1 /* -----------------------------------------------------------------------------
2 
3     Copyright (c) 2006 Simon Brown                          si@sjbrown.co.uk
4 
5     Permission is hereby granted, free of charge, to any person obtaining
6     a copy of this software and associated documentation files (the
7     "Software"), to deal in the Software without restriction, including
8     without limitation the rights to use, copy, modify, merge, publish,
9     distribute, sublicense, and/or sell copies of the Software, and to
10     permit persons to whom the Software is furnished to do so, subject to
11     the following conditions:
12 
13     The above copyright notice and this permission notice shall be included
14     in all copies or substantial portions of the Software.
15 
16     THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
17     OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
18     MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
19     IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
20     CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
21     TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
22     SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
23 
24    -------------------------------------------------------------------------- */
25 
26 #ifndef SQUISH_SIMD_VE_H
27 #define SQUISH_SIMD_VE_H
28 
29 #include <altivec.h>
30 #undef bool
31 
32 namespace squish {
33 
34 #define VEC4_CONST( X ) Vec4( ( vector float ){ X } )
35 
36 class Vec4
37 {
38 public:
39     typedef Vec4 Arg;
40 
Vec4()41     Vec4() {}
42 
Vec4(vector float v)43     explicit Vec4( vector float v ) : m_v( v ) {}
44 
Vec4(Vec4 const & arg)45     Vec4( Vec4 const& arg ) : m_v( arg.m_v ) {}
46 
47     Vec4& operator=( Vec4 const& arg )
48     {
49         m_v = arg.m_v;
50         return *this;
51     }
52 
Vec4(float s)53     explicit Vec4( float s )
54     {
55         union { vector float v; float c[4]; } u;
56         u.c[0] = s;
57         u.c[1] = s;
58         u.c[2] = s;
59         u.c[3] = s;
60         m_v = u.v;
61     }
62 
Vec4(float x,float y,float z,float w)63     Vec4( float x, float y, float z, float w )
64     {
65         union { vector float v; float c[4]; } u;
66         u.c[0] = x;
67         u.c[1] = y;
68         u.c[2] = z;
69         u.c[3] = w;
70         m_v = u.v;
71     }
72 
GetVec3()73     Vec3 GetVec3() const
74     {
75         union { vector float v; float c[4]; } u;
76         u.v = m_v;
77         return Vec3( u.c[0], u.c[1], u.c[2] );
78     }
79 
SplatX()80     Vec4 SplatX() const { return Vec4( vec_splat( m_v, 0 ) ); }
SplatY()81     Vec4 SplatY() const { return Vec4( vec_splat( m_v, 1 ) ); }
SplatZ()82     Vec4 SplatZ() const { return Vec4( vec_splat( m_v, 2 ) ); }
SplatW()83     Vec4 SplatW() const { return Vec4( vec_splat( m_v, 3 ) ); }
84 
85     Vec4& operator+=( Arg v )
86     {
87         m_v = vec_add( m_v, v.m_v );
88         return *this;
89     }
90 
91     Vec4& operator-=( Arg v )
92     {
93         m_v = vec_sub( m_v, v.m_v );
94         return *this;
95     }
96 
97     Vec4& operator*=( Arg v )
98     {
99         m_v = vec_madd( m_v, v.m_v, ( vector float ){ -0.0f } );
100         return *this;
101     }
102 
103     friend Vec4 operator+( Vec4::Arg left, Vec4::Arg right  )
104     {
105         return Vec4( vec_add( left.m_v, right.m_v ) );
106     }
107 
108     friend Vec4 operator-( Vec4::Arg left, Vec4::Arg right  )
109     {
110         return Vec4( vec_sub( left.m_v, right.m_v ) );
111     }
112 
113     friend Vec4 operator*( Vec4::Arg left, Vec4::Arg right  )
114     {
115         return Vec4( vec_madd( left.m_v, right.m_v, ( vector float ){ -0.0f } ) );
116     }
117 
118     //! Returns a*b + c
MultiplyAdd(Vec4::Arg a,Vec4::Arg b,Vec4::Arg c)119     friend Vec4 MultiplyAdd( Vec4::Arg a, Vec4::Arg b, Vec4::Arg c )
120     {
121         return Vec4( vec_madd( a.m_v, b.m_v, c.m_v ) );
122     }
123 
124     //! Returns -( a*b - c )
NegativeMultiplySubtract(Vec4::Arg a,Vec4::Arg b,Vec4::Arg c)125     friend Vec4 NegativeMultiplySubtract( Vec4::Arg a, Vec4::Arg b, Vec4::Arg c )
126     {
127         return Vec4( vec_nmsub( a.m_v, b.m_v, c.m_v ) );
128     }
129 
Reciprocal(Vec4::Arg v)130     friend Vec4 Reciprocal( Vec4::Arg v )
131     {
132         // get the reciprocal estimate
133         vector float estimate = vec_re( v.m_v );
134 
135         // one round of Newton-Rhaphson refinement
136         vector float diff = vec_nmsub( estimate, v.m_v, ( vector float ){ 1.0f } );
137         return Vec4( vec_madd( diff, estimate, estimate ) );
138     }
139 
Min(Vec4::Arg left,Vec4::Arg right)140     friend Vec4 Min( Vec4::Arg left, Vec4::Arg right )
141     {
142         return Vec4( vec_min( left.m_v, right.m_v ) );
143     }
144 
Max(Vec4::Arg left,Vec4::Arg right)145     friend Vec4 Max( Vec4::Arg left, Vec4::Arg right )
146     {
147         return Vec4( vec_max( left.m_v, right.m_v ) );
148     }
149 
Truncate(Vec4::Arg v)150     friend Vec4 Truncate( Vec4::Arg v )
151     {
152         return Vec4( vec_trunc( v.m_v ) );
153     }
154 
CompareAnyLessThan(Vec4::Arg left,Vec4::Arg right)155     friend bool CompareAnyLessThan( Vec4::Arg left, Vec4::Arg right )
156     {
157         return vec_any_lt( left.m_v, right.m_v ) != 0;
158     }
159 
160 private:
161     vector float m_v;
162 };
163 
164 } // namespace squish
165 
166 #endif // ndef SQUISH_SIMD_VE_H
167