godot/thirdparty/embree/common/math/vec3ia.h

187 lines
9.3 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 Vec3ia Type
////////////////////////////////////////////////////////////////////////////////
struct __aligned(16) Vec3ia
{
ALIGNED_STRUCT_(16);
union {
__m128i m128;
struct { int x,y,z; };
};
typedef int Scalar;
enum { N = 3 };
////////////////////////////////////////////////////////////////////////////////
/// Constructors, Assignment & Cast Operators
////////////////////////////////////////////////////////////////////////////////
__forceinline Vec3ia( ) {}
__forceinline Vec3ia( const __m128i a ) : m128(a) {}
__forceinline Vec3ia( const Vec3ia& other ) : m128(other.m128) {}
__forceinline Vec3ia& operator =(const Vec3ia& other) { m128 = other.m128; return *this; }
__forceinline explicit Vec3ia( const int a ) : m128(_mm_set1_epi32(a)) {}
__forceinline Vec3ia( const int x, const int y, const int z) : m128(_mm_set_epi32(z, z, y, x)) {}
__forceinline explicit Vec3ia( const __m128 a ) : m128(_mm_cvtps_epi32(a)) {}
__forceinline operator const __m128i&() const { return m128; }
__forceinline operator __m128i&() { return m128; }
////////////////////////////////////////////////////////////////////////////////
/// Constants
////////////////////////////////////////////////////////////////////////////////
__forceinline Vec3ia( ZeroTy ) : m128(_mm_setzero_si128()) {}
__forceinline Vec3ia( OneTy ) : m128(_mm_set1_epi32(1)) {}
__forceinline Vec3ia( PosInfTy ) : m128(_mm_set1_epi32(pos_inf)) {}
__forceinline Vec3ia( NegInfTy ) : m128(_mm_set1_epi32(neg_inf)) {}
////////////////////////////////////////////////////////////////////////////////
/// 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 Vec3ia operator +( const Vec3ia& a ) { return a; }
__forceinline Vec3ia operator -( const Vec3ia& a ) { return _mm_sub_epi32(_mm_setzero_si128(), a.m128); }
#if defined(__SSSE3__)
__forceinline Vec3ia abs ( const Vec3ia& a ) { return _mm_abs_epi32(a.m128); }
#endif
////////////////////////////////////////////////////////////////////////////////
/// Binary Operators
////////////////////////////////////////////////////////////////////////////////
__forceinline Vec3ia operator +( const Vec3ia& a, const Vec3ia& b ) { return _mm_add_epi32(a.m128, b.m128); }
__forceinline Vec3ia operator +( const Vec3ia& a, const int b ) { return a+Vec3ia(b); }
__forceinline Vec3ia operator +( const int a, const Vec3ia& b ) { return Vec3ia(a)+b; }
__forceinline Vec3ia operator -( const Vec3ia& a, const Vec3ia& b ) { return _mm_sub_epi32(a.m128, b.m128); }
__forceinline Vec3ia operator -( const Vec3ia& a, const int b ) { return a-Vec3ia(b); }
__forceinline Vec3ia operator -( const int a, const Vec3ia& b ) { return Vec3ia(a)-b; }
#if defined(__SSE4_1__)
__forceinline Vec3ia operator *( const Vec3ia& a, const Vec3ia& b ) { return _mm_mullo_epi32(a.m128, b.m128); }
__forceinline Vec3ia operator *( const Vec3ia& a, const int b ) { return a * Vec3ia(b); }
__forceinline Vec3ia operator *( const int a, const Vec3ia& b ) { return Vec3ia(a) * b; }
#endif
__forceinline Vec3ia operator &( const Vec3ia& a, const Vec3ia& b ) { return _mm_and_si128(a.m128, b.m128); }
__forceinline Vec3ia operator &( const Vec3ia& a, const int b ) { return a & Vec3ia(b); }
__forceinline Vec3ia operator &( const int a, const Vec3ia& b ) { return Vec3ia(a) & b; }
__forceinline Vec3ia operator |( const Vec3ia& a, const Vec3ia& b ) { return _mm_or_si128(a.m128, b.m128); }
__forceinline Vec3ia operator |( const Vec3ia& a, const int b ) { return a | Vec3ia(b); }
__forceinline Vec3ia operator |( const int a, const Vec3ia& b ) { return Vec3ia(a) | b; }
__forceinline Vec3ia operator ^( const Vec3ia& a, const Vec3ia& b ) { return _mm_xor_si128(a.m128, b.m128); }
__forceinline Vec3ia operator ^( const Vec3ia& a, const int b ) { return a ^ Vec3ia(b); }
__forceinline Vec3ia operator ^( const int a, const Vec3ia& b ) { return Vec3ia(a) ^ b; }
__forceinline Vec3ia operator <<( const Vec3ia& a, const int n ) { return _mm_slli_epi32(a.m128, n); }
__forceinline Vec3ia operator >>( const Vec3ia& a, const int n ) { return _mm_srai_epi32(a.m128, n); }
__forceinline Vec3ia sll ( const Vec3ia& a, const int b ) { return _mm_slli_epi32(a.m128, b); }
__forceinline Vec3ia sra ( const Vec3ia& a, const int b ) { return _mm_srai_epi32(a.m128, b); }
__forceinline Vec3ia srl ( const Vec3ia& a, const int b ) { return _mm_srli_epi32(a.m128, b); }
////////////////////////////////////////////////////////////////////////////////
/// Assignment Operators
////////////////////////////////////////////////////////////////////////////////
__forceinline Vec3ia& operator +=( Vec3ia& a, const Vec3ia& b ) { return a = a + b; }
__forceinline Vec3ia& operator +=( Vec3ia& a, const int& b ) { return a = a + b; }
__forceinline Vec3ia& operator -=( Vec3ia& a, const Vec3ia& b ) { return a = a - b; }
__forceinline Vec3ia& operator -=( Vec3ia& a, const int& b ) { return a = a - b; }
#if defined(__SSE4_1__)
__forceinline Vec3ia& operator *=( Vec3ia& a, const Vec3ia& b ) { return a = a * b; }
__forceinline Vec3ia& operator *=( Vec3ia& a, const int& b ) { return a = a * b; }
#endif
__forceinline Vec3ia& operator &=( Vec3ia& a, const Vec3ia& b ) { return a = a & b; }
__forceinline Vec3ia& operator &=( Vec3ia& a, const int& b ) { return a = a & b; }
__forceinline Vec3ia& operator |=( Vec3ia& a, const Vec3ia& b ) { return a = a | b; }
__forceinline Vec3ia& operator |=( Vec3ia& a, const int& b ) { return a = a | b; }
__forceinline Vec3ia& operator <<=( Vec3ia& a, const int& b ) { return a = a << b; }
__forceinline Vec3ia& operator >>=( Vec3ia& a, const int& b ) { return a = a >> b; }
////////////////////////////////////////////////////////////////////////////////
/// Reductions
////////////////////////////////////////////////////////////////////////////////
__forceinline int reduce_add(const Vec3ia& v) { return v.x+v.y+v.z; }
__forceinline int reduce_mul(const Vec3ia& v) { return v.x*v.y*v.z; }
__forceinline int reduce_min(const Vec3ia& v) { return min(v.x,v.y,v.z); }
__forceinline int reduce_max(const Vec3ia& v) { return max(v.x,v.y,v.z); }
////////////////////////////////////////////////////////////////////////////////
/// Comparison Operators
////////////////////////////////////////////////////////////////////////////////
__forceinline bool operator ==( const Vec3ia& a, const Vec3ia& b ) { return (_mm_movemask_ps(_mm_castsi128_ps(_mm_cmpeq_epi32(a.m128, b.m128))) & 7) == 7; }
__forceinline bool operator !=( const Vec3ia& a, const Vec3ia& b ) { return (_mm_movemask_ps(_mm_castsi128_ps(_mm_cmpeq_epi32(a.m128, b.m128))) & 7) != 7; }
__forceinline bool operator < ( const Vec3ia& a, const Vec3ia& 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;
}
__forceinline Vec3ba eq_mask( const Vec3ia& a, const Vec3ia& b ) { return _mm_castsi128_ps(_mm_cmpeq_epi32 (a.m128, b.m128)); }
__forceinline Vec3ba lt_mask( const Vec3ia& a, const Vec3ia& b ) { return _mm_castsi128_ps(_mm_cmplt_epi32 (a.m128, b.m128)); }
__forceinline Vec3ba gt_mask( const Vec3ia& a, const Vec3ia& b ) { return _mm_castsi128_ps(_mm_cmpgt_epi32 (a.m128, b.m128)); }
////////////////////////////////////////////////////////////////////////////////
/// Select
////////////////////////////////////////////////////////////////////////////////
__forceinline Vec3ia select( const Vec3ba& m, const Vec3ia& t, const Vec3ia& f ) {
#if defined(__SSE4_1__)
return _mm_castps_si128(_mm_blendv_ps(_mm_castsi128_ps(f), _mm_castsi128_ps(t), m));
#else
return _mm_or_si128(_mm_and_si128(_mm_castps_si128(m), t), _mm_andnot_si128(_mm_castps_si128(m), f));
#endif
}
#if defined(__SSE4_1__)
__forceinline Vec3ia min( const Vec3ia& a, const Vec3ia& b ) { return _mm_min_epi32(a.m128,b.m128); }
__forceinline Vec3ia max( const Vec3ia& a, const Vec3ia& b ) { return _mm_max_epi32(a.m128,b.m128); }
#else
__forceinline Vec3ia min( const Vec3ia& a, const Vec3ia& b ) { return select(lt_mask(a,b),a,b); }
__forceinline Vec3ia max( const Vec3ia& a, const Vec3ia& b ) { return select(gt_mask(a,b),a,b); }
#endif
////////////////////////////////////////////////////////////////////////////////
/// Output Operators
////////////////////////////////////////////////////////////////////////////////
__forceinline embree_ostream operator<<(embree_ostream cout, const Vec3ia& a) {
return cout << "(" << a.x << ", " << a.y << ", " << a.z << ")";
}
}