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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_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 | 
					
						
							|  |  |  | { | 
					
						
							|  |  |  | 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 ) | 
					
						
							|  |  |  |     { | 
					
						
							|  |  |  |         m_v = arg.m_v; | 
					
						
							|  |  |  |         return *this; | 
					
						
							|  |  |  |     } | 
					
						
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							|  |  |  |     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; | 
					
						
							|  |  |  |     } | 
					
						
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							|  |  |  |     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; | 
					
						
							|  |  |  |     } | 
					
						
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							|  |  |  |     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] ); | 
					
						
							|  |  |  |     } | 
					
						
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							|  |  |  |     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 ) ); } | 
					
						
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							|  |  |  |     Vec4& operator+=( Arg v ) | 
					
						
							|  |  |  |     { | 
					
						
							|  |  |  |         m_v = vec_add( m_v, v.m_v ); | 
					
						
							|  |  |  |         return *this; | 
					
						
							|  |  |  |     } | 
					
						
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							|  |  |  |     Vec4& operator-=( Arg v ) | 
					
						
							|  |  |  |     { | 
					
						
							|  |  |  |         m_v = vec_sub( m_v, v.m_v ); | 
					
						
							|  |  |  |         return *this; | 
					
						
							|  |  |  |     } | 
					
						
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							|  |  |  |     Vec4& operator*=( Arg v ) | 
					
						
							|  |  |  |     { | 
					
						
							|  |  |  |         m_v = vec_madd( m_v, v.m_v, ( vector float ){ -0.0f } ); | 
					
						
							|  |  |  |         return *this; | 
					
						
							|  |  |  |     } | 
					
						
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							|  |  |  |     friend Vec4 operator+( Vec4::Arg left, Vec4::Arg right  ) | 
					
						
							|  |  |  |     { | 
					
						
							|  |  |  |         return Vec4( vec_add( left.m_v, right.m_v ) ); | 
					
						
							|  |  |  |     } | 
					
						
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							|  |  |  |     friend Vec4 operator-( Vec4::Arg left, Vec4::Arg right  ) | 
					
						
							|  |  |  |     { | 
					
						
							|  |  |  |         return Vec4( vec_sub( left.m_v, right.m_v ) ); | 
					
						
							|  |  |  |     } | 
					
						
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							|  |  |  |     friend Vec4 operator*( Vec4::Arg left, Vec4::Arg right  ) | 
					
						
							|  |  |  |     { | 
					
						
							|  |  |  |         return Vec4( vec_madd( left.m_v, right.m_v, ( vector float ){ -0.0f } ) ); | 
					
						
							|  |  |  |     } | 
					
						
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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( vec_madd( 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( vec_nmsub( a.m_v, b.m_v, c.m_v ) ); | 
					
						
							|  |  |  |     } | 
					
						
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							|  |  |  |     friend Vec4 Reciprocal( Vec4::Arg v ) | 
					
						
							|  |  |  |     { | 
					
						
							|  |  |  |         // 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 } ); | 
					
						
							|  |  |  |         return Vec4( vec_madd( diff, estimate, estimate ) ); | 
					
						
							|  |  |  |     } | 
					
						
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							|  |  |  |     friend Vec4 Min( Vec4::Arg left, Vec4::Arg right ) | 
					
						
							|  |  |  |     { | 
					
						
							|  |  |  |         return Vec4( vec_min( left.m_v, right.m_v ) ); | 
					
						
							|  |  |  |     } | 
					
						
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							|  |  |  |     friend Vec4 Max( Vec4::Arg left, Vec4::Arg right ) | 
					
						
							|  |  |  |     { | 
					
						
							|  |  |  |         return Vec4( vec_max( left.m_v, right.m_v ) ); | 
					
						
							|  |  |  |     } | 
					
						
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							|  |  |  |     friend Vec4 Truncate( Vec4::Arg v ) | 
					
						
							|  |  |  |     { | 
					
						
							|  |  |  |         return Vec4( vec_trunc( v.m_v ) ); | 
					
						
							|  |  |  |     } | 
					
						
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							|  |  |  |     friend bool CompareAnyLessThan( Vec4::Arg left, Vec4::Arg right ) | 
					
						
							|  |  |  |     { | 
					
						
							|  |  |  |         return vec_any_lt( left.m_v, right.m_v ) != 0; | 
					
						
							|  |  |  |     } | 
					
						
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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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