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authorJørgen P. Tjernø <[email protected]>2013-12-02 19:31:46 -0800
committerJørgen P. Tjernø <[email protected]>2013-12-02 19:46:31 -0800
commitf56bb35301836e56582a575a75864392a0177875 (patch)
treede61ddd39de3e7df52759711950b4c288592f0dc /mp/src/public/mathlib/ssemath.h
parentMark some more files as text. (diff)
downloadsource-sdk-2013-f56bb35301836e56582a575a75864392a0177875.tar.xz
source-sdk-2013-f56bb35301836e56582a575a75864392a0177875.zip
Fix line endings. WHAMMY.
Diffstat (limited to 'mp/src/public/mathlib/ssemath.h')
-rw-r--r--mp/src/public/mathlib/ssemath.h6196
1 files changed, 3098 insertions, 3098 deletions
diff --git a/mp/src/public/mathlib/ssemath.h b/mp/src/public/mathlib/ssemath.h
index b25fbd09..6691df12 100644
--- a/mp/src/public/mathlib/ssemath.h
+++ b/mp/src/public/mathlib/ssemath.h
@@ -1,3098 +1,3098 @@
-//========= Copyright Valve Corporation, All rights reserved. ============//
-//
-// Purpose: - defines SIMD "structure of arrays" classes and functions.
-//
-//===========================================================================//
-#ifndef SSEMATH_H
-#define SSEMATH_H
-
-#if defined( _X360 )
-#include <xboxmath.h>
-#else
-#include <xmmintrin.h>
-#endif
-
-#include <mathlib/vector.h>
-#include <mathlib/mathlib.h>
-
-#if defined(GNUC)
-#define USE_STDC_FOR_SIMD 0
-#else
-#define USE_STDC_FOR_SIMD 0
-#endif
-
-#if (!defined(_X360) && (USE_STDC_FOR_SIMD == 0))
-#define _SSE1 1
-#endif
-
-// I thought about defining a class/union for the SIMD packed floats instead of using fltx4,
-// but decided against it because (a) the nature of SIMD code which includes comparisons is to blur
-// the relationship between packed floats and packed integer types and (b) not sure that the
-// compiler would handle generating good code for the intrinsics.
-
-#if USE_STDC_FOR_SIMD
-
-typedef union
-{
- float m128_f32[4];
- uint32 m128_u32[4];
-} fltx4;
-
-typedef fltx4 i32x4;
-typedef fltx4 u32x4;
-
-#elif ( defined( _X360 ) )
-
-typedef union
-{
- // This union allows float/int access (which generally shouldn't be done in inner loops)
- __vector4 vmx;
- float m128_f32[4];
- uint32 m128_u32[4];
-} fltx4_union;
-
-typedef __vector4 fltx4;
-typedef __vector4 i32x4; // a VMX register; just a way of making it explicit that we're doing integer ops.
-typedef __vector4 u32x4; // a VMX register; just a way of making it explicit that we're doing unsigned integer ops.
-
-#else
-
-typedef __m128 fltx4;
-typedef __m128 i32x4;
-typedef __m128 u32x4;
-
-#endif
-
-// The FLTX4 type is a fltx4 used as a parameter to a function.
-// On the 360, the best way to do this is pass-by-copy on the registers.
-// On the PC, the best way is to pass by const reference.
-// The compiler will sometimes, but not always, replace a pass-by-const-ref
-// with a pass-in-reg on the 360; to avoid this confusion, you can
-// explicitly use a FLTX4 as the parameter type.
-#ifdef _X360
-typedef __vector4 FLTX4;
-#else
-typedef const fltx4 & FLTX4;
-#endif
-
-// A 16-byte aligned int32 datastructure
-// (for use when writing out fltx4's as SIGNED
-// ints).
-struct ALIGN16 intx4
-{
- int32 m_i32[4];
-
- inline int & operator[](int which)
- {
- return m_i32[which];
- }
-
- inline const int & operator[](int which) const
- {
- return m_i32[which];
- }
-
- inline int32 *Base() {
- return m_i32;
- }
-
- inline const int32 *Base() const
- {
- return m_i32;
- }
-
- inline const bool operator==(const intx4 &other) const
- {
- return m_i32[0] == other.m_i32[0] &&
- m_i32[1] == other.m_i32[1] &&
- m_i32[2] == other.m_i32[2] &&
- m_i32[3] == other.m_i32[3] ;
- }
-} ALIGN16_POST;
-
-
-#if defined( _DEBUG ) && defined( _X360 )
-FORCEINLINE void TestVPUFlags()
-{
- // Check that the VPU is in the appropriate (Java-compliant) mode (see 3.2.1 in altivec_pem.pdf on xds.xbox.com)
- __vector4 a;
- __asm
- {
- mfvscr a;
- }
- unsigned int * flags = (unsigned int *)&a;
- unsigned int controlWord = flags[3];
- Assert(controlWord == 0);
-}
-#else // _DEBUG
-FORCEINLINE void TestVPUFlags() {}
-#endif // _DEBUG
-
-
-// useful constants in SIMD packed float format:
-// (note: some of these aren't stored on the 360,
-// but are manufactured directly in one or two
-// instructions, saving a load and possible L2
-// miss.)
-#ifndef _X360
-extern const fltx4 Four_Zeros; // 0 0 0 0
-extern const fltx4 Four_Ones; // 1 1 1 1
-extern const fltx4 Four_Twos; // 2 2 2 2
-extern const fltx4 Four_Threes; // 3 3 3 3
-extern const fltx4 Four_Fours; // guess.
-extern const fltx4 Four_Point225s; // .225 .225 .225 .225
-extern const fltx4 Four_PointFives; // .5 .5 .5 .5
-extern const fltx4 Four_Epsilons; // FLT_EPSILON FLT_EPSILON FLT_EPSILON FLT_EPSILON
-extern const fltx4 Four_2ToThe21s; // (1<<21)..
-extern const fltx4 Four_2ToThe22s; // (1<<22)..
-extern const fltx4 Four_2ToThe23s; // (1<<23)..
-extern const fltx4 Four_2ToThe24s; // (1<<24)..
-extern const fltx4 Four_Origin; // 0 0 0 1 (origin point, like vr0 on the PS2)
-extern const fltx4 Four_NegativeOnes; // -1 -1 -1 -1
-#else
-#define Four_Zeros XMVectorZero() // 0 0 0 0
-#define Four_Ones XMVectorSplatOne() // 1 1 1 1
-extern const fltx4 Four_Twos; // 2 2 2 2
-extern const fltx4 Four_Threes; // 3 3 3 3
-extern const fltx4 Four_Fours; // guess.
-extern const fltx4 Four_Point225s; // .225 .225 .225 .225
-extern const fltx4 Four_PointFives; // .5 .5 .5 .5
-extern const fltx4 Four_Epsilons; // FLT_EPSILON FLT_EPSILON FLT_EPSILON FLT_EPSILON
-extern const fltx4 Four_2ToThe21s; // (1<<21)..
-extern const fltx4 Four_2ToThe22s; // (1<<22)..
-extern const fltx4 Four_2ToThe23s; // (1<<23)..
-extern const fltx4 Four_2ToThe24s; // (1<<24)..
-extern const fltx4 Four_Origin; // 0 0 0 1 (origin point, like vr0 on the PS2)
-extern const fltx4 Four_NegativeOnes; // -1 -1 -1 -1
-#endif
-extern const fltx4 Four_FLT_MAX; // FLT_MAX, FLT_MAX, FLT_MAX, FLT_MAX
-extern const fltx4 Four_Negative_FLT_MAX; // -FLT_MAX, -FLT_MAX, -FLT_MAX, -FLT_MAX
-extern const fltx4 g_SIMD_0123; // 0 1 2 3 as float
-
-// external aligned integer constants
-extern const ALIGN16 int32 g_SIMD_clear_signmask[] ALIGN16_POST; // 0x7fffffff x 4
-extern const ALIGN16 int32 g_SIMD_signmask[] ALIGN16_POST; // 0x80000000 x 4
-extern const ALIGN16 int32 g_SIMD_lsbmask[] ALIGN16_POST; // 0xfffffffe x 4
-extern const ALIGN16 int32 g_SIMD_clear_wmask[] ALIGN16_POST; // -1 -1 -1 0
-extern const ALIGN16 int32 g_SIMD_ComponentMask[4][4] ALIGN16_POST; // [0xFFFFFFFF 0 0 0], [0 0xFFFFFFFF 0 0], [0 0 0xFFFFFFFF 0], [0 0 0 0xFFFFFFFF]
-extern const ALIGN16 int32 g_SIMD_AllOnesMask[] ALIGN16_POST; // ~0,~0,~0,~0
-extern const ALIGN16 int32 g_SIMD_Low16BitsMask[] ALIGN16_POST; // 0xffff x 4
-
-// this mask is used for skipping the tail of things. If you have N elements in an array, and wish
-// to mask out the tail, g_SIMD_SkipTailMask[N & 3] what you want to use for the last iteration.
-extern const int32 ALIGN16 g_SIMD_SkipTailMask[4][4] ALIGN16_POST;
-
-// Define prefetch macros.
-// The characteristics of cache and prefetch are completely
-// different between the different platforms, so you DO NOT
-// want to just define one macro that maps to every platform
-// intrinsic under the hood -- you need to prefetch at different
-// intervals between x86 and PPC, for example, and that is
-// a higher level code change.
-// On the other hand, I'm tired of typing #ifdef _X360
-// all over the place, so this is just a nop on Intel, PS3.
-#ifdef _X360
-#define PREFETCH360(address, offset) __dcbt(offset,address)
-#else
-#define PREFETCH360(x,y) // nothing
-#endif
-
-#if USE_STDC_FOR_SIMD
-
-//---------------------------------------------------------------------
-// Standard C (fallback/Linux) implementation (only there for compat - slow)
-//---------------------------------------------------------------------
-
-FORCEINLINE float SubFloat( const fltx4 & a, int idx )
-{
- return a.m128_f32[ idx ];
-}
-
-FORCEINLINE float & SubFloat( fltx4 & a, int idx )
-{
- return a.m128_f32[idx];
-}
-
-FORCEINLINE uint32 SubInt( const fltx4 & a, int idx )
-{
- return a.m128_u32[idx];
-}
-
-FORCEINLINE uint32 & SubInt( fltx4 & a, int idx )
-{
- return a.m128_u32[idx];
-}
-
-// Return one in the fastest way -- on the x360, faster even than loading.
-FORCEINLINE fltx4 LoadZeroSIMD( void )
-{
- return Four_Zeros;
-}
-
-// Return one in the fastest way -- on the x360, faster even than loading.
-FORCEINLINE fltx4 LoadOneSIMD( void )
-{
- return Four_Ones;
-}
-
-FORCEINLINE fltx4 SplatXSIMD( const fltx4 & a )
-{
- fltx4 retVal;
- SubFloat( retVal, 0 ) = SubFloat( a, 0 );
- SubFloat( retVal, 1 ) = SubFloat( a, 0 );
- SubFloat( retVal, 2 ) = SubFloat( a, 0 );
- SubFloat( retVal, 3 ) = SubFloat( a, 0 );
- return retVal;
-}
-
-FORCEINLINE fltx4 SplatYSIMD( fltx4 a )
-{
- fltx4 retVal;
- SubFloat( retVal, 0 ) = SubFloat( a, 1 );
- SubFloat( retVal, 1 ) = SubFloat( a, 1 );
- SubFloat( retVal, 2 ) = SubFloat( a, 1 );
- SubFloat( retVal, 3 ) = SubFloat( a, 1 );
- return retVal;
-}
-
-FORCEINLINE fltx4 SplatZSIMD( fltx4 a )
-{
- fltx4 retVal;
- SubFloat( retVal, 0 ) = SubFloat( a, 2 );
- SubFloat( retVal, 1 ) = SubFloat( a, 2 );
- SubFloat( retVal, 2 ) = SubFloat( a, 2 );
- SubFloat( retVal, 3 ) = SubFloat( a, 2 );
- return retVal;
-}
-
-FORCEINLINE fltx4 SplatWSIMD( fltx4 a )
-{
- fltx4 retVal;
- SubFloat( retVal, 0 ) = SubFloat( a, 3 );
- SubFloat( retVal, 1 ) = SubFloat( a, 3 );
- SubFloat( retVal, 2 ) = SubFloat( a, 3 );
- SubFloat( retVal, 3 ) = SubFloat( a, 3 );
- return retVal;
-}
-
-FORCEINLINE fltx4 SetXSIMD( const fltx4& a, const fltx4& x )
-{
- fltx4 result = a;
- SubFloat( result, 0 ) = SubFloat( x, 0 );
- return result;
-}
-
-FORCEINLINE fltx4 SetYSIMD( const fltx4& a, const fltx4& y )
-{
- fltx4 result = a;
- SubFloat( result, 1 ) = SubFloat( y, 1 );
- return result;
-}
-
-FORCEINLINE fltx4 SetZSIMD( const fltx4& a, const fltx4& z )
-{
- fltx4 result = a;
- SubFloat( result, 2 ) = SubFloat( z, 2 );
- return result;
-}
-
-FORCEINLINE fltx4 SetWSIMD( const fltx4& a, const fltx4& w )
-{
- fltx4 result = a;
- SubFloat( result, 3 ) = SubFloat( w, 3 );
- return result;
-}
-
-FORCEINLINE fltx4 SetComponentSIMD( const fltx4& a, int nComponent, float flValue )
-{
- fltx4 result = a;
- SubFloat( result, nComponent ) = flValue;
- return result;
-}
-
-// a b c d -> b c d a
-FORCEINLINE fltx4 RotateLeft( const fltx4 & a )
-{
- fltx4 retVal;
- SubFloat( retVal, 0 ) = SubFloat( a, 1 );
- SubFloat( retVal, 1 ) = SubFloat( a, 2 );
- SubFloat( retVal, 2 ) = SubFloat( a, 3 );
- SubFloat( retVal, 3 ) = SubFloat( a, 0 );
- return retVal;
-}
-
-// a b c d -> c d a b
-FORCEINLINE fltx4 RotateLeft2( const fltx4 & a )
-{
- fltx4 retVal;
- SubFloat( retVal, 0 ) = SubFloat( a, 2 );
- SubFloat( retVal, 1 ) = SubFloat( a, 3 );
- SubFloat( retVal, 2 ) = SubFloat( a, 0 );
- SubFloat( retVal, 3 ) = SubFloat( a, 1 );
- return retVal;
-}
-
-#define BINOP(op) \
- fltx4 retVal; \
- SubFloat( retVal, 0 ) = ( SubFloat( a, 0 ) op SubFloat( b, 0 ) ); \
- SubFloat( retVal, 1 ) = ( SubFloat( a, 1 ) op SubFloat( b, 1 ) ); \
- SubFloat( retVal, 2 ) = ( SubFloat( a, 2 ) op SubFloat( b, 2 ) ); \
- SubFloat( retVal, 3 ) = ( SubFloat( a, 3 ) op SubFloat( b, 3 ) ); \
- return retVal;
-
-#define IBINOP(op) \
- fltx4 retVal; \
- SubInt( retVal, 0 ) = ( SubInt( a, 0 ) op SubInt ( b, 0 ) ); \
- SubInt( retVal, 1 ) = ( SubInt( a, 1 ) op SubInt ( b, 1 ) ); \
- SubInt( retVal, 2 ) = ( SubInt( a, 2 ) op SubInt ( b, 2 ) ); \
- SubInt( retVal, 3 ) = ( SubInt( a, 3 ) op SubInt ( b, 3 ) ); \
- return retVal;
-
-FORCEINLINE fltx4 AddSIMD( const fltx4 & a, const fltx4 & b )
-{
- BINOP(+);
-}
-
-FORCEINLINE fltx4 SubSIMD( const fltx4 & a, const fltx4 & b ) // a-b
-{
- BINOP(-);
-};
-
-FORCEINLINE fltx4 MulSIMD( const fltx4 & a, const fltx4 & b ) // a*b
-{
- BINOP(*);
-}
-
-FORCEINLINE fltx4 DivSIMD( const fltx4 & a, const fltx4 & b ) // a/b
-{
- BINOP(/);
-}
-
-
-FORCEINLINE fltx4 MaddSIMD( const fltx4 & a, const fltx4 & b, const fltx4 & c ) // a*b + c
-{
- return AddSIMD( MulSIMD(a,b), c );
-}
-
-FORCEINLINE fltx4 MsubSIMD( const fltx4 & a, const fltx4 & b, const fltx4 & c ) // c - a*b
-{
- return SubSIMD( c, MulSIMD(a,b) );
-};
-
-
-FORCEINLINE fltx4 SinSIMD( const fltx4 &radians )
-{
- fltx4 result;
- SubFloat( result, 0 ) = sin( SubFloat( radians, 0 ) );
- SubFloat( result, 1 ) = sin( SubFloat( radians, 1 ) );
- SubFloat( result, 2 ) = sin( SubFloat( radians, 2 ) );
- SubFloat( result, 3 ) = sin( SubFloat( radians, 3 ) );
- return result;
-}
-
-FORCEINLINE void SinCos3SIMD( fltx4 &sine, fltx4 &cosine, const fltx4 &radians )
-{
- SinCos( SubFloat( radians, 0 ), &SubFloat( sine, 0 ), &SubFloat( cosine, 0 ) );
- SinCos( SubFloat( radians, 1 ), &SubFloat( sine, 1 ), &SubFloat( cosine, 1 ) );
- SinCos( SubFloat( radians, 2 ), &SubFloat( sine, 2 ), &SubFloat( cosine, 2 ) );
-}
-
-FORCEINLINE void SinCosSIMD( fltx4 &sine, fltx4 &cosine, const fltx4 &radians )
-{
- SinCos( SubFloat( radians, 0 ), &SubFloat( sine, 0 ), &SubFloat( cosine, 0 ) );
- SinCos( SubFloat( radians, 1 ), &SubFloat( sine, 1 ), &SubFloat( cosine, 1 ) );
- SinCos( SubFloat( radians, 2 ), &SubFloat( sine, 2 ), &SubFloat( cosine, 2 ) );
- SinCos( SubFloat( radians, 3 ), &SubFloat( sine, 3 ), &SubFloat( cosine, 3 ) );
-}
-
-FORCEINLINE fltx4 ArcSinSIMD( const fltx4 &sine )
-{
- fltx4 result;
- SubFloat( result, 0 ) = asin( SubFloat( sine, 0 ) );
- SubFloat( result, 1 ) = asin( SubFloat( sine, 1 ) );
- SubFloat( result, 2 ) = asin( SubFloat( sine, 2 ) );
- SubFloat( result, 3 ) = asin( SubFloat( sine, 3 ) );
- return result;
-}
-
-FORCEINLINE fltx4 ArcCosSIMD( const fltx4 &cs )
-{
- fltx4 result;
- SubFloat( result, 0 ) = acos( SubFloat( cs, 0 ) );
- SubFloat( result, 1 ) = acos( SubFloat( cs, 1 ) );
- SubFloat( result, 2 ) = acos( SubFloat( cs, 2 ) );
- SubFloat( result, 3 ) = acos( SubFloat( cs, 3 ) );
- return result;
-}
-
-// tan^1(a/b) .. ie, pass sin in as a and cos in as b
-FORCEINLINE fltx4 ArcTan2SIMD( const fltx4 &a, const fltx4 &b )
-{
- fltx4 result;
- SubFloat( result, 0 ) = atan2( SubFloat( a, 0 ), SubFloat( b, 0 ) );
- SubFloat( result, 1 ) = atan2( SubFloat( a, 1 ), SubFloat( b, 1 ) );
- SubFloat( result, 2 ) = atan2( SubFloat( a, 2 ), SubFloat( b, 2 ) );
- SubFloat( result, 3 ) = atan2( SubFloat( a, 3 ), SubFloat( b, 3 ) );
- return result;
-}
-
-FORCEINLINE fltx4 MaxSIMD( const fltx4 & a, const fltx4 & b ) // max(a,b)
-{
- fltx4 retVal;
- SubFloat( retVal, 0 ) = max( SubFloat( a, 0 ), SubFloat( b, 0 ) );
- SubFloat( retVal, 1 ) = max( SubFloat( a, 1 ), SubFloat( b, 1 ) );
- SubFloat( retVal, 2 ) = max( SubFloat( a, 2 ), SubFloat( b, 2 ) );
- SubFloat( retVal, 3 ) = max( SubFloat( a, 3 ), SubFloat( b, 3 ) );
- return retVal;
-}
-
-FORCEINLINE fltx4 MinSIMD( const fltx4 & a, const fltx4 & b ) // min(a,b)
-{
- fltx4 retVal;
- SubFloat( retVal, 0 ) = min( SubFloat( a, 0 ), SubFloat( b, 0 ) );
- SubFloat( retVal, 1 ) = min( SubFloat( a, 1 ), SubFloat( b, 1 ) );
- SubFloat( retVal, 2 ) = min( SubFloat( a, 2 ), SubFloat( b, 2 ) );
- SubFloat( retVal, 3 ) = min( SubFloat( a, 3 ), SubFloat( b, 3 ) );
- return retVal;
-}
-
-FORCEINLINE fltx4 AndSIMD( const fltx4 & a, const fltx4 & b ) // a & b
-{
- IBINOP(&);
-}
-
-FORCEINLINE fltx4 AndNotSIMD( const fltx4 & a, const fltx4 & b ) // ~a & b
-{
- fltx4 retVal;
- SubInt( retVal, 0 ) = ~SubInt( a, 0 ) & SubInt( b, 0 );
- SubInt( retVal, 1 ) = ~SubInt( a, 1 ) & SubInt( b, 1 );
- SubInt( retVal, 2 ) = ~SubInt( a, 2 ) & SubInt( b, 2 );
- SubInt( retVal, 3 ) = ~SubInt( a, 3 ) & SubInt( b, 3 );
- return retVal;
-}
-
-FORCEINLINE fltx4 XorSIMD( const fltx4 & a, const fltx4 & b ) // a ^ b
-{
- IBINOP(^);
-}
-
-FORCEINLINE fltx4 OrSIMD( const fltx4 & a, const fltx4 & b ) // a | b
-{
- IBINOP(|);
-}
-
-FORCEINLINE fltx4 NegSIMD(const fltx4 &a) // negate: -a
-{
- fltx4 retval;
- SubFloat( retval, 0 ) = -SubFloat( a, 0 );
- SubFloat( retval, 1 ) = -SubFloat( a, 1 );
- SubFloat( retval, 2 ) = -SubFloat( a, 2 );
- SubFloat( retval, 3 ) = -SubFloat( a, 3 );
-
- return retval;
-}
-
-FORCEINLINE bool IsAllZeros( const fltx4 & a ) // all floats of a zero?
-{
- return ( SubFloat( a, 0 ) == 0.0 ) &&
- ( SubFloat( a, 1 ) == 0.0 ) &&
- ( SubFloat( a, 2 ) == 0.0 ) &&
- ( SubFloat( a, 3 ) == 0.0 ) ;
-}
-
-
-// for branching when a.xyzw > b.xyzw
-FORCEINLINE bool IsAllGreaterThan( const fltx4 &a, const fltx4 &b )
-{
- return SubFloat(a,0) > SubFloat(b,0) &&
- SubFloat(a,1) > SubFloat(b,1) &&
- SubFloat(a,2) > SubFloat(b,2) &&
- SubFloat(a,3) > SubFloat(b,3);
-}
-
-// for branching when a.xyzw >= b.xyzw
-FORCEINLINE bool IsAllGreaterThanOrEq( const fltx4 &a, const fltx4 &b )
-{
- return SubFloat(a,0) >= SubFloat(b,0) &&
- SubFloat(a,1) >= SubFloat(b,1) &&
- SubFloat(a,2) >= SubFloat(b,2) &&
- SubFloat(a,3) >= SubFloat(b,3);
-}
-
-// For branching if all a.xyzw == b.xyzw
-FORCEINLINE bool IsAllEqual( const fltx4 & a, const fltx4 & b )
-{
- return SubFloat(a,0) == SubFloat(b,0) &&
- SubFloat(a,1) == SubFloat(b,1) &&
- SubFloat(a,2) == SubFloat(b,2) &&
- SubFloat(a,3) == SubFloat(b,3);
-}
-
-FORCEINLINE int TestSignSIMD( const fltx4 & a ) // mask of which floats have the high bit set
-{
- int nRet = 0;
-
- nRet |= ( SubInt( a, 0 ) & 0x80000000 ) >> 31; // sign(x) -> bit 0
- nRet |= ( SubInt( a, 1 ) & 0x80000000 ) >> 30; // sign(y) -> bit 1
- nRet |= ( SubInt( a, 2 ) & 0x80000000 ) >> 29; // sign(z) -> bit 2
- nRet |= ( SubInt( a, 3 ) & 0x80000000 ) >> 28; // sign(w) -> bit 3
-
- return nRet;
-}
-
-FORCEINLINE bool IsAnyNegative( const fltx4 & a ) // (a.x < 0) || (a.y < 0) || (a.z < 0) || (a.w < 0)
-{
- return (0 != TestSignSIMD( a ));
-}
-
-FORCEINLINE fltx4 CmpEqSIMD( const fltx4 & a, const fltx4 & b ) // (a==b) ? ~0:0
-{
- fltx4 retVal;
- SubInt( retVal, 0 ) = ( SubFloat( a, 0 ) == SubFloat( b, 0 )) ? ~0 : 0;
- SubInt( retVal, 1 ) = ( SubFloat( a, 1 ) == SubFloat( b, 1 )) ? ~0 : 0;
- SubInt( retVal, 2 ) = ( SubFloat( a, 2 ) == SubFloat( b, 2 )) ? ~0 : 0;
- SubInt( retVal, 3 ) = ( SubFloat( a, 3 ) == SubFloat( b, 3 )) ? ~0 : 0;
- return retVal;
-}
-
-FORCEINLINE fltx4 CmpGtSIMD( const fltx4 & a, const fltx4 & b ) // (a>b) ? ~0:0
-{
- fltx4 retVal;
- SubInt( retVal, 0 ) = ( SubFloat( a, 0 ) > SubFloat( b, 0 )) ? ~0 : 0;
- SubInt( retVal, 1 ) = ( SubFloat( a, 1 ) > SubFloat( b, 1 )) ? ~0 : 0;
- SubInt( retVal, 2 ) = ( SubFloat( a, 2 ) > SubFloat( b, 2 )) ? ~0 : 0;
- SubInt( retVal, 3 ) = ( SubFloat( a, 3 ) > SubFloat( b, 3 )) ? ~0 : 0;
- return retVal;
-}
-
-FORCEINLINE fltx4 CmpGeSIMD( const fltx4 & a, const fltx4 & b ) // (a>=b) ? ~0:0
-{
- fltx4 retVal;
- SubInt( retVal, 0 ) = ( SubFloat( a, 0 ) >= SubFloat( b, 0 )) ? ~0 : 0;
- SubInt( retVal, 1 ) = ( SubFloat( a, 1 ) >= SubFloat( b, 1 )) ? ~0 : 0;
- SubInt( retVal, 2 ) = ( SubFloat( a, 2 ) >= SubFloat( b, 2 )) ? ~0 : 0;
- SubInt( retVal, 3 ) = ( SubFloat( a, 3 ) >= SubFloat( b, 3 )) ? ~0 : 0;
- return retVal;
-}
-
-FORCEINLINE fltx4 CmpLtSIMD( const fltx4 & a, const fltx4 & b ) // (a<b) ? ~0:0
-{
- fltx4 retVal;
- SubInt( retVal, 0 ) = ( SubFloat( a, 0 ) < SubFloat( b, 0 )) ? ~0 : 0;
- SubInt( retVal, 1 ) = ( SubFloat( a, 1 ) < SubFloat( b, 1 )) ? ~0 : 0;
- SubInt( retVal, 2 ) = ( SubFloat( a, 2 ) < SubFloat( b, 2 )) ? ~0 : 0;
- SubInt( retVal, 3 ) = ( SubFloat( a, 3 ) < SubFloat( b, 3 )) ? ~0 : 0;
- return retVal;
-}
-
-FORCEINLINE fltx4 CmpLeSIMD( const fltx4 & a, const fltx4 & b ) // (a<=b) ? ~0:0
-{
- fltx4 retVal;
- SubInt( retVal, 0 ) = ( SubFloat( a, 0 ) <= SubFloat( b, 0 )) ? ~0 : 0;
- SubInt( retVal, 1 ) = ( SubFloat( a, 1 ) <= SubFloat( b, 1 )) ? ~0 : 0;
- SubInt( retVal, 2 ) = ( SubFloat( a, 2 ) <= SubFloat( b, 2 )) ? ~0 : 0;
- SubInt( retVal, 3 ) = ( SubFloat( a, 3 ) <= SubFloat( b, 3 )) ? ~0 : 0;
- return retVal;
-}
-
-FORCEINLINE fltx4 CmpInBoundsSIMD( const fltx4 & a, const fltx4 & b ) // (a <= b && a >= -b) ? ~0 : 0
-{
- fltx4 retVal;
- SubInt( retVal, 0 ) = ( SubFloat( a, 0 ) <= SubFloat( b, 0 ) && SubFloat( a, 0 ) >= -SubFloat( b, 0 ) ) ? ~0 : 0;
- SubInt( retVal, 1 ) = ( SubFloat( a, 1 ) <= SubFloat( b, 1 ) && SubFloat( a, 1 ) >= -SubFloat( b, 1 ) ) ? ~0 : 0;
- SubInt( retVal, 2 ) = ( SubFloat( a, 2 ) <= SubFloat( b, 2 ) && SubFloat( a, 2 ) >= -SubFloat( b, 2 ) ) ? ~0 : 0;
- SubInt( retVal, 3 ) = ( SubFloat( a, 3 ) <= SubFloat( b, 3 ) && SubFloat( a, 3 ) >= -SubFloat( b, 3 ) ) ? ~0 : 0;
- return retVal;
-}
-
-
-FORCEINLINE fltx4 MaskedAssign( const fltx4 & ReplacementMask, const fltx4 & NewValue, const fltx4 & OldValue )
-{
- return OrSIMD(
- AndSIMD( ReplacementMask, NewValue ),
- AndNotSIMD( ReplacementMask, OldValue ) );
-}
-
-FORCEINLINE fltx4 ReplicateX4( float flValue ) // a,a,a,a
-{
- fltx4 retVal;
- SubFloat( retVal, 0 ) = flValue;
- SubFloat( retVal, 1 ) = flValue;
- SubFloat( retVal, 2 ) = flValue;
- SubFloat( retVal, 3 ) = flValue;
- return retVal;
-}
-
-/// replicate a single 32 bit integer value to all 4 components of an m128
-FORCEINLINE fltx4 ReplicateIX4( int nValue )
-{
- fltx4 retVal;
- SubInt( retVal, 0 ) = nValue;
- SubInt( retVal, 1 ) = nValue;
- SubInt( retVal, 2 ) = nValue;
- SubInt( retVal, 3 ) = nValue;
- return retVal;
-
-}
-
-// Round towards positive infinity
-FORCEINLINE fltx4 CeilSIMD( const fltx4 &a )
-{
- fltx4 retVal;
- SubFloat( retVal, 0 ) = ceil( SubFloat( a, 0 ) );
- SubFloat( retVal, 1 ) = ceil( SubFloat( a, 1 ) );
- SubFloat( retVal, 2 ) = ceil( SubFloat( a, 2 ) );
- SubFloat( retVal, 3 ) = ceil( SubFloat( a, 3 ) );
- return retVal;
-
-}
-
-// Round towards negative infinity
-FORCEINLINE fltx4 FloorSIMD( const fltx4 &a )
-{
- fltx4 retVal;
- SubFloat( retVal, 0 ) = floor( SubFloat( a, 0 ) );
- SubFloat( retVal, 1 ) = floor( SubFloat( a, 1 ) );
- SubFloat( retVal, 2 ) = floor( SubFloat( a, 2 ) );
- SubFloat( retVal, 3 ) = floor( SubFloat( a, 3 ) );
- return retVal;
-
-}
-
-FORCEINLINE fltx4 SqrtEstSIMD( const fltx4 & a ) // sqrt(a), more or less
-{
- fltx4 retVal;
- SubFloat( retVal, 0 ) = sqrt( SubFloat( a, 0 ) );
- SubFloat( retVal, 1 ) = sqrt( SubFloat( a, 1 ) );
- SubFloat( retVal, 2 ) = sqrt( SubFloat( a, 2 ) );
- SubFloat( retVal, 3 ) = sqrt( SubFloat( a, 3 ) );
- return retVal;
-}
-
-FORCEINLINE fltx4 SqrtSIMD( const fltx4 & a ) // sqrt(a)
-{
- fltx4 retVal;
- SubFloat( retVal, 0 ) = sqrt( SubFloat( a, 0 ) );
- SubFloat( retVal, 1 ) = sqrt( SubFloat( a, 1 ) );
- SubFloat( retVal, 2 ) = sqrt( SubFloat( a, 2 ) );
- SubFloat( retVal, 3 ) = sqrt( SubFloat( a, 3 ) );
- return retVal;
-}
-
-FORCEINLINE fltx4 ReciprocalSqrtEstSIMD( const fltx4 & a ) // 1/sqrt(a), more or less
-{
- fltx4 retVal;
- SubFloat( retVal, 0 ) = 1.0 / sqrt( SubFloat( a, 0 ) );
- SubFloat( retVal, 1 ) = 1.0 / sqrt( SubFloat( a, 1 ) );
- SubFloat( retVal, 2 ) = 1.0 / sqrt( SubFloat( a, 2 ) );
- SubFloat( retVal, 3 ) = 1.0 / sqrt( SubFloat( a, 3 ) );
- return retVal;
-}
-
-FORCEINLINE fltx4 ReciprocalSqrtEstSaturateSIMD( const fltx4 & a )
-{
- fltx4 retVal;
- SubFloat( retVal, 0 ) = 1.0 / sqrt( SubFloat( a, 0 ) != 0.0f ? SubFloat( a, 0 ) : FLT_EPSILON );
- SubFloat( retVal, 1 ) = 1.0 / sqrt( SubFloat( a, 1 ) != 0.0f ? SubFloat( a, 1 ) : FLT_EPSILON );
- SubFloat( retVal, 2 ) = 1.0 / sqrt( SubFloat( a, 2 ) != 0.0f ? SubFloat( a, 2 ) : FLT_EPSILON );
- SubFloat( retVal, 3 ) = 1.0 / sqrt( SubFloat( a, 3 ) != 0.0f ? SubFloat( a, 3 ) : FLT_EPSILON );
- return retVal;
-}
-
-FORCEINLINE fltx4 ReciprocalSqrtSIMD( const fltx4 & a ) // 1/sqrt(a)
-{
- fltx4 retVal;
- SubFloat( retVal, 0 ) = 1.0 / sqrt( SubFloat( a, 0 ) );
- SubFloat( retVal, 1 ) = 1.0 / sqrt( SubFloat( a, 1 ) );
- SubFloat( retVal, 2 ) = 1.0 / sqrt( SubFloat( a, 2 ) );
- SubFloat( retVal, 3 ) = 1.0 / sqrt( SubFloat( a, 3 ) );
- return retVal;
-}
-
-FORCEINLINE fltx4 ReciprocalEstSIMD( const fltx4 & a ) // 1/a, more or less
-{
- fltx4 retVal;
- SubFloat( retVal, 0 ) = 1.0 / SubFloat( a, 0 );
- SubFloat( retVal, 1 ) = 1.0 / SubFloat( a, 1 );
- SubFloat( retVal, 2 ) = 1.0 / SubFloat( a, 2 );
- SubFloat( retVal, 3 ) = 1.0 / SubFloat( a, 3 );
- return retVal;
-}
-
-FORCEINLINE fltx4 ReciprocalSIMD( const fltx4 & a ) // 1/a
-{
- fltx4 retVal;
- SubFloat( retVal, 0 ) = 1.0 / SubFloat( a, 0 );
- SubFloat( retVal, 1 ) = 1.0 / SubFloat( a, 1 );
- SubFloat( retVal, 2 ) = 1.0 / SubFloat( a, 2 );
- SubFloat( retVal, 3 ) = 1.0 / SubFloat( a, 3 );
- return retVal;
-}
-
-/// 1/x for all 4 values.
-/// 1/0 will result in a big but NOT infinite result
-FORCEINLINE fltx4 ReciprocalEstSaturateSIMD( const fltx4 & a )
-{
- fltx4 retVal;
- SubFloat( retVal, 0 ) = 1.0 / (SubFloat( a, 0 ) == 0.0f ? FLT_EPSILON : SubFloat( a, 0 ));
- SubFloat( retVal, 1 ) = 1.0 / (SubFloat( a, 1 ) == 0.0f ? FLT_EPSILON : SubFloat( a, 1 ));
- SubFloat( retVal, 2 ) = 1.0 / (SubFloat( a, 2 ) == 0.0f ? FLT_EPSILON : SubFloat( a, 2 ));
- SubFloat( retVal, 3 ) = 1.0 / (SubFloat( a, 3 ) == 0.0f ? FLT_EPSILON : SubFloat( a, 3 ));
- return retVal;
-}
-
-FORCEINLINE fltx4 ReciprocalSaturateSIMD( const fltx4 & a )
-{
- fltx4 retVal;
- SubFloat( retVal, 0 ) = 1.0 / (SubFloat( a, 0 ) == 0.0f ? FLT_EPSILON : SubFloat( a, 0 ));
- SubFloat( retVal, 1 ) = 1.0 / (SubFloat( a, 1 ) == 0.0f ? FLT_EPSILON : SubFloat( a, 1 ));
- SubFloat( retVal, 2 ) = 1.0 / (SubFloat( a, 2 ) == 0.0f ? FLT_EPSILON : SubFloat( a, 2 ));
- SubFloat( retVal, 3 ) = 1.0 / (SubFloat( a, 3 ) == 0.0f ? FLT_EPSILON : SubFloat( a, 3 ));
- return retVal;
-}
-
-// 2^x for all values (the antilog)
-FORCEINLINE fltx4 ExpSIMD( const fltx4 &toPower )
-{
- fltx4 retVal;
- SubFloat( retVal, 0 ) = powf( 2, SubFloat(toPower, 0) );
- SubFloat( retVal, 1 ) = powf( 2, SubFloat(toPower, 1) );
- SubFloat( retVal, 2 ) = powf( 2, SubFloat(toPower, 2) );
- SubFloat( retVal, 3 ) = powf( 2, SubFloat(toPower, 3) );
-
- return retVal;
-}
-
-FORCEINLINE fltx4 Dot3SIMD( const fltx4 &a, const fltx4 &b )
-{
- float flDot = SubFloat( a, 0 ) * SubFloat( b, 0 ) +
- SubFloat( a, 1 ) * SubFloat( b, 1 ) +
- SubFloat( a, 2 ) * SubFloat( b, 2 );
- return ReplicateX4( flDot );
-}
-
-FORCEINLINE fltx4 Dot4SIMD( const fltx4 &a, const fltx4 &b )
-{
- float flDot = SubFloat( a, 0 ) * SubFloat( b, 0 ) +
- SubFloat( a, 1 ) * SubFloat( b, 1 ) +
- SubFloat( a, 2 ) * SubFloat( b, 2 ) +
- SubFloat( a, 3 ) * SubFloat( b, 3 );
- return ReplicateX4( flDot );
-}
-
-// Clamps the components of a vector to a specified minimum and maximum range.
-FORCEINLINE fltx4 ClampVectorSIMD( FLTX4 in, FLTX4 min, FLTX4 max)
-{
- return MaxSIMD( min, MinSIMD( max, in ) );
-}
-
-// Squelch the w component of a vector to +0.0.
-// Most efficient when you say a = SetWToZeroSIMD(a) (avoids a copy)
-FORCEINLINE fltx4 SetWToZeroSIMD( const fltx4 & a )
-{
- fltx4 retval;
- retval = a;
- SubFloat( retval, 0 ) = 0;
- return retval;
-}
-
-FORCEINLINE fltx4 LoadUnalignedSIMD( const void *pSIMD )
-{
- return *( reinterpret_cast< const fltx4 *> ( pSIMD ) );
-}
-
-FORCEINLINE fltx4 LoadUnaligned3SIMD( const void *pSIMD )
-{
- return *( reinterpret_cast< const fltx4 *> ( pSIMD ) );
-}
-
-FORCEINLINE fltx4 LoadAlignedSIMD( const void *pSIMD )
-{
- return *( reinterpret_cast< const fltx4 *> ( pSIMD ) );
-}
-
-// for the transitional class -- load a 3-by VectorAligned and squash its w component
-FORCEINLINE fltx4 LoadAlignedSIMD( const VectorAligned & pSIMD )
-{
- fltx4 retval = LoadAlignedSIMD(pSIMD.Base());
- // squelch w
- SubInt( retval, 3 ) = 0;
- return retval;
-}
-
-FORCEINLINE void StoreAlignedSIMD( float *pSIMD, const fltx4 & a )
-{
- *( reinterpret_cast< fltx4 *> ( pSIMD ) ) = a;
-}
-
-FORCEINLINE void StoreUnalignedSIMD( float *pSIMD, const fltx4 & a )
-{
- *( reinterpret_cast< fltx4 *> ( pSIMD ) ) = a;
-}
-
-FORCEINLINE void StoreUnaligned3SIMD( float *pSIMD, const fltx4 & a )
-{
- *pSIMD = SubFloat(a, 0);
- *(pSIMD+1) = SubFloat(a, 1);
- *(pSIMD+2) = SubFloat(a, 2);
-}
-
-// strongly typed -- syntactic castor oil used for typechecking as we transition to SIMD
-FORCEINLINE void StoreAligned3SIMD( VectorAligned * RESTRICT pSIMD, const fltx4 & a )
-{
- StoreAlignedSIMD(pSIMD->Base(),a);
-}
-
-FORCEINLINE void TransposeSIMD( fltx4 & x, fltx4 & y, fltx4 & z, fltx4 & w )
-{
-#define SWAP_FLOATS( _a_, _ia_, _b_, _ib_ ) { float tmp = SubFloat( _a_, _ia_ ); SubFloat( _a_, _ia_ ) = SubFloat( _b_, _ib_ ); SubFloat( _b_, _ib_ ) = tmp; }
- SWAP_FLOATS( x, 1, y, 0 );
- SWAP_FLOATS( x, 2, z, 0 );
- SWAP_FLOATS( x, 3, w, 0 );
- SWAP_FLOATS( y, 2, z, 1 );
- SWAP_FLOATS( y, 3, w, 1 );
- SWAP_FLOATS( z, 3, w, 2 );
-}
-
-// find the lowest component of a.x, a.y, a.z,
-// and replicate it to the whole return value.
-FORCEINLINE fltx4 FindLowestSIMD3( const fltx4 & a )
-{
- float lowest = min( min( SubFloat(a, 0), SubFloat(a, 1) ), SubFloat(a, 2));
- return ReplicateX4(lowest);
-}
-
-// find the highest component of a.x, a.y, a.z,
-// and replicate it to the whole return value.
-FORCEINLINE fltx4 FindHighestSIMD3( const fltx4 & a )
-{
- float highest = max( max( SubFloat(a, 0), SubFloat(a, 1) ), SubFloat(a, 2));
- return ReplicateX4(highest);
-}
-
-// Fixed-point conversion and save as SIGNED INTS.
-// pDest->x = Int (vSrc.x)
-// note: some architectures have means of doing
-// fixed point conversion when the fix depth is
-// specified as an immediate.. but there is no way
-// to guarantee an immediate as a parameter to function
-// like this.
-FORCEINLINE void ConvertStoreAsIntsSIMD(intx4 * RESTRICT pDest, const fltx4 &vSrc)
-{
- (*pDest)[0] = SubFloat(vSrc, 0);
- (*pDest)[1] = SubFloat(vSrc, 1);
- (*pDest)[2] = SubFloat(vSrc, 2);
- (*pDest)[3] = SubFloat(vSrc, 3);
-}
-
-// ------------------------------------
-// INTEGER SIMD OPERATIONS.
-// ------------------------------------
-// splat all components of a vector to a signed immediate int number.
-FORCEINLINE fltx4 IntSetImmediateSIMD( int nValue )
-{
- fltx4 retval;
- SubInt( retval, 0 ) = SubInt( retval, 1 ) = SubInt( retval, 2 ) = SubInt( retval, 3) = nValue;
- return retval;
-}
-
-// Load 4 aligned words into a SIMD register
-FORCEINLINE i32x4 LoadAlignedIntSIMD(const void * RESTRICT pSIMD)
-{
- return *( reinterpret_cast< const i32x4 *> ( pSIMD ) );
-}
-
-// Load 4 unaligned words into a SIMD register
-FORCEINLINE i32x4 LoadUnalignedIntSIMD( const void * RESTRICT pSIMD)
-{
- return *( reinterpret_cast< const i32x4 *> ( pSIMD ) );
-}
-
-// save into four words, 16-byte aligned
-FORCEINLINE void StoreAlignedIntSIMD( int32 *pSIMD, const fltx4 & a )
-{
- *( reinterpret_cast< i32x4 *> ( pSIMD ) ) = a;
-}
-
-FORCEINLINE void StoreAlignedIntSIMD( intx4 &pSIMD, const fltx4 & a )
-{
- *( reinterpret_cast< i32x4 *> ( pSIMD.Base() ) ) = a;
-}
-
-FORCEINLINE void StoreUnalignedIntSIMD( int32 *pSIMD, const fltx4 & a )
-{
- *( reinterpret_cast< i32x4 *> ( pSIMD ) ) = a;
-}
-
-// Take a fltx4 containing fixed-point uints and
-// return them as single precision floats. No
-// fixed point conversion is done.
-FORCEINLINE fltx4 UnsignedIntConvertToFltSIMD( const u32x4 &vSrcA )
-{
- Assert(0); /* pc has no such operation */
- fltx4 retval;
- SubFloat( retval, 0 ) = ( (float) SubInt( retval, 0 ) );
- SubFloat( retval, 1 ) = ( (float) SubInt( retval, 1 ) );
- SubFloat( retval, 2 ) = ( (float) SubInt( retval, 2 ) );
- SubFloat( retval, 3 ) = ( (float) SubInt( retval, 3 ) );
- return retval;
-}
-
-
-#if 0 /* pc has no such op */
-// Take a fltx4 containing fixed-point sints and
-// return them as single precision floats. No
-// fixed point conversion is done.
-FORCEINLINE fltx4 SignedIntConvertToFltSIMD( const i32x4 &vSrcA )
-{
- fltx4 retval;
- SubFloat( retval, 0 ) = ( (float) (reinterpret_cast<int32 *>(&vSrcA.m128_s32[0])) );
- SubFloat( retval, 1 ) = ( (float) (reinterpret_cast<int32 *>(&vSrcA.m128_s32[1])) );
- SubFloat( retval, 2 ) = ( (float) (reinterpret_cast<int32 *>(&vSrcA.m128_s32[2])) );
- SubFloat( retval, 3 ) = ( (float) (reinterpret_cast<int32 *>(&vSrcA.m128_s32[3])) );
- return retval;
-}
-
-
-/*
- works on fltx4's as if they are four uints.
- the first parameter contains the words to be shifted,
- the second contains the amount to shift by AS INTS
-
- for i = 0 to 3
- shift = vSrcB_i*32:(i*32)+4
- vReturned_i*32:(i*32)+31 = vSrcA_i*32:(i*32)+31 << shift
-*/
-FORCEINLINE i32x4 IntShiftLeftWordSIMD(const i32x4 &vSrcA, const i32x4 &vSrcB)
-{
- i32x4 retval;
- SubInt(retval, 0) = SubInt(vSrcA, 0) << SubInt(vSrcB, 0);
- SubInt(retval, 1) = SubInt(vSrcA, 1) << SubInt(vSrcB, 1);
- SubInt(retval, 2) = SubInt(vSrcA, 2) << SubInt(vSrcB, 2);
- SubInt(retval, 3) = SubInt(vSrcA, 3) << SubInt(vSrcB, 3);
-
-
- return retval;
-}
-#endif
-
-#elif ( defined( _X360 ) )
-
-//---------------------------------------------------------------------
-// X360 implementation
-//---------------------------------------------------------------------
-
-FORCEINLINE float & FloatSIMD( fltx4 & a, int idx )
-{
- fltx4_union & a_union = (fltx4_union &)a;
- return a_union.m128_f32[idx];
-}
-
-FORCEINLINE unsigned int & UIntSIMD( fltx4 & a, int idx )
-{
- fltx4_union & a_union = (fltx4_union &)a;
- return a_union.m128_u32[idx];
-}
-
-FORCEINLINE fltx4 AddSIMD( const fltx4 & a, const fltx4 & b )
-{
- return __vaddfp( a, b );
-}
-
-FORCEINLINE fltx4 SubSIMD( const fltx4 & a, const fltx4 & b ) // a-b
-{
- return __vsubfp( a, b );
-}
-
-FORCEINLINE fltx4 MulSIMD( const fltx4 & a, const fltx4 & b ) // a*b
-{
- return __vmulfp( a, b );
-}
-
-FORCEINLINE fltx4 MaddSIMD( const fltx4 & a, const fltx4 & b, const fltx4 & c ) // a*b + c
-{
- return __vmaddfp( a, b, c );
-}
-
-FORCEINLINE fltx4 MsubSIMD( const fltx4 & a, const fltx4 & b, const fltx4 & c ) // c - a*b
-{
- return __vnmsubfp( a, b, c );
-};
-
-FORCEINLINE fltx4 Dot3SIMD( const fltx4 &a, const fltx4 &b )
-{
- return __vmsum3fp( a, b );
-}
-
-FORCEINLINE fltx4 Dot4SIMD( const fltx4 &a, const fltx4 &b )
-{
- return __vmsum4fp( a, b );
-}
-
-FORCEINLINE fltx4 SinSIMD( const fltx4 &radians )
-{
- return XMVectorSin( radians );
-}
-
-FORCEINLINE void SinCos3SIMD( fltx4 &sine, fltx4 &cosine, const fltx4 &radians )
-{
- XMVectorSinCos( &sine, &cosine, radians );
-}
-
-FORCEINLINE void SinCosSIMD( fltx4 &sine, fltx4 &cosine, const fltx4 &radians )
-{
- XMVectorSinCos( &sine, &cosine, radians );
-}
-
-FORCEINLINE void CosSIMD( fltx4 &cosine, const fltx4 &radians )
-{
- cosine = XMVectorCos( radians );
-}
-
-FORCEINLINE fltx4 ArcSinSIMD( const fltx4 &sine )
-{
- return XMVectorASin( sine );
-}
-
-FORCEINLINE fltx4 ArcCosSIMD( const fltx4 &cs )
-{
- return XMVectorACos( cs );
-}
-
-// tan^1(a/b) .. ie, pass sin in as a and cos in as b
-FORCEINLINE fltx4 ArcTan2SIMD( const fltx4 &a, const fltx4 &b )
-{
- return XMVectorATan2( a, b );
-}
-
-// DivSIMD defined further down, since it uses ReciprocalSIMD
-
-FORCEINLINE fltx4 MaxSIMD( const fltx4 & a, const fltx4 & b ) // max(a,b)
-{
- return __vmaxfp( a, b );
-}
-
-FORCEINLINE fltx4 MinSIMD( const fltx4 & a, const fltx4 & b ) // min(a,b)
-{
- return __vminfp( a, b );
-}
-
-FORCEINLINE fltx4 AndSIMD( const fltx4 & a, const fltx4 & b ) // a & b
-{
- return __vand( a, b );
-}
-
-FORCEINLINE fltx4 AndNotSIMD( const fltx4 & a, const fltx4 & b ) // ~a & b
-{
- // NOTE: a and b are swapped in the call: SSE complements the first argument, VMX the second
- return __vandc( b, a );
-}
-
-FORCEINLINE fltx4 XorSIMD( const fltx4 & a, const fltx4 & b ) // a ^ b
-{
- return __vxor( a, b );
-}
-
-FORCEINLINE fltx4 OrSIMD( const fltx4 & a, const fltx4 & b ) // a | b
-{
- return __vor( a, b );
-}
-
-FORCEINLINE fltx4 NegSIMD(const fltx4 &a) // negate: -a
-{
- return XMVectorNegate(a);
-}
-
-FORCEINLINE bool IsAllZeros( const fltx4 & a ) // all floats of a zero?
-{
- unsigned int equalFlags = 0;
- __vcmpeqfpR( a, Four_Zeros, &equalFlags );
- return XMComparisonAllTrue( equalFlags );
-}
-
-FORCEINLINE bool IsAnyZeros( const fltx4 & a ) // any floats are zero?
-{
- unsigned int conditionregister;
- XMVectorEqualR(&conditionregister, a, XMVectorZero());
- return XMComparisonAnyTrue(conditionregister);
-}
-
-FORCEINLINE bool IsAnyXYZZero( const fltx4 &a ) // are any of x,y,z zero?
-{
- // copy a's x component into w, in case w was zero.
- fltx4 temp = __vrlimi(a, a, 1, 1);
- unsigned int conditionregister;
- XMVectorEqualR(&conditionregister, temp, XMVectorZero());
- return XMComparisonAnyTrue(conditionregister);
-}
-
-// for branching when a.xyzw > b.xyzw
-FORCEINLINE bool IsAllGreaterThan( const fltx4 &a, const fltx4 &b )
-{
- unsigned int cr;
- XMVectorGreaterR(&cr,a,b);
- return XMComparisonAllTrue(cr);
-}
-
-// for branching when a.xyzw >= b.xyzw
-FORCEINLINE bool IsAllGreaterThanOrEq( const fltx4 &a, const fltx4 &b )
-{
- unsigned int cr;
- XMVectorGreaterOrEqualR(&cr,a,b);
- return XMComparisonAllTrue(cr);
-}
-
-// For branching if all a.xyzw == b.xyzw
-FORCEINLINE bool IsAllEqual( const fltx4 & a, const fltx4 & b )
-{
- unsigned int cr;
- XMVectorEqualR(&cr,a,b);
- return XMComparisonAllTrue(cr);
-}
-
-
-FORCEINLINE int TestSignSIMD( const fltx4 & a ) // mask of which floats have the high bit set
-{
- // NOTE: this maps to SSE way better than it does to VMX (most code uses IsAnyNegative(), though)
- int nRet = 0;
-
- const fltx4_union & a_union = (const fltx4_union &)a;
- nRet |= ( a_union.m128_u32[0] & 0x80000000 ) >> 31; // sign(x) -> bit 0
- nRet |= ( a_union.m128_u32[1] & 0x80000000 ) >> 30; // sign(y) -> bit 1
- nRet |= ( a_union.m128_u32[2] & 0x80000000 ) >> 29; // sign(z) -> bit 2
- nRet |= ( a_union.m128_u32[3] & 0x80000000 ) >> 28; // sign(w) -> bit 3
-
- return nRet;
-}
-
-// Squelch the w component of a vector to +0.0.
-// Most efficient when you say a = SetWToZeroSIMD(a) (avoids a copy)
-FORCEINLINE fltx4 SetWToZeroSIMD( const fltx4 & a )
-{
- return __vrlimi( a, __vzero(), 1, 0 );
-}
-
-FORCEINLINE bool IsAnyNegative( const fltx4 & a ) // (a.x < 0) || (a.y < 0) || (a.z < 0) || (a.w < 0)
-{
- // NOTE: this tests the top bits of each vector element using integer math
- // (so it ignores NaNs - it will return true for "-NaN")
- unsigned int equalFlags = 0;
- fltx4 signMask = __vspltisw( -1 ); // 0xFFFFFFFF 0xFFFFFFFF 0xFFFFFFFF 0xFFFFFFFF (low order 5 bits of each element = 31)
- signMask = __vslw( signMask, signMask ); // 0x80000000 0x80000000 0x80000000 0x80000000
- __vcmpequwR( Four_Zeros, __vand( signMask, a ), &equalFlags );
- return !XMComparisonAllTrue( equalFlags );
-}
-
-FORCEINLINE fltx4 CmpEqSIMD( const fltx4 & a, const fltx4 & b ) // (a==b) ? ~0:0
-{
- return __vcmpeqfp( a, b );
-}
-
-
-FORCEINLINE fltx4 CmpGtSIMD( const fltx4 & a, const fltx4 & b ) // (a>b) ? ~0:0
-{
- return __vcmpgtfp( a, b );
-}
-
-FORCEINLINE fltx4 CmpGeSIMD( const fltx4 & a, const fltx4 & b ) // (a>=b) ? ~0:0
-{
- return __vcmpgefp( a, b );
-}
-
-FORCEINLINE fltx4 CmpLtSIMD( const fltx4 & a, const fltx4 & b ) // (a<b) ? ~0:0
-{
- return __vcmpgtfp( b, a );
-}
-
-FORCEINLINE fltx4 CmpLeSIMD( const fltx4 & a, const fltx4 & b ) // (a<=b) ? ~0:0
-{
- return __vcmpgefp( b, a );
-}
-
-FORCEINLINE fltx4 CmpInBoundsSIMD( const fltx4 & a, const fltx4 & b ) // (a <= b && a >= -b) ? ~0 : 0
-{
- return XMVectorInBounds( a, b );
-}
-
-// returned[i] = ReplacementMask[i] == 0 ? OldValue : NewValue
-FORCEINLINE fltx4 MaskedAssign( const fltx4 & ReplacementMask, const fltx4 & NewValue, const fltx4 & OldValue )
-{
- return __vsel( OldValue, NewValue, ReplacementMask );
-}
-
-// AKA "Broadcast", "Splat"
-FORCEINLINE fltx4 ReplicateX4( float flValue ) // a,a,a,a
-{
- // NOTE: if flValue comes from a register, this causes a Load-Hit-Store stall (don't mix fpu/vpu math!)
- float * pValue = &flValue;
- Assert( pValue );
- Assert( ((unsigned int)pValue & 3) == 0);
- return __vspltw( __lvlx( pValue, 0 ), 0 );
-}
-
-FORCEINLINE fltx4 ReplicateX4( const float *pValue ) // a,a,a,a
-{
- Assert( pValue );
- return __vspltw( __lvlx( pValue, 0 ), 0 );
-}
-
-/// replicate a single 32 bit integer value to all 4 components of an m128
-FORCEINLINE fltx4 ReplicateIX4( int nValue )
-{
- // NOTE: if nValue comes from a register, this causes a Load-Hit-Store stall (should not mix ints with fltx4s!)
- int * pValue = &nValue;
- Assert( pValue );
- Assert( ((unsigned int)pValue & 3) == 0);
- return __vspltw( __lvlx( pValue, 0 ), 0 );
-}
-
-// Round towards positive infinity
-FORCEINLINE fltx4 CeilSIMD( const fltx4 &a )
-{
- return __vrfip(a);
-}
-
-// Round towards nearest integer
-FORCEINLINE fltx4 RoundSIMD( const fltx4 &a )
-{
- return __vrfin(a);
-}
-
-// Round towards negative infinity
-FORCEINLINE fltx4 FloorSIMD( const fltx4 &a )
-{
- return __vrfim(a);
-}
-
-FORCEINLINE fltx4 SqrtEstSIMD( const fltx4 & a ) // sqrt(a), more or less
-{
- // This is emulated from rsqrt
- return XMVectorSqrtEst( a );
-}
-
-FORCEINLINE fltx4 SqrtSIMD( const fltx4 & a ) // sqrt(a)
-{
- // This is emulated from rsqrt
- return XMVectorSqrt( a );
-}
-
-FORCEINLINE fltx4 ReciprocalSqrtEstSIMD( const fltx4 & a ) // 1/sqrt(a), more or less
-{
- return __vrsqrtefp( a );
-}
-
-FORCEINLINE fltx4 ReciprocalSqrtEstSaturateSIMD( const fltx4 & a )
-{
- // Convert zeros to epsilons
- fltx4 zero_mask = CmpEqSIMD( a, Four_Zeros );
- fltx4 a_safe = OrSIMD( a, AndSIMD( Four_Epsilons, zero_mask ) );
- return ReciprocalSqrtEstSIMD( a_safe );
-}
-
-FORCEINLINE fltx4 ReciprocalSqrtSIMD( const fltx4 & a ) // 1/sqrt(a)
-{
- // This uses Newton-Raphson to improve the HW result
- return XMVectorReciprocalSqrt( a );
-}
-
-FORCEINLINE fltx4 ReciprocalEstSIMD( const fltx4 & a ) // 1/a, more or less
-{
- return __vrefp( a );
-}
-
-/// 1/x for all 4 values. uses reciprocal approximation instruction plus newton iteration.
-/// No error checking!
-FORCEINLINE fltx4 ReciprocalSIMD( const fltx4 & a ) // 1/a
-{
- // This uses Newton-Raphson to improve the HW result
- return XMVectorReciprocal( a );
-}
-
-// FIXME: on 360, this is very slow, since it uses ReciprocalSIMD (do we need DivEstSIMD?)
-FORCEINLINE fltx4 DivSIMD( const fltx4 & a, const fltx4 & b ) // a/b
-{
- return MulSIMD( ReciprocalSIMD( b ), a );
-}
-
-/// 1/x for all 4 values.
-/// 1/0 will result in a big but NOT infinite result
-FORCEINLINE fltx4 ReciprocalEstSaturateSIMD( const fltx4 & a )
-{
- // Convert zeros to epsilons
- fltx4 zero_mask = CmpEqSIMD( a, Four_Zeros );
- fltx4 a_safe = OrSIMD( a, AndSIMD( Four_Epsilons, zero_mask ) );
- return ReciprocalEstSIMD( a_safe );
-}
-
-FORCEINLINE fltx4 ReciprocalSaturateSIMD( const fltx4 & a )
-{
- // Convert zeros to epsilons
- fltx4 zero_mask = CmpEqSIMD( a, Four_Zeros );
- fltx4 a_safe = OrSIMD( a, AndSIMD( Four_Epsilons, zero_mask ) );
- return ReciprocalSIMD( a_safe );
-
- // FIXME: This could be faster (BUT: it doesn't preserve the sign of -0.0, whereas the above does)
- // fltx4 zeroMask = CmpEqSIMD( Four_Zeros, a );
- // fltx4 a_safe = XMVectorSelect( a, Four_Epsilons, zeroMask );
- // return ReciprocalSIMD( a_safe );
-}
-
-// CHRISG: is it worth doing integer bitfiddling for this?
-// 2^x for all values (the antilog)
-FORCEINLINE fltx4 ExpSIMD( const fltx4 &toPower )
-{
- return XMVectorExp(toPower);
-}
-
-// Clamps the components of a vector to a specified minimum and maximum range.
-FORCEINLINE fltx4 ClampVectorSIMD( FLTX4 in, FLTX4 min, FLTX4 max)
-{
- return XMVectorClamp(in, min, max);
-}
-
-FORCEINLINE fltx4 LoadUnalignedSIMD( const void *pSIMD )
-{
- return XMLoadVector4( pSIMD );
-}
-
-// load a 3-vector (as opposed to LoadUnalignedSIMD, which loads a 4-vec).
-FORCEINLINE fltx4 LoadUnaligned3SIMD( const void *pSIMD )
-{
- return XMLoadVector3( pSIMD );
-}
-
-FORCEINLINE fltx4 LoadAlignedSIMD( const void *pSIMD )
-{
- return *( reinterpret_cast< const fltx4 *> ( pSIMD ) );
-}
-
-// for the transitional class -- load a 3-by VectorAligned and squash its w component
-FORCEINLINE fltx4 LoadAlignedSIMD( const VectorAligned & pSIMD )
-{
- fltx4 out = XMLoadVector3A(pSIMD.Base());
- // squelch w
- return __vrlimi( out, __vzero(), 1, 0 );
-}
-
-// for the transitional class -- load a 3-by VectorAligned and squash its w component
-FORCEINLINE fltx4 LoadAlignedSIMD( const VectorAligned * RESTRICT pSIMD )
-{
- fltx4 out = XMLoadVector3A(pSIMD);
- // squelch w
- return __vrlimi( out, __vzero(), 1, 0 );
-}
-
-FORCEINLINE void StoreAlignedSIMD( float *pSIMD, const fltx4 & a )
-{
- *( reinterpret_cast< fltx4 *> ( pSIMD ) ) = a;
-}
-
-FORCEINLINE void StoreUnalignedSIMD( float *pSIMD, const fltx4 & a )
-{
- XMStoreVector4( pSIMD, a );
-}
-
-FORCEINLINE void StoreUnaligned3SIMD( float *pSIMD, const fltx4 & a )
-{
- XMStoreVector3( pSIMD, a );
-}
-
-
-// strongly typed -- for typechecking as we transition to SIMD
-FORCEINLINE void StoreAligned3SIMD( VectorAligned * RESTRICT pSIMD, const fltx4 & a )
-{
- XMStoreVector3A(pSIMD->Base(),a);
-}
-
-
-// Fixed-point conversion and save as SIGNED INTS.
-// pDest->x = Int (vSrc.x)
-// note: some architectures have means of doing
-// fixed point conversion when the fix depth is
-// specified as an immediate.. but there is no way
-// to guarantee an immediate as a parameter to function
-// like this.
-FORCEINLINE void ConvertStoreAsIntsSIMD(intx4 * RESTRICT pDest, const fltx4 &vSrc)
-{
- fltx4 asInt = __vctsxs( vSrc, 0 );
- XMStoreVector4A(pDest->Base(), asInt);
-}
-
-FORCEINLINE void TransposeSIMD( fltx4 & x, fltx4 & y, fltx4 & z, fltx4 & w )
-{
- XMMATRIX xyzwMatrix = _XMMATRIX( x, y, z, w );
- xyzwMatrix = XMMatrixTranspose( xyzwMatrix );
- x = xyzwMatrix.r[0];
- y = xyzwMatrix.r[1];
- z = xyzwMatrix.r[2];
- w = xyzwMatrix.r[3];
-}
-
-// Return one in the fastest way -- faster even than loading.
-FORCEINLINE fltx4 LoadZeroSIMD( void )
-{
- return XMVectorZero();
-}
-
-// Return one in the fastest way -- faster even than loading.
-FORCEINLINE fltx4 LoadOneSIMD( void )
-{
- return XMVectorSplatOne();
-}
-
-FORCEINLINE fltx4 SplatXSIMD( fltx4 a )
-{
- return XMVectorSplatX( a );
-}
-
-FORCEINLINE fltx4 SplatYSIMD( fltx4 a )
-{
- return XMVectorSplatY( a );
-}
-
-FORCEINLINE fltx4 SplatZSIMD( fltx4 a )
-{
- return XMVectorSplatZ( a );
-}
-
-FORCEINLINE fltx4 SplatWSIMD( fltx4 a )
-{
- return XMVectorSplatW( a );
-}
-
-FORCEINLINE fltx4 SetXSIMD( const fltx4& a, const fltx4& x )
-{
- fltx4 result = __vrlimi(a, x, 8, 0);
- return result;
-}
-
-FORCEINLINE fltx4 SetYSIMD( const fltx4& a, const fltx4& y )
-{
- fltx4 result = __vrlimi(a, y, 4, 0);
- return result;
-}
-
-FORCEINLINE fltx4 SetZSIMD( const fltx4& a, const fltx4& z )
-{
- fltx4 result = __vrlimi(a, z, 2, 0);
- return result;
-}
-
-FORCEINLINE fltx4 SetWSIMD( const fltx4& a, const fltx4& w )
-{
- fltx4 result = __vrlimi(a, w, 1, 0);
- return result;
-}
-
-FORCEINLINE fltx4 SetComponentSIMD( const fltx4& a, int nComponent, float flValue )
-{
- static int s_nVrlimiMask[4] = { 8, 4, 2, 1 };
- fltx4 val = ReplicateX4( flValue );
- fltx4 result = __vrlimi(a, val, s_nVrlimiMask[nComponent], 0);
- return result;
-}
-
-FORCEINLINE fltx4 RotateLeft( const fltx4 & a )
-{
- fltx4 compareOne = a;
- return __vrlimi( compareOne, a, 8 | 4 | 2 | 1, 1 );
-}
-
-FORCEINLINE fltx4 RotateLeft2( const fltx4 & a )
-{
- fltx4 compareOne = a;
- return __vrlimi( compareOne, a, 8 | 4 | 2 | 1, 2 );
-}
-
-
-
-// find the lowest component of a.x, a.y, a.z,
-// and replicate it to the whole return value.
-// ignores a.w.
-// Though this is only five instructions long,
-// they are all dependent, making this stall city.
-// Forcing this inline should hopefully help with scheduling.
-FORCEINLINE fltx4 FindLowestSIMD3( const fltx4 & a )
-{
- // a is [x,y,z,G] (where G is garbage)
- // rotate left by one
- fltx4 compareOne = a ;
- compareOne = __vrlimi( compareOne, a, 8 | 4 , 1 );
- // compareOne is [y,z,G,G]
- fltx4 retval = MinSIMD( a, compareOne );
- // retVal is [min(x,y), min(y,z), G, G]
- compareOne = __vrlimi( compareOne, a, 8 , 2);
- // compareOne is [z, G, G, G]
- retval = MinSIMD( retval, compareOne );
- // retVal = [ min(min(x,y),z), G, G, G ]
-
- // splat the x component out to the whole vector and return
- return SplatXSIMD( retval );
-}
-
-// find the highest component of a.x, a.y, a.z,
-// and replicate it to the whole return value.
-// ignores a.w.
-// Though this is only five instructions long,
-// they are all dependent, making this stall city.
-// Forcing this inline should hopefully help with scheduling.
-FORCEINLINE fltx4 FindHighestSIMD3( const fltx4 & a )
-{
- // a is [x,y,z,G] (where G is garbage)
- // rotate left by one
- fltx4 compareOne = a ;
- compareOne = __vrlimi( compareOne, a, 8 | 4 , 1 );
- // compareOne is [y,z,G,G]
- fltx4 retval = MaxSIMD( a, compareOne );
- // retVal is [max(x,y), max(y,z), G, G]
- compareOne = __vrlimi( compareOne, a, 8 , 2);
- // compareOne is [z, G, G, G]
- retval = MaxSIMD( retval, compareOne );
- // retVal = [ max(max(x,y),z), G, G, G ]
-
- // splat the x component out to the whole vector and return
- return SplatXSIMD( retval );
-}
-
-
-// Transform many (horizontal) points in-place by a 3x4 matrix,
-// here already loaded onto three fltx4 registers.
-// The points must be stored as 16-byte aligned. They are points
-// and not vectors because we assume the w-component to be 1.
-// To spare yourself the annoyance of loading the matrix yourself,
-// use one of the overloads below.
-void TransformManyPointsBy(VectorAligned * RESTRICT pVectors, unsigned int numVectors, FLTX4 mRow1, FLTX4 mRow2, FLTX4 mRow3);
-
-// Transform many (horizontal) points in-place by a 3x4 matrix.
-// The points must be stored as 16-byte aligned. They are points
-// and not vectors because we assume the w-component to be 1.
-// In this function, the matrix need not be aligned.
-FORCEINLINE void TransformManyPointsBy(VectorAligned * RESTRICT pVectors, unsigned int numVectors, const matrix3x4_t &pMatrix)
-{
- return TransformManyPointsBy(pVectors, numVectors,
- LoadUnalignedSIMD( pMatrix[0] ), LoadUnalignedSIMD( pMatrix[1] ), LoadUnalignedSIMD( pMatrix[2] ) );
-}
-
-// Transform many (horizontal) points in-place by a 3x4 matrix.
-// The points must be stored as 16-byte aligned. They are points
-// and not vectors because we assume the w-component to be 1.
-// In this function, the matrix must itself be aligned on a 16-byte
-// boundary.
-FORCEINLINE void TransformManyPointsByA(VectorAligned * RESTRICT pVectors, unsigned int numVectors, const matrix3x4_t &pMatrix)
-{
- return TransformManyPointsBy(pVectors, numVectors,
- LoadAlignedSIMD( pMatrix[0] ), LoadAlignedSIMD( pMatrix[1] ), LoadAlignedSIMD( pMatrix[2] ) );
-}
-
-// ------------------------------------
-// INTEGER SIMD OPERATIONS.
-// ------------------------------------
-
-// Load 4 aligned words into a SIMD register
-FORCEINLINE i32x4 LoadAlignedIntSIMD( const void * RESTRICT pSIMD)
-{
- return XMLoadVector4A(pSIMD);
-}
-
-// Load 4 unaligned words into a SIMD register
-FORCEINLINE i32x4 LoadUnalignedIntSIMD(const void * RESTRICT pSIMD)
-{
- return XMLoadVector4( pSIMD );
-}
-
-// save into four words, 16-byte aligned
-FORCEINLINE void StoreAlignedIntSIMD( int32 *pSIMD, const fltx4 & a )
-{
- *( reinterpret_cast< i32x4 *> ( pSIMD ) ) = a;
-}
-
-FORCEINLINE void StoreAlignedIntSIMD( intx4 &pSIMD, const fltx4 & a )
-{
- *( reinterpret_cast< i32x4 *> ( pSIMD.Base() ) ) = a;
-}
-
-FORCEINLINE void StoreUnalignedIntSIMD( int32 *pSIMD, const fltx4 & a )
-{
- XMStoreVector4(pSIMD, a);
-}
-
-
-// Take a fltx4 containing fixed-point uints and
-// return them as single precision floats. No
-// fixed point conversion is done.
-FORCEINLINE fltx4 UnsignedIntConvertToFltSIMD( const i32x4 &vSrcA )
-{
- return __vcfux( vSrcA, 0 );
-}
-
-
-// Take a fltx4 containing fixed-point sints and
-// return them as single precision floats. No
-// fixed point conversion is done.
-FORCEINLINE fltx4 SignedIntConvertToFltSIMD( const i32x4 &vSrcA )
-{
- return __vcfsx( vSrcA, 0 );
-}
-
-// Take a fltx4 containing fixed-point uints and
-// return them as single precision floats. Each uint
-// will be divided by 2^immed after conversion
-// (eg, this is fixed point math).
-/* as if:
- FORCEINLINE fltx4 UnsignedIntConvertToFltSIMD( const i32x4 &vSrcA, unsigned int uImmed )
- {
- return __vcfux( vSrcA, uImmed );
- }
-*/
-#define UnsignedFixedIntConvertToFltSIMD(vSrcA, uImmed) (__vcfux( (vSrcA), (uImmed) ))
-
-// Take a fltx4 containing fixed-point sints and
-// return them as single precision floats. Each int
-// will be divided by 2^immed (eg, this is fixed point
-// math).
-/* as if:
- FORCEINLINE fltx4 SignedIntConvertToFltSIMD( const i32x4 &vSrcA, unsigned int uImmed )
- {
- return __vcfsx( vSrcA, uImmed );
- }
-*/
-#define SignedFixedIntConvertToFltSIMD(vSrcA, uImmed) (__vcfsx( (vSrcA), (uImmed) ))
-
-// set all components of a vector to a signed immediate int number.
-/* as if:
- FORCEINLINE fltx4 IntSetImmediateSIMD(int toImmediate)
- {
- return __vspltisw( toImmediate );
- }
-*/
-#define IntSetImmediateSIMD(x) (__vspltisw(x))
-
-/*
- works on fltx4's as if they are four uints.
- the first parameter contains the words to be shifted,
- the second contains the amount to shift by AS INTS
-
- for i = 0 to 3
- shift = vSrcB_i*32:(i*32)+4
- vReturned_i*32:(i*32)+31 = vSrcA_i*32:(i*32)+31 << shift
-*/
-FORCEINLINE fltx4 IntShiftLeftWordSIMD(fltx4 vSrcA, fltx4 vSrcB)
-{
- return __vslw(vSrcA, vSrcB);
-}
-
-FORCEINLINE float SubFloat( const fltx4 & a, int idx )
-{
- // NOTE: if the output goes into a register, this causes a Load-Hit-Store stall (don't mix fpu/vpu math!)
- const fltx4_union & a_union = (const fltx4_union &)a;
- return a_union.m128_f32[ idx ];
-}
-
-FORCEINLINE float & SubFloat( fltx4 & a, int idx )
-{
- fltx4_union & a_union = (fltx4_union &)a;
- return a_union.m128_f32[idx];
-}
-
-FORCEINLINE uint32 SubFloatConvertToInt( const fltx4 & a, int idx )
-{
- fltx4 t = __vctuxs( a, 0 );
- const fltx4_union & a_union = (const fltx4_union &)t;
- return a_union.m128_u32[idx];
-}
-
-
-FORCEINLINE uint32 SubInt( const fltx4 & a, int idx )
-{
- const fltx4_union & a_union = (const fltx4_union &)a;
- return a_union.m128_u32[idx];
-}
-
-FORCEINLINE uint32 & SubInt( fltx4 & a, int idx )
-{
- fltx4_union & a_union = (fltx4_union &)a;
- return a_union.m128_u32[idx];
-}
-
-#else
-
-//---------------------------------------------------------------------
-// Intel/SSE implementation
-//---------------------------------------------------------------------
-
-FORCEINLINE void StoreAlignedSIMD( float * RESTRICT pSIMD, const fltx4 & a )
-{
- _mm_store_ps( pSIMD, a );
-}
-
-FORCEINLINE void StoreUnalignedSIMD( float * RESTRICT pSIMD, const fltx4 & a )
-{
- _mm_storeu_ps( pSIMD, a );
-}
-
-
-FORCEINLINE fltx4 RotateLeft( const fltx4 & a );
-FORCEINLINE fltx4 RotateLeft2( const fltx4 & a );
-
-FORCEINLINE void StoreUnaligned3SIMD( float *pSIMD, const fltx4 & a )
-{
- _mm_store_ss(pSIMD, a);
- _mm_store_ss(pSIMD+1, RotateLeft(a));
- _mm_store_ss(pSIMD+2, RotateLeft2(a));
-}
-
-// strongly typed -- syntactic castor oil used for typechecking as we transition to SIMD
-FORCEINLINE void StoreAligned3SIMD( VectorAligned * RESTRICT pSIMD, const fltx4 & a )
-{
- StoreAlignedSIMD( pSIMD->Base(),a );
-}
-
-FORCEINLINE fltx4 LoadAlignedSIMD( const void *pSIMD )
-{
- return _mm_load_ps( reinterpret_cast< const float *> ( pSIMD ) );
-}
-
-FORCEINLINE fltx4 AndSIMD( const fltx4 & a, const fltx4 & b ) // a & b
-{
- return _mm_and_ps( a, b );
-}
-
-FORCEINLINE fltx4 AndNotSIMD( const fltx4 & a, const fltx4 & b ) // ~a & b
-{
- return _mm_andnot_ps( a, b );
-}
-
-FORCEINLINE fltx4 XorSIMD( const fltx4 & a, const fltx4 & b ) // a ^ b
-{
- return _mm_xor_ps( a, b );
-}
-
-FORCEINLINE fltx4 OrSIMD( const fltx4 & a, const fltx4 & b ) // a | b
-{
- return _mm_or_ps( a, b );
-}
-
-// Squelch the w component of a vector to +0.0.
-// Most efficient when you say a = SetWToZeroSIMD(a) (avoids a copy)
-FORCEINLINE fltx4 SetWToZeroSIMD( const fltx4 & a )
-{
- return AndSIMD( a, LoadAlignedSIMD( g_SIMD_clear_wmask ) );
-}
-
-// for the transitional class -- load a 3-by VectorAligned and squash its w component
-FORCEINLINE fltx4 LoadAlignedSIMD( const VectorAligned & pSIMD )
-{
- return SetWToZeroSIMD( LoadAlignedSIMD(pSIMD.Base()) );
-}
-
-FORCEINLINE fltx4 LoadUnalignedSIMD( const void *pSIMD )
-{
- return _mm_loadu_ps( reinterpret_cast<const float *>( pSIMD ) );
-}
-
-FORCEINLINE fltx4 LoadUnaligned3SIMD( const void *pSIMD )
-{
- return _mm_loadu_ps( reinterpret_cast<const float *>( pSIMD ) );
-}
-
-/// replicate a single 32 bit integer value to all 4 components of an m128
-FORCEINLINE fltx4 ReplicateIX4( int i )
-{
- fltx4 value = _mm_set_ss( * ( ( float *) &i ) );;
- return _mm_shuffle_ps( value, value, 0);
-}
-
-
-FORCEINLINE fltx4 ReplicateX4( float flValue )
-{
- __m128 value = _mm_set_ss( flValue );
- return _mm_shuffle_ps( value, value, 0 );
-}
-
-
-FORCEINLINE float SubFloat( const fltx4 & a, int idx )
-{
- // NOTE: if the output goes into a register, this causes a Load-Hit-Store stall (don't mix fpu/vpu math!)
-#ifndef POSIX
- return a.m128_f32[ idx ];
-#else
- return (reinterpret_cast<float const *>(&a))[idx];
-#endif
-}
-
-FORCEINLINE float & SubFloat( fltx4 & a, int idx )
-{
-#ifndef POSIX
- return a.m128_f32[ idx ];
-#else
- return (reinterpret_cast<float *>(&a))[idx];
-#endif
-}
-
-FORCEINLINE uint32 SubFloatConvertToInt( const fltx4 & a, int idx )
-{
- return (uint32)SubFloat(a,idx);
-}
-
-FORCEINLINE uint32 SubInt( const fltx4 & a, int idx )
-{
-#ifndef POSIX
- return a.m128_u32[idx];
-#else
- return (reinterpret_cast<uint32 const *>(&a))[idx];
-#endif
-}
-
-FORCEINLINE uint32 & SubInt( fltx4 & a, int idx )
-{
-#ifndef POSIX
- return a.m128_u32[idx];
-#else
- return (reinterpret_cast<uint32 *>(&a))[idx];
-#endif
-}
-
-// Return one in the fastest way -- on the x360, faster even than loading.
-FORCEINLINE fltx4 LoadZeroSIMD( void )
-{
- return Four_Zeros;
-}
-
-// Return one in the fastest way -- on the x360, faster even than loading.
-FORCEINLINE fltx4 LoadOneSIMD( void )
-{
- return Four_Ones;
-}
-
-FORCEINLINE fltx4 MaskedAssign( const fltx4 & ReplacementMask, const fltx4 & NewValue, const fltx4 & OldValue )
-{
- return OrSIMD(
- AndSIMD( ReplacementMask, NewValue ),
- AndNotSIMD( ReplacementMask, OldValue ) );
-}
-
-// remember, the SSE numbers its words 3 2 1 0
-// The way we want to specify shuffles is backwards from the default
-// MM_SHUFFLE_REV is in array index order (default is reversed)
-#define MM_SHUFFLE_REV(a,b,c,d) _MM_SHUFFLE(d,c,b,a)
-
-FORCEINLINE fltx4 SplatXSIMD( fltx4 const & a )
-{
- return _mm_shuffle_ps( a, a, MM_SHUFFLE_REV( 0, 0, 0, 0 ) );
-}
-
-FORCEINLINE fltx4 SplatYSIMD( fltx4 const &a )
-{
- return _mm_shuffle_ps( a, a, MM_SHUFFLE_REV( 1, 1, 1, 1 ) );
-}
-
-FORCEINLINE fltx4 SplatZSIMD( fltx4 const &a )
-{
- return _mm_shuffle_ps( a, a, MM_SHUFFLE_REV( 2, 2, 2, 2 ) );
-}
-
-FORCEINLINE fltx4 SplatWSIMD( fltx4 const &a )
-{
- return _mm_shuffle_ps( a, a, _MM_SHUFFLE( 3, 3, 3, 3 ) );
-}
-
-FORCEINLINE fltx4 SetXSIMD( const fltx4& a, const fltx4& x )
-{
- fltx4 result = MaskedAssign( LoadAlignedSIMD( g_SIMD_ComponentMask[0] ), x, a );
- return result;
-}
-
-FORCEINLINE fltx4 SetYSIMD( const fltx4& a, const fltx4& y )
-{
- fltx4 result = MaskedAssign( LoadAlignedSIMD( g_SIMD_ComponentMask[1] ), y, a );
- return result;
-}
-
-FORCEINLINE fltx4 SetZSIMD( const fltx4& a, const fltx4& z )
-{
- fltx4 result = MaskedAssign( LoadAlignedSIMD( g_SIMD_ComponentMask[2] ), z, a );
- return result;
-}
-
-FORCEINLINE fltx4 SetWSIMD( const fltx4& a, const fltx4& w )
-{
- fltx4 result = MaskedAssign( LoadAlignedSIMD( g_SIMD_ComponentMask[3] ), w, a );
- return result;
-}
-
-FORCEINLINE fltx4 SetComponentSIMD( const fltx4& a, int nComponent, float flValue )
-{
- fltx4 val = ReplicateX4( flValue );
- fltx4 result = MaskedAssign( LoadAlignedSIMD( g_SIMD_ComponentMask[nComponent] ), val, a );
- return result;
-}
-
-// a b c d -> b c d a
-FORCEINLINE fltx4 RotateLeft( const fltx4 & a )
-{
- return _mm_shuffle_ps( a, a, MM_SHUFFLE_REV( 1, 2, 3, 0 ) );
-}
-
-// a b c d -> c d a b
-FORCEINLINE fltx4 RotateLeft2( const fltx4 & a )
-{
- return _mm_shuffle_ps( a, a, MM_SHUFFLE_REV( 2, 3, 0, 1 ) );
-}
-
-// a b c d -> d a b c
-FORCEINLINE fltx4 RotateRight( const fltx4 & a )
-{
- return _mm_shuffle_ps( a, a, _MM_SHUFFLE( 0, 3, 2, 1) );
-}
-
-// a b c d -> c d a b
-FORCEINLINE fltx4 RotateRight2( const fltx4 & a )
-{
- return _mm_shuffle_ps( a, a, _MM_SHUFFLE( 1, 0, 3, 2 ) );
-}
-
-
-FORCEINLINE fltx4 AddSIMD( const fltx4 & a, const fltx4 & b ) // a+b
-{
- return _mm_add_ps( a, b );
-};
-
-FORCEINLINE fltx4 SubSIMD( const fltx4 & a, const fltx4 & b ) // a-b
-{
- return _mm_sub_ps( a, b );
-};
-
-FORCEINLINE fltx4 MulSIMD( const fltx4 & a, const fltx4 & b ) // a*b
-{
- return _mm_mul_ps( a, b );
-};
-
-FORCEINLINE fltx4 DivSIMD( const fltx4 & a, const fltx4 & b ) // a/b
-{
- return _mm_div_ps( a, b );
-};
-
-FORCEINLINE fltx4 MaddSIMD( const fltx4 & a, const fltx4 & b, const fltx4 & c ) // a*b + c
-{
- return AddSIMD( MulSIMD(a,b), c );
-}
-
-FORCEINLINE fltx4 MsubSIMD( const fltx4 & a, const fltx4 & b, const fltx4 & c ) // c - a*b
-{
- return SubSIMD( c, MulSIMD(a,b) );
-};
-
-FORCEINLINE fltx4 Dot3SIMD( const fltx4 &a, const fltx4 &b )
-{
- fltx4 m = MulSIMD( a, b );
- float flDot = SubFloat( m, 0 ) + SubFloat( m, 1 ) + SubFloat( m, 2 );
- return ReplicateX4( flDot );
-}
-
-FORCEINLINE fltx4 Dot4SIMD( const fltx4 &a, const fltx4 &b )
-{
- fltx4 m = MulSIMD( a, b );
- float flDot = SubFloat( m, 0 ) + SubFloat( m, 1 ) + SubFloat( m, 2 ) + SubFloat( m, 3 );
- return ReplicateX4( flDot );
-}
-
-//TODO: implement as four-way Taylor series (see xbox implementation)
-FORCEINLINE fltx4 SinSIMD( const fltx4 &radians )
-{
- fltx4 result;
- SubFloat( result, 0 ) = sin( SubFloat( radians, 0 ) );
- SubFloat( result, 1 ) = sin( SubFloat( radians, 1 ) );
- SubFloat( result, 2 ) = sin( SubFloat( radians, 2 ) );
- SubFloat( result, 3 ) = sin( SubFloat( radians, 3 ) );
- return result;
-}
-
-FORCEINLINE void SinCos3SIMD( fltx4 &sine, fltx4 &cosine, const fltx4 &radians )
-{
- // FIXME: Make a fast SSE version
- SinCos( SubFloat( radians, 0 ), &SubFloat( sine, 0 ), &SubFloat( cosine, 0 ) );
- SinCos( SubFloat( radians, 1 ), &SubFloat( sine, 1 ), &SubFloat( cosine, 1 ) );
- SinCos( SubFloat( radians, 2 ), &SubFloat( sine, 2 ), &SubFloat( cosine, 2 ) );
-}
-
-FORCEINLINE void SinCosSIMD( fltx4 &sine, fltx4 &cosine, const fltx4 &radians ) // a*b + c
-{
- // FIXME: Make a fast SSE version
- SinCos( SubFloat( radians, 0 ), &SubFloat( sine, 0 ), &SubFloat( cosine, 0 ) );
- SinCos( SubFloat( radians, 1 ), &SubFloat( sine, 1 ), &SubFloat( cosine, 1 ) );
- SinCos( SubFloat( radians, 2 ), &SubFloat( sine, 2 ), &SubFloat( cosine, 2 ) );
- SinCos( SubFloat( radians, 3 ), &SubFloat( sine, 3 ), &SubFloat( cosine, 3 ) );
-}
-
-//TODO: implement as four-way Taylor series (see xbox implementation)
-FORCEINLINE fltx4 ArcSinSIMD( const fltx4 &sine )
-{
- // FIXME: Make a fast SSE version
- fltx4 result;
- SubFloat( result, 0 ) = asin( SubFloat( sine, 0 ) );
- SubFloat( result, 1 ) = asin( SubFloat( sine, 1 ) );
- SubFloat( result, 2 ) = asin( SubFloat( sine, 2 ) );
- SubFloat( result, 3 ) = asin( SubFloat( sine, 3 ) );
- return result;
-}
-
-FORCEINLINE fltx4 ArcCosSIMD( const fltx4 &cs )
-{
- fltx4 result;
- SubFloat( result, 0 ) = acos( SubFloat( cs, 0 ) );
- SubFloat( result, 1 ) = acos( SubFloat( cs, 1 ) );
- SubFloat( result, 2 ) = acos( SubFloat( cs, 2 ) );
- SubFloat( result, 3 ) = acos( SubFloat( cs, 3 ) );
- return result;
-}
-
-// tan^1(a/b) .. ie, pass sin in as a and cos in as b
-FORCEINLINE fltx4 ArcTan2SIMD( const fltx4 &a, const fltx4 &b )
-{
- fltx4 result;
- SubFloat( result, 0 ) = atan2( SubFloat( a, 0 ), SubFloat( b, 0 ) );
- SubFloat( result, 1 ) = atan2( SubFloat( a, 1 ), SubFloat( b, 1 ) );
- SubFloat( result, 2 ) = atan2( SubFloat( a, 2 ), SubFloat( b, 2 ) );
- SubFloat( result, 3 ) = atan2( SubFloat( a, 3 ), SubFloat( b, 3 ) );
- return result;
-}
-
-FORCEINLINE fltx4 NegSIMD(const fltx4 &a) // negate: -a
-{
- return SubSIMD(LoadZeroSIMD(),a);
-}
-
-FORCEINLINE int TestSignSIMD( const fltx4 & a ) // mask of which floats have the high bit set
-{
- return _mm_movemask_ps( a );
-}
-
-FORCEINLINE bool IsAnyNegative( const fltx4 & a ) // (a.x < 0) || (a.y < 0) || (a.z < 0) || (a.w < 0)
-{
- return (0 != TestSignSIMD( a ));
-}
-
-FORCEINLINE fltx4 CmpEqSIMD( const fltx4 & a, const fltx4 & b ) // (a==b) ? ~0:0
-{
- return _mm_cmpeq_ps( a, b );
-}
-
-FORCEINLINE fltx4 CmpGtSIMD( const fltx4 & a, const fltx4 & b ) // (a>b) ? ~0:0
-{
- return _mm_cmpgt_ps( a, b );
-}
-
-FORCEINLINE fltx4 CmpGeSIMD( const fltx4 & a, const fltx4 & b ) // (a>=b) ? ~0:0
-{
- return _mm_cmpge_ps( a, b );
-}
-
-FORCEINLINE fltx4 CmpLtSIMD( const fltx4 & a, const fltx4 & b ) // (a<b) ? ~0:0
-{
- return _mm_cmplt_ps( a, b );
-}
-
-FORCEINLINE fltx4 CmpLeSIMD( const fltx4 & a, const fltx4 & b ) // (a<=b) ? ~0:0
-{
- return _mm_cmple_ps( a, b );
-}
-
-// for branching when a.xyzw > b.xyzw
-FORCEINLINE bool IsAllGreaterThan( const fltx4 &a, const fltx4 &b )
-{
- return TestSignSIMD( CmpLeSIMD( a, b ) ) == 0;
-}
-
-// for branching when a.xyzw >= b.xyzw
-FORCEINLINE bool IsAllGreaterThanOrEq( const fltx4 &a, const fltx4 &b )
-{
- return TestSignSIMD( CmpLtSIMD( a, b ) ) == 0;
-}
-
-// For branching if all a.xyzw == b.xyzw
-FORCEINLINE bool IsAllEqual( const fltx4 & a, const fltx4 & b )
-{
- return TestSignSIMD( CmpEqSIMD( a, b ) ) == 0xf;
-}
-
-FORCEINLINE fltx4 CmpInBoundsSIMD( const fltx4 & a, const fltx4 & b ) // (a <= b && a >= -b) ? ~0 : 0
-{
- return AndSIMD( CmpLeSIMD(a,b), CmpGeSIMD(a, NegSIMD(b)) );
-}
-
-FORCEINLINE fltx4 MinSIMD( const fltx4 & a, const fltx4 & b ) // min(a,b)
-{
- return _mm_min_ps( a, b );
-}
-
-FORCEINLINE fltx4 MaxSIMD( const fltx4 & a, const fltx4 & b ) // max(a,b)
-{
- return _mm_max_ps( a, b );
-}
-
-
-
-// SSE lacks rounding operations.
-// Really.
-// You can emulate them by setting the rounding mode for the
-// whole processor and then converting to int, and then back again.
-// But every time you set the rounding mode, you clear out the
-// entire pipeline. So, I can't do them per operation. You
-// have to do it once, before the loop that would call these.
-// Round towards positive infinity
-FORCEINLINE fltx4 CeilSIMD( const fltx4 &a )
-{
- fltx4 retVal;
- SubFloat( retVal, 0 ) = ceil( SubFloat( a, 0 ) );
- SubFloat( retVal, 1 ) = ceil( SubFloat( a, 1 ) );
- SubFloat( retVal, 2 ) = ceil( SubFloat( a, 2 ) );
- SubFloat( retVal, 3 ) = ceil( SubFloat( a, 3 ) );
- return retVal;
-
-}
-
-fltx4 fabs( const fltx4 & x );
-// Round towards negative infinity
-// This is the implementation that was here before; it assumes
-// you are in round-to-floor mode, which I guess is usually the
-// case for us vis-a-vis SSE. It's totally unnecessary on
-// VMX, which has a native floor op.
-FORCEINLINE fltx4 FloorSIMD( const fltx4 &val )
-{
- fltx4 fl4Abs = fabs( val );
- fltx4 ival = SubSIMD( AddSIMD( fl4Abs, Four_2ToThe23s ), Four_2ToThe23s );
- ival = MaskedAssign( CmpGtSIMD( ival, fl4Abs ), SubSIMD( ival, Four_Ones ), ival );
- return XorSIMD( ival, XorSIMD( val, fl4Abs ) ); // restore sign bits
-}
-
-
-
-inline bool IsAllZeros( const fltx4 & var )
-{
- return TestSignSIMD( CmpEqSIMD( var, Four_Zeros ) ) == 0xF;
-}
-
-FORCEINLINE fltx4 SqrtEstSIMD( const fltx4 & a ) // sqrt(a), more or less
-{
- return _mm_sqrt_ps( a );
-}
-
-FORCEINLINE fltx4 SqrtSIMD( const fltx4 & a ) // sqrt(a)
-{
- return _mm_sqrt_ps( a );
-}
-
-FORCEINLINE fltx4 ReciprocalSqrtEstSIMD( const fltx4 & a ) // 1/sqrt(a), more or less
-{
- return _mm_rsqrt_ps( a );
-}
-
-FORCEINLINE fltx4 ReciprocalSqrtEstSaturateSIMD( const fltx4 & a )
-{
- fltx4 zero_mask = CmpEqSIMD( a, Four_Zeros );
- fltx4 ret = OrSIMD( a, AndSIMD( Four_Epsilons, zero_mask ) );
- ret = ReciprocalSqrtEstSIMD( ret );
- return ret;
-}
-
-/// uses newton iteration for higher precision results than ReciprocalSqrtEstSIMD
-FORCEINLINE fltx4 ReciprocalSqrtSIMD( const fltx4 & a ) // 1/sqrt(a)
-{
- fltx4 guess = ReciprocalSqrtEstSIMD( a );
- // newton iteration for 1/sqrt(a) : y(n+1) = 1/2 (y(n)*(3-a*y(n)^2));
- guess = MulSIMD( guess, SubSIMD( Four_Threes, MulSIMD( a, MulSIMD( guess, guess ))));
- guess = MulSIMD( Four_PointFives, guess);
- return guess;
-}
-
-FORCEINLINE fltx4 ReciprocalEstSIMD( const fltx4 & a ) // 1/a, more or less
-{
- return _mm_rcp_ps( a );
-}
-
-/// 1/x for all 4 values, more or less
-/// 1/0 will result in a big but NOT infinite result
-FORCEINLINE fltx4 ReciprocalEstSaturateSIMD( const fltx4 & a )
-{
- fltx4 zero_mask = CmpEqSIMD( a, Four_Zeros );
- fltx4 ret = OrSIMD( a, AndSIMD( Four_Epsilons, zero_mask ) );
- ret = ReciprocalEstSIMD( ret );
- return ret;
-}
-
-/// 1/x for all 4 values. uses reciprocal approximation instruction plus newton iteration.
-/// No error checking!
-FORCEINLINE fltx4 ReciprocalSIMD( const fltx4 & a ) // 1/a
-{
- fltx4 ret = ReciprocalEstSIMD( a );
- // newton iteration is: Y(n+1) = 2*Y(n)-a*Y(n)^2
- ret = SubSIMD( AddSIMD( ret, ret ), MulSIMD( a, MulSIMD( ret, ret ) ) );
- return ret;
-}
-
-/// 1/x for all 4 values.
-/// 1/0 will result in a big but NOT infinite result
-FORCEINLINE fltx4 ReciprocalSaturateSIMD( const fltx4 & a )
-{
- fltx4 zero_mask = CmpEqSIMD( a, Four_Zeros );
- fltx4 ret = OrSIMD( a, AndSIMD( Four_Epsilons, zero_mask ) );
- ret = ReciprocalSIMD( ret );
- return ret;
-}
-
-// CHRISG: is it worth doing integer bitfiddling for this?
-// 2^x for all values (the antilog)
-FORCEINLINE fltx4 ExpSIMD( const fltx4 &toPower )
-{
- fltx4 retval;
- SubFloat( retval, 0 ) = powf( 2, SubFloat(toPower, 0) );
- SubFloat( retval, 1 ) = powf( 2, SubFloat(toPower, 1) );
- SubFloat( retval, 2 ) = powf( 2, SubFloat(toPower, 2) );
- SubFloat( retval, 3 ) = powf( 2, SubFloat(toPower, 3) );
-
- return retval;
-}
-
-// Clamps the components of a vector to a specified minimum and maximum range.
-FORCEINLINE fltx4 ClampVectorSIMD( FLTX4 in, FLTX4 min, FLTX4 max)
-{
- return MaxSIMD( min, MinSIMD( max, in ) );
-}
-
-FORCEINLINE void TransposeSIMD( fltx4 & x, fltx4 & y, fltx4 & z, fltx4 & w)
-{
- _MM_TRANSPOSE4_PS( x, y, z, w );
-}
-
-FORCEINLINE fltx4 FindLowestSIMD3( const fltx4 &a )
-{
- // a is [x,y,z,G] (where G is garbage)
- // rotate left by one
- fltx4 compareOne = RotateLeft( a );
- // compareOne is [y,z,G,x]
- fltx4 retval = MinSIMD( a, compareOne );
- // retVal is [min(x,y), ... ]
- compareOne = RotateLeft2( a );
- // compareOne is [z, G, x, y]
- retval = MinSIMD( retval, compareOne );
- // retVal = [ min(min(x,y),z)..]
- // splat the x component out to the whole vector and return
- return SplatXSIMD( retval );
-
-}
-
-FORCEINLINE fltx4 FindHighestSIMD3( const fltx4 &a )
-{
- // a is [x,y,z,G] (where G is garbage)
- // rotate left by one
- fltx4 compareOne = RotateLeft( a );
- // compareOne is [y,z,G,x]
- fltx4 retval = MaxSIMD( a, compareOne );
- // retVal is [max(x,y), ... ]
- compareOne = RotateLeft2( a );
- // compareOne is [z, G, x, y]
- retval = MaxSIMD( retval, compareOne );
- // retVal = [ max(max(x,y),z)..]
- // splat the x component out to the whole vector and return
- return SplatXSIMD( retval );
-
-}
-
-// ------------------------------------
-// INTEGER SIMD OPERATIONS.
-// ------------------------------------
-
-
-#if 0 /* pc does not have these ops */
-// splat all components of a vector to a signed immediate int number.
-FORCEINLINE fltx4 IntSetImmediateSIMD(int to)
-{
- //CHRISG: SSE2 has this, but not SSE1. What to do?
- fltx4 retval;
- SubInt( retval, 0 ) = to;
- SubInt( retval, 1 ) = to;
- SubInt( retval, 2 ) = to;
- SubInt( retval, 3 ) = to;
- return retval;
-}
-#endif
-
-// Load 4 aligned words into a SIMD register
-FORCEINLINE i32x4 LoadAlignedIntSIMD( const void * RESTRICT pSIMD)
-{
- return _mm_load_ps( reinterpret_cast<const float *>(pSIMD) );
-}
-
-// Load 4 unaligned words into a SIMD register
-FORCEINLINE i32x4 LoadUnalignedIntSIMD( const void * RESTRICT pSIMD)
-{
- return _mm_loadu_ps( reinterpret_cast<const float *>(pSIMD) );
-}
-
-// save into four words, 16-byte aligned
-FORCEINLINE void StoreAlignedIntSIMD( int32 * RESTRICT pSIMD, const fltx4 & a )
-{
- _mm_store_ps( reinterpret_cast<float *>(pSIMD), a );
-}
-
-FORCEINLINE void StoreAlignedIntSIMD( intx4 &pSIMD, const fltx4 & a )
-{
- _mm_store_ps( reinterpret_cast<float *>(pSIMD.Base()), a );
-}
-
-FORCEINLINE void StoreUnalignedIntSIMD( int32 * RESTRICT pSIMD, const fltx4 & a )
-{
- _mm_storeu_ps( reinterpret_cast<float *>(pSIMD), a );
-}
-
-
-// CHRISG: the conversion functions all seem to operate on m64's only...
-// how do we make them work here?
-
-// Take a fltx4 containing fixed-point uints and
-// return them as single precision floats. No
-// fixed point conversion is done.
-FORCEINLINE fltx4 UnsignedIntConvertToFltSIMD( const u32x4 &vSrcA )
-{
- fltx4 retval;
- SubFloat( retval, 0 ) = ( (float) SubInt( retval, 0 ) );
- SubFloat( retval, 1 ) = ( (float) SubInt( retval, 1 ) );
- SubFloat( retval, 2 ) = ( (float) SubInt( retval, 2 ) );
- SubFloat( retval, 3 ) = ( (float) SubInt( retval, 3 ) );
- return retval;
-}
-
-
-// Take a fltx4 containing fixed-point sints and
-// return them as single precision floats. No
-// fixed point conversion is done.
-FORCEINLINE fltx4 SignedIntConvertToFltSIMD( const i32x4 &vSrcA )
-{
- fltx4 retval;
- SubFloat( retval, 0 ) = ( (float) (reinterpret_cast<const int32 *>(&vSrcA)[0]));
- SubFloat( retval, 1 ) = ( (float) (reinterpret_cast<const int32 *>(&vSrcA)[1]));
- SubFloat( retval, 2 ) = ( (float) (reinterpret_cast<const int32 *>(&vSrcA)[2]));
- SubFloat( retval, 3 ) = ( (float) (reinterpret_cast<const int32 *>(&vSrcA)[3]));
- return retval;
-}
-
-/*
- works on fltx4's as if they are four uints.
- the first parameter contains the words to be shifted,
- the second contains the amount to shift by AS INTS
-
- for i = 0 to 3
- shift = vSrcB_i*32:(i*32)+4
- vReturned_i*32:(i*32)+31 = vSrcA_i*32:(i*32)+31 << shift
-*/
-FORCEINLINE i32x4 IntShiftLeftWordSIMD(const i32x4 &vSrcA, const i32x4 &vSrcB)
-{
- i32x4 retval;
- SubInt(retval, 0) = SubInt(vSrcA, 0) << SubInt(vSrcB, 0);
- SubInt(retval, 1) = SubInt(vSrcA, 1) << SubInt(vSrcB, 1);
- SubInt(retval, 2) = SubInt(vSrcA, 2) << SubInt(vSrcB, 2);
- SubInt(retval, 3) = SubInt(vSrcA, 3) << SubInt(vSrcB, 3);
-
-
- return retval;
-}
-
-
-// Fixed-point conversion and save as SIGNED INTS.
-// pDest->x = Int (vSrc.x)
-// note: some architectures have means of doing
-// fixed point conversion when the fix depth is
-// specified as an immediate.. but there is no way
-// to guarantee an immediate as a parameter to function
-// like this.
-FORCEINLINE void ConvertStoreAsIntsSIMD(intx4 * RESTRICT pDest, const fltx4 &vSrc)
-{
- __m64 bottom = _mm_cvttps_pi32( vSrc );
- __m64 top = _mm_cvttps_pi32( _mm_movehl_ps(vSrc,vSrc) );
-
- *reinterpret_cast<__m64 *>(&(*pDest)[0]) = bottom;
- *reinterpret_cast<__m64 *>(&(*pDest)[2]) = top;
-
- _mm_empty();
-}
-
-
-
-#endif
-
-
-
-/// class FourVectors stores 4 independent vectors for use in SIMD processing. These vectors are
-/// stored in the format x x x x y y y y z z z z so that they can be efficiently SIMD-accelerated.
-class ALIGN16 FourVectors
-{
-public:
- fltx4 x, y, z;
-
- FORCEINLINE void DuplicateVector(Vector const &v) //< set all 4 vectors to the same vector value
- {
- x=ReplicateX4(v.x);
- y=ReplicateX4(v.y);
- z=ReplicateX4(v.z);
- }
-
- FORCEINLINE fltx4 const & operator[](int idx) const
- {
- return *((&x)+idx);
- }
-
- FORCEINLINE fltx4 & operator[](int idx)
- {
- return *((&x)+idx);
- }
-
- FORCEINLINE void operator+=(FourVectors const &b) //< add 4 vectors to another 4 vectors
- {
- x=AddSIMD(x,b.x);
- y=AddSIMD(y,b.y);
- z=AddSIMD(z,b.z);
- }
-
- FORCEINLINE void operator-=(FourVectors const &b) //< subtract 4 vectors from another 4
- {
- x=SubSIMD(x,b.x);
- y=SubSIMD(y,b.y);
- z=SubSIMD(z,b.z);
- }
-
- FORCEINLINE void operator*=(FourVectors const &b) //< scale all four vectors per component scale
- {
- x=MulSIMD(x,b.x);
- y=MulSIMD(y,b.y);
- z=MulSIMD(z,b.z);
- }
-
- FORCEINLINE void operator*=(const fltx4 & scale) //< scale
- {
- x=MulSIMD(x,scale);
- y=MulSIMD(y,scale);
- z=MulSIMD(z,scale);
- }
-
- FORCEINLINE void operator*=(float scale) //< uniformly scale all 4 vectors
- {
- fltx4 scalepacked = ReplicateX4(scale);
- *this *= scalepacked;
- }
-
- FORCEINLINE fltx4 operator*(FourVectors const &b) const //< 4 dot products
- {
- fltx4 dot=MulSIMD(x,b.x);
- dot=MaddSIMD(y,b.y,dot);
- dot=MaddSIMD(z,b.z,dot);
- return dot;
- }
-
- FORCEINLINE fltx4 operator*(Vector const &b) const //< dot product all 4 vectors with 1 vector
- {
- fltx4 dot=MulSIMD(x,ReplicateX4(b.x));
- dot=MaddSIMD(y,ReplicateX4(b.y), dot);
- dot=MaddSIMD(z,ReplicateX4(b.z), dot);
- return dot;
- }
-
- FORCEINLINE void VProduct(FourVectors const &b) //< component by component mul
- {
- x=MulSIMD(x,b.x);
- y=MulSIMD(y,b.y);
- z=MulSIMD(z,b.z);
- }
- FORCEINLINE void MakeReciprocal(void) //< (x,y,z)=(1/x,1/y,1/z)
- {
- x=ReciprocalSIMD(x);
- y=ReciprocalSIMD(y);
- z=ReciprocalSIMD(z);
- }
-
- FORCEINLINE void MakeReciprocalSaturate(void) //< (x,y,z)=(1/x,1/y,1/z), 1/0=1.0e23
- {
- x=ReciprocalSaturateSIMD(x);
- y=ReciprocalSaturateSIMD(y);
- z=ReciprocalSaturateSIMD(z);
- }
-
- // Assume the given matrix is a rotation, and rotate these vectors by it.
- // If you have a long list of FourVectors structures that you all want
- // to rotate by the same matrix, use FourVectors::RotateManyBy() instead.
- inline void RotateBy(const matrix3x4_t& matrix);
-
- /// You can use this to rotate a long array of FourVectors all by the same
- /// matrix. The first parameter is the head of the array. The second is the
- /// number of vectors to rotate. The third is the matrix.
- static void RotateManyBy(FourVectors * RESTRICT pVectors, unsigned int numVectors, const matrix3x4_t& rotationMatrix );
-
- /// Assume the vectors are points, and transform them in place by the matrix.
- inline void TransformBy(const matrix3x4_t& matrix);
-
- /// You can use this to Transform a long array of FourVectors all by the same
- /// matrix. The first parameter is the head of the array. The second is the
- /// number of vectors to rotate. The third is the matrix. The fourth is the
- /// output buffer, which must not overlap the pVectors buffer. This is not
- /// an in-place transformation.
- static void TransformManyBy(FourVectors * RESTRICT pVectors, unsigned int numVectors, const matrix3x4_t& rotationMatrix, FourVectors * RESTRICT pOut );
-
- /// You can use this to Transform a long array of FourVectors all by the same
- /// matrix. The first parameter is the head of the array. The second is the
- /// number of vectors to rotate. The third is the matrix. The fourth is the
- /// output buffer, which must not overlap the pVectors buffer.
- /// This is an in-place transformation.
- static void TransformManyBy(FourVectors * RESTRICT pVectors, unsigned int numVectors, const matrix3x4_t& rotationMatrix );
-
- // X(),Y(),Z() - get at the desired component of the i'th (0..3) vector.
- FORCEINLINE const float & X(int idx) const
- {
- // NOTE: if the output goes into a register, this causes a Load-Hit-Store stall (don't mix fpu/vpu math!)
- return SubFloat( (fltx4 &)x, idx );
- }
-
- FORCEINLINE const float & Y(int idx) const
- {
- return SubFloat( (fltx4 &)y, idx );
- }
-
- FORCEINLINE const float & Z(int idx) const
- {
- return SubFloat( (fltx4 &)z, idx );
- }
-
- FORCEINLINE float & X(int idx)
- {
- return SubFloat( x, idx );
- }
-
- FORCEINLINE float & Y(int idx)
- {
- return SubFloat( y, idx );
- }
-
- FORCEINLINE float & Z(int idx)
- {
- return SubFloat( z, idx );
- }
-
- FORCEINLINE Vector Vec(int idx) const //< unpack one of the vectors
- {
- return Vector( X(idx), Y(idx), Z(idx) );
- }
-
- FourVectors(void)
- {
- }
-
- FourVectors( FourVectors const &src )
- {
- x=src.x;
- y=src.y;
- z=src.z;
- }
-
- FORCEINLINE void operator=( FourVectors const &src )
- {
- x=src.x;
- y=src.y;
- z=src.z;
- }
-
- /// LoadAndSwizzle - load 4 Vectors into a FourVectors, performing transpose op
- FORCEINLINE void LoadAndSwizzle(Vector const &a, Vector const &b, Vector const &c, Vector const &d)
- {
- // TransposeSIMD has large sub-expressions that the compiler can't eliminate on x360
- // use an unfolded implementation here
-#if _X360
- fltx4 tx = LoadUnalignedSIMD( &a.x );
- fltx4 ty = LoadUnalignedSIMD( &b.x );
- fltx4 tz = LoadUnalignedSIMD( &c.x );
- fltx4 tw = LoadUnalignedSIMD( &d.x );
- fltx4 r0 = __vmrghw(tx, tz);
- fltx4 r1 = __vmrghw(ty, tw);
- fltx4 r2 = __vmrglw(tx, tz);
- fltx4 r3 = __vmrglw(ty, tw);
-
- x = __vmrghw(r0, r1);
- y = __vmrglw(r0, r1);
- z = __vmrghw(r2, r3);
-#else
- x = LoadUnalignedSIMD( &( a.x ));
- y = LoadUnalignedSIMD( &( b.x ));
- z = LoadUnalignedSIMD( &( c.x ));
- fltx4 w = LoadUnalignedSIMD( &( d.x ));
- // now, matrix is:
- // x y z ?
- // x y z ?
- // x y z ?
- // x y z ?
- TransposeSIMD(x, y, z, w);
-#endif
- }
-
- /// LoadAndSwizzleAligned - load 4 Vectors into a FourVectors, performing transpose op.
- /// all 4 vectors must be 128 bit boundary
- FORCEINLINE void LoadAndSwizzleAligned(const float *RESTRICT a, const float *RESTRICT b, const float *RESTRICT c, const float *RESTRICT d)
- {
-#if _X360
- fltx4 tx = LoadAlignedSIMD(a);
- fltx4 ty = LoadAlignedSIMD(b);
- fltx4 tz = LoadAlignedSIMD(c);
- fltx4 tw = LoadAlignedSIMD(d);
- fltx4 r0 = __vmrghw(tx, tz);
- fltx4 r1 = __vmrghw(ty, tw);
- fltx4 r2 = __vmrglw(tx, tz);
- fltx4 r3 = __vmrglw(ty, tw);
-
- x = __vmrghw(r0, r1);
- y = __vmrglw(r0, r1);
- z = __vmrghw(r2, r3);
-#else
- x = LoadAlignedSIMD( a );
- y = LoadAlignedSIMD( b );
- z = LoadAlignedSIMD( c );
- fltx4 w = LoadAlignedSIMD( d );
- // now, matrix is:
- // x y z ?
- // x y z ?
- // x y z ?
- // x y z ?
- TransposeSIMD( x, y, z, w );
-#endif
- }
-
- FORCEINLINE void LoadAndSwizzleAligned(Vector const &a, Vector const &b, Vector const &c, Vector const &d)
- {
- LoadAndSwizzleAligned( &a.x, &b.x, &c.x, &d.x );
- }
-
- /// return the squared length of all 4 vectors
- FORCEINLINE fltx4 length2(void) const
- {
- return (*this)*(*this);
- }
-
- /// return the approximate length of all 4 vectors. uses the sqrt approximation instruction
- FORCEINLINE fltx4 length(void) const
- {
- return SqrtEstSIMD(length2());
- }
-
- /// normalize all 4 vectors in place. not mega-accurate (uses reciprocal approximation instruction)
- FORCEINLINE void VectorNormalizeFast(void)
- {
- fltx4 mag_sq=(*this)*(*this); // length^2
- (*this) *= ReciprocalSqrtEstSIMD(mag_sq); // *(1.0/sqrt(length^2))
- }
-
- /// normalize all 4 vectors in place.
- FORCEINLINE void VectorNormalize(void)
- {
- fltx4 mag_sq=(*this)*(*this); // length^2
- (*this) *= ReciprocalSqrtSIMD(mag_sq); // *(1.0/sqrt(length^2))
- }
-
- /// construct a FourVectors from 4 separate Vectors
- FORCEINLINE FourVectors(Vector const &a, Vector const &b, Vector const &c, Vector const &d)
- {
- LoadAndSwizzle(a,b,c,d);
- }
-
- /// construct a FourVectors from 4 separate Vectors
- FORCEINLINE FourVectors(VectorAligned const &a, VectorAligned const &b, VectorAligned const &c, VectorAligned const &d)
- {
- LoadAndSwizzleAligned(a,b,c,d);
- }
-
- FORCEINLINE fltx4 DistToSqr( FourVectors const &pnt )
- {
- fltx4 fl4dX = SubSIMD( pnt.x, x );
- fltx4 fl4dY = SubSIMD( pnt.y, y );
- fltx4 fl4dZ = SubSIMD( pnt.z, z );
- return AddSIMD( MulSIMD( fl4dX, fl4dX), AddSIMD( MulSIMD( fl4dY, fl4dY ), MulSIMD( fl4dZ, fl4dZ ) ) );
-
- }
-
- FORCEINLINE fltx4 TValueOfClosestPointOnLine( FourVectors const &p0, FourVectors const &p1 ) const
- {
- FourVectors lineDelta = p1;
- lineDelta -= p0;
- fltx4 OOlineDirDotlineDir = ReciprocalSIMD( p1 * p1 );
- FourVectors v4OurPnt = *this;
- v4OurPnt -= p0;
- return MulSIMD( OOlineDirDotlineDir, v4OurPnt * lineDelta );
- }
-
- FORCEINLINE fltx4 DistSqrToLineSegment( FourVectors const &p0, FourVectors const &p1 ) const
- {
- FourVectors lineDelta = p1;
- FourVectors v4OurPnt = *this;
- v4OurPnt -= p0;
- lineDelta -= p0;
-
- fltx4 OOlineDirDotlineDir = ReciprocalSIMD( lineDelta * lineDelta );
-
- fltx4 fl4T = MulSIMD( OOlineDirDotlineDir, v4OurPnt * lineDelta );
-
- fl4T = MinSIMD( fl4T, Four_Ones );
- fl4T = MaxSIMD( fl4T, Four_Zeros );
- lineDelta *= fl4T;
- return v4OurPnt.DistToSqr( lineDelta );
- }
-
-};
-
-/// form 4 cross products
-inline FourVectors operator ^(const FourVectors &a, const FourVectors &b)
-{
- FourVectors ret;
- ret.x=SubSIMD(MulSIMD(a.y,b.z),MulSIMD(a.z,b.y));
- ret.y=SubSIMD(MulSIMD(a.z,b.x),MulSIMD(a.x,b.z));
- ret.z=SubSIMD(MulSIMD(a.x,b.y),MulSIMD(a.y,b.x));
- return ret;
-}
-
-/// component-by-componentwise MAX operator
-inline FourVectors maximum(const FourVectors &a, const FourVectors &b)
-{
- FourVectors ret;
- ret.x=MaxSIMD(a.x,b.x);
- ret.y=MaxSIMD(a.y,b.y);
- ret.z=MaxSIMD(a.z,b.z);
- return ret;
-}
-
-/// component-by-componentwise MIN operator
-inline FourVectors minimum(const FourVectors &a, const FourVectors &b)
-{
- FourVectors ret;
- ret.x=MinSIMD(a.x,b.x);
- ret.y=MinSIMD(a.y,b.y);
- ret.z=MinSIMD(a.z,b.z);
- return ret;
-}
-
-/// calculate reflection vector. incident and normal dir assumed normalized
-FORCEINLINE FourVectors VectorReflect( const FourVectors &incident, const FourVectors &normal )
-{
- FourVectors ret = incident;
- fltx4 iDotNx2 = incident * normal;
- iDotNx2 = AddSIMD( iDotNx2, iDotNx2 );
- FourVectors nPart = normal;
- nPart *= iDotNx2;
- ret -= nPart; // i-2(n*i)n
- return ret;
-}
-
-/// calculate slide vector. removes all components of a vector which are perpendicular to a normal vector.
-FORCEINLINE FourVectors VectorSlide( const FourVectors &incident, const FourVectors &normal )
-{
- FourVectors ret = incident;
- fltx4 iDotN = incident * normal;
- FourVectors nPart = normal;
- nPart *= iDotN;
- ret -= nPart; // i-(n*i)n
- return ret;
-}
-
-
-// Assume the given matrix is a rotation, and rotate these vectors by it.
-// If you have a long list of FourVectors structures that you all want
-// to rotate by the same matrix, use FourVectors::RotateManyBy() instead.
-void FourVectors::RotateBy(const matrix3x4_t& matrix)
-{
- // Splat out each of the entries in the matrix to a fltx4. Do this
- // in the order that we will need them, to hide latency. I'm
- // avoiding making an array of them, so that they'll remain in
- // registers.
- fltx4 matSplat00, matSplat01, matSplat02,
- matSplat10, matSplat11, matSplat12,
- matSplat20, matSplat21, matSplat22;
-
- {
- // Load the matrix into local vectors. Sadly, matrix3x4_ts are
- // often unaligned. The w components will be the tranpose row of
- // the matrix, but we don't really care about that.
- fltx4 matCol0 = LoadUnalignedSIMD( matrix[0] );
- fltx4 matCol1 = LoadUnalignedSIMD( matrix[1] );
- fltx4 matCol2 = LoadUnalignedSIMD( matrix[2] );
-
- matSplat00 = SplatXSIMD( matCol0 );
- matSplat01 = SplatYSIMD( matCol0 );
- matSplat02 = SplatZSIMD( matCol0 );
-
- matSplat10 = SplatXSIMD( matCol1 );
- matSplat11 = SplatYSIMD( matCol1 );
- matSplat12 = SplatZSIMD( matCol1 );
-
- matSplat20 = SplatXSIMD( matCol2 );
- matSplat21 = SplatYSIMD( matCol2 );
- matSplat22 = SplatZSIMD( matCol2 );
- }
-
- // Trust in the compiler to schedule these operations correctly:
- fltx4 outX, outY, outZ;
- outX = AddSIMD( AddSIMD( MulSIMD( x, matSplat00 ), MulSIMD( y, matSplat01 ) ), MulSIMD( z, matSplat02 ) );
- outY = AddSIMD( AddSIMD( MulSIMD( x, matSplat10 ), MulSIMD( y, matSplat11 ) ), MulSIMD( z, matSplat12 ) );
- outZ = AddSIMD( AddSIMD( MulSIMD( x, matSplat20 ), MulSIMD( y, matSplat21 ) ), MulSIMD( z, matSplat22 ) );
-
- x = outX;
- y = outY;
- z = outZ;
-}
-
-// Assume the given matrix is a rotation, and rotate these vectors by it.
-// If you have a long list of FourVectors structures that you all want
-// to rotate by the same matrix, use FourVectors::RotateManyBy() instead.
-void FourVectors::TransformBy(const matrix3x4_t& matrix)
-{
- // Splat out each of the entries in the matrix to a fltx4. Do this
- // in the order that we will need them, to hide latency. I'm
- // avoiding making an array of them, so that they'll remain in
- // registers.
- fltx4 matSplat00, matSplat01, matSplat02,
- matSplat10, matSplat11, matSplat12,
- matSplat20, matSplat21, matSplat22;
-
- {
- // Load the matrix into local vectors. Sadly, matrix3x4_ts are
- // often unaligned. The w components will be the tranpose row of
- // the matrix, but we don't really care about that.
- fltx4 matCol0 = LoadUnalignedSIMD( matrix[0] );
- fltx4 matCol1 = LoadUnalignedSIMD( matrix[1] );
- fltx4 matCol2 = LoadUnalignedSIMD( matrix[2] );
-
- matSplat00 = SplatXSIMD( matCol0 );
- matSplat01 = SplatYSIMD( matCol0 );
- matSplat02 = SplatZSIMD( matCol0 );
-
- matSplat10 = SplatXSIMD( matCol1 );
- matSplat11 = SplatYSIMD( matCol1 );
- matSplat12 = SplatZSIMD( matCol1 );
-
- matSplat20 = SplatXSIMD( matCol2 );
- matSplat21 = SplatYSIMD( matCol2 );
- matSplat22 = SplatZSIMD( matCol2 );
- }
-
- // Trust in the compiler to schedule these operations correctly:
- fltx4 outX, outY, outZ;
-
- outX = MaddSIMD( z, matSplat02, AddSIMD( MulSIMD( x, matSplat00 ), MulSIMD( y, matSplat01 ) ) );
- outY = MaddSIMD( z, matSplat12, AddSIMD( MulSIMD( x, matSplat10 ), MulSIMD( y, matSplat11 ) ) );
- outZ = MaddSIMD( z, matSplat22, AddSIMD( MulSIMD( x, matSplat20 ), MulSIMD( y, matSplat21 ) ) );
-
- x = AddSIMD( outX, ReplicateX4( matrix[0][3] ));
- y = AddSIMD( outY, ReplicateX4( matrix[1][3] ));
- z = AddSIMD( outZ, ReplicateX4( matrix[2][3] ));
-}
-
-
-
-/// quick, low quality perlin-style noise() function suitable for real time use.
-/// return value is -1..1. Only reliable around +/- 1 million or so.
-fltx4 NoiseSIMD( const fltx4 & x, const fltx4 & y, const fltx4 & z );
-fltx4 NoiseSIMD( FourVectors const &v );
-
-// vector valued noise direction
-FourVectors DNoiseSIMD( FourVectors const &v );
-
-// vector value "curl" noise function. see http://hyperphysics.phy-astr.gsu.edu/hbase/curl.html
-FourVectors CurlNoiseSIMD( FourVectors const &v );
-
-
-/// calculate the absolute value of a packed single
-inline fltx4 fabs( const fltx4 & x )
-{
- return AndSIMD( x, LoadAlignedSIMD( g_SIMD_clear_signmask ) );
-}
-
-/// negate all four components of a SIMD packed single
-inline fltx4 fnegate( const fltx4 & x )
-{
- return XorSIMD( x, LoadAlignedSIMD( g_SIMD_signmask ) );
-}
-
-
-fltx4 Pow_FixedPoint_Exponent_SIMD( const fltx4 & x, int exponent);
-
-// PowSIMD - raise a SIMD register to a power. This is analogous to the C pow() function, with some
-// restictions: fractional exponents are only handled with 2 bits of precision. Basically,
-// fractions of 0,.25,.5, and .75 are handled. PowSIMD(x,.30) will be the same as PowSIMD(x,.25).
-// negative and fractional powers are handled by the SIMD reciprocal and square root approximation
-// instructions and so are not especially accurate ----Note that this routine does not raise
-// numeric exceptions because it uses SIMD--- This routine is O(log2(exponent)).
-inline fltx4 PowSIMD( const fltx4 & x, float exponent )
-{
- return Pow_FixedPoint_Exponent_SIMD(x,(int) (4.0*exponent));
-}
-
-
-
-// random number generation - generate 4 random numbers quickly.
-
-void SeedRandSIMD(uint32 seed); // seed the random # generator
-fltx4 RandSIMD( int nContext = 0 ); // return 4 numbers in the 0..1 range
-
-// for multithreaded, you need to use these and use the argument form of RandSIMD:
-int GetSIMDRandContext( void );
-void ReleaseSIMDRandContext( int nContext );
-
-FORCEINLINE fltx4 RandSignedSIMD( void ) // -1..1
-{
- return SubSIMD( MulSIMD( Four_Twos, RandSIMD() ), Four_Ones );
-}
-
-
-// SIMD versions of mathlib simplespline functions
-// hermite basis function for smooth interpolation
-// Similar to Gain() above, but very cheap to call
-// value should be between 0 & 1 inclusive
-inline fltx4 SimpleSpline( const fltx4 & value )
-{
- // Arranged to avoid a data dependency between these two MULs:
- fltx4 valueDoubled = MulSIMD( value, Four_Twos );
- fltx4 valueSquared = MulSIMD( value, value );
-
- // Nice little ease-in, ease-out spline-like curve
- return SubSIMD(
- MulSIMD( Four_Threes, valueSquared ),
- MulSIMD( valueDoubled, valueSquared ) );
-}
-
-// remaps a value in [startInterval, startInterval+rangeInterval] from linear to
-// spline using SimpleSpline
-inline fltx4 SimpleSplineRemapValWithDeltas( const fltx4 & val,
- const fltx4 & A, const fltx4 & BMinusA,
- const fltx4 & OneOverBMinusA, const fltx4 & C,
- const fltx4 & DMinusC )
-{
-// if ( A == B )
-// return val >= B ? D : C;
- fltx4 cVal = MulSIMD( SubSIMD( val, A), OneOverBMinusA );
- return AddSIMD( C, MulSIMD( DMinusC, SimpleSpline( cVal ) ) );
-}
-
-inline fltx4 SimpleSplineRemapValWithDeltasClamped( const fltx4 & val,
- const fltx4 & A, const fltx4 & BMinusA,
- const fltx4 & OneOverBMinusA, const fltx4 & C,
- const fltx4 & DMinusC )
-{
-// if ( A == B )
-// return val >= B ? D : C;
- fltx4 cVal = MulSIMD( SubSIMD( val, A), OneOverBMinusA );
- cVal = MinSIMD( Four_Ones, MaxSIMD( Four_Zeros, cVal ) );
- return AddSIMD( C, MulSIMD( DMinusC, SimpleSpline( cVal ) ) );
-}
-
-FORCEINLINE fltx4 FracSIMD( const fltx4 &val )
-{
- fltx4 fl4Abs = fabs( val );
- fltx4 ival = SubSIMD( AddSIMD( fl4Abs, Four_2ToThe23s ), Four_2ToThe23s );
- ival = MaskedAssign( CmpGtSIMD( ival, fl4Abs ), SubSIMD( ival, Four_Ones ), ival );
- return XorSIMD( SubSIMD( fl4Abs, ival ), XorSIMD( val, fl4Abs ) ); // restore sign bits
-}
-
-FORCEINLINE fltx4 Mod2SIMD( const fltx4 &val )
-{
- fltx4 fl4Abs = fabs( val );
- fltx4 ival = SubSIMD( AndSIMD( LoadAlignedSIMD( (float *) g_SIMD_lsbmask ), AddSIMD( fl4Abs, Four_2ToThe23s ) ), Four_2ToThe23s );
- ival = MaskedAssign( CmpGtSIMD( ival, fl4Abs ), SubSIMD( ival, Four_Twos ), ival );
- return XorSIMD( SubSIMD( fl4Abs, ival ), XorSIMD( val, fl4Abs ) ); // restore sign bits
-}
-
-FORCEINLINE fltx4 Mod2SIMDPositiveInput( const fltx4 &val )
-{
- fltx4 ival = SubSIMD( AndSIMD( LoadAlignedSIMD( g_SIMD_lsbmask ), AddSIMD( val, Four_2ToThe23s ) ), Four_2ToThe23s );
- ival = MaskedAssign( CmpGtSIMD( ival, val ), SubSIMD( ival, Four_Twos ), ival );
- return SubSIMD( val, ival );
-}
-
-
-// approximate sin of an angle, with -1..1 representing the whole sin wave period instead of -pi..pi.
-// no range reduction is done - for values outside of 0..1 you won't like the results
-FORCEINLINE fltx4 _SinEst01SIMD( const fltx4 &val )
-{
- // really rough approximation - x*(4-x*4) - a parabola. s(0) = 0, s(.5) = 1, s(1)=0, smooth in-between.
- // sufficient for simple oscillation.
- return MulSIMD( val, SubSIMD( Four_Fours, MulSIMD( val, Four_Fours ) ) );
-}
-
-FORCEINLINE fltx4 _Sin01SIMD( const fltx4 &val )
-{
- // not a bad approximation : parabola always over-estimates. Squared parabola always
- // underestimates. So lets blend between them: goodsin = badsin + .225*( badsin^2-badsin)
- fltx4 fl4BadEst = MulSIMD( val, SubSIMD( Four_Fours, MulSIMD( val, Four_Fours ) ) );
- return AddSIMD( MulSIMD( Four_Point225s, SubSIMD( MulSIMD( fl4BadEst, fl4BadEst ), fl4BadEst ) ), fl4BadEst );
-}
-
-// full range useable implementations
-FORCEINLINE fltx4 SinEst01SIMD( const fltx4 &val )
-{
- fltx4 fl4Abs = fabs( val );
- fltx4 fl4Reduced2 = Mod2SIMDPositiveInput( fl4Abs );
- fltx4 fl4OddMask = CmpGeSIMD( fl4Reduced2, Four_Ones );
- fltx4 fl4val = SubSIMD( fl4Reduced2, AndSIMD( Four_Ones, fl4OddMask ) );
- fltx4 fl4Sin = _SinEst01SIMD( fl4val );
- fl4Sin = XorSIMD( fl4Sin, AndSIMD( LoadAlignedSIMD( g_SIMD_signmask ), XorSIMD( val, fl4OddMask ) ) );
- return fl4Sin;
-
-}
-
-FORCEINLINE fltx4 Sin01SIMD( const fltx4 &val )
-{
- fltx4 fl4Abs = fabs( val );
- fltx4 fl4Reduced2 = Mod2SIMDPositiveInput( fl4Abs );
- fltx4 fl4OddMask = CmpGeSIMD( fl4Reduced2, Four_Ones );
- fltx4 fl4val = SubSIMD( fl4Reduced2, AndSIMD( Four_Ones, fl4OddMask ) );
- fltx4 fl4Sin = _Sin01SIMD( fl4val );
- fl4Sin = XorSIMD( fl4Sin, AndSIMD( LoadAlignedSIMD( g_SIMD_signmask ), XorSIMD( val, fl4OddMask ) ) );
- return fl4Sin;
-
-}
-
-// Schlick style Bias approximation see graphics gems 4 : bias(t,a)= t/( (1/a-2)*(1-t)+1)
-
-FORCEINLINE fltx4 PreCalcBiasParameter( const fltx4 &bias_parameter )
-{
- // convert perlin-style-bias parameter to the value right for the approximation
- return SubSIMD( ReciprocalSIMD( bias_parameter ), Four_Twos );
-}
-
-FORCEINLINE fltx4 BiasSIMD( const fltx4 &val, const fltx4 &precalc_param )
-{
- // similar to bias function except pass precalced bias value from calling PreCalcBiasParameter.
-
- //!!speed!! use reciprocal est?
- //!!speed!! could save one op by precalcing _2_ values
- return DivSIMD( val, AddSIMD( MulSIMD( precalc_param, SubSIMD( Four_Ones, val ) ), Four_Ones ) );
-}
-
-//-----------------------------------------------------------------------------
-// Box/plane test
-// NOTE: The w component of emins + emaxs must be 1 for this to work
-//-----------------------------------------------------------------------------
-FORCEINLINE int BoxOnPlaneSideSIMD( const fltx4& emins, const fltx4& emaxs, const cplane_t *p, float tolerance = 0.f )
-{
- fltx4 corners[2];
- fltx4 normal = LoadUnalignedSIMD( p->normal.Base() );
- fltx4 dist = ReplicateX4( -p->dist );
- normal = SetWSIMD( normal, dist );
- fltx4 t4 = ReplicateX4( tolerance );
- fltx4 negt4 = ReplicateX4( -tolerance );
- fltx4 cmp = CmpGeSIMD( normal, Four_Zeros );
- corners[0] = MaskedAssign( cmp, emaxs, emins );
- corners[1] = MaskedAssign( cmp, emins, emaxs );
- fltx4 dot1 = Dot4SIMD( normal, corners[0] );
- fltx4 dot2 = Dot4SIMD( normal, corners[1] );
- cmp = CmpGeSIMD( dot1, t4 );
- fltx4 cmp2 = CmpGtSIMD( negt4, dot2 );
- fltx4 result = MaskedAssign( cmp, Four_Ones, Four_Zeros );
- fltx4 result2 = MaskedAssign( cmp2, Four_Twos, Four_Zeros );
- result = AddSIMD( result, result2 );
- intx4 sides;
- ConvertStoreAsIntsSIMD( &sides, result );
- return sides[0];
-}
-
-#endif // _ssemath_h
+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose: - defines SIMD "structure of arrays" classes and functions.
+//
+//===========================================================================//
+#ifndef SSEMATH_H
+#define SSEMATH_H
+
+#if defined( _X360 )
+#include <xboxmath.h>
+#else
+#include <xmmintrin.h>
+#endif
+
+#include <mathlib/vector.h>
+#include <mathlib/mathlib.h>
+
+#if defined(GNUC)
+#define USE_STDC_FOR_SIMD 0
+#else
+#define USE_STDC_FOR_SIMD 0
+#endif
+
+#if (!defined(_X360) && (USE_STDC_FOR_SIMD == 0))
+#define _SSE1 1
+#endif
+
+// I thought about defining a class/union for the SIMD packed floats instead of using fltx4,
+// but decided against it because (a) the nature of SIMD code which includes comparisons is to blur
+// the relationship between packed floats and packed integer types and (b) not sure that the
+// compiler would handle generating good code for the intrinsics.
+
+#if USE_STDC_FOR_SIMD
+
+typedef union
+{
+ float m128_f32[4];
+ uint32 m128_u32[4];
+} fltx4;
+
+typedef fltx4 i32x4;
+typedef fltx4 u32x4;
+
+#elif ( defined( _X360 ) )
+
+typedef union
+{
+ // This union allows float/int access (which generally shouldn't be done in inner loops)
+ __vector4 vmx;
+ float m128_f32[4];
+ uint32 m128_u32[4];
+} fltx4_union;
+
+typedef __vector4 fltx4;
+typedef __vector4 i32x4; // a VMX register; just a way of making it explicit that we're doing integer ops.
+typedef __vector4 u32x4; // a VMX register; just a way of making it explicit that we're doing unsigned integer ops.
+
+#else
+
+typedef __m128 fltx4;
+typedef __m128 i32x4;
+typedef __m128 u32x4;
+
+#endif
+
+// The FLTX4 type is a fltx4 used as a parameter to a function.
+// On the 360, the best way to do this is pass-by-copy on the registers.
+// On the PC, the best way is to pass by const reference.
+// The compiler will sometimes, but not always, replace a pass-by-const-ref
+// with a pass-in-reg on the 360; to avoid this confusion, you can
+// explicitly use a FLTX4 as the parameter type.
+#ifdef _X360
+typedef __vector4 FLTX4;
+#else
+typedef const fltx4 & FLTX4;
+#endif
+
+// A 16-byte aligned int32 datastructure
+// (for use when writing out fltx4's as SIGNED
+// ints).
+struct ALIGN16 intx4
+{
+ int32 m_i32[4];
+
+ inline int & operator[](int which)
+ {
+ return m_i32[which];
+ }
+
+ inline const int & operator[](int which) const
+ {
+ return m_i32[which];
+ }
+
+ inline int32 *Base() {
+ return m_i32;
+ }
+
+ inline const int32 *Base() const
+ {
+ return m_i32;
+ }
+
+ inline const bool operator==(const intx4 &other) const
+ {
+ return m_i32[0] == other.m_i32[0] &&
+ m_i32[1] == other.m_i32[1] &&
+ m_i32[2] == other.m_i32[2] &&
+ m_i32[3] == other.m_i32[3] ;
+ }
+} ALIGN16_POST;
+
+
+#if defined( _DEBUG ) && defined( _X360 )
+FORCEINLINE void TestVPUFlags()
+{
+ // Check that the VPU is in the appropriate (Java-compliant) mode (see 3.2.1 in altivec_pem.pdf on xds.xbox.com)
+ __vector4 a;
+ __asm
+ {
+ mfvscr a;
+ }
+ unsigned int * flags = (unsigned int *)&a;
+ unsigned int controlWord = flags[3];
+ Assert(controlWord == 0);
+}
+#else // _DEBUG
+FORCEINLINE void TestVPUFlags() {}
+#endif // _DEBUG
+
+
+// useful constants in SIMD packed float format:
+// (note: some of these aren't stored on the 360,
+// but are manufactured directly in one or two
+// instructions, saving a load and possible L2
+// miss.)
+#ifndef _X360
+extern const fltx4 Four_Zeros; // 0 0 0 0
+extern const fltx4 Four_Ones; // 1 1 1 1
+extern const fltx4 Four_Twos; // 2 2 2 2
+extern const fltx4 Four_Threes; // 3 3 3 3
+extern const fltx4 Four_Fours; // guess.
+extern const fltx4 Four_Point225s; // .225 .225 .225 .225
+extern const fltx4 Four_PointFives; // .5 .5 .5 .5
+extern const fltx4 Four_Epsilons; // FLT_EPSILON FLT_EPSILON FLT_EPSILON FLT_EPSILON
+extern const fltx4 Four_2ToThe21s; // (1<<21)..
+extern const fltx4 Four_2ToThe22s; // (1<<22)..
+extern const fltx4 Four_2ToThe23s; // (1<<23)..
+extern const fltx4 Four_2ToThe24s; // (1<<24)..
+extern const fltx4 Four_Origin; // 0 0 0 1 (origin point, like vr0 on the PS2)
+extern const fltx4 Four_NegativeOnes; // -1 -1 -1 -1
+#else
+#define Four_Zeros XMVectorZero() // 0 0 0 0
+#define Four_Ones XMVectorSplatOne() // 1 1 1 1
+extern const fltx4 Four_Twos; // 2 2 2 2
+extern const fltx4 Four_Threes; // 3 3 3 3
+extern const fltx4 Four_Fours; // guess.
+extern const fltx4 Four_Point225s; // .225 .225 .225 .225
+extern const fltx4 Four_PointFives; // .5 .5 .5 .5
+extern const fltx4 Four_Epsilons; // FLT_EPSILON FLT_EPSILON FLT_EPSILON FLT_EPSILON
+extern const fltx4 Four_2ToThe21s; // (1<<21)..
+extern const fltx4 Four_2ToThe22s; // (1<<22)..
+extern const fltx4 Four_2ToThe23s; // (1<<23)..
+extern const fltx4 Four_2ToThe24s; // (1<<24)..
+extern const fltx4 Four_Origin; // 0 0 0 1 (origin point, like vr0 on the PS2)
+extern const fltx4 Four_NegativeOnes; // -1 -1 -1 -1
+#endif
+extern const fltx4 Four_FLT_MAX; // FLT_MAX, FLT_MAX, FLT_MAX, FLT_MAX
+extern const fltx4 Four_Negative_FLT_MAX; // -FLT_MAX, -FLT_MAX, -FLT_MAX, -FLT_MAX
+extern const fltx4 g_SIMD_0123; // 0 1 2 3 as float
+
+// external aligned integer constants
+extern const ALIGN16 int32 g_SIMD_clear_signmask[] ALIGN16_POST; // 0x7fffffff x 4
+extern const ALIGN16 int32 g_SIMD_signmask[] ALIGN16_POST; // 0x80000000 x 4
+extern const ALIGN16 int32 g_SIMD_lsbmask[] ALIGN16_POST; // 0xfffffffe x 4
+extern const ALIGN16 int32 g_SIMD_clear_wmask[] ALIGN16_POST; // -1 -1 -1 0
+extern const ALIGN16 int32 g_SIMD_ComponentMask[4][4] ALIGN16_POST; // [0xFFFFFFFF 0 0 0], [0 0xFFFFFFFF 0 0], [0 0 0xFFFFFFFF 0], [0 0 0 0xFFFFFFFF]
+extern const ALIGN16 int32 g_SIMD_AllOnesMask[] ALIGN16_POST; // ~0,~0,~0,~0
+extern const ALIGN16 int32 g_SIMD_Low16BitsMask[] ALIGN16_POST; // 0xffff x 4
+
+// this mask is used for skipping the tail of things. If you have N elements in an array, and wish
+// to mask out the tail, g_SIMD_SkipTailMask[N & 3] what you want to use for the last iteration.
+extern const int32 ALIGN16 g_SIMD_SkipTailMask[4][4] ALIGN16_POST;
+
+// Define prefetch macros.
+// The characteristics of cache and prefetch are completely
+// different between the different platforms, so you DO NOT
+// want to just define one macro that maps to every platform
+// intrinsic under the hood -- you need to prefetch at different
+// intervals between x86 and PPC, for example, and that is
+// a higher level code change.
+// On the other hand, I'm tired of typing #ifdef _X360
+// all over the place, so this is just a nop on Intel, PS3.
+#ifdef _X360
+#define PREFETCH360(address, offset) __dcbt(offset,address)
+#else
+#define PREFETCH360(x,y) // nothing
+#endif
+
+#if USE_STDC_FOR_SIMD
+
+//---------------------------------------------------------------------
+// Standard C (fallback/Linux) implementation (only there for compat - slow)
+//---------------------------------------------------------------------
+
+FORCEINLINE float SubFloat( const fltx4 & a, int idx )
+{
+ return a.m128_f32[ idx ];
+}
+
+FORCEINLINE float & SubFloat( fltx4 & a, int idx )
+{
+ return a.m128_f32[idx];
+}
+
+FORCEINLINE uint32 SubInt( const fltx4 & a, int idx )
+{
+ return a.m128_u32[idx];
+}
+
+FORCEINLINE uint32 & SubInt( fltx4 & a, int idx )
+{
+ return a.m128_u32[idx];
+}
+
+// Return one in the fastest way -- on the x360, faster even than loading.
+FORCEINLINE fltx4 LoadZeroSIMD( void )
+{
+ return Four_Zeros;
+}
+
+// Return one in the fastest way -- on the x360, faster even than loading.
+FORCEINLINE fltx4 LoadOneSIMD( void )
+{
+ return Four_Ones;
+}
+
+FORCEINLINE fltx4 SplatXSIMD( const fltx4 & a )
+{
+ fltx4 retVal;
+ SubFloat( retVal, 0 ) = SubFloat( a, 0 );
+ SubFloat( retVal, 1 ) = SubFloat( a, 0 );
+ SubFloat( retVal, 2 ) = SubFloat( a, 0 );
+ SubFloat( retVal, 3 ) = SubFloat( a, 0 );
+ return retVal;
+}
+
+FORCEINLINE fltx4 SplatYSIMD( fltx4 a )
+{
+ fltx4 retVal;
+ SubFloat( retVal, 0 ) = SubFloat( a, 1 );
+ SubFloat( retVal, 1 ) = SubFloat( a, 1 );
+ SubFloat( retVal, 2 ) = SubFloat( a, 1 );
+ SubFloat( retVal, 3 ) = SubFloat( a, 1 );
+ return retVal;
+}
+
+FORCEINLINE fltx4 SplatZSIMD( fltx4 a )
+{
+ fltx4 retVal;
+ SubFloat( retVal, 0 ) = SubFloat( a, 2 );
+ SubFloat( retVal, 1 ) = SubFloat( a, 2 );
+ SubFloat( retVal, 2 ) = SubFloat( a, 2 );
+ SubFloat( retVal, 3 ) = SubFloat( a, 2 );
+ return retVal;
+}
+
+FORCEINLINE fltx4 SplatWSIMD( fltx4 a )
+{
+ fltx4 retVal;
+ SubFloat( retVal, 0 ) = SubFloat( a, 3 );
+ SubFloat( retVal, 1 ) = SubFloat( a, 3 );
+ SubFloat( retVal, 2 ) = SubFloat( a, 3 );
+ SubFloat( retVal, 3 ) = SubFloat( a, 3 );
+ return retVal;
+}
+
+FORCEINLINE fltx4 SetXSIMD( const fltx4& a, const fltx4& x )
+{
+ fltx4 result = a;
+ SubFloat( result, 0 ) = SubFloat( x, 0 );
+ return result;
+}
+
+FORCEINLINE fltx4 SetYSIMD( const fltx4& a, const fltx4& y )
+{
+ fltx4 result = a;
+ SubFloat( result, 1 ) = SubFloat( y, 1 );
+ return result;
+}
+
+FORCEINLINE fltx4 SetZSIMD( const fltx4& a, const fltx4& z )
+{
+ fltx4 result = a;
+ SubFloat( result, 2 ) = SubFloat( z, 2 );
+ return result;
+}
+
+FORCEINLINE fltx4 SetWSIMD( const fltx4& a, const fltx4& w )
+{
+ fltx4 result = a;
+ SubFloat( result, 3 ) = SubFloat( w, 3 );
+ return result;
+}
+
+FORCEINLINE fltx4 SetComponentSIMD( const fltx4& a, int nComponent, float flValue )
+{
+ fltx4 result = a;
+ SubFloat( result, nComponent ) = flValue;
+ return result;
+}
+
+// a b c d -> b c d a
+FORCEINLINE fltx4 RotateLeft( const fltx4 & a )
+{
+ fltx4 retVal;
+ SubFloat( retVal, 0 ) = SubFloat( a, 1 );
+ SubFloat( retVal, 1 ) = SubFloat( a, 2 );
+ SubFloat( retVal, 2 ) = SubFloat( a, 3 );
+ SubFloat( retVal, 3 ) = SubFloat( a, 0 );
+ return retVal;
+}
+
+// a b c d -> c d a b
+FORCEINLINE fltx4 RotateLeft2( const fltx4 & a )
+{
+ fltx4 retVal;
+ SubFloat( retVal, 0 ) = SubFloat( a, 2 );
+ SubFloat( retVal, 1 ) = SubFloat( a, 3 );
+ SubFloat( retVal, 2 ) = SubFloat( a, 0 );
+ SubFloat( retVal, 3 ) = SubFloat( a, 1 );
+ return retVal;
+}
+
+#define BINOP(op) \
+ fltx4 retVal; \
+ SubFloat( retVal, 0 ) = ( SubFloat( a, 0 ) op SubFloat( b, 0 ) ); \
+ SubFloat( retVal, 1 ) = ( SubFloat( a, 1 ) op SubFloat( b, 1 ) ); \
+ SubFloat( retVal, 2 ) = ( SubFloat( a, 2 ) op SubFloat( b, 2 ) ); \
+ SubFloat( retVal, 3 ) = ( SubFloat( a, 3 ) op SubFloat( b, 3 ) ); \
+ return retVal;
+
+#define IBINOP(op) \
+ fltx4 retVal; \
+ SubInt( retVal, 0 ) = ( SubInt( a, 0 ) op SubInt ( b, 0 ) ); \
+ SubInt( retVal, 1 ) = ( SubInt( a, 1 ) op SubInt ( b, 1 ) ); \
+ SubInt( retVal, 2 ) = ( SubInt( a, 2 ) op SubInt ( b, 2 ) ); \
+ SubInt( retVal, 3 ) = ( SubInt( a, 3 ) op SubInt ( b, 3 ) ); \
+ return retVal;
+
+FORCEINLINE fltx4 AddSIMD( const fltx4 & a, const fltx4 & b )
+{
+ BINOP(+);
+}
+
+FORCEINLINE fltx4 SubSIMD( const fltx4 & a, const fltx4 & b ) // a-b
+{
+ BINOP(-);
+};
+
+FORCEINLINE fltx4 MulSIMD( const fltx4 & a, const fltx4 & b ) // a*b
+{
+ BINOP(*);
+}
+
+FORCEINLINE fltx4 DivSIMD( const fltx4 & a, const fltx4 & b ) // a/b
+{
+ BINOP(/);
+}
+
+
+FORCEINLINE fltx4 MaddSIMD( const fltx4 & a, const fltx4 & b, const fltx4 & c ) // a*b + c
+{
+ return AddSIMD( MulSIMD(a,b), c );
+}
+
+FORCEINLINE fltx4 MsubSIMD( const fltx4 & a, const fltx4 & b, const fltx4 & c ) // c - a*b
+{
+ return SubSIMD( c, MulSIMD(a,b) );
+};
+
+
+FORCEINLINE fltx4 SinSIMD( const fltx4 &radians )
+{
+ fltx4 result;
+ SubFloat( result, 0 ) = sin( SubFloat( radians, 0 ) );
+ SubFloat( result, 1 ) = sin( SubFloat( radians, 1 ) );
+ SubFloat( result, 2 ) = sin( SubFloat( radians, 2 ) );
+ SubFloat( result, 3 ) = sin( SubFloat( radians, 3 ) );
+ return result;
+}
+
+FORCEINLINE void SinCos3SIMD( fltx4 &sine, fltx4 &cosine, const fltx4 &radians )
+{
+ SinCos( SubFloat( radians, 0 ), &SubFloat( sine, 0 ), &SubFloat( cosine, 0 ) );
+ SinCos( SubFloat( radians, 1 ), &SubFloat( sine, 1 ), &SubFloat( cosine, 1 ) );
+ SinCos( SubFloat( radians, 2 ), &SubFloat( sine, 2 ), &SubFloat( cosine, 2 ) );
+}
+
+FORCEINLINE void SinCosSIMD( fltx4 &sine, fltx4 &cosine, const fltx4 &radians )
+{
+ SinCos( SubFloat( radians, 0 ), &SubFloat( sine, 0 ), &SubFloat( cosine, 0 ) );
+ SinCos( SubFloat( radians, 1 ), &SubFloat( sine, 1 ), &SubFloat( cosine, 1 ) );
+ SinCos( SubFloat( radians, 2 ), &SubFloat( sine, 2 ), &SubFloat( cosine, 2 ) );
+ SinCos( SubFloat( radians, 3 ), &SubFloat( sine, 3 ), &SubFloat( cosine, 3 ) );
+}
+
+FORCEINLINE fltx4 ArcSinSIMD( const fltx4 &sine )
+{
+ fltx4 result;
+ SubFloat( result, 0 ) = asin( SubFloat( sine, 0 ) );
+ SubFloat( result, 1 ) = asin( SubFloat( sine, 1 ) );
+ SubFloat( result, 2 ) = asin( SubFloat( sine, 2 ) );
+ SubFloat( result, 3 ) = asin( SubFloat( sine, 3 ) );
+ return result;
+}
+
+FORCEINLINE fltx4 ArcCosSIMD( const fltx4 &cs )
+{
+ fltx4 result;
+ SubFloat( result, 0 ) = acos( SubFloat( cs, 0 ) );
+ SubFloat( result, 1 ) = acos( SubFloat( cs, 1 ) );
+ SubFloat( result, 2 ) = acos( SubFloat( cs, 2 ) );
+ SubFloat( result, 3 ) = acos( SubFloat( cs, 3 ) );
+ return result;
+}
+
+// tan^1(a/b) .. ie, pass sin in as a and cos in as b
+FORCEINLINE fltx4 ArcTan2SIMD( const fltx4 &a, const fltx4 &b )
+{
+ fltx4 result;
+ SubFloat( result, 0 ) = atan2( SubFloat( a, 0 ), SubFloat( b, 0 ) );
+ SubFloat( result, 1 ) = atan2( SubFloat( a, 1 ), SubFloat( b, 1 ) );
+ SubFloat( result, 2 ) = atan2( SubFloat( a, 2 ), SubFloat( b, 2 ) );
+ SubFloat( result, 3 ) = atan2( SubFloat( a, 3 ), SubFloat( b, 3 ) );
+ return result;
+}
+
+FORCEINLINE fltx4 MaxSIMD( const fltx4 & a, const fltx4 & b ) // max(a,b)
+{
+ fltx4 retVal;
+ SubFloat( retVal, 0 ) = max( SubFloat( a, 0 ), SubFloat( b, 0 ) );
+ SubFloat( retVal, 1 ) = max( SubFloat( a, 1 ), SubFloat( b, 1 ) );
+ SubFloat( retVal, 2 ) = max( SubFloat( a, 2 ), SubFloat( b, 2 ) );
+ SubFloat( retVal, 3 ) = max( SubFloat( a, 3 ), SubFloat( b, 3 ) );
+ return retVal;
+}
+
+FORCEINLINE fltx4 MinSIMD( const fltx4 & a, const fltx4 & b ) // min(a,b)
+{
+ fltx4 retVal;
+ SubFloat( retVal, 0 ) = min( SubFloat( a, 0 ), SubFloat( b, 0 ) );
+ SubFloat( retVal, 1 ) = min( SubFloat( a, 1 ), SubFloat( b, 1 ) );
+ SubFloat( retVal, 2 ) = min( SubFloat( a, 2 ), SubFloat( b, 2 ) );
+ SubFloat( retVal, 3 ) = min( SubFloat( a, 3 ), SubFloat( b, 3 ) );
+ return retVal;
+}
+
+FORCEINLINE fltx4 AndSIMD( const fltx4 & a, const fltx4 & b ) // a & b
+{
+ IBINOP(&);
+}
+
+FORCEINLINE fltx4 AndNotSIMD( const fltx4 & a, const fltx4 & b ) // ~a & b
+{
+ fltx4 retVal;
+ SubInt( retVal, 0 ) = ~SubInt( a, 0 ) & SubInt( b, 0 );
+ SubInt( retVal, 1 ) = ~SubInt( a, 1 ) & SubInt( b, 1 );
+ SubInt( retVal, 2 ) = ~SubInt( a, 2 ) & SubInt( b, 2 );
+ SubInt( retVal, 3 ) = ~SubInt( a, 3 ) & SubInt( b, 3 );
+ return retVal;
+}
+
+FORCEINLINE fltx4 XorSIMD( const fltx4 & a, const fltx4 & b ) // a ^ b
+{
+ IBINOP(^);
+}
+
+FORCEINLINE fltx4 OrSIMD( const fltx4 & a, const fltx4 & b ) // a | b
+{
+ IBINOP(|);
+}
+
+FORCEINLINE fltx4 NegSIMD(const fltx4 &a) // negate: -a
+{
+ fltx4 retval;
+ SubFloat( retval, 0 ) = -SubFloat( a, 0 );
+ SubFloat( retval, 1 ) = -SubFloat( a, 1 );
+ SubFloat( retval, 2 ) = -SubFloat( a, 2 );
+ SubFloat( retval, 3 ) = -SubFloat( a, 3 );
+
+ return retval;
+}
+
+FORCEINLINE bool IsAllZeros( const fltx4 & a ) // all floats of a zero?
+{
+ return ( SubFloat( a, 0 ) == 0.0 ) &&
+ ( SubFloat( a, 1 ) == 0.0 ) &&
+ ( SubFloat( a, 2 ) == 0.0 ) &&
+ ( SubFloat( a, 3 ) == 0.0 ) ;
+}
+
+
+// for branching when a.xyzw > b.xyzw
+FORCEINLINE bool IsAllGreaterThan( const fltx4 &a, const fltx4 &b )
+{
+ return SubFloat(a,0) > SubFloat(b,0) &&
+ SubFloat(a,1) > SubFloat(b,1) &&
+ SubFloat(a,2) > SubFloat(b,2) &&
+ SubFloat(a,3) > SubFloat(b,3);
+}
+
+// for branching when a.xyzw >= b.xyzw
+FORCEINLINE bool IsAllGreaterThanOrEq( const fltx4 &a, const fltx4 &b )
+{
+ return SubFloat(a,0) >= SubFloat(b,0) &&
+ SubFloat(a,1) >= SubFloat(b,1) &&
+ SubFloat(a,2) >= SubFloat(b,2) &&
+ SubFloat(a,3) >= SubFloat(b,3);
+}
+
+// For branching if all a.xyzw == b.xyzw
+FORCEINLINE bool IsAllEqual( const fltx4 & a, const fltx4 & b )
+{
+ return SubFloat(a,0) == SubFloat(b,0) &&
+ SubFloat(a,1) == SubFloat(b,1) &&
+ SubFloat(a,2) == SubFloat(b,2) &&
+ SubFloat(a,3) == SubFloat(b,3);
+}
+
+FORCEINLINE int TestSignSIMD( const fltx4 & a ) // mask of which floats have the high bit set
+{
+ int nRet = 0;
+
+ nRet |= ( SubInt( a, 0 ) & 0x80000000 ) >> 31; // sign(x) -> bit 0
+ nRet |= ( SubInt( a, 1 ) & 0x80000000 ) >> 30; // sign(y) -> bit 1
+ nRet |= ( SubInt( a, 2 ) & 0x80000000 ) >> 29; // sign(z) -> bit 2
+ nRet |= ( SubInt( a, 3 ) & 0x80000000 ) >> 28; // sign(w) -> bit 3
+
+ return nRet;
+}
+
+FORCEINLINE bool IsAnyNegative( const fltx4 & a ) // (a.x < 0) || (a.y < 0) || (a.z < 0) || (a.w < 0)
+{
+ return (0 != TestSignSIMD( a ));
+}
+
+FORCEINLINE fltx4 CmpEqSIMD( const fltx4 & a, const fltx4 & b ) // (a==b) ? ~0:0
+{
+ fltx4 retVal;
+ SubInt( retVal, 0 ) = ( SubFloat( a, 0 ) == SubFloat( b, 0 )) ? ~0 : 0;
+ SubInt( retVal, 1 ) = ( SubFloat( a, 1 ) == SubFloat( b, 1 )) ? ~0 : 0;
+ SubInt( retVal, 2 ) = ( SubFloat( a, 2 ) == SubFloat( b, 2 )) ? ~0 : 0;
+ SubInt( retVal, 3 ) = ( SubFloat( a, 3 ) == SubFloat( b, 3 )) ? ~0 : 0;
+ return retVal;
+}
+
+FORCEINLINE fltx4 CmpGtSIMD( const fltx4 & a, const fltx4 & b ) // (a>b) ? ~0:0
+{
+ fltx4 retVal;
+ SubInt( retVal, 0 ) = ( SubFloat( a, 0 ) > SubFloat( b, 0 )) ? ~0 : 0;
+ SubInt( retVal, 1 ) = ( SubFloat( a, 1 ) > SubFloat( b, 1 )) ? ~0 : 0;
+ SubInt( retVal, 2 ) = ( SubFloat( a, 2 ) > SubFloat( b, 2 )) ? ~0 : 0;
+ SubInt( retVal, 3 ) = ( SubFloat( a, 3 ) > SubFloat( b, 3 )) ? ~0 : 0;
+ return retVal;
+}
+
+FORCEINLINE fltx4 CmpGeSIMD( const fltx4 & a, const fltx4 & b ) // (a>=b) ? ~0:0
+{
+ fltx4 retVal;
+ SubInt( retVal, 0 ) = ( SubFloat( a, 0 ) >= SubFloat( b, 0 )) ? ~0 : 0;
+ SubInt( retVal, 1 ) = ( SubFloat( a, 1 ) >= SubFloat( b, 1 )) ? ~0 : 0;
+ SubInt( retVal, 2 ) = ( SubFloat( a, 2 ) >= SubFloat( b, 2 )) ? ~0 : 0;
+ SubInt( retVal, 3 ) = ( SubFloat( a, 3 ) >= SubFloat( b, 3 )) ? ~0 : 0;
+ return retVal;
+}
+
+FORCEINLINE fltx4 CmpLtSIMD( const fltx4 & a, const fltx4 & b ) // (a<b) ? ~0:0
+{
+ fltx4 retVal;
+ SubInt( retVal, 0 ) = ( SubFloat( a, 0 ) < SubFloat( b, 0 )) ? ~0 : 0;
+ SubInt( retVal, 1 ) = ( SubFloat( a, 1 ) < SubFloat( b, 1 )) ? ~0 : 0;
+ SubInt( retVal, 2 ) = ( SubFloat( a, 2 ) < SubFloat( b, 2 )) ? ~0 : 0;
+ SubInt( retVal, 3 ) = ( SubFloat( a, 3 ) < SubFloat( b, 3 )) ? ~0 : 0;
+ return retVal;
+}
+
+FORCEINLINE fltx4 CmpLeSIMD( const fltx4 & a, const fltx4 & b ) // (a<=b) ? ~0:0
+{
+ fltx4 retVal;
+ SubInt( retVal, 0 ) = ( SubFloat( a, 0 ) <= SubFloat( b, 0 )) ? ~0 : 0;
+ SubInt( retVal, 1 ) = ( SubFloat( a, 1 ) <= SubFloat( b, 1 )) ? ~0 : 0;
+ SubInt( retVal, 2 ) = ( SubFloat( a, 2 ) <= SubFloat( b, 2 )) ? ~0 : 0;
+ SubInt( retVal, 3 ) = ( SubFloat( a, 3 ) <= SubFloat( b, 3 )) ? ~0 : 0;
+ return retVal;
+}
+
+FORCEINLINE fltx4 CmpInBoundsSIMD( const fltx4 & a, const fltx4 & b ) // (a <= b && a >= -b) ? ~0 : 0
+{
+ fltx4 retVal;
+ SubInt( retVal, 0 ) = ( SubFloat( a, 0 ) <= SubFloat( b, 0 ) && SubFloat( a, 0 ) >= -SubFloat( b, 0 ) ) ? ~0 : 0;
+ SubInt( retVal, 1 ) = ( SubFloat( a, 1 ) <= SubFloat( b, 1 ) && SubFloat( a, 1 ) >= -SubFloat( b, 1 ) ) ? ~0 : 0;
+ SubInt( retVal, 2 ) = ( SubFloat( a, 2 ) <= SubFloat( b, 2 ) && SubFloat( a, 2 ) >= -SubFloat( b, 2 ) ) ? ~0 : 0;
+ SubInt( retVal, 3 ) = ( SubFloat( a, 3 ) <= SubFloat( b, 3 ) && SubFloat( a, 3 ) >= -SubFloat( b, 3 ) ) ? ~0 : 0;
+ return retVal;
+}
+
+
+FORCEINLINE fltx4 MaskedAssign( const fltx4 & ReplacementMask, const fltx4 & NewValue, const fltx4 & OldValue )
+{
+ return OrSIMD(
+ AndSIMD( ReplacementMask, NewValue ),
+ AndNotSIMD( ReplacementMask, OldValue ) );
+}
+
+FORCEINLINE fltx4 ReplicateX4( float flValue ) // a,a,a,a
+{
+ fltx4 retVal;
+ SubFloat( retVal, 0 ) = flValue;
+ SubFloat( retVal, 1 ) = flValue;
+ SubFloat( retVal, 2 ) = flValue;
+ SubFloat( retVal, 3 ) = flValue;
+ return retVal;
+}
+
+/// replicate a single 32 bit integer value to all 4 components of an m128
+FORCEINLINE fltx4 ReplicateIX4( int nValue )
+{
+ fltx4 retVal;
+ SubInt( retVal, 0 ) = nValue;
+ SubInt( retVal, 1 ) = nValue;
+ SubInt( retVal, 2 ) = nValue;
+ SubInt( retVal, 3 ) = nValue;
+ return retVal;
+
+}
+
+// Round towards positive infinity
+FORCEINLINE fltx4 CeilSIMD( const fltx4 &a )
+{
+ fltx4 retVal;
+ SubFloat( retVal, 0 ) = ceil( SubFloat( a, 0 ) );
+ SubFloat( retVal, 1 ) = ceil( SubFloat( a, 1 ) );
+ SubFloat( retVal, 2 ) = ceil( SubFloat( a, 2 ) );
+ SubFloat( retVal, 3 ) = ceil( SubFloat( a, 3 ) );
+ return retVal;
+
+}
+
+// Round towards negative infinity
+FORCEINLINE fltx4 FloorSIMD( const fltx4 &a )
+{
+ fltx4 retVal;
+ SubFloat( retVal, 0 ) = floor( SubFloat( a, 0 ) );
+ SubFloat( retVal, 1 ) = floor( SubFloat( a, 1 ) );
+ SubFloat( retVal, 2 ) = floor( SubFloat( a, 2 ) );
+ SubFloat( retVal, 3 ) = floor( SubFloat( a, 3 ) );
+ return retVal;
+
+}
+
+FORCEINLINE fltx4 SqrtEstSIMD( const fltx4 & a ) // sqrt(a), more or less
+{
+ fltx4 retVal;
+ SubFloat( retVal, 0 ) = sqrt( SubFloat( a, 0 ) );
+ SubFloat( retVal, 1 ) = sqrt( SubFloat( a, 1 ) );
+ SubFloat( retVal, 2 ) = sqrt( SubFloat( a, 2 ) );
+ SubFloat( retVal, 3 ) = sqrt( SubFloat( a, 3 ) );
+ return retVal;
+}
+
+FORCEINLINE fltx4 SqrtSIMD( const fltx4 & a ) // sqrt(a)
+{
+ fltx4 retVal;
+ SubFloat( retVal, 0 ) = sqrt( SubFloat( a, 0 ) );
+ SubFloat( retVal, 1 ) = sqrt( SubFloat( a, 1 ) );
+ SubFloat( retVal, 2 ) = sqrt( SubFloat( a, 2 ) );
+ SubFloat( retVal, 3 ) = sqrt( SubFloat( a, 3 ) );
+ return retVal;
+}
+
+FORCEINLINE fltx4 ReciprocalSqrtEstSIMD( const fltx4 & a ) // 1/sqrt(a), more or less
+{
+ fltx4 retVal;
+ SubFloat( retVal, 0 ) = 1.0 / sqrt( SubFloat( a, 0 ) );
+ SubFloat( retVal, 1 ) = 1.0 / sqrt( SubFloat( a, 1 ) );
+ SubFloat( retVal, 2 ) = 1.0 / sqrt( SubFloat( a, 2 ) );
+ SubFloat( retVal, 3 ) = 1.0 / sqrt( SubFloat( a, 3 ) );
+ return retVal;
+}
+
+FORCEINLINE fltx4 ReciprocalSqrtEstSaturateSIMD( const fltx4 & a )
+{
+ fltx4 retVal;
+ SubFloat( retVal, 0 ) = 1.0 / sqrt( SubFloat( a, 0 ) != 0.0f ? SubFloat( a, 0 ) : FLT_EPSILON );
+ SubFloat( retVal, 1 ) = 1.0 / sqrt( SubFloat( a, 1 ) != 0.0f ? SubFloat( a, 1 ) : FLT_EPSILON );
+ SubFloat( retVal, 2 ) = 1.0 / sqrt( SubFloat( a, 2 ) != 0.0f ? SubFloat( a, 2 ) : FLT_EPSILON );
+ SubFloat( retVal, 3 ) = 1.0 / sqrt( SubFloat( a, 3 ) != 0.0f ? SubFloat( a, 3 ) : FLT_EPSILON );
+ return retVal;
+}
+
+FORCEINLINE fltx4 ReciprocalSqrtSIMD( const fltx4 & a ) // 1/sqrt(a)
+{
+ fltx4 retVal;
+ SubFloat( retVal, 0 ) = 1.0 / sqrt( SubFloat( a, 0 ) );
+ SubFloat( retVal, 1 ) = 1.0 / sqrt( SubFloat( a, 1 ) );
+ SubFloat( retVal, 2 ) = 1.0 / sqrt( SubFloat( a, 2 ) );
+ SubFloat( retVal, 3 ) = 1.0 / sqrt( SubFloat( a, 3 ) );
+ return retVal;
+}
+
+FORCEINLINE fltx4 ReciprocalEstSIMD( const fltx4 & a ) // 1/a, more or less
+{
+ fltx4 retVal;
+ SubFloat( retVal, 0 ) = 1.0 / SubFloat( a, 0 );
+ SubFloat( retVal, 1 ) = 1.0 / SubFloat( a, 1 );
+ SubFloat( retVal, 2 ) = 1.0 / SubFloat( a, 2 );
+ SubFloat( retVal, 3 ) = 1.0 / SubFloat( a, 3 );
+ return retVal;
+}
+
+FORCEINLINE fltx4 ReciprocalSIMD( const fltx4 & a ) // 1/a
+{
+ fltx4 retVal;
+ SubFloat( retVal, 0 ) = 1.0 / SubFloat( a, 0 );
+ SubFloat( retVal, 1 ) = 1.0 / SubFloat( a, 1 );
+ SubFloat( retVal, 2 ) = 1.0 / SubFloat( a, 2 );
+ SubFloat( retVal, 3 ) = 1.0 / SubFloat( a, 3 );
+ return retVal;
+}
+
+/// 1/x for all 4 values.
+/// 1/0 will result in a big but NOT infinite result
+FORCEINLINE fltx4 ReciprocalEstSaturateSIMD( const fltx4 & a )
+{
+ fltx4 retVal;
+ SubFloat( retVal, 0 ) = 1.0 / (SubFloat( a, 0 ) == 0.0f ? FLT_EPSILON : SubFloat( a, 0 ));
+ SubFloat( retVal, 1 ) = 1.0 / (SubFloat( a, 1 ) == 0.0f ? FLT_EPSILON : SubFloat( a, 1 ));
+ SubFloat( retVal, 2 ) = 1.0 / (SubFloat( a, 2 ) == 0.0f ? FLT_EPSILON : SubFloat( a, 2 ));
+ SubFloat( retVal, 3 ) = 1.0 / (SubFloat( a, 3 ) == 0.0f ? FLT_EPSILON : SubFloat( a, 3 ));
+ return retVal;
+}
+
+FORCEINLINE fltx4 ReciprocalSaturateSIMD( const fltx4 & a )
+{
+ fltx4 retVal;
+ SubFloat( retVal, 0 ) = 1.0 / (SubFloat( a, 0 ) == 0.0f ? FLT_EPSILON : SubFloat( a, 0 ));
+ SubFloat( retVal, 1 ) = 1.0 / (SubFloat( a, 1 ) == 0.0f ? FLT_EPSILON : SubFloat( a, 1 ));
+ SubFloat( retVal, 2 ) = 1.0 / (SubFloat( a, 2 ) == 0.0f ? FLT_EPSILON : SubFloat( a, 2 ));
+ SubFloat( retVal, 3 ) = 1.0 / (SubFloat( a, 3 ) == 0.0f ? FLT_EPSILON : SubFloat( a, 3 ));
+ return retVal;
+}
+
+// 2^x for all values (the antilog)
+FORCEINLINE fltx4 ExpSIMD( const fltx4 &toPower )
+{
+ fltx4 retVal;
+ SubFloat( retVal, 0 ) = powf( 2, SubFloat(toPower, 0) );
+ SubFloat( retVal, 1 ) = powf( 2, SubFloat(toPower, 1) );
+ SubFloat( retVal, 2 ) = powf( 2, SubFloat(toPower, 2) );
+ SubFloat( retVal, 3 ) = powf( 2, SubFloat(toPower, 3) );
+
+ return retVal;
+}
+
+FORCEINLINE fltx4 Dot3SIMD( const fltx4 &a, const fltx4 &b )
+{
+ float flDot = SubFloat( a, 0 ) * SubFloat( b, 0 ) +
+ SubFloat( a, 1 ) * SubFloat( b, 1 ) +
+ SubFloat( a, 2 ) * SubFloat( b, 2 );
+ return ReplicateX4( flDot );
+}
+
+FORCEINLINE fltx4 Dot4SIMD( const fltx4 &a, const fltx4 &b )
+{
+ float flDot = SubFloat( a, 0 ) * SubFloat( b, 0 ) +
+ SubFloat( a, 1 ) * SubFloat( b, 1 ) +
+ SubFloat( a, 2 ) * SubFloat( b, 2 ) +
+ SubFloat( a, 3 ) * SubFloat( b, 3 );
+ return ReplicateX4( flDot );
+}
+
+// Clamps the components of a vector to a specified minimum and maximum range.
+FORCEINLINE fltx4 ClampVectorSIMD( FLTX4 in, FLTX4 min, FLTX4 max)
+{
+ return MaxSIMD( min, MinSIMD( max, in ) );
+}
+
+// Squelch the w component of a vector to +0.0.
+// Most efficient when you say a = SetWToZeroSIMD(a) (avoids a copy)
+FORCEINLINE fltx4 SetWToZeroSIMD( const fltx4 & a )
+{
+ fltx4 retval;
+ retval = a;
+ SubFloat( retval, 0 ) = 0;
+ return retval;
+}
+
+FORCEINLINE fltx4 LoadUnalignedSIMD( const void *pSIMD )
+{
+ return *( reinterpret_cast< const fltx4 *> ( pSIMD ) );
+}
+
+FORCEINLINE fltx4 LoadUnaligned3SIMD( const void *pSIMD )
+{
+ return *( reinterpret_cast< const fltx4 *> ( pSIMD ) );
+}
+
+FORCEINLINE fltx4 LoadAlignedSIMD( const void *pSIMD )
+{
+ return *( reinterpret_cast< const fltx4 *> ( pSIMD ) );
+}
+
+// for the transitional class -- load a 3-by VectorAligned and squash its w component
+FORCEINLINE fltx4 LoadAlignedSIMD( const VectorAligned & pSIMD )
+{
+ fltx4 retval = LoadAlignedSIMD(pSIMD.Base());
+ // squelch w
+ SubInt( retval, 3 ) = 0;
+ return retval;
+}
+
+FORCEINLINE void StoreAlignedSIMD( float *pSIMD, const fltx4 & a )
+{
+ *( reinterpret_cast< fltx4 *> ( pSIMD ) ) = a;
+}
+
+FORCEINLINE void StoreUnalignedSIMD( float *pSIMD, const fltx4 & a )
+{
+ *( reinterpret_cast< fltx4 *> ( pSIMD ) ) = a;
+}
+
+FORCEINLINE void StoreUnaligned3SIMD( float *pSIMD, const fltx4 & a )
+{
+ *pSIMD = SubFloat(a, 0);
+ *(pSIMD+1) = SubFloat(a, 1);
+ *(pSIMD+2) = SubFloat(a, 2);
+}
+
+// strongly typed -- syntactic castor oil used for typechecking as we transition to SIMD
+FORCEINLINE void StoreAligned3SIMD( VectorAligned * RESTRICT pSIMD, const fltx4 & a )
+{
+ StoreAlignedSIMD(pSIMD->Base(),a);
+}
+
+FORCEINLINE void TransposeSIMD( fltx4 & x, fltx4 & y, fltx4 & z, fltx4 & w )
+{
+#define SWAP_FLOATS( _a_, _ia_, _b_, _ib_ ) { float tmp = SubFloat( _a_, _ia_ ); SubFloat( _a_, _ia_ ) = SubFloat( _b_, _ib_ ); SubFloat( _b_, _ib_ ) = tmp; }
+ SWAP_FLOATS( x, 1, y, 0 );
+ SWAP_FLOATS( x, 2, z, 0 );
+ SWAP_FLOATS( x, 3, w, 0 );
+ SWAP_FLOATS( y, 2, z, 1 );
+ SWAP_FLOATS( y, 3, w, 1 );
+ SWAP_FLOATS( z, 3, w, 2 );
+}
+
+// find the lowest component of a.x, a.y, a.z,
+// and replicate it to the whole return value.
+FORCEINLINE fltx4 FindLowestSIMD3( const fltx4 & a )
+{
+ float lowest = min( min( SubFloat(a, 0), SubFloat(a, 1) ), SubFloat(a, 2));
+ return ReplicateX4(lowest);
+}
+
+// find the highest component of a.x, a.y, a.z,
+// and replicate it to the whole return value.
+FORCEINLINE fltx4 FindHighestSIMD3( const fltx4 & a )
+{
+ float highest = max( max( SubFloat(a, 0), SubFloat(a, 1) ), SubFloat(a, 2));
+ return ReplicateX4(highest);
+}
+
+// Fixed-point conversion and save as SIGNED INTS.
+// pDest->x = Int (vSrc.x)
+// note: some architectures have means of doing
+// fixed point conversion when the fix depth is
+// specified as an immediate.. but there is no way
+// to guarantee an immediate as a parameter to function
+// like this.
+FORCEINLINE void ConvertStoreAsIntsSIMD(intx4 * RESTRICT pDest, const fltx4 &vSrc)
+{
+ (*pDest)[0] = SubFloat(vSrc, 0);
+ (*pDest)[1] = SubFloat(vSrc, 1);
+ (*pDest)[2] = SubFloat(vSrc, 2);
+ (*pDest)[3] = SubFloat(vSrc, 3);
+}
+
+// ------------------------------------
+// INTEGER SIMD OPERATIONS.
+// ------------------------------------
+// splat all components of a vector to a signed immediate int number.
+FORCEINLINE fltx4 IntSetImmediateSIMD( int nValue )
+{
+ fltx4 retval;
+ SubInt( retval, 0 ) = SubInt( retval, 1 ) = SubInt( retval, 2 ) = SubInt( retval, 3) = nValue;
+ return retval;
+}
+
+// Load 4 aligned words into a SIMD register
+FORCEINLINE i32x4 LoadAlignedIntSIMD(const void * RESTRICT pSIMD)
+{
+ return *( reinterpret_cast< const i32x4 *> ( pSIMD ) );
+}
+
+// Load 4 unaligned words into a SIMD register
+FORCEINLINE i32x4 LoadUnalignedIntSIMD( const void * RESTRICT pSIMD)
+{
+ return *( reinterpret_cast< const i32x4 *> ( pSIMD ) );
+}
+
+// save into four words, 16-byte aligned
+FORCEINLINE void StoreAlignedIntSIMD( int32 *pSIMD, const fltx4 & a )
+{
+ *( reinterpret_cast< i32x4 *> ( pSIMD ) ) = a;
+}
+
+FORCEINLINE void StoreAlignedIntSIMD( intx4 &pSIMD, const fltx4 & a )
+{
+ *( reinterpret_cast< i32x4 *> ( pSIMD.Base() ) ) = a;
+}
+
+FORCEINLINE void StoreUnalignedIntSIMD( int32 *pSIMD, const fltx4 & a )
+{
+ *( reinterpret_cast< i32x4 *> ( pSIMD ) ) = a;
+}
+
+// Take a fltx4 containing fixed-point uints and
+// return them as single precision floats. No
+// fixed point conversion is done.
+FORCEINLINE fltx4 UnsignedIntConvertToFltSIMD( const u32x4 &vSrcA )
+{
+ Assert(0); /* pc has no such operation */
+ fltx4 retval;
+ SubFloat( retval, 0 ) = ( (float) SubInt( retval, 0 ) );
+ SubFloat( retval, 1 ) = ( (float) SubInt( retval, 1 ) );
+ SubFloat( retval, 2 ) = ( (float) SubInt( retval, 2 ) );
+ SubFloat( retval, 3 ) = ( (float) SubInt( retval, 3 ) );
+ return retval;
+}
+
+
+#if 0 /* pc has no such op */
+// Take a fltx4 containing fixed-point sints and
+// return them as single precision floats. No
+// fixed point conversion is done.
+FORCEINLINE fltx4 SignedIntConvertToFltSIMD( const i32x4 &vSrcA )
+{
+ fltx4 retval;
+ SubFloat( retval, 0 ) = ( (float) (reinterpret_cast<int32 *>(&vSrcA.m128_s32[0])) );
+ SubFloat( retval, 1 ) = ( (float) (reinterpret_cast<int32 *>(&vSrcA.m128_s32[1])) );
+ SubFloat( retval, 2 ) = ( (float) (reinterpret_cast<int32 *>(&vSrcA.m128_s32[2])) );
+ SubFloat( retval, 3 ) = ( (float) (reinterpret_cast<int32 *>(&vSrcA.m128_s32[3])) );
+ return retval;
+}
+
+
+/*
+ works on fltx4's as if they are four uints.
+ the first parameter contains the words to be shifted,
+ the second contains the amount to shift by AS INTS
+
+ for i = 0 to 3
+ shift = vSrcB_i*32:(i*32)+4
+ vReturned_i*32:(i*32)+31 = vSrcA_i*32:(i*32)+31 << shift
+*/
+FORCEINLINE i32x4 IntShiftLeftWordSIMD(const i32x4 &vSrcA, const i32x4 &vSrcB)
+{
+ i32x4 retval;
+ SubInt(retval, 0) = SubInt(vSrcA, 0) << SubInt(vSrcB, 0);
+ SubInt(retval, 1) = SubInt(vSrcA, 1) << SubInt(vSrcB, 1);
+ SubInt(retval, 2) = SubInt(vSrcA, 2) << SubInt(vSrcB, 2);
+ SubInt(retval, 3) = SubInt(vSrcA, 3) << SubInt(vSrcB, 3);
+
+
+ return retval;
+}
+#endif
+
+#elif ( defined( _X360 ) )
+
+//---------------------------------------------------------------------
+// X360 implementation
+//---------------------------------------------------------------------
+
+FORCEINLINE float & FloatSIMD( fltx4 & a, int idx )
+{
+ fltx4_union & a_union = (fltx4_union &)a;
+ return a_union.m128_f32[idx];
+}
+
+FORCEINLINE unsigned int & UIntSIMD( fltx4 & a, int idx )
+{
+ fltx4_union & a_union = (fltx4_union &)a;
+ return a_union.m128_u32[idx];
+}
+
+FORCEINLINE fltx4 AddSIMD( const fltx4 & a, const fltx4 & b )
+{
+ return __vaddfp( a, b );
+}
+
+FORCEINLINE fltx4 SubSIMD( const fltx4 & a, const fltx4 & b ) // a-b
+{
+ return __vsubfp( a, b );
+}
+
+FORCEINLINE fltx4 MulSIMD( const fltx4 & a, const fltx4 & b ) // a*b
+{
+ return __vmulfp( a, b );
+}
+
+FORCEINLINE fltx4 MaddSIMD( const fltx4 & a, const fltx4 & b, const fltx4 & c ) // a*b + c
+{
+ return __vmaddfp( a, b, c );
+}
+
+FORCEINLINE fltx4 MsubSIMD( const fltx4 & a, const fltx4 & b, const fltx4 & c ) // c - a*b
+{
+ return __vnmsubfp( a, b, c );
+};
+
+FORCEINLINE fltx4 Dot3SIMD( const fltx4 &a, const fltx4 &b )
+{
+ return __vmsum3fp( a, b );
+}
+
+FORCEINLINE fltx4 Dot4SIMD( const fltx4 &a, const fltx4 &b )
+{
+ return __vmsum4fp( a, b );
+}
+
+FORCEINLINE fltx4 SinSIMD( const fltx4 &radians )
+{
+ return XMVectorSin( radians );
+}
+
+FORCEINLINE void SinCos3SIMD( fltx4 &sine, fltx4 &cosine, const fltx4 &radians )
+{
+ XMVectorSinCos( &sine, &cosine, radians );
+}
+
+FORCEINLINE void SinCosSIMD( fltx4 &sine, fltx4 &cosine, const fltx4 &radians )
+{
+ XMVectorSinCos( &sine, &cosine, radians );
+}
+
+FORCEINLINE void CosSIMD( fltx4 &cosine, const fltx4 &radians )
+{
+ cosine = XMVectorCos( radians );
+}
+
+FORCEINLINE fltx4 ArcSinSIMD( const fltx4 &sine )
+{
+ return XMVectorASin( sine );
+}
+
+FORCEINLINE fltx4 ArcCosSIMD( const fltx4 &cs )
+{
+ return XMVectorACos( cs );
+}
+
+// tan^1(a/b) .. ie, pass sin in as a and cos in as b
+FORCEINLINE fltx4 ArcTan2SIMD( const fltx4 &a, const fltx4 &b )
+{
+ return XMVectorATan2( a, b );
+}
+
+// DivSIMD defined further down, since it uses ReciprocalSIMD
+
+FORCEINLINE fltx4 MaxSIMD( const fltx4 & a, const fltx4 & b ) // max(a,b)
+{
+ return __vmaxfp( a, b );
+}
+
+FORCEINLINE fltx4 MinSIMD( const fltx4 & a, const fltx4 & b ) // min(a,b)
+{
+ return __vminfp( a, b );
+}
+
+FORCEINLINE fltx4 AndSIMD( const fltx4 & a, const fltx4 & b ) // a & b
+{
+ return __vand( a, b );
+}
+
+FORCEINLINE fltx4 AndNotSIMD( const fltx4 & a, const fltx4 & b ) // ~a & b
+{
+ // NOTE: a and b are swapped in the call: SSE complements the first argument, VMX the second
+ return __vandc( b, a );
+}
+
+FORCEINLINE fltx4 XorSIMD( const fltx4 & a, const fltx4 & b ) // a ^ b
+{
+ return __vxor( a, b );
+}
+
+FORCEINLINE fltx4 OrSIMD( const fltx4 & a, const fltx4 & b ) // a | b
+{
+ return __vor( a, b );
+}
+
+FORCEINLINE fltx4 NegSIMD(const fltx4 &a) // negate: -a
+{
+ return XMVectorNegate(a);
+}
+
+FORCEINLINE bool IsAllZeros( const fltx4 & a ) // all floats of a zero?
+{
+ unsigned int equalFlags = 0;
+ __vcmpeqfpR( a, Four_Zeros, &equalFlags );
+ return XMComparisonAllTrue( equalFlags );
+}
+
+FORCEINLINE bool IsAnyZeros( const fltx4 & a ) // any floats are zero?
+{
+ unsigned int conditionregister;
+ XMVectorEqualR(&conditionregister, a, XMVectorZero());
+ return XMComparisonAnyTrue(conditionregister);
+}
+
+FORCEINLINE bool IsAnyXYZZero( const fltx4 &a ) // are any of x,y,z zero?
+{
+ // copy a's x component into w, in case w was zero.
+ fltx4 temp = __vrlimi(a, a, 1, 1);
+ unsigned int conditionregister;
+ XMVectorEqualR(&conditionregister, temp, XMVectorZero());
+ return XMComparisonAnyTrue(conditionregister);
+}
+
+// for branching when a.xyzw > b.xyzw
+FORCEINLINE bool IsAllGreaterThan( const fltx4 &a, const fltx4 &b )
+{
+ unsigned int cr;
+ XMVectorGreaterR(&cr,a,b);
+ return XMComparisonAllTrue(cr);
+}
+
+// for branching when a.xyzw >= b.xyzw
+FORCEINLINE bool IsAllGreaterThanOrEq( const fltx4 &a, const fltx4 &b )
+{
+ unsigned int cr;
+ XMVectorGreaterOrEqualR(&cr,a,b);
+ return XMComparisonAllTrue(cr);
+}
+
+// For branching if all a.xyzw == b.xyzw
+FORCEINLINE bool IsAllEqual( const fltx4 & a, const fltx4 & b )
+{
+ unsigned int cr;
+ XMVectorEqualR(&cr,a,b);
+ return XMComparisonAllTrue(cr);
+}
+
+
+FORCEINLINE int TestSignSIMD( const fltx4 & a ) // mask of which floats have the high bit set
+{
+ // NOTE: this maps to SSE way better than it does to VMX (most code uses IsAnyNegative(), though)
+ int nRet = 0;
+
+ const fltx4_union & a_union = (const fltx4_union &)a;
+ nRet |= ( a_union.m128_u32[0] & 0x80000000 ) >> 31; // sign(x) -> bit 0
+ nRet |= ( a_union.m128_u32[1] & 0x80000000 ) >> 30; // sign(y) -> bit 1
+ nRet |= ( a_union.m128_u32[2] & 0x80000000 ) >> 29; // sign(z) -> bit 2
+ nRet |= ( a_union.m128_u32[3] & 0x80000000 ) >> 28; // sign(w) -> bit 3
+
+ return nRet;
+}
+
+// Squelch the w component of a vector to +0.0.
+// Most efficient when you say a = SetWToZeroSIMD(a) (avoids a copy)
+FORCEINLINE fltx4 SetWToZeroSIMD( const fltx4 & a )
+{
+ return __vrlimi( a, __vzero(), 1, 0 );
+}
+
+FORCEINLINE bool IsAnyNegative( const fltx4 & a ) // (a.x < 0) || (a.y < 0) || (a.z < 0) || (a.w < 0)
+{
+ // NOTE: this tests the top bits of each vector element using integer math
+ // (so it ignores NaNs - it will return true for "-NaN")
+ unsigned int equalFlags = 0;
+ fltx4 signMask = __vspltisw( -1 ); // 0xFFFFFFFF 0xFFFFFFFF 0xFFFFFFFF 0xFFFFFFFF (low order 5 bits of each element = 31)
+ signMask = __vslw( signMask, signMask ); // 0x80000000 0x80000000 0x80000000 0x80000000
+ __vcmpequwR( Four_Zeros, __vand( signMask, a ), &equalFlags );
+ return !XMComparisonAllTrue( equalFlags );
+}
+
+FORCEINLINE fltx4 CmpEqSIMD( const fltx4 & a, const fltx4 & b ) // (a==b) ? ~0:0
+{
+ return __vcmpeqfp( a, b );
+}
+
+
+FORCEINLINE fltx4 CmpGtSIMD( const fltx4 & a, const fltx4 & b ) // (a>b) ? ~0:0
+{
+ return __vcmpgtfp( a, b );
+}
+
+FORCEINLINE fltx4 CmpGeSIMD( const fltx4 & a, const fltx4 & b ) // (a>=b) ? ~0:0
+{
+ return __vcmpgefp( a, b );
+}
+
+FORCEINLINE fltx4 CmpLtSIMD( const fltx4 & a, const fltx4 & b ) // (a<b) ? ~0:0
+{
+ return __vcmpgtfp( b, a );
+}
+
+FORCEINLINE fltx4 CmpLeSIMD( const fltx4 & a, const fltx4 & b ) // (a<=b) ? ~0:0
+{
+ return __vcmpgefp( b, a );
+}
+
+FORCEINLINE fltx4 CmpInBoundsSIMD( const fltx4 & a, const fltx4 & b ) // (a <= b && a >= -b) ? ~0 : 0
+{
+ return XMVectorInBounds( a, b );
+}
+
+// returned[i] = ReplacementMask[i] == 0 ? OldValue : NewValue
+FORCEINLINE fltx4 MaskedAssign( const fltx4 & ReplacementMask, const fltx4 & NewValue, const fltx4 & OldValue )
+{
+ return __vsel( OldValue, NewValue, ReplacementMask );
+}
+
+// AKA "Broadcast", "Splat"
+FORCEINLINE fltx4 ReplicateX4( float flValue ) // a,a,a,a
+{
+ // NOTE: if flValue comes from a register, this causes a Load-Hit-Store stall (don't mix fpu/vpu math!)
+ float * pValue = &flValue;
+ Assert( pValue );
+ Assert( ((unsigned int)pValue & 3) == 0);
+ return __vspltw( __lvlx( pValue, 0 ), 0 );
+}
+
+FORCEINLINE fltx4 ReplicateX4( const float *pValue ) // a,a,a,a
+{
+ Assert( pValue );
+ return __vspltw( __lvlx( pValue, 0 ), 0 );
+}
+
+/// replicate a single 32 bit integer value to all 4 components of an m128
+FORCEINLINE fltx4 ReplicateIX4( int nValue )
+{
+ // NOTE: if nValue comes from a register, this causes a Load-Hit-Store stall (should not mix ints with fltx4s!)
+ int * pValue = &nValue;
+ Assert( pValue );
+ Assert( ((unsigned int)pValue & 3) == 0);
+ return __vspltw( __lvlx( pValue, 0 ), 0 );
+}
+
+// Round towards positive infinity
+FORCEINLINE fltx4 CeilSIMD( const fltx4 &a )
+{
+ return __vrfip(a);
+}
+
+// Round towards nearest integer
+FORCEINLINE fltx4 RoundSIMD( const fltx4 &a )
+{
+ return __vrfin(a);
+}
+
+// Round towards negative infinity
+FORCEINLINE fltx4 FloorSIMD( const fltx4 &a )
+{
+ return __vrfim(a);
+}
+
+FORCEINLINE fltx4 SqrtEstSIMD( const fltx4 & a ) // sqrt(a), more or less
+{
+ // This is emulated from rsqrt
+ return XMVectorSqrtEst( a );
+}
+
+FORCEINLINE fltx4 SqrtSIMD( const fltx4 & a ) // sqrt(a)
+{
+ // This is emulated from rsqrt
+ return XMVectorSqrt( a );
+}
+
+FORCEINLINE fltx4 ReciprocalSqrtEstSIMD( const fltx4 & a ) // 1/sqrt(a), more or less
+{
+ return __vrsqrtefp( a );
+}
+
+FORCEINLINE fltx4 ReciprocalSqrtEstSaturateSIMD( const fltx4 & a )
+{
+ // Convert zeros to epsilons
+ fltx4 zero_mask = CmpEqSIMD( a, Four_Zeros );
+ fltx4 a_safe = OrSIMD( a, AndSIMD( Four_Epsilons, zero_mask ) );
+ return ReciprocalSqrtEstSIMD( a_safe );
+}
+
+FORCEINLINE fltx4 ReciprocalSqrtSIMD( const fltx4 & a ) // 1/sqrt(a)
+{
+ // This uses Newton-Raphson to improve the HW result
+ return XMVectorReciprocalSqrt( a );
+}
+
+FORCEINLINE fltx4 ReciprocalEstSIMD( const fltx4 & a ) // 1/a, more or less
+{
+ return __vrefp( a );
+}
+
+/// 1/x for all 4 values. uses reciprocal approximation instruction plus newton iteration.
+/// No error checking!
+FORCEINLINE fltx4 ReciprocalSIMD( const fltx4 & a ) // 1/a
+{
+ // This uses Newton-Raphson to improve the HW result
+ return XMVectorReciprocal( a );
+}
+
+// FIXME: on 360, this is very slow, since it uses ReciprocalSIMD (do we need DivEstSIMD?)
+FORCEINLINE fltx4 DivSIMD( const fltx4 & a, const fltx4 & b ) // a/b
+{
+ return MulSIMD( ReciprocalSIMD( b ), a );
+}
+
+/// 1/x for all 4 values.
+/// 1/0 will result in a big but NOT infinite result
+FORCEINLINE fltx4 ReciprocalEstSaturateSIMD( const fltx4 & a )
+{
+ // Convert zeros to epsilons
+ fltx4 zero_mask = CmpEqSIMD( a, Four_Zeros );
+ fltx4 a_safe = OrSIMD( a, AndSIMD( Four_Epsilons, zero_mask ) );
+ return ReciprocalEstSIMD( a_safe );
+}
+
+FORCEINLINE fltx4 ReciprocalSaturateSIMD( const fltx4 & a )
+{
+ // Convert zeros to epsilons
+ fltx4 zero_mask = CmpEqSIMD( a, Four_Zeros );
+ fltx4 a_safe = OrSIMD( a, AndSIMD( Four_Epsilons, zero_mask ) );
+ return ReciprocalSIMD( a_safe );
+
+ // FIXME: This could be faster (BUT: it doesn't preserve the sign of -0.0, whereas the above does)
+ // fltx4 zeroMask = CmpEqSIMD( Four_Zeros, a );
+ // fltx4 a_safe = XMVectorSelect( a, Four_Epsilons, zeroMask );
+ // return ReciprocalSIMD( a_safe );
+}
+
+// CHRISG: is it worth doing integer bitfiddling for this?
+// 2^x for all values (the antilog)
+FORCEINLINE fltx4 ExpSIMD( const fltx4 &toPower )
+{
+ return XMVectorExp(toPower);
+}
+
+// Clamps the components of a vector to a specified minimum and maximum range.
+FORCEINLINE fltx4 ClampVectorSIMD( FLTX4 in, FLTX4 min, FLTX4 max)
+{
+ return XMVectorClamp(in, min, max);
+}
+
+FORCEINLINE fltx4 LoadUnalignedSIMD( const void *pSIMD )
+{
+ return XMLoadVector4( pSIMD );
+}
+
+// load a 3-vector (as opposed to LoadUnalignedSIMD, which loads a 4-vec).
+FORCEINLINE fltx4 LoadUnaligned3SIMD( const void *pSIMD )
+{
+ return XMLoadVector3( pSIMD );
+}
+
+FORCEINLINE fltx4 LoadAlignedSIMD( const void *pSIMD )
+{
+ return *( reinterpret_cast< const fltx4 *> ( pSIMD ) );
+}
+
+// for the transitional class -- load a 3-by VectorAligned and squash its w component
+FORCEINLINE fltx4 LoadAlignedSIMD( const VectorAligned & pSIMD )
+{
+ fltx4 out = XMLoadVector3A(pSIMD.Base());
+ // squelch w
+ return __vrlimi( out, __vzero(), 1, 0 );
+}
+
+// for the transitional class -- load a 3-by VectorAligned and squash its w component
+FORCEINLINE fltx4 LoadAlignedSIMD( const VectorAligned * RESTRICT pSIMD )
+{
+ fltx4 out = XMLoadVector3A(pSIMD);
+ // squelch w
+ return __vrlimi( out, __vzero(), 1, 0 );
+}
+
+FORCEINLINE void StoreAlignedSIMD( float *pSIMD, const fltx4 & a )
+{
+ *( reinterpret_cast< fltx4 *> ( pSIMD ) ) = a;
+}
+
+FORCEINLINE void StoreUnalignedSIMD( float *pSIMD, const fltx4 & a )
+{
+ XMStoreVector4( pSIMD, a );
+}
+
+FORCEINLINE void StoreUnaligned3SIMD( float *pSIMD, const fltx4 & a )
+{
+ XMStoreVector3( pSIMD, a );
+}
+
+
+// strongly typed -- for typechecking as we transition to SIMD
+FORCEINLINE void StoreAligned3SIMD( VectorAligned * RESTRICT pSIMD, const fltx4 & a )
+{
+ XMStoreVector3A(pSIMD->Base(),a);
+}
+
+
+// Fixed-point conversion and save as SIGNED INTS.
+// pDest->x = Int (vSrc.x)
+// note: some architectures have means of doing
+// fixed point conversion when the fix depth is
+// specified as an immediate.. but there is no way
+// to guarantee an immediate as a parameter to function
+// like this.
+FORCEINLINE void ConvertStoreAsIntsSIMD(intx4 * RESTRICT pDest, const fltx4 &vSrc)
+{
+ fltx4 asInt = __vctsxs( vSrc, 0 );
+ XMStoreVector4A(pDest->Base(), asInt);
+}
+
+FORCEINLINE void TransposeSIMD( fltx4 & x, fltx4 & y, fltx4 & z, fltx4 & w )
+{
+ XMMATRIX xyzwMatrix = _XMMATRIX( x, y, z, w );
+ xyzwMatrix = XMMatrixTranspose( xyzwMatrix );
+ x = xyzwMatrix.r[0];
+ y = xyzwMatrix.r[1];
+ z = xyzwMatrix.r[2];
+ w = xyzwMatrix.r[3];
+}
+
+// Return one in the fastest way -- faster even than loading.
+FORCEINLINE fltx4 LoadZeroSIMD( void )
+{
+ return XMVectorZero();
+}
+
+// Return one in the fastest way -- faster even than loading.
+FORCEINLINE fltx4 LoadOneSIMD( void )
+{
+ return XMVectorSplatOne();
+}
+
+FORCEINLINE fltx4 SplatXSIMD( fltx4 a )
+{
+ return XMVectorSplatX( a );
+}
+
+FORCEINLINE fltx4 SplatYSIMD( fltx4 a )
+{
+ return XMVectorSplatY( a );
+}
+
+FORCEINLINE fltx4 SplatZSIMD( fltx4 a )
+{
+ return XMVectorSplatZ( a );
+}
+
+FORCEINLINE fltx4 SplatWSIMD( fltx4 a )
+{
+ return XMVectorSplatW( a );
+}
+
+FORCEINLINE fltx4 SetXSIMD( const fltx4& a, const fltx4& x )
+{
+ fltx4 result = __vrlimi(a, x, 8, 0);
+ return result;
+}
+
+FORCEINLINE fltx4 SetYSIMD( const fltx4& a, const fltx4& y )
+{
+ fltx4 result = __vrlimi(a, y, 4, 0);
+ return result;
+}
+
+FORCEINLINE fltx4 SetZSIMD( const fltx4& a, const fltx4& z )
+{
+ fltx4 result = __vrlimi(a, z, 2, 0);
+ return result;
+}
+
+FORCEINLINE fltx4 SetWSIMD( const fltx4& a, const fltx4& w )
+{
+ fltx4 result = __vrlimi(a, w, 1, 0);
+ return result;
+}
+
+FORCEINLINE fltx4 SetComponentSIMD( const fltx4& a, int nComponent, float flValue )
+{
+ static int s_nVrlimiMask[4] = { 8, 4, 2, 1 };
+ fltx4 val = ReplicateX4( flValue );
+ fltx4 result = __vrlimi(a, val, s_nVrlimiMask[nComponent], 0);
+ return result;
+}
+
+FORCEINLINE fltx4 RotateLeft( const fltx4 & a )
+{
+ fltx4 compareOne = a;
+ return __vrlimi( compareOne, a, 8 | 4 | 2 | 1, 1 );
+}
+
+FORCEINLINE fltx4 RotateLeft2( const fltx4 & a )
+{
+ fltx4 compareOne = a;
+ return __vrlimi( compareOne, a, 8 | 4 | 2 | 1, 2 );
+}
+
+
+
+// find the lowest component of a.x, a.y, a.z,
+// and replicate it to the whole return value.
+// ignores a.w.
+// Though this is only five instructions long,
+// they are all dependent, making this stall city.
+// Forcing this inline should hopefully help with scheduling.
+FORCEINLINE fltx4 FindLowestSIMD3( const fltx4 & a )
+{
+ // a is [x,y,z,G] (where G is garbage)
+ // rotate left by one
+ fltx4 compareOne = a ;
+ compareOne = __vrlimi( compareOne, a, 8 | 4 , 1 );
+ // compareOne is [y,z,G,G]
+ fltx4 retval = MinSIMD( a, compareOne );
+ // retVal is [min(x,y), min(y,z), G, G]
+ compareOne = __vrlimi( compareOne, a, 8 , 2);
+ // compareOne is [z, G, G, G]
+ retval = MinSIMD( retval, compareOne );
+ // retVal = [ min(min(x,y),z), G, G, G ]
+
+ // splat the x component out to the whole vector and return
+ return SplatXSIMD( retval );
+}
+
+// find the highest component of a.x, a.y, a.z,
+// and replicate it to the whole return value.
+// ignores a.w.
+// Though this is only five instructions long,
+// they are all dependent, making this stall city.
+// Forcing this inline should hopefully help with scheduling.
+FORCEINLINE fltx4 FindHighestSIMD3( const fltx4 & a )
+{
+ // a is [x,y,z,G] (where G is garbage)
+ // rotate left by one
+ fltx4 compareOne = a ;
+ compareOne = __vrlimi( compareOne, a, 8 | 4 , 1 );
+ // compareOne is [y,z,G,G]
+ fltx4 retval = MaxSIMD( a, compareOne );
+ // retVal is [max(x,y), max(y,z), G, G]
+ compareOne = __vrlimi( compareOne, a, 8 , 2);
+ // compareOne is [z, G, G, G]
+ retval = MaxSIMD( retval, compareOne );
+ // retVal = [ max(max(x,y),z), G, G, G ]
+
+ // splat the x component out to the whole vector and return
+ return SplatXSIMD( retval );
+}
+
+
+// Transform many (horizontal) points in-place by a 3x4 matrix,
+// here already loaded onto three fltx4 registers.
+// The points must be stored as 16-byte aligned. They are points
+// and not vectors because we assume the w-component to be 1.
+// To spare yourself the annoyance of loading the matrix yourself,
+// use one of the overloads below.
+void TransformManyPointsBy(VectorAligned * RESTRICT pVectors, unsigned int numVectors, FLTX4 mRow1, FLTX4 mRow2, FLTX4 mRow3);
+
+// Transform many (horizontal) points in-place by a 3x4 matrix.
+// The points must be stored as 16-byte aligned. They are points
+// and not vectors because we assume the w-component to be 1.
+// In this function, the matrix need not be aligned.
+FORCEINLINE void TransformManyPointsBy(VectorAligned * RESTRICT pVectors, unsigned int numVectors, const matrix3x4_t &pMatrix)
+{
+ return TransformManyPointsBy(pVectors, numVectors,
+ LoadUnalignedSIMD( pMatrix[0] ), LoadUnalignedSIMD( pMatrix[1] ), LoadUnalignedSIMD( pMatrix[2] ) );
+}
+
+// Transform many (horizontal) points in-place by a 3x4 matrix.
+// The points must be stored as 16-byte aligned. They are points
+// and not vectors because we assume the w-component to be 1.
+// In this function, the matrix must itself be aligned on a 16-byte
+// boundary.
+FORCEINLINE void TransformManyPointsByA(VectorAligned * RESTRICT pVectors, unsigned int numVectors, const matrix3x4_t &pMatrix)
+{
+ return TransformManyPointsBy(pVectors, numVectors,
+ LoadAlignedSIMD( pMatrix[0] ), LoadAlignedSIMD( pMatrix[1] ), LoadAlignedSIMD( pMatrix[2] ) );
+}
+
+// ------------------------------------
+// INTEGER SIMD OPERATIONS.
+// ------------------------------------
+
+// Load 4 aligned words into a SIMD register
+FORCEINLINE i32x4 LoadAlignedIntSIMD( const void * RESTRICT pSIMD)
+{
+ return XMLoadVector4A(pSIMD);
+}
+
+// Load 4 unaligned words into a SIMD register
+FORCEINLINE i32x4 LoadUnalignedIntSIMD(const void * RESTRICT pSIMD)
+{
+ return XMLoadVector4( pSIMD );
+}
+
+// save into four words, 16-byte aligned
+FORCEINLINE void StoreAlignedIntSIMD( int32 *pSIMD, const fltx4 & a )
+{
+ *( reinterpret_cast< i32x4 *> ( pSIMD ) ) = a;
+}
+
+FORCEINLINE void StoreAlignedIntSIMD( intx4 &pSIMD, const fltx4 & a )
+{
+ *( reinterpret_cast< i32x4 *> ( pSIMD.Base() ) ) = a;
+}
+
+FORCEINLINE void StoreUnalignedIntSIMD( int32 *pSIMD, const fltx4 & a )
+{
+ XMStoreVector4(pSIMD, a);
+}
+
+
+// Take a fltx4 containing fixed-point uints and
+// return them as single precision floats. No
+// fixed point conversion is done.
+FORCEINLINE fltx4 UnsignedIntConvertToFltSIMD( const i32x4 &vSrcA )
+{
+ return __vcfux( vSrcA, 0 );
+}
+
+
+// Take a fltx4 containing fixed-point sints and
+// return them as single precision floats. No
+// fixed point conversion is done.
+FORCEINLINE fltx4 SignedIntConvertToFltSIMD( const i32x4 &vSrcA )
+{
+ return __vcfsx( vSrcA, 0 );
+}
+
+// Take a fltx4 containing fixed-point uints and
+// return them as single precision floats. Each uint
+// will be divided by 2^immed after conversion
+// (eg, this is fixed point math).
+/* as if:
+ FORCEINLINE fltx4 UnsignedIntConvertToFltSIMD( const i32x4 &vSrcA, unsigned int uImmed )
+ {
+ return __vcfux( vSrcA, uImmed );
+ }
+*/
+#define UnsignedFixedIntConvertToFltSIMD(vSrcA, uImmed) (__vcfux( (vSrcA), (uImmed) ))
+
+// Take a fltx4 containing fixed-point sints and
+// return them as single precision floats. Each int
+// will be divided by 2^immed (eg, this is fixed point
+// math).
+/* as if:
+ FORCEINLINE fltx4 SignedIntConvertToFltSIMD( const i32x4 &vSrcA, unsigned int uImmed )
+ {
+ return __vcfsx( vSrcA, uImmed );
+ }
+*/
+#define SignedFixedIntConvertToFltSIMD(vSrcA, uImmed) (__vcfsx( (vSrcA), (uImmed) ))
+
+// set all components of a vector to a signed immediate int number.
+/* as if:
+ FORCEINLINE fltx4 IntSetImmediateSIMD(int toImmediate)
+ {
+ return __vspltisw( toImmediate );
+ }
+*/
+#define IntSetImmediateSIMD(x) (__vspltisw(x))
+
+/*
+ works on fltx4's as if they are four uints.
+ the first parameter contains the words to be shifted,
+ the second contains the amount to shift by AS INTS
+
+ for i = 0 to 3
+ shift = vSrcB_i*32:(i*32)+4
+ vReturned_i*32:(i*32)+31 = vSrcA_i*32:(i*32)+31 << shift
+*/
+FORCEINLINE fltx4 IntShiftLeftWordSIMD(fltx4 vSrcA, fltx4 vSrcB)
+{
+ return __vslw(vSrcA, vSrcB);
+}
+
+FORCEINLINE float SubFloat( const fltx4 & a, int idx )
+{
+ // NOTE: if the output goes into a register, this causes a Load-Hit-Store stall (don't mix fpu/vpu math!)
+ const fltx4_union & a_union = (const fltx4_union &)a;
+ return a_union.m128_f32[ idx ];
+}
+
+FORCEINLINE float & SubFloat( fltx4 & a, int idx )
+{
+ fltx4_union & a_union = (fltx4_union &)a;
+ return a_union.m128_f32[idx];
+}
+
+FORCEINLINE uint32 SubFloatConvertToInt( const fltx4 & a, int idx )
+{
+ fltx4 t = __vctuxs( a, 0 );
+ const fltx4_union & a_union = (const fltx4_union &)t;
+ return a_union.m128_u32[idx];
+}
+
+
+FORCEINLINE uint32 SubInt( const fltx4 & a, int idx )
+{
+ const fltx4_union & a_union = (const fltx4_union &)a;
+ return a_union.m128_u32[idx];
+}
+
+FORCEINLINE uint32 & SubInt( fltx4 & a, int idx )
+{
+ fltx4_union & a_union = (fltx4_union &)a;
+ return a_union.m128_u32[idx];
+}
+
+#else
+
+//---------------------------------------------------------------------
+// Intel/SSE implementation
+//---------------------------------------------------------------------
+
+FORCEINLINE void StoreAlignedSIMD( float * RESTRICT pSIMD, const fltx4 & a )
+{
+ _mm_store_ps( pSIMD, a );
+}
+
+FORCEINLINE void StoreUnalignedSIMD( float * RESTRICT pSIMD, const fltx4 & a )
+{
+ _mm_storeu_ps( pSIMD, a );
+}
+
+
+FORCEINLINE fltx4 RotateLeft( const fltx4 & a );
+FORCEINLINE fltx4 RotateLeft2( const fltx4 & a );
+
+FORCEINLINE void StoreUnaligned3SIMD( float *pSIMD, const fltx4 & a )
+{
+ _mm_store_ss(pSIMD, a);
+ _mm_store_ss(pSIMD+1, RotateLeft(a));
+ _mm_store_ss(pSIMD+2, RotateLeft2(a));
+}
+
+// strongly typed -- syntactic castor oil used for typechecking as we transition to SIMD
+FORCEINLINE void StoreAligned3SIMD( VectorAligned * RESTRICT pSIMD, const fltx4 & a )
+{
+ StoreAlignedSIMD( pSIMD->Base(),a );
+}
+
+FORCEINLINE fltx4 LoadAlignedSIMD( const void *pSIMD )
+{
+ return _mm_load_ps( reinterpret_cast< const float *> ( pSIMD ) );
+}
+
+FORCEINLINE fltx4 AndSIMD( const fltx4 & a, const fltx4 & b ) // a & b
+{
+ return _mm_and_ps( a, b );
+}
+
+FORCEINLINE fltx4 AndNotSIMD( const fltx4 & a, const fltx4 & b ) // ~a & b
+{
+ return _mm_andnot_ps( a, b );
+}
+
+FORCEINLINE fltx4 XorSIMD( const fltx4 & a, const fltx4 & b ) // a ^ b
+{
+ return _mm_xor_ps( a, b );
+}
+
+FORCEINLINE fltx4 OrSIMD( const fltx4 & a, const fltx4 & b ) // a | b
+{
+ return _mm_or_ps( a, b );
+}
+
+// Squelch the w component of a vector to +0.0.
+// Most efficient when you say a = SetWToZeroSIMD(a) (avoids a copy)
+FORCEINLINE fltx4 SetWToZeroSIMD( const fltx4 & a )
+{
+ return AndSIMD( a, LoadAlignedSIMD( g_SIMD_clear_wmask ) );
+}
+
+// for the transitional class -- load a 3-by VectorAligned and squash its w component
+FORCEINLINE fltx4 LoadAlignedSIMD( const VectorAligned & pSIMD )
+{
+ return SetWToZeroSIMD( LoadAlignedSIMD(pSIMD.Base()) );
+}
+
+FORCEINLINE fltx4 LoadUnalignedSIMD( const void *pSIMD )
+{
+ return _mm_loadu_ps( reinterpret_cast<const float *>( pSIMD ) );
+}
+
+FORCEINLINE fltx4 LoadUnaligned3SIMD( const void *pSIMD )
+{
+ return _mm_loadu_ps( reinterpret_cast<const float *>( pSIMD ) );
+}
+
+/// replicate a single 32 bit integer value to all 4 components of an m128
+FORCEINLINE fltx4 ReplicateIX4( int i )
+{
+ fltx4 value = _mm_set_ss( * ( ( float *) &i ) );;
+ return _mm_shuffle_ps( value, value, 0);
+}
+
+
+FORCEINLINE fltx4 ReplicateX4( float flValue )
+{
+ __m128 value = _mm_set_ss( flValue );
+ return _mm_shuffle_ps( value, value, 0 );
+}
+
+
+FORCEINLINE float SubFloat( const fltx4 & a, int idx )
+{
+ // NOTE: if the output goes into a register, this causes a Load-Hit-Store stall (don't mix fpu/vpu math!)
+#ifndef POSIX
+ return a.m128_f32[ idx ];
+#else
+ return (reinterpret_cast<float const *>(&a))[idx];
+#endif
+}
+
+FORCEINLINE float & SubFloat( fltx4 & a, int idx )
+{
+#ifndef POSIX
+ return a.m128_f32[ idx ];
+#else
+ return (reinterpret_cast<float *>(&a))[idx];
+#endif
+}
+
+FORCEINLINE uint32 SubFloatConvertToInt( const fltx4 & a, int idx )
+{
+ return (uint32)SubFloat(a,idx);
+}
+
+FORCEINLINE uint32 SubInt( const fltx4 & a, int idx )
+{
+#ifndef POSIX
+ return a.m128_u32[idx];
+#else
+ return (reinterpret_cast<uint32 const *>(&a))[idx];
+#endif
+}
+
+FORCEINLINE uint32 & SubInt( fltx4 & a, int idx )
+{
+#ifndef POSIX
+ return a.m128_u32[idx];
+#else
+ return (reinterpret_cast<uint32 *>(&a))[idx];
+#endif
+}
+
+// Return one in the fastest way -- on the x360, faster even than loading.
+FORCEINLINE fltx4 LoadZeroSIMD( void )
+{
+ return Four_Zeros;
+}
+
+// Return one in the fastest way -- on the x360, faster even than loading.
+FORCEINLINE fltx4 LoadOneSIMD( void )
+{
+ return Four_Ones;
+}
+
+FORCEINLINE fltx4 MaskedAssign( const fltx4 & ReplacementMask, const fltx4 & NewValue, const fltx4 & OldValue )
+{
+ return OrSIMD(
+ AndSIMD( ReplacementMask, NewValue ),
+ AndNotSIMD( ReplacementMask, OldValue ) );
+}
+
+// remember, the SSE numbers its words 3 2 1 0
+// The way we want to specify shuffles is backwards from the default
+// MM_SHUFFLE_REV is in array index order (default is reversed)
+#define MM_SHUFFLE_REV(a,b,c,d) _MM_SHUFFLE(d,c,b,a)
+
+FORCEINLINE fltx4 SplatXSIMD( fltx4 const & a )
+{
+ return _mm_shuffle_ps( a, a, MM_SHUFFLE_REV( 0, 0, 0, 0 ) );
+}
+
+FORCEINLINE fltx4 SplatYSIMD( fltx4 const &a )
+{
+ return _mm_shuffle_ps( a, a, MM_SHUFFLE_REV( 1, 1, 1, 1 ) );
+}
+
+FORCEINLINE fltx4 SplatZSIMD( fltx4 const &a )
+{
+ return _mm_shuffle_ps( a, a, MM_SHUFFLE_REV( 2, 2, 2, 2 ) );
+}
+
+FORCEINLINE fltx4 SplatWSIMD( fltx4 const &a )
+{
+ return _mm_shuffle_ps( a, a, _MM_SHUFFLE( 3, 3, 3, 3 ) );
+}
+
+FORCEINLINE fltx4 SetXSIMD( const fltx4& a, const fltx4& x )
+{
+ fltx4 result = MaskedAssign( LoadAlignedSIMD( g_SIMD_ComponentMask[0] ), x, a );
+ return result;
+}
+
+FORCEINLINE fltx4 SetYSIMD( const fltx4& a, const fltx4& y )
+{
+ fltx4 result = MaskedAssign( LoadAlignedSIMD( g_SIMD_ComponentMask[1] ), y, a );
+ return result;
+}
+
+FORCEINLINE fltx4 SetZSIMD( const fltx4& a, const fltx4& z )
+{
+ fltx4 result = MaskedAssign( LoadAlignedSIMD( g_SIMD_ComponentMask[2] ), z, a );
+ return result;
+}
+
+FORCEINLINE fltx4 SetWSIMD( const fltx4& a, const fltx4& w )
+{
+ fltx4 result = MaskedAssign( LoadAlignedSIMD( g_SIMD_ComponentMask[3] ), w, a );
+ return result;
+}
+
+FORCEINLINE fltx4 SetComponentSIMD( const fltx4& a, int nComponent, float flValue )
+{
+ fltx4 val = ReplicateX4( flValue );
+ fltx4 result = MaskedAssign( LoadAlignedSIMD( g_SIMD_ComponentMask[nComponent] ), val, a );
+ return result;
+}
+
+// a b c d -> b c d a
+FORCEINLINE fltx4 RotateLeft( const fltx4 & a )
+{
+ return _mm_shuffle_ps( a, a, MM_SHUFFLE_REV( 1, 2, 3, 0 ) );
+}
+
+// a b c d -> c d a b
+FORCEINLINE fltx4 RotateLeft2( const fltx4 & a )
+{
+ return _mm_shuffle_ps( a, a, MM_SHUFFLE_REV( 2, 3, 0, 1 ) );
+}
+
+// a b c d -> d a b c
+FORCEINLINE fltx4 RotateRight( const fltx4 & a )
+{
+ return _mm_shuffle_ps( a, a, _MM_SHUFFLE( 0, 3, 2, 1) );
+}
+
+// a b c d -> c d a b
+FORCEINLINE fltx4 RotateRight2( const fltx4 & a )
+{
+ return _mm_shuffle_ps( a, a, _MM_SHUFFLE( 1, 0, 3, 2 ) );
+}
+
+
+FORCEINLINE fltx4 AddSIMD( const fltx4 & a, const fltx4 & b ) // a+b
+{
+ return _mm_add_ps( a, b );
+};
+
+FORCEINLINE fltx4 SubSIMD( const fltx4 & a, const fltx4 & b ) // a-b
+{
+ return _mm_sub_ps( a, b );
+};
+
+FORCEINLINE fltx4 MulSIMD( const fltx4 & a, const fltx4 & b ) // a*b
+{
+ return _mm_mul_ps( a, b );
+};
+
+FORCEINLINE fltx4 DivSIMD( const fltx4 & a, const fltx4 & b ) // a/b
+{
+ return _mm_div_ps( a, b );
+};
+
+FORCEINLINE fltx4 MaddSIMD( const fltx4 & a, const fltx4 & b, const fltx4 & c ) // a*b + c
+{
+ return AddSIMD( MulSIMD(a,b), c );
+}
+
+FORCEINLINE fltx4 MsubSIMD( const fltx4 & a, const fltx4 & b, const fltx4 & c ) // c - a*b
+{
+ return SubSIMD( c, MulSIMD(a,b) );
+};
+
+FORCEINLINE fltx4 Dot3SIMD( const fltx4 &a, const fltx4 &b )
+{
+ fltx4 m = MulSIMD( a, b );
+ float flDot = SubFloat( m, 0 ) + SubFloat( m, 1 ) + SubFloat( m, 2 );
+ return ReplicateX4( flDot );
+}
+
+FORCEINLINE fltx4 Dot4SIMD( const fltx4 &a, const fltx4 &b )
+{
+ fltx4 m = MulSIMD( a, b );
+ float flDot = SubFloat( m, 0 ) + SubFloat( m, 1 ) + SubFloat( m, 2 ) + SubFloat( m, 3 );
+ return ReplicateX4( flDot );
+}
+
+//TODO: implement as four-way Taylor series (see xbox implementation)
+FORCEINLINE fltx4 SinSIMD( const fltx4 &radians )
+{
+ fltx4 result;
+ SubFloat( result, 0 ) = sin( SubFloat( radians, 0 ) );
+ SubFloat( result, 1 ) = sin( SubFloat( radians, 1 ) );
+ SubFloat( result, 2 ) = sin( SubFloat( radians, 2 ) );
+ SubFloat( result, 3 ) = sin( SubFloat( radians, 3 ) );
+ return result;
+}
+
+FORCEINLINE void SinCos3SIMD( fltx4 &sine, fltx4 &cosine, const fltx4 &radians )
+{
+ // FIXME: Make a fast SSE version
+ SinCos( SubFloat( radians, 0 ), &SubFloat( sine, 0 ), &SubFloat( cosine, 0 ) );
+ SinCos( SubFloat( radians, 1 ), &SubFloat( sine, 1 ), &SubFloat( cosine, 1 ) );
+ SinCos( SubFloat( radians, 2 ), &SubFloat( sine, 2 ), &SubFloat( cosine, 2 ) );
+}
+
+FORCEINLINE void SinCosSIMD( fltx4 &sine, fltx4 &cosine, const fltx4 &radians ) // a*b + c
+{
+ // FIXME: Make a fast SSE version
+ SinCos( SubFloat( radians, 0 ), &SubFloat( sine, 0 ), &SubFloat( cosine, 0 ) );
+ SinCos( SubFloat( radians, 1 ), &SubFloat( sine, 1 ), &SubFloat( cosine, 1 ) );
+ SinCos( SubFloat( radians, 2 ), &SubFloat( sine, 2 ), &SubFloat( cosine, 2 ) );
+ SinCos( SubFloat( radians, 3 ), &SubFloat( sine, 3 ), &SubFloat( cosine, 3 ) );
+}
+
+//TODO: implement as four-way Taylor series (see xbox implementation)
+FORCEINLINE fltx4 ArcSinSIMD( const fltx4 &sine )
+{
+ // FIXME: Make a fast SSE version
+ fltx4 result;
+ SubFloat( result, 0 ) = asin( SubFloat( sine, 0 ) );
+ SubFloat( result, 1 ) = asin( SubFloat( sine, 1 ) );
+ SubFloat( result, 2 ) = asin( SubFloat( sine, 2 ) );
+ SubFloat( result, 3 ) = asin( SubFloat( sine, 3 ) );
+ return result;
+}
+
+FORCEINLINE fltx4 ArcCosSIMD( const fltx4 &cs )
+{
+ fltx4 result;
+ SubFloat( result, 0 ) = acos( SubFloat( cs, 0 ) );
+ SubFloat( result, 1 ) = acos( SubFloat( cs, 1 ) );
+ SubFloat( result, 2 ) = acos( SubFloat( cs, 2 ) );
+ SubFloat( result, 3 ) = acos( SubFloat( cs, 3 ) );
+ return result;
+}
+
+// tan^1(a/b) .. ie, pass sin in as a and cos in as b
+FORCEINLINE fltx4 ArcTan2SIMD( const fltx4 &a, const fltx4 &b )
+{
+ fltx4 result;
+ SubFloat( result, 0 ) = atan2( SubFloat( a, 0 ), SubFloat( b, 0 ) );
+ SubFloat( result, 1 ) = atan2( SubFloat( a, 1 ), SubFloat( b, 1 ) );
+ SubFloat( result, 2 ) = atan2( SubFloat( a, 2 ), SubFloat( b, 2 ) );
+ SubFloat( result, 3 ) = atan2( SubFloat( a, 3 ), SubFloat( b, 3 ) );
+ return result;
+}
+
+FORCEINLINE fltx4 NegSIMD(const fltx4 &a) // negate: -a
+{
+ return SubSIMD(LoadZeroSIMD(),a);
+}
+
+FORCEINLINE int TestSignSIMD( const fltx4 & a ) // mask of which floats have the high bit set
+{
+ return _mm_movemask_ps( a );
+}
+
+FORCEINLINE bool IsAnyNegative( const fltx4 & a ) // (a.x < 0) || (a.y < 0) || (a.z < 0) || (a.w < 0)
+{
+ return (0 != TestSignSIMD( a ));
+}
+
+FORCEINLINE fltx4 CmpEqSIMD( const fltx4 & a, const fltx4 & b ) // (a==b) ? ~0:0
+{
+ return _mm_cmpeq_ps( a, b );
+}
+
+FORCEINLINE fltx4 CmpGtSIMD( const fltx4 & a, const fltx4 & b ) // (a>b) ? ~0:0
+{
+ return _mm_cmpgt_ps( a, b );
+}
+
+FORCEINLINE fltx4 CmpGeSIMD( const fltx4 & a, const fltx4 & b ) // (a>=b) ? ~0:0
+{
+ return _mm_cmpge_ps( a, b );
+}
+
+FORCEINLINE fltx4 CmpLtSIMD( const fltx4 & a, const fltx4 & b ) // (a<b) ? ~0:0
+{
+ return _mm_cmplt_ps( a, b );
+}
+
+FORCEINLINE fltx4 CmpLeSIMD( const fltx4 & a, const fltx4 & b ) // (a<=b) ? ~0:0
+{
+ return _mm_cmple_ps( a, b );
+}
+
+// for branching when a.xyzw > b.xyzw
+FORCEINLINE bool IsAllGreaterThan( const fltx4 &a, const fltx4 &b )
+{
+ return TestSignSIMD( CmpLeSIMD( a, b ) ) == 0;
+}
+
+// for branching when a.xyzw >= b.xyzw
+FORCEINLINE bool IsAllGreaterThanOrEq( const fltx4 &a, const fltx4 &b )
+{
+ return TestSignSIMD( CmpLtSIMD( a, b ) ) == 0;
+}
+
+// For branching if all a.xyzw == b.xyzw
+FORCEINLINE bool IsAllEqual( const fltx4 & a, const fltx4 & b )
+{
+ return TestSignSIMD( CmpEqSIMD( a, b ) ) == 0xf;
+}
+
+FORCEINLINE fltx4 CmpInBoundsSIMD( const fltx4 & a, const fltx4 & b ) // (a <= b && a >= -b) ? ~0 : 0
+{
+ return AndSIMD( CmpLeSIMD(a,b), CmpGeSIMD(a, NegSIMD(b)) );
+}
+
+FORCEINLINE fltx4 MinSIMD( const fltx4 & a, const fltx4 & b ) // min(a,b)
+{
+ return _mm_min_ps( a, b );
+}
+
+FORCEINLINE fltx4 MaxSIMD( const fltx4 & a, const fltx4 & b ) // max(a,b)
+{
+ return _mm_max_ps( a, b );
+}
+
+
+
+// SSE lacks rounding operations.
+// Really.
+// You can emulate them by setting the rounding mode for the
+// whole processor and then converting to int, and then back again.
+// But every time you set the rounding mode, you clear out the
+// entire pipeline. So, I can't do them per operation. You
+// have to do it once, before the loop that would call these.
+// Round towards positive infinity
+FORCEINLINE fltx4 CeilSIMD( const fltx4 &a )
+{
+ fltx4 retVal;
+ SubFloat( retVal, 0 ) = ceil( SubFloat( a, 0 ) );
+ SubFloat( retVal, 1 ) = ceil( SubFloat( a, 1 ) );
+ SubFloat( retVal, 2 ) = ceil( SubFloat( a, 2 ) );
+ SubFloat( retVal, 3 ) = ceil( SubFloat( a, 3 ) );
+ return retVal;
+
+}
+
+fltx4 fabs( const fltx4 & x );
+// Round towards negative infinity
+// This is the implementation that was here before; it assumes
+// you are in round-to-floor mode, which I guess is usually the
+// case for us vis-a-vis SSE. It's totally unnecessary on
+// VMX, which has a native floor op.
+FORCEINLINE fltx4 FloorSIMD( const fltx4 &val )
+{
+ fltx4 fl4Abs = fabs( val );
+ fltx4 ival = SubSIMD( AddSIMD( fl4Abs, Four_2ToThe23s ), Four_2ToThe23s );
+ ival = MaskedAssign( CmpGtSIMD( ival, fl4Abs ), SubSIMD( ival, Four_Ones ), ival );
+ return XorSIMD( ival, XorSIMD( val, fl4Abs ) ); // restore sign bits
+}
+
+
+
+inline bool IsAllZeros( const fltx4 & var )
+{
+ return TestSignSIMD( CmpEqSIMD( var, Four_Zeros ) ) == 0xF;
+}
+
+FORCEINLINE fltx4 SqrtEstSIMD( const fltx4 & a ) // sqrt(a), more or less
+{
+ return _mm_sqrt_ps( a );
+}
+
+FORCEINLINE fltx4 SqrtSIMD( const fltx4 & a ) // sqrt(a)
+{
+ return _mm_sqrt_ps( a );
+}
+
+FORCEINLINE fltx4 ReciprocalSqrtEstSIMD( const fltx4 & a ) // 1/sqrt(a), more or less
+{
+ return _mm_rsqrt_ps( a );
+}
+
+FORCEINLINE fltx4 ReciprocalSqrtEstSaturateSIMD( const fltx4 & a )
+{
+ fltx4 zero_mask = CmpEqSIMD( a, Four_Zeros );
+ fltx4 ret = OrSIMD( a, AndSIMD( Four_Epsilons, zero_mask ) );
+ ret = ReciprocalSqrtEstSIMD( ret );
+ return ret;
+}
+
+/// uses newton iteration for higher precision results than ReciprocalSqrtEstSIMD
+FORCEINLINE fltx4 ReciprocalSqrtSIMD( const fltx4 & a ) // 1/sqrt(a)
+{
+ fltx4 guess = ReciprocalSqrtEstSIMD( a );
+ // newton iteration for 1/sqrt(a) : y(n+1) = 1/2 (y(n)*(3-a*y(n)^2));
+ guess = MulSIMD( guess, SubSIMD( Four_Threes, MulSIMD( a, MulSIMD( guess, guess ))));
+ guess = MulSIMD( Four_PointFives, guess);
+ return guess;
+}
+
+FORCEINLINE fltx4 ReciprocalEstSIMD( const fltx4 & a ) // 1/a, more or less
+{
+ return _mm_rcp_ps( a );
+}
+
+/// 1/x for all 4 values, more or less
+/// 1/0 will result in a big but NOT infinite result
+FORCEINLINE fltx4 ReciprocalEstSaturateSIMD( const fltx4 & a )
+{
+ fltx4 zero_mask = CmpEqSIMD( a, Four_Zeros );
+ fltx4 ret = OrSIMD( a, AndSIMD( Four_Epsilons, zero_mask ) );
+ ret = ReciprocalEstSIMD( ret );
+ return ret;
+}
+
+/// 1/x for all 4 values. uses reciprocal approximation instruction plus newton iteration.
+/// No error checking!
+FORCEINLINE fltx4 ReciprocalSIMD( const fltx4 & a ) // 1/a
+{
+ fltx4 ret = ReciprocalEstSIMD( a );
+ // newton iteration is: Y(n+1) = 2*Y(n)-a*Y(n)^2
+ ret = SubSIMD( AddSIMD( ret, ret ), MulSIMD( a, MulSIMD( ret, ret ) ) );
+ return ret;
+}
+
+/// 1/x for all 4 values.
+/// 1/0 will result in a big but NOT infinite result
+FORCEINLINE fltx4 ReciprocalSaturateSIMD( const fltx4 & a )
+{
+ fltx4 zero_mask = CmpEqSIMD( a, Four_Zeros );
+ fltx4 ret = OrSIMD( a, AndSIMD( Four_Epsilons, zero_mask ) );
+ ret = ReciprocalSIMD( ret );
+ return ret;
+}
+
+// CHRISG: is it worth doing integer bitfiddling for this?
+// 2^x for all values (the antilog)
+FORCEINLINE fltx4 ExpSIMD( const fltx4 &toPower )
+{
+ fltx4 retval;
+ SubFloat( retval, 0 ) = powf( 2, SubFloat(toPower, 0) );
+ SubFloat( retval, 1 ) = powf( 2, SubFloat(toPower, 1) );
+ SubFloat( retval, 2 ) = powf( 2, SubFloat(toPower, 2) );
+ SubFloat( retval, 3 ) = powf( 2, SubFloat(toPower, 3) );
+
+ return retval;
+}
+
+// Clamps the components of a vector to a specified minimum and maximum range.
+FORCEINLINE fltx4 ClampVectorSIMD( FLTX4 in, FLTX4 min, FLTX4 max)
+{
+ return MaxSIMD( min, MinSIMD( max, in ) );
+}
+
+FORCEINLINE void TransposeSIMD( fltx4 & x, fltx4 & y, fltx4 & z, fltx4 & w)
+{
+ _MM_TRANSPOSE4_PS( x, y, z, w );
+}
+
+FORCEINLINE fltx4 FindLowestSIMD3( const fltx4 &a )
+{
+ // a is [x,y,z,G] (where G is garbage)
+ // rotate left by one
+ fltx4 compareOne = RotateLeft( a );
+ // compareOne is [y,z,G,x]
+ fltx4 retval = MinSIMD( a, compareOne );
+ // retVal is [min(x,y), ... ]
+ compareOne = RotateLeft2( a );
+ // compareOne is [z, G, x, y]
+ retval = MinSIMD( retval, compareOne );
+ // retVal = [ min(min(x,y),z)..]
+ // splat the x component out to the whole vector and return
+ return SplatXSIMD( retval );
+
+}
+
+FORCEINLINE fltx4 FindHighestSIMD3( const fltx4 &a )
+{
+ // a is [x,y,z,G] (where G is garbage)
+ // rotate left by one
+ fltx4 compareOne = RotateLeft( a );
+ // compareOne is [y,z,G,x]
+ fltx4 retval = MaxSIMD( a, compareOne );
+ // retVal is [max(x,y), ... ]
+ compareOne = RotateLeft2( a );
+ // compareOne is [z, G, x, y]
+ retval = MaxSIMD( retval, compareOne );
+ // retVal = [ max(max(x,y),z)..]
+ // splat the x component out to the whole vector and return
+ return SplatXSIMD( retval );
+
+}
+
+// ------------------------------------
+// INTEGER SIMD OPERATIONS.
+// ------------------------------------
+
+
+#if 0 /* pc does not have these ops */
+// splat all components of a vector to a signed immediate int number.
+FORCEINLINE fltx4 IntSetImmediateSIMD(int to)
+{
+ //CHRISG: SSE2 has this, but not SSE1. What to do?
+ fltx4 retval;
+ SubInt( retval, 0 ) = to;
+ SubInt( retval, 1 ) = to;
+ SubInt( retval, 2 ) = to;
+ SubInt( retval, 3 ) = to;
+ return retval;
+}
+#endif
+
+// Load 4 aligned words into a SIMD register
+FORCEINLINE i32x4 LoadAlignedIntSIMD( const void * RESTRICT pSIMD)
+{
+ return _mm_load_ps( reinterpret_cast<const float *>(pSIMD) );
+}
+
+// Load 4 unaligned words into a SIMD register
+FORCEINLINE i32x4 LoadUnalignedIntSIMD( const void * RESTRICT pSIMD)
+{
+ return _mm_loadu_ps( reinterpret_cast<const float *>(pSIMD) );
+}
+
+// save into four words, 16-byte aligned
+FORCEINLINE void StoreAlignedIntSIMD( int32 * RESTRICT pSIMD, const fltx4 & a )
+{
+ _mm_store_ps( reinterpret_cast<float *>(pSIMD), a );
+}
+
+FORCEINLINE void StoreAlignedIntSIMD( intx4 &pSIMD, const fltx4 & a )
+{
+ _mm_store_ps( reinterpret_cast<float *>(pSIMD.Base()), a );
+}
+
+FORCEINLINE void StoreUnalignedIntSIMD( int32 * RESTRICT pSIMD, const fltx4 & a )
+{
+ _mm_storeu_ps( reinterpret_cast<float *>(pSIMD), a );
+}
+
+
+// CHRISG: the conversion functions all seem to operate on m64's only...
+// how do we make them work here?
+
+// Take a fltx4 containing fixed-point uints and
+// return them as single precision floats. No
+// fixed point conversion is done.
+FORCEINLINE fltx4 UnsignedIntConvertToFltSIMD( const u32x4 &vSrcA )
+{
+ fltx4 retval;
+ SubFloat( retval, 0 ) = ( (float) SubInt( retval, 0 ) );
+ SubFloat( retval, 1 ) = ( (float) SubInt( retval, 1 ) );
+ SubFloat( retval, 2 ) = ( (float) SubInt( retval, 2 ) );
+ SubFloat( retval, 3 ) = ( (float) SubInt( retval, 3 ) );
+ return retval;
+}
+
+
+// Take a fltx4 containing fixed-point sints and
+// return them as single precision floats. No
+// fixed point conversion is done.
+FORCEINLINE fltx4 SignedIntConvertToFltSIMD( const i32x4 &vSrcA )
+{
+ fltx4 retval;
+ SubFloat( retval, 0 ) = ( (float) (reinterpret_cast<const int32 *>(&vSrcA)[0]));
+ SubFloat( retval, 1 ) = ( (float) (reinterpret_cast<const int32 *>(&vSrcA)[1]));
+ SubFloat( retval, 2 ) = ( (float) (reinterpret_cast<const int32 *>(&vSrcA)[2]));
+ SubFloat( retval, 3 ) = ( (float) (reinterpret_cast<const int32 *>(&vSrcA)[3]));
+ return retval;
+}
+
+/*
+ works on fltx4's as if they are four uints.
+ the first parameter contains the words to be shifted,
+ the second contains the amount to shift by AS INTS
+
+ for i = 0 to 3
+ shift = vSrcB_i*32:(i*32)+4
+ vReturned_i*32:(i*32)+31 = vSrcA_i*32:(i*32)+31 << shift
+*/
+FORCEINLINE i32x4 IntShiftLeftWordSIMD(const i32x4 &vSrcA, const i32x4 &vSrcB)
+{
+ i32x4 retval;
+ SubInt(retval, 0) = SubInt(vSrcA, 0) << SubInt(vSrcB, 0);
+ SubInt(retval, 1) = SubInt(vSrcA, 1) << SubInt(vSrcB, 1);
+ SubInt(retval, 2) = SubInt(vSrcA, 2) << SubInt(vSrcB, 2);
+ SubInt(retval, 3) = SubInt(vSrcA, 3) << SubInt(vSrcB, 3);
+
+
+ return retval;
+}
+
+
+// Fixed-point conversion and save as SIGNED INTS.
+// pDest->x = Int (vSrc.x)
+// note: some architectures have means of doing
+// fixed point conversion when the fix depth is
+// specified as an immediate.. but there is no way
+// to guarantee an immediate as a parameter to function
+// like this.
+FORCEINLINE void ConvertStoreAsIntsSIMD(intx4 * RESTRICT pDest, const fltx4 &vSrc)
+{
+ __m64 bottom = _mm_cvttps_pi32( vSrc );
+ __m64 top = _mm_cvttps_pi32( _mm_movehl_ps(vSrc,vSrc) );
+
+ *reinterpret_cast<__m64 *>(&(*pDest)[0]) = bottom;
+ *reinterpret_cast<__m64 *>(&(*pDest)[2]) = top;
+
+ _mm_empty();
+}
+
+
+
+#endif
+
+
+
+/// class FourVectors stores 4 independent vectors for use in SIMD processing. These vectors are
+/// stored in the format x x x x y y y y z z z z so that they can be efficiently SIMD-accelerated.
+class ALIGN16 FourVectors
+{
+public:
+ fltx4 x, y, z;
+
+ FORCEINLINE void DuplicateVector(Vector const &v) //< set all 4 vectors to the same vector value
+ {
+ x=ReplicateX4(v.x);
+ y=ReplicateX4(v.y);
+ z=ReplicateX4(v.z);
+ }
+
+ FORCEINLINE fltx4 const & operator[](int idx) const
+ {
+ return *((&x)+idx);
+ }
+
+ FORCEINLINE fltx4 & operator[](int idx)
+ {
+ return *((&x)+idx);
+ }
+
+ FORCEINLINE void operator+=(FourVectors const &b) //< add 4 vectors to another 4 vectors
+ {
+ x=AddSIMD(x,b.x);
+ y=AddSIMD(y,b.y);
+ z=AddSIMD(z,b.z);
+ }
+
+ FORCEINLINE void operator-=(FourVectors const &b) //< subtract 4 vectors from another 4
+ {
+ x=SubSIMD(x,b.x);
+ y=SubSIMD(y,b.y);
+ z=SubSIMD(z,b.z);
+ }
+
+ FORCEINLINE void operator*=(FourVectors const &b) //< scale all four vectors per component scale
+ {
+ x=MulSIMD(x,b.x);
+ y=MulSIMD(y,b.y);
+ z=MulSIMD(z,b.z);
+ }
+
+ FORCEINLINE void operator*=(const fltx4 & scale) //< scale
+ {
+ x=MulSIMD(x,scale);
+ y=MulSIMD(y,scale);
+ z=MulSIMD(z,scale);
+ }
+
+ FORCEINLINE void operator*=(float scale) //< uniformly scale all 4 vectors
+ {
+ fltx4 scalepacked = ReplicateX4(scale);
+ *this *= scalepacked;
+ }
+
+ FORCEINLINE fltx4 operator*(FourVectors const &b) const //< 4 dot products
+ {
+ fltx4 dot=MulSIMD(x,b.x);
+ dot=MaddSIMD(y,b.y,dot);
+ dot=MaddSIMD(z,b.z,dot);
+ return dot;
+ }
+
+ FORCEINLINE fltx4 operator*(Vector const &b) const //< dot product all 4 vectors with 1 vector
+ {
+ fltx4 dot=MulSIMD(x,ReplicateX4(b.x));
+ dot=MaddSIMD(y,ReplicateX4(b.y), dot);
+ dot=MaddSIMD(z,ReplicateX4(b.z), dot);
+ return dot;
+ }
+
+ FORCEINLINE void VProduct(FourVectors const &b) //< component by component mul
+ {
+ x=MulSIMD(x,b.x);
+ y=MulSIMD(y,b.y);
+ z=MulSIMD(z,b.z);
+ }
+ FORCEINLINE void MakeReciprocal(void) //< (x,y,z)=(1/x,1/y,1/z)
+ {
+ x=ReciprocalSIMD(x);
+ y=ReciprocalSIMD(y);
+ z=ReciprocalSIMD(z);
+ }
+
+ FORCEINLINE void MakeReciprocalSaturate(void) //< (x,y,z)=(1/x,1/y,1/z), 1/0=1.0e23
+ {
+ x=ReciprocalSaturateSIMD(x);
+ y=ReciprocalSaturateSIMD(y);
+ z=ReciprocalSaturateSIMD(z);
+ }
+
+ // Assume the given matrix is a rotation, and rotate these vectors by it.
+ // If you have a long list of FourVectors structures that you all want
+ // to rotate by the same matrix, use FourVectors::RotateManyBy() instead.
+ inline void RotateBy(const matrix3x4_t& matrix);
+
+ /// You can use this to rotate a long array of FourVectors all by the same
+ /// matrix. The first parameter is the head of the array. The second is the
+ /// number of vectors to rotate. The third is the matrix.
+ static void RotateManyBy(FourVectors * RESTRICT pVectors, unsigned int numVectors, const matrix3x4_t& rotationMatrix );
+
+ /// Assume the vectors are points, and transform them in place by the matrix.
+ inline void TransformBy(const matrix3x4_t& matrix);
+
+ /// You can use this to Transform a long array of FourVectors all by the same
+ /// matrix. The first parameter is the head of the array. The second is the
+ /// number of vectors to rotate. The third is the matrix. The fourth is the
+ /// output buffer, which must not overlap the pVectors buffer. This is not
+ /// an in-place transformation.
+ static void TransformManyBy(FourVectors * RESTRICT pVectors, unsigned int numVectors, const matrix3x4_t& rotationMatrix, FourVectors * RESTRICT pOut );
+
+ /// You can use this to Transform a long array of FourVectors all by the same
+ /// matrix. The first parameter is the head of the array. The second is the
+ /// number of vectors to rotate. The third is the matrix. The fourth is the
+ /// output buffer, which must not overlap the pVectors buffer.
+ /// This is an in-place transformation.
+ static void TransformManyBy(FourVectors * RESTRICT pVectors, unsigned int numVectors, const matrix3x4_t& rotationMatrix );
+
+ // X(),Y(),Z() - get at the desired component of the i'th (0..3) vector.
+ FORCEINLINE const float & X(int idx) const
+ {
+ // NOTE: if the output goes into a register, this causes a Load-Hit-Store stall (don't mix fpu/vpu math!)
+ return SubFloat( (fltx4 &)x, idx );
+ }
+
+ FORCEINLINE const float & Y(int idx) const
+ {
+ return SubFloat( (fltx4 &)y, idx );
+ }
+
+ FORCEINLINE const float & Z(int idx) const
+ {
+ return SubFloat( (fltx4 &)z, idx );
+ }
+
+ FORCEINLINE float & X(int idx)
+ {
+ return SubFloat( x, idx );
+ }
+
+ FORCEINLINE float & Y(int idx)
+ {
+ return SubFloat( y, idx );
+ }
+
+ FORCEINLINE float & Z(int idx)
+ {
+ return SubFloat( z, idx );
+ }
+
+ FORCEINLINE Vector Vec(int idx) const //< unpack one of the vectors
+ {
+ return Vector( X(idx), Y(idx), Z(idx) );
+ }
+
+ FourVectors(void)
+ {
+ }
+
+ FourVectors( FourVectors const &src )
+ {
+ x=src.x;
+ y=src.y;
+ z=src.z;
+ }
+
+ FORCEINLINE void operator=( FourVectors const &src )
+ {
+ x=src.x;
+ y=src.y;
+ z=src.z;
+ }
+
+ /// LoadAndSwizzle - load 4 Vectors into a FourVectors, performing transpose op
+ FORCEINLINE void LoadAndSwizzle(Vector const &a, Vector const &b, Vector const &c, Vector const &d)
+ {
+ // TransposeSIMD has large sub-expressions that the compiler can't eliminate on x360
+ // use an unfolded implementation here
+#if _X360
+ fltx4 tx = LoadUnalignedSIMD( &a.x );
+ fltx4 ty = LoadUnalignedSIMD( &b.x );
+ fltx4 tz = LoadUnalignedSIMD( &c.x );
+ fltx4 tw = LoadUnalignedSIMD( &d.x );
+ fltx4 r0 = __vmrghw(tx, tz);
+ fltx4 r1 = __vmrghw(ty, tw);
+ fltx4 r2 = __vmrglw(tx, tz);
+ fltx4 r3 = __vmrglw(ty, tw);
+
+ x = __vmrghw(r0, r1);
+ y = __vmrglw(r0, r1);
+ z = __vmrghw(r2, r3);
+#else
+ x = LoadUnalignedSIMD( &( a.x ));
+ y = LoadUnalignedSIMD( &( b.x ));
+ z = LoadUnalignedSIMD( &( c.x ));
+ fltx4 w = LoadUnalignedSIMD( &( d.x ));
+ // now, matrix is:
+ // x y z ?
+ // x y z ?
+ // x y z ?
+ // x y z ?
+ TransposeSIMD(x, y, z, w);
+#endif
+ }
+
+ /// LoadAndSwizzleAligned - load 4 Vectors into a FourVectors, performing transpose op.
+ /// all 4 vectors must be 128 bit boundary
+ FORCEINLINE void LoadAndSwizzleAligned(const float *RESTRICT a, const float *RESTRICT b, const float *RESTRICT c, const float *RESTRICT d)
+ {
+#if _X360
+ fltx4 tx = LoadAlignedSIMD(a);
+ fltx4 ty = LoadAlignedSIMD(b);
+ fltx4 tz = LoadAlignedSIMD(c);
+ fltx4 tw = LoadAlignedSIMD(d);
+ fltx4 r0 = __vmrghw(tx, tz);
+ fltx4 r1 = __vmrghw(ty, tw);
+ fltx4 r2 = __vmrglw(tx, tz);
+ fltx4 r3 = __vmrglw(ty, tw);
+
+ x = __vmrghw(r0, r1);
+ y = __vmrglw(r0, r1);
+ z = __vmrghw(r2, r3);
+#else
+ x = LoadAlignedSIMD( a );
+ y = LoadAlignedSIMD( b );
+ z = LoadAlignedSIMD( c );
+ fltx4 w = LoadAlignedSIMD( d );
+ // now, matrix is:
+ // x y z ?
+ // x y z ?
+ // x y z ?
+ // x y z ?
+ TransposeSIMD( x, y, z, w );
+#endif
+ }
+
+ FORCEINLINE void LoadAndSwizzleAligned(Vector const &a, Vector const &b, Vector const &c, Vector const &d)
+ {
+ LoadAndSwizzleAligned( &a.x, &b.x, &c.x, &d.x );
+ }
+
+ /// return the squared length of all 4 vectors
+ FORCEINLINE fltx4 length2(void) const
+ {
+ return (*this)*(*this);
+ }
+
+ /// return the approximate length of all 4 vectors. uses the sqrt approximation instruction
+ FORCEINLINE fltx4 length(void) const
+ {
+ return SqrtEstSIMD(length2());
+ }
+
+ /// normalize all 4 vectors in place. not mega-accurate (uses reciprocal approximation instruction)
+ FORCEINLINE void VectorNormalizeFast(void)
+ {
+ fltx4 mag_sq=(*this)*(*this); // length^2
+ (*this) *= ReciprocalSqrtEstSIMD(mag_sq); // *(1.0/sqrt(length^2))
+ }
+
+ /// normalize all 4 vectors in place.
+ FORCEINLINE void VectorNormalize(void)
+ {
+ fltx4 mag_sq=(*this)*(*this); // length^2
+ (*this) *= ReciprocalSqrtSIMD(mag_sq); // *(1.0/sqrt(length^2))
+ }
+
+ /// construct a FourVectors from 4 separate Vectors
+ FORCEINLINE FourVectors(Vector const &a, Vector const &b, Vector const &c, Vector const &d)
+ {
+ LoadAndSwizzle(a,b,c,d);
+ }
+
+ /// construct a FourVectors from 4 separate Vectors
+ FORCEINLINE FourVectors(VectorAligned const &a, VectorAligned const &b, VectorAligned const &c, VectorAligned const &d)
+ {
+ LoadAndSwizzleAligned(a,b,c,d);
+ }
+
+ FORCEINLINE fltx4 DistToSqr( FourVectors const &pnt )
+ {
+ fltx4 fl4dX = SubSIMD( pnt.x, x );
+ fltx4 fl4dY = SubSIMD( pnt.y, y );
+ fltx4 fl4dZ = SubSIMD( pnt.z, z );
+ return AddSIMD( MulSIMD( fl4dX, fl4dX), AddSIMD( MulSIMD( fl4dY, fl4dY ), MulSIMD( fl4dZ, fl4dZ ) ) );
+
+ }
+
+ FORCEINLINE fltx4 TValueOfClosestPointOnLine( FourVectors const &p0, FourVectors const &p1 ) const
+ {
+ FourVectors lineDelta = p1;
+ lineDelta -= p0;
+ fltx4 OOlineDirDotlineDir = ReciprocalSIMD( p1 * p1 );
+ FourVectors v4OurPnt = *this;
+ v4OurPnt -= p0;
+ return MulSIMD( OOlineDirDotlineDir, v4OurPnt * lineDelta );
+ }
+
+ FORCEINLINE fltx4 DistSqrToLineSegment( FourVectors const &p0, FourVectors const &p1 ) const
+ {
+ FourVectors lineDelta = p1;
+ FourVectors v4OurPnt = *this;
+ v4OurPnt -= p0;
+ lineDelta -= p0;
+
+ fltx4 OOlineDirDotlineDir = ReciprocalSIMD( lineDelta * lineDelta );
+
+ fltx4 fl4T = MulSIMD( OOlineDirDotlineDir, v4OurPnt * lineDelta );
+
+ fl4T = MinSIMD( fl4T, Four_Ones );
+ fl4T = MaxSIMD( fl4T, Four_Zeros );
+ lineDelta *= fl4T;
+ return v4OurPnt.DistToSqr( lineDelta );
+ }
+
+};
+
+/// form 4 cross products
+inline FourVectors operator ^(const FourVectors &a, const FourVectors &b)
+{
+ FourVectors ret;
+ ret.x=SubSIMD(MulSIMD(a.y,b.z),MulSIMD(a.z,b.y));
+ ret.y=SubSIMD(MulSIMD(a.z,b.x),MulSIMD(a.x,b.z));
+ ret.z=SubSIMD(MulSIMD(a.x,b.y),MulSIMD(a.y,b.x));
+ return ret;
+}
+
+/// component-by-componentwise MAX operator
+inline FourVectors maximum(const FourVectors &a, const FourVectors &b)
+{
+ FourVectors ret;
+ ret.x=MaxSIMD(a.x,b.x);
+ ret.y=MaxSIMD(a.y,b.y);
+ ret.z=MaxSIMD(a.z,b.z);
+ return ret;
+}
+
+/// component-by-componentwise MIN operator
+inline FourVectors minimum(const FourVectors &a, const FourVectors &b)
+{
+ FourVectors ret;
+ ret.x=MinSIMD(a.x,b.x);
+ ret.y=MinSIMD(a.y,b.y);
+ ret.z=MinSIMD(a.z,b.z);
+ return ret;
+}
+
+/// calculate reflection vector. incident and normal dir assumed normalized
+FORCEINLINE FourVectors VectorReflect( const FourVectors &incident, const FourVectors &normal )
+{
+ FourVectors ret = incident;
+ fltx4 iDotNx2 = incident * normal;
+ iDotNx2 = AddSIMD( iDotNx2, iDotNx2 );
+ FourVectors nPart = normal;
+ nPart *= iDotNx2;
+ ret -= nPart; // i-2(n*i)n
+ return ret;
+}
+
+/// calculate slide vector. removes all components of a vector which are perpendicular to a normal vector.
+FORCEINLINE FourVectors VectorSlide( const FourVectors &incident, const FourVectors &normal )
+{
+ FourVectors ret = incident;
+ fltx4 iDotN = incident * normal;
+ FourVectors nPart = normal;
+ nPart *= iDotN;
+ ret -= nPart; // i-(n*i)n
+ return ret;
+}
+
+
+// Assume the given matrix is a rotation, and rotate these vectors by it.
+// If you have a long list of FourVectors structures that you all want
+// to rotate by the same matrix, use FourVectors::RotateManyBy() instead.
+void FourVectors::RotateBy(const matrix3x4_t& matrix)
+{
+ // Splat out each of the entries in the matrix to a fltx4. Do this
+ // in the order that we will need them, to hide latency. I'm
+ // avoiding making an array of them, so that they'll remain in
+ // registers.
+ fltx4 matSplat00, matSplat01, matSplat02,
+ matSplat10, matSplat11, matSplat12,
+ matSplat20, matSplat21, matSplat22;
+
+ {
+ // Load the matrix into local vectors. Sadly, matrix3x4_ts are
+ // often unaligned. The w components will be the tranpose row of
+ // the matrix, but we don't really care about that.
+ fltx4 matCol0 = LoadUnalignedSIMD( matrix[0] );
+ fltx4 matCol1 = LoadUnalignedSIMD( matrix[1] );
+ fltx4 matCol2 = LoadUnalignedSIMD( matrix[2] );
+
+ matSplat00 = SplatXSIMD( matCol0 );
+ matSplat01 = SplatYSIMD( matCol0 );
+ matSplat02 = SplatZSIMD( matCol0 );
+
+ matSplat10 = SplatXSIMD( matCol1 );
+ matSplat11 = SplatYSIMD( matCol1 );
+ matSplat12 = SplatZSIMD( matCol1 );
+
+ matSplat20 = SplatXSIMD( matCol2 );
+ matSplat21 = SplatYSIMD( matCol2 );
+ matSplat22 = SplatZSIMD( matCol2 );
+ }
+
+ // Trust in the compiler to schedule these operations correctly:
+ fltx4 outX, outY, outZ;
+ outX = AddSIMD( AddSIMD( MulSIMD( x, matSplat00 ), MulSIMD( y, matSplat01 ) ), MulSIMD( z, matSplat02 ) );
+ outY = AddSIMD( AddSIMD( MulSIMD( x, matSplat10 ), MulSIMD( y, matSplat11 ) ), MulSIMD( z, matSplat12 ) );
+ outZ = AddSIMD( AddSIMD( MulSIMD( x, matSplat20 ), MulSIMD( y, matSplat21 ) ), MulSIMD( z, matSplat22 ) );
+
+ x = outX;
+ y = outY;
+ z = outZ;
+}
+
+// Assume the given matrix is a rotation, and rotate these vectors by it.
+// If you have a long list of FourVectors structures that you all want
+// to rotate by the same matrix, use FourVectors::RotateManyBy() instead.
+void FourVectors::TransformBy(const matrix3x4_t& matrix)
+{
+ // Splat out each of the entries in the matrix to a fltx4. Do this
+ // in the order that we will need them, to hide latency. I'm
+ // avoiding making an array of them, so that they'll remain in
+ // registers.
+ fltx4 matSplat00, matSplat01, matSplat02,
+ matSplat10, matSplat11, matSplat12,
+ matSplat20, matSplat21, matSplat22;
+
+ {
+ // Load the matrix into local vectors. Sadly, matrix3x4_ts are
+ // often unaligned. The w components will be the tranpose row of
+ // the matrix, but we don't really care about that.
+ fltx4 matCol0 = LoadUnalignedSIMD( matrix[0] );
+ fltx4 matCol1 = LoadUnalignedSIMD( matrix[1] );
+ fltx4 matCol2 = LoadUnalignedSIMD( matrix[2] );
+
+ matSplat00 = SplatXSIMD( matCol0 );
+ matSplat01 = SplatYSIMD( matCol0 );
+ matSplat02 = SplatZSIMD( matCol0 );
+
+ matSplat10 = SplatXSIMD( matCol1 );
+ matSplat11 = SplatYSIMD( matCol1 );
+ matSplat12 = SplatZSIMD( matCol1 );
+
+ matSplat20 = SplatXSIMD( matCol2 );
+ matSplat21 = SplatYSIMD( matCol2 );
+ matSplat22 = SplatZSIMD( matCol2 );
+ }
+
+ // Trust in the compiler to schedule these operations correctly:
+ fltx4 outX, outY, outZ;
+
+ outX = MaddSIMD( z, matSplat02, AddSIMD( MulSIMD( x, matSplat00 ), MulSIMD( y, matSplat01 ) ) );
+ outY = MaddSIMD( z, matSplat12, AddSIMD( MulSIMD( x, matSplat10 ), MulSIMD( y, matSplat11 ) ) );
+ outZ = MaddSIMD( z, matSplat22, AddSIMD( MulSIMD( x, matSplat20 ), MulSIMD( y, matSplat21 ) ) );
+
+ x = AddSIMD( outX, ReplicateX4( matrix[0][3] ));
+ y = AddSIMD( outY, ReplicateX4( matrix[1][3] ));
+ z = AddSIMD( outZ, ReplicateX4( matrix[2][3] ));
+}
+
+
+
+/// quick, low quality perlin-style noise() function suitable for real time use.
+/// return value is -1..1. Only reliable around +/- 1 million or so.
+fltx4 NoiseSIMD( const fltx4 & x, const fltx4 & y, const fltx4 & z );
+fltx4 NoiseSIMD( FourVectors const &v );
+
+// vector valued noise direction
+FourVectors DNoiseSIMD( FourVectors const &v );
+
+// vector value "curl" noise function. see http://hyperphysics.phy-astr.gsu.edu/hbase/curl.html
+FourVectors CurlNoiseSIMD( FourVectors const &v );
+
+
+/// calculate the absolute value of a packed single
+inline fltx4 fabs( const fltx4 & x )
+{
+ return AndSIMD( x, LoadAlignedSIMD( g_SIMD_clear_signmask ) );
+}
+
+/// negate all four components of a SIMD packed single
+inline fltx4 fnegate( const fltx4 & x )
+{
+ return XorSIMD( x, LoadAlignedSIMD( g_SIMD_signmask ) );
+}
+
+
+fltx4 Pow_FixedPoint_Exponent_SIMD( const fltx4 & x, int exponent);
+
+// PowSIMD - raise a SIMD register to a power. This is analogous to the C pow() function, with some
+// restictions: fractional exponents are only handled with 2 bits of precision. Basically,
+// fractions of 0,.25,.5, and .75 are handled. PowSIMD(x,.30) will be the same as PowSIMD(x,.25).
+// negative and fractional powers are handled by the SIMD reciprocal and square root approximation
+// instructions and so are not especially accurate ----Note that this routine does not raise
+// numeric exceptions because it uses SIMD--- This routine is O(log2(exponent)).
+inline fltx4 PowSIMD( const fltx4 & x, float exponent )
+{
+ return Pow_FixedPoint_Exponent_SIMD(x,(int) (4.0*exponent));
+}
+
+
+
+// random number generation - generate 4 random numbers quickly.
+
+void SeedRandSIMD(uint32 seed); // seed the random # generator
+fltx4 RandSIMD( int nContext = 0 ); // return 4 numbers in the 0..1 range
+
+// for multithreaded, you need to use these and use the argument form of RandSIMD:
+int GetSIMDRandContext( void );
+void ReleaseSIMDRandContext( int nContext );
+
+FORCEINLINE fltx4 RandSignedSIMD( void ) // -1..1
+{
+ return SubSIMD( MulSIMD( Four_Twos, RandSIMD() ), Four_Ones );
+}
+
+
+// SIMD versions of mathlib simplespline functions
+// hermite basis function for smooth interpolation
+// Similar to Gain() above, but very cheap to call
+// value should be between 0 & 1 inclusive
+inline fltx4 SimpleSpline( const fltx4 & value )
+{
+ // Arranged to avoid a data dependency between these two MULs:
+ fltx4 valueDoubled = MulSIMD( value, Four_Twos );
+ fltx4 valueSquared = MulSIMD( value, value );
+
+ // Nice little ease-in, ease-out spline-like curve
+ return SubSIMD(
+ MulSIMD( Four_Threes, valueSquared ),
+ MulSIMD( valueDoubled, valueSquared ) );
+}
+
+// remaps a value in [startInterval, startInterval+rangeInterval] from linear to
+// spline using SimpleSpline
+inline fltx4 SimpleSplineRemapValWithDeltas( const fltx4 & val,
+ const fltx4 & A, const fltx4 & BMinusA,
+ const fltx4 & OneOverBMinusA, const fltx4 & C,
+ const fltx4 & DMinusC )
+{
+// if ( A == B )
+// return val >= B ? D : C;
+ fltx4 cVal = MulSIMD( SubSIMD( val, A), OneOverBMinusA );
+ return AddSIMD( C, MulSIMD( DMinusC, SimpleSpline( cVal ) ) );
+}
+
+inline fltx4 SimpleSplineRemapValWithDeltasClamped( const fltx4 & val,
+ const fltx4 & A, const fltx4 & BMinusA,
+ const fltx4 & OneOverBMinusA, const fltx4 & C,
+ const fltx4 & DMinusC )
+{
+// if ( A == B )
+// return val >= B ? D : C;
+ fltx4 cVal = MulSIMD( SubSIMD( val, A), OneOverBMinusA );
+ cVal = MinSIMD( Four_Ones, MaxSIMD( Four_Zeros, cVal ) );
+ return AddSIMD( C, MulSIMD( DMinusC, SimpleSpline( cVal ) ) );
+}
+
+FORCEINLINE fltx4 FracSIMD( const fltx4 &val )
+{
+ fltx4 fl4Abs = fabs( val );
+ fltx4 ival = SubSIMD( AddSIMD( fl4Abs, Four_2ToThe23s ), Four_2ToThe23s );
+ ival = MaskedAssign( CmpGtSIMD( ival, fl4Abs ), SubSIMD( ival, Four_Ones ), ival );
+ return XorSIMD( SubSIMD( fl4Abs, ival ), XorSIMD( val, fl4Abs ) ); // restore sign bits
+}
+
+FORCEINLINE fltx4 Mod2SIMD( const fltx4 &val )
+{
+ fltx4 fl4Abs = fabs( val );
+ fltx4 ival = SubSIMD( AndSIMD( LoadAlignedSIMD( (float *) g_SIMD_lsbmask ), AddSIMD( fl4Abs, Four_2ToThe23s ) ), Four_2ToThe23s );
+ ival = MaskedAssign( CmpGtSIMD( ival, fl4Abs ), SubSIMD( ival, Four_Twos ), ival );
+ return XorSIMD( SubSIMD( fl4Abs, ival ), XorSIMD( val, fl4Abs ) ); // restore sign bits
+}
+
+FORCEINLINE fltx4 Mod2SIMDPositiveInput( const fltx4 &val )
+{
+ fltx4 ival = SubSIMD( AndSIMD( LoadAlignedSIMD( g_SIMD_lsbmask ), AddSIMD( val, Four_2ToThe23s ) ), Four_2ToThe23s );
+ ival = MaskedAssign( CmpGtSIMD( ival, val ), SubSIMD( ival, Four_Twos ), ival );
+ return SubSIMD( val, ival );
+}
+
+
+// approximate sin of an angle, with -1..1 representing the whole sin wave period instead of -pi..pi.
+// no range reduction is done - for values outside of 0..1 you won't like the results
+FORCEINLINE fltx4 _SinEst01SIMD( const fltx4 &val )
+{
+ // really rough approximation - x*(4-x*4) - a parabola. s(0) = 0, s(.5) = 1, s(1)=0, smooth in-between.
+ // sufficient for simple oscillation.
+ return MulSIMD( val, SubSIMD( Four_Fours, MulSIMD( val, Four_Fours ) ) );
+}
+
+FORCEINLINE fltx4 _Sin01SIMD( const fltx4 &val )
+{
+ // not a bad approximation : parabola always over-estimates. Squared parabola always
+ // underestimates. So lets blend between them: goodsin = badsin + .225*( badsin^2-badsin)
+ fltx4 fl4BadEst = MulSIMD( val, SubSIMD( Four_Fours, MulSIMD( val, Four_Fours ) ) );
+ return AddSIMD( MulSIMD( Four_Point225s, SubSIMD( MulSIMD( fl4BadEst, fl4BadEst ), fl4BadEst ) ), fl4BadEst );
+}
+
+// full range useable implementations
+FORCEINLINE fltx4 SinEst01SIMD( const fltx4 &val )
+{
+ fltx4 fl4Abs = fabs( val );
+ fltx4 fl4Reduced2 = Mod2SIMDPositiveInput( fl4Abs );
+ fltx4 fl4OddMask = CmpGeSIMD( fl4Reduced2, Four_Ones );
+ fltx4 fl4val = SubSIMD( fl4Reduced2, AndSIMD( Four_Ones, fl4OddMask ) );
+ fltx4 fl4Sin = _SinEst01SIMD( fl4val );
+ fl4Sin = XorSIMD( fl4Sin, AndSIMD( LoadAlignedSIMD( g_SIMD_signmask ), XorSIMD( val, fl4OddMask ) ) );
+ return fl4Sin;
+
+}
+
+FORCEINLINE fltx4 Sin01SIMD( const fltx4 &val )
+{
+ fltx4 fl4Abs = fabs( val );
+ fltx4 fl4Reduced2 = Mod2SIMDPositiveInput( fl4Abs );
+ fltx4 fl4OddMask = CmpGeSIMD( fl4Reduced2, Four_Ones );
+ fltx4 fl4val = SubSIMD( fl4Reduced2, AndSIMD( Four_Ones, fl4OddMask ) );
+ fltx4 fl4Sin = _Sin01SIMD( fl4val );
+ fl4Sin = XorSIMD( fl4Sin, AndSIMD( LoadAlignedSIMD( g_SIMD_signmask ), XorSIMD( val, fl4OddMask ) ) );
+ return fl4Sin;
+
+}
+
+// Schlick style Bias approximation see graphics gems 4 : bias(t,a)= t/( (1/a-2)*(1-t)+1)
+
+FORCEINLINE fltx4 PreCalcBiasParameter( const fltx4 &bias_parameter )
+{
+ // convert perlin-style-bias parameter to the value right for the approximation
+ return SubSIMD( ReciprocalSIMD( bias_parameter ), Four_Twos );
+}
+
+FORCEINLINE fltx4 BiasSIMD( const fltx4 &val, const fltx4 &precalc_param )
+{
+ // similar to bias function except pass precalced bias value from calling PreCalcBiasParameter.
+
+ //!!speed!! use reciprocal est?
+ //!!speed!! could save one op by precalcing _2_ values
+ return DivSIMD( val, AddSIMD( MulSIMD( precalc_param, SubSIMD( Four_Ones, val ) ), Four_Ones ) );
+}
+
+//-----------------------------------------------------------------------------
+// Box/plane test
+// NOTE: The w component of emins + emaxs must be 1 for this to work
+//-----------------------------------------------------------------------------
+FORCEINLINE int BoxOnPlaneSideSIMD( const fltx4& emins, const fltx4& emaxs, const cplane_t *p, float tolerance = 0.f )
+{
+ fltx4 corners[2];
+ fltx4 normal = LoadUnalignedSIMD( p->normal.Base() );
+ fltx4 dist = ReplicateX4( -p->dist );
+ normal = SetWSIMD( normal, dist );
+ fltx4 t4 = ReplicateX4( tolerance );
+ fltx4 negt4 = ReplicateX4( -tolerance );
+ fltx4 cmp = CmpGeSIMD( normal, Four_Zeros );
+ corners[0] = MaskedAssign( cmp, emaxs, emins );
+ corners[1] = MaskedAssign( cmp, emins, emaxs );
+ fltx4 dot1 = Dot4SIMD( normal, corners[0] );
+ fltx4 dot2 = Dot4SIMD( normal, corners[1] );
+ cmp = CmpGeSIMD( dot1, t4 );
+ fltx4 cmp2 = CmpGtSIMD( negt4, dot2 );
+ fltx4 result = MaskedAssign( cmp, Four_Ones, Four_Zeros );
+ fltx4 result2 = MaskedAssign( cmp2, Four_Twos, Four_Zeros );
+ result = AddSIMD( result, result2 );
+ intx4 sides;
+ ConvertStoreAsIntsSIMD( &sides, result );
+ return sides[0];
+}
+
+#endif // _ssemath_h