virtualx-engine/thirdparty/embree/common/math/vec4.h
jfons 767e374dce Upgrade Embree to the latest official release.
Since Embree v3.13.0 supports AARCH64, switch back to the
official repo instead of using Embree-aarch64.

`thirdparty/embree/patches/godot-changes.patch` should now contain
an accurate diff of the changes done to the library.
2021-05-21 17:00:24 +02:00

243 lines
14 KiB
C++

// Copyright 2009-2021 Intel Corporation
// SPDX-License-Identifier: Apache-2.0
#pragma once
#include "math.h"
#include "vec3.h"
namespace embree
{
////////////////////////////////////////////////////////////////////////////////
/// Generic 4D vector Class
////////////////////////////////////////////////////////////////////////////////
template<typename T> struct Vec4
{
enum { N = 4 };
union {
struct { T x, y, z, w; };
#if !(defined(__WIN32__) && _MSC_VER == 1800) // workaround for older VS 2013 compiler
T components[N];
#endif
};
typedef T Scalar;
////////////////////////////////////////////////////////////////////////////////
/// Construction
////////////////////////////////////////////////////////////////////////////////
__forceinline Vec4( ) {}
__forceinline explicit Vec4( const T& a ) : x(a), y(a), z(a), w(a) {}
__forceinline Vec4( const T& x, const T& y, const T& z, const T& w ) : x(x), y(y), z(z), w(w) {}
__forceinline Vec4( const Vec3<T>& xyz, const T& w ) : x(xyz.x), y(xyz.y), z(xyz.z), w(w) {}
__forceinline Vec4( const Vec4& other ) { x = other.x; y = other.y; z = other.z; w = other.w; }
__forceinline Vec4( const Vec3fx& other );
template<typename T1> __forceinline Vec4( const Vec4<T1>& a ) : x(T(a.x)), y(T(a.y)), z(T(a.z)), w(T(a.w)) {}
template<typename T1> __forceinline Vec4& operator =(const Vec4<T1>& other) { x = other.x; y = other.y; z = other.z; w = other.w; return *this; }
__forceinline Vec4& operator =(const Vec4& other) { x = other.x; y = other.y; z = other.z; w = other.w; return *this; }
__forceinline operator Vec3<T> () const { return Vec3<T>(x,y,z); }
////////////////////////////////////////////////////////////////////////////////
/// Constants
////////////////////////////////////////////////////////////////////////////////
__forceinline Vec4( ZeroTy ) : x(zero), y(zero), z(zero), w(zero) {}
__forceinline Vec4( OneTy ) : x(one), y(one), z(one), w(one) {}
__forceinline Vec4( PosInfTy ) : x(pos_inf), y(pos_inf), z(pos_inf), w(pos_inf) {}
__forceinline Vec4( NegInfTy ) : x(neg_inf), y(neg_inf), z(neg_inf), w(neg_inf) {}
#if defined(__WIN32__) && (_MSC_VER == 1800) // workaround for older VS 2013 compiler
__forceinline const T& operator [](const size_t axis) const { assert(axis < 4); return (&x)[axis]; }
__forceinline T& operator [](const size_t axis) { assert(axis < 4); return (&x)[axis]; }
#else
__forceinline const T& operator [](const size_t axis ) const { assert(axis < 4); return components[axis]; }
__forceinline T& operator [](const size_t axis) { assert(axis < 4); return components[axis]; }
#endif
////////////////////////////////////////////////////////////////////////////////
/// Swizzles
////////////////////////////////////////////////////////////////////////////////
__forceinline Vec3<T> xyz() const { return Vec3<T>(x, y, z); }
};
////////////////////////////////////////////////////////////////////////////////
/// Unary Operators
////////////////////////////////////////////////////////////////////////////////
template<typename T> __forceinline Vec4<T> operator +( const Vec4<T>& a ) { return Vec4<T>(+a.x, +a.y, +a.z, +a.w); }
template<typename T> __forceinline Vec4<T> operator -( const Vec4<T>& a ) { return Vec4<T>(-a.x, -a.y, -a.z, -a.w); }
template<typename T> __forceinline Vec4<T> abs ( const Vec4<T>& a ) { return Vec4<T>(abs (a.x), abs (a.y), abs (a.z), abs (a.w)); }
template<typename T> __forceinline Vec4<T> rcp ( const Vec4<T>& a ) { return Vec4<T>(rcp (a.x), rcp (a.y), rcp (a.z), rcp (a.w)); }
template<typename T> __forceinline Vec4<T> rsqrt ( const Vec4<T>& a ) { return Vec4<T>(rsqrt(a.x), rsqrt(a.y), rsqrt(a.z), rsqrt(a.w)); }
template<typename T> __forceinline Vec4<T> sqrt ( const Vec4<T>& a ) { return Vec4<T>(sqrt (a.x), sqrt (a.y), sqrt (a.z), sqrt (a.w)); }
////////////////////////////////////////////////////////////////////////////////
/// Binary Operators
////////////////////////////////////////////////////////////////////////////////
template<typename T> __forceinline Vec4<T> operator +( const Vec4<T>& a, const Vec4<T>& b ) { return Vec4<T>(a.x + b.x, a.y + b.y, a.z + b.z, a.w + b.w); }
template<typename T> __forceinline Vec4<T> operator -( const Vec4<T>& a, const Vec4<T>& b ) { return Vec4<T>(a.x - b.x, a.y - b.y, a.z - b.z, a.w - b.w); }
template<typename T> __forceinline Vec4<T> operator *( const Vec4<T>& a, const Vec4<T>& b ) { return Vec4<T>(a.x * b.x, a.y * b.y, a.z * b.z, a.w * b.w); }
template<typename T> __forceinline Vec4<T> operator *( const T& a, const Vec4<T>& b ) { return Vec4<T>(a * b.x, a * b.y, a * b.z, a * b.w); }
template<typename T> __forceinline Vec4<T> operator *( const Vec4<T>& a, const T& b ) { return Vec4<T>(a.x * b , a.y * b , a.z * b , a.w * b ); }
template<typename T> __forceinline Vec4<T> operator /( const Vec4<T>& a, const Vec4<T>& b ) { return Vec4<T>(a.x / b.x, a.y / b.y, a.z / b.z, a.w / b.w); }
template<typename T> __forceinline Vec4<T> operator /( const Vec4<T>& a, const T& b ) { return Vec4<T>(a.x / b , a.y / b , a.z / b , a.w / b ); }
template<typename T> __forceinline Vec4<T> operator /( const T& a, const Vec4<T>& b ) { return Vec4<T>(a / b.x, a / b.y, a / b.z, a / b.w); }
template<typename T> __forceinline Vec4<T> min(const Vec4<T>& a, const Vec4<T>& b) { return Vec4<T>(min(a.x, b.x), min(a.y, b.y), min(a.z, b.z), min(a.w, b.w)); }
template<typename T> __forceinline Vec4<T> max(const Vec4<T>& a, const Vec4<T>& b) { return Vec4<T>(max(a.x, b.x), max(a.y, b.y), max(a.z, b.z), max(a.w, b.w)); }
////////////////////////////////////////////////////////////////////////////////
/// Ternary Operators
////////////////////////////////////////////////////////////////////////////////
template<typename T> __forceinline Vec4<T> madd ( const Vec4<T>& a, const Vec4<T>& b, const Vec4<T>& c) { return Vec4<T>( madd(a.x,b.x,c.x), madd(a.y,b.y,c.y), madd(a.z,b.z,c.z), madd(a.w,b.w,c.w)); }
template<typename T> __forceinline Vec4<T> msub ( const Vec4<T>& a, const Vec4<T>& b, const Vec4<T>& c) { return Vec4<T>( msub(a.x,b.x,c.x), msub(a.y,b.y,c.y), msub(a.z,b.z,c.z), msub(a.w,b.w,c.w)); }
template<typename T> __forceinline Vec4<T> nmadd ( const Vec4<T>& a, const Vec4<T>& b, const Vec4<T>& c) { return Vec4<T>(nmadd(a.x,b.x,c.x),nmadd(a.y,b.y,c.y),nmadd(a.z,b.z,c.z),nmadd(a.w,b.w,c.w)); }
template<typename T> __forceinline Vec4<T> nmsub ( const Vec4<T>& a, const Vec4<T>& b, const Vec4<T>& c) { return Vec4<T>(nmsub(a.x,b.x,c.x),nmsub(a.y,b.y,c.y),nmsub(a.z,b.z,c.z),nmsub(a.w,b.w,c.w)); }
template<typename T> __forceinline Vec4<T> madd ( const T& a, const Vec4<T>& b, const Vec4<T>& c) { return Vec4<T>( madd(a,b.x,c.x), madd(a,b.y,c.y), madd(a,b.z,c.z), madd(a,b.w,c.w)); }
template<typename T> __forceinline Vec4<T> msub ( const T& a, const Vec4<T>& b, const Vec4<T>& c) { return Vec4<T>( msub(a,b.x,c.x), msub(a,b.y,c.y), msub(a,b.z,c.z), msub(a,b.w,c.w)); }
template<typename T> __forceinline Vec4<T> nmadd ( const T& a, const Vec4<T>& b, const Vec4<T>& c) { return Vec4<T>(nmadd(a,b.x,c.x),nmadd(a,b.y,c.y),nmadd(a,b.z,c.z),nmadd(a,b.w,c.w)); }
template<typename T> __forceinline Vec4<T> nmsub ( const T& a, const Vec4<T>& b, const Vec4<T>& c) { return Vec4<T>(nmsub(a,b.x,c.x),nmsub(a,b.y,c.y),nmsub(a,b.z,c.z),nmsub(a,b.w,c.w)); }
////////////////////////////////////////////////////////////////////////////////
/// Assignment Operators
////////////////////////////////////////////////////////////////////////////////
template<typename T> __forceinline Vec4<T>& operator +=( Vec4<T>& a, const Vec4<T>& b ) { a.x += b.x; a.y += b.y; a.z += b.z; a.w += b.w; return a; }
template<typename T> __forceinline Vec4<T>& operator -=( Vec4<T>& a, const Vec4<T>& b ) { a.x -= b.x; a.y -= b.y; a.z -= b.z; a.w -= b.w; return a; }
template<typename T> __forceinline Vec4<T>& operator *=( Vec4<T>& a, const T& b ) { a.x *= b ; a.y *= b ; a.z *= b ; a.w *= b ; return a; }
template<typename T> __forceinline Vec4<T>& operator /=( Vec4<T>& a, const T& b ) { a.x /= b ; a.y /= b ; a.z /= b ; a.w /= b ; return a; }
////////////////////////////////////////////////////////////////////////////////
/// Reduction Operators
////////////////////////////////////////////////////////////////////////////////
template<typename T> __forceinline T reduce_add( const Vec4<T>& a ) { return a.x + a.y + a.z + a.w; }
template<typename T> __forceinline T reduce_mul( const Vec4<T>& a ) { return a.x * a.y * a.z * a.w; }
template<typename T> __forceinline T reduce_min( const Vec4<T>& a ) { return min(a.x, a.y, a.z, a.w); }
template<typename T> __forceinline T reduce_max( const Vec4<T>& a ) { return max(a.x, a.y, a.z, a.w); }
////////////////////////////////////////////////////////////////////////////////
/// Comparison Operators
////////////////////////////////////////////////////////////////////////////////
template<typename T> __forceinline bool operator ==( const Vec4<T>& a, const Vec4<T>& b ) { return a.x == b.x && a.y == b.y && a.z == b.z && a.w == b.w; }
template<typename T> __forceinline bool operator !=( const Vec4<T>& a, const Vec4<T>& b ) { return a.x != b.x || a.y != b.y || a.z != b.z || a.w != b.w; }
template<typename T> __forceinline bool operator < ( const Vec4<T>& a, const Vec4<T>& b ) {
if (a.x != b.x) return a.x < b.x;
if (a.y != b.y) return a.y < b.y;
if (a.z != b.z) return a.z < b.z;
if (a.w != b.w) return a.w < b.w;
return false;
}
////////////////////////////////////////////////////////////////////////////////
/// Shift Operators
////////////////////////////////////////////////////////////////////////////////
template<typename T> __forceinline Vec4<T> shift_right_1( const Vec4<T>& a ) {
return Vec4<T>(shift_right_1(a.x),shift_right_1(a.y),shift_right_1(a.z),shift_right_1(a.w));
}
////////////////////////////////////////////////////////////////////////////////
/// Euclidian Space Operators
////////////////////////////////////////////////////////////////////////////////
template<typename T> __forceinline T dot ( const Vec4<T>& a, const Vec4<T>& b ) { return madd(a.x,b.x,madd(a.y,b.y,madd(a.z,b.z,a.w*b.w))); }
template<typename T> __forceinline T length ( const Vec4<T>& a ) { return sqrt(dot(a,a)); }
template<typename T> __forceinline Vec4<T> normalize( const Vec4<T>& a ) { return a*rsqrt(dot(a,a)); }
template<typename T> __forceinline T distance ( const Vec4<T>& a, const Vec4<T>& b ) { return length(a-b); }
////////////////////////////////////////////////////////////////////////////////
/// Select
////////////////////////////////////////////////////////////////////////////////
template<typename T> __forceinline Vec4<T> select ( bool s, const Vec4<T>& t, const Vec4<T>& f ) {
return Vec4<T>(select(s,t.x,f.x),select(s,t.y,f.y),select(s,t.z,f.z),select(s,t.w,f.w));
}
template<typename T> __forceinline Vec4<T> select ( const Vec4<bool>& s, const Vec4<T>& t, const Vec4<T>& f ) {
return Vec4<T>(select(s.x,t.x,f.x),select(s.y,t.y,f.y),select(s.z,t.z,f.z),select(s.w,t.w,f.w));
}
template<typename T> __forceinline Vec4<T> select ( const typename T::Bool& s, const Vec4<T>& t, const Vec4<T>& f ) {
return Vec4<T>(select(s,t.x,f.x),select(s,t.y,f.y),select(s,t.z,f.z),select(s,t.w,f.w));
}
template<typename T>
__forceinline Vec4<T> lerp(const Vec4<T>& v0, const Vec4<T>& v1, const T& t) {
return madd(Vec4<T>(T(1.0f)-t),v0,t*v1);
}
////////////////////////////////////////////////////////////////////////////////
/// Output Operators
////////////////////////////////////////////////////////////////////////////////
template<typename T> __forceinline embree_ostream operator<<(embree_ostream cout, const Vec4<T>& a) {
return cout << "(" << a.x << ", " << a.y << ", " << a.z << ", " << a.w << ")";
}
////////////////////////////////////////////////////////////////////////////////
/// Default template instantiations
////////////////////////////////////////////////////////////////////////////////
typedef Vec4<bool > Vec4b;
typedef Vec4<unsigned char> Vec4uc;
typedef Vec4<int > Vec4i;
typedef Vec4<float > Vec4f;
}
#include "vec3ba.h"
#include "vec3ia.h"
#include "vec3fa.h"
////////////////////////////////////////////////////////////////////////////////
/// SSE / AVX / MIC specializations
////////////////////////////////////////////////////////////////////////////////
#if defined __SSE__
#include "../simd/sse.h"
#endif
#if defined __AVX__
#include "../simd/avx.h"
#endif
#if defined __AVX512F__
#include "../simd/avx512.h"
#endif
namespace embree
{
template<> __forceinline Vec4<float>::Vec4( const Vec3fx& a ) { x = a.x; y = a.y; z = a.z; w = a.w; }
#if defined(__AVX__)
template<> __forceinline Vec4<vfloat4>::Vec4( const Vec3fx& a ) {
x = a.x; y = a.y; z = a.z; w = a.w;
}
#elif defined(__SSE__)
template<> __forceinline Vec4<vfloat4>::Vec4( const Vec3fx& a ) {
const vfloat4 v = vfloat4(a.m128); x = shuffle<0,0,0,0>(v); y = shuffle<1,1,1,1>(v); z = shuffle<2,2,2,2>(v); w = shuffle<3,3,3,3>(v);
}
#endif
#if defined(__AVX__)
template<> __forceinline Vec4<vfloat8>::Vec4( const Vec3fx& a ) {
x = a.x; y = a.y; z = a.z; w = a.w;
}
#endif
#if defined(__AVX512F__)
template<> __forceinline Vec4<vfloat16>::Vec4( const Vec3fx& a ) : x(a.x), y(a.y), z(a.z), w(a.w) {}
#endif
}