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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Provide a class (SSE/SIMD only) holding a 2d matrix of class FourVectors,
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// for high speed processing in tools.
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//
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// $NoKeywords: $
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//
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//=============================================================================//
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#ifndef SIMDVECTORMATRIX_H
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#define SIMDVECTORMATRIX_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include <string.h>
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#include "tier0/platform.h"
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#include "tier0/dbg.h"
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#include "tier1/utlsoacontainer.h"
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#include "mathlib/ssemath.h"
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#include "tier1/memhelpers.h"
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class CSIMDVectorMatrix
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{
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public:
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int m_nWidth; // in actual vectors
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int m_nHeight;
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int m_nPaddedWidth; // # of 4x wide elements
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FourVectors *m_pData;
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protected:
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void Init( void )
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{
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m_pData = NULL;
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m_nWidth = 0;
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m_nHeight = 0;
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m_nPaddedWidth = 0;
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}
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int NVectors( void ) const
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{
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return m_nHeight * m_nPaddedWidth;
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}
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public:
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// constructors and destructors
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CSIMDVectorMatrix( void )
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{
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Init();
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}
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~CSIMDVectorMatrix( void )
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{
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if ( m_pData )
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delete[] m_pData;
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}
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// set up storage and fields for m x n matrix. destroys old data
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void SetSize( int width, int height )
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{
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if ( ( ! m_pData ) || ( width > m_nWidth ) || ( height > m_nHeight ) )
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{
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if ( m_pData )
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delete[] m_pData;
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m_nPaddedWidth = ( m_nWidth + 3) >> 2;
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m_pData = NULL;
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if ( width && height )
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m_pData = new FourVectors[ m_nPaddedWidth * m_nHeight ];
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}
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m_nWidth = width;
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m_nHeight = height;
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}
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CSIMDVectorMatrix( int width, int height )
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{
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Init();
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SetSize( width, height );
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}
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CSIMDVectorMatrix &operator=( CSIMDVectorMatrix const &src )
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{
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SetSize( src.m_nWidth, src.m_nHeight );
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if ( m_pData )
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memutils::copy( m_pData, src.m_pData, m_nHeight*m_nPaddedWidth );
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return *this;
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}
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CSIMDVectorMatrix &operator+=( CSIMDVectorMatrix const &src );
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CSIMDVectorMatrix &operator*=( Vector const &src );
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// create from an RGBA float bitmap. alpha ignored.
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void CreateFromRGBA_FloatImageData(int srcwidth, int srcheight, float const *srcdata );
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// create from 3 fields in a csoa
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void CreateFromCSOAAttributes( CSOAContainer const *pSrc,
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int nAttrIdx0, int nAttrIdx1, int nAttrIdx2 );
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// Element access. If you are calling this a lot, you don't want to use this class, because
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// you're not getting the sse advantage
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Vector Element(int x, int y) const
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{
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Assert( m_pData );
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Assert( x < m_nWidth );
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Assert( y < m_nHeight );
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Vector ret;
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FourVectors const *pData=m_pData+y*m_nPaddedWidth+(x >> 2);
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int xo=(x & 3);
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ret.x=pData->X( xo );
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ret.y=pData->Y( xo );
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ret.z=pData->Z( xo );
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return ret;
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}
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//addressing the individual fourvectors elements
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FourVectors &CompoundElement(int x, int y)
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{
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Assert( m_pData );
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Assert( y < m_nHeight );
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Assert( x < m_nPaddedWidth );
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return m_pData[x + m_nPaddedWidth*y ];
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}
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// math operations on the whole image
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void Clear( void )
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{
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Assert( m_pData );
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static FourVectors value{Four_Zeros, Four_Zeros, Four_Zeros};
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for (size_t n = m_nHeight * m_nPaddedWidth; n; n--)
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*(m_pData+n) = value;
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}
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void RaiseToPower( float power );
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};
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#endif
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