Since Embree v3.13.0 supports AARCH64, switch back to the official repo instead of using Embree-aarch64. `thirdparty/embree/patches/godot-changes.patch` should now contain an accurate diff of the changes done to the library.
727 lines
33 KiB
C++
727 lines
33 KiB
C++
// Copyright 2009-2021 Intel Corporation
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// SPDX-License-Identifier: Apache-2.0
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#pragma once
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#include "../sys/alloc.h"
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#include "math.h"
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#include "../simd/sse.h"
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namespace embree
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{
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////////////////////////////////////////////////////////////////////////////////
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/// SSE Vec3fa Type
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////////////////////////////////////////////////////////////////////////////////
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struct __aligned(16) Vec3fa
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{
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ALIGNED_STRUCT_(16);
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typedef float Scalar;
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enum { N = 3 };
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union {
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__m128 m128;
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struct { float x,y,z; };
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};
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////////////////////////////////////////////////////////////////////////////////
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/// Constructors, Assignment & Cast Operators
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////////////////////////////////////////////////////////////////////////////////
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__forceinline Vec3fa( ) {}
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__forceinline Vec3fa( const __m128 a ) : m128(a) {}
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__forceinline Vec3fa ( const Vec3<float>& other ) { m128 = _mm_set_ps(0, other.z, other.y, other.x); }
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//__forceinline Vec3fa& operator =( const Vec3<float>& other ) { m128 = _mm_set_ps(0, other.z, other.y, other.x); return *this; }
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__forceinline Vec3fa ( const Vec3fa& other ) { m128 = other.m128; }
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__forceinline Vec3fa& operator =( const Vec3fa& other ) { m128 = other.m128; return *this; }
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__forceinline explicit Vec3fa( const float a ) : m128(_mm_set1_ps(a)) {}
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__forceinline Vec3fa( const float x, const float y, const float z) : m128(_mm_set_ps(0, z, y, x)) {}
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__forceinline explicit Vec3fa( const __m128i a ) : m128(_mm_cvtepi32_ps(a)) {}
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__forceinline explicit operator const vfloat4() const { return vfloat4(m128); }
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__forceinline explicit operator const vint4() const { return vint4(_mm_cvtps_epi32(m128)); }
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__forceinline explicit operator const Vec2fa() const { return Vec2fa(m128); }
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__forceinline explicit operator const Vec3ia() const { return Vec3ia(_mm_cvtps_epi32(m128)); }
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//__forceinline operator const __m128&() const { return m128; }
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//__forceinline operator __m128&() { return m128; }
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////////////////////////////////////////////////////////////////////////////////
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/// Loads and Stores
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////////////////////////////////////////////////////////////////////////////////
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static __forceinline Vec3fa load( const void* const a ) {
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return Vec3fa(_mm_and_ps(_mm_load_ps((float*)a),_mm_castsi128_ps(_mm_set_epi32(0, -1, -1, -1))));
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}
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static __forceinline Vec3fa loadu( const void* const a ) {
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return Vec3fa(_mm_loadu_ps((float*)a));
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}
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static __forceinline void storeu ( void* ptr, const Vec3fa& v ) {
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_mm_storeu_ps((float*)ptr,v.m128);
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}
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////////////////////////////////////////////////////////////////////////////////
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/// Constants
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////////////////////////////////////////////////////////////////////////////////
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__forceinline Vec3fa( ZeroTy ) : m128(_mm_setzero_ps()) {}
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__forceinline Vec3fa( OneTy ) : m128(_mm_set1_ps(1.0f)) {}
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__forceinline Vec3fa( PosInfTy ) : m128(_mm_set1_ps(pos_inf)) {}
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__forceinline Vec3fa( NegInfTy ) : m128(_mm_set1_ps(neg_inf)) {}
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////////////////////////////////////////////////////////////////////////////////
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/// Array Access
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////////////////////////////////////////////////////////////////////////////////
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__forceinline const float& operator []( const size_t index ) const { assert(index < 3); return (&x)[index]; }
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__forceinline float& operator []( const size_t index ) { assert(index < 3); return (&x)[index]; }
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};
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////////////////////////////////////////////////////////////////////////////////
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/// Unary Operators
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////////////////////////////////////////////////////////////////////////////////
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__forceinline Vec3fa operator +( const Vec3fa& a ) { return a; }
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__forceinline Vec3fa operator -( const Vec3fa& a ) {
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const __m128 mask = _mm_castsi128_ps(_mm_set1_epi32(0x80000000));
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return _mm_xor_ps(a.m128, mask);
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}
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__forceinline Vec3fa abs ( const Vec3fa& a ) {
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const __m128 mask = _mm_castsi128_ps(_mm_set1_epi32(0x7fffffff));
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return _mm_and_ps(a.m128, mask);
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}
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__forceinline Vec3fa sign ( const Vec3fa& a ) {
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return blendv_ps(Vec3fa(one).m128, (-Vec3fa(one)).m128, _mm_cmplt_ps (a.m128,Vec3fa(zero).m128));
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}
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__forceinline Vec3fa rcp ( const Vec3fa& a )
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{
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#if defined(__AVX512VL__)
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const Vec3fa r = _mm_rcp14_ps(a.m128);
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#else
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const Vec3fa r = _mm_rcp_ps(a.m128);
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#endif
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#if defined(__AVX2__)
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const Vec3fa res = _mm_mul_ps(r.m128,_mm_fnmadd_ps(r.m128, a.m128, vfloat4(2.0f)));
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#else
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const Vec3fa res = _mm_mul_ps(r.m128,_mm_sub_ps(vfloat4(2.0f), _mm_mul_ps(r.m128, a.m128)));
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//return _mm_sub_ps(_mm_add_ps(r, r), _mm_mul_ps(_mm_mul_ps(r, r), a));
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#endif
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return res;
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}
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__forceinline Vec3fa sqrt ( const Vec3fa& a ) { return _mm_sqrt_ps(a.m128); }
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__forceinline Vec3fa sqr ( const Vec3fa& a ) { return _mm_mul_ps(a.m128,a.m128); }
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__forceinline Vec3fa rsqrt( const Vec3fa& a )
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{
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#if defined(__AVX512VL__)
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__m128 r = _mm_rsqrt14_ps(a.m128);
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#else
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__m128 r = _mm_rsqrt_ps(a.m128);
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#endif
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return _mm_add_ps(_mm_mul_ps(_mm_set1_ps(1.5f),r), _mm_mul_ps(_mm_mul_ps(_mm_mul_ps(a.m128, _mm_set1_ps(-0.5f)), r), _mm_mul_ps(r, r)));
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}
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__forceinline Vec3fa zero_fix(const Vec3fa& a) {
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return blendv_ps(a.m128, _mm_set1_ps(min_rcp_input), _mm_cmplt_ps (abs(a).m128, _mm_set1_ps(min_rcp_input)));
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}
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__forceinline Vec3fa rcp_safe(const Vec3fa& a) {
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return rcp(zero_fix(a));
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}
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__forceinline Vec3fa log ( const Vec3fa& a ) {
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return Vec3fa(logf(a.x),logf(a.y),logf(a.z));
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}
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__forceinline Vec3fa exp ( const Vec3fa& a ) {
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return Vec3fa(expf(a.x),expf(a.y),expf(a.z));
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}
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////////////////////////////////////////////////////////////////////////////////
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/// Binary Operators
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////////////////////////////////////////////////////////////////////////////////
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__forceinline Vec3fa operator +( const Vec3fa& a, const Vec3fa& b ) { return _mm_add_ps(a.m128, b.m128); }
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__forceinline Vec3fa operator -( const Vec3fa& a, const Vec3fa& b ) { return _mm_sub_ps(a.m128, b.m128); }
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__forceinline Vec3fa operator *( const Vec3fa& a, const Vec3fa& b ) { return _mm_mul_ps(a.m128, b.m128); }
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__forceinline Vec3fa operator *( const Vec3fa& a, const float b ) { return a * Vec3fa(b); }
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__forceinline Vec3fa operator *( const float a, const Vec3fa& b ) { return Vec3fa(a) * b; }
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__forceinline Vec3fa operator /( const Vec3fa& a, const Vec3fa& b ) { return _mm_div_ps(a.m128,b.m128); }
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__forceinline Vec3fa operator /( const Vec3fa& a, const float b ) { return _mm_div_ps(a.m128,_mm_set1_ps(b)); }
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__forceinline Vec3fa operator /( const float a, const Vec3fa& b ) { return _mm_div_ps(_mm_set1_ps(a),b.m128); }
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__forceinline Vec3fa min( const Vec3fa& a, const Vec3fa& b ) { return _mm_min_ps(a.m128,b.m128); }
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__forceinline Vec3fa max( const Vec3fa& a, const Vec3fa& b ) { return _mm_max_ps(a.m128,b.m128); }
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#if defined(__SSE4_1__)
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__forceinline Vec3fa mini(const Vec3fa& a, const Vec3fa& b) {
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const vint4 ai = _mm_castps_si128(a.m128);
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const vint4 bi = _mm_castps_si128(b.m128);
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const vint4 ci = _mm_min_epi32(ai,bi);
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return _mm_castsi128_ps(ci);
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}
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#endif
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#if defined(__SSE4_1__)
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__forceinline Vec3fa maxi(const Vec3fa& a, const Vec3fa& b) {
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const vint4 ai = _mm_castps_si128(a.m128);
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const vint4 bi = _mm_castps_si128(b.m128);
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const vint4 ci = _mm_max_epi32(ai,bi);
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return _mm_castsi128_ps(ci);
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}
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#endif
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__forceinline Vec3fa pow ( const Vec3fa& a, const float& b ) {
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return Vec3fa(powf(a.x,b),powf(a.y,b),powf(a.z,b));
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}
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////////////////////////////////////////////////////////////////////////////////
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/// Ternary Operators
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////////////////////////////////////////////////////////////////////////////////
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#if defined(__AVX2__)
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__forceinline Vec3fa madd ( const Vec3fa& a, const Vec3fa& b, const Vec3fa& c) { return _mm_fmadd_ps(a.m128,b.m128,c.m128); }
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__forceinline Vec3fa msub ( const Vec3fa& a, const Vec3fa& b, const Vec3fa& c) { return _mm_fmsub_ps(a.m128,b.m128,c.m128); }
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__forceinline Vec3fa nmadd ( const Vec3fa& a, const Vec3fa& b, const Vec3fa& c) { return _mm_fnmadd_ps(a.m128,b.m128,c.m128); }
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__forceinline Vec3fa nmsub ( const Vec3fa& a, const Vec3fa& b, const Vec3fa& c) { return _mm_fnmsub_ps(a.m128,b.m128,c.m128); }
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#else
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__forceinline Vec3fa madd ( const Vec3fa& a, const Vec3fa& b, const Vec3fa& c) { return a*b+c; }
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__forceinline Vec3fa msub ( const Vec3fa& a, const Vec3fa& b, const Vec3fa& c) { return a*b-c; }
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__forceinline Vec3fa nmadd ( const Vec3fa& a, const Vec3fa& b, const Vec3fa& c) { return -a*b+c;}
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__forceinline Vec3fa nmsub ( const Vec3fa& a, const Vec3fa& b, const Vec3fa& c) { return -a*b-c; }
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#endif
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__forceinline Vec3fa madd ( const float a, const Vec3fa& b, const Vec3fa& c) { return madd(Vec3fa(a),b,c); }
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__forceinline Vec3fa msub ( const float a, const Vec3fa& b, const Vec3fa& c) { return msub(Vec3fa(a),b,c); }
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__forceinline Vec3fa nmadd ( const float a, const Vec3fa& b, const Vec3fa& c) { return nmadd(Vec3fa(a),b,c); }
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__forceinline Vec3fa nmsub ( const float a, const Vec3fa& b, const Vec3fa& c) { return nmsub(Vec3fa(a),b,c); }
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////////////////////////////////////////////////////////////////////////////////
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/// Assignment Operators
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////////////////////////////////////////////////////////////////////////////////
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__forceinline Vec3fa& operator +=( Vec3fa& a, const Vec3fa& b ) { return a = a + b; }
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__forceinline Vec3fa& operator -=( Vec3fa& a, const Vec3fa& b ) { return a = a - b; }
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__forceinline Vec3fa& operator *=( Vec3fa& a, const Vec3fa& b ) { return a = a * b; }
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__forceinline Vec3fa& operator *=( Vec3fa& a, const float b ) { return a = a * b; }
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__forceinline Vec3fa& operator /=( Vec3fa& a, const Vec3fa& b ) { return a = a / b; }
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__forceinline Vec3fa& operator /=( Vec3fa& a, const float b ) { return a = a / b; }
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////////////////////////////////////////////////////////////////////////////////
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/// Reductions
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////////////////////////////////////////////////////////////////////////////////
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__forceinline float reduce_add(const Vec3fa& v) {
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const vfloat4 a(v.m128);
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const vfloat4 b = shuffle<1>(a);
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const vfloat4 c = shuffle<2>(a);
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return _mm_cvtss_f32(a+b+c);
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}
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__forceinline float reduce_mul(const Vec3fa& v) { return v.x*v.y*v.z; }
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__forceinline float reduce_min(const Vec3fa& v) { return min(v.x,v.y,v.z); }
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__forceinline float reduce_max(const Vec3fa& v) { return max(v.x,v.y,v.z); }
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////////////////////////////////////////////////////////////////////////////////
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/// Comparison Operators
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////////////////////////////////////////////////////////////////////////////////
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__forceinline bool operator ==( const Vec3fa& a, const Vec3fa& b ) { return (_mm_movemask_ps(_mm_cmpeq_ps (a.m128, b.m128)) & 7) == 7; }
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__forceinline bool operator !=( const Vec3fa& a, const Vec3fa& b ) { return (_mm_movemask_ps(_mm_cmpneq_ps(a.m128, b.m128)) & 7) != 0; }
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__forceinline Vec3ba eq_mask( const Vec3fa& a, const Vec3fa& b ) { return _mm_cmpeq_ps (a.m128, b.m128); }
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__forceinline Vec3ba neq_mask(const Vec3fa& a, const Vec3fa& b ) { return _mm_cmpneq_ps(a.m128, b.m128); }
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__forceinline Vec3ba lt_mask( const Vec3fa& a, const Vec3fa& b ) { return _mm_cmplt_ps (a.m128, b.m128); }
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__forceinline Vec3ba le_mask( const Vec3fa& a, const Vec3fa& b ) { return _mm_cmple_ps (a.m128, b.m128); }
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__forceinline Vec3ba gt_mask( const Vec3fa& a, const Vec3fa& b ) { return _mm_cmpnle_ps(a.m128, b.m128); }
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__forceinline Vec3ba ge_mask( const Vec3fa& a, const Vec3fa& b ) { return _mm_cmpnlt_ps(a.m128, b.m128); }
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__forceinline bool isvalid ( const Vec3fa& v ) {
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return all(gt_mask(v,Vec3fa(-FLT_LARGE)) & lt_mask(v,Vec3fa(+FLT_LARGE)));
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}
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__forceinline bool is_finite ( const Vec3fa& a ) {
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return all(ge_mask(a,Vec3fa(-FLT_MAX)) & le_mask(a,Vec3fa(+FLT_MAX)));
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}
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__forceinline bool isvalid4 ( const Vec3fa& v ) {
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return all((vfloat4(v.m128) > vfloat4(-FLT_LARGE)) & (vfloat4(v.m128) < vfloat4(+FLT_LARGE)));
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}
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__forceinline bool is_finite4 ( const Vec3fa& a ) {
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return all((vfloat4(a.m128) >= vfloat4(-FLT_MAX)) & (vfloat4(a.m128) <= vfloat4(+FLT_MAX)));
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}
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////////////////////////////////////////////////////////////////////////////////
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/// Euclidian Space Operators
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////////////////////////////////////////////////////////////////////////////////
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#if defined(__SSE4_1__)
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__forceinline float dot ( const Vec3fa& a, const Vec3fa& b ) {
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return _mm_cvtss_f32(_mm_dp_ps(a.m128,b.m128,0x7F));
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}
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#else
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__forceinline float dot ( const Vec3fa& a, const Vec3fa& b ) {
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return reduce_add(a*b);
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}
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#endif
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__forceinline Vec3fa cross ( const Vec3fa& a, const Vec3fa& b )
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{
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vfloat4 a0 = vfloat4(a.m128);
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vfloat4 b0 = shuffle<1,2,0,3>(vfloat4(b.m128));
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vfloat4 a1 = shuffle<1,2,0,3>(vfloat4(a.m128));
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vfloat4 b1 = vfloat4(b.m128);
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return Vec3fa(shuffle<1,2,0,3>(msub(a0,b0,a1*b1)));
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}
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__forceinline float sqr_length ( const Vec3fa& a ) { return dot(a,a); }
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__forceinline float rcp_length ( const Vec3fa& a ) { return rsqrt(dot(a,a)); }
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__forceinline float rcp_length2( const Vec3fa& a ) { return rcp(dot(a,a)); }
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__forceinline float length ( const Vec3fa& a ) { return sqrt(dot(a,a)); }
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__forceinline Vec3fa normalize( const Vec3fa& a ) { return a*rsqrt(dot(a,a)); }
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__forceinline float distance ( const Vec3fa& a, const Vec3fa& b ) { return length(a-b); }
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__forceinline float halfArea ( const Vec3fa& d ) { return madd(d.x,(d.y+d.z),d.y*d.z); }
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__forceinline float area ( const Vec3fa& d ) { return 2.0f*halfArea(d); }
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__forceinline Vec3fa normalize_safe( const Vec3fa& a ) {
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const float d = dot(a,a); if (unlikely(d == 0.0f)) return a; else return a*rsqrt(d);
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}
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/*! differentiated normalization */
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__forceinline Vec3fa dnormalize(const Vec3fa& p, const Vec3fa& dp)
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{
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const float pp = dot(p,p);
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const float pdp = dot(p,dp);
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return (pp*dp-pdp*p)*rcp(pp)*rsqrt(pp);
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}
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////////////////////////////////////////////////////////////////////////////////
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/// Select
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////////////////////////////////////////////////////////////////////////////////
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__forceinline Vec3fa select( bool s, const Vec3fa& t, const Vec3fa& f ) {
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__m128 mask = s ? _mm_castsi128_ps(_mm_cmpeq_epi32(_mm_setzero_si128(), _mm_setzero_si128())) : _mm_setzero_ps();
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return blendv_ps(f.m128, t.m128, mask);
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}
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__forceinline Vec3fa select( const Vec3ba& s, const Vec3fa& t, const Vec3fa& f ) {
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return blendv_ps(f.m128, t.m128, s);
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}
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__forceinline Vec3fa lerp(const Vec3fa& v0, const Vec3fa& v1, const float t) {
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return madd(1.0f-t,v0,t*v1);
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}
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__forceinline int maxDim ( const Vec3fa& a )
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{
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const Vec3fa b = abs(a);
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if (b.x > b.y) {
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if (b.x > b.z) return 0; else return 2;
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} else {
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if (b.y > b.z) return 1; else return 2;
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}
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}
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////////////////////////////////////////////////////////////////////////////////
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/// Rounding Functions
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////////////////////////////////////////////////////////////////////////////////
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#if defined (__SSE4_1__)
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__forceinline Vec3fa trunc( const Vec3fa& a ) { return _mm_round_ps(a.m128, _MM_FROUND_TO_NEAREST_INT); }
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__forceinline Vec3fa floor( const Vec3fa& a ) { return _mm_round_ps(a.m128, _MM_FROUND_TO_NEG_INF ); }
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__forceinline Vec3fa ceil ( const Vec3fa& a ) { return _mm_round_ps(a.m128, _MM_FROUND_TO_POS_INF ); }
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#else
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__forceinline Vec3fa trunc( const Vec3fa& a ) { return Vec3fa(truncf(a.x),truncf(a.y),truncf(a.z)); }
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__forceinline Vec3fa floor( const Vec3fa& a ) { return Vec3fa(floorf(a.x),floorf(a.y),floorf(a.z)); }
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__forceinline Vec3fa ceil ( const Vec3fa& a ) { return Vec3fa(ceilf (a.x),ceilf (a.y),ceilf (a.z)); }
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#endif
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////////////////////////////////////////////////////////////////////////////////
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/// Output Operators
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////////////////////////////////////////////////////////////////////////////////
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__forceinline embree_ostream operator<<(embree_ostream cout, const Vec3fa& a) {
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return cout << "(" << a.x << ", " << a.y << ", " << a.z << ")";
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}
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typedef Vec3fa Vec3fa_t;
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////////////////////////////////////////////////////////////////////////////////
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/// SSE Vec3fx Type
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////////////////////////////////////////////////////////////////////////////////
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struct __aligned(16) Vec3fx
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{
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ALIGNED_STRUCT_(16);
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typedef float Scalar;
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enum { N = 3 };
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union {
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__m128 m128;
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struct { float x,y,z; union { int a; unsigned u; float w; }; };
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};
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////////////////////////////////////////////////////////////////////////////////
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/// Constructors, Assignment & Cast Operators
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////////////////////////////////////////////////////////////////////////////////
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|
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|
__forceinline Vec3fx( ) {}
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__forceinline Vec3fx( const __m128 a ) : m128(a) {}
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__forceinline explicit Vec3fx(const Vec3fa& v) : m128(v.m128) {}
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__forceinline operator Vec3fa () const { return Vec3fa(m128); }
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__forceinline explicit Vec3fx ( const Vec3<float>& other ) { m128 = _mm_set_ps(0, other.z, other.y, other.x); }
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//__forceinline Vec3fx& operator =( const Vec3<float>& other ) { m128 = _mm_set_ps(0, other.z, other.y, other.x); return *this; }
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__forceinline Vec3fx ( const Vec3fx& other ) { m128 = other.m128; }
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__forceinline Vec3fx& operator =( const Vec3fx& other ) { m128 = other.m128; return *this; }
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__forceinline explicit Vec3fx( const float a ) : m128(_mm_set1_ps(a)) {}
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__forceinline Vec3fx( const float x, const float y, const float z) : m128(_mm_set_ps(0, z, y, x)) {}
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__forceinline Vec3fx( const Vec3fa& other, const int a1) { m128 = other.m128; a = a1; }
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__forceinline Vec3fx( const Vec3fa& other, const unsigned a1) { m128 = other.m128; u = a1; }
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__forceinline Vec3fx( const Vec3fa& other, const float w1) {
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#if defined (__SSE4_1__)
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m128 = _mm_insert_ps(other.m128, _mm_set_ss(w1),3 << 4);
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#else
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const vint4 mask(-1,-1,-1,0);
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m128 = select(vboolf4(_mm_castsi128_ps(mask)),vfloat4(other.m128),vfloat4(w1));
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#endif
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}
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//__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!
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//__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!
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__forceinline Vec3fx( const float x, const float y, const float z, const float w) : m128(_mm_set_ps(w, z, y, x)) {}
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//__forceinline explicit Vec3fx( const __m128i a ) : m128(_mm_cvtepi32_ps(a)) {}
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__forceinline explicit operator const vfloat4() const { return vfloat4(m128); }
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__forceinline explicit operator const vint4() const { return vint4(_mm_cvtps_epi32(m128)); }
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__forceinline explicit operator const Vec2fa() const { return Vec2fa(m128); }
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__forceinline explicit operator const Vec3ia() const { return Vec3ia(_mm_cvtps_epi32(m128)); }
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//__forceinline operator const __m128&() const { return m128; }
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//__forceinline operator __m128&() { return m128; }
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////////////////////////////////////////////////////////////////////////////////
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/// Loads and Stores
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////////////////////////////////////////////////////////////////////////////////
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static __forceinline Vec3fx load( const void* const a ) {
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return Vec3fx(_mm_and_ps(_mm_load_ps((float*)a),_mm_castsi128_ps(_mm_set_epi32(0, -1, -1, -1))));
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}
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static __forceinline Vec3fx loadu( const void* const a ) {
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return Vec3fx(_mm_loadu_ps((float*)a));
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}
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static __forceinline void storeu ( void* ptr, const Vec3fx& v ) {
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_mm_storeu_ps((float*)ptr,v.m128);
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}
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////////////////////////////////////////////////////////////////////////////////
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/// Constants
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////////////////////////////////////////////////////////////////////////////////
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__forceinline Vec3fx( ZeroTy ) : m128(_mm_setzero_ps()) {}
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__forceinline Vec3fx( OneTy ) : m128(_mm_set1_ps(1.0f)) {}
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__forceinline Vec3fx( PosInfTy ) : m128(_mm_set1_ps(pos_inf)) {}
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__forceinline Vec3fx( NegInfTy ) : m128(_mm_set1_ps(neg_inf)) {}
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|
|
////////////////////////////////////////////////////////////////////////////////
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/// Array Access
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////////////////////////////////////////////////////////////////////////////////
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__forceinline const float& operator []( const size_t index ) const { assert(index < 3); return (&x)[index]; }
|
|
__forceinline float& operator []( const size_t index ) { assert(index < 3); return (&x)[index]; }
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|
};
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|
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|
////////////////////////////////////////////////////////////////////////////////
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/// Unary Operators
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////////////////////////////////////////////////////////////////////////////////
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__forceinline Vec3fx operator +( const Vec3fx& a ) { return a; }
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__forceinline Vec3fx operator -( const Vec3fx& a ) {
|
|
const __m128 mask = _mm_castsi128_ps(_mm_set1_epi32(0x80000000));
|
|
return _mm_xor_ps(a.m128, mask);
|
|
}
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|
__forceinline Vec3fx abs ( const Vec3fx& a ) {
|
|
const __m128 mask = _mm_castsi128_ps(_mm_set1_epi32(0x7fffffff));
|
|
return _mm_and_ps(a.m128, mask);
|
|
}
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|
__forceinline Vec3fx sign ( const Vec3fx& a ) {
|
|
return blendv_ps(Vec3fx(one).m128, (-Vec3fx(one)).m128, _mm_cmplt_ps (a.m128,Vec3fx(zero).m128));
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|
}
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|
|
|
__forceinline Vec3fx rcp ( const Vec3fx& a )
|
|
{
|
|
#if defined(__AVX512VL__)
|
|
const Vec3fx r = _mm_rcp14_ps(a.m128);
|
|
#else
|
|
const Vec3fx r = _mm_rcp_ps(a.m128);
|
|
#endif
|
|
|
|
#if defined(__AVX2__)
|
|
const Vec3fx res = _mm_mul_ps(r.m128,_mm_fnmadd_ps(r.m128, a.m128, vfloat4(2.0f)));
|
|
#else
|
|
const Vec3fx res = _mm_mul_ps(r.m128,_mm_sub_ps(vfloat4(2.0f), _mm_mul_ps(r.m128, a.m128)));
|
|
//return _mm_sub_ps(_mm_add_ps(r, r), _mm_mul_ps(_mm_mul_ps(r, r), a));
|
|
#endif
|
|
|
|
return res;
|
|
}
|
|
|
|
__forceinline Vec3fx sqrt ( const Vec3fx& a ) { return _mm_sqrt_ps(a.m128); }
|
|
__forceinline Vec3fx sqr ( const Vec3fx& a ) { return _mm_mul_ps(a.m128,a.m128); }
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|
|
|
__forceinline Vec3fx rsqrt( const Vec3fx& a )
|
|
{
|
|
#if defined(__AVX512VL__)
|
|
__m128 r = _mm_rsqrt14_ps(a.m128);
|
|
#else
|
|
__m128 r = _mm_rsqrt_ps(a.m128);
|
|
#endif
|
|
return _mm_add_ps(_mm_mul_ps(_mm_set1_ps(1.5f),r), _mm_mul_ps(_mm_mul_ps(_mm_mul_ps(a.m128, _mm_set1_ps(-0.5f)), r), _mm_mul_ps(r, r)));
|
|
}
|
|
|
|
__forceinline Vec3fx zero_fix(const Vec3fx& a) {
|
|
return blendv_ps(a.m128, _mm_set1_ps(min_rcp_input), _mm_cmplt_ps (abs(a).m128, _mm_set1_ps(min_rcp_input)));
|
|
}
|
|
__forceinline Vec3fx rcp_safe(const Vec3fx& a) {
|
|
return rcp(zero_fix(a));
|
|
}
|
|
__forceinline Vec3fx log ( const Vec3fx& a ) {
|
|
return Vec3fx(logf(a.x),logf(a.y),logf(a.z));
|
|
}
|
|
|
|
__forceinline Vec3fx exp ( const Vec3fx& a ) {
|
|
return Vec3fx(expf(a.x),expf(a.y),expf(a.z));
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////////////////
|
|
/// Binary Operators
|
|
////////////////////////////////////////////////////////////////////////////////
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|
|
|
__forceinline Vec3fx operator +( const Vec3fx& a, const Vec3fx& b ) { return _mm_add_ps(a.m128, b.m128); }
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|
__forceinline Vec3fx operator -( const Vec3fx& a, const Vec3fx& b ) { return _mm_sub_ps(a.m128, b.m128); }
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|
__forceinline Vec3fx operator *( const Vec3fx& a, const Vec3fx& b ) { return _mm_mul_ps(a.m128, b.m128); }
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|
__forceinline Vec3fx operator *( const Vec3fx& a, const float b ) { return a * Vec3fx(b); }
|
|
__forceinline Vec3fx operator *( const float a, const Vec3fx& b ) { return Vec3fx(a) * b; }
|
|
__forceinline Vec3fx operator /( const Vec3fx& a, const Vec3fx& b ) { return _mm_div_ps(a.m128,b.m128); }
|
|
__forceinline Vec3fx operator /( const Vec3fx& a, const float b ) { return _mm_div_ps(a.m128,_mm_set1_ps(b)); }
|
|
__forceinline Vec3fx operator /( const float a, const Vec3fx& b ) { return _mm_div_ps(_mm_set1_ps(a),b.m128); }
|
|
|
|
__forceinline Vec3fx min( const Vec3fx& a, const Vec3fx& b ) { return _mm_min_ps(a.m128,b.m128); }
|
|
__forceinline Vec3fx max( const Vec3fx& a, const Vec3fx& b ) { return _mm_max_ps(a.m128,b.m128); }
|
|
|
|
#if defined(__SSE4_1__)
|
|
__forceinline Vec3fx mini(const Vec3fx& a, const Vec3fx& b) {
|
|
const vint4 ai = _mm_castps_si128(a.m128);
|
|
const vint4 bi = _mm_castps_si128(b.m128);
|
|
const vint4 ci = _mm_min_epi32(ai,bi);
|
|
return _mm_castsi128_ps(ci);
|
|
}
|
|
#endif
|
|
|
|
#if defined(__SSE4_1__)
|
|
__forceinline Vec3fx maxi(const Vec3fx& a, const Vec3fx& b) {
|
|
const vint4 ai = _mm_castps_si128(a.m128);
|
|
const vint4 bi = _mm_castps_si128(b.m128);
|
|
const vint4 ci = _mm_max_epi32(ai,bi);
|
|
return _mm_castsi128_ps(ci);
|
|
}
|
|
#endif
|
|
|
|
__forceinline Vec3fx pow ( const Vec3fx& a, const float& b ) {
|
|
return Vec3fx(powf(a.x,b),powf(a.y,b),powf(a.z,b));
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////////////////
|
|
/// Ternary Operators
|
|
////////////////////////////////////////////////////////////////////////////////
|
|
|
|
#if defined(__AVX2__)
|
|
__forceinline Vec3fx madd ( const Vec3fx& a, const Vec3fx& b, const Vec3fx& c) { return _mm_fmadd_ps(a.m128,b.m128,c.m128); }
|
|
__forceinline Vec3fx msub ( const Vec3fx& a, const Vec3fx& b, const Vec3fx& c) { return _mm_fmsub_ps(a.m128,b.m128,c.m128); }
|
|
__forceinline Vec3fx nmadd ( const Vec3fx& a, const Vec3fx& b, const Vec3fx& c) { return _mm_fnmadd_ps(a.m128,b.m128,c.m128); }
|
|
__forceinline Vec3fx nmsub ( const Vec3fx& a, const Vec3fx& b, const Vec3fx& c) { return _mm_fnmsub_ps(a.m128,b.m128,c.m128); }
|
|
#else
|
|
__forceinline Vec3fx madd ( const Vec3fx& a, const Vec3fx& b, const Vec3fx& c) { return a*b+c; }
|
|
__forceinline Vec3fx msub ( const Vec3fx& a, const Vec3fx& b, const Vec3fx& c) { return a*b-c; }
|
|
__forceinline Vec3fx nmadd ( const Vec3fx& a, const Vec3fx& b, const Vec3fx& c) { return -a*b+c;}
|
|
__forceinline Vec3fx nmsub ( const Vec3fx& a, const Vec3fx& b, const Vec3fx& c) { return -a*b-c; }
|
|
#endif
|
|
|
|
__forceinline Vec3fx madd ( const float a, const Vec3fx& b, const Vec3fx& c) { return madd(Vec3fx(a),b,c); }
|
|
__forceinline Vec3fx msub ( const float a, const Vec3fx& b, const Vec3fx& c) { return msub(Vec3fx(a),b,c); }
|
|
__forceinline Vec3fx nmadd ( const float a, const Vec3fx& b, const Vec3fx& c) { return nmadd(Vec3fx(a),b,c); }
|
|
__forceinline Vec3fx nmsub ( const float a, const Vec3fx& b, const Vec3fx& c) { return nmsub(Vec3fx(a),b,c); }
|
|
|
|
////////////////////////////////////////////////////////////////////////////////
|
|
/// Assignment Operators
|
|
////////////////////////////////////////////////////////////////////////////////
|
|
|
|
__forceinline Vec3fx& operator +=( Vec3fx& a, const Vec3fx& b ) { return a = a + b; }
|
|
__forceinline Vec3fx& operator -=( Vec3fx& a, const Vec3fx& b ) { return a = a - b; }
|
|
__forceinline Vec3fx& operator *=( Vec3fx& a, const Vec3fx& b ) { return a = a * b; }
|
|
__forceinline Vec3fx& operator *=( Vec3fx& a, const float b ) { return a = a * b; }
|
|
__forceinline Vec3fx& operator /=( Vec3fx& a, const Vec3fx& b ) { return a = a / b; }
|
|
__forceinline Vec3fx& operator /=( Vec3fx& a, const float b ) { return a = a / b; }
|
|
|
|
////////////////////////////////////////////////////////////////////////////////
|
|
/// Reductions
|
|
////////////////////////////////////////////////////////////////////////////////
|
|
|
|
__forceinline float reduce_add(const Vec3fx& v) {
|
|
const vfloat4 a(v.m128);
|
|
const vfloat4 b = shuffle<1>(a);
|
|
const vfloat4 c = shuffle<2>(a);
|
|
return _mm_cvtss_f32(a+b+c);
|
|
}
|
|
|
|
__forceinline float reduce_mul(const Vec3fx& v) { return v.x*v.y*v.z; }
|
|
__forceinline float reduce_min(const Vec3fx& v) { return min(v.x,v.y,v.z); }
|
|
__forceinline float reduce_max(const Vec3fx& v) { return max(v.x,v.y,v.z); }
|
|
|
|
////////////////////////////////////////////////////////////////////////////////
|
|
/// Comparison Operators
|
|
////////////////////////////////////////////////////////////////////////////////
|
|
|
|
__forceinline bool operator ==( const Vec3fx& a, const Vec3fx& b ) { return (_mm_movemask_ps(_mm_cmpeq_ps (a.m128, b.m128)) & 7) == 7; }
|
|
__forceinline bool operator !=( const Vec3fx& a, const Vec3fx& b ) { return (_mm_movemask_ps(_mm_cmpneq_ps(a.m128, b.m128)) & 7) != 0; }
|
|
|
|
__forceinline Vec3ba eq_mask( const Vec3fx& a, const Vec3fx& b ) { return _mm_cmpeq_ps (a.m128, b.m128); }
|
|
__forceinline Vec3ba neq_mask(const Vec3fx& a, const Vec3fx& b ) { return _mm_cmpneq_ps(a.m128, b.m128); }
|
|
__forceinline Vec3ba lt_mask( const Vec3fx& a, const Vec3fx& b ) { return _mm_cmplt_ps (a.m128, b.m128); }
|
|
__forceinline Vec3ba le_mask( const Vec3fx& a, const Vec3fx& b ) { return _mm_cmple_ps (a.m128, b.m128); }
|
|
__forceinline Vec3ba gt_mask( const Vec3fx& a, const Vec3fx& b ) { return _mm_cmpnle_ps(a.m128, b.m128); }
|
|
__forceinline Vec3ba ge_mask( const Vec3fx& a, const Vec3fx& b ) { return _mm_cmpnlt_ps(a.m128, b.m128); }
|
|
|
|
__forceinline bool isvalid ( const Vec3fx& v ) {
|
|
return all(gt_mask(v,Vec3fx(-FLT_LARGE)) & lt_mask(v,Vec3fx(+FLT_LARGE)));
|
|
}
|
|
|
|
__forceinline bool is_finite ( const Vec3fx& a ) {
|
|
return all(ge_mask(a,Vec3fx(-FLT_MAX)) & le_mask(a,Vec3fx(+FLT_MAX)));
|
|
}
|
|
|
|
__forceinline bool isvalid4 ( const Vec3fx& v ) {
|
|
return all((vfloat4(v.m128) > vfloat4(-FLT_LARGE)) & (vfloat4(v.m128) < vfloat4(+FLT_LARGE)));
|
|
}
|
|
|
|
__forceinline bool is_finite4 ( const Vec3fx& a ) {
|
|
return all((vfloat4(a.m128) >= vfloat4(-FLT_MAX)) & (vfloat4(a.m128) <= vfloat4(+FLT_MAX)));
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////////////////
|
|
/// Euclidian Space Operators
|
|
////////////////////////////////////////////////////////////////////////////////
|
|
|
|
#if defined(__SSE4_1__)
|
|
__forceinline float dot ( const Vec3fx& a, const Vec3fx& b ) {
|
|
return _mm_cvtss_f32(_mm_dp_ps(a.m128,b.m128,0x7F));
|
|
}
|
|
#else
|
|
__forceinline float dot ( const Vec3fx& a, const Vec3fx& b ) {
|
|
return reduce_add(a*b);
|
|
}
|
|
#endif
|
|
|
|
__forceinline Vec3fx cross ( const Vec3fx& a, const Vec3fx& b )
|
|
{
|
|
vfloat4 a0 = vfloat4(a.m128);
|
|
vfloat4 b0 = shuffle<1,2,0,3>(vfloat4(b.m128));
|
|
vfloat4 a1 = shuffle<1,2,0,3>(vfloat4(a.m128));
|
|
vfloat4 b1 = vfloat4(b.m128);
|
|
return Vec3fx(shuffle<1,2,0,3>(msub(a0,b0,a1*b1)));
|
|
}
|
|
|
|
__forceinline float sqr_length ( const Vec3fx& a ) { return dot(a,a); }
|
|
__forceinline float rcp_length ( const Vec3fx& a ) { return rsqrt(dot(a,a)); }
|
|
__forceinline float rcp_length2( const Vec3fx& a ) { return rcp(dot(a,a)); }
|
|
__forceinline float length ( const Vec3fx& a ) { return sqrt(dot(a,a)); }
|
|
__forceinline Vec3fx normalize( const Vec3fx& a ) { return a*rsqrt(dot(a,a)); }
|
|
__forceinline float distance ( const Vec3fx& a, const Vec3fx& b ) { return length(a-b); }
|
|
__forceinline float halfArea ( const Vec3fx& d ) { return madd(d.x,(d.y+d.z),d.y*d.z); }
|
|
__forceinline float area ( const Vec3fx& d ) { return 2.0f*halfArea(d); }
|
|
|
|
__forceinline Vec3fx normalize_safe( const Vec3fx& a ) {
|
|
const float d = dot(a,a); if (unlikely(d == 0.0f)) return a; else return a*rsqrt(d);
|
|
}
|
|
|
|
/*! differentiated normalization */
|
|
__forceinline Vec3fx dnormalize(const Vec3fx& p, const Vec3fx& dp)
|
|
{
|
|
const float pp = dot(p,p);
|
|
const float pdp = dot(p,dp);
|
|
return (pp*dp-pdp*p)*rcp(pp)*rsqrt(pp);
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////////////////
|
|
/// Select
|
|
////////////////////////////////////////////////////////////////////////////////
|
|
|
|
__forceinline Vec3fx select( bool s, const Vec3fx& t, const Vec3fx& f ) {
|
|
__m128 mask = s ? _mm_castsi128_ps(_mm_cmpeq_epi32(_mm_setzero_si128(), _mm_setzero_si128())) : _mm_setzero_ps();
|
|
return blendv_ps(f.m128, t.m128, mask);
|
|
}
|
|
|
|
__forceinline Vec3fx select( const Vec3ba& s, const Vec3fx& t, const Vec3fx& f ) {
|
|
return blendv_ps(f.m128, t.m128, s);
|
|
}
|
|
|
|
__forceinline Vec3fx lerp(const Vec3fx& v0, const Vec3fx& v1, const float t) {
|
|
return madd(1.0f-t,v0,t*v1);
|
|
}
|
|
|
|
__forceinline int maxDim ( const Vec3fx& a )
|
|
{
|
|
const Vec3fx b = abs(a);
|
|
if (b.x > b.y) {
|
|
if (b.x > b.z) return 0; else return 2;
|
|
} else {
|
|
if (b.y > b.z) return 1; else return 2;
|
|
}
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////////////////
|
|
/// Rounding Functions
|
|
////////////////////////////////////////////////////////////////////////////////
|
|
|
|
#if defined(__aarch64__)
|
|
__forceinline Vec3fx trunc(const Vec3fx& a) { return vrndq_f32(a.m128); }
|
|
__forceinline Vec3fx floor(const Vec3fx& a) { return vrndmq_f32(a.m128); }
|
|
__forceinline Vec3fx ceil (const Vec3fx& a) { return vrndpq_f32(a.m128); }
|
|
#elif defined (__SSE4_1__)
|
|
__forceinline Vec3fx trunc( const Vec3fx& a ) { return _mm_round_ps(a.m128, _MM_FROUND_TO_NEAREST_INT); }
|
|
__forceinline Vec3fx floor( const Vec3fx& a ) { return _mm_round_ps(a.m128, _MM_FROUND_TO_NEG_INF ); }
|
|
__forceinline Vec3fx ceil ( const Vec3fx& a ) { return _mm_round_ps(a.m128, _MM_FROUND_TO_POS_INF ); }
|
|
#else
|
|
__forceinline Vec3fx trunc( const Vec3fx& a ) { return Vec3fx(truncf(a.x),truncf(a.y),truncf(a.z)); }
|
|
__forceinline Vec3fx floor( const Vec3fx& a ) { return Vec3fx(floorf(a.x),floorf(a.y),floorf(a.z)); }
|
|
__forceinline Vec3fx ceil ( const Vec3fx& a ) { return Vec3fx(ceilf (a.x),ceilf (a.y),ceilf (a.z)); }
|
|
#endif
|
|
|
|
////////////////////////////////////////////////////////////////////////////////
|
|
/// Output Operators
|
|
////////////////////////////////////////////////////////////////////////////////
|
|
|
|
__forceinline embree_ostream operator<<(embree_ostream cout, const Vec3fx& a) {
|
|
return cout << "(" << a.x << ", " << a.y << ", " << a.z << ")";
|
|
}
|
|
|
|
|
|
typedef Vec3fx Vec3ff;
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}
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