mirror of
https://github.com/godotengine/godot.git
synced 2024-12-21 10:25:24 +08:00
249836e530
Sources are untouched, tarball from https://sourceforge.net/projects/libsquish
167 lines
4.5 KiB
C++
167 lines
4.5 KiB
C++
/* -----------------------------------------------------------------------------
|
|
|
|
Copyright (c) 2006 Simon Brown si@sjbrown.co.uk
|
|
|
|
Permission is hereby granted, free of charge, to any person obtaining
|
|
a copy of this software and associated documentation files (the
|
|
"Software"), to deal in the Software without restriction, including
|
|
without limitation the rights to use, copy, modify, merge, publish,
|
|
distribute, sublicense, and/or sell copies of the Software, and to
|
|
permit persons to whom the Software is furnished to do so, subject to
|
|
the following conditions:
|
|
|
|
The above copyright notice and this permission notice shall be included
|
|
in all copies or substantial portions of the Software.
|
|
|
|
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
|
|
OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
|
|
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
|
|
IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
|
|
CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
|
|
TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
|
|
SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
|
|
|
|
-------------------------------------------------------------------------- */
|
|
|
|
#ifndef SQUISH_SIMD_VE_H
|
|
#define SQUISH_SIMD_VE_H
|
|
|
|
#include <altivec.h>
|
|
#undef bool
|
|
|
|
namespace squish {
|
|
|
|
#define VEC4_CONST( X ) Vec4( ( vector float ){ X } )
|
|
|
|
class Vec4
|
|
{
|
|
public:
|
|
typedef Vec4 Arg;
|
|
|
|
Vec4() {}
|
|
|
|
explicit Vec4( vector float v ) : m_v( v ) {}
|
|
|
|
Vec4( Vec4 const& arg ) : m_v( arg.m_v ) {}
|
|
|
|
Vec4& operator=( Vec4 const& arg )
|
|
{
|
|
m_v = arg.m_v;
|
|
return *this;
|
|
}
|
|
|
|
explicit Vec4( float s )
|
|
{
|
|
union { vector float v; float c[4]; } u;
|
|
u.c[0] = s;
|
|
u.c[1] = s;
|
|
u.c[2] = s;
|
|
u.c[3] = s;
|
|
m_v = u.v;
|
|
}
|
|
|
|
Vec4( float x, float y, float z, float w )
|
|
{
|
|
union { vector float v; float c[4]; } u;
|
|
u.c[0] = x;
|
|
u.c[1] = y;
|
|
u.c[2] = z;
|
|
u.c[3] = w;
|
|
m_v = u.v;
|
|
}
|
|
|
|
Vec3 GetVec3() const
|
|
{
|
|
union { vector float v; float c[4]; } u;
|
|
u.v = m_v;
|
|
return Vec3( u.c[0], u.c[1], u.c[2] );
|
|
}
|
|
|
|
Vec4 SplatX() const { return Vec4( vec_splat( m_v, 0 ) ); }
|
|
Vec4 SplatY() const { return Vec4( vec_splat( m_v, 1 ) ); }
|
|
Vec4 SplatZ() const { return Vec4( vec_splat( m_v, 2 ) ); }
|
|
Vec4 SplatW() const { return Vec4( vec_splat( m_v, 3 ) ); }
|
|
|
|
Vec4& operator+=( Arg v )
|
|
{
|
|
m_v = vec_add( m_v, v.m_v );
|
|
return *this;
|
|
}
|
|
|
|
Vec4& operator-=( Arg v )
|
|
{
|
|
m_v = vec_sub( m_v, v.m_v );
|
|
return *this;
|
|
}
|
|
|
|
Vec4& operator*=( Arg v )
|
|
{
|
|
m_v = vec_madd( m_v, v.m_v, ( vector float ){ -0.0f } );
|
|
return *this;
|
|
}
|
|
|
|
friend Vec4 operator+( Vec4::Arg left, Vec4::Arg right )
|
|
{
|
|
return Vec4( vec_add( left.m_v, right.m_v ) );
|
|
}
|
|
|
|
friend Vec4 operator-( Vec4::Arg left, Vec4::Arg right )
|
|
{
|
|
return Vec4( vec_sub( left.m_v, right.m_v ) );
|
|
}
|
|
|
|
friend Vec4 operator*( Vec4::Arg left, Vec4::Arg right )
|
|
{
|
|
return Vec4( vec_madd( left.m_v, right.m_v, ( vector float ){ -0.0f } ) );
|
|
}
|
|
|
|
//! Returns a*b + c
|
|
friend Vec4 MultiplyAdd( Vec4::Arg a, Vec4::Arg b, Vec4::Arg c )
|
|
{
|
|
return Vec4( vec_madd( a.m_v, b.m_v, c.m_v ) );
|
|
}
|
|
|
|
//! Returns -( a*b - c )
|
|
friend Vec4 NegativeMultiplySubtract( Vec4::Arg a, Vec4::Arg b, Vec4::Arg c )
|
|
{
|
|
return Vec4( vec_nmsub( a.m_v, b.m_v, c.m_v ) );
|
|
}
|
|
|
|
friend Vec4 Reciprocal( Vec4::Arg v )
|
|
{
|
|
// get the reciprocal estimate
|
|
vector float estimate = vec_re( v.m_v );
|
|
|
|
// one round of Newton-Rhaphson refinement
|
|
vector float diff = vec_nmsub( estimate, v.m_v, ( vector float ){ 1.0f } );
|
|
return Vec4( vec_madd( diff, estimate, estimate ) );
|
|
}
|
|
|
|
friend Vec4 Min( Vec4::Arg left, Vec4::Arg right )
|
|
{
|
|
return Vec4( vec_min( left.m_v, right.m_v ) );
|
|
}
|
|
|
|
friend Vec4 Max( Vec4::Arg left, Vec4::Arg right )
|
|
{
|
|
return Vec4( vec_max( left.m_v, right.m_v ) );
|
|
}
|
|
|
|
friend Vec4 Truncate( Vec4::Arg v )
|
|
{
|
|
return Vec4( vec_trunc( v.m_v ) );
|
|
}
|
|
|
|
friend bool CompareAnyLessThan( Vec4::Arg left, Vec4::Arg right )
|
|
{
|
|
return vec_any_lt( left.m_v, right.m_v ) != 0;
|
|
}
|
|
|
|
private:
|
|
vector float m_v;
|
|
};
|
|
|
|
} // namespace squish
|
|
|
|
#endif // ndef SQUISH_SIMD_VE_H
|