r5sdk/r5dev/mathlib/ssemath.h
Kawe Mazidjatari 2d87e082f1 /W4: Fix unreferenced symbol bugs
Fixed bugs that was caused by symbols that were defined, but never used.
* 'UnsignedIntConvertToFltSIMD' never used its input parameter.
* The results from the call to 'sq_call' were never checked, so if a failure took place, it was never logged.
* 'CheckForWarnings' never used the 'context' parameter, but this was required as context types of 'eDLL_T::SYSTEM_WARNING' or 'context == eDLL_T::SYSTEM_ERROR', should be returning the warning/error color as well.
* Renamed 'GetHiddenServerConnectStatus' to 'GetHiddenServerName' and added more dedicated error handling within its logic, as the results from the call 'g_pMasterServer->GetServerByToken' was never checked.
2023-04-02 17:11:14 +02:00

5972 lines
174 KiB
C++

//===== Copyright 1996-2005, Valve Corporation, All rights reserved. ======//
//
// Purpose: - defines SIMD "structure of arrays" classes and functions.
//
//===========================================================================//
#ifndef SSEMATH_H
#define SSEMATH_H
#if defined( _X360 )
#include <xboxmath.h>
#elif defined ( _PS3 )
#include <vectormath/c/vectormath_aos.h>
#include <vectormath/c/vectormath_aos_v.h>
#else
#include <xmmintrin.h>
#ifndef _LINUX
#include <emmintrin.h>
#endif
#endif
#ifndef SPU
#include "mathlib/vector.h"
#include "mathlib/mathlib.h"
#else
#include "mathlib/math_pfns.h"
#endif
#include "mathlib/fltx4.h"
// The FLTX4 type is a fltx4 used as a parameter to a function.
// On the 360, the best way to do this is pass-by-copy on the registers.
// On the PC, the best way is to pass by const reference.
// The compiler will sometimes, but not always, replace a pass-by-const-ref
// with a pass-in-reg on the 360; to avoid this confusion, you can
// explicitly use a FLTX4 as the parameter type.
#ifdef _X360
typedef __vector4 FLTX4;
#elif defined( _PS3 )
typedef vec_float4 FLTX4;
#else
typedef const fltx4& FLTX4;
#endif
// A 16-byte aligned int32 data structure
// (for use when writing out fltx4's as SIGNED
// ints).
struct ALIGN16 intx4
{
int32 m_i32[4];
inline int& operator[](int which)
{
return m_i32[which];
}
inline const int& operator[](int which) const
{
return m_i32[which];
}
inline int32* Base() {
return m_i32;
}
inline const int32* Base() const
{
return m_i32;
}
inline bool operator==(const intx4& other) const
{
return m_i32[0] == other.m_i32[0] &&
m_i32[1] == other.m_i32[1] &&
m_i32[2] == other.m_i32[2] &&
m_i32[3] == other.m_i32[3];
}
} ALIGN16_POST;
#if defined( _DEBUG ) && defined( _X360 )
FORCEINLINE void TestVPUFlags()
{
// Check that the VPU is in the appropriate (Java-compliant) mode (see 3.2.1 in altivec_pem.pdf on xds.xbox.com)
__vector4 a;
__asm
{
mfvscr a;
}
unsigned int* flags = (unsigned int*)&a;
unsigned int controlWord = flags[3];
Assert(controlWord == 0);
}
#else // _DEBUG
FORCEINLINE void TestVPUFlags() {}
#endif // _DEBUG
// useful constants in SIMD packed float format:
// (note: some of these aren't stored on the 360,
// but are manufactured directly in one or two
// instructions, saving a load and possible L2
// miss.)
#ifdef _X360
// Shouldn't the PS3 have something similar?
#define Four_Zeros XMVectorZero() // 0 0 0 0
#define Four_Ones XMVectorSplatOne() // 1 1 1 1
extern const fltx4 Four_Twos; // 2 2 2 2
extern const fltx4 Four_Threes; // 3 3 3 3
extern const fltx4 Four_Fours; // guess.
extern const fltx4 Four_Point225s; // .225 .225 .225 .225
extern const fltx4 Four_PointFives; // .5 .5 .5 .5
extern const fltx4 Four_Thirds; // 1/3
extern const fltx4 Four_TwoThirds; // 2/3
extern const fltx4 Four_NegativeOnes; // -1 -1 -1 -1
extern const fltx4 Four_DegToRad; // (float)(M_PI_F / 180.f) times four
#elif defined(SPU)
#define Four_Zeros spu_splats( 0.0f ) // 0 0 0 0
#define Four_Ones spu_splats( 1.0f ) // 1 1 1 1
#define Four_Twos spu_splats( 2.0f ) // 2 2 2 2
#define Four_Threes spu_splats( 3.0f ) // 3 3 3 3
#define Four_Fours spu_splats( 4.0f ) // guess.
#define Four_Point225s spu_splats( 0.225f ) // .225 .225 .225 .225
#define Four_PointFives spu_splats( 0.5f ) // .5 .5 .5 .5
#define Four_Thirds spu_splats( 0.33333333 ); // 1/3
#define Four_TwoThirds spu_splats( 0.66666666 ); // 2/3
#define Four_NegativeOnes spu_splats( -1.0f ) // -1 -1 -1 -1
#define Four_DegToRad spu_splats((float)(M_PI_F / 180.f))
#else
extern const fltx4 Four_Zeros; // 0 0 0 0
extern const fltx4 Four_Ones; // 1 1 1 1
extern const fltx4 Four_Twos; // 2 2 2 2
extern const fltx4 Four_Threes; // 3 3 3 3
extern const fltx4 Four_Fours; // guess.
extern const fltx4 Four_Point225s; // .225 .225 .225 .225
extern const fltx4 Four_PointFives; // .5 .5 .5 .5
extern const fltx4 Four_Thirds; // 1/3
extern const fltx4 Four_TwoThirds; // 2/3
extern const fltx4 Four_NegativeOnes; // -1 -1 -1 -1
extern const fltx4 Four_DegToRad; // (float)(M_PI_F / 180.f) times four
#endif
extern const fltx4 Four_Epsilons; // FLT_EPSILON FLT_EPSILON FLT_EPSILON FLT_EPSILON
extern const fltx4 Four_2ToThe21s; // (1<<21)..
extern const fltx4 Four_2ToThe22s; // (1<<22)..
extern const fltx4 Four_2ToThe23s; // (1<<23)..
extern const fltx4 Four_2ToThe24s; // (1<<24)..
extern const fltx4 Four_Origin; // 0 0 0 1 (origin point, like vr0 on the PS2)
extern const fltx4 Four_FLT_MAX; // FLT_MAX, FLT_MAX, FLT_MAX, FLT_MAX
extern const fltx4 Four_Negative_FLT_MAX; // -FLT_MAX, -FLT_MAX, -FLT_MAX, -FLT_MAX
extern const fltx4 g_SIMD_0123; // 0 1 2 3 as float
// coefficients for polynomial approximation of srgb conversions
// 4th order polynomial for x^(1/2.2), x in 0..1
extern const fltx4 Four_LinearToGammaCoefficients_A; // *x^4
extern const fltx4 Four_LinearToGammaCoefficients_B; // *x^3
extern const fltx4 Four_LinearToGammaCoefficients_C; // *x^2
extern const fltx4 Four_LinearToGammaCoefficients_D; // *x^1
extern const fltx4 Four_LinearToGammaCoefficients_E; // *x^0
// 3rd order polynomial for x^2.2 x in 0..1
extern const fltx4 Four_GammaToLinearCoefficients_A; // *x^3
extern const fltx4 Four_GammaToLinearCoefficients_B; // *x^2
extern const fltx4 Four_GammaToLinearCoefficients_C; // *x^1
extern const fltx4 Four_GammaToLinearCoefficients_D; // *x^0
// external aligned integer constants
#ifndef ALIGN16_POST
#define ALIGN16_POST
#endif
extern const fltx4 g_SIMD_Identity[4]; // [1 0 0 0], [0 1 0 0], [0 0 1 0], [0 0 0 1]
extern const ALIGN16 uint32 g_SIMD_clear_signmask[] ALIGN16_POST; // 0x7fffffff x 4
extern const ALIGN16 uint32 g_SIMD_signmask[] ALIGN16_POST; // 0x80000000 x 4
extern const ALIGN16 uint32 g_SIMD_lsbmask[] ALIGN16_POST; // 0xfffffffe x 4
extern const ALIGN16 uint32 g_SIMD_clear_wmask[] ALIGN16_POST; // -1 -1 -1 0
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]
extern const ALIGN16 uint32 g_SIMD_AllOnesMask[] ALIGN16_POST; // ~0,~0,~0,~0
extern const ALIGN16 uint32 g_SIMD_Low16BitsMask[] ALIGN16_POST; // 0xffff x 4
// this mask is used for skipping the tail of things. If you have N elements in an array, and wish
// to mask out the tail, g_SIMD_SkipTailMask[N & 3] what you want to use for the last iteration.
extern const uint32 ALIGN16 g_SIMD_SkipTailMask[4][4] ALIGN16_POST;
extern const uint32 ALIGN16 g_SIMD_EveryOtherMask[]; // 0, ~0, 0, ~0
// Define prefetch macros.
// The characteristics of cache and prefetch are completely
// different between the different platforms, so you DO NOT
// want to just define one macro that maps to every platform
// intrinsic under the hood -- you need to prefetch at different
// intervals between x86 and PPC, for example, and that is
// a higher level code change.
// On the other hand, I'm tired of typing #ifdef _X360
// all over the place, so this is just a nop on Intel, PS3.
#ifdef PLATFORM_PPC
#if defined(_X360)
#define PREFETCH360(address, offset) __dcbt(offset,address)
#elif defined(_PS3)
#define PREFETCH360(address, offset) __dcbt( reinterpret_cast< const char * >(address) + offset )
#else
#error Prefetch not defined for this platform!
#endif
#else
#define PREFETCH360(x,y) // nothing
#endif
// Here's a handy function to align a pointer to the next
// sixteen byte boundary -- it'll round it up to the nearest
// multiple of 16. This is useful if you're subdividing
// big swaths of allocated memory, but in that case, remember
// to leave yourself the necessary slack in the allocation.
template<class T>
inline T* AlignPointer(void* ptr)
{
#if defined( __clang__ )
uintp temp = (uintp)ptr;
#else
unsigned temp = ptr;
#endif
temp = ALIGN_VALUE(temp, sizeof(T));
return (T*)temp;
}
#ifdef _PS3
// Note that similar defines exist in math_pfns.h
// Maybe we should consolidate in one place for all platforms.
#define _VEC_CLEAR_SIGNMASK (__vector unsigned int) {0x7fffffff,0x7fffffff,0x7fffffff,0x7fffffff}
#define _VEC_SIGNMASK (__vector unsigned int) { 0x80000000, 0x80000000, 0x80000000, 0x80000000 }
#define _VEC_LSBMASK (__vector unsigned int) { 0xfffffffe, 0xfffffffe, 0xfffffffe, 0xfffffffe }
#define _VEC_CLEAR_WMASK (__vector unsigned int) {0xffffffff, 0xffffffff, 0xffffffff, 0}
#define _VEC_COMPONENT_MASK_0 (__vector unsigned int) {0xffffffff, 0, 0, 0}
#define _VEC_COMPONENT_MASK_1 (__vector unsigned int) {0, 0xffffffff, 0, 0}
#define _VEC_COMPONENT_MASK_2 (__vector unsigned int) {0, 0, 0xffffffff, 0}
#define _VEC_COMPONENT_MASK_3 (__vector unsigned int) {0, 0, 0, 0xffffffff}
#define _VEC_SWIZZLE_WZYX (__vector unsigned char) { 0x0c,0x0d,0x0e,0x0f, 0x08,0x09,0x0a,0x0b, 0x04,0x05,0x06,0x07, 0x00,0x01,0x02,0x03 }
#define _VEC_SWIZZLE_ZWXY (__vector unsigned char) { 0x08,0x09,0x0a,0x0b, 0x0c,0x0d,0x0e,0x0f, 0x00,0x01,0x02,0x03, 0x04,0x05,0x06,0x07 }
#define _VEC_SWIZZLE_YXWZ (__vector unsigned char) { 0x04,0x05,0x06,0x07, 0x00,0x01,0x02,0x03, 0x0c,0x0d,0x0e,0x0f, 0x08,0x09,0x0a,0x0b }
#define _VEC_ZERO (__vector unsigned int) {0,0,0,0}
#define _VEC_FLTMAX (__vector float) {FLT_MAX,FLT_MAX,FLT_MAX,FLT_MAX}
#define _VEC_FLTMIN (__vector float) {FLT_MIN,FLT_MIN,FLT_MIN,FLT_MIN}
#define _VEC_ORIGIN (__vector unsigned int) { 0x00000000, 0x00000000, 0x00000000, 0xffffffff }
#endif
#if USE_STDC_FOR_SIMD
//---------------------------------------------------------------------
// Standard C (fallback/Linux) implementation (only there for compat - slow)
//---------------------------------------------------------------------
FORCEINLINE float SubFloat(const fltx4& a, int idx)
{
return a.m128_f32[idx];
}
FORCEINLINE float& SubFloat(fltx4& a, int idx)
{
return a.m128_f32[idx];
}
FORCEINLINE uint32 SubInt(const fltx4& a, int idx)
{
return a.m128_u32[idx];
}
FORCEINLINE uint32& SubInt(fltx4& a, int idx)
{
return a.m128_u32[idx];
}
// 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 SplatXSIMD(const fltx4& a)
{
fltx4 retVal;
SubFloat(retVal, 0) = SubFloat(a, 0);
SubFloat(retVal, 1) = SubFloat(a, 0);
SubFloat(retVal, 2) = SubFloat(a, 0);
SubFloat(retVal, 3) = SubFloat(a, 0);
return retVal;
}
FORCEINLINE fltx4 SplatYSIMD(fltx4 a)
{
fltx4 retVal;
SubFloat(retVal, 0) = SubFloat(a, 1);
SubFloat(retVal, 1) = SubFloat(a, 1);
SubFloat(retVal, 2) = SubFloat(a, 1);
SubFloat(retVal, 3) = SubFloat(a, 1);
return retVal;
}
FORCEINLINE fltx4 SplatZSIMD(fltx4 a)
{
fltx4 retVal;
SubFloat(retVal, 0) = SubFloat(a, 2);
SubFloat(retVal, 1) = SubFloat(a, 2);
SubFloat(retVal, 2) = SubFloat(a, 2);
SubFloat(retVal, 3) = SubFloat(a, 2);
return retVal;
}
FORCEINLINE fltx4 SplatWSIMD(fltx4 a)
{
fltx4 retVal;
SubFloat(retVal, 0) = SubFloat(a, 3);
SubFloat(retVal, 1) = SubFloat(a, 3);
SubFloat(retVal, 2) = SubFloat(a, 3);
SubFloat(retVal, 3) = SubFloat(a, 3);
return retVal;
}
FORCEINLINE fltx4 SetXSIMD(const fltx4& a, const fltx4& x)
{
fltx4 result = a;
SubFloat(result, 0) = SubFloat(x, 0);
return result;
}
FORCEINLINE fltx4 SetYSIMD(const fltx4& a, const fltx4& y)
{
fltx4 result = a;
SubFloat(result, 1) = SubFloat(y, 1);
return result;
}
FORCEINLINE fltx4 SetZSIMD(const fltx4& a, const fltx4& z)
{
fltx4 result = a;
SubFloat(result, 2) = SubFloat(z, 2);
return result;
}
FORCEINLINE fltx4 SetWSIMD(const fltx4& a, const fltx4& w)
{
fltx4 result = a;
SubFloat(result, 3) = SubFloat(w, 3);
return result;
}
FORCEINLINE fltx4 SetComponentSIMD(const fltx4& a, int nComponent, float flValue)
{
fltx4 result = a;
SubFloat(result, nComponent) = flValue;
return result;
}
// a b c d -> b c d a
FORCEINLINE fltx4 RotateLeft(const fltx4& a)
{
fltx4 retVal;
SubFloat(retVal, 0) = SubFloat(a, 1);
SubFloat(retVal, 1) = SubFloat(a, 2);
SubFloat(retVal, 2) = SubFloat(a, 3);
SubFloat(retVal, 3) = SubFloat(a, 0);
return retVal;
}
// a b c d -> c d a b
FORCEINLINE fltx4 RotateLeft2(const fltx4& a)
{
fltx4 retVal;
SubFloat(retVal, 0) = SubFloat(a, 2);
SubFloat(retVal, 1) = SubFloat(a, 3);
SubFloat(retVal, 2) = SubFloat(a, 0);
SubFloat(retVal, 3) = SubFloat(a, 1);
return retVal;
}
#define BINOP(op) \
fltx4 retVal; \
SubFloat( retVal, 0 ) = ( SubFloat( a, 0 ) op SubFloat( b, 0 ) ); \
SubFloat( retVal, 1 ) = ( SubFloat( a, 1 ) op SubFloat( b, 1 ) ); \
SubFloat( retVal, 2 ) = ( SubFloat( a, 2 ) op SubFloat( b, 2 ) ); \
SubFloat( retVal, 3 ) = ( SubFloat( a, 3 ) op SubFloat( b, 3 ) ); \
return retVal;
#define IBINOP(op) \
fltx4 retVal; \
SubInt( retVal, 0 ) = ( SubInt( a, 0 ) op SubInt ( b, 0 ) ); \
SubInt( retVal, 1 ) = ( SubInt( a, 1 ) op SubInt ( b, 1 ) ); \
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 DivEstSIMD(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);
}
// For branching if a.x == b.x || a.y == b.y || a.z == b.z || a.w == b.w
FORCEINLINE bool IsAnyEqual(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 bool IsAnyTrue(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));
}
// load a single unaligned float into the x component of a SIMD word
FORCEINLINE fltx4 LoadUnalignedFloatSIMD(const float* pFlt)
{
fltx4 retval;
SubFloat(retval, 0) = *pFlt;
return retval;
}
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;
}
// construct a fltx4 from four different scalars, which are assumed to be neither aligned nor contiguous
FORCEINLINE fltx4 LoadGatherSIMD(const float& x, const float& y, const float& z, const float& w)
{
fltx4 retval = { x, y, z, w };
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 StoreUnalignedFloat(float* pSingleFloat, const fltx4& a)
{
*pSingleFloat = SubFloat(a, 0);
}
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);
}
// Store the x,y,z components of the four FLTX4 parameters
// into the four consecutive Vectors:
// pDestination[0], pDestination[1], pDestination[2], pDestination[3]
// The Vectors are assumed to be unaligned.
FORCEINLINE void StoreFourUnalignedVector3SIMD(fltx4 a, fltx4 b, fltx4 c, FLTX4 d, // first three passed by copy (deliberate)
Vector3D* const pDestination)
{
StoreUnaligned3SIMD(pDestination->Base(), a);
StoreUnaligned3SIMD((pDestination + 1)->Base(), b);
StoreUnaligned3SIMD((pDestination + 2)->Base(), c);
StoreUnaligned3SIMD((pDestination + 3)->Base(), d);
}
// Store the x,y,z components of the four FLTX4 parameters
// into the four consecutive Vectors:
// pDestination , pDestination + 1, pDestination + 2, pDestination + 3
// The Vectors are assumed to start on an ALIGNED address, that is,
// pDestination is 16-byte aligned (though obviously pDestination+1 is not).
FORCEINLINE void StoreFourAlignedVector3SIMD(fltx4 a, fltx4 b, fltx4 c, FLTX4 d, // first three passed by copy (deliberate)
Vector3D* const pDestination)
{
StoreUnaligned3SIMD(pDestination->Base(), a);
StoreUnaligned3SIMD((pDestination + 1)->Base(), b);
StoreUnaligned3SIMD((pDestination + 2)->Base(), c);
StoreUnaligned3SIMD((pDestination + 3)->Base(), d);
}
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;
}
// Load four consecutive uint16's, and turn them into floating point numbers.
// This function isn't especially fast and could be made faster if anyone is
// using it heavily.
FORCEINLINE fltx4 LoadAndConvertUint16SIMD(const uint16* pInts)
{
fltx4 retval;
SubFloat(retval, 0) = pInts[0];
SubFloat(retval, 1) = pInts[1];
SubFloat(retval, 2) = pInts[2];
SubFloat(retval, 3) = pInts[3];
}
// 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(vSrcA, 0));
SubFloat(retval, 1) = ((float)SubInt(vSrcA, 1));
SubFloat(retval, 2) = ((float)SubInt(vSrcA, 2));
SubFloat(retval, 3) = ((float)SubInt(vSrcA, 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
#elif ( defined( _PS3 ) )
#define SN_IMPROVED_INTRINSICS ( (( __GNUC__ == 4 ) && ( __GNUC_MINOR__ == 1 ) && ( __GNUC_PATCHLEVEL__ == 1 )) ||\
(defined(__SN_VER__) && (__SN_VER__ > 25002)) )
//---------------------------------------------------------------------
// PS3 implementation
//---------------------------------------------------------------------
FORCEINLINE float FloatSIMD(fltx4& a, int idx)
{
#if SN_IMPROVED_INTRINSICS
return vec_extract(a, idx);
#else
fltx4_union a_union;
vec_st(a, 0, &a_union.vmxf);
return a_union.m128_f32[idx];
#endif
}
FORCEINLINE unsigned int UIntSIMD(u32x4& a, int idx)
{
#if SN_IMPROVED_INTRINSICS
return vec_extract(a, idx);
#else
fltx4_union a_union;
vec_st(a, 0, &a_union.vmxui);
return a_union.m128_u32[idx];
#endif
}
FORCEINLINE fltx4 AddSIMD(const fltx4& a, const fltx4& b)
{
return vec_add(a, b);
}
FORCEINLINE fltx4 SubSIMD(const fltx4& a, const fltx4& b) // a-b
{
return vec_sub(a, b);
}
FORCEINLINE fltx4 MulSIMD(const fltx4& a, const fltx4& b) // a*b
{
return vec_madd(a, b, _VEC_ZEROF);
}
FORCEINLINE fltx4 MaddSIMD(const fltx4& a, const fltx4& b, const fltx4& c) // a*b + c
{
return vec_madd(a, b, c);
}
FORCEINLINE fltx4 MsubSIMD(const fltx4& a, const fltx4& b, const fltx4& c) // c - a*b
{
return vec_nmsub(a, b, c);
};
FORCEINLINE fltx4 Dot3SIMD(const fltx4& a, const fltx4& b)
{
// oliviern: it seems that this code could be optimized
// (or maybe the latency will slow down if there is nothing to put in between)
// Something like that (to verify on PS3 and SPU):
// result2 = vec_madd(a, b, _VEC_ZEROF); // a0 * b0, a1 * b1, a2 * b2, a3 * b3
// result = vec_add(vec_sld(result2, result2, 4), result2); // (a0 * b0) + (a1 * b1), (a1 * b1) + (a2 * b2), (a2 * b2) + (a3 * b3), (a3 * b3) + (a0 * b0)
// result = vec_add(vec_sld(result2, result2, 8), result); // (a0 * b0) + (a1 * b1) + (a2 * b2), (a1 * b1) + (a2 * b2) + (a3 * b3), (a2 * b2) + (a3 * b3) + (a0 * b0), (a3 * b3) + (a0 * b0) + ...
// result = vec_splat(result, 0); // DotProduct3...
// 6 SIMD instructions instead of 8 (but again with potentially one more latency - it depends if other stuff can be interleaved in between).
// It may still be a bit faster in the worst case.
fltx4 result;
result = vec_madd(a, b, _VEC_ZEROF);
result = vec_madd(vec_sld(a, a, 4), vec_sld(b, b, 4), result);
result = vec_madd(vec_sld(a, a, 8), vec_sld(b, b, 8), result);
// replicate across all
result = vec_splat(result, 0);
return result;
}
FORCEINLINE fltx4 Dot4SIMD(const fltx4& a, const fltx4& b)
{
// See comment in Dot3SIMD, we could reduce to 6 SIMD instructions instead of 7 (but again with potentially one more latency).
// result = vec_madd(a, b, _VEC_ZEROF); // a0 * b0, a1 * b1, a2 * b2, a3 * b3
// result = vec_add(vec_sld(result, result, 4), result); // (a0 * b0) + (a1 * b1), (a1 * b1) + (a2 * b2), (a2 * b2) + (a3 * b3), (a3 * b3) + (a0 * b0)
// result = vec_add(vec_sld(result, result, 8), result); // (a0 * b0) + (a1 * b1) + (a2 * b2) + (a3 * b3), ...
// result = vec_splat(result, 0); // DotProduct3...
// 6 SIMD instructions instead of 7 (but again with potentially one more latency - it depends if other stuff can be interleaved in between).
// It may be a wash in the worst case.
fltx4 result;
result = vec_madd(a, b, _VEC_ZEROF);
result = vec_madd(vec_sld(a, a, 4), vec_sld(b, b, 4), result);
result = vec_add(vec_sld(result, result, 8), result);
// replicate across all
result = vec_splat(result, 0);
return result;
}
FORCEINLINE fltx4 SinSIMD(const fltx4& radians)
{
return sinf4(radians);
}
FORCEINLINE void SinCos3SIMD(fltx4& sine, fltx4& cosine, const fltx4& radians)
{
sincosf4(radians, &sine, &cosine);
}
FORCEINLINE void SinCosSIMD(fltx4& sine, fltx4& cosine, const fltx4& radians) // a*b + c
{
sincosf4(radians, &sine, &cosine);
}
FORCEINLINE fltx4 ArcCosSIMD(const fltx4& cs)
{
return acosf4(cs);
}
FORCEINLINE fltx4 ArcTan2SIMD(const fltx4& a, const fltx4& b)
{
return atan2f4(a, b);
}
FORCEINLINE fltx4 ArcSinSIMD(const fltx4& sine)
{
return asinf4(sine);
}
// DivSIMD defined further down, since it uses ReciprocalSIMD
FORCEINLINE fltx4 MaxSIMD(const fltx4& a, const fltx4& b) // max(a,b)
{
return vec_max(a, b);
}
FORCEINLINE fltx4 MinSIMD(const fltx4& a, const fltx4& b) // min(a,b)
{
return vec_min(a, b);
}
FORCEINLINE fltx4 AndSIMD(const fltx4& a, const fltx4& b) // a & b
{
return vec_and(a, b);
}
FORCEINLINE fltx4 AndSIMD(const bi32x4& a, const fltx4& b) // a & b
{
return vec_and((fltx4)a, b);
}
FORCEINLINE fltx4 AndSIMD(const fltx4& a, const bi32x4& b) // a & b
{
return vec_and(a, (fltx4)b);
}
FORCEINLINE bi32x4 AndSIMD(const bi32x4& a, const bi32x4& b) // a & b
{
return vec_and(a, b);
}
#if 0
FORCEINLINE fltx4 AndNotSIMD(const fltx4& a, const fltx4& b) // ~a & b
{
// NOTE: a and b are swapped in the call: SSE complements the first argument, VMX the second
return vec_andc(b, a);
}
FORCEINLINE fltx4 AndNotSIMD(const bi32x4& a, const fltx4& b) // ~a & b
{
// NOTE: a and b are swapped in the call: SSE complements the first argument, VMX the second
return vec_andc(b, (fltx4)a);
}
FORCEINLINE fltx4 AndNotSIMD(const fltx4& a, const bi32x4& b) // ~a & b
{
// NOTE: a and b are swapped in the call: SSE complements the first argument, VMX the second
return (fltx4)vec_andc(b, (bi32x4)a);
}
FORCEINLINE bi32x4 AndNotSIMD(const bi32x4& a, const bi32x4& b) // ~a & b
{
// NOTE: a and b are swapped in the call: SSE complements the first argument, VMX the second
return vec_andc(b, a);
}
#else
template< typename T, typename U >
FORCEINLINE T AndNotSIMD(const T& a, const U& b) // ~a & b
{
return vec_andc(b, (T)a);
}
// specialize for the case of bi, flt
FORCEINLINE fltx4 AndNotSIMD(const bi32x4& a, const fltx4& b) // ~a & b
{
return vec_andc(b, (fltx4)a);
}
#endif
FORCEINLINE fltx4 XorSIMD(const fltx4& a, const fltx4& b) // a ^ b
{
return vec_xor(a, b);
}
FORCEINLINE fltx4 XorSIMD(const bi32x4& a, const fltx4& b) // a ^ b
{
return vec_xor((fltx4)a, b);
}
FORCEINLINE fltx4 XorSIMD(const fltx4& a, const bi32x4& b) // a ^ b
{
return vec_xor(a, (fltx4)b);
}
FORCEINLINE bi32x4 XorSIMD(const bi32x4& a, const bi32x4& b) // a ^ b
{
return vec_xor(a, b);
}
FORCEINLINE fltx4 OrSIMD(const fltx4& a, const fltx4& b) // a | b
{
return vec_or(a, b);
}
FORCEINLINE fltx4 OrSIMD(const bi32x4& a, const fltx4& b) // a | b
{
return vec_or((fltx4)a, b);
}
FORCEINLINE fltx4 OrSIMD(const fltx4& a, const bi32x4& b) // a | b
{
return vec_or(a, (fltx4)b);
}
FORCEINLINE i32x4 OrSIMD(const i32x4& a, const i32x4& b) // a | b
{
return vec_or(a, b);
}
FORCEINLINE u32x4 OrSIMD(const u32x4& a, const u32x4& b) // a | b
{
return vec_or(a, b);
}
#if !defined(__SPU__) // bi32x4 typedef to same as u32x4 on SPU
FORCEINLINE bi32x4 OrSIMD(const bi32x4& a, const bi32x4& b) // a | b
{
return vec_or(a, b);
}
#endif
FORCEINLINE fltx4 NegSIMD(const fltx4& a) // negate: -a
{
return(SubSIMD(_VEC_ZEROF, a));
// untested
// vec_float4 signMask;
// vec_float4 result;
// signMask = vec_splat_s32(-1);
// signMask = vec_sll(signMask, signMask);
// result = vec_xor(a, signMask);
// return result;
}
FORCEINLINE bool IsAnyZeros(const fltx4& a) // any floats are zero?
{
return vec_any_eq(a, _VEC_ZEROF);
}
FORCEINLINE bool IsAnyZeros(const bi32x4& a) // any floats are zero?
{
return vec_any_eq((u32x4)a, _VEC_ZERO);
}
FORCEINLINE bool IsAllZeros(const bi32x4& a) // all floats of a zero?
{
return vec_all_eq((u32x4)a, _VEC_ZERO);
}
FORCEINLINE bool IsAnyXYZZero(const fltx4& a) // are any of x,y,z zero?
{
#if SN_IMPROVED_INTRINSICS
// push 1.0 into w (NON-ZERO)
fltx4 b = vec_insert(1.0f, a, 3);
return vec_any_eq(b, _VEC_ZEROF);
#else
fltx4 b = vec_perm(a, _VEC_ONEF, _VEC_PERMUTE_XYZ0W1);
return vec_any_eq(b, _VEC_ZEROF);
#endif
}
// for branching when a.xyzw > b.xyzw
FORCEINLINE bool IsAllGreaterThan(const fltx4& a, const fltx4& b)
{
return vec_all_gt(a, b);
}
// for branching when a.xyzw >= b.xyzw
FORCEINLINE bool IsAllGreaterThanOrEq(const fltx4& a, const fltx4& b)
{
return vec_all_ge(a, b);
}
FORCEINLINE bool IsAllEqual(const fltx4& a, const fltx4& b)
{
return vec_all_eq(a, b);
}
FORCEINLINE int TestSignSIMD(const fltx4& a) // mask of which floats have the high bit set
{
// NOTE: this maps to SSE way better than it does to VMX (most code uses IsAnyNegative(), though)
int nRet = 0;
fltx4_union a_union;
vec_st(a, 0, &a_union.vmxf);
nRet |= (a_union.m128_u32[0] & 0x80000000) >> 31; // sign(x) -> bit 0
nRet |= (a_union.m128_u32[1] & 0x80000000) >> 30; // sign(y) -> bit 1
nRet |= (a_union.m128_u32[2] & 0x80000000) >> 29; // sign(z) -> bit 2
nRet |= (a_union.m128_u32[3] & 0x80000000) >> 28; // sign(w) -> bit 3
return nRet;
}
FORCEINLINE int TestSignSIMD(const bi32x4& a) // mask of which floats have the high bit set
{
// NOTE: this maps to SSE way better than it does to VMX (most code uses IsAnyNegative(), though)
int nRet = 0;
fltx4_union a_union;
vec_st(a, 0, &a_union.vmxbi);
nRet |= (a_union.m128_u32[0] & 0x80000000) >> 31; // sign(x) -> bit 0
nRet |= (a_union.m128_u32[1] & 0x80000000) >> 30; // sign(y) -> bit 1
nRet |= (a_union.m128_u32[2] & 0x80000000) >> 29; // sign(z) -> bit 2
nRet |= (a_union.m128_u32[3] & 0x80000000) >> 28; // sign(w) -> bit 3
return nRet;
}
FORCEINLINE bool IsAnyNegative(const bi32x4& a) // (a.x < 0) || (a.y < 0) || (a.z < 0) || (a.w < 0)
{
return (0 != TestSignSIMD(a));
}
// 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 (fltx4)vec_and((u32x4)a, _VEC_CLEAR_WMASK);
}
FORCEINLINE bi32x4 SetWToZeroSIMD(const bi32x4& a)
{
return (bi32x4)vec_and((u32x4)a, _VEC_CLEAR_WMASK);
}
FORCEINLINE bool IsAnyNegative(const fltx4& a) // (a.x < 0) || (a.y < 0) || (a.z < 0) || (a.w < 0)
{
// NOTE: this tests the top bits of each vector element using integer math
// (so it ignores NaNs - it will return true for "-NaN")
return vec_any_lt(a, _VEC_ZEROF);
}
FORCEINLINE bool IsAnyTrue(const fltx4& a)
{
return vec_any_ne(a, _VEC_ZEROF);
}
#ifdef DIFFERENT_NATIVE_VECTOR_TYPES
FORCEINLINE bool IsAnyTrue(const bi32x4& a)
{
return vec_any_ne((vector unsigned int) a, _VEC_0L);
}
#endif
FORCEINLINE bi32x4 CmpEqSIMD(const fltx4& a, const fltx4& b) // (a==b) ? ~0:0
{
return (bi32x4)vec_cmpeq(a, b);
}
FORCEINLINE bi32x4 CmpEqSIMD(const i32x4& a, const i32x4& b) // (a==b) ? ~0:0
{
return (bi32x4)vec_cmpeq(a, b);
}
FORCEINLINE bi32x4 CmpEqSIMD(const u32x4& a, const u32x4& b) // (a==b) ? ~0:0
{
return (bi32x4)vec_cmpeq(a, b);
}
FORCEINLINE bi32x4 CmpGtSIMD(const fltx4& a, const fltx4& b) // (a>b) ? ~0:0
{
return (bi32x4)vec_cmpgt(a, b);
}
FORCEINLINE bi32x4 CmpGtSIMD(const i32x4& a, const i32x4& b) // (a>b) ? ~0:0
{
return (bi32x4)vec_cmpgt(a, b);
}
FORCEINLINE bi32x4 CmpGtSIMD(const u32x4& a, const u32x4& b) // (a>b) ? ~0:0
{
return (bi32x4)vec_cmpgt(a, b);
}
FORCEINLINE bi32x4 CmpGeSIMD(const fltx4& a, const fltx4& b) // (a>=b) ? ~0:0
{
return (bi32x4)vec_cmpge(a, b);
}
FORCEINLINE bi32x4 CmpLtSIMD(const fltx4& a, const fltx4& b) // (a<b) ? ~0:0
{
return (bi32x4)vec_cmplt(a, b);
}
FORCEINLINE bi32x4 CmpLeSIMD(const fltx4& a, const fltx4& b) // (a<=b) ? ~0:0
{
return (bi32x4)vec_cmple(a, b);
}
FORCEINLINE bi32x4 CmpInBoundsSIMD(const fltx4& a, const fltx4& b) // (a <= b && a >= -b) ? ~0 : 0
{
i32x4 control;
control = vec_cmpb(a, b);
return (bi32x4)vec_cmpeq((u32x4)control, _VEC_ZERO);
}
FORCEINLINE int CmpAnyLeSIMD(const fltx4& a, const fltx4& b)
{
return vec_any_le(a, b);
}
FORCEINLINE int CmpAnyGeSIMD(const fltx4& a, const fltx4& b)
{
return vec_any_ge(a, b);
}
FORCEINLINE int CmpAnyLtSIMD(const fltx4& a, const fltx4& b)
{
return vec_any_lt(a, b);
}
FORCEINLINE int CmpAnyLtSIMD(const bi32x4& a, const i32x4& b)
{
return vec_any_lt((i32x4)a, b);
}
FORCEINLINE int CmpAnyGtSIMD(const fltx4& a, const fltx4& b)
{
return vec_any_gt(a, b);
}
FORCEINLINE int CmpAnyNeSIMD(const fltx4& a, const fltx4& b)
{
return vec_any_ne(a, b);
}
FORCEINLINE int CmpAnyNeSIMD(const bi32x4& a, const bi32x4& b)
{
return vec_any_ne(a, b);
}
FORCEINLINE int CmpAnyNeSIMD(const bi32x4& a, const i32x4& b)
{
return vec_any_ne(a, (bi32x4)b);
}
FORCEINLINE int CmpAllLeSIMD(const fltx4& a, const fltx4& b)
{
return vec_all_le(a, b);
}
FORCEINLINE fltx4 MaskedAssign(const bi32x4& ReplacementMask, const fltx4& NewValue, const fltx4& OldValue)
{
return vec_sel(OldValue, NewValue, ReplacementMask);
}
FORCEINLINE fltx4 MaskedAssign(const fltx4& ReplacementMask, const fltx4& NewValue, const fltx4& OldValue)
{
return vec_sel(OldValue, NewValue, (const bi32x4)ReplacementMask);
}
FORCEINLINE vector signed short MaskedAssign(const vector unsigned short& ReplacementMask, const vector signed short& NewValue, const vector signed short& OldValue)
{
return vec_sel(OldValue, NewValue, ReplacementMask);
}
// AKA "Broadcast", "Splat"
FORCEINLINE fltx4 ReplicateX4(float flValue) // a,a,a,a
{
#if SN_IMPROVED_INTRINSICS
return vec_splats(flValue);
#else
// NOTE: if flValue comes from a register, this causes a Load-Hit-Store stall (don't mix fpu/vpu math!)
float* pValue = &flValue;
Assert(pValue);
Assert(((unsigned int)pValue & 3) == 0);
fltx4 result;
result = vec_ld(0, pValue);
result = vec_splat(vec_perm(result, result, vec_lvsl(0, pValue)), 0);
return result;
#endif
}
FORCEINLINE fltx4 ReplicateX4(const float* pValue) // a,a,a,a
{
#if SN_IMPROVED_INTRINSICS
return vec_splats(*pValue);
#else
Assert(pValue);
fltx4 result;
result = vec_ld(0, pValue);
result = vec_splat(vec_perm(result, result, vec_lvsl(0, pValue)), 0);
return result;
#endif
}
/// replicate a single 32 bit integer value to all 4 components of an m128
FORCEINLINE i32x4 ReplicateIX4(int nValue)
{
#if SN_IMPROVED_INTRINSICS
return vec_splats(nValue);
#else
// NOTE: if nValue comes from a register, this causes a Load-Hit-Store stall (should not mix ints with fltx4s!)
int* pValue = &nValue;
Assert(pValue);
Assert(((unsigned int)pValue & 3) == 0);
i32x4 result;
result = vec_ld(0, pValue);
result = vec_splat(vec_perm(result, result, vec_lvsl(0, pValue)), 0);
return result;
#endif
}
FORCEINLINE fltx4 SqrtSIMD(const fltx4& a) // sqrt(a)
{
return sqrtf4(a);
}
FORCEINLINE fltx4 SqrtEstSIMD(const fltx4& a) // sqrt(a), more or less
{
#if defined( _PS3 ) && !defined( SPU )
// This is exactly what the Xbox 360 does in XMVectorSqrtEst
fltx4 vRecipSquareRoot = vec_rsqrte(a);
i32x4 vOne = vec_splat_s32(1);
i32x4 vAllOnes = vec_splat_s32(-1);
i32x4 vShiftLeft24 = vec_splat_s32(-8); // -8 is the same bit pattern as 24 with a 5-bit mask
fltx4 vZero = (fltx4)vec_splat_s32(0);
u32x4 vInputShifted = vec_sl((u32x4)a, (u32x4)vOne);
u32x4 vInfinityShifted = vec_sl((u32x4)vAllOnes, (u32x4)vShiftLeft24);
bi32x4 vEqualsZero = vec_vcmpeqfp(a, vZero);
bi32x4 vEqualsInfinity = vec_vcmpequw(vInputShifted, vInfinityShifted);
fltx4 vSquareRoot = vec_madd(a, vRecipSquareRoot, _VEC_ZEROF);
bi32x4 vResultMask = vec_vcmpequw((u32x4)vEqualsInfinity, (u32x4)vEqualsZero); // mask has 1s wherever the square root is valid
fltx4 vCorrectedSquareRoot = vec_sel(a, vSquareRoot, vResultMask);
return vCorrectedSquareRoot;
#else
return SqrtSIMD(a);
#endif
}
FORCEINLINE fltx4 ReciprocalSqrtEstSIMD(const fltx4& a) // 1/sqrt(a), more or less
{
return vec_rsqrte(a);
}
FORCEINLINE fltx4 ReciprocalSqrtSIMD(const fltx4& a) // 1/sqrt(a)
{
// This matches standard library function rsqrtf4
fltx4 result;
vmathV4RsqrtPerElem((VmathVector4*)&result, (const VmathVector4*)&a);
return result;
}
FORCEINLINE fltx4 ReciprocalEstSIMD(const fltx4& a) // 1/a, more or less
{
return vec_re(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)
{
bi32x4 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
{
// This matches standard library function recipf4
fltx4 result;
vmathV4RecipPerElem((VmathVector4*)&result, (const VmathVector4*)&a);
return result;
}
FORCEINLINE fltx4 DivSIMD(const fltx4& a, const fltx4& b) // a/b
{
return MulSIMD(ReciprocalSIMD(b), a);
}
FORCEINLINE fltx4 DivEstSIMD(const fltx4& a, const fltx4& b) // Est(a/b)
{
return MulSIMD(ReciprocalEstSIMD(b), a);
}
/// 1/x for all 4 values.
/// 1/0 will result in a big but NOT infinite result
FORCEINLINE fltx4 ReciprocalSaturateSIMD(const fltx4& a)
{
// Convert zeros to epsilons
bi32x4 zero_mask = CmpEqSIMD(a, _VEC_ZEROF);
fltx4 a_safe = OrSIMD(a, AndSIMD(_VEC_EPSILONF, zero_mask));
return ReciprocalSIMD(a_safe);
// FIXME: This could be faster (BUT: it doesn't preserve the sign of -0.0, whereas the above does)
// fltx4 zeroMask = CmpEqSIMD( gFour_Zeros, a );
// fltx4 a_safe = XMVectorSelect( a, gFour_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 exp2f4(toPower);
}
// a unique Altivec concept, the "Vector 2 Raised to the Exponent Estimate Floating Point",
// which is accurate to four bits of mantissa.
FORCEINLINE fltx4 Exp2EstSIMD(const fltx4& f)
{
return exp2f4fast(f);
}
// Clamps the components of a vector to a specified minimum and maximum range.
FORCEINLINE fltx4 ClampVectorSIMD(FLTX4 in, FLTX4 min, FLTX4 max)
{
fltx4 result = vec_max(min, in);
return vec_min(max, result);
}
FORCEINLINE fltx4 LoadUnalignedSIMD(const void* pSIMD)
{
#if SN_IMPROVED_INTRINSICS
fltx4 v0, v1;
Assert(pSIMD);
v0 = (fltx4)vec_lvlx(0, (float*)pSIMD);
v1 = (fltx4)vec_lvrx(16, (float*)pSIMD);
return vec_or(v0, v1);
#else
fltx4 v0, v1;
vector unsigned char permMask;
Assert(pSIMD);
v0 = vec_ld(0, pSIMD);
permMask = vec_lvsl(0, pSIMD);
v1 = vec_ld(15, pSIMD);
return vec_perm(v0, v1, permMask);
#endif
}
FORCEINLINE fltx4 LoadUnsignedByte4SIMD(unsigned char* pBytes) // unpack contiguous 4 bytes into vec float 4
{
#if SN_IMPROVED_INTRINSICS
__vector unsigned char res_uc;
__vector unsigned short res_us;
__vector unsigned char vZero8 = (__vector unsigned char)vec_splat_u8(0);
__vector unsigned short vZero16 = (__vector unsigned short)vec_splat_u16(0);
res_uc = (__vector unsigned char)vec_lvlx(0, pBytes);
res_uc = vec_mergeh(vZero8, res_uc);
res_us = vec_mergeh(vZero16, (__vector unsigned short)res_uc);
return vec_ctf((__vector unsigned int)res_us, 0);
#else
vector unsigned char v0, v1;
vector bool char res_uc;
vector unsigned char permMask;
vector bool short res_us;
vector bool char vZero8 = (vector bool char)vec_splat_u8(0);
vector bool short vZero16 = (vector bool short)vec_splat_u16(0);
v0 = vec_ld(0, pBytes);
permMask = vec_lvsl(0, pBytes);
v1 = vec_ld(3, pBytes);
res_uc = (vector bool char)vec_perm(v0, v1, permMask);
res_uc = vec_mergeh(vZero8, res_uc);
res_us = vec_mergeh(vZero16, (vector bool short)res_uc);
return vec_ctf((vector unsigned int)res_us, 0);
#endif
}
FORCEINLINE fltx4 LoadSignedByte4SIMD(signed char* pBytes) // unpack contiguous 4 bytes into vec float 4
{
#if SN_IMPROVED_INTRINSICS
vector signed char res_uc;
vector signed short res_us;
vector signed int res_ui;
res_uc = (vector signed char)vec_lvlx(0, pBytes);
res_us = vec_unpackh(res_uc);
res_ui = vec_unpackh(res_us);
return vec_ctf(res_ui, 0);
#else
vector signed char v0, v1, res_uc;
vector unsigned char permMask;
vector signed short res_us;
vector signed int res_ui;
v0 = vec_ld(0, pBytes);
permMask = vec_lvsl(0, pBytes);
v1 = vec_ld(3, pBytes);
res_uc = vec_perm(v0, v1, permMask);
res_us = vec_unpackh(res_uc);
res_ui = vec_unpackh(res_us);
return vec_ctf(res_ui, 0);
#endif
}
// load a 3-vector (as opposed to LoadUnalignedSIMD, which loads a 4-vec).
FORCEINLINE fltx4 LoadUnaligned3SIMD(const void* pSIMD)
{
Assert(pSIMD);
fltx4 v0 = vec_ld(0, (float*)(pSIMD));
vector unsigned char permMask = vec_lvsl(0, (float*)(pSIMD));
fltx4 v1 = vec_ld(11, (float*)(pSIMD));
return vec_perm(v0, v1, permMask);
}
// load a single unaligned float into the x component of a SIMD word
FORCEINLINE fltx4 LoadUnalignedFloatSIMD(const float* pFlt)
{
fltx4 v0 = vec_lde(0, const_cast<float*>(pFlt));
vector unsigned char permMask = vec_lvsl(0, const_cast<float*>(pFlt));
return vec_perm(v0, v0, permMask);
}
FORCEINLINE fltx4 LoadAlignedSIMD(const void* pSIMD)
{
return vec_ld(0, (float*)pSIMD);
}
#ifndef SPU
// No reason to support VectorAligned on SPU.
// for the transitional class -- load a 3-by VectorAligned and squash its w component
FORCEINLINE fltx4 LoadAlignedSIMD(const VectorAligned& pSIMD)
{
fltx4 out;
out = vec_ld(0, pSIMD.Base());
// squelch w
return (fltx4)vec_and((u32x4)out, _VEC_CLEAR_WMASK);
}
// for the transitional class -- load a 3-by VectorAligned and squash its w component
FORCEINLINE fltx4 LoadAlignedSIMD(const VectorAligned* RESTRICT pSIMD)
{
fltx4 out;
out = vec_ld(0, pSIMD->Base());
// squelch w
return (fltx4)vec_and((u32x4)out, _VEC_CLEAR_WMASK);
}
// strongly typed -- for typechecking as we transition to SIMD
FORCEINLINE void StoreAligned3SIMD(VectorAligned* RESTRICT pSIMD, const fltx4& a)
{
vec_st(a, 0, pSIMD->Base());
}
#endif
FORCEINLINE void StoreAlignedSIMD(float* pSIMD, const fltx4& a)
{
vec_st(a, 0, pSIMD);
}
FORCEINLINE void StoreUnalignedSIMD(float* pSIMD, const fltx4& a)
{
#if ( __GNUC__ == 4 ) && ( __GNUC_MINOR__ == 1 ) && ( __GNUC_PATCHLEVEL__ == 1 )
vec_stvlx(a, 0, pSIMD);
vec_stvrx(a, 16, pSIMD);
#else
fltx4_union a_union;
vec_st(a, 0, &a_union.vmxf);
pSIMD[0] = a_union.m128_f32[0];
pSIMD[1] = a_union.m128_f32[1];
pSIMD[2] = a_union.m128_f32[2];
pSIMD[3] = a_union.m128_f32[3];
#endif
}
FORCEINLINE void StoreUnaligned3SIMD(float* pSIMD, const fltx4& a)
{
fltx4_union a_union;
vec_st(a, 0, &a_union.vmxf);
pSIMD[0] = a_union.m128_f32[0];
pSIMD[1] = a_union.m128_f32[1];
pSIMD[2] = a_union.m128_f32[2];
};
#ifndef SPU
// No reason to support unaligned Vectors on SPU
FORCEINLINE fltx4 Compress4SIMD(fltx4 const a, fltx4 const& b, fltx4 const& c, fltx4 const& d);
// construct a fltx4 from four different scalars, which are assumed to be neither aligned nor contiguous
FORCEINLINE fltx4 LoadGatherSIMD(const float& x, const float& y, const float& z, const float& w)
{
#if USING_POINTLESSLY_SLOW_SONY_CODE
return vmathV4MakeFromElems_V(x, y, z, w).vec128;
#else
// load the float into the low word of each vector register (this exploits the unaligned load op)
fltx4 vx = vec_lvlx(0, &x);
fltx4 vy = vec_lvlx(0, &y);
fltx4 vz = vec_lvlx(0, &z);
fltx4 vw = vec_lvlx(0, &w);
return Compress4SIMD(vx, vy, vz, vw);
#endif
}
// Store the x,y,z components of the four FLTX4 parameters
// into the four consecutive Vectors:
// pDestination[0], pDestination[1], pDestination[2], pDestination[3]
// The Vectors are assumed to be unaligned.
FORCEINLINE void StoreFourUnalignedVector3SIMD(fltx4 a, fltx4 b, fltx4 c, FLTX4 d, // first three passed by copy (deliberate)
Vector3D* const pDestination)
{
StoreUnaligned3SIMD(pDestination->Base(), a);
StoreUnaligned3SIMD((pDestination + 1)->Base(), b);
StoreUnaligned3SIMD((pDestination + 2)->Base(), c);
StoreUnaligned3SIMD((pDestination + 3)->Base(), d);
}
// Store the x,y,z components of the four FLTX4 parameters
// into the four consecutive Vectors:
// pDestination , pDestination + 1, pDestination + 2, pDestination + 3
// The Vectors are assumed to start on an ALIGNED address, that is,
// pDestination is 16-byte aligned (though obviously pDestination+1 is not).
FORCEINLINE void StoreFourAlignedVector3SIMD(fltx4 a, fltx4 b, fltx4 c, FLTX4 d, // first three passed by copy (deliberate)
Vector3D* const pDestination)
{
StoreUnaligned3SIMD(pDestination->Base(), a);
StoreUnaligned3SIMD((pDestination + 1)->Base(), b);
StoreUnaligned3SIMD((pDestination + 2)->Base(), c);
StoreUnaligned3SIMD((pDestination + 3)->Base(), d);
}
#endif
// 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)
{
i32x4 asInt = vec_cts(vSrc, 0);
vec_st(asInt, 0, pDest->Base());
}
FORCEINLINE void TransposeSIMD(fltx4& x, fltx4& y, fltx4& z, fltx4& w)
{
fltx4 p0, p1, p2, p3;
p0 = vec_mergeh(x, z);
p1 = vec_mergeh(y, w);
p2 = vec_mergel(x, z);
p3 = vec_mergel(y, w);
x = vec_mergeh(p0, p1);
y = vec_mergel(p0, p1);
z = vec_mergeh(p2, p3);
w = vec_mergel(p2, p3);
}
// Return one in the fastest way -- faster even than loading.
FORCEINLINE fltx4 LoadZeroSIMD(void)
{
return _VEC_ZEROF;
}
FORCEINLINE i32x4 LoadZeroISIMD(void)
{
return vec_splat_s32(0);
}
// Return one in the fastest way -- faster even than loading.
FORCEINLINE fltx4 LoadOneSIMD(void)
{
return _VEC_ONEF;
}
FORCEINLINE i32x4 LoadOneISIMD(void)
{
return vec_splat_s32(1);
}
FORCEINLINE fltx4 SplatXSIMD(fltx4 a)
{
return vec_splat(a, 0);
}
FORCEINLINE fltx4 SplatYSIMD(fltx4 a)
{
return vec_splat(a, 1);
}
FORCEINLINE fltx4 SplatZSIMD(fltx4 a)
{
return vec_splat(a, 2);
}
FORCEINLINE fltx4 SplatWSIMD(fltx4 a)
{
return vec_splat(a, 3);
}
FORCEINLINE bi32x4 SplatXSIMD(bi32x4 a)
{
return vec_splat(a, 0);
}
FORCEINLINE bi32x4 SplatYSIMD(bi32x4 a)
{
return vec_splat(a, 1);
}
FORCEINLINE bi32x4 SplatZSIMD(bi32x4 a)
{
return vec_splat(a, 2);
}
FORCEINLINE bi32x4 SplatWSIMD(bi32x4 a)
{
return vec_splat(a, 3);
}
FORCEINLINE fltx4 SetXSIMD(const fltx4& a, const fltx4& x)
{
return vec_sel(a, x, _VEC_COMPONENT_MASK_0);
}
FORCEINLINE fltx4 SetYSIMD(const fltx4& a, const fltx4& y)
{
return vec_sel(a, y, _VEC_COMPONENT_MASK_1);
}
FORCEINLINE fltx4 SetZSIMD(const fltx4& a, const fltx4& z)
{
return vec_sel(a, z, _VEC_COMPONENT_MASK_2);
}
FORCEINLINE fltx4 SetWSIMD(const fltx4& a, const fltx4& w)
{
return vec_sel(a, w, _VEC_COMPONENT_MASK_3);
}
FORCEINLINE fltx4 SetComponentSIMD(const fltx4& a, int nComponent, float flValue)
{
#if SN_IMPROVED_INTRINSICS
return vec_insert(flValue, a, nComponent);
#else
fltx4_union a_union;
a_union.vmxf = vec_ld(0, &a);
a_union.m128_f32[nComponent] = flValue;
return a_union.vmxf;
#endif
}
FORCEINLINE float GetComponentSIMD(const fltx4& a, int nComponent)
{
#if SN_IMPROVED_INTRINSICS
return vec_extract(a, nComponent);
#else
fltx4_union a_union;
a_union.vmxf = vec_ld(0, &a);
return a_union.m128_f32[nComponent];
#endif
}
FORCEINLINE fltx4 RotateLeft(const fltx4& a)
{
return vec_sld(a, a, 4);
}
FORCEINLINE fltx4 RotateLeft2(const fltx4& a)
{
return vec_sld(a, a, 8);
}
FORCEINLINE fltx4 RotateRight(const fltx4& a)
{
return vec_sld(a, a, 12);
}
FORCEINLINE fltx4 RotateRight2(const fltx4& a)
{
return vec_sld(a, a, 8);
}
// rotate a vector left by an arbitrary number of
// bits known at compile time. The bit parameter
// is template because it's actually used as an
// immediate field in an instruction, eg it absolutely
// must be known at compile time. nBits>127 leads
// to doom.
// zeroes are shifted in from the right
template < uint nBits, typename T >
FORCEINLINE T ShiftLeftByBits(const T& a)
{
// hopefully the compiler, seeing nBits as a const immediate, elides these ifs
if (nBits >= 128) // WTF are you doing?!
{
return (T)LoadZeroSIMD();
}
else if (nBits == 0)
{
return a;
}
else if ((nBits > 7)) // if we have to rotate by at least one byte, do the by-octet rotation first
{
T t = vec_sld(a, ((T)LoadZeroSIMD()), (nBits >> 3)); // rotated left by octets
return ShiftLeftByBits< (nBits & 0x7) >(t);
}
else // we need to rotate by <= 7 bits
{
// on AltiVec there's no immediate shift left by bits; we need to splat the bits onto a vector and runtime shift.
// the splat, however, does require an immediate. Go IBM!
vector unsigned int shifter = (vector unsigned int) (vec_splat_s8(((signed char)(nBits & 0x7))));
return (T)vec_sll((vector signed int) a, shifter);
}
}
// as above, but shift right
template < uint nBits, typename T >
FORCEINLINE T ShiftRightByBits(const T& a)
{
// hopefully the compiler, seeing nBits as a const immediate, elides these ifs
if (nBits >= 128) // WTF are you doing?!
{
return (T)LoadZeroSIMD();
}
else if (nBits == 0)
{
return a;
}
else if ((nBits > 7)) // if we have to rotate by at least one byte, do the by-octet rotation first
{
T t = vec_sld(((T)LoadZeroSIMD()), a, 16 - (nBits >> 3)); // rotated right by octets -- a rotate right of one is like a rotate left of fifteen.
return ShiftRightByBits< (nBits & 0x7) >(t);
}
else // we need to rotate by <= 7 bits
{
// on AltiVec there's no immediate shift left by bits; we need to splat the bits onto a vector and runtime shift.
// the splat, however, does require an immediate. Go IBM!
vector unsigned int shifter = (vector unsigned int) (vec_splat_s8(((signed char)(nBits & 0x7))));
return (T)vec_srl((vector unsigned int) a, shifter);
}
}
/**** an example of ShiftLeftByBits:
fltx4 ShiftByTwentyOne( fltx4 foo )
{
return ShiftLeftByBits<21>(foo);
}
compiles to:
ShiftByTwentyOne(float __vector):
0x000059FC: 0x1060038C vspltisw v3,0 PIPE
0x00005A00: 0x1085030C vspltisb v4,5
0x00005A04: 0x104218AC vsldoi v2,v2,v3,2 02 (000059FC) REG PIPE
0x00005A08: 0x104221C4 vsl v2,v2,v4 03 (00005A04) REG
0x00005A0C: 0x4E800020 blr
*****/
// find the lowest component of a.x, a.y, a.z,
// and replicate it to the whole return value.
// ignores a.w.
// Forcing this inline should hopefully help with scheduling.
FORCEINLINE fltx4 FindLowestSIMD3(const fltx4& a)
{
fltx4 result;
fltx4 x = vec_splat(a, 0);
fltx4 y = vec_splat(a, 1);
fltx4 z = vec_splat(a, 2);
if (vec_any_nan(a))
{
x = vec_all_nan(x) ? _VEC_FLTMAX : x;
y = vec_all_nan(y) ? _VEC_FLTMAX : y;
z = vec_all_nan(z) ? _VEC_FLTMAX : z;
}
result = vec_min(y, x);
result = vec_min(z, result);
return result;
}
// 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)
{
fltx4 result;
fltx4 x = vec_splat(a, 0);
fltx4 y = vec_splat(a, 1);
fltx4 z = vec_splat(a, 2);
if (vec_any_nan(a))
{
x = vec_all_nan(x) ? _VEC_FLTMIN : x;
y = vec_all_nan(y) ? _VEC_FLTMIN : y;
z = vec_all_nan(z) ? _VEC_FLTMIN : z;
}
result = vec_max(y, x);
result = vec_max(z, result);
return result;
}
// ------------------------------------
// INTEGER SIMD OPERATIONS.
// ------------------------------------
// Load 4 aligned words into a SIMD register
FORCEINLINE i32x4 LoadAlignedIntSIMD(const int32* RESTRICT pSIMD)
{
return vec_ld(0, const_cast<int32*>(pSIMD));
}
// Load 4 unaligned words into a SIMD register
FORCEINLINE i32x4 LoadUnalignedIntSIMD(const int32* RESTRICT pSIMD)
{
i32x4 v0, v1;
vector unsigned char permMask;
Assert(pSIMD);
v0 = vec_ld(0, const_cast<int32*>(pSIMD));
permMask = vec_lvsl(0, const_cast<int32*>(pSIMD));
v1 = vec_ld(15, const_cast<int32*>(pSIMD));
return vec_perm(v0, v1, permMask);
}
// save into four words, 16-byte aligned
FORCEINLINE void StoreAlignedIntSIMD(int32* pSIMD, const i32x4& a)
{
vec_st(a, 0, pSIMD);
}
FORCEINLINE void StoreAlignedIntSIMD(int32* pSIMD, const fltx4& a)
{
vec_st((i32x4)a, 0, pSIMD);
}
FORCEINLINE void StoreAlignedIntSIMD(intx4& pSIMD, const i32x4& a)
{
vec_st(a, 0, pSIMD.Base());
}
FORCEINLINE void StoreUnalignedIntSIMD(int32* pSIMD, const i32x4& a)
{
#if SN_IMPROVED_INTRINSICS
// NOTE : NOT TESTED
vec_stvlx(a, 0, pSIMD);
vec_stvrx(a, 16, pSIMD);
#else
fltx4_union tmp;
vec_st(a, 0, &tmp.vmxi);
pSIMD[0] = tmp.m128_u32[0];
pSIMD[1] = tmp.m128_u32[1];
pSIMD[2] = tmp.m128_u32[2];
pSIMD[3] = tmp.m128_u32[3];
#endif
}
// a={ a.x, a.z, b.x, b.z }
// combine two fltx4s by throwing away every other field.
FORCEINLINE fltx4 CompressSIMD(fltx4 const& a, fltx4 const& b)
{
const int32 ALIGN16 n4shuffleACXZ[4] ALIGN16_POST = { 0x00010203, 0x08090A0B, 0x10111213, 0x18191A1B };
return vec_perm(a, b, (vec_uchar16)LoadAlignedIntSIMD(n4shuffleACXZ));
}
// a={ a.x, b.x, c.x, d.x }
// combine 4 fltx4s by throwing away 3/4s of the fields
// TODO: make more efficient by doing this in a parallel way at the caller
// Compress4SIMD(FourVectors.. )
FORCEINLINE fltx4 Compress4SIMD(fltx4 const a, fltx4 const& b, fltx4 const& c, fltx4 const& d)
{
fltx4 ab = vec_mergeh(a, b); // a.x, b.x, a.y, b.y
fltx4 cd = vec_mergeh(c, d); // c.x, d.x...
static const int32 ALIGN16 shuffleABXY[4] ALIGN16_POST = { 0x00010203, 0x04050607, 0x10111213, 0x14151617 };
return vec_perm(ab, cd, (vec_uchar16)LoadAlignedIntSIMD(shuffleABXY));
}
// 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 vec_ctf(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 vec_ctf(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 vec_ctf(vSrcA,uImmed);
}
*/
#define UnsignedFixedIntConvertToFltSIMD(vSrcA, uImmed) (vec_ctf( (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 vec_ctf(vSrcA,uImmed);
}
*/
#define SignedFixedIntConvertToFltSIMD(vSrcA, uImmed) (vec_ctf( (vSrcA), (uImmed) ))
// set all components of a vector to a signed immediate int number.
/* as if:
FORCEINLINE fltx4 IntSetImmediateSIMD(int toImmediate)
{
return vec_splat_s32( toImmediate );
}
*/
#define IntSetImmediateSIMD(x) (vec_splat_s32(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 u32x4 IntShiftLeftWordSIMD(u32x4 vSrcA, u32x4 vSrcB)
{
return vec_sl(vSrcA, vSrcB);
}
FORCEINLINE float SubFloat(const fltx4& a, int idx)
{
#if ( __GNUC__ == 4 ) && ( __GNUC_MINOR__ == 1 ) && ( __GNUC_PATCHLEVEL__ == 1 )
return(vec_extract(a, idx));
#else // GCC 4.1.1
// NOTE: if the output goes into a register, this causes a Load-Hit-Store stall (don't mix fpu/vpu math!)
fltx4_union a_union;
vec_st(a, 0, &a_union.vmxf);
return a_union.m128_f32[idx];
#endif // GCC 4.1.1
}
FORCEINLINE float& SubFloat(fltx4& a, int idx)
{
fltx4_union& a_union = (fltx4_union&)a;
return a_union.m128_f32[idx];
}
FORCEINLINE uint32 SubInt(const u32x4& a, int idx)
{
#if ( __GNUC__ == 4 ) && ( __GNUC_MINOR__ == 1 ) && ( __GNUC_PATCHLEVEL__ == 1 )
return(vec_extract(a, idx));
#else // GCC 4.1.1
fltx4_union a_union;
vec_st(a, 0, &a_union.vmxui);
return a_union.m128_u32[idx];
#endif // GCC 4.1.1
}
FORCEINLINE uint32 SubInt(const fltx4& a, int idx)
{
#if ( __GNUC__ == 4 ) && ( __GNUC_MINOR__ == 1 ) && ( __GNUC_PATCHLEVEL__ == 1 )
return(vec_extract((u32x4)a, idx));
#else
fltx4_union a_union;
vec_st(a, 0, &a_union.vmxf);
return a_union.m128_u32[idx];
#endif
}
FORCEINLINE uint32& SubInt(u32x4& a, int idx)
{
fltx4_union& a_union = (fltx4_union&)a;
return a_union.m128_u32[idx];
}
FORCEINLINE uint32 SubFloatConvertToInt(const fltx4& a, int idx)
{
#if ( __GNUC__ == 4 ) && ( __GNUC_MINOR__ == 1 ) && ( __GNUC_PATCHLEVEL__ == 1 )
return(vec_extract(vec_ctu(a, 0), idx));
#else
u32x4 t = vec_ctu(a, 0);
return SubInt(t, idx);
#endif
}
// perform an Altivec permute op. There is no corresponding SSE op, so
// this function is missing from that fork. This is deliberate, because
// permute-based algorithms simply need to be abandoned and rebuilt
// differently way for SSE.
// (see http://developer.apple.com/hardwaredrivers/ve/sse.html#Translation_Perm )
template< typename T, typename U >
FORCEINLINE T PermuteVMX(T a, T b, U swizzleMask)
{
return vec_perm(a, b, (vec_uchar16)swizzleMask);
}
// __fsel(double fComparand, double fValGE, double fLT) == fComparand >= 0 ? fValGE : fLT
// this is much faster than if ( aFloat > 0 ) { x = .. }
#if !defined(__SPU__)
#define fsel __fsel
#endif
inline bool IsVector3LessThan(const fltx4& v1, const fltx4& v2)
{
return vec_any_lt(v1, v2);
}
inline bool IsVector3GreaterOrEqual(const fltx4& v1, const fltx4& v2)
{
return !IsVector3LessThan(v1, v2);
}
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;
}
// 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;
}
#elif ( defined( _X360 ) )
//---------------------------------------------------------------------
// X360 implementation
//---------------------------------------------------------------------
inline bool IsVector3LessThan(const fltx4& v1, const fltx4& v2)
{
return !XMVector3GreaterOrEqual(v1, v2);
}
inline BOOL IsVector3GreaterOrEqual(const fltx4& v1, const fltx4& v2)
{
return XMVector3GreaterOrEqual(v1, v2);
}
FORCEINLINE float& FloatSIMD(fltx4& a, int idx)
{
fltx4_union& a_union = (fltx4_union&)a;
return a_union.m128_f32[idx];
}
FORCEINLINE unsigned int& UIntSIMD(fltx4& a, int idx)
{
fltx4_union& a_union = (fltx4_union&)a;
return a_union.m128_u32[idx];
}
FORCEINLINE fltx4 AddSIMD(const fltx4& a, const fltx4& b)
{
return __vaddfp(a, b);
}
FORCEINLINE fltx4 SubSIMD(const fltx4& a, const fltx4& b) // a-b
{
return __vsubfp(a, b);
}
FORCEINLINE fltx4 MulSIMD(const fltx4& a, const fltx4& b) // a*b
{
return __vmulfp(a, b);
}
FORCEINLINE fltx4 MaddSIMD(const fltx4& a, const fltx4& b, const fltx4& c) // a*b + c
{
return __vmaddfp(a, b, c);
}
FORCEINLINE fltx4 MsubSIMD(const fltx4& a, const fltx4& b, const fltx4& c) // c - a*b
{
return __vnmsubfp(a, b, c);
};
FORCEINLINE fltx4 Dot3SIMD(const fltx4& a, const fltx4& b)
{
return __vmsum3fp(a, b);
}
FORCEINLINE fltx4 Dot4SIMD(const fltx4& a, const fltx4& b)
{
return __vmsum4fp(a, b);
}
FORCEINLINE fltx4 SinSIMD(const fltx4& radians)
{
return XMVectorSin(radians);
}
FORCEINLINE void SinCos3SIMD(fltx4& sine, fltx4& cosine, const fltx4& radians)
{
XMVectorSinCos(&sine, &cosine, radians);
}
FORCEINLINE void SinCosSIMD(fltx4& sine, fltx4& cosine, const fltx4& radians)
{
XMVectorSinCos(&sine, &cosine, radians);
}
FORCEINLINE void CosSIMD(fltx4& cosine, const fltx4& radians)
{
cosine = XMVectorCos(radians);
}
FORCEINLINE fltx4 ArcSinSIMD(const fltx4& sine)
{
return XMVectorASin(sine);
}
FORCEINLINE fltx4 ArcCosSIMD(const fltx4& cs)
{
return XMVectorACos(cs);
}
// tan^1(a/b) .. ie, pass sin in as a and cos in as b
FORCEINLINE fltx4 ArcTan2SIMD(const fltx4& a, const fltx4& b)
{
return XMVectorATan2(a, b);
}
// DivSIMD defined further down, since it uses ReciprocalSIMD
FORCEINLINE fltx4 MaxSIMD(const fltx4& a, const fltx4& b) // max(a,b)
{
return __vmaxfp(a, b);
}
FORCEINLINE fltx4 MinSIMD(const fltx4& a, const fltx4& b) // min(a,b)
{
return __vminfp(a, b);
}
FORCEINLINE fltx4 AndSIMD(const fltx4& a, const fltx4& b) // a & b
{
return __vand(a, b);
}
FORCEINLINE fltx4 AndNotSIMD(const fltx4& a, const fltx4& b) // ~a & b
{
// NOTE: a and b are swapped in the call: SSE complements the first argument, VMX the second
return __vandc(b, a);
}
FORCEINLINE fltx4 XorSIMD(const fltx4& a, const fltx4& b) // a ^ b
{
return __vxor(a, b);
}
FORCEINLINE fltx4 OrSIMD(const fltx4& a, const fltx4& b) // a | b
{
return __vor(a, b);
}
FORCEINLINE fltx4 NegSIMD(const fltx4& a) // negate: -a
{
return XMVectorNegate(a);
}
FORCEINLINE bool IsAllZeros(const fltx4& a) // all floats of a zero?
{
unsigned int equalFlags = 0;
__vcmpeqfpR(a, Four_Zeros, &equalFlags);
return XMComparisonAllTrue(equalFlags);
}
FORCEINLINE bool IsAnyZeros(const fltx4& a) // any floats are zero?
{
unsigned int conditionregister;
XMVectorEqualR(&conditionregister, a, XMVectorZero());
return XMComparisonAnyTrue(conditionregister);
}
FORCEINLINE bool IsAnyXYZZero(const fltx4& a) // are any of x,y,z zero?
{
// copy a's x component into w, in case w was zero.
fltx4 temp = __vrlimi(a, a, 1, 1);
unsigned int conditionregister;
XMVectorEqualR(&conditionregister, temp, XMVectorZero());
return XMComparisonAnyTrue(conditionregister);
}
// for branching when a.xyzw > b.xyzw
FORCEINLINE bool IsAllGreaterThan(const fltx4& a, const fltx4& b)
{
unsigned int cr;
XMVectorGreaterR(&cr, a, b);
return XMComparisonAllTrue(cr);
}
// for branching when a.xyzw >= b.xyzw
FORCEINLINE bool IsAllGreaterThanOrEq(const fltx4& a, const fltx4& b)
{
unsigned int cr;
XMVectorGreaterOrEqualR(&cr, a, b);
return XMComparisonAllTrue(cr);
}
// for branching when a.xyzw > b.xyzw
FORCEINLINE bool IsAnyGreaterThan(const fltx4& a, const fltx4& b)
{
unsigned int cr;
XMVectorGreaterR(&cr, a, b);
return XMComparisonAnyTrue(cr);
}
// for branching when a.xyzw >= b.xyzw
FORCEINLINE bool IsAnyGreaterThanOrEq(const fltx4& a, const fltx4& b)
{
unsigned int cr;
XMVectorGreaterOrEqualR(&cr, a, b);
return XMComparisonAnyTrue(cr);
}
// For branching if all a.xyzw == b.xyzw
FORCEINLINE bool IsAllEqual(const fltx4& a, const fltx4& b)
{
unsigned int cr;
XMVectorEqualR(&cr, a, b);
return XMComparisonAllTrue(cr);
}
FORCEINLINE int TestSignSIMD(const fltx4& a) // mask of which floats have the high bit set
{
// NOTE: this maps to SSE way better than it does to VMX (most code uses IsAnyNegative(), though)
int nRet = 0;
const fltx4_union& a_union = (const fltx4_union&)a;
nRet |= (a_union.m128_u32[0] & 0x80000000) >> 31; // sign(x) -> bit 0
nRet |= (a_union.m128_u32[1] & 0x80000000) >> 30; // sign(y) -> bit 1
nRet |= (a_union.m128_u32[2] & 0x80000000) >> 29; // sign(z) -> bit 2
nRet |= (a_union.m128_u32[3] & 0x80000000) >> 28; // sign(w) -> bit 3
return nRet;
}
// 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 __vrlimi(a, __vzero(), 1, 0);
}
FORCEINLINE bool IsAnyNegative(const fltx4& a) // (a.x < 0) || (a.y < 0) || (a.z < 0) || (a.w < 0)
{
// NOTE: this tests the top bits of each vector element using integer math
// (so it ignores NaNs - it will return true for "-NaN")
unsigned int equalFlags = 0;
fltx4 signMask = __vspltisw(-1); // 0xFFFFFFFF 0xFFFFFFFF 0xFFFFFFFF 0xFFFFFFFF (low order 5 bits of each element = 31)
signMask = __vslw(signMask, signMask); // 0x80000000 0x80000000 0x80000000 0x80000000
__vcmpequwR(Four_Zeros, __vand(signMask, a), &equalFlags);
return !XMComparisonAllTrue(equalFlags);
}
FORCEINLINE bool IsAnyTrue(const fltx4& a)
{
unsigned int equalFlags = 0;
__vcmpequwR(Four_Zeros, a, &equalFlags); // compare to zero
return XMComparisonAnyFalse(equalFlags); // at least one element was not zero, eg was true
}
FORCEINLINE fltx4 CmpEqSIMD(const fltx4& a, const fltx4& b) // (a==b) ? ~0:0
{
return __vcmpeqfp(a, b);
}
FORCEINLINE fltx4 CmpGtSIMD(const fltx4& a, const fltx4& b) // (a>b) ? ~0:0
{
return __vcmpgtfp(a, b);
}
FORCEINLINE fltx4 CmpGeSIMD(const fltx4& a, const fltx4& b) // (a>=b) ? ~0:0
{
return __vcmpgefp(a, b);
}
FORCEINLINE fltx4 CmpLtSIMD(const fltx4& a, const fltx4& b) // (a<b) ? ~0:0
{
return __vcmpgtfp(b, a);
}
FORCEINLINE fltx4 CmpLeSIMD(const fltx4& a, const fltx4& b) // (a<=b) ? ~0:0
{
return __vcmpgefp(b, a);
}
FORCEINLINE fltx4 CmpInBoundsSIMD(const fltx4& a, const fltx4& b) // (a <= b && a >= -b) ? ~0 : 0
{
return XMVectorInBounds(a, b);
}
// returned[i] = ReplacementMask[i] == 0 ? OldValue : NewValue
FORCEINLINE fltx4 MaskedAssign(const fltx4& ReplacementMask, const fltx4& NewValue, const fltx4& OldValue)
{
return __vsel(OldValue, NewValue, ReplacementMask);
}
// perform an Altivec permute op. There is no corresponding SSE op, so
// this function is missing from that fork. This is deliberate, because
// permute-based algorithms simply need to be abandoned and rebuilt
// differently way for SSE.
// (see http://developer.apple.com/hardwaredrivers/ve/sse.html#Translation_Perm )
template< typename T, typename U >
FORCEINLINE T PermuteVMX(T a, T b, U swizzleMask)
{
return __vperm(a, b, swizzleMask);
}
// AKA "Broadcast", "Splat"
FORCEINLINE fltx4 ReplicateX4(float flValue) // a,a,a,a
{
// NOTE: if flValue comes from a register, this causes a Load-Hit-Store stall (don't mix fpu/vpu math!)
float* pValue = &flValue;
Assert(pValue);
Assert(((unsigned int)pValue & 3) == 0);
return __vspltw(__lvlx(pValue, 0), 0);
}
FORCEINLINE fltx4 ReplicateX4(const float* pValue) // a,a,a,a
{
Assert(pValue);
return __vspltw(__lvlx(pValue, 0), 0);
}
/// replicate a single 32 bit integer value to all 4 components of an m128
FORCEINLINE fltx4 ReplicateIX4(int nValue)
{
// NOTE: if nValue comes from a register, this causes a Load-Hit-Store stall (should not mix ints with fltx4s!)
int* pValue = &nValue;
Assert(pValue);
Assert(((unsigned int)pValue & 3) == 0);
return __vspltw(__lvlx(pValue, 0), 0);
}
// Round towards positive infinity
FORCEINLINE fltx4 CeilSIMD(const fltx4& a)
{
return __vrfip(a);
}
// Round towards nearest integer
FORCEINLINE fltx4 RoundSIMD(const fltx4& a)
{
return __vrfin(a);
}
// Round towards negative infinity
FORCEINLINE fltx4 FloorSIMD(const fltx4& a)
{
return __vrfim(a);
}
FORCEINLINE fltx4 SqrtEstSIMD(const fltx4& a) // sqrt(a), more or less
{
// This is emulated from rsqrt
return XMVectorSqrtEst(a);
}
FORCEINLINE fltx4 SqrtSIMD(const fltx4& a) // sqrt(a)
{
// This is emulated from rsqrt
return XMVectorSqrt(a);
}
FORCEINLINE fltx4 ReciprocalSqrtEstSIMD(const fltx4& a) // 1/sqrt(a), more or less
{
return __vrsqrtefp(a);
}
FORCEINLINE fltx4 ReciprocalSqrtEstSaturateSIMD(const fltx4& a)
{
// Convert zeros to epsilons
fltx4 zero_mask = CmpEqSIMD(a, Four_Zeros);
fltx4 a_safe = OrSIMD(a, AndSIMD(Four_Epsilons, zero_mask));
return ReciprocalSqrtEstSIMD(a_safe);
}
FORCEINLINE fltx4 ReciprocalSqrtSIMD(const fltx4& a) // 1/sqrt(a)
{
// This uses Newton-Raphson to improve the HW result
return XMVectorReciprocalSqrt(a);
}
FORCEINLINE fltx4 ReciprocalEstSIMD(const fltx4& a) // 1/a, more or less
{
return __vrefp(a);
}
/// 1/x for all 4 values. uses reciprocal approximation instruction plus newton iteration.
/// No error checking!
FORCEINLINE fltx4 ReciprocalSIMD(const fltx4& a) // 1/a
{
// This uses Newton-Raphson to improve the HW result
return XMVectorReciprocal(a);
}
FORCEINLINE fltx4 DivSIMD(const fltx4& a, const fltx4& b) // a/b
{
return MulSIMD(ReciprocalSIMD(b), a);
}
FORCEINLINE fltx4 DivEstSIMD(const fltx4& a, const fltx4& b) // Est(a/b)
{
return MulSIMD(ReciprocalEstSIMD(b), a);
}
/// 1/x for all 4 values.
/// 1/0 will result in a big but NOT infinite result
FORCEINLINE fltx4 ReciprocalEstSaturateSIMD(const fltx4& a)
{
// Convert zeros to epsilons
fltx4 zero_mask = CmpEqSIMD(a, Four_Zeros);
fltx4 a_safe = OrSIMD(a, AndSIMD(Four_Epsilons, zero_mask));
return ReciprocalEstSIMD(a_safe);
}
FORCEINLINE fltx4 ReciprocalSaturateSIMD(const fltx4& a)
{
// Convert zeros to epsilons
fltx4 zero_mask = CmpEqSIMD(a, Four_Zeros);
fltx4 a_safe = OrSIMD(a, AndSIMD(Four_Epsilons, zero_mask));
return ReciprocalSIMD(a_safe);
// 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);
}
// a unique Altivec concept, the "Vector 2 Raised to the Exponent Estimate Floating Point",
// which is accurate to four bits of mantissa.
FORCEINLINE fltx4 Exp2EstSIMD(const fltx4& f)
{
return XMVectorExpEst(f);
}
// 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);
}
// load a single unaligned float into the x component of a SIMD word
FORCEINLINE fltx4 LoadUnalignedFloatSIMD(const float* pFlt)
{
return __lvlx(pFlt, 0);
}
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);
}
// Store the x,y,z components of the four FLTX4 parameters
// into the four consecutive Vectors:
// pDestination[0], pDestination[1], pDestination[2], pDestination[3]
// The Vectors are assumed to be unaligned.
FORCEINLINE void StoreFourUnalignedVector3SIMD(fltx4 a, fltx4 b, fltx4 c, FLTX4 d, // first three passed by copy (deliberate)
Vector3D* const pDestination)
{
// since four Vec3s == 48 bytes, we can use full-vector stores here, so long as
// we arrange the data properly first.
// The vrlimi ops trash the destination param which is why we require
// pass-by-copy. I'm counting on the compiler to schedule these properly.
b = __vrlimi(b, b, 15, 1); // b = y1z1__x1
c = __vrlimi(c, c, 15, 2); // c = z2__x2y2
a = __vrlimi(a, b, 1, 0); // a = x0y0z0x1
b = __vrlimi(b, c, 2 | 1, 0); // b = y1z1x2y2
c = __vrlimi(c, d, 4 | 2 | 1, 3); // c = z2x3y3z3
float* RESTRICT pOut = pDestination->Base();
StoreUnalignedSIMD(pOut + 0, a);
StoreUnalignedSIMD(pOut + 4, b);
StoreUnalignedSIMD(pOut + 8, c);
}
// Store the x,y,z components of the four FLTX4 parameters
// into the four consecutive Vectors:
// pDestination , pDestination + 1, pDestination + 2, pDestination + 3
// The Vectors are assumed to start on an ALIGNED address, that is,
// pDestination is 16-byte aligned (though obviously pDestination+1 is not).
FORCEINLINE void StoreFourAlignedVector3SIMD(fltx4 a, fltx4 b, fltx4 c, FLTX4 d, // first three passed by copy (deliberate)
Vector3D* const pDestination)
{
// since four Vec3s == 48 bytes, we can use full-vector stores here, so long as
// we arrange the data properly first.
// The vrlimi ops trash the destination param which is why we require
// pass-by-copy. I'm counting on the compiler to schedule these properly.
b = __vrlimi(b, b, 15, 1); // b = y1z1__x1
c = __vrlimi(c, c, 15, 2); // c = z2__x2y2
a = __vrlimi(a, b, 1, 0); // a = x0y0z0x1
b = __vrlimi(b, c, 2 | 1, 0); // b = y1z1x2y2
c = __vrlimi(c, d, 4 | 2 | 1, 3); // c = z2x3y3z3
float* RESTRICT pOut = pDestination->Base();
StoreAlignedSIMD(pOut + 0, a);
StoreAlignedSIMD(pOut + 4, b);
StoreAlignedSIMD(pOut + 8, c);
}
// 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);
}
FORCEINLINE fltx4 RotateRight(const fltx4& a)
{
fltx4 compareOne = a;
return __vrlimi(compareOne, a, 8 | 4 | 2 | 1, 3);
}
FORCEINLINE fltx4 RotateRight2(const fltx4& a)
{
fltx4 compareOne = a;
return __vrlimi(compareOne, a, 8 | 4 | 2 | 1, 2);
}
// rotate a vector left by an arbitrary number of
// bits known at compile time. The bit parameter
// is template because it's actually used as an
// immediate field in an instruction, eg it absolutely
// must be known at compile time. nBits>127 leads
// to doom.
// zeroes are shifted in from the right
template < uint nBits >
FORCEINLINE fltx4 ShiftLeftByBits(const fltx4& a)
{
// hopefully the compiler, seeing nBits as a const immediate, elides these ifs
if (nBits >= 128) // WTF are you doing?!
{
return LoadZeroSIMD();
}
else if (nBits == 0)
{
return a;
}
else if ((nBits > 7)) // if we have to rotate by at least one byte, do the by-octet rotation first
{
fltx4 t = __vsldoi(a, (LoadZeroSIMD()), (nBits >> 3)); // rotated left by octets
return ShiftLeftByBits< (nBits & 0x7) >(t);
}
else // we need to rotate by <= 7 bits
{
// on AltiVec there's no immediate shift left by bits; we need to splat the bits onto a vector and runtime shift.
// the splat, however, does require an immediate. Go IBM!
u32x4 shifter = u32x4(__vspltisb(((signed char)(nBits & 0x7))));
return __vsl(a, shifter);
}
}
// as above, but shift right
template < uint nBits >
FORCEINLINE fltx4 ShiftRightByBits(const fltx4& a)
{
// hopefully the compiler, seeing nBits as a const immediate, elides these ifs
if (nBits >= 128) // WTF are you doing?!
{
return LoadZeroSIMD();
}
else if (nBits == 0)
{
return a;
}
else if ((nBits > 7)) // if we have to rotate by at least one byte, do the by-octet rotation first
{
fltx4 t = __vsldoi((LoadZeroSIMD()), a, 16 - (nBits >> 3)); // rotated right by octets -- a rotate right of one is like a rotate left of fifteen.
return ShiftRightByBits< (nBits & 0x7) >(t);
}
else // we need to rotate by <= 7 bits
{
// on AltiVec there's no immediate shift left by bits; we need to splat the bits onto a vector and runtime shift.
// the splat, however, does require an immediate. Go IBM!
u32x4 shifter = u32x4(__vspltisb(((signed char)(nBits & 0x7))));
return __vsr(a, shifter);
}
}
// 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);
}
// Load four consecutive uint16's, and turn them into floating point numbers.
// This function isn't especially fast and could be made faster if anyone is
// using it heavily.
FORCEINLINE fltx4 LoadAndConvertUint16SIMD(const uint16* pInts)
{
return XMLoadUShort4(reinterpret_cast<const XMUSHORT4*>(pInts));
}
// a={ a.x, a.z, b.x, b.z }
// combine two fltx4s by throwing away every other field.
FORCEINLINE fltx4 CompressSIMD(fltx4 const& a, fltx4 const& b)
{
return XMVectorPermute(a, b, XMVectorPermuteControl(0, 2, 4, 6));
}
// a={ a.x, b.x, c.x, d.x }
// combine 4 fltx4s by throwing away 3/4s of the fields
// TODO: make more efficient by doing this in a parallel way at the caller
// Compress4SIMD(FourVectors.. )
FORCEINLINE fltx4 Compress4SIMD(fltx4 const a, fltx4 const& b, fltx4 const& c, fltx4 const& d)
{
fltx4 abcd = __vrlimi(a, b, 4, 3); // a.x, b.x, a.z, a.w
abcd = __vrlimi(abcd, c, 2, 2); // ax, bx, cx, aw
abcd = __vrlimi(abcd, d, 1, 1); // ax, bx, cx, dx
return abcd;
}
// construct a fltx4 from four different scalars, which are assumed to be neither aligned nor contiguous
FORCEINLINE fltx4 LoadGatherSIMD(const float& x, const float& y, const float& z, const float& w)
{
// load the float into the low word of each vector register (this exploits the unaligned load op)
fltx4 vx = __lvlx(&x, 0);
fltx4 vy = __lvlx(&y, 0);
fltx4 vz = __lvlx(&z, 0);
fltx4 vw = __lvlx(&w, 0);
return Compress4SIMD(vx, vy, vz, vw);
}
// 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 StoreAlignedSIMD(short* RESTRICT pSIMD, const shortx8& a)
{
_mm_store_si128((shortx8*)pSIMD, a);
}
FORCEINLINE void StoreUnalignedSIMD(float* RESTRICT pSIMD, const fltx4& a)
{
_mm_storeu_ps(pSIMD, a);
}
FORCEINLINE void StoreUnalignedSIMD(short* RESTRICT pSIMD, const shortx8& a)
{
_mm_storeu_si128((shortx8*)pSIMD, a);
}
FORCEINLINE void StoreUnalignedFloat(float* pSingleFloat, const fltx4& a)
{
_mm_store_ss(pSingleFloat, 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);
}
// Store the x,y,z components of the four FLTX4 parameters
// into the four consecutive Vectors:
// pDestination[0], pDestination[1], pDestination[2], pDestination[3]
// The Vectors are assumed to be unaligned.
FORCEINLINE void StoreFourUnalignedVector3SIMD(fltx4 a, fltx4 b, fltx4 c, FLTX4 d, // first three passed by copy (deliberate)
Vector3D* const pDestination)
{
StoreUnaligned3SIMD(pDestination->Base(), a);
StoreUnaligned3SIMD((pDestination + 1)->Base(), b);
StoreUnaligned3SIMD((pDestination + 2)->Base(), c);
StoreUnaligned3SIMD((pDestination + 3)->Base(), d);
}
// Store the x,y,z components of the four FLTX4 parameters
// into the four consecutive Vectors:
// pDestination , pDestination + 1, pDestination + 2, pDestination + 3
// The Vectors are assumed to start on an ALIGNED address, that is,
// pDestination is 16-byte aligned (though obviously pDestination+1 is not).
FORCEINLINE void StoreFourAlignedVector3SIMD(fltx4 a, fltx4 b, fltx4 c, FLTX4 d, // first three passed by copy (deliberate)
Vector3D* const pDestination)
{
StoreUnaligned3SIMD(pDestination->Base(), a);
StoreUnaligned3SIMD((pDestination + 1)->Base(), b);
StoreUnaligned3SIMD((pDestination + 2)->Base(), c);
StoreUnaligned3SIMD((pDestination + 3)->Base(), d);
}
FORCEINLINE fltx4 LoadAlignedSIMD(const void* pSIMD)
{
return _mm_load_ps(reinterpret_cast<const float*> (pSIMD));
}
FORCEINLINE shortx8 LoadAlignedShortSIMD(const void* pSIMD)
{
return _mm_load_si128(reinterpret_cast<const shortx8*> (pSIMD));
}
FORCEINLINE shortx8 LoadUnalignedShortSIMD(const void* pSIMD)
{
return _mm_loadu_si128(reinterpret_cast<const shortx8*> (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()));
}
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));
}
// load a single unaligned float into the x component of a SIMD word
FORCEINLINE fltx4 LoadUnalignedFloatSIMD(const float* pFlt)
{
return _mm_load_ss(pFlt);
}
/// 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 fltx4 ReplicateX4(const 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_MATH
return a.m128_f32[idx];
#else
return (reinterpret_cast<float const*>(&a))[idx];
#endif
}
FORCEINLINE float& SubFloat(fltx4& a, int idx)
{
#ifndef POSIX_MATH
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_MATH
return a.m128_u32[idx];
#else
return (reinterpret_cast<uint32 const*>(&a))[idx];
#endif
}
FORCEINLINE uint32& SubInt(fltx4& a, int idx)
{
#ifndef POSIX_MATH
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_REV(3, 3, 3, 3));
}
FORCEINLINE fltx4 ShuffleXXYY(const fltx4& a)
{
return _mm_shuffle_ps(a, a, MM_SHUFFLE_REV(0, 0, 1, 1));
}
FORCEINLINE fltx4 ShuffleXYXY(const fltx4& a)
{
return _mm_shuffle_ps(a, a, MM_SHUFFLE_REV(0, 1, 0, 1));
}
FORCEINLINE fltx4 ShuffleZZWW(const fltx4& a)
{
return _mm_shuffle_ps(a, a, MM_SHUFFLE_REV(2, 2, 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_REV(3, 0, 1, 2));
}
// a b c d -> c d a b
FORCEINLINE fltx4 RotateRight2(const fltx4& a)
{
return _mm_shuffle_ps(a, a, MM_SHUFFLE_REV(2, 3, 0, 1));
}
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);
};
fltx4 ReciprocalEstSIMD(const fltx4& a);
FORCEINLINE fltx4 DivEstSIMD(const fltx4& a, const fltx4& b) // Est(a/b)
{
return MulSIMD(ReciprocalEstSIMD(b), a);
};
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);
return AddSIMD(AddSIMD(SplatXSIMD(m), SplatYSIMD(m)), SplatZSIMD(m));
}
FORCEINLINE fltx4 Dot4SIMD(const fltx4& a, const fltx4& b)
{
// 4 instructions, serial, order of addition varies so individual elements my differ in the LSB on some CPUs
fltx4 fl4Product = MulSIMD(a, b);
fltx4 fl4YXWZ = _mm_shuffle_ps(fl4Product, fl4Product, MM_SHUFFLE_REV(1, 0, 3, 2));
fltx4 fl4UUVV = AddSIMD(fl4Product, fl4YXWZ); // U = X+Y; V = Z+W
fltx4 fl4VVUU = RotateLeft2(fl4UUVV);
return AddSIMD(fl4UUVV, fl4VVUU);
}
//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 bool IsAnyTrue(const fltx4& a)
{
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 AbsSIMD(const fltx4& x); // To make it more coherent with the whole API (the whole SIMD API is postfixed with SIMD except a couple of methods. Well...)
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
}
FORCEINLINE bool IsAnyZeros(const fltx4& a) // any floats are zero?
{
return TestSignSIMD(CmpEqSIMD(a, Four_Zeros)) != 0;
}
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);
}
inline bool IsVector3LessThan(const fltx4& v1, const fltx4& v2)
{
bi32x4 isOut = CmpLtSIMD(v1, v2);
return IsAnyNegative(isOut);
}
inline bool IsVector4LessThan(const fltx4& v1, const fltx4& v2)
{
bi32x4 isOut = CmpLtSIMD(v1, v2);
return IsAnyNegative(isOut);
}
// ------------------------------------
// 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);
}
// a={ a.x, a.z, b.x, b.z }
// combine two fltx4s by throwing away every other field.
FORCEINLINE fltx4 CompressSIMD(fltx4 const& a, fltx4 const& b)
{
return _mm_shuffle_ps(a, b, MM_SHUFFLE_REV(0, 2, 0, 2));
}
// Load four consecutive uint16's, and turn them into floating point numbers.
// This function isn't especially fast and could be made faster if anyone is
// using it heavily.
FORCEINLINE fltx4 LoadAndConvertUint16SIMD(const uint16* pInts)
{
#ifdef POSIX_MATH
fltx4 retval;
SubFloat(retval, 0) = pInts[0];
SubFloat(retval, 1) = pInts[1];
SubFloat(retval, 2) = pInts[2];
SubFloat(retval, 3) = pInts[3];
return retval;
#else
__m128i inA = _mm_loadl_epi64((__m128i const*) pInts); // Load the lower 64 bits of the value pointed to by p into the lower 64 bits of the result, zeroing the upper 64 bits of the result.
inA = _mm_unpacklo_epi16(inA, _mm_setzero_si128()); // unpack unsigned 16's to signed 32's
return _mm_cvtepi32_ps(inA);
#endif
}
// a={ a.x, b.x, c.x, d.x }
// combine 4 fltx4s by throwing away 3/4s of the fields
FORCEINLINE fltx4 Compress4SIMD(fltx4 const a, fltx4 const& b, fltx4 const& c, fltx4 const& d)
{
fltx4 aacc = _mm_shuffle_ps(a, c, MM_SHUFFLE_REV(0, 0, 0, 0));
fltx4 bbdd = _mm_shuffle_ps(b, d, MM_SHUFFLE_REV(0, 0, 0, 0));
return MaskedAssign(LoadAlignedSIMD(g_SIMD_EveryOtherMask), bbdd, aacc);
}
// outa={a.x, a.x, a.y, a.y}, outb = a.z, a.z, a.w, a.w }
FORCEINLINE void ExpandSIMD(fltx4 const& a, fltx4& fl4OutA, fltx4& fl4OutB)
{
fl4OutA = _mm_shuffle_ps(a, a, MM_SHUFFLE_REV(0, 0, 1, 1));
fl4OutB = _mm_shuffle_ps(a, a, MM_SHUFFLE_REV(2, 2, 3, 3));
}
// construct a fltx4 from four different scalars, which are assumed to be neither aligned nor contiguous
FORCEINLINE fltx4 LoadGatherSIMD(const float& x, const float& y, const float& z, const float& w)
{
// load the float into the low word of each vector register (this exploits the unaligned load op)
fltx4 vx = _mm_load_ss(&x);
fltx4 vy = _mm_load_ss(&y);
fltx4 vz = _mm_load_ss(&z);
fltx4 vw = _mm_load_ss(&w);
return Compress4SIMD(vx, vy, vz, vw);
}
// 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(vSrcA, 0));
SubFloat(retval, 1) = ((float)SubInt(vSrcA, 1));
SubFloat(retval, 2) = ((float)SubInt(vSrcA, 2));
SubFloat(retval, 3) = ((float)SubInt(vSrcA, 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)
{
return _mm_cvtepi32_ps((const __m128i&)vSrcA);
}
FORCEINLINE fltx4 SignedIntConvertToFltSIMD(const shortx8& vSrcA)
{
return _mm_cvtepi32_ps(vSrcA);
}
#if 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)
{
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;
}
#endif
/*
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(_MSC_VER) && _MSC_VER >= 1900 && defined(COMPILER_MSVC64)
(*pDest)[0] = (int)SubFloat(vSrc, 0);
(*pDest)[1] = (int)SubFloat(vSrc, 1);
(*pDest)[2] = (int)SubFloat(vSrc, 2);
(*pDest)[3] = (int)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
// a={a.y, a.z, a.w, b.x } b={b.y, b.z, b.w, b.x }
FORCEINLINE void RotateLeftDoubleSIMD(fltx4& a, fltx4& b)
{
a = SetWSIMD(RotateLeft(a), SplatXSIMD(b));
b = RotateLeft(b);
}
// // Some convenience operator overloads, which are just aliasing the functions above.
// Unneccessary on 360, as you already have them from xboxmath.h (same for PS3 PPU and SPU)
#if !defined(PLATFORM_PPC) && !defined( POSIX_MATH ) && !defined(SPU)
#if 1 // TODO: verify generation of non-bad code.
// Componentwise add
FORCEINLINE fltx4 operator+(FLTX4 a, FLTX4 b)
{
return AddSIMD(a, b);
}
// Componentwise subtract
FORCEINLINE fltx4 operator-(FLTX4 a, FLTX4 b)
{
return SubSIMD(a, b);
}
// Componentwise multiply
FORCEINLINE fltx4 operator*(FLTX4 a, FLTX4 b)
{
return MulSIMD(a, b);
}
// No divide. You need to think carefully about whether you want a reciprocal
// or a reciprocal estimate.
// bitwise and
FORCEINLINE fltx4 operator&(FLTX4 a, FLTX4 b)
{
return AndSIMD(a, b);
}
// bitwise or
FORCEINLINE fltx4 operator|(FLTX4 a, FLTX4 b)
{
return OrSIMD(a, b);
}
// bitwise xor
FORCEINLINE fltx4 operator^(FLTX4 a, FLTX4 b)
{
return XorSIMD(a, b);
}
// unary negate
FORCEINLINE fltx4 operator-(FLTX4 a)
{
return NegSIMD(a);
}
#endif // 0
#endif
#if defined(_X360) || defined(_PS3)
FORCEINLINE fltx4 VectorMergeHighSIMD(fltx4 fl4SrcA, fltx4 fl4SrcB)
{
#if defined( _X360 )
return __vmrghw(fl4SrcA, fl4SrcB);
#else
return vec_mergeh(fl4SrcA, fl4SrcB);
#endif
}
FORCEINLINE fltx4 VectorMergeLowSIMD(fltx4 fl4SrcA, fltx4 fl4SrcB)
{
#if defined( _X360 )
return __vmrglw(fl4SrcA, fl4SrcB);
#else
return vec_mergel(fl4SrcA, fl4SrcB);
#endif
}
#endif
#ifndef SPU
// fourplanes_t, Frustrum_t are not supported on SPU
// It would make sense to support FourVectors on SPU at some point.
struct ALIGN16 fourplanes_t
{
fltx4 nX;
fltx4 nY;
fltx4 nZ;
fltx4 dist;
bi32x4 xSign;
bi32x4 ySign;
bi32x4 zSign;
fltx4 nXAbs;
fltx4 nYAbs;
fltx4 nZAbs;
void ComputeSignbits();
// fast SIMD loads
void Set4Planes(const VPlane* pPlanes);
void Set2Planes(const VPlane* pPlanes);
void Get4Planes(VPlane* pPlanesOut) const;
void Get2Planes(VPlane* pPlanesOut) const;
// not-SIMD, much slower
void GetPlane(int index, Vector3D* pNormal, float* pDist) const;
void SetPlane(int index, const Vector3D& vecNormal, float planeDist);
};
class ALIGN16 Frustum_t
{
public:
Frustum_t();
void SetPlane(int i, const Vector3D& vecNormal, float dist);
void GetPlane(int i, Vector3D* pNormalOut, float* pDistOut) const;
void SetPlanes(const VPlane* pPlanes);
void GetPlanes(VPlane* pPlanesOut) const;
// returns false if the box is within the frustum, true if it is outside
bool CullBox(const Vector3D& mins, const Vector3D& maxs) const;
bool CullBoxCenterExtents(const Vector3D& center, const Vector3D& extents) const;
bool CullBox(const fltx4& fl4Mins, const fltx4& fl4Maxs) const;
bool CullBoxCenterExtents(const fltx4& fl4Center, const fltx4& fl4Extents) const;
// Return true if frustum contains this bounding volume, false if any corner is outside
bool Contains(const Vector3D& mins, const Vector3D& maxs) const;
// Return true if this frustum intersects the frustum, false if it is outside
bool Intersects(Frustum_t& otherFrustum) const;
// Return true if this bounding volume intersects the frustum, false if it is outside
bool Intersects(const Vector3D& mins, const Vector3D& maxs) const;
bool IntersectsCenterExtents(const Vector3D& center, const Vector3D& extents) const;
bool Intersects(const fltx4& fl4Mins, const fltx4& fl4Maxs) const;
bool IntersectsCenterExtents(const fltx4& fl4Center, const fltx4& fl4Extents) const;
void CreatePerspectiveFrustum(const Vector3D& origin, const Vector3D& forward,
const Vector3D& right, const Vector3D& up, float flZNear, float flZFar,
float flFovX, float flAspect);
void CreatePerspectiveFrustumFLU(const Vector3D& vOrigin, const Vector3D& vForward,
const Vector3D& vLeft, const Vector3D& vUp, float flZNear, float flZFar,
float flFovX, float flAspect);
// Version that accepts angles instead of vectors
void CreatePerspectiveFrustum(const Vector3D& origin, const QAngle& angles, float flZNear,
float flZFar, float flFovX, float flAspectRatio);
// Generate a frustum based on orthographic parameters
void CreateOrthoFrustum(const Vector3D& origin, const Vector3D& forward, const Vector3D& right, const Vector3D& up,
float flLeft, float flRight, float flBottom, float flTop, float flZNear, float flZFar);
void CreateOrthoFrustumFLU(const Vector3D& vOrigin, const Vector3D& vForward, const Vector3D& vLeft, const Vector3D& vUp,
float flLeft, float flRight, float flBottom, float flTop, float flZNear, float flZFar);
// The points returned correspond to the corners of the frustum faces
// Points 0 to 3 correspond to the near face
// Points 4 to 7 correspond to the far face
// Returns points in a face in this order:
// 2--3
// | |
// 0--1
// Returns false if a corner couldn't be generated for some reason.
bool GetCorners(Vector3D* pPoints) const;
fourplanes_t planes[2];
};
#endif
class FourQuaternions;
/// 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;
FourVectors(void)
{
}
FourVectors(FourVectors const& src)
{
x = src.x;
y = src.y;
z = src.z;
}
explicit FORCEINLINE FourVectors(float a)
{
fltx4 aReplicated = ReplicateX4(a);
x = y = z = aReplicated;
}
FORCEINLINE void Init(void)
{
x = Four_Zeros;
y = Four_Zeros;
z = Four_Zeros;
}
FORCEINLINE void Init(float flX, float flY, float flZ)
{
x = ReplicateX4(flX);
y = ReplicateX4(flY);
z = ReplicateX4(flZ);
}
FORCEINLINE FourVectors(float flX, float flY, float flZ)
{
Init(flX, flY, flZ);
}
FORCEINLINE void Init(fltx4 const& fl4X, fltx4 const& fl4Y, fltx4 const& fl4Z)
{
x = fl4X;
y = fl4Y;
z = fl4Z;
}
FORCEINLINE FourVectors(fltx4 const& fl4X, fltx4 const& fl4Y, fltx4 const& fl4Z)
{
Init(fl4X, fl4Y, fl4Z);
}
/// construct a FourVectors from 4 separate Vectors
FORCEINLINE FourVectors(Vector3D const& a, Vector3D const& b, Vector3D const& c, Vector3D 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)
{
LoadAndSwizzleAligned(a, b, c, d);
}
// construct from twelve floats; really only useful for static const constructors.
// input arrays must be aligned, and in the fourvectors' native format
// (eg in xxxx,yyyy,zzzz form)
// each pointer should be to an aligned array of four floats
FORCEINLINE FourVectors(const float* xs, const float* ys, const float* zs) :
x(LoadAlignedSIMD(xs)), y(LoadAlignedSIMD(ys)), z(LoadAlignedSIMD(zs))
{};
FORCEINLINE void DuplicateVector(Vector3D 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*(Vector3D 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 FourVectors operator*(float b) const //< scale
{
fltx4 scalepacked = ReplicateX4(b);
FourVectors res;
res.x = MulSIMD(x, scalepacked);
res.y = MulSIMD(y, scalepacked);
res.z = MulSIMD(z, scalepacked);
return res;
}
FORCEINLINE FourVectors operator*(FLTX4 fl4Scale) const //< scale
{
FourVectors res;
res.x = MulSIMD(x, fl4Scale);
res.y = MulSIMD(y, fl4Scale);
res.z = MulSIMD(z, fl4Scale);
return res;
}
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);
/***** removed because one of the SWIG permutations doesn't include ssequaternion.h, causing a missing symbol on this function:
// rotate these vectors ( in place ) by the corresponding quaternions:
inline void RotateBy( const FourQuaternions &quats );
******/
/// 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);
static void RotateManyBy(FourVectors* RESTRICT pVectors, unsigned int numVectors, const matrix3x4_t& rotationMatrix, FourVectors* RESTRICT pOut);
/// 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);
static void CalcClosestPointOnLineSIMD(const FourVectors& P, const FourVectors& vLineA, const FourVectors& vLineB, FourVectors& vClosest, fltx4* outT = 0);
static fltx4 CalcClosestPointToLineTSIMD(const FourVectors& P, const FourVectors& vLineA, const FourVectors& vLineB, FourVectors& vDir);
// 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 Vector3D Vec(int idx) const //< unpack one of the vectors
{
return Vector3D(X(idx), Y(idx), Z(idx));
}
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(Vector3D const& a, Vector3D const& b, Vector3D const& c, Vector3D const& d)
{
// TransposeSIMD has large sub-expressions that the compiler can't eliminate on x360
// use an unfolded implementation here
#if defined( _X360 ) || defined(_PS3)
fltx4 tx = LoadUnalignedSIMD(&a.x);
fltx4 ty = LoadUnalignedSIMD(&b.x);
fltx4 tz = LoadUnalignedSIMD(&c.x);
fltx4 tw = LoadUnalignedSIMD(&d.x);
fltx4 r0 = VectorMergeHighSIMD(tx, tz);
fltx4 r1 = VectorMergeHighSIMD(ty, tw);
fltx4 r2 = VectorMergeLowSIMD(tx, tz);
fltx4 r3 = VectorMergeLowSIMD(ty, tw);
x = VectorMergeHighSIMD(r0, r1);
y = VectorMergeLowSIMD(r0, r1);
z = VectorMergeHighSIMD(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
}
FORCEINLINE void LoadAndSwizzle(Vector3D const& a)
{
LoadAndSwizzle(a, a, a, a);
}
// Broadcasts a, b, c, and d into the four vectors
// This is only performant if the floats are ALREADY IN MEMORY
// and not on registers -- eg,
// .Load( &fltArrray[0], &fltArrray[1], &fltArrray[2], &fltArrray[3] ) is okay,
// .Load( fltArrray[0] * 0.5f, fltArrray[1] * 0.5f, fltArrray[2] * 0.5f, fltArrray[3] * 0.5f ) is not.
FORCEINLINE void Load(const float& a, const float& b, const float& c, const float& d)
{
#if defined( _X360 ) || defined( _PS3 )
fltx4 temp[4];
temp[0] = LoadUnalignedFloatSIMD(&a);
temp[1] = LoadUnalignedFloatSIMD(&b);
temp[2] = LoadUnalignedFloatSIMD(&c);
temp[3] = LoadUnalignedFloatSIMD(&d);
y = VectorMergeHighSIMD(temp[0], temp[2]); // ac__
z = VectorMergeHighSIMD(temp[1], temp[3]); // bd__
x = VectorMergeHighSIMD(y, z); // abcd
y = x;
z = x;
#else
ALIGN16 float temp[4];
temp[0] = a; temp[1] = b; temp[2] = c; temp[3] = d;
fltx4 v = LoadAlignedSIMD(temp);
x = v;
y = v;
z = v;
#endif
}
// transform four horizontal vectors into the internal vertical ones
FORCEINLINE void LoadAndSwizzle(FLTX4 a, FLTX4 b, FLTX4 c, FLTX4 d)
{
#if defined( _X360 ) || defined( _PS3 )
fltx4 tx = a;
fltx4 ty = b;
fltx4 tz = c;
fltx4 tw = d;
fltx4 r0 = VectorMergeHighSIMD(tx, tz);
fltx4 r1 = VectorMergeHighSIMD(ty, tw);
fltx4 r2 = VectorMergeLowSIMD(tx, tz);
fltx4 r3 = VectorMergeLowSIMD(ty, tw);
x = VectorMergeHighSIMD(r0, r1);
y = VectorMergeLowSIMD(r0, r1);
z = VectorMergeHighSIMD(r2, r3);
#else
x = a;
y = b;
z = c;
fltx4 w = d;
// 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 defined( _X360 ) || defined( _PS3 )
fltx4 tx = LoadAlignedSIMD(a);
fltx4 ty = LoadAlignedSIMD(b);
fltx4 tz = LoadAlignedSIMD(c);
fltx4 tw = LoadAlignedSIMD(d);
fltx4 r0 = VectorMergeHighSIMD(tx, tz);
fltx4 r1 = VectorMergeHighSIMD(ty, tw);
fltx4 r2 = VectorMergeLowSIMD(tx, tz);
fltx4 r3 = VectorMergeLowSIMD(ty, tw);
x = VectorMergeHighSIMD(r0, r1);
y = VectorMergeLowSIMD(r0, r1);
z = VectorMergeHighSIMD(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(Vector3D const& a, Vector3D const& b, Vector3D const& c, Vector3D const& d)
{
LoadAndSwizzleAligned(&a.x, &b.x, &c.x, &d.x);
}
/// Unpack a FourVectors back into four horizontal fltx4s.
/// Since the FourVectors doesn't store a w row, you can optionally
/// specify your own; otherwise it will be 0.
/// This function ABSOLUTELY MUST be inlined or the reference parameters will
/// induce a severe load-hit-store.
FORCEINLINE void TransposeOnto(fltx4& out0, fltx4& out1, fltx4& out2, fltx4& out3, FLTX4 w = Four_Zeros) const
{
// TransposeSIMD has large sub-expressions that the compiler can't eliminate on x360
// use an unfolded implementation here
#if defined( _X360 ) || defined(_PS3)
fltx4 r0 = VectorMergeHighSIMD(x, z);
fltx4 r1 = VectorMergeHighSIMD(y, w);
fltx4 r2 = VectorMergeLowSIMD(x, z);
fltx4 r3 = VectorMergeLowSIMD(y, w);
out0 = VectorMergeHighSIMD(r0, r1);
out1 = VectorMergeLowSIMD(r0, r1);
out2 = VectorMergeHighSIMD(r2, r3);
out3 = VectorMergeLowSIMD(r2, r3);
#else
out0 = x;
out1 = y;
out2 = z;
out3 = w;
TransposeSIMD(out0, out1, out2, out3);
#endif
}
#if !defined(__SPU__)
/// Store a FourVectors into four NON-CONTIGUOUS Vector3D*'s.
FORCEINLINE void StoreUnalignedVector3SIMD(Vector3D* RESTRICT out0, Vector3D* RESTRICT out1, Vector3D* RESTRICT out2, Vector3D* RESTRICT out3) const;
#endif
/// Store a FourVectors into four NON-CONTIGUOUS VectorAligned s.
FORCEINLINE void StoreAlignedVectorSIMD(VectorAligned* RESTRICT out0, VectorAligned* RESTRICT out1, VectorAligned* RESTRICT out2, VectorAligned* RESTRICT out3) const;
#if !defined(__SPU__)
/// Store a FourVectors into four CONSECUTIVE Vectors in memory,
/// where the first vector IS NOT aligned on a 16-byte boundary.
FORCEINLINE void StoreUnalignedContigVector3SIMD(Vector3D* RESTRICT pDestination)
{
fltx4 a, b, c, d;
TransposeOnto(a, b, c, d);
StoreFourUnalignedVector3SIMD(a, b, c, d, pDestination);
}
#endif
/// Store a FourVectors into four CONSECUTIVE Vectors in memory,
/// where the first vector IS aligned on a 16-byte boundary.
/// (since four Vector3s = 48 bytes, groups of four can be said
/// to be 16-byte aligned though obviously the 2nd, 3d, and 4th
/// vectors in the group individually are not)
#if !defined(__SPU__)
FORCEINLINE void StoreAlignedContigVector3SIMD(Vector3D* RESTRICT pDestination)
{
fltx4 a, b, c, d;
TransposeOnto(a, b, c, d);
StoreFourAlignedVector3SIMD(a, b, c, d, pDestination);
}
/// Store a FourVectors into four CONSECUTIVE VectorAligneds in memory
FORCEINLINE void StoreAlignedContigVectorASIMD(VectorAligned* RESTRICT pDestination)
{
StoreAlignedVectorSIMD(pDestination, pDestination + 1, pDestination + 2, pDestination + 3);
}
#endif
/// return the squared length of all 4 vectors, the same name as used on Vector
FORCEINLINE fltx4 LengthSqr(void) const
{
const FourVectors& a = *this;
return a * a;
}
/// 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());
}
/// full precision square root. upper/lower case name is an artifact - the lower case one should be changed to refelct the lower accuracy. I added the mixed case one for compat with Vector
FORCEINLINE fltx4 Length(void) const
{
return SqrtSIMD(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))
}
FORCEINLINE fltx4 DistToSqr(FourVectors const& pnt)
{
fltx4 fl4dX = SubSIMD(pnt.x, x);
fltx4 fl4dY = SubSIMD(pnt.y, y);
fltx4 fl4dZ = SubSIMD(pnt.z, z);
return AddSIMD(MulSIMD(fl4dX, fl4dX), AddSIMD(MulSIMD(fl4dY, fl4dY), MulSIMD(fl4dZ, fl4dZ)));
}
FORCEINLINE fltx4 TValueOfClosestPointOnLine(FourVectors const& p0, FourVectors const& p1) const
{
FourVectors lineDelta = p1;
lineDelta -= p0;
fltx4 OOlineDirDotlineDir = ReciprocalSIMD(p1 * p1);
FourVectors v4OurPnt = *this;
v4OurPnt -= p0;
return MulSIMD(OOlineDirDotlineDir, v4OurPnt * lineDelta);
}
FORCEINLINE fltx4 DistSqrToLineSegment(FourVectors const& p0, FourVectors const& p1) const
{
FourVectors lineDelta = p1;
FourVectors v4OurPnt = *this;
v4OurPnt -= p0;
lineDelta -= p0;
fltx4 OOlineDirDotlineDir = ReciprocalSIMD(lineDelta * lineDelta);
fltx4 fl4T = MulSIMD(OOlineDirDotlineDir, v4OurPnt * lineDelta);
fl4T = MinSIMD(fl4T, Four_Ones);
fl4T = MaxSIMD(fl4T, Four_Zeros);
lineDelta *= fl4T;
return v4OurPnt.DistToSqr(lineDelta);
}
FORCEINLINE FourVectors Normalized()const
{
fltx4 fl4LengthInv = ReciprocalSqrtSIMD(LengthSqr());
FourVectors out;
out.x = x * fl4LengthInv;
out.y = y * fl4LengthInv;
out.z = z * fl4LengthInv;
return out;
}
FORCEINLINE FourVectors NormalizedSafeX() const
{
fltx4 f4LenSqr = LengthSqr();
fltx4 isBigEnough = CmpGeSIMD(f4LenSqr, Four_Epsilons);
fltx4 fl4LengthInv = ReciprocalSqrtSIMD(f4LenSqr);
FourVectors out;
out.x = MaskedAssign(isBigEnough, x * fl4LengthInv, Four_Ones);
out.y = AndSIMD(y * fl4LengthInv, isBigEnough);
out.z = AndSIMD(z * fl4LengthInv, isBigEnough);
return out;
}
FORCEINLINE FourVectors NormalizedSafeY() const
{
fltx4 f4LenSqr = LengthSqr();
fltx4 isBigEnough = CmpGeSIMD(f4LenSqr, Four_Epsilons);
fltx4 fl4LengthInv = ReciprocalSqrtSIMD(f4LenSqr);
FourVectors out;
out.x = AndSIMD(x * fl4LengthInv, isBigEnough);
out.y = MaskedAssign(isBigEnough, y * fl4LengthInv, Four_Ones);
out.z = AndSIMD(z * fl4LengthInv, isBigEnough);
return out;
}
FORCEINLINE FourVectors NormalizedSafeZ() const
{
fltx4 f4LenSqr = LengthSqr();
fltx4 isBigEnough = CmpGeSIMD(f4LenSqr, Four_Epsilons);
fltx4 fl4LengthInv = ReciprocalSqrtSIMD(f4LenSqr);
FourVectors out;
out.x = AndSIMD(x * fl4LengthInv, isBigEnough);
out.y = AndSIMD(y * fl4LengthInv, isBigEnough);
out.z = MaskedAssign(isBigEnough, z * fl4LengthInv, Four_Ones);
return out;
}
};
inline FourVectors CrossProduct(const FourVectors& a, const FourVectors& b)
{
return FourVectors(a.y * b.z - a.z * b.y, a.z * b.x - a.x * b.z, a.x * b.y - a.y * b.x);
}
inline fltx4 DotProduct(const FourVectors& a, const FourVectors& b)
{
return a.x * b.x + a.y * b.y + a.z * b.z;
}
inline FourVectors operator * (fltx4 left, const FourVectors& right)
{
return right * left;
}
//
inline FourVectors Mul(const FourVectors& a, const fltx4& b)
{
FourVectors ret;
ret.x = MulSIMD(a.x, b);
ret.y = MulSIMD(a.y, b);
ret.z = MulSIMD(a.z, b);
return ret;
}
inline FourVectors Mul(const FourVectors& a, const FourVectors& b)
{
FourVectors ret;
ret.x = MulSIMD(a.x, b.x);
ret.y = MulSIMD(a.y, b.y);
ret.z = MulSIMD(a.z, b.z);
return ret;
}
inline FourVectors Madd(const FourVectors& a, const fltx4& b, const FourVectors& c) // a*b + c
{
FourVectors ret;
ret.x = MaddSIMD(a.x, b, c.x);
ret.y = MaddSIMD(a.y, b, c.y);
ret.z = MaddSIMD(a.z, b, c.z);
return ret;
}
/// form 4 cross products
inline FourVectors operator ^(const FourVectors& a, const FourVectors& b)
{
FourVectors ret;
ret.x = SubSIMD(MulSIMD(a.y, b.z), MulSIMD(a.z, b.y));
ret.y = SubSIMD(MulSIMD(a.z, b.x), MulSIMD(a.x, b.z));
ret.z = SubSIMD(MulSIMD(a.x, b.y), MulSIMD(a.y, b.x));
return ret;
}
inline FourVectors operator-(const FourVectors& a, const FourVectors& b)
{
FourVectors ret;
ret.x = SubSIMD(a.x, b.x);
ret.y = SubSIMD(a.y, b.y);
ret.z = SubSIMD(a.z, b.z);
return ret;
}
inline FourVectors operator+(const FourVectors& a, const FourVectors& b)
{
FourVectors ret;
ret.x = AddSIMD(a.x, b.x);
ret.y = AddSIMD(a.y, b.y);
ret.z = AddSIMD(a.z, b.z);
return ret;
}
/// component-by-componentwise MAX operator
inline FourVectors maximum(const FourVectors& a, const FourVectors& b)
{
FourVectors ret;
ret.x = MaxSIMD(a.x, b.x);
ret.y = MaxSIMD(a.y, b.y);
ret.z = MaxSIMD(a.z, b.z);
return ret;
}
/// component-by-componentwise MIN operator
inline FourVectors minimum(const FourVectors& a, const FourVectors& b)
{
FourVectors ret;
ret.x = MinSIMD(a.x, b.x);
ret.y = MinSIMD(a.y, b.y);
ret.z = MinSIMD(a.z, b.z);
return ret;
}
FORCEINLINE FourVectors RotateLeft(const FourVectors& src)
{
FourVectors ret;
ret.x = RotateLeft(src.x);
ret.y = RotateLeft(src.y);
ret.z = RotateLeft(src.z);
}
FORCEINLINE FourVectors RotateRight(const FourVectors& src)
{
FourVectors ret;
ret.x = RotateRight(src.x);
ret.y = RotateRight(src.y);
ret.z = RotateRight(src.z);
}
FORCEINLINE FourVectors MaskedAssign(const bi32x4& ReplacementMask, const FourVectors& NewValue, const FourVectors& OldValue)
{
FourVectors ret;
ret.x = MaskedAssign(ReplacementMask, NewValue.x, OldValue.x);
ret.y = MaskedAssign(ReplacementMask, NewValue.y, OldValue.y);
ret.z = MaskedAssign(ReplacementMask, NewValue.z, OldValue.z);
return ret;
}
/// calculate reflection vector. incident and normal dir assumed normalized
FORCEINLINE FourVectors VectorReflect(const FourVectors& incident, const FourVectors& normal)
{
FourVectors ret = incident;
fltx4 iDotNx2 = incident * normal;
iDotNx2 = AddSIMD(iDotNx2, iDotNx2);
FourVectors nPart = normal;
nPart *= iDotNx2;
ret -= nPart; // i-2(n*i)n
return ret;
}
/// calculate slide vector. removes all components of a vector which are perpendicular to a normal vector.
FORCEINLINE FourVectors VectorSlide(const FourVectors& incident, const FourVectors& normal)
{
FourVectors ret = incident;
fltx4 iDotN = incident * normal;
FourVectors nPart = normal;
nPart *= iDotN;
ret -= nPart; // i-(n*i)n
return ret;
}
/// normalize all 4 vectors in place. not mega-accurate (uses reciprocal approximation instruction)
FORCEINLINE FourVectors VectorNormalizeFast(const FourVectors& src)
{
fltx4 mag_sq = ReciprocalSqrtEstSIMD(src * src); // *(1.0/sqrt(length^2))
FourVectors result;
result.x = MulSIMD(src.x, mag_sq);
result.y = MulSIMD(src.y, mag_sq);
result.z = MulSIMD(src.z, mag_sq);
return result;
}
#if !defined(__SPU__)
/// Store a FourVectors into four NON-CONTIGUOUS Vector3D*'s.
FORCEINLINE void FourVectors::StoreUnalignedVector3SIMD(Vector3D* RESTRICT out0, Vector3D* RESTRICT out1, Vector3D* RESTRICT out2, Vector3D* RESTRICT out3) const
{
#ifdef _X360
fltx4 x0, x1, x2, x3, y0, y1, y2, y3, z0, z1, z2, z3;
x0 = SplatXSIMD(x); // all x0x0x0x0
x1 = SplatYSIMD(x);
x2 = SplatZSIMD(x);
x3 = SplatWSIMD(x);
y0 = SplatXSIMD(y);
y1 = SplatYSIMD(y);
y2 = SplatZSIMD(y);
y3 = SplatWSIMD(y);
z0 = SplatXSIMD(z);
z1 = SplatYSIMD(z);
z2 = SplatZSIMD(z);
z3 = SplatWSIMD(z);
__stvewx(x0, out0->Base(), 0); // store X word
__stvewx(y0, out0->Base(), 4); // store Y word
__stvewx(z0, out0->Base(), 8); // store Z word
__stvewx(x1, out1->Base(), 0); // store X word
__stvewx(y1, out1->Base(), 4); // store Y word
__stvewx(z1, out1->Base(), 8); // store Z word
__stvewx(x2, out2->Base(), 0); // store X word
__stvewx(y2, out2->Base(), 4); // store Y word
__stvewx(z2, out2->Base(), 8); // store Z word
__stvewx(x3, out3->Base(), 0); // store X word
__stvewx(y3, out3->Base(), 4); // store Y word
__stvewx(z3, out3->Base(), 8); // store Z word
#else
fltx4 a, b, c, d;
TransposeOnto(a, b, c, d);
StoreUnaligned3SIMD(out0->Base(), a);
StoreUnaligned3SIMD(out1->Base(), b);
StoreUnaligned3SIMD(out2->Base(), c);
StoreUnaligned3SIMD(out3->Base(), d);
#endif
}
/// Store a FourVectors into four NON-CONTIGUOUS VectorAligned s.
FORCEINLINE void FourVectors::StoreAlignedVectorSIMD(VectorAligned* RESTRICT out0, VectorAligned* RESTRICT out1, VectorAligned* RESTRICT out2, VectorAligned* RESTRICT out3) const
{
fltx4 a, b, c, d;
TransposeOnto(a, b, c, d);
StoreAligned3SIMD(out0, a);
StoreAligned3SIMD(out1, b);
StoreAligned3SIMD(out2, c);
StoreAligned3SIMD(out3, d);
}
#endif
#if !defined(__SPU__)
// 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.
void FourVectors::RotateBy(const matrix3x4_t& matrix)
{
// Splat out each of the entries in the matrix to a fltx4. Do this
// in the order that we will need them, to hide latency. I'm
// avoiding making an array of them, so that they'll remain in
// registers.
fltx4 matSplat00, matSplat01, matSplat02,
matSplat10, matSplat11, matSplat12,
matSplat20, matSplat21, matSplat22;
// Load the matrix into local vectors. Sadly, matrix3x4_ts are
// often unaligned. The w components will be the tranpose row of
// the matrix, but we don't really care about that.
fltx4 matCol0 = LoadUnalignedSIMD(matrix[0]);
fltx4 matCol1 = LoadUnalignedSIMD(matrix[1]);
fltx4 matCol2 = LoadUnalignedSIMD(matrix[2]);
matSplat00 = SplatXSIMD(matCol0);
matSplat01 = SplatYSIMD(matCol0);
matSplat02 = SplatZSIMD(matCol0);
matSplat10 = SplatXSIMD(matCol1);
matSplat11 = SplatYSIMD(matCol1);
matSplat12 = SplatZSIMD(matCol1);
matSplat20 = SplatXSIMD(matCol2);
matSplat21 = SplatYSIMD(matCol2);
matSplat22 = SplatZSIMD(matCol2);
// Trust in the compiler to schedule these operations correctly:
fltx4 outX, outY, outZ;
outX = AddSIMD(AddSIMD(MulSIMD(x, matSplat00), MulSIMD(y, matSplat01)), MulSIMD(z, matSplat02));
outY = AddSIMD(AddSIMD(MulSIMD(x, matSplat10), MulSIMD(y, matSplat11)), MulSIMD(z, matSplat12));
outZ = AddSIMD(AddSIMD(MulSIMD(x, matSplat20), MulSIMD(y, matSplat21)), MulSIMD(z, matSplat22));
x = outX;
y = outY;
z = outZ;
}
// 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.
void FourVectors::TransformBy(const matrix3x4_t& matrix)
{
// Splat out each of the entries in the matrix to a fltx4. Do this
// in the order that we will need them, to hide latency. I'm
// avoiding making an array of them, so that they'll remain in
// registers.
fltx4 matSplat00, matSplat01, matSplat02,
matSplat10, matSplat11, matSplat12,
matSplat20, matSplat21, matSplat22;
// Load the matrix into local vectors. Sadly, matrix3x4_ts are
// often unaligned. The w components will be the tranpose row of
// the matrix, but we don't really care about that.
fltx4 matCol0 = LoadUnalignedSIMD(matrix[0]);
fltx4 matCol1 = LoadUnalignedSIMD(matrix[1]);
fltx4 matCol2 = LoadUnalignedSIMD(matrix[2]);
matSplat00 = SplatXSIMD(matCol0);
matSplat01 = SplatYSIMD(matCol0);
matSplat02 = SplatZSIMD(matCol0);
matSplat10 = SplatXSIMD(matCol1);
matSplat11 = SplatYSIMD(matCol1);
matSplat12 = SplatZSIMD(matCol1);
matSplat20 = SplatXSIMD(matCol2);
matSplat21 = SplatYSIMD(matCol2);
matSplat22 = SplatZSIMD(matCol2);
// Trust in the compiler to schedule these operations correctly:
fltx4 outX, outY, outZ;
outX = MaddSIMD(z, matSplat02, AddSIMD(MulSIMD(x, matSplat00), MulSIMD(y, matSplat01)));
outY = MaddSIMD(z, matSplat12, AddSIMD(MulSIMD(x, matSplat10), MulSIMD(y, matSplat11)));
outZ = MaddSIMD(z, matSplat22, AddSIMD(MulSIMD(x, matSplat20), MulSIMD(y, matSplat21)));
x = AddSIMD(outX, ReplicateX4(matrix[0][3]));
y = AddSIMD(outY, ReplicateX4(matrix[1][3]));
z = AddSIMD(outZ, ReplicateX4(matrix[2][3]));
}
#endif
fltx4 NoiseSIMD(FourVectors const& v);
// vector valued noise direction
FourVectors DNoiseSIMD(FourVectors const& v);
// vector value "curl" noise function. see http://hyperphysics.phy-astr.gsu.edu/hbase/curl.html
FourVectors CurlNoiseSIMD(FourVectors const& v);
//#endif // !defined SPU
/// quick, low quality perlin-style noise() function suitable for real time use.
/// return value is -1..1. Only reliable around +/- 1 million or so.
fltx4 NoiseSIMD(const fltx4& x, const fltx4& y, const fltx4& z);
/// calculate the absolute value of a packed single
inline fltx4 fabs(const fltx4& x)
{
return AndSIMD(x, LoadAlignedSIMD(g_SIMD_clear_signmask));
}
// Convenience version
inline fltx4 AbsSIMD(const fltx4& x)
{
return fabs(x);
}
/// negate all four components of a SIMD packed single
inline fltx4 fnegate(const fltx4& x)
{
return XorSIMD(x, LoadAlignedSIMD(g_SIMD_signmask));
}
fltx4 Pow_FixedPoint_Exponent_SIMD(const fltx4& x, int exponent);
// PowSIMD - raise a SIMD register to a power. This is analogous to the C pow() function, with some
// restrictions: fractional exponents are only handled with 2 bits of precision. Basically,
// fractions of 0,.25,.5, and .75 are handled. PowSIMD(x,.30) will be the same as PowSIMD(x,.25).
// negative and fractional powers are handled by the SIMD reciprocal and square root approximation
// instructions and so are not especially accurate ----Note that this routine does not raise
// numeric exceptions because it uses SIMD--- This routine is O(log2(exponent)).
inline fltx4 PowSIMD(const fltx4& x, float exponent)
{
return Pow_FixedPoint_Exponent_SIMD(x, (int)(4.0 * exponent));
}
/// (x<1)?x^(1/2.2):1. Use a 4th order polynomial to approximate x^(1/2.2) over 0..1
inline fltx4 LinearToGammaSIMD(fltx4 x)
{
// y = -3.7295x4 + 8.9635x3 - 7.7397x2 + 3.443x + 0.048
x = MaxSIMD(MinSIMD(Four_Ones, x), Four_Zeros);
return AddSIMD(Four_LinearToGammaCoefficients_E,
MulSIMD(x, AddSIMD(Four_LinearToGammaCoefficients_D,
MulSIMD(x, AddSIMD(Four_LinearToGammaCoefficients_C,
MulSIMD(x, AddSIMD(Four_LinearToGammaCoefficients_B,
MulSIMD(x, Four_LinearToGammaCoefficients_A))))))));
}
inline fltx4 GammaToLinearSIMD(fltx4 x)
{
x = MaxSIMD(x, Four_Zeros);
x = AddSIMD(Four_GammaToLinearCoefficients_D,
MulSIMD(x, AddSIMD(Four_GammaToLinearCoefficients_C,
MulSIMD(x, AddSIMD(Four_GammaToLinearCoefficients_B,
MulSIMD(x, Four_GammaToLinearCoefficients_A))))));
return MinSIMD(x, Four_Ones);
}
/// ( x > 1 ) ? x : x^2.2
inline fltx4 GammaToLinearExtendedSIMD(fltx4 x)
{
x = MaxSIMD(x, Four_Zeros);
fltx4 fl4Ret = AddSIMD(Four_GammaToLinearCoefficients_D,
MulSIMD(x, AddSIMD(Four_GammaToLinearCoefficients_C,
MulSIMD(x, AddSIMD(Four_GammaToLinearCoefficients_B,
MulSIMD(x, Four_GammaToLinearCoefficients_A))))));
return MaskedAssign(CmpGeSIMD(x, Four_Ones), x, fl4Ret);
}
// random number generation - generate 4 random numbers quickly.
void SeedRandSIMD(uint32 seed); // seed the random # generator
fltx4 RandSIMD(int nContext = 0); // return 4 numbers in the 0..1 range
// for multithreaded, you need to use these and use the argument form of RandSIMD:
int GetSIMDRandContext(void);
void ReleaseSIMDRandContext(int nContext);
FORCEINLINE fltx4 RandSignedSIMD(void) // -1..1
{
return SubSIMD(MulSIMD(Four_Twos, RandSIMD()), Four_Ones);
}
FORCEINLINE fltx4 LerpSIMD(const fltx4& percent, const fltx4& a, const fltx4& b)
{
return AddSIMD(a, MulSIMD(SubSIMD(b, a), percent));
}
FORCEINLINE fltx4 RemapValClampedSIMD(const fltx4& val, const fltx4& a, const fltx4& b, const fltx4& c, const fltx4& d) // Remap val from clamped range between a and b to new range between c and d
{
fltx4 range = MaskedAssign(CmpEqSIMD(a, b), Four_Ones, SubSIMD(b, a)); //make sure range > 0
fltx4 cVal = MaxSIMD(Four_Zeros, MinSIMD(Four_Ones, DivSIMD(SubSIMD(val, a), range))); //saturate
return LerpSIMD(cVal, c, d);
}
// SIMD versions of mathlib simplespline functions
// hermite basis function for smooth interpolation
// Similar to Gain() above, but very cheap to call
// value should be between 0 & 1 inclusive
inline fltx4 SimpleSpline(const fltx4& value)
{
// Arranged to avoid a data dependency between these two MULs:
fltx4 valueDoubled = MulSIMD(value, Four_Twos);
fltx4 valueSquared = MulSIMD(value, value);
// Nice little ease-in, ease-out spline-like curve
return SubSIMD(
MulSIMD(Four_Threes, valueSquared),
MulSIMD(valueDoubled, valueSquared));
}
// remaps a value in [startInterval, startInterval+rangeInterval] from linear to
// spline using SimpleSpline
inline fltx4 SimpleSplineRemapValWithDeltas(const fltx4& val,
const fltx4& A, /*const fltx4& BMinusA,*/
const fltx4& OneOverBMinusA, const fltx4& C,
const fltx4& DMinusC)
{
// if ( A == B )
// return val >= B ? D : C;
fltx4 cVal = MulSIMD(SubSIMD(val, A), OneOverBMinusA);
return AddSIMD(C, MulSIMD(DMinusC, SimpleSpline(cVal)));
}
inline fltx4 SimpleSplineRemapValWithDeltasClamped(const fltx4& val,
const fltx4& A, /*const fltx4& BMinusA,*/
const fltx4& OneOverBMinusA, const fltx4& C,
const fltx4& DMinusC)
{
// if ( A == B )
// return val >= B ? D : C;
fltx4 cVal = MulSIMD(SubSIMD(val, A), OneOverBMinusA);
cVal = MinSIMD(Four_Ones, MaxSIMD(Four_Zeros, cVal));
return AddSIMD(C, MulSIMD(DMinusC, SimpleSpline(cVal)));
}
FORCEINLINE fltx4 FracSIMD(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(SubSIMD(fl4Abs, ival), XorSIMD(val, fl4Abs)); // restore sign bits
}
#ifndef SPU
// Disable on SPU for the moment as it generates a warning
// warning: dereferencing type-punned pointer will break strict-aliasing rules
// This is related to LoadAlignedSIMD( (float *) g_SIMD_lsbmask )
// LoadAlignedSIMD() under the hood is dereferencing the variable.
FORCEINLINE fltx4 Mod2SIMD(const fltx4& val)
{
fltx4 fl4Abs = fabs(val);
fltx4 ival = SubSIMD(AndSIMD(LoadAlignedSIMD((float*)g_SIMD_lsbmask), AddSIMD(fl4Abs, Four_2ToThe23s)), Four_2ToThe23s);
ival = MaskedAssign(CmpGtSIMD(ival, fl4Abs), SubSIMD(ival, Four_Twos), ival);
return XorSIMD(SubSIMD(fl4Abs, ival), XorSIMD(val, fl4Abs)); // restore sign bits
}
#endif
FORCEINLINE fltx4 Mod2SIMDPositiveInput(const fltx4& val)
{
fltx4 ival = SubSIMD(AndSIMD(LoadAlignedSIMD(g_SIMD_lsbmask), AddSIMD(val, Four_2ToThe23s)), Four_2ToThe23s);
ival = MaskedAssign(CmpGtSIMD(ival, val), SubSIMD(ival, Four_Twos), ival);
return SubSIMD(val, ival);
}
// approximate sin of an angle, with -1..1 representing the whole sin wave period instead of -pi..pi.
// no range reduction is done - for values outside of 0..1 you won't like the results
FORCEINLINE fltx4 _SinEst01SIMD(const fltx4& val)
{
// really rough approximation - x*(4-x*4) - a parabola. s(0) = 0, s(.5) = 1, s(1)=0, smooth in-between.
// sufficient for simple oscillation.
return MulSIMD(val, SubSIMD(Four_Fours, MulSIMD(val, Four_Fours)));
}
FORCEINLINE fltx4 _Sin01SIMD(const fltx4& val)
{
// not a bad approximation : parabola always over-estimates. Squared parabola always
// underestimates. So lets blend between them: goodsin = badsin + .225*( badsin^2-badsin)
fltx4 fl4BadEst = MulSIMD(val, SubSIMD(Four_Fours, MulSIMD(val, Four_Fours)));
return AddSIMD(MulSIMD(Four_Point225s, SubSIMD(MulSIMD(fl4BadEst, fl4BadEst), fl4BadEst)), fl4BadEst);
}
// full range useable implementations
FORCEINLINE fltx4 SinEst01SIMD(const fltx4& val)
{
fltx4 fl4Abs = fabs(val);
fltx4 fl4Reduced2 = Mod2SIMDPositiveInput(fl4Abs);
bi32x4 fl4OddMask = CmpGeSIMD(fl4Reduced2, Four_Ones);
fltx4 fl4val = SubSIMD(fl4Reduced2, AndSIMD(Four_Ones, fl4OddMask));
fltx4 fl4Sin = _SinEst01SIMD(fl4val);
fl4Sin = XorSIMD(fl4Sin, AndSIMD(LoadAlignedSIMD(g_SIMD_signmask), XorSIMD(val, fl4OddMask)));
return fl4Sin;
}
FORCEINLINE fltx4 Sin01SIMD(const fltx4& val)
{
fltx4 fl4Abs = fabs(val);
fltx4 fl4Reduced2 = Mod2SIMDPositiveInput(fl4Abs);
bi32x4 fl4OddMask = CmpGeSIMD(fl4Reduced2, Four_Ones);
fltx4 fl4val = SubSIMD(fl4Reduced2, AndSIMD(Four_Ones, fl4OddMask));
fltx4 fl4Sin = _Sin01SIMD(fl4val);
fl4Sin = XorSIMD(fl4Sin, AndSIMD(LoadAlignedSIMD(g_SIMD_signmask), XorSIMD(val, fl4OddMask)));
return fl4Sin;
}
FORCEINLINE fltx4 NatExpSIMD(const fltx4& val) // why is ExpSimd( x ) defined to be 2^x?
{
// need to write this. just stub with normal float implementation for now
fltx4 fl4Result;
SubFloat(fl4Result, 0) = exp(SubFloat(val, 0));
SubFloat(fl4Result, 1) = exp(SubFloat(val, 1));
SubFloat(fl4Result, 2) = exp(SubFloat(val, 2));
SubFloat(fl4Result, 3) = exp(SubFloat(val, 3));
return fl4Result;
}
// Schlick style Bias approximation see graphics gems 4 : bias(t,a)= t/( (1/a-2)*(1-t)+1)
FORCEINLINE fltx4 PreCalcBiasParameter(const fltx4& bias_parameter)
{
// convert perlin-style-bias parameter to the value right for the approximation
return SubSIMD(ReciprocalSIMD(bias_parameter), Four_Twos);
}
FORCEINLINE fltx4 BiasSIMD(const fltx4& val, const fltx4& precalc_param)
{
// similar to bias function except pass precalced bias value from calling PreCalcBiasParameter.
//!!speed!! use reciprocal est?
//!!speed!! could save one op by precalcing _2_ values
return DivSIMD(val, AddSIMD(MulSIMD(precalc_param, SubSIMD(Four_Ones, val)), Four_Ones));
}
//-----------------------------------------------------------------------------
// Box/plane test
// NOTE: The w component of emins + emaxs must be 1 for this to work
//-----------------------------------------------------------------------------
#ifndef SPU
// We don't need this on SPU right now
FORCEINLINE int BoxOnPlaneSideSIMD(const fltx4& emins, const fltx4& emaxs, const cplane_t* p, float tolerance = 0.f)
{
fltx4 corners[2];
fltx4 normal = LoadUnalignedSIMD(p->normal.Base());
fltx4 dist = ReplicateX4(-p->dist);
normal = SetWSIMD(normal, dist);
fltx4 t4 = ReplicateX4(tolerance);
fltx4 negt4 = ReplicateX4(-tolerance);
bi32x4 cmp = CmpGeSIMD(normal, Four_Zeros);
corners[0] = MaskedAssign(cmp, emaxs, emins);
corners[1] = MaskedAssign(cmp, emins, emaxs);
fltx4 dot1 = Dot4SIMD(normal, corners[0]);
fltx4 dot2 = Dot4SIMD(normal, corners[1]);
cmp = CmpGeSIMD(dot1, t4);
bi32x4 cmp2 = CmpGtSIMD(negt4, dot2);
fltx4 result = MaskedAssign(cmp, Four_Ones, Four_Zeros);
fltx4 result2 = MaskedAssign(cmp2, Four_Twos, Four_Zeros);
result = AddSIMD(result, result2);
intx4 sides;
ConvertStoreAsIntsSIMD(&sides, result);
return sides[0];
}
// k-dop bounding volume. 26-dop bounds with 13 plane-pairs plus 3 other "arbitrary bounds". The arbitrary values could be used to hold type info, etc,
// which can compare against "for free"
class KDop32_t
{
public:
fltx4 m_Mins[4];
fltx4 m_Maxes[4];
FORCEINLINE bool Intersects(KDop32_t const& other) const;
FORCEINLINE void operator|=(KDop32_t const& other);
FORCEINLINE bool IsEmpty(void) const;
FORCEINLINE void Init(void)
{
for (int i = 0; i < ARRAYSIZE(m_Mins); i++)
{
m_Mins[i] = Four_FLT_MAX;
m_Maxes[i] = Four_Negative_FLT_MAX;
}
}
// given a set of points, expand the kdop to contain them
void AddPointSet(Vector3D const* pPoints, int nPnts);
void CreateFromPointSet(Vector3D const* pPoints, int nPnts);
};
FORCEINLINE void KDop32_t::operator|=(KDop32_t const& other)
{
m_Mins[0] = MinSIMD(m_Mins[0], other.m_Mins[0]);
m_Mins[1] = MinSIMD(m_Mins[1], other.m_Mins[1]);
m_Mins[2] = MinSIMD(m_Mins[2], other.m_Mins[2]);
m_Mins[3] = MinSIMD(m_Mins[3], other.m_Mins[3]);
m_Maxes[0] = MaxSIMD(m_Maxes[0], other.m_Maxes[0]);
m_Maxes[1] = MaxSIMD(m_Maxes[1], other.m_Maxes[1]);
m_Maxes[2] = MaxSIMD(m_Maxes[2], other.m_Maxes[2]);
m_Maxes[3] = MaxSIMD(m_Maxes[3], other.m_Maxes[3]);
}
FORCEINLINE bool KDop32_t::Intersects(KDop32_t const& other) const
{
bi32x4 c00 = CmpLeSIMD(m_Mins[0], other.m_Maxes[0]);
bi32x4 c01 = CmpLeSIMD(m_Mins[1], other.m_Maxes[1]);
bi32x4 c02 = CmpLeSIMD(m_Mins[2], other.m_Maxes[2]);
bi32x4 c03 = CmpLeSIMD(m_Mins[3], other.m_Maxes[3]);
bi32x4 c10 = CmpGeSIMD(m_Maxes[0], other.m_Mins[0]);
bi32x4 c11 = CmpGeSIMD(m_Maxes[1], other.m_Mins[1]);
bi32x4 c12 = CmpGeSIMD(m_Maxes[2], other.m_Mins[2]);
bi32x4 c13 = CmpGeSIMD(m_Maxes[3], other.m_Mins[3]);
bi32x4 a0 = AndSIMD(AndSIMD(c00, c01), AndSIMD(c02, c03));
bi32x4 a1 = AndSIMD(AndSIMD(c10, c11), AndSIMD(c12, c13));
return !(IsAnyZeros(AndSIMD(a1, a0)));
}
FORCEINLINE bool KDop32_t::IsEmpty(void) const
{
bi32x4 c00 = CmpLtSIMD(m_Maxes[0], m_Mins[0]);
bi32x4 c01 = CmpLtSIMD(m_Maxes[1], m_Mins[1]);
bi32x4 c02 = CmpLtSIMD(m_Maxes[2], m_Mins[2]);
bi32x4 c03 = CmpLtSIMD(m_Maxes[3], m_Mins[3]);
return IsAnyTrue(OrSIMD(OrSIMD(c00, c01), OrSIMD(c02, c03)));
}
extern const fltx4 g_KDop32XDirs[4];
extern const fltx4 g_KDop32YDirs[4];
extern const fltx4 g_KDop32ZDirs[4];
#endif
#if 0
// FIXME!!! If we need a version of this that runs on 360, this is a work-in-progress version that hasn't been debugged.
#define _VEC_SWIZZLE_QUAT48_UNPACK (__vector unsigned char) { 16, 17, 0, 1, 16, 17, 2, 3, 16, 17, 4, 5, 16, 17, 6, 7 }
#define _VEC_SWIZZLE_QUAT48_UNPACK_SHIFT (__vector unsigned int ) { 0, 0, 1, 0 }
// unpack a single Quaternion48 at the pointer into the x,y,z,w components of a fltx4
FORCEINLINE fltx4 UnpackQuaternion48SIMD(const Quaternion48* RESTRICT pVec)
{
// A quaternion 48 stores the x and y components as 0..65535 , which is almost mapped onto -1.0..1.0 via (x - 32768) / 32768.5 .
// z is stored as 0..32767, which is almost mapped onto -1..1 via (z - 16384) / 16384.5 .
// w is inferred from 1 - the dot product of the other tree components. the top bit of what would otherwise be the 16-bit z is
// w's sign bit.
// fltx4 q16s = XMLoadVector3((const void *)pVec);
fltx4 q16s = LoadUnaligned3SIMD((const float*)pVec);
// fltx4 shift = *( fltx4 * )&g_SIMD_Quat48_Unpack_Shift; // load the aligned shift mask that we use to shuffle z.
// fltx4 permute = *( fltx4 * )&g_SIMD_Quat48_Unpack_Permute0; // load the permute word that shuffles x,y,z into their own words
bool wneg = pVec->wneg; // loading pVec into two different kinds of registers -- but not shuffling between (I hope!) so no LHS.
// q16s = __vperm( q16s, Four_Threes, permute ); // permute so that x, y, and z are now each in their own words. The top half is the floating point rep of 3.0f
q16s = vec_perm(q16s, Four_Threes, _VEC_SWIZZLE_QUAT48_UNPACK); // permute so that x, y, and z are now each in their own words. The top half is the floating point rep of 3.0f
// q16s = __vslh(q16s, shift); // shift the z component left by one bit, tossing out the wneg sign bit and mapping z from [0..2^15) to [0..2^16)
// q16s = vec_sl( *( u32x4 * )( void * )( &q16s ), _VEC_SWIZZLE_QUAT48_UNPACK_SHIFT ); // shift the z component left by one bit, tossing out the wneg sign bit and mapping z from [0..2^15) to [0..2^16)
u32x4 tmp = IntShiftLeftWordSIMD(*(u32x4*)&q16s, _VEC_SWIZZLE_QUAT48_UNPACK_SHIFT);
q16s = *(fltx4*)&tmp;
// each word of q16s contains 3.0 + n * 2^-22 -- convert this so that we get numbers on the range -1..1
const fltx4 vUpkMul = SplatXSIMD(g_SIMD_Quat48_Unpack_Magic_Constants); // { UnpackMul16s, UnpackMul16s, UnpackMul16s, UnpackMul16s };
const fltx4 vUpkAdd = SplatYSIMD(g_SIMD_Quat48_Unpack_Magic_Constants);
/*
fltx4 ret = __vcfux( q16s, 0 ); // convert from uint16 to floats.
// scale from 0..65535 to -1..1 : tmp.x = ((int)x - 32768) * (1 / 32768.0);
ret = __vmaddfp( ret, g_SIMD_Quat48_DivByU15, Four_NegativeOnes );
*/
// fltx4 ret = __vmaddfp( q16s, vUpkMul, vUpkAdd );
fltx4 ret = vec_madd(q16s, vUpkMul, vUpkAdd);
// now, work out what w must be.
fltx4 dotxyz = Dot3SIMD(ret, ret); // all components are dot product of ret w/ self.
dotxyz = ClampVectorSIMD(dotxyz, Four_Zeros, Four_Ones);
fltx4 ww = SubSIMD(Four_Ones, dotxyz); // all components are 1 - dotxyz
ww = SqrtSIMD(ww); // all components are sqrt(1-dotxyz)
if (wneg)
{
ret = SetWSIMD(ret, NegSIMD(ww));
// ret = __vrlimi( ret, NegSIMD(ww), 1, 0 ); // insert one element from the ww vector into the w component of ret
}
else
{
ret = SetWSIMD(ret, ww);
// ret = __vrlimi( ret, ww, 1, 0 ); // insert one element from the ww vector into the w component of ret
}
return ret;
}
#endif
// These are not optimized right now for some platforms. We should be able to shuffle the values in some platforms.
// As the methods are hard-coded we can actually avoid loading memory to do the transfer.
// We should be able to create all versions.
FORCEINLINE fltx4 SetWFromXSIMD(const fltx4& a, const fltx4& x)
{
fltx4 value = SplatXSIMD(x);
return SetWSIMD(a, value);
}
FORCEINLINE fltx4 SetWFromYSIMD(const fltx4& a, const fltx4& y)
{
fltx4 value = SplatYSIMD(y);
return SetWSIMD(a, value);
}
FORCEINLINE fltx4 SetWFromZSIMD(const fltx4& a, const fltx4& z)
{
fltx4 value = SplatZSIMD(z);
return SetWSIMD(a, value);
}
FORCEINLINE fltx4 CrossProductSIMD(const fltx4& A, const fltx4& B)
{
#if defined( _X360 )
return XMVector3Cross(A, B);
#elif defined( _WIN32 )
fltx4 A1 = _mm_shuffle_ps(A, A, MM_SHUFFLE_REV(1, 2, 0, 3));
fltx4 B1 = _mm_shuffle_ps(B, B, MM_SHUFFLE_REV(2, 0, 1, 3));
fltx4 Result1 = MulSIMD(A1, B1);
fltx4 A2 = _mm_shuffle_ps(A, A, MM_SHUFFLE_REV(2, 0, 1, 3));
fltx4 B2 = _mm_shuffle_ps(B, B, MM_SHUFFLE_REV(1, 2, 0, 3));
fltx4 Result2 = MulSIMD(A2, B2);
return SubSIMD(Result1, Result2);
#elif defined(_PS3)
/*
fltx4 perm1 = (vector unsigned char){0x04,0x05,0x06,0x07,0x08,0x09,0x0a,0x0b,0x00,0x01,0x02,0x03,0x0c,0x0d,0x0e,0x0f};
fltx4 perm2 = (vector unsigned char){0x08,0x09,0x0a,0x0b,0x00,0x01,0x02,0x03,0x04,0x05,0x06,0x07,0x0c,0x0d,0x0e,0x0f};
fltx4 A1 = __vpermwi( A, A, perm1 );
fltx4 A2 = __vpermwi( B, B, perm2 );
fltx4 Result1 = MulSIMD( A1, B1 );
fltx4 A2 = __vpermwi( A, A, perm2 );
fltx4 B2 = __vpermwi( B, B, perm1 );
return MsubSIMD( A2, B2, Result1 );
*/
return _vmathVfCross(A, B);
#else
fltx4 CrossVal;
SubFloat(CrossVal, 0) = SubFloat(A, 1) * SubFloat(B, 2) - SubFloat(A, 2) * SubFloat(B, 1);
SubFloat(CrossVal, 1) = SubFloat(A, 2) * SubFloat(B, 0) - SubFloat(A, 0) * SubFloat(B, 2);
SubFloat(CrossVal, 2) = SubFloat(A, 0) * SubFloat(B, 1) - SubFloat(A, 1) * SubFloat(B, 0);
SubFloat(CrossVal, 3) = 0;
return CrossVal;
#endif
}
inline const fltx4 Length3SIMD(const fltx4 vec)
{
fltx4 scLengthSqr = Dot3SIMD(vec, vec);
bi32x4 isSignificant = CmpGtSIMD(scLengthSqr, Four_Epsilons);
fltx4 scLengthInv = ReciprocalSqrtSIMD(scLengthSqr);
return AndSIMD(isSignificant, MulSIMD(scLengthInv, scLengthSqr));
}
inline const fltx4 Normalized3SIMD(const fltx4 vec)
{
fltx4 scLengthSqr = Dot3SIMD(vec, vec);
bi32x4 isSignificant = CmpGtSIMD(scLengthSqr, Four_Epsilons);
fltx4 scLengthInv = ReciprocalSqrtSIMD(scLengthSqr);
return AndSIMD(isSignificant, MulSIMD(vec, scLengthInv));
}
// Some convenience operator overloads, which are just aliasing the functions above.
// Unnecessary on 360, as you already have them from xboxmath.h
// Component wise add
#if !defined (COMPILER_GCC) && !defined (COMPILER_CLANG)
FORCEINLINE fltx4 operator+=(fltx4& a, FLTX4 b)
{
a = AddSIMD(a, b);
return a;
}
FORCEINLINE fltx4 operator-=(fltx4& a, FLTX4 b)
{
a = SubSIMD(a, b);
return a;
}
FORCEINLINE fltx4 operator*=(fltx4& a, FLTX4 b)
{
a = MulSIMD(a, b);
return a;
}
#endif
#endif // _ssemath_h