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										 |  |  | /* -----------------------------------------------------------------------------
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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 | 
					
						
							|  |  |  |     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: | 
					
						
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							|  |  |  |     The above copyright notice and this permission notice shall be included | 
					
						
							|  |  |  |     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 | 
					
						
							|  |  |  |     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. | 
					
						
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										 |  |  |    -------------------------------------------------------------------------- */ | 
					
						
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										 |  |  | #ifndef SQUISH_SIMD_SSE_H
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							|  |  |  | #define SQUISH_SIMD_SSE_H
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							|  |  |  | #include <xmmintrin.h>
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							|  |  |  | #if ( SQUISH_USE_SSE > 1 )
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							|  |  |  | #include <emmintrin.h>
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							|  |  |  | #endif
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										 |  |  | #define SQUISH_SSE_SPLAT( a )                                        \
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							|  |  |  |     ( ( a ) | ( ( a ) << 2 ) | ( ( a ) << 4 ) | ( ( a ) << 6 ) ) | 
					
						
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										 |  |  | #define SQUISH_SSE_SHUF( x, y, z, w )                                \
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							|  |  |  |     ( ( x ) | ( ( y ) << 2 ) | ( ( z ) << 4 ) | ( ( w ) << 6 ) ) | 
					
						
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							|  |  |  | namespace squish { | 
					
						
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							|  |  |  | #define VEC4_CONST( X ) Vec4( X )
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							|  |  |  | class Vec4 | 
					
						
							|  |  |  | { | 
					
						
							|  |  |  | public: | 
					
						
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										 |  |  |     typedef Vec4 const& Arg; | 
					
						
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							|  |  |  |     Vec4() {} | 
					
						
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							|  |  |  |     explicit Vec4( __m128 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 ) | 
					
						
							|  |  |  |     { | 
					
						
							|  |  |  |         m_v = arg.m_v; | 
					
						
							|  |  |  |         return *this; | 
					
						
							|  |  |  |     } | 
					
						
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							|  |  |  |     explicit Vec4( float s ) : m_v( _mm_set1_ps( s ) ) {} | 
					
						
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							|  |  |  |     Vec4( float x, float y, float z, float w ) : m_v( _mm_setr_ps( x, y, z, w ) ) {} | 
					
						
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							|  |  |  |     Vec3 GetVec3() const | 
					
						
							|  |  |  |     { | 
					
						
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										 |  |  | #ifdef __GNUC__
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										 |  |  |         __attribute__ ((__aligned__ (16))) float c[4]; | 
					
						
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										 |  |  | #else
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										 |  |  |         __declspec(align(16)) float c[4]; | 
					
						
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										 |  |  | #endif
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										 |  |  |         _mm_store_ps( c, m_v ); | 
					
						
							|  |  |  |         return Vec3( c[0], c[1], c[2] ); | 
					
						
							|  |  |  |     } | 
					
						
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							|  |  |  |     Vec4 SplatX() const { return Vec4( _mm_shuffle_ps( m_v, m_v, SQUISH_SSE_SPLAT( 0 ) ) ); } | 
					
						
							|  |  |  |     Vec4 SplatY() const { return Vec4( _mm_shuffle_ps( m_v, m_v, SQUISH_SSE_SPLAT( 1 ) ) ); } | 
					
						
							|  |  |  |     Vec4 SplatZ() const { return Vec4( _mm_shuffle_ps( m_v, m_v, SQUISH_SSE_SPLAT( 2 ) ) ); } | 
					
						
							|  |  |  |     Vec4 SplatW() const { return Vec4( _mm_shuffle_ps( m_v, m_v, SQUISH_SSE_SPLAT( 3 ) ) ); } | 
					
						
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							|  |  |  |     Vec4& operator+=( Arg v ) | 
					
						
							|  |  |  |     { | 
					
						
							|  |  |  |         m_v = _mm_add_ps( m_v, v.m_v ); | 
					
						
							|  |  |  |         return *this; | 
					
						
							|  |  |  |     } | 
					
						
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							|  |  |  |     Vec4& operator-=( Arg v ) | 
					
						
							|  |  |  |     { | 
					
						
							|  |  |  |         m_v = _mm_sub_ps( m_v, v.m_v ); | 
					
						
							|  |  |  |         return *this; | 
					
						
							|  |  |  |     } | 
					
						
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							|  |  |  |     Vec4& operator*=( Arg v ) | 
					
						
							|  |  |  |     { | 
					
						
							|  |  |  |         m_v = _mm_mul_ps( m_v, v.m_v ); | 
					
						
							|  |  |  |         return *this; | 
					
						
							|  |  |  |     } | 
					
						
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							|  |  |  |     friend Vec4 operator+( Vec4::Arg left, Vec4::Arg right  ) | 
					
						
							|  |  |  |     { | 
					
						
							|  |  |  |         return Vec4( _mm_add_ps( left.m_v, right.m_v ) ); | 
					
						
							|  |  |  |     } | 
					
						
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							|  |  |  |     friend Vec4 operator-( Vec4::Arg left, Vec4::Arg right  ) | 
					
						
							|  |  |  |     { | 
					
						
							|  |  |  |         return Vec4( _mm_sub_ps( left.m_v, right.m_v ) ); | 
					
						
							|  |  |  |     } | 
					
						
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							|  |  |  |     friend Vec4 operator*( Vec4::Arg left, Vec4::Arg right  ) | 
					
						
							|  |  |  |     { | 
					
						
							|  |  |  |         return Vec4( _mm_mul_ps( left.m_v, right.m_v ) ); | 
					
						
							|  |  |  |     } | 
					
						
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							|  |  |  |     //! Returns a*b + c
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							|  |  |  |     friend Vec4 MultiplyAdd( Vec4::Arg a, Vec4::Arg b, Vec4::Arg c ) | 
					
						
							|  |  |  |     { | 
					
						
							|  |  |  |         return Vec4( _mm_add_ps( _mm_mul_ps( a.m_v, b.m_v ), c.m_v ) ); | 
					
						
							|  |  |  |     } | 
					
						
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							|  |  |  |     //! Returns -( a*b - c )
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							|  |  |  |     friend Vec4 NegativeMultiplySubtract( Vec4::Arg a, Vec4::Arg b, Vec4::Arg c ) | 
					
						
							|  |  |  |     { | 
					
						
							|  |  |  |         return Vec4( _mm_sub_ps( c.m_v, _mm_mul_ps( a.m_v, b.m_v ) ) ); | 
					
						
							|  |  |  |     } | 
					
						
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							|  |  |  |     friend Vec4 Reciprocal( Vec4::Arg v ) | 
					
						
							|  |  |  |     { | 
					
						
							|  |  |  |         // get the reciprocal estimate
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							|  |  |  |         __m128 estimate = _mm_rcp_ps( v.m_v ); | 
					
						
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							|  |  |  |         // one round of Newton-Rhaphson refinement
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							|  |  |  |         __m128 diff = _mm_sub_ps( _mm_set1_ps( 1.0f ), _mm_mul_ps( estimate, v.m_v ) ); | 
					
						
							|  |  |  |         return Vec4( _mm_add_ps( _mm_mul_ps( diff, estimate ), estimate ) ); | 
					
						
							|  |  |  |     } | 
					
						
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							|  |  |  |     friend Vec4 Min( Vec4::Arg left, Vec4::Arg right ) | 
					
						
							|  |  |  |     { | 
					
						
							|  |  |  |         return Vec4( _mm_min_ps( left.m_v, right.m_v ) ); | 
					
						
							|  |  |  |     } | 
					
						
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							|  |  |  |     friend Vec4 Max( Vec4::Arg left, Vec4::Arg right ) | 
					
						
							|  |  |  |     { | 
					
						
							|  |  |  |         return Vec4( _mm_max_ps( left.m_v, right.m_v ) ); | 
					
						
							|  |  |  |     } | 
					
						
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							|  |  |  |     friend Vec4 Truncate( Vec4::Arg v ) | 
					
						
							|  |  |  |     { | 
					
						
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										 |  |  | #if ( SQUISH_USE_SSE == 1 )
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										 |  |  |         // convert to ints
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							|  |  |  |         __m128 input = v.m_v; | 
					
						
							|  |  |  |         __m64 lo = _mm_cvttps_pi32( input ); | 
					
						
							|  |  |  |         __m64 hi = _mm_cvttps_pi32( _mm_movehl_ps( input, input ) ); | 
					
						
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							|  |  |  |         // convert to floats
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							|  |  |  |         __m128 part = _mm_movelh_ps( input, _mm_cvtpi32_ps( input, hi ) ); | 
					
						
							|  |  |  |         __m128 truncated = _mm_cvtpi32_ps( part, lo ); | 
					
						
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							|  |  |  |         // clear out the MMX multimedia state to allow FP calls later
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							|  |  |  |         _mm_empty(); | 
					
						
							|  |  |  |         return Vec4( truncated ); | 
					
						
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										 |  |  | #else
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										 |  |  |         // use SSE2 instructions
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							|  |  |  |         return Vec4( _mm_cvtepi32_ps( _mm_cvttps_epi32( v.m_v ) ) ); | 
					
						
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										 |  |  | #endif
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										 |  |  |     } | 
					
						
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							|  |  |  |     friend bool CompareAnyLessThan( Vec4::Arg left, Vec4::Arg right ) | 
					
						
							|  |  |  |     { | 
					
						
							|  |  |  |         __m128 bits = _mm_cmplt_ps( left.m_v, right.m_v ); | 
					
						
							|  |  |  |         int value = _mm_movemask_ps( bits ); | 
					
						
							|  |  |  |         return value != 0; | 
					
						
							|  |  |  |     } | 
					
						
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										 |  |  | private: | 
					
						
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										 |  |  |     __m128 m_v; | 
					
						
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										 |  |  | }; | 
					
						
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							|  |  |  | } // namespace squish
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							|  |  |  | #endif // ndef SQUISH_SIMD_SSE_H
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