mirror of https://github.com/PCSX2/pcsx2.git
1001 lines
21 KiB
C++
1001 lines
21 KiB
C++
/*
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* Copyright (C) 2007-2017 Gabest
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* http://www.gabest.org
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*
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* This Program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2, or (at your option)
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* any later version.
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*
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* This Program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with GNU Make; see the file COPYING. If not, write to
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* the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA USA.
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* http://www.gnu.org/copyleft/gpl.html
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*
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*/
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class alignas(16) GSVector4
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{
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constexpr static __m128 cxpr_setr_ps(float x, float y, float z, float w)
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{
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#ifdef __GNUC__
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return __m128{x, y, z, w};
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#else
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__m128 m = {};
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m.m128_f32[0] = x;
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m.m128_f32[1] = y;
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m.m128_f32[2] = z;
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m.m128_f32[3] = w;
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return m;
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#endif
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}
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constexpr static __m128 cxpr_setr_epi32(int x, int y, int z, int w)
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{
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#ifdef __GNUC__
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return (__m128)(__v4si{x, y, z, w});
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#else
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__m128 m = {};
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m.m128_i32[0] = x;
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m.m128_i32[1] = y;
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m.m128_i32[2] = z;
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m.m128_i32[3] = w;
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return m;
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#endif
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}
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public:
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union
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{
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struct {float x, y, z, w;};
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struct {float r, g, b, a;};
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struct {float left, top, right, bottom;};
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float v[4];
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float f32[4];
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int8 i8[16];
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int16 i16[8];
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int32 i32[4];
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int64 i64[2];
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uint8 u8[16];
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uint16 u16[8];
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uint32 u32[4];
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uint64 u64[2];
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__m128 m;
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};
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static const GSVector4 m_ps0123;
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static const GSVector4 m_ps4567;
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static const GSVector4 m_half;
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static const GSVector4 m_one;
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static const GSVector4 m_two;
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static const GSVector4 m_four;
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static const GSVector4 m_x4b000000;
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static const GSVector4 m_x4f800000;
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static const GSVector4 m_max;
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static const GSVector4 m_min;
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GSVector4() = default;
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constexpr GSVector4(const GSVector4&) = default;
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constexpr static GSVector4 cxpr(float x, float y, float z, float w)
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{
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return GSVector4(cxpr_setr_ps(x, y, z, w));
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}
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constexpr static GSVector4 cxpr(float x)
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{
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return GSVector4(cxpr_setr_ps(x, x, x, x));
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}
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constexpr static GSVector4 cxpr(int x, int y, int z, int w)
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{
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return GSVector4(cxpr_setr_epi32(x, y, z, w));
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}
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constexpr static GSVector4 cxpr(int x)
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{
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return GSVector4(cxpr_setr_epi32(x, x, x, x));
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}
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__forceinline GSVector4(float x, float y, float z, float w)
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{
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m = _mm_set_ps(w, z, y, x);
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}
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__forceinline GSVector4(float x, float y)
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{
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m = _mm_unpacklo_ps(_mm_load_ss(&x), _mm_load_ss(&y));
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}
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__forceinline GSVector4(int x, int y, int z, int w)
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{
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GSVector4i v(x, y, z, w);
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m = _mm_cvtepi32_ps(v.m);
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}
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__forceinline GSVector4(int x, int y)
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{
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m = _mm_cvtepi32_ps(_mm_unpacklo_epi32(_mm_cvtsi32_si128(x), _mm_cvtsi32_si128(y)));
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}
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__forceinline explicit GSVector4(const GSVector2& v)
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{
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m = _mm_castsi128_ps(_mm_loadl_epi64((__m128i*)&v));
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}
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__forceinline explicit GSVector4(const GSVector2i& v)
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{
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m = _mm_cvtepi32_ps(_mm_loadl_epi64((__m128i*)&v));
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}
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__forceinline constexpr explicit GSVector4(__m128 m)
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: m(m)
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{
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}
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__forceinline explicit GSVector4(float f)
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{
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*this = f;
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}
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__forceinline explicit GSVector4(int i)
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{
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#if _M_SSE >= 0x501
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m = _mm_cvtepi32_ps(_mm_broadcastd_epi32(_mm_cvtsi32_si128(i)));
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#else
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GSVector4i v((int)i);
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*this = GSVector4(v);
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#endif
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}
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__forceinline explicit GSVector4(uint32 u)
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{
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GSVector4i v((int)u);
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*this = GSVector4(v) + (m_x4f800000 & GSVector4::cast(v.sra32(31)));
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}
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__forceinline explicit GSVector4(const GSVector4i& v);
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__forceinline static GSVector4 cast(const GSVector4i& v);
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#if _M_SSE >= 0x500
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__forceinline static GSVector4 cast(const GSVector8& v);
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#endif
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#if _M_SSE >= 0x501
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__forceinline static GSVector4 cast(const GSVector8i& v);
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#endif
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__forceinline void operator = (const GSVector4& v)
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{
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m = v.m;
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}
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__forceinline void operator = (float f)
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{
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#if _M_SSE >= 0x501
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m = _mm_broadcastss_ps(_mm_load_ss(&f));
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#else
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m = _mm_set1_ps(f);
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#endif
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}
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__forceinline void operator = (__m128 m)
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{
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this->m = m;
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}
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__forceinline operator __m128() const
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{
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return m;
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}
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__forceinline uint32 rgba32() const
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{
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return GSVector4i(*this).rgba32();
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}
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__forceinline static GSVector4 rgba32(uint32 rgba)
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{
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return GSVector4(GSVector4i::load((int)rgba).u8to32());
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}
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__forceinline static GSVector4 rgba32(uint32 rgba, int shift)
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{
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return GSVector4(GSVector4i::load((int)rgba).u8to32() << shift);
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}
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__forceinline GSVector4 abs() const
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{
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return *this & cast(GSVector4i::x7fffffff());
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}
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__forceinline GSVector4 neg() const
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{
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return *this ^ cast(GSVector4i::x80000000());
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}
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__forceinline GSVector4 rcp() const
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{
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return GSVector4(_mm_rcp_ps(m));
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}
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__forceinline GSVector4 rcpnr() const
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{
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GSVector4 v = rcp();
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return (v + v) - (v * v) * *this;
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}
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template<int mode> __forceinline GSVector4 round() const
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{
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#if _M_SSE >= 0x401
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return GSVector4(_mm_round_ps(m, mode));
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#else
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GSVector4 a = *this;
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GSVector4 b = (a & cast(GSVector4i::x80000000())) | m_x4b000000;
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b = a + b - b;
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if((mode & 7) == (Round_NegInf & 7))
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{
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return b - ((a < b) & m_one);
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}
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if((mode & 7) == (Round_PosInf & 7))
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{
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return b + ((a > b) & m_one);
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}
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ASSERT((mode & 7) == (Round_NearestInt & 7)); // other modes aren't implemented
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return b;
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#endif
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}
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__forceinline GSVector4 floor() const
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{
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return round<Round_NegInf>();
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}
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__forceinline GSVector4 ceil() const
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{
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return round<Round_PosInf>();
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}
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// http://jrfonseca.blogspot.com/2008/09/fast-sse2-pow-tables-or-polynomials.html
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#define LOG_POLY0(x, c0) GSVector4(c0)
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#define LOG_POLY1(x, c0, c1) (LOG_POLY0(x, c1).madd(x, GSVector4(c0)))
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#define LOG_POLY2(x, c0, c1, c2) (LOG_POLY1(x, c1, c2).madd(x, GSVector4(c0)))
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#define LOG_POLY3(x, c0, c1, c2, c3) (LOG_POLY2(x, c1, c2, c3).madd(x, GSVector4(c0)))
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#define LOG_POLY4(x, c0, c1, c2, c3, c4) (LOG_POLY3(x, c1, c2, c3, c4).madd(x, GSVector4(c0)))
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#define LOG_POLY5(x, c0, c1, c2, c3, c4, c5) (LOG_POLY4(x, c1, c2, c3, c4, c5).madd(x, GSVector4(c0)))
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__forceinline GSVector4 log2(int precision = 5) const
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{
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// NOTE: sign bit ignored, safe to pass negative numbers
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// The idea behind this algorithm is to split the float into two parts, log2(m * 2^e) => log2(m) + log2(2^e) => log2(m) + e,
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// and then approximate the logarithm of the mantissa (it's 1.x when normalized, a nice short range).
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GSVector4 one = m_one;
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GSVector4i i = GSVector4i::cast(*this);
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GSVector4 e = GSVector4(((i << 1) >> 24) - GSVector4i::x0000007f());
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GSVector4 m = GSVector4::cast((i << 9) >> 9) | one;
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GSVector4 p;
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// Minimax polynomial fit of log2(x)/(x - 1), for x in range [1, 2[
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switch(precision)
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{
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case 3:
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p = LOG_POLY2(m, 2.28330284476918490682f, -1.04913055217340124191f, 0.204446009836232697516f);
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break;
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case 4:
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p = LOG_POLY3(m, 2.61761038894603480148f, -1.75647175389045657003f, 0.688243882994381274313f, -0.107254423828329604454f);
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break;
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default:
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case 5:
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p = LOG_POLY4(m, 2.8882704548164776201f, -2.52074962577807006663f, 1.48116647521213171641f, -0.465725644288844778798f, 0.0596515482674574969533f);
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break;
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case 6:
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p = LOG_POLY5(m, 3.1157899f, -3.3241990f, 2.5988452f, -1.2315303f, 3.1821337e-1f, -3.4436006e-2f);
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break;
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}
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// This effectively increases the polynomial degree by one, but ensures that log2(1) == 0
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p = p * (m - one);
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return p + e;
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}
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__forceinline GSVector4 madd(const GSVector4& a, const GSVector4& b) const
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{
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#if 0//_M_SSE >= 0x501
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return GSVector4(_mm_fmadd_ps(m, a, b));
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#else
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return *this * a + b;
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#endif
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}
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__forceinline GSVector4 msub(const GSVector4& a, const GSVector4& b) const
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{
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#if 0//_M_SSE >= 0x501
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return GSVector4(_mm_fmsub_ps(m, a, b));
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#else
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return *this * a - b;
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#endif
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}
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__forceinline GSVector4 nmadd(const GSVector4& a, const GSVector4& b) const
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{
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#if 0//_M_SSE >= 0x501
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return GSVector4(_mm_fnmadd_ps(m, a, b));
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#else
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return b - *this * a;
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#endif
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}
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__forceinline GSVector4 nmsub(const GSVector4& a, const GSVector4& b) const
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{
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#if 0//_M_SSE >= 0x501
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return GSVector4(_mm_fnmsub_ps(m, a, b));
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#else
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return -b - *this * a;
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#endif
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}
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__forceinline GSVector4 addm(const GSVector4& a, const GSVector4& b) const
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{
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return a.madd(b, *this); // *this + a * b
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}
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__forceinline GSVector4 subm(const GSVector4& a, const GSVector4& b) const
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{
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return a.nmadd(b, *this); // *this - a * b
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}
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__forceinline GSVector4 hadd() const
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{
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#if _M_SSE >= 0x300
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return GSVector4(_mm_hadd_ps(m, m));
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#else
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return xzxz() + ywyw();
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#endif
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}
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__forceinline GSVector4 hadd(const GSVector4& v) const
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{
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#if _M_SSE >= 0x300
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return GSVector4(_mm_hadd_ps(m, v.m));
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#else
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return xzxz(v) + ywyw(v);
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#endif
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}
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__forceinline GSVector4 hsub() const
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{
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#if _M_SSE >= 0x300
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return GSVector4(_mm_hsub_ps(m, m));
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#else
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return xzxz() - ywyw();
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#endif
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}
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__forceinline GSVector4 hsub(const GSVector4& v) const
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{
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#if _M_SSE >= 0x300
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return GSVector4(_mm_hsub_ps(m, v.m));
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#else
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return xzxz(v) - ywyw(v);
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#endif
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}
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#if _M_SSE >= 0x401
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template<int i> __forceinline GSVector4 dp(const GSVector4& v) const
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{
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return GSVector4(_mm_dp_ps(m, v.m, i));
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}
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#endif
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__forceinline GSVector4 sat(const GSVector4& a, const GSVector4& b) const
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{
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return GSVector4(_mm_min_ps(_mm_max_ps(m, a), b));
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}
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__forceinline GSVector4 sat(const GSVector4& a) const
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{
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return GSVector4(_mm_min_ps(_mm_max_ps(m, a.xyxy()), a.zwzw()));
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}
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__forceinline GSVector4 sat(const float scale = 255) const
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{
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return sat(zero(), GSVector4(scale));
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}
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__forceinline GSVector4 clamp(const float scale = 255) const
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{
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return min(GSVector4(scale));
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}
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__forceinline GSVector4 min(const GSVector4& a) const
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{
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return GSVector4(_mm_min_ps(m, a));
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}
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__forceinline GSVector4 max(const GSVector4& a) const
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{
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return GSVector4(_mm_max_ps(m, a));
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}
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#if _M_SSE >= 0x401
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template<int mask> __forceinline GSVector4 blend32(const GSVector4& a) const
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{
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return GSVector4(_mm_blend_ps(m, a, mask));
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}
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#endif
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__forceinline GSVector4 blend32(const GSVector4& a, const GSVector4& mask) const
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{
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#if _M_SSE >= 0x401
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return GSVector4(_mm_blendv_ps(m, a, mask));
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#else
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return GSVector4(_mm_or_ps(_mm_andnot_ps(mask, m), _mm_and_ps(mask, a)));
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#endif
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}
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__forceinline GSVector4 upl(const GSVector4& a) const
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{
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return GSVector4(_mm_unpacklo_ps(m, a));
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}
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__forceinline GSVector4 uph(const GSVector4& a) const
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{
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return GSVector4(_mm_unpackhi_ps(m, a));
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}
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__forceinline GSVector4 upld(const GSVector4& a) const
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{
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return GSVector4(_mm_castpd_ps(_mm_unpacklo_pd(_mm_castps_pd(m), _mm_castps_pd(a.m))));
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}
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__forceinline GSVector4 uphd(const GSVector4& a) const
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{
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return GSVector4(_mm_castpd_ps(_mm_unpackhi_pd(_mm_castps_pd(m), _mm_castps_pd(a.m))));
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}
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__forceinline GSVector4 l2h(const GSVector4& a) const
|
|
{
|
|
return GSVector4(_mm_movelh_ps(m, a));
|
|
}
|
|
|
|
__forceinline GSVector4 h2l(const GSVector4& a) const
|
|
{
|
|
return GSVector4(_mm_movehl_ps(m, a));
|
|
}
|
|
|
|
__forceinline GSVector4 andnot(const GSVector4& v) const
|
|
{
|
|
return GSVector4(_mm_andnot_ps(v.m, m));
|
|
}
|
|
|
|
__forceinline int mask() const
|
|
{
|
|
return _mm_movemask_ps(m);
|
|
}
|
|
|
|
__forceinline bool alltrue() const
|
|
{
|
|
return mask() == 0xf;
|
|
}
|
|
|
|
__forceinline bool allfalse() const
|
|
{
|
|
#if _M_SSE >= 0x500
|
|
|
|
return _mm_testz_ps(m, m) != 0;
|
|
|
|
#elif _M_SSE >= 0x401
|
|
|
|
__m128i a = _mm_castps_si128(m);
|
|
|
|
return _mm_testz_si128(a, a) != 0;
|
|
|
|
#else
|
|
|
|
return mask() == 0;
|
|
|
|
#endif
|
|
}
|
|
|
|
__forceinline GSVector4 replace_nan(const GSVector4& v) const
|
|
{
|
|
return v.blend32(*this, *this == *this);
|
|
}
|
|
|
|
template<int src, int dst> __forceinline GSVector4 insert32(const GSVector4& v) const
|
|
{
|
|
// TODO: use blendps when src == dst
|
|
|
|
#if 0 // _M_SSE >= 0x401
|
|
|
|
// NOTE: it's faster with shuffles...
|
|
|
|
return GSVector4(_mm_insert_ps(m, v.m, _MM_MK_INSERTPS_NDX(src, dst, 0)));
|
|
|
|
#else
|
|
|
|
switch(dst)
|
|
{
|
|
case 0:
|
|
switch(src)
|
|
{
|
|
case 0: return yyxx(v).zxzw(*this);
|
|
case 1: return yyyy(v).zxzw(*this);
|
|
case 2: return yyzz(v).zxzw(*this);
|
|
case 3: return yyww(v).zxzw(*this);
|
|
default: __assume(0);
|
|
}
|
|
break;
|
|
case 1:
|
|
switch(src)
|
|
{
|
|
case 0: return xxxx(v).xzzw(*this);
|
|
case 1: return xxyy(v).xzzw(*this);
|
|
case 2: return xxzz(v).xzzw(*this);
|
|
case 3: return xxww(v).xzzw(*this);
|
|
default: __assume(0);
|
|
}
|
|
break;
|
|
case 2:
|
|
switch(src)
|
|
{
|
|
case 0: return xyzx(wwxx(v));
|
|
case 1: return xyzx(wwyy(v));
|
|
case 2: return xyzx(wwzz(v));
|
|
case 3: return xyzx(wwww(v));
|
|
default: __assume(0);
|
|
}
|
|
break;
|
|
case 3:
|
|
switch(src)
|
|
{
|
|
case 0: return xyxz(zzxx(v));
|
|
case 1: return xyxz(zzyy(v));
|
|
case 2: return xyxz(zzzz(v));
|
|
case 3: return xyxz(zzww(v));
|
|
default: __assume(0);
|
|
}
|
|
break;
|
|
default:
|
|
__assume(0);
|
|
}
|
|
|
|
#endif
|
|
|
|
}
|
|
|
|
#ifdef __linux__
|
|
#if 0
|
|
// Debug build error, _mm_extract_ps is actually a macro that use an anonymous union
|
|
// that contains i. I decide to rename the template on linux but it makes windows unhappy
|
|
// Hence the nice ifdef
|
|
//
|
|
// Code extract:
|
|
// union { int i; float f; } __tmp;
|
|
|
|
GSVector.h:2977:40: error: declaration of 'int GSVector4::extract32() const::<anonymous union>::i'
|
|
return _mm_extract_ps(m, i);
|
|
GSVector.h:2973:15: error: shadows template parm 'int i'
|
|
template<int i> __forceinline int extract32() const
|
|
#endif
|
|
|
|
template<int index> __forceinline int extract32() const
|
|
{
|
|
#if _M_SSE >= 0x401
|
|
|
|
return _mm_extract_ps(m, index);
|
|
|
|
#else
|
|
|
|
return i32[index];
|
|
|
|
#endif
|
|
}
|
|
#else
|
|
template<int i> __forceinline int extract32() const
|
|
{
|
|
#if _M_SSE >= 0x401
|
|
|
|
return _mm_extract_ps(m, i);
|
|
|
|
#else
|
|
|
|
return i32[i];
|
|
|
|
#endif
|
|
}
|
|
#endif
|
|
|
|
__forceinline static GSVector4 zero()
|
|
{
|
|
return GSVector4(_mm_setzero_ps());
|
|
}
|
|
|
|
__forceinline static GSVector4 xffffffff()
|
|
{
|
|
return zero() == zero();
|
|
}
|
|
|
|
__forceinline static GSVector4 ps0123()
|
|
{
|
|
return GSVector4(m_ps0123);
|
|
}
|
|
|
|
__forceinline static GSVector4 ps4567()
|
|
{
|
|
return GSVector4(m_ps4567);
|
|
}
|
|
|
|
__forceinline static GSVector4 loadl(const void* p)
|
|
{
|
|
return GSVector4(_mm_castpd_ps(_mm_load_sd((double*)p)));
|
|
}
|
|
|
|
__forceinline static GSVector4 load(float f)
|
|
{
|
|
return GSVector4(_mm_load_ss(&f));
|
|
}
|
|
|
|
__forceinline static GSVector4 load(uint32 u)
|
|
{
|
|
GSVector4i v = GSVector4i::load((int)u);
|
|
|
|
return GSVector4(v) + (m_x4f800000 & GSVector4::cast(v.sra32(31)));
|
|
}
|
|
|
|
template<bool aligned> __forceinline static GSVector4 load(const void* p)
|
|
{
|
|
return GSVector4(aligned ? _mm_load_ps((const float*)p) : _mm_loadu_ps((const float*)p));
|
|
}
|
|
|
|
__forceinline static void storent(void* p, const GSVector4& v)
|
|
{
|
|
_mm_stream_ps((float*)p, v.m);
|
|
}
|
|
|
|
__forceinline static void storel(void* p, const GSVector4& v)
|
|
{
|
|
_mm_store_sd((double*)p, _mm_castps_pd(v.m));
|
|
}
|
|
|
|
__forceinline static void storeh(void* p, const GSVector4& v)
|
|
{
|
|
_mm_storeh_pd((double*)p, _mm_castps_pd(v.m));
|
|
}
|
|
|
|
template<bool aligned> __forceinline static void store(void* p, const GSVector4& v)
|
|
{
|
|
if(aligned) _mm_store_ps((float*)p, v.m);
|
|
else _mm_storeu_ps((float*)p, v.m);
|
|
}
|
|
|
|
__forceinline static void store(float* p, const GSVector4& v)
|
|
{
|
|
_mm_store_ss(p, v.m);
|
|
}
|
|
|
|
__forceinline static void expand(const GSVector4i& v, GSVector4& a, GSVector4& b, GSVector4& c, GSVector4& d)
|
|
{
|
|
GSVector4i mask = GSVector4i::x000000ff();
|
|
|
|
a = GSVector4(v & mask);
|
|
b = GSVector4((v >> 8) & mask);
|
|
c = GSVector4((v >> 16) & mask);
|
|
d = GSVector4((v >> 24));
|
|
}
|
|
|
|
__forceinline static void transpose(GSVector4& a, GSVector4& b, GSVector4& c, GSVector4& d)
|
|
{
|
|
GSVector4 v0 = a.xyxy(b);
|
|
GSVector4 v1 = c.xyxy(d);
|
|
|
|
GSVector4 e = v0.xzxz(v1);
|
|
GSVector4 f = v0.ywyw(v1);
|
|
|
|
GSVector4 v2 = a.zwzw(b);
|
|
GSVector4 v3 = c.zwzw(d);
|
|
|
|
GSVector4 g = v2.xzxz(v3);
|
|
GSVector4 h = v2.ywyw(v3);
|
|
|
|
a = e;
|
|
b = f;
|
|
c = g;
|
|
d = h;
|
|
/*
|
|
GSVector4 v0 = a.xyxy(b);
|
|
GSVector4 v1 = c.xyxy(d);
|
|
GSVector4 v2 = a.zwzw(b);
|
|
GSVector4 v3 = c.zwzw(d);
|
|
|
|
a = v0.xzxz(v1);
|
|
b = v0.ywyw(v1);
|
|
c = v2.xzxz(v3);
|
|
d = v2.ywyw(v3);
|
|
*/
|
|
/*
|
|
GSVector4 v0 = a.upl(b);
|
|
GSVector4 v1 = a.uph(b);
|
|
GSVector4 v2 = c.upl(d);
|
|
GSVector4 v3 = c.uph(d);
|
|
|
|
a = v0.l2h(v2);
|
|
b = v2.h2l(v0);
|
|
c = v1.l2h(v3);
|
|
d = v3.h2l(v1);
|
|
*/ }
|
|
|
|
__forceinline GSVector4 operator - () const
|
|
{
|
|
return neg();
|
|
}
|
|
|
|
__forceinline void operator += (const GSVector4& v)
|
|
{
|
|
m = _mm_add_ps(m, v);
|
|
}
|
|
|
|
__forceinline void operator -= (const GSVector4& v)
|
|
{
|
|
m = _mm_sub_ps(m, v);
|
|
}
|
|
|
|
__forceinline void operator *= (const GSVector4& v)
|
|
{
|
|
m = _mm_mul_ps(m, v);
|
|
}
|
|
|
|
__forceinline void operator /= (const GSVector4& v)
|
|
{
|
|
m = _mm_div_ps(m, v);
|
|
}
|
|
|
|
__forceinline void operator += (float f)
|
|
{
|
|
*this += GSVector4(f);
|
|
}
|
|
|
|
__forceinline void operator -= (float f)
|
|
{
|
|
*this -= GSVector4(f);
|
|
}
|
|
|
|
__forceinline void operator *= (float f)
|
|
{
|
|
*this *= GSVector4(f);
|
|
}
|
|
|
|
__forceinline void operator /= (float f)
|
|
{
|
|
*this /= GSVector4(f);
|
|
}
|
|
|
|
__forceinline void operator &= (const GSVector4& v)
|
|
{
|
|
m = _mm_and_ps(m, v);
|
|
}
|
|
|
|
__forceinline void operator |= (const GSVector4& v)
|
|
{
|
|
m = _mm_or_ps(m, v);
|
|
}
|
|
|
|
__forceinline void operator ^= (const GSVector4& v)
|
|
{
|
|
m = _mm_xor_ps(m, v);
|
|
}
|
|
|
|
__forceinline friend GSVector4 operator + (const GSVector4& v1, const GSVector4& v2)
|
|
{
|
|
return GSVector4(_mm_add_ps(v1, v2));
|
|
}
|
|
|
|
__forceinline friend GSVector4 operator - (const GSVector4& v1, const GSVector4& v2)
|
|
{
|
|
return GSVector4(_mm_sub_ps(v1, v2));
|
|
}
|
|
|
|
__forceinline friend GSVector4 operator * (const GSVector4& v1, const GSVector4& v2)
|
|
{
|
|
return GSVector4(_mm_mul_ps(v1, v2));
|
|
}
|
|
|
|
__forceinline friend GSVector4 operator / (const GSVector4& v1, const GSVector4& v2)
|
|
{
|
|
return GSVector4(_mm_div_ps(v1, v2));
|
|
}
|
|
|
|
__forceinline friend GSVector4 operator + (const GSVector4& v, float f)
|
|
{
|
|
return v + GSVector4(f);
|
|
}
|
|
|
|
__forceinline friend GSVector4 operator - (const GSVector4& v, float f)
|
|
{
|
|
return v - GSVector4(f);
|
|
}
|
|
|
|
__forceinline friend GSVector4 operator * (const GSVector4& v, float f)
|
|
{
|
|
return v * GSVector4(f);
|
|
}
|
|
|
|
__forceinline friend GSVector4 operator / (const GSVector4& v, float f)
|
|
{
|
|
return v / GSVector4(f);
|
|
}
|
|
|
|
__forceinline friend GSVector4 operator & (const GSVector4& v1, const GSVector4& v2)
|
|
{
|
|
return GSVector4(_mm_and_ps(v1, v2));
|
|
}
|
|
|
|
__forceinline friend GSVector4 operator | (const GSVector4& v1, const GSVector4& v2)
|
|
{
|
|
return GSVector4(_mm_or_ps(v1, v2));
|
|
}
|
|
|
|
__forceinline friend GSVector4 operator ^ (const GSVector4& v1, const GSVector4& v2)
|
|
{
|
|
return GSVector4(_mm_xor_ps(v1, v2));
|
|
}
|
|
|
|
__forceinline friend GSVector4 operator == (const GSVector4& v1, const GSVector4& v2)
|
|
{
|
|
return GSVector4(_mm_cmpeq_ps(v1, v2));
|
|
}
|
|
|
|
__forceinline friend GSVector4 operator != (const GSVector4& v1, const GSVector4& v2)
|
|
{
|
|
return GSVector4(_mm_cmpneq_ps(v1, v2));
|
|
}
|
|
|
|
__forceinline friend GSVector4 operator > (const GSVector4& v1, const GSVector4& v2)
|
|
{
|
|
return GSVector4(_mm_cmpgt_ps(v1, v2));
|
|
}
|
|
|
|
__forceinline friend GSVector4 operator < (const GSVector4& v1, const GSVector4& v2)
|
|
{
|
|
return GSVector4(_mm_cmplt_ps(v1, v2));
|
|
}
|
|
|
|
__forceinline friend GSVector4 operator >= (const GSVector4& v1, const GSVector4& v2)
|
|
{
|
|
return GSVector4(_mm_cmpge_ps(v1, v2));
|
|
}
|
|
|
|
__forceinline friend GSVector4 operator <= (const GSVector4& v1, const GSVector4& v2)
|
|
{
|
|
return GSVector4(_mm_cmple_ps(v1, v2));
|
|
}
|
|
|
|
#define VECTOR4_SHUFFLE_4(xs, xn, ys, yn, zs, zn, ws, wn) \
|
|
__forceinline GSVector4 xs##ys##zs##ws() const {return GSVector4(_mm_shuffle_ps(m, m, _MM_SHUFFLE(wn, zn, yn, xn)));} \
|
|
__forceinline GSVector4 xs##ys##zs##ws(const GSVector4& v) const {return GSVector4(_mm_shuffle_ps(m, v.m, _MM_SHUFFLE(wn, zn, yn, xn)));} \
|
|
|
|
#define VECTOR4_SHUFFLE_3(xs, xn, ys, yn, zs, zn) \
|
|
VECTOR4_SHUFFLE_4(xs, xn, ys, yn, zs, zn, x, 0) \
|
|
VECTOR4_SHUFFLE_4(xs, xn, ys, yn, zs, zn, y, 1) \
|
|
VECTOR4_SHUFFLE_4(xs, xn, ys, yn, zs, zn, z, 2) \
|
|
VECTOR4_SHUFFLE_4(xs, xn, ys, yn, zs, zn, w, 3) \
|
|
|
|
#define VECTOR4_SHUFFLE_2(xs, xn, ys, yn) \
|
|
VECTOR4_SHUFFLE_3(xs, xn, ys, yn, x, 0) \
|
|
VECTOR4_SHUFFLE_3(xs, xn, ys, yn, y, 1) \
|
|
VECTOR4_SHUFFLE_3(xs, xn, ys, yn, z, 2) \
|
|
VECTOR4_SHUFFLE_3(xs, xn, ys, yn, w, 3) \
|
|
|
|
#define VECTOR4_SHUFFLE_1(xs, xn) \
|
|
VECTOR4_SHUFFLE_2(xs, xn, x, 0) \
|
|
VECTOR4_SHUFFLE_2(xs, xn, y, 1) \
|
|
VECTOR4_SHUFFLE_2(xs, xn, z, 2) \
|
|
VECTOR4_SHUFFLE_2(xs, xn, w, 3) \
|
|
|
|
VECTOR4_SHUFFLE_1(x, 0)
|
|
VECTOR4_SHUFFLE_1(y, 1)
|
|
VECTOR4_SHUFFLE_1(z, 2)
|
|
VECTOR4_SHUFFLE_1(w, 3)
|
|
|
|
#if _M_SSE >= 0x501
|
|
|
|
__forceinline GSVector4 broadcast32() const
|
|
{
|
|
return GSVector4(_mm_broadcastss_ps(m));
|
|
}
|
|
|
|
__forceinline static GSVector4 broadcast32(const GSVector4& v)
|
|
{
|
|
return GSVector4(_mm_broadcastss_ps(v.m));
|
|
}
|
|
|
|
__forceinline static GSVector4 broadcast32(const void* f)
|
|
{
|
|
return GSVector4(_mm_broadcastss_ps(_mm_load_ss((const float*)f)));
|
|
}
|
|
|
|
#endif
|
|
};
|