1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
|
#ifndef SIMD_XENON
#define SIMD_XENON
#include <vectorintrinsics.h>
#include <xnamath.h>
typedef __vector4 vec4f; // vector 4 packed
typedef __vector4 vec4fs; // vector 4 scalar
typedef __vector4 vec4b; // vector 4 bool packed
typedef __vector4 vec4bs; // vector 4 bool scalar
#define SWZ_MASK(x, y, z, w) VPERMWI_CONST(x, y, z, w)
#define cvec4f(name, x,y,z,w) static const vec4f name = {(x),(y),(z),(w)}
#define cvec4b(name, x,y,z,w) static const vec4b name = {(x),(y),(z),(w)}
#define cvec4fs(name, s) static const vec4fs name = {(s),(s),(s),(s)}
enum simd_mask
{
kXYZW = SWZ_MASK(0,1,2,3),
kXXXX = SWZ_MASK(0,0,0,0),
kYYYY = SWZ_MASK(1,1,1,1),
kZZZZ = SWZ_MASK(2,2,2,2),
kWWWW = SWZ_MASK(3,3,3,3),
kXWYZ = SWZ_MASK(0,3,1,2),
kXZWY = SWZ_MASK(0,2,3,1),
kYZWX = SWZ_MASK(1,2,3,0),
kYXZW = SWZ_MASK(1,0,2,3),
kYWZX = SWZ_MASK(1,3,2,0),
kYZXW = SWZ_MASK(1,2,0,3),
kYXWZ = SWZ_MASK(1,0,3,2),
kZWXY = SWZ_MASK(2,3,0,1),
kZYXW = SWZ_MASK(2,1,0,3),
kZYWX = SWZ_MASK(2,1,3,0),
kZXYW = SWZ_MASK(2,0,1,3),
kWYZX = SWZ_MASK(3,1,2,0),
kWXZY = SWZ_MASK(3,0,2,1),
kWYXZ = SWZ_MASK(3,1,0,2),
kWWWZ = SWZ_MASK(3,3,3,2),
kWWZZ = SWZ_MASK(3,3,2,2),
kWZYX = SWZ_MASK(3,2,1,0),
};
#define Vzero() __vzero()
#define Vone() __vupkd3d(__vspltisw(0), VPACK_D3DCOLOR)
#define Vpermute(v, mask) __vpermwi( (v), (mask) )
MECANIM_FORCE_INLINE vec4f Vmove(vec4f l, vec4f r)
{
static const XMVECTORU32 vu32 = {0xFFFFFFFF,0,0,0};
return __vsel(l, r, vu32.v);
}
template<int SWZ> struct Vswizzle
{
static inline vec4f rhs(vec4f r)
{
return Vpermute(r, SWZ);
}
static inline vec4f lhs(vec4f l, vec4f r)
{
vec4f m = Vmove(Vswizzle<SWZ>::rhs(l), r);
return Vswizzle<SWZ>::rhs(m);
}
};
template<> struct Vswizzle<kXYZW>
{
static inline vec4f rhs(vec4f r)
{
return r;
}
static inline vec4f lhs(vec4f l, vec4f r)
{
return Vmove(l, r);
}
};
MECANIM_FORCE_INLINE float Vstoresf(vec4f r)
{
float f; __stvewx(__vspltw(r, 0), &f, 0); return f;
}
MECANIM_FORCE_INLINE bool Vstoresb(vec4f r)
{
union {
vec4f v;
int i[4];
} a; a.v = r;
return a.i[0] != 0;
}
// Aligned store
#define Vstorepf(v, base, offset) __stvx((v), (base), (offset))
MECANIM_FORCE_INLINE void Vstorepb(vec4f v, bool* r)
{
union {
vec4f v;
int i[4];
} a; a.v = v;
r[0] = a.i[0] != 0;
r[1] = a.i[1] != 0;
r[2] = a.i[2] != 0;
r[3] = a.i[3] != 0;
}
MECANIM_FORCE_INLINE vec4f Vloadsf(float s)
{
vec4f v = {s,s,s,s};
return v;
}
MECANIM_FORCE_INLINE vec4f Vloadsb(bool s)
{
union {
int b[4];
vec4f v;
} static const false_true[2] = {
{0,0,0,0},
{~0,~0,~0,~0}
};
return false_true[s].v;
}
MECANIM_FORCE_INLINE vec4f Vload4sf(float x, float y, float z, float w)
{
vec4f v = {x,y,z,w};
return v;
}
static MECANIM_FORCE_INLINE vec4f Vload4sb(bool x, bool y, bool z, bool w)
{
union {
int b;
float f;
} static const false_true[2] = {
0,~0
};
vec4f v = {false_true[x].f,false_true[y].f,false_true[z].f,false_true[w].f};
return v;
}
#define Vloadpf(v, offset) __lvx( (v), (offset))
#define Vadd(l, r) __vaddfp((l), (r))
#define Vsub( l, r) __vsubfp((l), (r))
#define Vmul( l, r) __vmulfp((l), (r))
MECANIM_FORCE_INLINE vec4f Vrcp(vec4f r)
{
// This function does two iterations of Newton's method!
return XMVectorReciprocal(r);
}
MECANIM_FORCE_INLINE vec4f Vdiv(vec4f l, vec4f r)
{
// This function does two iterations of Newton's method!
return XMVectorDivide(l, r);
}
#define Vmadd( a, b, c) __vmaddfp((a), (b), (c))
#define Vmsub( a, b, c) Vneg(__vnmsubfp((a), (b), (c)))
static const vec4f sign_constant = {-0.f,-0.f,-0.f,-0.f};
#define Vneg(r) __vxor( (r), sign_constant)
// vector sgn: return -1, 1
#define Vsgn(r) __vor(Vone(), __vand(sign_constant, (r) ))
// vector sgn: return -1, 0, 1
static MECANIM_FORCE_INLINE vec4f Vsign(vec4f r)
{
vec4f c = __vcmpeqfp(r, Vzero());
return __vor( __vand(__vnor(c,c), Vone()), __vand(sign_constant, r ));
}
#define Vinc(r) Vadd( (r), Vone())
#define Vdec(r) Vsub( (r), Vone())
#define Vabs(r) __vandc((r), sign_constant)
#define Vmax( l, r) __vmaxfp((l), (r))
#define Vmin( l, r) __vminfp((l), (r))
MECANIM_FORCE_INLINE vec4fs Vlargest(vec4f r)
{
r = Vmax(r, Vswizzle<kYZWX>::rhs(r));
r = Vmax(r, Vswizzle<kZWXY>::rhs(r));
return r;
}
MECANIM_FORCE_INLINE vec4fs Vsmallest(vec4f r)
{
r = Vmin(r, Vswizzle<kYZWX>::rhs(r));
r = Vmin(r, Vswizzle<kZWXY>::rhs(r));
return r;
}
MECANIM_FORCE_INLINE vec4fs Vsum(vec4f r)
{
r = Vadd(r, Vswizzle<kYZWX>::rhs(r) );
r = Vadd(r, Vswizzle<kZWXY>::rhs(r) );
return Vswizzle<kXXXX>::rhs(r);
}
#define Vdot( l, r) __vmsum4fp( (l), (r) )
MECANIM_FORCE_INLINE vec4f Vrsqrt(vec4f r)
{
static const vec4f three = {3.f,3.f,3.f,3.f};
static const vec4f a = {0.5f,0.5f,0.5f,0.5f};
vec4f const e = __vrsqrtefp(r);
return Vmul( Vmul(e, Vsub(three, Vmul( Vmul(e,e),r))), a);
}
#define Vsqrt(r) __vsel( Vmul(r, Vrsqrt(r)), Vzero(), __vcmpeqfp(r, Vzero()))
#define Vcombine(x,y,z,w) __vmrghw(__vmrghw((x), (z)), __vmrghw((y), (w)))
// Vector comparison
#define Vcmpeq( a, b) __vcmpeqfp((a), (b))
MECANIM_FORCE_INLINE vec4f Vcmpneq( vec4f a, vec4f b)
{
vec4f c = __vcmpeqfp(a, b);
return __vnor(c, c);
}
#define Vcmpgt( a, b) __vcmpgtfp((a), (b))
#define Vcmpge( a, b) __vcmpgefp((a), (b))
#define Vcmplt( a, b) __vcmpgtfp((b), (a))
#define Vcmple( a, b) __vcmpgefp((b), (a))
#define Vsel( c, a, b) __vxor(b, __vand(__vxor(a, b), c))
// vector logics
#define Vnot(r) __vnor( (r), (r) )
#define Vxnor( a, b) Vnot(__vxor((a), (b)))
#define Vxor( a, b) __vxor((a), (b))
#define Vand( a, b) __vand((a), (b))
#define Vor( a, b) __vor((a), (b))
MECANIM_FORCE_INLINE bool Vall(vec4b a)
{
// All words equal
static const XMVECTORU32 vu32 = {0xFFFFFFFF,0xFFFFFFFF,0xFFFFFFFF,0xFFFFFFFF};
const int All = 0x00000080;
unsigned int compareResult;
__vcmpequwR(a, vu32.v, &compareResult);
return (compareResult & All) == All;
}
MECANIM_FORCE_INLINE bool Vany(vec4b a)
{
// Not all words equal to 0
const int All = 0x00000080;
unsigned int compareResult;
__vcmpequwR(a, Vzero(), &compareResult);
return (compareResult & All) == 0;
}
#endif
|