godot/thirdparty/embree/common/math/vec3ba.h

121 lines
5.4 KiB
C++

// Copyright 2009-2021 Intel Corporation
// SPDX-License-Identifier: Apache-2.0
#pragma once
#include "../sys/alloc.h"
#include "math.h"
#include "../simd/sse.h"
namespace embree
{
////////////////////////////////////////////////////////////////////////////////
/// SSE Vec3ba Type
////////////////////////////////////////////////////////////////////////////////
struct __aligned(16) Vec3ba
{
ALIGNED_STRUCT_(16);
union {
__m128 m128;
struct { int x,y,z; };
};
typedef int Scalar;
enum { N = 3 };
////////////////////////////////////////////////////////////////////////////////
/// Constructors, Assignment & Cast Operators
////////////////////////////////////////////////////////////////////////////////
__forceinline Vec3ba( ) {}
__forceinline Vec3ba( const __m128 input ) : m128(input) {}
__forceinline Vec3ba( const Vec3ba& other ) : m128(other.m128) {}
__forceinline Vec3ba& operator =(const Vec3ba& other) { m128 = other.m128; return *this; }
__forceinline explicit Vec3ba( bool a )
: m128(mm_lookupmask_ps[(size_t(a) << 3) | (size_t(a) << 2) | (size_t(a) << 1) | size_t(a)]) {}
__forceinline Vec3ba( bool a, bool b, bool c)
: m128(mm_lookupmask_ps[(size_t(c) << 2) | (size_t(b) << 1) | size_t(a)]) {}
__forceinline operator const __m128&() const { return m128; }
__forceinline operator __m128&() { return m128; }
////////////////////////////////////////////////////////////////////////////////
/// Constants
////////////////////////////////////////////////////////////////////////////////
__forceinline Vec3ba( FalseTy ) : m128(_mm_setzero_ps()) {}
__forceinline Vec3ba( TrueTy ) : m128(_mm_castsi128_ps(_mm_cmpeq_epi32(_mm_setzero_si128(), _mm_setzero_si128()))) {}
////////////////////////////////////////////////////////////////////////////////
/// Array Access
////////////////////////////////////////////////////////////////////////////////
__forceinline const int& operator []( const size_t index ) const { assert(index < 3); return (&x)[index]; }
__forceinline int& operator []( const size_t index ) { assert(index < 3); return (&x)[index]; }
};
////////////////////////////////////////////////////////////////////////////////
/// Unary Operators
////////////////////////////////////////////////////////////////////////////////
__forceinline Vec3ba operator !( const Vec3ba& a ) { return _mm_xor_ps(a.m128, Vec3ba(embree::True)); }
////////////////////////////////////////////////////////////////////////////////
/// Binary Operators
////////////////////////////////////////////////////////////////////////////////
__forceinline Vec3ba operator &( const Vec3ba& a, const Vec3ba& b ) { return _mm_and_ps(a.m128, b.m128); }
__forceinline Vec3ba operator |( const Vec3ba& a, const Vec3ba& b ) { return _mm_or_ps (a.m128, b.m128); }
__forceinline Vec3ba operator ^( const Vec3ba& a, const Vec3ba& b ) { return _mm_xor_ps(a.m128, b.m128); }
////////////////////////////////////////////////////////////////////////////////
/// Assignment Operators
////////////////////////////////////////////////////////////////////////////////
__forceinline Vec3ba& operator &=( Vec3ba& a, const Vec3ba& b ) { return a = a & b; }
__forceinline Vec3ba& operator |=( Vec3ba& a, const Vec3ba& b ) { return a = a | b; }
__forceinline Vec3ba& operator ^=( Vec3ba& a, const Vec3ba& b ) { return a = a ^ b; }
////////////////////////////////////////////////////////////////////////////////
/// Comparison Operators + Select
////////////////////////////////////////////////////////////////////////////////
__forceinline bool operator ==( const Vec3ba& a, const Vec3ba& b ) {
return (_mm_movemask_ps(_mm_castsi128_ps(_mm_cmpeq_epi32(_mm_castps_si128(a.m128), _mm_castps_si128(b.m128)))) & 7) == 7;
}
__forceinline bool operator !=( const Vec3ba& a, const Vec3ba& b ) {
return (_mm_movemask_ps(_mm_castsi128_ps(_mm_cmpeq_epi32(_mm_castps_si128(a.m128), _mm_castps_si128(b.m128)))) & 7) != 7;
}
__forceinline bool operator < ( const Vec3ba& a, const Vec3ba& b ) {
if (a.x != b.x) return a.x < b.x;
if (a.y != b.y) return a.y < b.y;
if (a.z != b.z) return a.z < b.z;
return false;
}
////////////////////////////////////////////////////////////////////////////////
/// Reduction Operations
////////////////////////////////////////////////////////////////////////////////
__forceinline bool reduce_and( const Vec3ba& a ) { return (_mm_movemask_ps(a) & 0x7) == 0x7; }
__forceinline bool reduce_or ( const Vec3ba& a ) { return (_mm_movemask_ps(a) & 0x7) != 0x0; }
__forceinline bool all ( const Vec3ba& b ) { return (_mm_movemask_ps(b) & 0x7) == 0x7; }
__forceinline bool any ( const Vec3ba& b ) { return (_mm_movemask_ps(b) & 0x7) != 0x0; }
__forceinline bool none ( const Vec3ba& b ) { return (_mm_movemask_ps(b) & 0x7) == 0x0; }
__forceinline size_t movemask(const Vec3ba& a) { return _mm_movemask_ps(a) & 0x7; }
////////////////////////////////////////////////////////////////////////////////
/// Output Operators
////////////////////////////////////////////////////////////////////////////////
__forceinline embree_ostream operator<<(embree_ostream cout, const Vec3ba& a) {
return cout << "(" << (a.x ? "1" : "0") << ", " << (a.y ? "1" : "0") << ", " << (a.z ? "1" : "0") << ")";
}
}