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