| 1 | // Copyright 2009-2021 Intel Corporation | 
| 2 | // SPDX-License-Identifier: Apache-2.0 | 
| 3 |  | 
| 4 | #pragma once | 
| 5 |  | 
| 6 | #include "../sys/alloc.h" | 
| 7 | #include "math.h" | 
| 8 | #include "../simd/sse.h" | 
| 9 |  | 
| 10 | namespace embree | 
| 11 | { | 
| 12 |   //////////////////////////////////////////////////////////////////////////////// | 
| 13 |   /// SSE Vec3fa Type | 
| 14 |   //////////////////////////////////////////////////////////////////////////////// | 
| 15 |  | 
| 16 |   struct __aligned(16) Vec3fa | 
| 17 |   { | 
| 18 |     ALIGNED_STRUCT_(16); | 
| 19 |  | 
| 20 |     typedef float Scalar; | 
| 21 |     enum { N = 3 }; | 
| 22 |     union { | 
| 23 |       __m128 m128; | 
| 24 |       struct { float x,y,z; }; | 
| 25 |     }; | 
| 26 |  | 
| 27 |     //////////////////////////////////////////////////////////////////////////////// | 
| 28 |     /// Constructors, Assignment & Cast Operators | 
| 29 |     //////////////////////////////////////////////////////////////////////////////// | 
| 30 |  | 
| 31 |     __forceinline Vec3fa( ) {} | 
| 32 |     __forceinline Vec3fa( const __m128 a ) : m128(a) {} | 
| 33 |  | 
| 34 |     __forceinline Vec3fa            ( const Vec3<float>& other ) { m128  = _mm_set_ps(z: 0, y: other.z, x: other.y, w: other.x); } | 
| 35 |     //__forceinline Vec3fa& operator =( const Vec3<float>& other ) { m128  = _mm_set_ps(0, other.z, other.y, other.x); return *this; } | 
| 36 |  | 
| 37 |     __forceinline Vec3fa            ( const Vec3fa& other ) { m128 = other.m128; } | 
| 38 |     __forceinline Vec3fa& operator =( const Vec3fa& other ) { m128 = other.m128; return *this; } | 
| 39 |  | 
| 40 |     __forceinline explicit Vec3fa( const float a ) : m128(_mm_set1_ps(w: a)) {} | 
| 41 |     __forceinline          Vec3fa( const float x, const float y, const float z) : m128(_mm_set_ps(z: 0, y: z, x: y, w: x)) {} | 
| 42 |  | 
| 43 |     __forceinline explicit Vec3fa( const __m128i a ) : m128(_mm_cvtepi32_ps(a: a)) {} | 
| 44 |  | 
| 45 |     __forceinline explicit operator const vfloat4() const { return vfloat4(m128); } | 
| 46 |     __forceinline explicit operator const   vint4() const { return vint4(_mm_cvtps_epi32(a: m128)); } | 
| 47 |     __forceinline explicit operator const  Vec2fa() const { return Vec2fa(m128); } | 
| 48 |     __forceinline explicit operator const  Vec3ia() const { return Vec3ia(_mm_cvtps_epi32(a: m128)); } | 
| 49 |      | 
| 50 |     //__forceinline operator const __m128&() const { return m128; } | 
| 51 |     //__forceinline operator       __m128&()       { return m128; } | 
| 52 |  | 
| 53 |     //////////////////////////////////////////////////////////////////////////////// | 
| 54 |     /// Loads and Stores | 
| 55 |     //////////////////////////////////////////////////////////////////////////////// | 
| 56 |  | 
| 57 |     static __forceinline Vec3fa load( const void* const a ) { | 
| 58 |       return Vec3fa(_mm_and_ps(a: _mm_load_ps(p: (float*)a),b: _mm_castsi128_ps(a: _mm_set_epi32(i3: 0, i2: -1, i1: -1, i0: -1)))); | 
| 59 |     } | 
| 60 |  | 
| 61 |     static __forceinline Vec3fa loadu( const void* const a ) { | 
| 62 |       return Vec3fa(_mm_loadu_ps(p: (float*)a)); | 
| 63 |     } | 
| 64 |  | 
| 65 |     static __forceinline void storeu ( void* ptr, const Vec3fa& v ) { | 
| 66 |       _mm_storeu_ps(p: (float*)ptr,a: v.m128); | 
| 67 |     } | 
| 68 |  | 
| 69 |     //////////////////////////////////////////////////////////////////////////////// | 
| 70 |     /// Constants | 
| 71 |     //////////////////////////////////////////////////////////////////////////////// | 
| 72 |  | 
| 73 |     __forceinline Vec3fa( ZeroTy   ) : m128(_mm_setzero_ps()) {} | 
| 74 |     __forceinline Vec3fa( OneTy    ) : m128(_mm_set1_ps(w: 1.0f)) {} | 
| 75 |     __forceinline Vec3fa( PosInfTy ) : m128(_mm_set1_ps(w: pos_inf)) {} | 
| 76 |     __forceinline Vec3fa( NegInfTy ) : m128(_mm_set1_ps(w: neg_inf)) {} | 
| 77 |  | 
| 78 |     //////////////////////////////////////////////////////////////////////////////// | 
| 79 |     /// Array Access | 
| 80 |     //////////////////////////////////////////////////////////////////////////////// | 
| 81 |  | 
| 82 |     __forceinline const float& operator []( const size_t index ) const { assert(index < 3); return (&x)[index]; } | 
| 83 |     __forceinline       float& operator []( const size_t index )       { assert(index < 3); return (&x)[index]; } | 
| 84 |   }; | 
| 85 |  | 
| 86 |   //////////////////////////////////////////////////////////////////////////////// | 
| 87 |   /// Unary Operators | 
| 88 |   //////////////////////////////////////////////////////////////////////////////// | 
| 89 |  | 
| 90 |   __forceinline Vec3fa operator +( const Vec3fa& a ) { return a; } | 
| 91 |   __forceinline Vec3fa operator -( const Vec3fa& a ) { | 
| 92 |     const __m128 mask = _mm_castsi128_ps(a: _mm_set1_epi32(i: 0x80000000)); | 
| 93 |     return _mm_xor_ps(a: a.m128, b: mask); | 
| 94 |   } | 
| 95 |   __forceinline Vec3fa abs  ( const Vec3fa& a ) { | 
| 96 |     const __m128 mask = _mm_castsi128_ps(a: _mm_set1_epi32(i: 0x7fffffff)); | 
| 97 |     return _mm_and_ps(a: a.m128, b: mask); | 
| 98 |   } | 
| 99 |   __forceinline Vec3fa sign ( const Vec3fa& a ) { | 
| 100 |     return blendv_ps(f: Vec3fa(one).m128, t: (-Vec3fa(one)).m128, mask: _mm_cmplt_ps (a: a.m128,b: Vec3fa(zero).m128)); | 
| 101 |   } | 
| 102 |  | 
| 103 |   __forceinline Vec3fa rcp  ( const Vec3fa& a ) | 
| 104 |   { | 
| 105 | #if defined(__AVX512VL__) | 
| 106 |     const Vec3fa r = _mm_rcp14_ps(a.m128); | 
| 107 | #else | 
| 108 |     const Vec3fa r = _mm_rcp_ps(a: a.m128); | 
| 109 | #endif | 
| 110 |  | 
| 111 | #if defined(__AVX2__) | 
| 112 |     const Vec3fa h_n = _mm_fnmadd_ps(a.m128, r.m128, vfloat4(1.0));  // First, compute 1 - a * r (which will be very close to 0) | 
| 113 |     const Vec3fa res = _mm_fmadd_ps(r.m128, h_n.m128, r.m128);       // Then compute r + r * h_n | 
| 114 | #else | 
| 115 |     const Vec3fa h_n = _mm_sub_ps(a: vfloat4(1.0f), b: _mm_mul_ps(a: a.m128, b: r.m128));  // First, compute 1 - a * r (which will be very close to 0) | 
| 116 |     const Vec3fa res = _mm_add_ps(a: r.m128,b: _mm_mul_ps(a: r.m128, b: h_n.m128));        // Then compute r + r * h_n   | 
| 117 | #endif | 
| 118 |  | 
| 119 |     return res; | 
| 120 |   } | 
| 121 |  | 
| 122 |   __forceinline Vec3fa sqrt ( const Vec3fa& a ) { return _mm_sqrt_ps(a: a.m128); } | 
| 123 |   __forceinline Vec3fa sqr  ( const Vec3fa& a ) { return _mm_mul_ps(a: a.m128,b: a.m128); } | 
| 124 |  | 
| 125 |   __forceinline Vec3fa rsqrt( const Vec3fa& a ) | 
| 126 |   { | 
| 127 | #if defined(__AVX512VL__) | 
| 128 |     __m128 r = _mm_rsqrt14_ps(a.m128); | 
| 129 | #else | 
| 130 |     __m128 r = _mm_rsqrt_ps(a: a.m128); | 
| 131 | #endif | 
| 132 |     return _mm_add_ps(a: _mm_mul_ps(a: _mm_set1_ps(w: 1.5f),b: r), b: _mm_mul_ps(a: _mm_mul_ps(a: _mm_mul_ps(a: a.m128, b: _mm_set1_ps(w: -0.5f)), b: r), b: _mm_mul_ps(a: r, b: r))); | 
| 133 |   } | 
| 134 |  | 
| 135 |   __forceinline Vec3fa zero_fix(const Vec3fa& a) { | 
| 136 |     return blendv_ps(f: a.m128, t: _mm_set1_ps(w: min_rcp_input), mask: _mm_cmplt_ps (a: abs(a).m128, b: _mm_set1_ps(w: min_rcp_input))); | 
| 137 |   } | 
| 138 |   __forceinline Vec3fa rcp_safe(const Vec3fa& a) { | 
| 139 |     return rcp(a: zero_fix(a)); | 
| 140 |   } | 
| 141 |   __forceinline Vec3fa log ( const Vec3fa& a ) { | 
| 142 |     return Vec3fa(logf(x: a.x),logf(x: a.y),logf(x: a.z)); | 
| 143 |   } | 
| 144 |  | 
| 145 |   __forceinline Vec3fa exp ( const Vec3fa& a ) { | 
| 146 |     return Vec3fa(expf(x: a.x),expf(x: a.y),expf(x: a.z)); | 
| 147 |   } | 
| 148 |  | 
| 149 |   //////////////////////////////////////////////////////////////////////////////// | 
| 150 |   /// Binary Operators | 
| 151 |   //////////////////////////////////////////////////////////////////////////////// | 
| 152 |  | 
| 153 |   __forceinline Vec3fa operator +( const Vec3fa& a, const Vec3fa& b ) { return _mm_add_ps(a: a.m128, b: b.m128); } | 
| 154 |   __forceinline Vec3fa operator -( const Vec3fa& a, const Vec3fa& b ) { return _mm_sub_ps(a: a.m128, b: b.m128); } | 
| 155 |   __forceinline Vec3fa operator *( const Vec3fa& a, const Vec3fa& b ) { return _mm_mul_ps(a: a.m128, b: b.m128); } | 
| 156 |   __forceinline Vec3fa operator *( const Vec3fa& a, const float b ) { return a * Vec3fa(b); } | 
| 157 |   __forceinline Vec3fa operator *( const float a, const Vec3fa& b ) { return Vec3fa(a) * b; } | 
| 158 |   __forceinline Vec3fa operator /( const Vec3fa& a, const Vec3fa& b ) { return _mm_div_ps(a: a.m128,b: b.m128); } | 
| 159 |   __forceinline Vec3fa operator /( const Vec3fa& a, const float b        ) { return _mm_div_ps(a: a.m128,b: _mm_set1_ps(w: b)); } | 
| 160 |   __forceinline Vec3fa operator /( const        float a, const Vec3fa& b ) { return _mm_div_ps(a: _mm_set1_ps(w: a),b: b.m128); } | 
| 161 |  | 
| 162 |   __forceinline Vec3fa min( const Vec3fa& a, const Vec3fa& b ) { return _mm_min_ps(a: a.m128,b: b.m128); } | 
| 163 |   __forceinline Vec3fa max( const Vec3fa& a, const Vec3fa& b ) { return _mm_max_ps(a: a.m128,b: b.m128); } | 
| 164 |  | 
| 165 | #if defined(__SSE4_1__) | 
| 166 |     __forceinline Vec3fa mini(const Vec3fa& a, const Vec3fa& b) { | 
| 167 |       const vint4 ai = _mm_castps_si128(a.m128); | 
| 168 |       const vint4 bi = _mm_castps_si128(b.m128); | 
| 169 |       const vint4 ci = _mm_min_epi32(ai,bi); | 
| 170 |       return _mm_castsi128_ps(ci); | 
| 171 |     } | 
| 172 | #endif | 
| 173 |  | 
| 174 | #if defined(__SSE4_1__) | 
| 175 |     __forceinline Vec3fa maxi(const Vec3fa& a, const Vec3fa& b) { | 
| 176 |       const vint4 ai = _mm_castps_si128(a.m128); | 
| 177 |       const vint4 bi = _mm_castps_si128(b.m128); | 
| 178 |       const vint4 ci = _mm_max_epi32(ai,bi); | 
| 179 |       return _mm_castsi128_ps(ci); | 
| 180 |     } | 
| 181 | #endif | 
| 182 |  | 
| 183 |     __forceinline Vec3fa pow ( const Vec3fa& a, const float& b ) { | 
| 184 |       return Vec3fa(powf(x: a.x,y: b),powf(x: a.y,y: b),powf(x: a.z,y: b)); | 
| 185 |     } | 
| 186 |  | 
| 187 |   //////////////////////////////////////////////////////////////////////////////// | 
| 188 |   /// Ternary Operators | 
| 189 |   //////////////////////////////////////////////////////////////////////////////// | 
| 190 |  | 
| 191 | #if defined(__AVX2__) | 
| 192 |   __forceinline Vec3fa madd  ( const Vec3fa& a, const Vec3fa& b, const Vec3fa& c) { return _mm_fmadd_ps(a.m128,b.m128,c.m128); } | 
| 193 |   __forceinline Vec3fa msub  ( const Vec3fa& a, const Vec3fa& b, const Vec3fa& c) { return _mm_fmsub_ps(a.m128,b.m128,c.m128); } | 
| 194 |   __forceinline Vec3fa nmadd ( const Vec3fa& a, const Vec3fa& b, const Vec3fa& c) { return _mm_fnmadd_ps(a.m128,b.m128,c.m128); } | 
| 195 |   __forceinline Vec3fa nmsub ( const Vec3fa& a, const Vec3fa& b, const Vec3fa& c) { return _mm_fnmsub_ps(a.m128,b.m128,c.m128); } | 
| 196 | #else | 
| 197 |   __forceinline Vec3fa madd  ( const Vec3fa& a, const Vec3fa& b, const Vec3fa& c) { return a*b+c; } | 
| 198 |   __forceinline Vec3fa msub  ( const Vec3fa& a, const Vec3fa& b, const Vec3fa& c) { return a*b-c; } | 
| 199 |   __forceinline Vec3fa nmadd ( const Vec3fa& a, const Vec3fa& b, const Vec3fa& c) { return -a*b+c;} | 
| 200 |   __forceinline Vec3fa nmsub ( const Vec3fa& a, const Vec3fa& b, const Vec3fa& c) { return -a*b-c; } | 
| 201 | #endif | 
| 202 |  | 
| 203 |   __forceinline Vec3fa madd  ( const float a, const Vec3fa& b, const Vec3fa& c) { return madd(a: Vec3fa(a),b,c); } | 
| 204 |   __forceinline Vec3fa msub  ( const float a, const Vec3fa& b, const Vec3fa& c) { return msub(a: Vec3fa(a),b,c); } | 
| 205 |   __forceinline Vec3fa nmadd ( const float a, const Vec3fa& b, const Vec3fa& c) { return nmadd(a: Vec3fa(a),b,c); } | 
| 206 |   __forceinline Vec3fa nmsub ( const float a, const Vec3fa& b, const Vec3fa& c) { return nmsub(a: Vec3fa(a),b,c); } | 
| 207 |  | 
| 208 |   //////////////////////////////////////////////////////////////////////////////// | 
| 209 |   /// Assignment Operators | 
| 210 |   //////////////////////////////////////////////////////////////////////////////// | 
| 211 |  | 
| 212 |   __forceinline Vec3fa& operator +=( Vec3fa& a, const Vec3fa& b ) { return a = a + b; } | 
| 213 |   __forceinline Vec3fa& operator -=( Vec3fa& a, const Vec3fa& b ) { return a = a - b; } | 
| 214 |   __forceinline Vec3fa& operator *=( Vec3fa& a, const Vec3fa& b ) { return a = a * b; } | 
| 215 |   __forceinline Vec3fa& operator *=( Vec3fa& a, const float   b ) { return a = a * b; } | 
| 216 |   __forceinline Vec3fa& operator /=( Vec3fa& a, const Vec3fa& b ) { return a = a / b; } | 
| 217 |   __forceinline Vec3fa& operator /=( Vec3fa& a, const float   b ) { return a = a / b; } | 
| 218 |  | 
| 219 |   //////////////////////////////////////////////////////////////////////////////// | 
| 220 |   /// Reductions | 
| 221 |   //////////////////////////////////////////////////////////////////////////////// | 
| 222 |  | 
| 223 |   __forceinline float reduce_add(const Vec3fa& v) {  | 
| 224 |     const vfloat4 a(v.m128); | 
| 225 |     const vfloat4 b = shuffle<1>(v: a); | 
| 226 |     const vfloat4 c = shuffle<2>(v: a); | 
| 227 |     return _mm_cvtss_f32(a: a+b+c);  | 
| 228 |   } | 
| 229 |  | 
| 230 |   __forceinline float reduce_mul(const Vec3fa& v) { return v.x*v.y*v.z; } | 
| 231 |   __forceinline float reduce_min(const Vec3fa& v) { return min(a: v.x,b: v.y,c: v.z); } | 
| 232 |   __forceinline float reduce_max(const Vec3fa& v) { return max(a: v.x,b: v.y,c: v.z); } | 
| 233 |  | 
| 234 |   //////////////////////////////////////////////////////////////////////////////// | 
| 235 |   /// Comparison Operators | 
| 236 |   //////////////////////////////////////////////////////////////////////////////// | 
| 237 |  | 
| 238 |   __forceinline bool operator ==( const Vec3fa& a, const Vec3fa& b ) { return (_mm_movemask_ps(a: _mm_cmpeq_ps (a: a.m128, b: b.m128)) & 7) == 7; } | 
| 239 |   __forceinline bool operator !=( const Vec3fa& a, const Vec3fa& b ) { return (_mm_movemask_ps(a: _mm_cmpneq_ps(a: a.m128, b: b.m128)) & 7) != 0; } | 
| 240 |  | 
| 241 |   __forceinline Vec3ba eq_mask( const Vec3fa& a, const Vec3fa& b ) { return _mm_cmpeq_ps (a: a.m128, b: b.m128); } | 
| 242 |   __forceinline Vec3ba neq_mask(const Vec3fa& a, const Vec3fa& b ) { return _mm_cmpneq_ps(a: a.m128, b: b.m128); } | 
| 243 |   __forceinline Vec3ba lt_mask( const Vec3fa& a, const Vec3fa& b ) { return _mm_cmplt_ps (a: a.m128, b: b.m128); } | 
| 244 |   __forceinline Vec3ba le_mask( const Vec3fa& a, const Vec3fa& b ) { return _mm_cmple_ps (a: a.m128, b: b.m128); } | 
| 245 |   __forceinline Vec3ba gt_mask( const Vec3fa& a, const Vec3fa& b ) { return _mm_cmpnle_ps(a: a.m128, b: b.m128); } | 
| 246 |   __forceinline Vec3ba ge_mask( const Vec3fa& a, const Vec3fa& b ) { return _mm_cmpnlt_ps(a: a.m128, b: b.m128); } | 
| 247 |  | 
| 248 |   __forceinline bool isvalid ( const Vec3fa& v ) { | 
| 249 |     return all(b: gt_mask(a: v,b: Vec3fa(-FLT_LARGE)) & lt_mask(a: v,b: Vec3fa(+FLT_LARGE))); | 
| 250 |   } | 
| 251 |  | 
| 252 |   __forceinline bool is_finite ( const Vec3fa& a ) { | 
| 253 |     return all(b: ge_mask(a,b: Vec3fa(-FLT_MAX)) & le_mask(a,b: Vec3fa(+FLT_MAX))); | 
| 254 |   } | 
| 255 |  | 
| 256 |   __forceinline bool isvalid4 ( const Vec3fa& v ) { | 
| 257 |     return all(b: (vfloat4(v.m128) > vfloat4(-FLT_LARGE)) & (vfloat4(v.m128) < vfloat4(+FLT_LARGE))); | 
| 258 |   } | 
| 259 |  | 
| 260 |   __forceinline bool is_finite4 ( const Vec3fa& a ) { | 
| 261 |     return all(b: (vfloat4(a.m128) >= vfloat4(-FLT_MAX)) & (vfloat4(a.m128) <= vfloat4(+FLT_MAX))); | 
| 262 |   } | 
| 263 |  | 
| 264 |   //////////////////////////////////////////////////////////////////////////////// | 
| 265 |   /// Euclidian Space Operators | 
| 266 |   //////////////////////////////////////////////////////////////////////////////// | 
| 267 |  | 
| 268 | #if defined(__SSE4_1__) | 
| 269 |   __forceinline float dot ( const Vec3fa& a, const Vec3fa& b ) { | 
| 270 |     return _mm_cvtss_f32(_mm_dp_ps(a.m128,b.m128,0x7F)); | 
| 271 |   } | 
| 272 | #else | 
| 273 |   __forceinline float dot ( const Vec3fa& a, const Vec3fa& b ) { | 
| 274 |     return reduce_add(v: a*b); | 
| 275 |   } | 
| 276 | #endif | 
| 277 |  | 
| 278 |   __forceinline Vec3fa cross ( const Vec3fa& a, const Vec3fa& b ) | 
| 279 |   { | 
| 280 |     vfloat4 a0 = vfloat4(a.m128); | 
| 281 |     vfloat4 b0 = shuffle<1,2,0,3>(v: vfloat4(b.m128)); | 
| 282 |     vfloat4 a1 = shuffle<1,2,0,3>(v: vfloat4(a.m128)); | 
| 283 |     vfloat4 b1 = vfloat4(b.m128); | 
| 284 |     return Vec3fa(shuffle<1,2,0,3>(v: msub(a: a0,b: b0,c: a1*b1))); | 
| 285 |   } | 
| 286 |  | 
| 287 |   __forceinline float  sqr_length ( const Vec3fa& a )                { return dot(a,b: a); } | 
| 288 |   __forceinline float  rcp_length ( const Vec3fa& a )                { return rsqrt(x: dot(a,b: a)); } | 
| 289 |   __forceinline float  rcp_length2( const Vec3fa& a )                { return rcp(x: dot(a,b: a)); } | 
| 290 |   __forceinline float  length   ( const Vec3fa& a )                  { return sqrt(x: dot(a,b: a)); } | 
| 291 |   __forceinline Vec3fa normalize( const Vec3fa& a )                  { return a*rsqrt(x: dot(a,b: a)); } | 
| 292 |   __forceinline float  distance ( const Vec3fa& a, const Vec3fa& b ) { return length(a: a-b); } | 
| 293 |   __forceinline float  halfArea ( const Vec3fa& d )                  { return madd(a: d.x,b: (d.y+d.z),c: d.y*d.z); } | 
| 294 |   __forceinline float  area     ( const Vec3fa& d )                  { return 2.0f*halfArea(d); } | 
| 295 |  | 
| 296 |   __forceinline Vec3fa normalize_safe( const Vec3fa& a ) { | 
| 297 |     const float d = dot(a,b: a); if (unlikely(d == 0.0f)) return a; else return a*rsqrt(x: d); | 
| 298 |   } | 
| 299 |  | 
| 300 |   /*! differentiated normalization */ | 
| 301 |   __forceinline Vec3fa dnormalize(const Vec3fa& p, const Vec3fa& dp) | 
| 302 |   { | 
| 303 |     const float pp  = dot(a: p,b: p); | 
| 304 |     const float pdp = dot(a: p,b: dp); | 
| 305 |     return (pp*dp-pdp*p)*rcp(x: pp)*rsqrt(x: pp); | 
| 306 |   } | 
| 307 |  | 
| 308 |   //////////////////////////////////////////////////////////////////////////////// | 
| 309 |   /// Select | 
| 310 |   //////////////////////////////////////////////////////////////////////////////// | 
| 311 |  | 
| 312 |   __forceinline Vec3fa select( bool s, const Vec3fa& t, const Vec3fa& f ) { | 
| 313 |     __m128 mask = s ? _mm_castsi128_ps(a: _mm_cmpeq_epi32(a: _mm_setzero_si128(), b: _mm_setzero_si128())) : _mm_setzero_ps(); | 
| 314 |     return blendv_ps(f: f.m128, t: t.m128, mask); | 
| 315 |   } | 
| 316 |  | 
| 317 |   __forceinline Vec3fa select( const Vec3ba& s, const Vec3fa& t, const Vec3fa& f ) { | 
| 318 |     return blendv_ps(f: f.m128, t: t.m128, mask: s); | 
| 319 |   } | 
| 320 |  | 
| 321 |   __forceinline Vec3fa lerp(const Vec3fa& v0, const Vec3fa& v1, const float t) { | 
| 322 |     return madd(a: 1.0f-t,b: v0,c: t*v1); | 
| 323 |   } | 
| 324 |  | 
| 325 |   __forceinline int maxDim ( const Vec3fa& a ) | 
| 326 |   { | 
| 327 |     const Vec3fa b = abs(a); | 
| 328 |     if (b.x > b.y) { | 
| 329 |       if (b.x > b.z) return 0; else return 2; | 
| 330 |     } else { | 
| 331 |       if (b.y > b.z) return 1; else return 2; | 
| 332 |     } | 
| 333 |   } | 
| 334 |  | 
| 335 |   //////////////////////////////////////////////////////////////////////////////// | 
| 336 |   /// Rounding Functions | 
| 337 |   //////////////////////////////////////////////////////////////////////////////// | 
| 338 |  | 
| 339 | #if defined (__SSE4_1__) | 
| 340 |   __forceinline Vec3fa trunc( const Vec3fa& a ) { return _mm_round_ps(a.m128, _MM_FROUND_TO_NEAREST_INT); } | 
| 341 |   __forceinline Vec3fa floor( const Vec3fa& a ) { return _mm_round_ps(a.m128, _MM_FROUND_TO_NEG_INF    ); } | 
| 342 |   __forceinline Vec3fa ceil ( const Vec3fa& a ) { return _mm_round_ps(a.m128, _MM_FROUND_TO_POS_INF    ); } | 
| 343 | #else | 
| 344 |   __forceinline Vec3fa trunc( const Vec3fa& a ) { return Vec3fa(truncf(x: a.x),truncf(x: a.y),truncf(x: a.z)); } | 
| 345 |   __forceinline Vec3fa floor( const Vec3fa& a ) { return Vec3fa(floorf(x: a.x),floorf(x: a.y),floorf(x: a.z)); } | 
| 346 |   __forceinline Vec3fa ceil ( const Vec3fa& a ) { return Vec3fa(ceilf (x: a.x),ceilf (x: a.y),ceilf (x: a.z)); } | 
| 347 | #endif | 
| 348 |  | 
| 349 |   //////////////////////////////////////////////////////////////////////////////// | 
| 350 |   /// Output Operators | 
| 351 |   //////////////////////////////////////////////////////////////////////////////// | 
| 352 |  | 
| 353 |   __forceinline embree_ostream operator<<(embree_ostream cout, const Vec3fa& a) { | 
| 354 |     return cout << "("  << a.x << ", "  << a.y << ", "  << a.z << ")" ; | 
| 355 |   } | 
| 356 |  | 
| 357 |   typedef Vec3fa Vec3fa_t; | 
| 358 |  | 
| 359 |  | 
| 360 |   //////////////////////////////////////////////////////////////////////////////// | 
| 361 |   /// SSE Vec3fx Type | 
| 362 |   //////////////////////////////////////////////////////////////////////////////// | 
| 363 |  | 
| 364 |   struct __aligned(16) Vec3fx | 
| 365 |   { | 
| 366 |     ALIGNED_STRUCT_(16); | 
| 367 |  | 
| 368 |     typedef float Scalar; | 
| 369 |     enum { N = 3 }; | 
| 370 |     union { | 
| 371 |       __m128 m128; | 
| 372 |       struct { float x,y,z; union { int a; unsigned u; float w; }; }; | 
| 373 |     }; | 
| 374 |  | 
| 375 |     //////////////////////////////////////////////////////////////////////////////// | 
| 376 |     /// Constructors, Assignment & Cast Operators | 
| 377 |     //////////////////////////////////////////////////////////////////////////////// | 
| 378 |  | 
| 379 |     __forceinline Vec3fx( ) {} | 
| 380 |     __forceinline Vec3fx( const __m128 a ) : m128(a) {} | 
| 381 |  | 
| 382 |     __forceinline explicit Vec3fx(const Vec3fa& v) : m128(v.m128) {} | 
| 383 |     __forceinline operator Vec3fa () const { return Vec3fa(m128); } | 
| 384 |          | 
| 385 |     __forceinline explicit Vec3fx            ( const Vec3<float>& other ) { m128  = _mm_set_ps(z: 0, y: other.z, x: other.y, w: other.x); } | 
| 386 |     //__forceinline Vec3fx& operator =( const Vec3<float>& other ) { m128  = _mm_set_ps(0, other.z, other.y, other.x); return *this; } | 
| 387 |  | 
| 388 |     __forceinline Vec3fx            ( const Vec3fx& other ) { m128 = other.m128; } | 
| 389 |  | 
| 390 |     __forceinline Vec3fx& operator =( const Vec3fx& other ) { m128 = other.m128; return *this; } | 
| 391 |  | 
| 392 |     __forceinline explicit Vec3fx( const float a ) : m128(_mm_set1_ps(w: a)) {} | 
| 393 |     __forceinline          Vec3fx( const float x, const float y, const float z) : m128(_mm_set_ps(z: 0, y: z, x: y, w: x)) {} | 
| 394 |  | 
| 395 |     __forceinline Vec3fx( const Vec3fa& other, const int      a1) { m128 = other.m128; a = a1; } | 
| 396 |     __forceinline Vec3fx( const Vec3fa& other, const unsigned a1) { m128 = other.m128; u = a1; } | 
| 397 |     __forceinline Vec3fx( const Vec3fa& other, const float    w1) {       | 
| 398 | #if defined (__SSE4_1__) | 
| 399 |       m128 = _mm_insert_ps(other.m128, _mm_set_ss(w1),3 << 4); | 
| 400 | #else | 
| 401 |       const vint4 mask(-1,-1,-1,0); | 
| 402 |       m128 = select(m: vboolf4(_mm_castsi128_ps(a: mask)),t: vfloat4(other.m128),f: vfloat4(w1)); | 
| 403 | #endif | 
| 404 |     } | 
| 405 |     //__forceinline Vec3fx( const float x, const float y, const float z, const int      a) : x(x), y(y), z(z), a(a) {} // not working properly! | 
| 406 |     //__forceinline Vec3fx( const float x, const float y, const float z, const unsigned a) : x(x), y(y), z(z), u(a) {} // not working properly! | 
| 407 |     __forceinline Vec3fx( const float x, const float y, const float z, const float w) : m128(_mm_set_ps(z: w, y: z, x: y, w: x)) {} | 
| 408 |      | 
| 409 |     //__forceinline explicit Vec3fx( const __m128i a ) : m128(_mm_cvtepi32_ps(a)) {} | 
| 410 |  | 
| 411 |     __forceinline explicit operator const vfloat4() const { return vfloat4(m128); } | 
| 412 |     __forceinline explicit operator const   vint4() const { return vint4(_mm_cvtps_epi32(a: m128)); } | 
| 413 |     __forceinline explicit operator const  Vec2fa() const { return Vec2fa(m128); } | 
| 414 |     __forceinline explicit operator const  Vec3ia() const { return Vec3ia(_mm_cvtps_epi32(a: m128)); } | 
| 415 |      | 
| 416 |     //__forceinline operator const __m128&() const { return m128; } | 
| 417 |     //__forceinline operator       __m128&()       { return m128; } | 
| 418 |  | 
| 419 |     //////////////////////////////////////////////////////////////////////////////// | 
| 420 |     /// Loads and Stores | 
| 421 |     //////////////////////////////////////////////////////////////////////////////// | 
| 422 |  | 
| 423 |     static __forceinline Vec3fx load( const void* const a ) { | 
| 424 |       return Vec3fx(_mm_and_ps(a: _mm_load_ps(p: (float*)a),b: _mm_castsi128_ps(a: _mm_set_epi32(i3: 0, i2: -1, i1: -1, i0: -1)))); | 
| 425 |     } | 
| 426 |  | 
| 427 |     static __forceinline Vec3fx loadu( const void* const a ) { | 
| 428 |       return Vec3fx(_mm_loadu_ps(p: (float*)a)); | 
| 429 |     } | 
| 430 |  | 
| 431 |     static __forceinline void storeu ( void* ptr, const Vec3fx& v ) { | 
| 432 |       _mm_storeu_ps(p: (float*)ptr,a: v.m128); | 
| 433 |     } | 
| 434 |  | 
| 435 |     //////////////////////////////////////////////////////////////////////////////// | 
| 436 |     /// Constants | 
| 437 |     //////////////////////////////////////////////////////////////////////////////// | 
| 438 |  | 
| 439 |     __forceinline Vec3fx( ZeroTy   ) : m128(_mm_setzero_ps()) {} | 
| 440 |     __forceinline Vec3fx( OneTy    ) : m128(_mm_set1_ps(w: 1.0f)) {} | 
| 441 |     __forceinline Vec3fx( PosInfTy ) : m128(_mm_set1_ps(w: pos_inf)) {} | 
| 442 |     __forceinline Vec3fx( NegInfTy ) : m128(_mm_set1_ps(w: neg_inf)) {} | 
| 443 |  | 
| 444 |     //////////////////////////////////////////////////////////////////////////////// | 
| 445 |     /// Array Access | 
| 446 |     //////////////////////////////////////////////////////////////////////////////// | 
| 447 |  | 
| 448 |     __forceinline const float& operator []( const size_t index ) const { assert(index < 3); return (&x)[index]; } | 
| 449 |     __forceinline       float& operator []( const size_t index )       { assert(index < 3); return (&x)[index]; } | 
| 450 |   }; | 
| 451 |  | 
| 452 |   //////////////////////////////////////////////////////////////////////////////// | 
| 453 |   /// Unary Operators | 
| 454 |   //////////////////////////////////////////////////////////////////////////////// | 
| 455 |  | 
| 456 |   __forceinline Vec3fx operator +( const Vec3fx& a ) { return a; } | 
| 457 |   __forceinline Vec3fx operator -( const Vec3fx& a ) { | 
| 458 |     const __m128 mask = _mm_castsi128_ps(a: _mm_set1_epi32(i: 0x80000000)); | 
| 459 |     return _mm_xor_ps(a: a.m128, b: mask); | 
| 460 |   } | 
| 461 |   __forceinline Vec3fx abs  ( const Vec3fx& a ) { | 
| 462 |     const __m128 mask = _mm_castsi128_ps(a: _mm_set1_epi32(i: 0x7fffffff)); | 
| 463 |     return _mm_and_ps(a: a.m128, b: mask); | 
| 464 |   } | 
| 465 |   __forceinline Vec3fx sign ( const Vec3fx& a ) { | 
| 466 |     return blendv_ps(f: Vec3fx(one).m128, t: (-Vec3fx(one)).m128, mask: _mm_cmplt_ps (a: a.m128,b: Vec3fx(zero).m128)); | 
| 467 |   } | 
| 468 |  | 
| 469 |   __forceinline Vec3fx rcp  ( const Vec3fx& a ) | 
| 470 |   { | 
| 471 | #if defined(__AVX512VL__) | 
| 472 |     const Vec3fx r = _mm_rcp14_ps(a.m128); | 
| 473 | #else | 
| 474 |     const Vec3fx r = _mm_rcp_ps(a: a.m128); | 
| 475 | #endif | 
| 476 |  | 
| 477 | #if defined(__AVX2__) | 
| 478 |     const Vec3fx res = _mm_mul_ps(r.m128,_mm_fnmadd_ps(r.m128, a.m128, vfloat4(2.0f))); | 
| 479 | #else | 
| 480 |     const Vec3fx res = _mm_mul_ps(a: r.m128,b: _mm_sub_ps(a: vfloat4(2.0f), b: _mm_mul_ps(a: r.m128, b: a.m128))); | 
| 481 |     //return _mm_sub_ps(_mm_add_ps(r, r), _mm_mul_ps(_mm_mul_ps(r, r), a)); | 
| 482 | #endif | 
| 483 |  | 
| 484 |     return res; | 
| 485 |   } | 
| 486 |  | 
| 487 |   __forceinline Vec3fx sqrt ( const Vec3fx& a ) { return _mm_sqrt_ps(a: a.m128); } | 
| 488 |   __forceinline Vec3fx sqr  ( const Vec3fx& a ) { return _mm_mul_ps(a: a.m128,b: a.m128); } | 
| 489 |  | 
| 490 |   __forceinline Vec3fx rsqrt( const Vec3fx& a ) | 
| 491 |   { | 
| 492 | #if defined(__AVX512VL__) | 
| 493 |     __m128 r = _mm_rsqrt14_ps(a.m128); | 
| 494 | #else | 
| 495 |     __m128 r = _mm_rsqrt_ps(a: a.m128); | 
| 496 | #endif | 
| 497 |     return _mm_add_ps(a: _mm_mul_ps(a: _mm_set1_ps(w: 1.5f),b: r), b: _mm_mul_ps(a: _mm_mul_ps(a: _mm_mul_ps(a: a.m128, b: _mm_set1_ps(w: -0.5f)), b: r), b: _mm_mul_ps(a: r, b: r))); | 
| 498 |   } | 
| 499 |  | 
| 500 |   __forceinline Vec3fx zero_fix(const Vec3fx& a) { | 
| 501 |     return blendv_ps(f: a.m128, t: _mm_set1_ps(w: min_rcp_input), mask: _mm_cmplt_ps (a: abs(a).m128, b: _mm_set1_ps(w: min_rcp_input))); | 
| 502 |   } | 
| 503 |   __forceinline Vec3fx rcp_safe(const Vec3fx& a) { | 
| 504 |     return rcp(a: zero_fix(a)); | 
| 505 |   } | 
| 506 |   __forceinline Vec3fx log ( const Vec3fx& a ) { | 
| 507 |     return Vec3fx(logf(x: a.x),logf(x: a.y),logf(x: a.z)); | 
| 508 |   } | 
| 509 |  | 
| 510 |   __forceinline Vec3fx exp ( const Vec3fx& a ) { | 
| 511 |     return Vec3fx(expf(x: a.x),expf(x: a.y),expf(x: a.z)); | 
| 512 |   } | 
| 513 |  | 
| 514 |   //////////////////////////////////////////////////////////////////////////////// | 
| 515 |   /// Binary Operators | 
| 516 |   //////////////////////////////////////////////////////////////////////////////// | 
| 517 |  | 
| 518 |   __forceinline Vec3fx operator +( const Vec3fx& a, const Vec3fx& b ) { return _mm_add_ps(a: a.m128, b: b.m128); } | 
| 519 |   __forceinline Vec3fx operator -( const Vec3fx& a, const Vec3fx& b ) { return _mm_sub_ps(a: a.m128, b: b.m128); } | 
| 520 |   __forceinline Vec3fx operator *( const Vec3fx& a, const Vec3fx& b ) { return _mm_mul_ps(a: a.m128, b: b.m128); } | 
| 521 |   __forceinline Vec3fx operator *( const Vec3fx& a, const float b ) { return a * Vec3fx(b); } | 
| 522 |   __forceinline Vec3fx operator *( const float a, const Vec3fx& b ) { return Vec3fx(a) * b; } | 
| 523 |   __forceinline Vec3fx operator /( const Vec3fx& a, const Vec3fx& b ) { return _mm_div_ps(a: a.m128,b: b.m128); } | 
| 524 |   __forceinline Vec3fx operator /( const Vec3fx& a, const float b        ) { return _mm_div_ps(a: a.m128,b: _mm_set1_ps(w: b)); } | 
| 525 |   __forceinline Vec3fx operator /( const        float a, const Vec3fx& b ) { return _mm_div_ps(a: _mm_set1_ps(w: a),b: b.m128); } | 
| 526 |  | 
| 527 |   __forceinline Vec3fx min( const Vec3fx& a, const Vec3fx& b ) { return _mm_min_ps(a: a.m128,b: b.m128); } | 
| 528 |   __forceinline Vec3fx max( const Vec3fx& a, const Vec3fx& b ) { return _mm_max_ps(a: a.m128,b: b.m128); } | 
| 529 |  | 
| 530 | #if defined(__SSE4_1__) | 
| 531 |     __forceinline Vec3fx mini(const Vec3fx& a, const Vec3fx& b) { | 
| 532 |       const vint4 ai = _mm_castps_si128(a.m128); | 
| 533 |       const vint4 bi = _mm_castps_si128(b.m128); | 
| 534 |       const vint4 ci = _mm_min_epi32(ai,bi); | 
| 535 |       return _mm_castsi128_ps(ci); | 
| 536 |     } | 
| 537 | #endif | 
| 538 |  | 
| 539 | #if defined(__SSE4_1__) | 
| 540 |     __forceinline Vec3fx maxi(const Vec3fx& a, const Vec3fx& b) { | 
| 541 |       const vint4 ai = _mm_castps_si128(a.m128); | 
| 542 |       const vint4 bi = _mm_castps_si128(b.m128); | 
| 543 |       const vint4 ci = _mm_max_epi32(ai,bi); | 
| 544 |       return _mm_castsi128_ps(ci); | 
| 545 |     } | 
| 546 | #endif | 
| 547 |  | 
| 548 |     __forceinline Vec3fx pow ( const Vec3fx& a, const float& b ) { | 
| 549 |       return Vec3fx(powf(x: a.x,y: b),powf(x: a.y,y: b),powf(x: a.z,y: b)); | 
| 550 |     } | 
| 551 |  | 
| 552 |   //////////////////////////////////////////////////////////////////////////////// | 
| 553 |   /// Ternary Operators | 
| 554 |   //////////////////////////////////////////////////////////////////////////////// | 
| 555 |  | 
| 556 | #if defined(__AVX2__) | 
| 557 |   __forceinline Vec3fx madd  ( const Vec3fx& a, const Vec3fx& b, const Vec3fx& c) { return _mm_fmadd_ps(a.m128,b.m128,c.m128); } | 
| 558 |   __forceinline Vec3fx msub  ( const Vec3fx& a, const Vec3fx& b, const Vec3fx& c) { return _mm_fmsub_ps(a.m128,b.m128,c.m128); } | 
| 559 |   __forceinline Vec3fx nmadd ( const Vec3fx& a, const Vec3fx& b, const Vec3fx& c) { return _mm_fnmadd_ps(a.m128,b.m128,c.m128); } | 
| 560 |   __forceinline Vec3fx nmsub ( const Vec3fx& a, const Vec3fx& b, const Vec3fx& c) { return _mm_fnmsub_ps(a.m128,b.m128,c.m128); } | 
| 561 | #else | 
| 562 |   __forceinline Vec3fx madd  ( const Vec3fx& a, const Vec3fx& b, const Vec3fx& c) { return a*b+c; } | 
| 563 |   __forceinline Vec3fx msub  ( const Vec3fx& a, const Vec3fx& b, const Vec3fx& c) { return a*b-c; } | 
| 564 |   __forceinline Vec3fx nmadd ( const Vec3fx& a, const Vec3fx& b, const Vec3fx& c) { return -a*b+c;} | 
| 565 |   __forceinline Vec3fx nmsub ( const Vec3fx& a, const Vec3fx& b, const Vec3fx& c) { return -a*b-c; } | 
| 566 | #endif | 
| 567 |  | 
| 568 |   __forceinline Vec3fx madd  ( const float a, const Vec3fx& b, const Vec3fx& c) { return madd(a: Vec3fx(a),b,c); } | 
| 569 |   __forceinline Vec3fx msub  ( const float a, const Vec3fx& b, const Vec3fx& c) { return msub(a: Vec3fx(a),b,c); } | 
| 570 |   __forceinline Vec3fx nmadd ( const float a, const Vec3fx& b, const Vec3fx& c) { return nmadd(a: Vec3fx(a),b,c); } | 
| 571 |   __forceinline Vec3fx nmsub ( const float a, const Vec3fx& b, const Vec3fx& c) { return nmsub(a: Vec3fx(a),b,c); } | 
| 572 |  | 
| 573 |   //////////////////////////////////////////////////////////////////////////////// | 
| 574 |   /// Assignment Operators | 
| 575 |   //////////////////////////////////////////////////////////////////////////////// | 
| 576 |  | 
| 577 |   __forceinline Vec3fx& operator +=( Vec3fx& a, const Vec3fx& b ) { return a = a + b; } | 
| 578 |   __forceinline Vec3fx& operator -=( Vec3fx& a, const Vec3fx& b ) { return a = a - b; } | 
| 579 |   __forceinline Vec3fx& operator *=( Vec3fx& a, const Vec3fx& b ) { return a = a * b; } | 
| 580 |   __forceinline Vec3fx& operator *=( Vec3fx& a, const float   b ) { return a = a * b; } | 
| 581 |   __forceinline Vec3fx& operator /=( Vec3fx& a, const Vec3fx& b ) { return a = a / b; } | 
| 582 |   __forceinline Vec3fx& operator /=( Vec3fx& a, const float   b ) { return a = a / b; } | 
| 583 |  | 
| 584 |   //////////////////////////////////////////////////////////////////////////////// | 
| 585 |   /// Reductions | 
| 586 |   //////////////////////////////////////////////////////////////////////////////// | 
| 587 |  | 
| 588 |   __forceinline float reduce_add(const Vec3fx& v) {  | 
| 589 |     const vfloat4 a(v.m128); | 
| 590 |     const vfloat4 b = shuffle<1>(v: a); | 
| 591 |     const vfloat4 c = shuffle<2>(v: a); | 
| 592 |     return _mm_cvtss_f32(a: a+b+c);  | 
| 593 |   } | 
| 594 |  | 
| 595 |   __forceinline float reduce_mul(const Vec3fx& v) { return v.x*v.y*v.z; } | 
| 596 |   __forceinline float reduce_min(const Vec3fx& v) { return min(a: v.x,b: v.y,c: v.z); } | 
| 597 |   __forceinline float reduce_max(const Vec3fx& v) { return max(a: v.x,b: v.y,c: v.z); } | 
| 598 |  | 
| 599 |   //////////////////////////////////////////////////////////////////////////////// | 
| 600 |   /// Comparison Operators | 
| 601 |   //////////////////////////////////////////////////////////////////////////////// | 
| 602 |  | 
| 603 |   __forceinline bool operator ==( const Vec3fx& a, const Vec3fx& b ) { return (_mm_movemask_ps(a: _mm_cmpeq_ps (a: a.m128, b: b.m128)) & 7) == 7; } | 
| 604 |   __forceinline bool operator !=( const Vec3fx& a, const Vec3fx& b ) { return (_mm_movemask_ps(a: _mm_cmpneq_ps(a: a.m128, b: b.m128)) & 7) != 0; } | 
| 605 |  | 
| 606 |   __forceinline Vec3ba eq_mask( const Vec3fx& a, const Vec3fx& b ) { return _mm_cmpeq_ps (a: a.m128, b: b.m128); } | 
| 607 |   __forceinline Vec3ba neq_mask(const Vec3fx& a, const Vec3fx& b ) { return _mm_cmpneq_ps(a: a.m128, b: b.m128); } | 
| 608 |   __forceinline Vec3ba lt_mask( const Vec3fx& a, const Vec3fx& b ) { return _mm_cmplt_ps (a: a.m128, b: b.m128); } | 
| 609 |   __forceinline Vec3ba le_mask( const Vec3fx& a, const Vec3fx& b ) { return _mm_cmple_ps (a: a.m128, b: b.m128); } | 
| 610 |   __forceinline Vec3ba gt_mask( const Vec3fx& a, const Vec3fx& b ) { return _mm_cmpnle_ps(a: a.m128, b: b.m128); } | 
| 611 |   __forceinline Vec3ba ge_mask( const Vec3fx& a, const Vec3fx& b ) { return _mm_cmpnlt_ps(a: a.m128, b: b.m128); } | 
| 612 |  | 
| 613 |   __forceinline bool isvalid ( const Vec3fx& v ) { | 
| 614 |     return all(b: gt_mask(a: v,b: Vec3fx(-FLT_LARGE)) & lt_mask(a: v,b: Vec3fx(+FLT_LARGE))); | 
| 615 |   } | 
| 616 |  | 
| 617 |   __forceinline bool is_finite ( const Vec3fx& a ) { | 
| 618 |     return all(b: ge_mask(a,b: Vec3fx(-FLT_MAX)) & le_mask(a,b: Vec3fx(+FLT_MAX))); | 
| 619 |   } | 
| 620 |  | 
| 621 |   __forceinline bool isvalid4 ( const Vec3fx& v ) { | 
| 622 |     return all(b: (vfloat4(v.m128) > vfloat4(-FLT_LARGE)) & (vfloat4(v.m128) < vfloat4(+FLT_LARGE))); | 
| 623 |   } | 
| 624 |  | 
| 625 |   __forceinline bool is_finite4 ( const Vec3fx& a ) { | 
| 626 |     return all(b: (vfloat4(a.m128) >= vfloat4(-FLT_MAX)) & (vfloat4(a.m128) <= vfloat4(+FLT_MAX))); | 
| 627 |   } | 
| 628 |  | 
| 629 |   //////////////////////////////////////////////////////////////////////////////// | 
| 630 |   /// Euclidian Space Operators | 
| 631 |   //////////////////////////////////////////////////////////////////////////////// | 
| 632 |  | 
| 633 | #if defined(__SSE4_1__) | 
| 634 |   __forceinline float dot ( const Vec3fx& a, const Vec3fx& b ) { | 
| 635 |     return _mm_cvtss_f32(_mm_dp_ps(a.m128,b.m128,0x7F)); | 
| 636 |   } | 
| 637 | #else | 
| 638 |   __forceinline float dot ( const Vec3fx& a, const Vec3fx& b ) { | 
| 639 |     return reduce_add(v: a*b); | 
| 640 |   } | 
| 641 | #endif | 
| 642 |  | 
| 643 |   __forceinline Vec3fx cross ( const Vec3fx& a, const Vec3fx& b ) | 
| 644 |   { | 
| 645 |     vfloat4 a0 = vfloat4(a.m128); | 
| 646 |     vfloat4 b0 = shuffle<1,2,0,3>(v: vfloat4(b.m128)); | 
| 647 |     vfloat4 a1 = shuffle<1,2,0,3>(v: vfloat4(a.m128)); | 
| 648 |     vfloat4 b1 = vfloat4(b.m128); | 
| 649 |     return Vec3fx(shuffle<1,2,0,3>(v: msub(a: a0,b: b0,c: a1*b1))); | 
| 650 |   } | 
| 651 |  | 
| 652 |   __forceinline float  sqr_length ( const Vec3fx& a )                { return dot(a,b: a); } | 
| 653 |   __forceinline float  rcp_length ( const Vec3fx& a )                { return rsqrt(x: dot(a,b: a)); } | 
| 654 |   __forceinline float  rcp_length2( const Vec3fx& a )                { return rcp(x: dot(a,b: a)); } | 
| 655 |   __forceinline float  length   ( const Vec3fx& a )                  { return sqrt(x: dot(a,b: a)); } | 
| 656 |   __forceinline Vec3fx normalize( const Vec3fx& a )                  { return a*rsqrt(x: dot(a,b: a)); } | 
| 657 |   __forceinline float  distance ( const Vec3fx& a, const Vec3fx& b ) { return length(a: a-b); } | 
| 658 |   __forceinline float  halfArea ( const Vec3fx& d )                  { return madd(a: d.x,b: (d.y+d.z),c: d.y*d.z); } | 
| 659 |   __forceinline float  area     ( const Vec3fx& d )                  { return 2.0f*halfArea(d); } | 
| 660 |  | 
| 661 |   __forceinline Vec3fx normalize_safe( const Vec3fx& a ) { | 
| 662 |     const float d = dot(a,b: a); if (unlikely(d == 0.0f)) return a; else return a*rsqrt(x: d); | 
| 663 |   } | 
| 664 |  | 
| 665 |   /*! differentiated normalization */ | 
| 666 |   __forceinline Vec3fx dnormalize(const Vec3fx& p, const Vec3fx& dp) | 
| 667 |   { | 
| 668 |     const float pp  = dot(a: p,b: p); | 
| 669 |     const float pdp = dot(a: p,b: dp); | 
| 670 |     return (pp*dp-pdp*p)*rcp(x: pp)*rsqrt(x: pp); | 
| 671 |   } | 
| 672 |  | 
| 673 |   //////////////////////////////////////////////////////////////////////////////// | 
| 674 |   /// Select | 
| 675 |   //////////////////////////////////////////////////////////////////////////////// | 
| 676 |  | 
| 677 |   __forceinline Vec3fx select( bool s, const Vec3fx& t, const Vec3fx& f ) { | 
| 678 |     __m128 mask = s ? _mm_castsi128_ps(a: _mm_cmpeq_epi32(a: _mm_setzero_si128(), b: _mm_setzero_si128())) : _mm_setzero_ps(); | 
| 679 |     return blendv_ps(f: f.m128, t: t.m128, mask); | 
| 680 |   } | 
| 681 |  | 
| 682 |   __forceinline Vec3fx select( const Vec3ba& s, const Vec3fx& t, const Vec3fx& f ) { | 
| 683 |     return blendv_ps(f: f.m128, t: t.m128, mask: s); | 
| 684 |   } | 
| 685 |  | 
| 686 |   __forceinline Vec3fx lerp(const Vec3fx& v0, const Vec3fx& v1, const float t) { | 
| 687 |     return madd(a: 1.0f-t,b: v0,c: t*v1); | 
| 688 |   } | 
| 689 |  | 
| 690 |   __forceinline int maxDim ( const Vec3fx& a ) | 
| 691 |   { | 
| 692 |     const Vec3fx b = abs(a); | 
| 693 |     if (b.x > b.y) { | 
| 694 |       if (b.x > b.z) return 0; else return 2; | 
| 695 |     } else { | 
| 696 |       if (b.y > b.z) return 1; else return 2; | 
| 697 |     } | 
| 698 |   } | 
| 699 |  | 
| 700 |   //////////////////////////////////////////////////////////////////////////////// | 
| 701 |   /// Rounding Functions | 
| 702 |   //////////////////////////////////////////////////////////////////////////////// | 
| 703 |  | 
| 704 | #if defined(__aarch64__) | 
| 705 |   __forceinline Vec3fx trunc(const Vec3fx& a) { return vrndq_f32(a.m128); } | 
| 706 |   __forceinline Vec3fx floor(const Vec3fx& a) { return vrndmq_f32(a.m128); } | 
| 707 |   __forceinline Vec3fx ceil (const Vec3fx& a) { return vrndpq_f32(a.m128); } | 
| 708 | #elif defined (__SSE4_1__) | 
| 709 |   __forceinline Vec3fx trunc( const Vec3fx& a ) { return _mm_round_ps(a.m128, _MM_FROUND_TO_NEAREST_INT); } | 
| 710 |   __forceinline Vec3fx floor( const Vec3fx& a ) { return _mm_round_ps(a.m128, _MM_FROUND_TO_NEG_INF    ); } | 
| 711 |   __forceinline Vec3fx ceil ( const Vec3fx& a ) { return _mm_round_ps(a.m128, _MM_FROUND_TO_POS_INF    ); } | 
| 712 | #else | 
| 713 |   __forceinline Vec3fx trunc( const Vec3fx& a ) { return Vec3fx(truncf(x: a.x),truncf(x: a.y),truncf(x: a.z)); } | 
| 714 |   __forceinline Vec3fx floor( const Vec3fx& a ) { return Vec3fx(floorf(x: a.x),floorf(x: a.y),floorf(x: a.z)); } | 
| 715 |   __forceinline Vec3fx ceil ( const Vec3fx& a ) { return Vec3fx(ceilf (x: a.x),ceilf (x: a.y),ceilf (x: a.z)); } | 
| 716 | #endif | 
| 717 |  | 
| 718 |   //////////////////////////////////////////////////////////////////////////////// | 
| 719 |   /// Output Operators | 
| 720 |   //////////////////////////////////////////////////////////////////////////////// | 
| 721 |  | 
| 722 |   __forceinline embree_ostream operator<<(embree_ostream cout, const Vec3fx& a) { | 
| 723 |     return cout << "("  << a.x << ", "  << a.y << ", "  << a.z << ")" ; | 
| 724 |   } | 
| 725 |  | 
| 726 |    | 
| 727 |   typedef Vec3fx Vec3ff; | 
| 728 | } | 
| 729 |  |