| 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 | |