|
|
|
|
|
FORCEINLINE void operator-=(FourVectors const &b) //< subtract 4 vectors from another 4
|
|
|
|
{
|
|
|
|
x=SubSIMD(x,b.x);
|
|
|
|
y=SubSIMD(y,b.y);
|
|
|
|
z=SubSIMD(z,b.z);
|
|
|
|
}
|
|
|
|
|
|
|
|
FORCEINLINE void operator*=(FourVectors const &b) //< scale all four vectors per component scale
|
|
|
|
{
|
|
|
|
x=MulSIMD(x,b.x);
|
|
|
|
y=MulSIMD(y,b.y);
|
|
|
|
z=MulSIMD(z,b.z);
|
|
|
|
}
|
|
|
|
|
|
|
|
FORCEINLINE void operator*=(const fltx4 & scale) //< scale
|
|
|
|
{
|
|
|
|
x=MulSIMD(x,scale);
|
|
|
|
y=MulSIMD(y,scale);
|
|
|
|
z=MulSIMD(z,scale);
|
|
|
|
}
|
|
|
|
|
|
|
|
FORCEINLINE void operator*=(float scale) //< uniformly scale all 4 vectors
|
|
|
|
{
|
|
|
|
fltx4 scalepacked = ReplicateX4(scale);
|
|
|
|
*this *= scalepacked;
|
|
|
|
}
|
|
|
|
|
|
|
|
FORCEINLINE fltx4 operator*(FourVectors const &b) const //< 4 dot products
|
|
|
|
{
|
|
|
|
fltx4 dot=MulSIMD(x,b.x);
|
|
|
|
dot=MaddSIMD(y,b.y,dot);
|
|
|
|
dot=MaddSIMD(z,b.z,dot);
|
|
|
|
return dot;
|
|
|
|
}
|
|
|
|
|
|
|
|
FORCEINLINE fltx4 operator*(Vector const &b) const //< dot product all 4 vectors with 1 vector
|
|
|
|
{
|
|
|
|
fltx4 dot=MulSIMD(x,ReplicateX4(b.x));
|
|
|
|
dot=MaddSIMD(y,ReplicateX4(b.y), dot);
|
|
|
|
dot=MaddSIMD(z,ReplicateX4(b.z), dot);
|
|
|
|
return dot;
|
|
|
|
}
|
|
|
|
|
|
|
|
FORCEINLINE void VProduct(FourVectors const &b) //< component by component mul
|
|
|
|
{
|
|
|
|
x=MulSIMD(x,b.x);
|
|
|
|
y=MulSIMD(y,b.y);
|
|
|
|
z=MulSIMD(z,b.z);
|
|
|
|
}
|
|
|
|
FORCEINLINE void MakeReciprocal(void) //< (x,y,z)=(1/x,1/y,1/z)
|
|
|
|
{
|
|
|
|
x=ReciprocalSIMD(x);
|
|
|
|
y=ReciprocalSIMD(y);
|
|
|
|
z=ReciprocalSIMD(z);
|
|
|
|
}
|
|
|
|
|
|
|
|
FORCEINLINE void MakeReciprocalSaturate(void) //< (x,y,z)=(1/x,1/y,1/z), 1/0=1.0e23
|
|
|
|
{
|
|
|
|
x=ReciprocalSaturateSIMD(x);
|
|
|
|
y=ReciprocalSaturateSIMD(y);
|
|
|
|
z=ReciprocalSaturateSIMD(z);
|
|
|
|
}
|
|
|
|
|
|
|
|
// Assume the given matrix is a rotation, and rotate these vectors by it.
|
|
|
|
// If you have a long list of FourVectors structures that you all want
|
|
|
|
// to rotate by the same matrix, use FourVectors::RotateManyBy() instead.
|
|
|
|
inline void RotateBy(const matrix3x4_t& matrix);
|
|
|
|
|
|
|
|
/// You can use this to rotate a long array of FourVectors all by the same
|
|
|
|
/// matrix. The first parameter is the head of the array. The second is the
|
|
|
|
/// number of vectors to rotate. The third is the matrix.
|
|
|
|
static void RotateManyBy(FourVectors * RESTRICT pVectors, unsigned int numVectors, const matrix3x4_t& rotationMatrix );
|
|
|
|
|
|
|
|
/// Assume the vectors are points, and transform them in place by the matrix.
|
|
|
|
inline void TransformBy(const matrix3x4_t& matrix);
|
|
|
|
|
|
|
|
/// You can use this to Transform a long array of FourVectors all by the same
|
|
|
|
/// matrix. The first parameter is the head of the array. The second is the
|
|
|
|
/// number of vectors to rotate. The third is the matrix. The fourth is the
|
|
|
|
/// output buffer, which must not overlap the pVectors buffer. This is not
|
|
|
|
/// an in-place transformation.
|
|
|
|
static void TransformManyBy(FourVectors * RESTRICT pVectors, unsigned int numVectors, const matrix3x4_t& rotationMatrix, FourVectors * RESTRICT pOut );
|
|
|
|
|
|
|
|
/// You can use this to Transform a long array of FourVectors all by the same
|
|
|
|
/// matrix. The first parameter is the head of the array. The second is the
|
|
|
|
/// number of vectors to rotate. The third is the matrix. The fourth is the
|
|
|
|
/// output buffer, which must not overlap the pVectors buffer.
|
|
|
|
/// This is an in-place transformation.
|
|
|
|
static void TransformManyBy(FourVectors * RESTRICT pVectors, unsigned int numVectors, const matrix3x4_t& rotationMatrix );
|
|
|
|
|
|
|
|
// X(),Y(),Z() - get at the desired component of the i'th (0..3) vector.
|
|
|
|
FORCEINLINE const float & X(int idx) const
|
|
|
|
{
|
|
|
|
// NOTE: if the output goes into a register, this causes a Load-Hit-Store stall (don't mix fpu/vpu math!)
|
|
|
|
return SubFloat( (fltx4 &)x, idx );
|
|
|
|
}
|
|
|
|
|
|
|
|
FORCEINLINE const float & Y(int idx) const
|
|
|
|
{
|
|
|
|
return SubFloat( (fltx4 &)y, idx );
|
|
|
|
}
|
|
|
|
|
|
|
|
FORCEINLINE const float & Z(int idx) const
|
|
|
|
{
|
|
|
|
return SubFloat( (fltx4 &)z, idx );
|
|
|
|
}
|
|
|
|
|
|
|
|
FORCEINLINE float & X(int idx)
|
|
|
|
{
|
|
|
|
return SubFloat( x, idx );
|
|
|
|
}
|
|
|
|
|
|
|
|
FORCEINLINE float & Y(int idx)
|
|
|
|
{
|
|
|
|
return SubFloat( y, idx );
|
|
|
|
}
|
|
|
|
|
|
|
|
FORCEINLINE float & Z(int idx)
|
|
|
|
{
|
|
|
|
return SubFloat( z, idx );
|
|
|
|
}
|
|
|
|
|
|
|
|
FORCEINLINE Vector Vec(int idx) const //< unpack one of the vectors
|
|
|
|
{
|
|
|
|
return Vector( X(idx), Y(idx), Z(idx) );
|
|
|
|
}
|
|
|
|
|
|
|
|
FourVectors(void) = default;
|
|
|
|
|
|
|
|
FourVectors( FourVectors const &src )
|
|
|
|
{
|
|
|
|
x=src.x;
|
|
|
|
y=src.y;
|
|
|
|
z=src.z;
|
|
|
|
}
|
|
|
|
|
|
|
|
FourVectors( fltx4 x, fltx4 y, fltx4 z )
|
|
|
|
{
|
|
|
|
this->x=x;
|
|
|
|
this->y=y;
|
|
|
|
this->z=z;
|
|
|
|
}
|
|
|
|
|
|
|
|
FORCEINLINE void operator=( FourVectors const &src )
|
|
|
|
{
|
|
|
|
x=src.x;
|
|
|
|
y=src.y;
|
|
|
|
z=src.z;
|
|
|
|
}
|
|
|
|
|
|
|
|
/// LoadAndSwizzle - load 4 Vectors into a FourVectors, performing transpose op
|
|
|
|
FORCEINLINE void LoadAndSwizzle(Vector const &a, Vector const &b, Vector const &c, Vector const &d)
|
|
|
|
{
|
|
|
|
// TransposeSIMD has large sub-expressions that the compiler can't eliminate on x360
|
|
|
|
// use an unfolded implementation here
|
|
|
|
#if _X360
|
|
|
|
fltx4 tx = LoadUnalignedSIMD( &a.x );
|
|
|
|
fltx4 ty = LoadUnalignedSIMD( &b.x );
|
|
|
|
fltx4 tz = LoadUnalignedSIMD( &c.x );
|
|
|
|
fltx4 tw = LoadUnalignedSIMD( &d.x );
|
|
|
|
fltx4 r0 = __vmrghw(tx, tz);
|
|
|
|
fltx4 r1 = __vmrghw(ty, tw);
|
|
|
|
fltx4 r2 = __vmrglw(tx, tz);
|
|
|
|
fltx4 r3 = __vmrglw(ty, tw);
|
|
|
|
|
|
|
|
x = __vmrghw(r0, r1);
|
|
|
|
y = __vmrglw(r0, r1);
|
|
|
|
z = __vmrghw(r2, r3);
|
|
|
|
#else
|
|
|
|
x = LoadUnalignedSIMD( &( a.x ));
|
|
|
|
y = LoadUnalignedSIMD( &( b.x ));
|
|
|
|
z = LoadUnalignedSIMD( &( c.x ));
|
|
|
|
fltx4 w = LoadUnalignedSIMD( &( d.x ));
|
|
|
|
// now, matrix is:
|
|
|
|
// x y z ?
|
|
|
|
// x y z ?
|
|
|
|
// x y z ?
|
|
|
|
// x y z ?
|
|
|
|
TransposeSIMD(x, y, z, w);
|
|
|
|
#endif
|
|
|
|
}
|
|
|
|
|
|
|
|
/// LoadAndSwizzleAligned - load 4 Vectors into a FourVectors, performing transpose op.
|
|
|
|
/// all 4 vectors must be 128 bit boundary
|
|
|
|
FORCEINLINE void LoadAndSwizzleAligned(const float *RESTRICT a, const float *RESTRICT b, const float *RESTRICT c, const float *RESTRICT d)
|
|
|
|
{
|
|
|
|
#if _X360
|
|
|
|
fltx4 tx = LoadAlignedSIMD(a);
|
|
|
|
fltx4 ty = LoadAlignedSIMD(b);
|
|
|
|
fltx4 tz = LoadAlignedSIMD(c);
|
|
|
|
fltx4 tw = LoadAlignedSIMD(d);
|
|
|
|
fltx4 r0 = __vmrghw(tx, tz);
|
|
|
|
fltx4 r1 = __vmrghw(ty, tw);
|
|
|
|
fltx4 r2 = __vmrglw(tx, tz);
|
|
|
|
fltx4 r3 = __vmrglw(ty, tw);
|
|
|
|
|
|
|
|
x = __vmrghw(r0, r1);
|
|
|
|
y = __vmrglw(r0, r1);
|
|
|
|
z = __vmrghw(r2, r3);
|
|
|
|
#else
|
|
|
|
x = LoadAlignedSIMD( a );
|
|
|
|
y = LoadAlignedSIMD( b );
|
|
|
|
z = LoadAlignedSIMD( c );
|
|
|
|
fltx4 w = LoadAlignedSIMD( d );
|
|
|
|
// now, matrix is:
|
|
|
|
// x y z ?
|
|
|
|
// x y z ?
|
|
|
|
// x y z ?
|
|
|
|
// x y z ?
|
|
|
|
TransposeSIMD( x, y, z, w );
|
|
|
|
#endif
|
|
|
|
}
|
|
|
|
|
|
|
|
FORCEINLINE void LoadAndSwizzleAligned(Vector const &a, Vector const &b, Vector const &c, Vector const &d)
|
|
|
|
{
|
|
|
|
LoadAndSwizzleAligned( &a.x, &b.x, &c.x, &d.x );
|
|
|
|
}
|
|
|
|
|
|
|
|
/// return the squared length of all 4 vectors
|
|
|
|
FORCEINLINE fltx4 length2(void) const
|
|
|
|
{
|
|
|
|
return (*this)*(*this);
|
|
|
|
}
|
|
|
|
|
|
|
|
/// return the approximate length of all 4 vectors. uses the sqrt approximation instruction
|
|
|
|
FORCEINLINE fltx4 length(void) const
|
|
|
|
{
|
|
|
|
return SqrtEstSIMD(length2());
|
|
|
|
}
|
|
|
|
|
|
|
|
/// normalize all 4 vectors in place. not mega-accurate (uses reciprocal approximation instruction)
|
|
|
|
FORCEINLINE void VectorNormalizeFast(void)
|
|
|
|
{
|
|
|
|
fltx4 mag_sq=(*this)*(*this); // length^2
|
|
|
|
(*this) *= ReciprocalSqrtEstSIMD(mag_sq); // *(1.0/sqrt(length^2))
|
|
|
|
}
|
|
|
|
|
|
|
|
/// normalize all 4 vectors in place.
|
|
|
|
FORCEINLINE void VectorNormalize(void)
|
|
|
|
{
|
|
|
|
fltx4 mag_sq=(*this)*(*this); // length^2
|
|
|
|
(*this) *= ReciprocalSqrtSIMD(mag_sq); // *(1.0/sqrt(length^2))
|
|
|
|
}
|
|
|
|
|
|
|
|
/// construct a FourVectors from 4 separate Vectors
|
|
|
|
FORCEINLINE FourVectors(Vector const &a, Vector const &b, Vector const &c, Vector const &d)
|
|
|
|
{
|
|
|
|
LoadAndSwizzle(a,b,c,d);
|
|
|
|
}
|
|
|
|
|
|
|
|
/// construct a FourVectors from 4 separate Vectors
|
|
|
|
FORCEINLINE FourVectors(VectorAligned const &a, VectorAligned const &b, VectorAligned const &c, VectorAligned const &d)
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{
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LoadAndSwizzleAligned(a,b,c,d);
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}
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FORCEINLINE fltx4 DistToSqr( FourVectors const &pnt )
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{
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fltx4 fl4dX = SubSIMD( pnt.x, x );
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fltx4 fl4dY = SubSIMD( pnt.y, y );
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fltx4 fl4dZ = SubSIMD( pnt.z, z );
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return AddSIMD( MulSIMD( fl4dX, fl4dX), AddSIMD( MulSIMD( fl4dY, fl4dY ), MulSIMD( fl4dZ, fl4dZ ) ) );
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}
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FORCEINLINE fltx4 TValueOfClosestPointOnLine( FourVectors const &p0, FourVectors const &p1 ) const
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{
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FourVectors lineDelta = p1;
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lineDelta -= p0;
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fltx4 OOlineDirDotlineDir = ReciprocalSIMD( p1 * p1 );
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FourVectors v4OurPnt = *this;
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v4OurPnt -= p0;
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return MulSIMD( OOlineDirDotlineDir, v4OurPnt * lineDelta );
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}
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FORCEINLINE fltx4 DistSqrToLineSegment( FourVectors const &p0, FourVectors const &p1 ) const
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{
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FourVectors lineDelta = p1;
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FourVectors v4OurPnt = *this;
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v4OurPnt -= p0;
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lineDelta -= p0;
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fltx4 OOlineDirDotlineDir = ReciprocalSIMD( lineDelta * lineDelta );
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fltx4 fl4T = MulSIMD( OOlineDirDotlineDir, v4OurPnt * lineDelta );
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fl4T = MinSIMD( fl4T, Four_Ones );
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fl4T = MaxSIMD( fl4T, Four_Zeros );
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lineDelta *= fl4T;
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return v4OurPnt.DistToSqr( lineDelta );
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}
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};
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/// form 4 cross products
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inline FourVectors operator ^(const FourVectors &a, const FourVectors &b)
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{
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FourVectors ret;
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ret.x=SubSIMD(MulSIMD(a.y,b.z),MulSIMD(a.z,b.y));
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ret.y=SubSIMD(MulSIMD(a.z,b.x),MulSIMD(a.x,b.z));
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ret.z=SubSIMD(MulSIMD(a.x,b.y),MulSIMD(a.y,b.x));
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return ret;
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}
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/// component-by-componentwise MAX operator
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inline FourVectors maximum(const FourVectors &a, const FourVectors &b)
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{
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FourVectors ret;
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ret.x=MaxSIMD(a.x,b.x);
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ret.y=MaxSIMD(a.y,b.y);
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ret.z=MaxSIMD(a.z,b.z);
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return ret;
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}
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/// component-by-componentwise MIN operator
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inline FourVectors minimum(const FourVectors &a, const FourVectors &b)
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{
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FourVectors ret;
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ret.x=MinSIMD(a.x,b.x);
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ret.y=MinSIMD(a.y,b.y);
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ret.z=MinSIMD(a.z,b.z);
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return ret;
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}
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/// calculate reflection vector. incident and normal dir assumed normalized
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FORCEINLINE FourVectors VectorReflect( const FourVectors &incident, const FourVectors &normal )
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{
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FourVectors ret = incident;
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fltx4 iDotNx2 = incident * normal;
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iDotNx2 = AddSIMD( iDotNx2, iDotNx2 );
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FourVectors nPart = normal;
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nPart *= iDotNx2;
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ret -= nPart; // i-2(n*i)n
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return ret;
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}
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/// calculate slide vector. removes all components of a vector which are perpendicular to a normal vector.
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FORCEINLINE FourVectors VectorSlide( const FourVectors &incident, const FourVectors &normal )
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{
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FourVectors ret = incident;
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fltx4 iDotN = incident * normal;
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FourVectors nPart = normal;
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nPart *= iDotN;
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ret -= nPart; // i-(n*i)n
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return ret;
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}
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// Assume the given matrix is a rotation, and rotate these vectors by it.
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// If you have a long list of FourVectors structures that you all want
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// to rotate by the same matrix, use FourVectors::RotateManyBy() instead.
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void FourVectors::RotateBy(const matrix3x4_t& matrix)
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{
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// Splat out each of the entries in the matrix to a fltx4. Do this
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// in the order that we will need them, to hide latency. I'm
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// avoiding making an array of them, so that they'll remain in
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// registers.
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fltx4 matSplat00, matSplat01, matSplat02,
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matSplat10, matSplat11, matSplat12,
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matSplat20, matSplat21, matSplat22;
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{
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// Load the matrix into local vectors. Sadly, matrix3x4_ts are
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// often unaligned. The w components will be the tranpose row of
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// the matrix, but we don't really care about that.
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fltx4 matCol0 = LoadUnalignedSIMD( matrix[0] );
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fltx4 matCol1 = LoadUnalignedSIMD( matrix[1] );
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fltx4 matCol2 = LoadUnalignedSIMD( matrix[2] );
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matSplat00 = SplatXSIMD( matCol0 );
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matSplat01 = SplatYSIMD( matCol0 );
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matSplat02 = SplatZSIMD( matCol0 );
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matSplat10 = SplatXSIMD( matCol1 );
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matSplat11 = SplatYSIMD( matCol1 );
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matSplat12 = SplatZSIMD( matCol1 );
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matSplat20 = SplatXSIMD( matCol2 );
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matSplat21 = SplatYSIMD( matCol2 );
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matSplat22 = SplatZSIMD( matCol2 );
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}
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// Trust in the compiler to schedule these operations correctly:
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fltx4 outX, outY, outZ;
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outX = AddSIMD( AddSIMD( MulSIMD( x, matSplat00 ), MulSIMD( y, matSplat01 ) ), MulSIMD( z, matSplat02 ) );
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outY = AddSIMD( AddSIMD( MulSIMD( x, matSplat10 ), MulSIMD( y, matSplat11 ) ), MulSIMD( z, matSplat12 ) );
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outZ = AddSIMD( AddSIMD( MulSIMD( x, matSplat20 ), MulSIMD( y, matSplat21 ) ), MulSIMD( z, matSplat22 ) );
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x = outX;
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y = outY;
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z = outZ;
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}
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// Assume the given matrix is a rotation, and rotate these vectors by it.
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// If you have a long list of FourVectors structures that you all want
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// to rotate by the same matrix, use FourVectors::RotateManyBy() instead.
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void FourVectors::TransformBy(const matrix3x4_t& matrix)
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{
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// Splat out each of the entries in the matrix to a fltx4. Do this
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// in the order that we will need them, to hide latency. I'm
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// avoiding making an array of them, so that they'll remain in
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// registers.
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fltx4 matSplat00, matSplat01, matSplat02,
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matSplat10, matSplat11, matSplat12,
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matSplat20, matSplat21, matSplat22;
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{
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// Load the matrix into local vectors. Sadly, matrix3x4_ts are
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// often unaligned. The w components will be the tranpose row of
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// the matrix, but we don't really care about that.
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fltx4 matCol0 = LoadUnalignedSIMD( matrix[0] );
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fltx4 matCol1 = LoadUnalignedSIMD( matrix[1] );
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fltx4 matCol2 = LoadUnalignedSIMD( matrix[2] );
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matSplat00 = SplatXSIMD( matCol0 );
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matSplat01 = SplatYSIMD( matCol0 );
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matSplat02 = SplatZSIMD( matCol0 );
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matSplat10 = SplatXSIMD( matCol1 );
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matSplat11 = SplatYSIMD( matCol1 );
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matSplat12 = SplatZSIMD( matCol1 );
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matSplat20 = SplatXSIMD( matCol2 );
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matSplat21 = SplatYSIMD( matCol2 );
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matSplat22 = SplatZSIMD( matCol2 );
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}
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// Trust in the compiler to schedule these operations correctly:
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fltx4 outX, outY, outZ;
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outX = MaddSIMD( z, matSplat02, AddSIMD( MulSIMD( x, matSplat00 ), MulSIMD( y, matSplat01 ) ) );
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outY = MaddSIMD( z, matSplat12, AddSIMD( MulSIMD( x, matSplat10 ), MulSIMD( y, matSplat11 ) ) );
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outZ = MaddSIMD( z, matSplat22, AddSIMD( MulSIMD( x, matSplat20 ), MulSIMD( y, matSplat21 ) ) );
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x = AddSIMD( outX, ReplicateX4( matrix[0][3] ));
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y = AddSIMD( outY, ReplicateX4( matrix[1][3] ));
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z = AddSIMD( outZ, ReplicateX4( matrix[2][3] ));
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}
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/// quick, low quality perlin-style noise() function suitable for real time use.
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/// return value is -1..1. Only reliable around +/- 1 million or so.
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fltx4 NoiseSIMD( const fltx4 & x, const fltx4 & y, const fltx4 & z );
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fltx4 NoiseSIMD( FourVectors const &v );
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// vector valued noise direction
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FourVectors DNoiseSIMD( FourVectors const &v );
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// vector value "curl" noise function. see http://hyperphysics.phy-astr.gsu.edu/hbase/curl.html
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FourVectors CurlNoiseSIMD( FourVectors const &v );
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/// calculate the absolute value of a packed single
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inline fltx4 fabs( const fltx4 & x )
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{
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return AndSIMD( x, LoadAlignedSIMD( g_SIMD_clear_signmask ) );
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}
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/// negate all four components of a SIMD packed single
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inline fltx4 fnegate( const fltx4 & x )
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{
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return XorSIMD( x, LoadAlignedSIMD( g_SIMD_signmask ) );
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}
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fltx4 Pow_FixedPoint_Exponent_SIMD( const fltx4 & x, int exponent);
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// PowSIMD - raise a SIMD register to a power. This is analogous to the C pow() function, with some
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// restictions: fractional exponents are only handled with 2 bits of precision. Basically,
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// fractions of 0,.25,.5, and .75 are handled. PowSIMD(x,.30) will be the same as PowSIMD(x,.25).
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// negative and fractional powers are handled by the SIMD reciprocal and square root approximation
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// instructions and so are not especially accurate ----Note that this routine does not raise
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// numeric exceptions because it uses SIMD--- This routine is O(log2(exponent)).
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inline fltx4 PowSIMD( const fltx4 & x, float exponent )
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{
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return Pow_FixedPoint_Exponent_SIMD(x,(int) (4.0*exponent));
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}
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// random number generation - generate 4 random numbers quickly.
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void SeedRandSIMD(uint32 seed); // seed the random # generator
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fltx4 RandSIMD( int nContext = 0 ); // return 4 numbers in the 0..1 range
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// for multithreaded, you need to use these and use the argument form of RandSIMD:
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int GetSIMDRandContext( void );
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void ReleaseSIMDRandContext( int nContext );
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FORCEINLINE fltx4 RandSignedSIMD( void ) // -1..1
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{
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return SubSIMD( MulSIMD( Four_Twos, RandSIMD() ), Four_Ones );
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}
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// SIMD versions of mathlib simplespline functions
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// hermite basis function for smooth interpolation
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// Similar to Gain() above, but very cheap to call
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// value should be between 0 & 1 inclusive
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inline fltx4 SimpleSpline( const fltx4 & value )
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{
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// Arranged to avoid a data dependency between these two MULs:
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fltx4 valueDoubled = MulSIMD( value, Four_Twos );
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fltx4 valueSquared = MulSIMD( value, value );
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// Nice little ease-in, ease-out spline-like curve
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return SubSIMD(
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MulSIMD( Four_Threes, valueSquared ),
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MulSIMD( valueDoubled, valueSquared ) );
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}
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// remaps a value in [startInterval, startInterval+rangeInterval] from linear to
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// spline using SimpleSpline
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inline fltx4 SimpleSplineRemapValWithDeltas( const fltx4 & val,
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const fltx4 & A, const fltx4 & BMinusA,
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const fltx4 & OneOverBMinusA, const fltx4 & C,
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const fltx4 & DMinusC )
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{
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// if ( A == B )
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// return val >= B ? D : C;
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fltx4 cVal = MulSIMD( SubSIMD( val, A), OneOverBMinusA );
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return AddSIMD( C, MulSIMD( DMinusC, SimpleSpline( cVal ) ) );
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}
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inline fltx4 SimpleSplineRemapValWithDeltasClamped( const fltx4 & val,
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const fltx4 & A, const fltx4 & BMinusA,
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const fltx4 & OneOverBMinusA, const fltx4 & C,
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const fltx4 & DMinusC )
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{
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// if ( A == B )
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// return val >= B ? D : C;
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fltx4 cVal = MulSIMD( SubSIMD( val, A), OneOverBMinusA );
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cVal = MinSIMD( Four_Ones, MaxSIMD( Four_Zeros, cVal ) );
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return AddSIMD( C, MulSIMD( DMinusC, SimpleSpline( cVal ) ) );
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}
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FORCEINLINE fltx4 FracSIMD( const fltx4 &val )
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{
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fltx4 fl4Abs = fabs( val );
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fltx4 ival = SubSIMD( AddSIMD( fl4Abs, Four_2ToThe23s ), Four_2ToThe23s );
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ival = MaskedAssign( CmpGtSIMD( ival, fl4Abs ), SubSIMD( ival, Four_Ones ), ival );
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return XorSIMD( SubSIMD( fl4Abs, ival ), XorSIMD( val, fl4Abs ) ); // restore sign bits
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}
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FORCEINLINE fltx4 Mod2SIMD( const fltx4 &val )
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|
{
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fltx4 fl4Abs = fabs( val );
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fltx4 ival = SubSIMD( AndSIMD( LoadAlignedSIMD( (float *) g_SIMD_lsbmask ), AddSIMD( fl4Abs, Four_2ToThe23s ) ), Four_2ToThe23s );
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ival = MaskedAssign( CmpGtSIMD( ival, fl4Abs ), SubSIMD( ival, Four_Twos ), ival );
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return XorSIMD( SubSIMD( fl4Abs, ival ), XorSIMD( val, fl4Abs ) ); // restore sign bits
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}
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FORCEINLINE fltx4 Mod2SIMDPositiveInput( const fltx4 &val )
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|
{
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fltx4 ival = SubSIMD( AndSIMD( LoadAlignedSIMD( g_SIMD_lsbmask ), AddSIMD( val, Four_2ToThe23s ) ), Four_2ToThe23s );
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ival = MaskedAssign( CmpGtSIMD( ival, val ), SubSIMD( ival, Four_Twos ), ival );
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return SubSIMD( val, ival );
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}
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// approximate sin of an angle, with -1..1 representing the whole sin wave period instead of -pi..pi.
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// no range reduction is done - for values outside of 0..1 you won't like the results
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FORCEINLINE fltx4 _SinEst01SIMD( const fltx4 &val )
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|
|
{
|
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|
|
// really rough approximation - x*(4-x*4) - a parabola. s(0) = 0, s(.5) = 1, s(1)=0, smooth in-between.
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// sufficient for simple oscillation.
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return MulSIMD( val, SubSIMD( Four_Fours, MulSIMD( val, Four_Fours ) ) );
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}
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FORCEINLINE fltx4 _Sin01SIMD( const fltx4 &val )
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{
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// not a bad approximation : parabola always over-estimates. Squared parabola always
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// underestimates. So lets blend between them: goodsin = badsin + .225*( badsin^2-badsin)
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fltx4 fl4BadEst = MulSIMD( val, SubSIMD( Four_Fours, MulSIMD( val, Four_Fours ) ) );
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return AddSIMD( MulSIMD( Four_Point225s, SubSIMD( MulSIMD( fl4BadEst, fl4BadEst ), fl4BadEst ) ), fl4BadEst );
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}
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// full range useable implementations
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FORCEINLINE fltx4 SinEst01SIMD( const fltx4 &val )
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{
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fltx4 fl4Abs = fabs( val );
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fltx4 fl4Reduced2 = Mod2SIMDPositiveInput( fl4Abs );
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fltx4 fl4OddMask = CmpGeSIMD( fl4Reduced2, Four_Ones );
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fltx4 fl4val = SubSIMD( fl4Reduced2, AndSIMD( Four_Ones, fl4OddMask ) );
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fltx4 fl4Sin = _SinEst01SIMD( fl4val );
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fl4Sin = XorSIMD( fl4Sin, AndSIMD( LoadAlignedSIMD( g_SIMD_signmask ), XorSIMD( val, fl4OddMask ) ) );
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return fl4Sin;
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}
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FORCEINLINE fltx4 Sin01SIMD( const fltx4 &val )
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{
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fltx4 fl4Abs = fabs( val );
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fltx4 fl4Reduced2 = Mod2SIMDPositiveInput( fl4Abs );
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fltx4 fl4OddMask = CmpGeSIMD( fl4Reduced2, Four_Ones );
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fltx4 fl4val = SubSIMD( fl4Reduced2, AndSIMD( Four_Ones, fl4OddMask ) );
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fltx4 fl4Sin = _Sin01SIMD( fl4val );
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fl4Sin = XorSIMD( fl4Sin, AndSIMD( LoadAlignedSIMD( g_SIMD_signmask ), XorSIMD( val, fl4OddMask ) ) );
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return fl4Sin;
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}
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// Schlick style Bias approximation see graphics gems 4 : bias(t,a)= t/( (1/a-2)*(1-t)+1)
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FORCEINLINE fltx4 PreCalcBiasParameter( const fltx4 &bias_parameter )
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{
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// convert perlin-style-bias parameter to the value right for the approximation
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return SubSIMD( ReciprocalSIMD( bias_parameter ), Four_Twos );
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}
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FORCEINLINE fltx4 BiasSIMD( const fltx4 &val, const fltx4 &precalc_param )
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{
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// similar to bias function except pass precalced bias value from calling PreCalcBiasParameter.
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//!!speed!! use reciprocal est?
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//!!speed!! could save one op by precalcing _2_ values
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return DivSIMD( val, AddSIMD( MulSIMD( precalc_param, SubSIMD( Four_Ones, val ) ), Four_Ones ) );
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}
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//-----------------------------------------------------------------------------
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// Box/plane test
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// NOTE: The w component of emins + emaxs must be 1 for this to work
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//-----------------------------------------------------------------------------
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FORCEINLINE int BoxOnPlaneSideSIMD( const fltx4& emins, const fltx4& emaxs, const cplane_t *p, float tolerance = 0.f )
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|
{
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|
fltx4 corners[2];
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fltx4 normal = LoadUnalignedSIMD( p->normal.Base() );
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fltx4 dist = ReplicateX4( -p->dist );
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|
normal = SetWSIMD( normal, dist );
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|
fltx4 t4 = ReplicateX4( tolerance );
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|
fltx4 negt4 = ReplicateX4( -tolerance );
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|
fltx4 cmp = CmpGeSIMD( normal, Four_Zeros );
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|
corners[0] = MaskedAssign( cmp, emaxs, emins );
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|
corners[1] = MaskedAssign( cmp, emins, emaxs );
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|
fltx4 dot1 = Dot4SIMD( normal, corners[0] );
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|
fltx4 dot2 = Dot4SIMD( normal, corners[1] );
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|
cmp = CmpGeSIMD( dot1, t4 );
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|
fltx4 cmp2 = CmpGtSIMD( negt4, dot2 );
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|
fltx4 result = MaskedAssign( cmp, Four_Ones, Four_Zeros );
|
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|
fltx4 result2 = MaskedAssign( cmp2, Four_Twos, Four_Zeros );
|
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|
|
result = AddSIMD( result, result2 );
|
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|
|
intx4 sides;
|
|
|
|
ConvertStoreAsIntsSIMD( &sides, result );
|
|
|
|
return sides[0];
|
|
|
|
}
|
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#endif // _ssemath_h
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