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			166 lines
		
	
	
	
		
			4.5 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			166 lines
		
	
	
	
		
			4.5 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| /* -----------------------------------------------------------------------------
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| 
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|     Copyright (c) 2006 Simon Brown                          si@sjbrown.co.uk
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| 
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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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| 
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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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| 
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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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|    -------------------------------------------------------------------------- */
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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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| 
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| #include <altivec.h>
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| #undef bool
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| 
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| namespace squish {
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| 
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| #define VEC4_CONST( X ) Vec4( ( vector float ){ X } )
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| 
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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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| 
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|     Vec4() {}
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| 
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|     explicit Vec4( vector float v ) : m_v( v ) {}
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| 
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|     Vec4( Vec4 const& arg ) : m_v( arg.m_v ) {}
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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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| private:
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|     vector float m_v;
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| };
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| 
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| } // namespace squish
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| 
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| #endif // ndef SQUISH_SIMD_VE_H
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