1 // Copyright 2009-2021 Intel Corporation 2 // SPDX-License-Identifier: Apache-2.0 3 4 #pragma once 5 6 #include "math.h" 7 8 namespace embree 9 { 10 struct Vec3fa; 11 12 //////////////////////////////////////////////////////////////////////////////// 13 /// Generic 3D vector Class 14 //////////////////////////////////////////////////////////////////////////////// 15 16 template<typename T> struct Vec3 17 { 18 enum { N = 3 }; 19 20 union { 21 struct { 22 T x, y, z; 23 }; 24 #if !(defined(__WIN32__) && _MSC_VER == 1800) // workaround for older VS 2013 compiler 25 T components[N]; 26 #endif 27 }; 28 29 typedef T Scalar; 30 31 //////////////////////////////////////////////////////////////////////////////// 32 /// Construction 33 //////////////////////////////////////////////////////////////////////////////// 34 Vec3Vec335 __forceinline Vec3( ) {} Vec3Vec336 __forceinline explicit Vec3( const T& a ) : x(a), y(a), z(a) {} Vec3Vec337 __forceinline Vec3( const T& x, const T& y, const T& z ) : x(x), y(y), z(z) {} 38 Vec3Vec339 __forceinline Vec3( const Vec3& other ) { x = other.x; y = other.y; z = other.z; } 40 __forceinline Vec3( const Vec3fa& other ); 41 Vec3Vec342 template<typename T1> __forceinline Vec3( const Vec3<T1>& a ) : x(T(a.x)), y(T(a.y)), z(T(a.z)) {} 43 template<typename T1> __forceinline Vec3& operator =(const Vec3<T1>& other) { x = other.x; y = other.y; z = other.z; return *this; } 44 45 __forceinline Vec3& operator =(const Vec3& other) { x = other.x; y = other.y; z = other.z; return *this; } 46 47 //////////////////////////////////////////////////////////////////////////////// 48 /// Constants 49 //////////////////////////////////////////////////////////////////////////////// 50 Vec3Vec351 __forceinline Vec3( ZeroTy ) : x(zero), y(zero), z(zero) {} Vec3Vec352 __forceinline Vec3( OneTy ) : x(one), y(one), z(one) {} Vec3Vec353 __forceinline Vec3( PosInfTy ) : x(pos_inf), y(pos_inf), z(pos_inf) {} Vec3Vec354 __forceinline Vec3( NegInfTy ) : x(neg_inf), y(neg_inf), z(neg_inf) {} 55 56 #if defined(__WIN32__) && (_MSC_VER == 1800) // workaround for older VS 2013 compiler 57 __forceinline const T& operator []( const size_t axis ) const { assert(axis < 3); return (&x)[axis]; } 58 __forceinline T& operator []( const size_t axis ) { assert(axis < 3); return (&x)[axis]; } 59 #else 60 __forceinline const T& operator [](const size_t axis) const { assert(axis < 3); return components[axis]; } 61 __forceinline T& operator [](const size_t axis) { assert(axis < 3); return components[axis]; } 62 #endif 63 }; 64 65 //////////////////////////////////////////////////////////////////////////////// 66 /// Unary Operators 67 //////////////////////////////////////////////////////////////////////////////// 68 69 template<typename T> __forceinline Vec3<T> operator +( const Vec3<T>& a ) { return Vec3<T>(+a.x, +a.y, +a.z); } 70 template<typename T> __forceinline Vec3<T> operator -( const Vec3<T>& a ) { return Vec3<T>(-a.x, -a.y, -a.z); } abs(const Vec3<T> & a)71 template<typename T> __forceinline Vec3<T> abs ( const Vec3<T>& a ) { return Vec3<T>(abs (a.x), abs (a.y), abs (a.z)); } rcp(const Vec3<T> & a)72 template<typename T> __forceinline Vec3<T> rcp ( const Vec3<T>& a ) { return Vec3<T>(rcp (a.x), rcp (a.y), rcp (a.z)); } rsqrt(const Vec3<T> & a)73 template<typename T> __forceinline Vec3<T> rsqrt ( const Vec3<T>& a ) { return Vec3<T>(rsqrt(a.x), rsqrt(a.y), rsqrt(a.z)); } sqrt(const Vec3<T> & a)74 template<typename T> __forceinline Vec3<T> sqrt ( const Vec3<T>& a ) { return Vec3<T>(sqrt (a.x), sqrt (a.y), sqrt (a.z)); } 75 zero_fix(const Vec3<T> & a)76 template<typename T> __forceinline Vec3<T> zero_fix( const Vec3<T>& a ) 77 { 78 return Vec3<T>(select(abs(a.x)<min_rcp_input,T(min_rcp_input),a.x), 79 select(abs(a.y)<min_rcp_input,T(min_rcp_input),a.y), 80 select(abs(a.z)<min_rcp_input,T(min_rcp_input),a.z)); 81 } rcp_safe(const Vec3<T> & a)82 template<typename T> __forceinline Vec3<T> rcp_safe(const Vec3<T>& a) { return rcp(zero_fix(a)); } 83 84 //////////////////////////////////////////////////////////////////////////////// 85 /// Binary Operators 86 //////////////////////////////////////////////////////////////////////////////// 87 88 template<typename T> __forceinline Vec3<T> operator +( const Vec3<T>& a, const Vec3<T>& b ) { return Vec3<T>(a.x + b.x, a.y + b.y, a.z + b.z); } 89 template<typename T> __forceinline Vec3<T> operator -( const Vec3<T>& a, const Vec3<T>& b ) { return Vec3<T>(a.x - b.x, a.y - b.y, a.z - b.z); } 90 template<typename T> __forceinline Vec3<T> operator *( const Vec3<T>& a, const Vec3<T>& b ) { return Vec3<T>(a.x * b.x, a.y * b.y, a.z * b.z); } 91 template<typename T> __forceinline Vec3<T> operator *( const T& a, const Vec3<T>& b ) { return Vec3<T>(a * b.x, a * b.y, a * b.z); } 92 template<typename T> __forceinline Vec3<T> operator *( const Vec3<T>& a, const T& b ) { return Vec3<T>(a.x * b , a.y * b , a.z * b ); } 93 template<typename T> __forceinline Vec3<T> operator /( const Vec3<T>& a, const T& b ) { return Vec3<T>(a.x / b , a.y / b , a.z / b ); } 94 template<typename T> __forceinline Vec3<T> operator /( const T& a, const Vec3<T>& b ) { return Vec3<T>(a / b.x, a / b.y, a / b.z); } 95 template<typename T> __forceinline Vec3<T> operator /( const Vec3<T>& a, const Vec3<T>& b ) { return Vec3<T>(a.x / b.x, a.y / b.y, a.z / b.z); } 96 min(const Vec3<T> & a,const Vec3<T> & b)97 template<typename T> __forceinline Vec3<T> min(const Vec3<T>& a, const Vec3<T>& b) { return Vec3<T>(min(a.x, b.x), min(a.y, b.y), min(a.z, b.z)); } max(const Vec3<T> & a,const Vec3<T> & b)98 template<typename T> __forceinline Vec3<T> max(const Vec3<T>& a, const Vec3<T>& b) { return Vec3<T>(max(a.x, b.x), max(a.y, b.y), max(a.z, b.z)); } 99 100 template<typename T> __forceinline Vec3<T> operator >>( const Vec3<T>& a, const int b ) { return Vec3<T>(a.x >> b, a.y >> b, a.z >> b); } 101 template<typename T> __forceinline Vec3<T> operator <<( const Vec3<T>& a, const int b ) { return Vec3<T>(a.x << b, a.y << b, a.z << b); } 102 103 //////////////////////////////////////////////////////////////////////////////// 104 /// Ternary Operators 105 //////////////////////////////////////////////////////////////////////////////// 106 madd(const Vec3<T> & a,const Vec3<T> & b,const Vec3<T> & c)107 template<typename T> __forceinline Vec3<T> madd ( const Vec3<T>& a, const Vec3<T>& b, const Vec3<T>& c) { return Vec3<T>( madd(a.x,b.x,c.x), madd(a.y,b.y,c.y), madd(a.z,b.z,c.z)); } msub(const Vec3<T> & a,const Vec3<T> & b,const Vec3<T> & c)108 template<typename T> __forceinline Vec3<T> msub ( const Vec3<T>& a, const Vec3<T>& b, const Vec3<T>& c) { return Vec3<T>( msub(a.x,b.x,c.x), msub(a.y,b.y,c.y), msub(a.z,b.z,c.z)); } nmadd(const Vec3<T> & a,const Vec3<T> & b,const Vec3<T> & c)109 template<typename T> __forceinline Vec3<T> nmadd ( const Vec3<T>& a, const Vec3<T>& b, const Vec3<T>& c) { return Vec3<T>(nmadd(a.x,b.x,c.x),nmadd(a.y,b.y,c.y),nmadd(a.z,b.z,c.z));} nmsub(const Vec3<T> & a,const Vec3<T> & b,const Vec3<T> & c)110 template<typename T> __forceinline Vec3<T> nmsub ( const Vec3<T>& a, const Vec3<T>& b, const Vec3<T>& c) { return Vec3<T>(nmsub(a.x,b.x,c.x),nmsub(a.y,b.y,c.y),nmsub(a.z,b.z,c.z)); } 111 madd(const T & a,const Vec3<T> & b,const Vec3<T> & c)112 template<typename T> __forceinline Vec3<T> madd ( const T& a, const Vec3<T>& b, const Vec3<T>& c) { return Vec3<T>( madd(a,b.x,c.x), madd(a,b.y,c.y), madd(a,b.z,c.z)); } msub(const T & a,const Vec3<T> & b,const Vec3<T> & c)113 template<typename T> __forceinline Vec3<T> msub ( const T& a, const Vec3<T>& b, const Vec3<T>& c) { return Vec3<T>( msub(a,b.x,c.x), msub(a,b.y,c.y), msub(a,b.z,c.z)); } nmadd(const T & a,const Vec3<T> & b,const Vec3<T> & c)114 template<typename T> __forceinline Vec3<T> nmadd ( const T& a, const Vec3<T>& b, const Vec3<T>& c) { return Vec3<T>(nmadd(a,b.x,c.x),nmadd(a,b.y,c.y),nmadd(a,b.z,c.z));} nmsub(const T & a,const Vec3<T> & b,const Vec3<T> & c)115 template<typename T> __forceinline Vec3<T> nmsub ( const T& a, const Vec3<T>& b, const Vec3<T>& c) { return Vec3<T>(nmsub(a,b.x,c.x),nmsub(a,b.y,c.y),nmsub(a,b.z,c.z)); } 116 117 //////////////////////////////////////////////////////////////////////////////// 118 /// Assignment Operators 119 //////////////////////////////////////////////////////////////////////////////// 120 121 template<typename T> __forceinline Vec3<T>& operator +=( Vec3<T>& a, const T b ) { a.x += b; a.y += b; a.z += b; return a; } 122 template<typename T> __forceinline Vec3<T>& operator +=( Vec3<T>& a, const Vec3<T>& b ) { a.x += b.x; a.y += b.y; a.z += b.z; return a; } 123 template<typename T> __forceinline Vec3<T>& operator -=( Vec3<T>& a, const Vec3<T>& b ) { a.x -= b.x; a.y -= b.y; a.z -= b.z; return a; } 124 template<typename T> __forceinline Vec3<T>& operator *=( Vec3<T>& a, const T& b ) { a.x *= b ; a.y *= b ; a.z *= b ; return a; } 125 template<typename T> __forceinline Vec3<T>& operator /=( Vec3<T>& a, const T& b ) { a.x /= b ; a.y /= b ; a.z /= b ; return a; } 126 127 //////////////////////////////////////////////////////////////////////////////// 128 /// Reduction Operators 129 //////////////////////////////////////////////////////////////////////////////// 130 reduce_add(const Vec3<T> & a)131 template<typename T> __forceinline T reduce_add( const Vec3<T>& a ) { return a.x + a.y + a.z; } reduce_mul(const Vec3<T> & a)132 template<typename T> __forceinline T reduce_mul( const Vec3<T>& a ) { return a.x * a.y * a.z; } reduce_min(const Vec3<T> & a)133 template<typename T> __forceinline T reduce_min( const Vec3<T>& a ) { return min(a.x, a.y, a.z); } reduce_max(const Vec3<T> & a)134 template<typename T> __forceinline T reduce_max( const Vec3<T>& a ) { return max(a.x, a.y, a.z); } 135 136 //////////////////////////////////////////////////////////////////////////////// 137 /// Comparison Operators 138 //////////////////////////////////////////////////////////////////////////////// 139 140 template<typename T> __forceinline bool operator ==( const Vec3<T>& a, const Vec3<T>& b ) { return a.x == b.x && a.y == b.y && a.z == b.z; } 141 template<typename T> __forceinline bool operator !=( const Vec3<T>& a, const Vec3<T>& b ) { return a.x != b.x || a.y != b.y || a.z != b.z; } 142 template<typename T> __forceinline bool operator < ( const Vec3<T>& a, const Vec3<T>& b ) { 143 if (a.x != b.x) return a.x < b.x; 144 if (a.y != b.y) return a.y < b.y; 145 if (a.z != b.z) return a.z < b.z; 146 return false; 147 } 148 149 //////////////////////////////////////////////////////////////////////////////// 150 /// Shift Operators 151 //////////////////////////////////////////////////////////////////////////////// 152 shift_right_1(const Vec3<T> & a)153 template<typename T> __forceinline Vec3<T> shift_right_1( const Vec3<T>& a ) { 154 return Vec3<T>(shift_right_1(a.x),shift_right_1(a.y),shift_right_1(a.z)); 155 } 156 157 //////////////////////////////////////////////////////////////////////////////// 158 /// Select 159 //////////////////////////////////////////////////////////////////////////////// 160 select(bool s,const Vec3<T> & t,const Vec3<T> & f)161 template<typename T> __forceinline Vec3<T> select ( bool s, const Vec3<T>& t, const Vec3<T>& f ) { 162 return Vec3<T>(select(s,t.x,f.x),select(s,t.y,f.y),select(s,t.z,f.z)); 163 } 164 select(const Vec3<bool> & s,const Vec3<T> & t,const Vec3<T> & f)165 template<typename T> __forceinline Vec3<T> select ( const Vec3<bool>& s, const Vec3<T>& t, const Vec3<T>& f ) { 166 return Vec3<T>(select(s.x,t.x,f.x),select(s.y,t.y,f.y),select(s.z,t.z,f.z)); 167 } 168 select(const typename T::Bool & s,const Vec3<T> & t,const Vec3<T> & f)169 template<typename T> __forceinline Vec3<T> select ( const typename T::Bool& s, const Vec3<T>& t, const Vec3<T>& f ) { 170 return Vec3<T>(select(s,t.x,f.x),select(s,t.y,f.y),select(s,t.z,f.z)); 171 } 172 173 template<typename T> lerp(const Vec3<T> & v0,const Vec3<T> & v1,const T & t)174 __forceinline Vec3<T> lerp(const Vec3<T>& v0, const Vec3<T>& v1, const T& t) { 175 return madd(Vec3<T>(T(1.0f)-t),v0,t*v1); 176 } 177 maxDim(const Vec3<T> & a)178 template<typename T> __forceinline int maxDim ( const Vec3<T>& a ) 179 { 180 const Vec3<T> b = abs(a); 181 if (b.x > b.y) { 182 if (b.x > b.z) return 0; else return 2; 183 } else { 184 if (b.y > b.z) return 1; else return 2; 185 } 186 } 187 188 //////////////////////////////////////////////////////////////////////////////// 189 /// Comparison Operators 190 //////////////////////////////////////////////////////////////////////////////// 191 eq_mask(const Vec3<T> & a,const Vec3<T> & b)192 template<typename T> __forceinline Vec3<bool> eq_mask( const Vec3<T>& a, const Vec3<T>& b ) { return Vec3<bool>(a.x==b.x,a.y==b.y,a.z==b.z); } neq_mask(const Vec3<T> & a,const Vec3<T> & b)193 template<typename T> __forceinline Vec3<bool> neq_mask(const Vec3<T>& a, const Vec3<T>& b ) { return Vec3<bool>(a.x!=b.x,a.y!=b.y,a.z!=b.z); } lt_mask(const Vec3<T> & a,const Vec3<T> & b)194 template<typename T> __forceinline Vec3<bool> lt_mask( const Vec3<T>& a, const Vec3<T>& b ) { return Vec3<bool>(a.x< b.x,a.y< b.y,a.z< b.z); } le_mask(const Vec3<T> & a,const Vec3<T> & b)195 template<typename T> __forceinline Vec3<bool> le_mask( const Vec3<T>& a, const Vec3<T>& b ) { return Vec3<bool>(a.x<=b.x,a.y<=b.y,a.z<=b.z); } gt_mask(const Vec3<T> & a,const Vec3<T> & b)196 template<typename T> __forceinline Vec3<bool> gt_mask( const Vec3<T>& a, const Vec3<T>& b ) { return Vec3<bool>(a.x> b.x,a.y> b.y,a.z> b.z); } ge_mask(const Vec3<T> & a,const Vec3<T> & b)197 template<typename T> __forceinline Vec3<bool> ge_mask( const Vec3<T>& a, const Vec3<T>& b ) { return Vec3<bool>(a.x>=b.x,a.y>=b.y,a.z>=b.z); } 198 199 //////////////////////////////////////////////////////////////////////////////// 200 /// Euclidian Space Operators 201 //////////////////////////////////////////////////////////////////////////////// 202 sqr(const Vec3<T> & a)203 template<typename T> __forceinline T sqr ( const Vec3<T>& a ) { return dot(a,a); } dot(const Vec3<T> & a,const Vec3<T> & b)204 template<typename T> __forceinline T dot ( const Vec3<T>& a, const Vec3<T>& b ) { return madd(a.x,b.x,madd(a.y,b.y,a.z*b.z)); } length(const Vec3<T> & a)205 template<typename T> __forceinline T length ( const Vec3<T>& a ) { return sqrt(sqr(a)); } rcp_length(const Vec3<T> & a)206 template<typename T> __forceinline T rcp_length( const Vec3<T>& a ) { return rsqrt(sqr(a)); } normalize(const Vec3<T> & a)207 template<typename T> __forceinline Vec3<T> normalize( const Vec3<T>& a ) { return a*rsqrt(sqr(a)); } distance(const Vec3<T> & a,const Vec3<T> & b)208 template<typename T> __forceinline T distance ( const Vec3<T>& a, const Vec3<T>& b ) { return length(a-b); } cross(const Vec3<T> & a,const Vec3<T> & b)209 template<typename T> __forceinline Vec3<T> cross ( const Vec3<T>& a, const Vec3<T>& b ) { return Vec3<T>(msub(a.y,b.z,a.z*b.y), msub(a.z,b.x,a.x*b.z), msub(a.x,b.y,a.y*b.x)); } 210 stable_triangle_normal(const Vec3<T> & a,const Vec3<T> & b,const Vec3<T> & c)211 template<typename T> __forceinline Vec3<T> stable_triangle_normal( const Vec3<T>& a, const Vec3<T>& b, const Vec3<T>& c ) 212 { 213 const T ab_x = a.z*b.y, ab_y = a.x*b.z, ab_z = a.y*b.x; 214 const T bc_x = b.z*c.y, bc_y = b.x*c.z, bc_z = b.y*c.x; 215 const Vec3<T> cross_ab(msub(a.y,b.z,ab_x), msub(a.z,b.x,ab_y), msub(a.x,b.y,ab_z)); 216 const Vec3<T> cross_bc(msub(b.y,c.z,bc_x), msub(b.z,c.x,bc_y), msub(b.x,c.y,bc_z)); 217 const auto sx = abs(ab_x) < abs(bc_x); 218 const auto sy = abs(ab_y) < abs(bc_y); 219 const auto sz = abs(ab_z) < abs(bc_z); 220 return Vec3<T>(select(sx,cross_ab.x,cross_bc.x), 221 select(sy,cross_ab.y,cross_bc.y), 222 select(sz,cross_ab.z,cross_bc.z)); 223 } 224 sum(const Vec3<T> & a)225 template<typename T> __forceinline T sum ( const Vec3<T>& a ) { return a.x+a.y+a.z; } 226 halfArea(const Vec3<T> & d)227 template<typename T> __forceinline T halfArea ( const Vec3<T>& d ) { return madd(d.x,(d.y+d.z),d.y*d.z); } area(const Vec3<T> & d)228 template<typename T> __forceinline T area ( const Vec3<T>& d ) { return 2.0f*halfArea(d); } 229 normalize_safe(const Vec3<T> & a)230 template<typename T> __forceinline Vec3<T> normalize_safe( const Vec3<T>& a ) { 231 const T d = dot(a,a); return select(d == T( zero ), a , a*rsqrt(d) ); 232 } 233 sqr_point_to_line_distance(const Vec3<T> & P,const Vec3<T> & Q0,const Vec3<T> & Q1)234 template<typename T> __forceinline T sqr_point_to_line_distance(const Vec3<T>& P, const Vec3<T>& Q0, const Vec3<T>& Q1) 235 { 236 const Vec3<T> N = cross(P-Q0,Q1-Q0); 237 const Vec3<T> D = Q1-Q0; 238 return dot(N,N)*rcp(dot(D,D)); 239 } 240 sqr_point_to_line_distance(const Vec3<T> & PmQ0,const Vec3<T> & Q1mQ0)241 template<typename T> __forceinline T sqr_point_to_line_distance(const Vec3<T>& PmQ0, const Vec3<T>& Q1mQ0) 242 { 243 const Vec3<T> N = cross(PmQ0,Q1mQ0); 244 const Vec3<T> D = Q1mQ0; 245 return dot(N,N)*rcp(dot(D,D)); 246 } 247 248 //////////////////////////////////////////////////////////////////////////////// 249 /// Output Operators 250 //////////////////////////////////////////////////////////////////////////////// 251 252 template<typename T> __forceinline embree_ostream operator<<(embree_ostream cout, const Vec3<T>& a) { 253 return cout << "(" << a.x << ", " << a.y << ", " << a.z << ")"; 254 } 255 256 typedef Vec3<bool > Vec3b; 257 typedef Vec3<int > Vec3i; 258 typedef Vec3<float> Vec3f; 259 } 260 261 #include "vec3ba.h" 262 #include "vec3ia.h" 263 #include "vec3fa.h" 264 265 //////////////////////////////////////////////////////////////////////////////// 266 /// SSE / AVX / MIC specializations 267 //////////////////////////////////////////////////////////////////////////////// 268 269 #if defined __SSE__ 270 #include "../simd/sse.h" 271 #endif 272 273 #if defined __AVX__ 274 #include "../simd/avx.h" 275 #endif 276 277 #if defined(__AVX512F__) 278 #include "../simd/avx512.h" 279 #endif 280 281 namespace embree 282 { 283 template<typename Out, typename In> broadcast(const Vec3<In> & a,const size_t k)284 __forceinline Vec3<Out> broadcast(const Vec3<In>& a, const size_t k) { 285 return Vec3<Out>(Out(a.x[k]), Out(a.y[k]), Out(a.z[k])); 286 } 287 Vec3(const Vec3fa & a)288 template<> __forceinline Vec3<float>::Vec3(const Vec3fa& a) { x = a.x; y = a.y; z = a.z; } 289 290 #if defined(__AVX__) Vec3(const Vec3fa & a)291 template<> __forceinline Vec3<vfloat4>::Vec3(const Vec3fa& a) { 292 x = a.x; y = a.y; z = a.z; 293 } 294 #elif defined(__SSE__) 295 template<> Vec3(const Vec3fa & a)296 __forceinline Vec3<vfloat4>::Vec3(const Vec3fa& a) { 297 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); 298 } 299 #endif 300 301 #if defined(__SSE__) 302 template<> 303 __forceinline Vec3<vfloat4> broadcast<vfloat4,vfloat4>(const Vec3<vfloat4>& a, const size_t k) { 304 return Vec3<vfloat4>(vfloat4::broadcast(&a.x[k]), vfloat4::broadcast(&a.y[k]), vfloat4::broadcast(&a.z[k])); 305 } 306 307 template<int i0, int i1, int i2, int i3> shuffle(const Vec3<vfloat4> & b)308 __forceinline Vec3<vfloat4> shuffle(const Vec3<vfloat4>& b) { 309 return Vec3<vfloat4>(shuffle<i0,i1,i2,i3>(b.x), shuffle<i0,i1,i2,i3>(b.y), shuffle<i0,i1,i2,i3>(b.z)); 310 } 311 #endif 312 313 #if defined(__AVX__) 314 template<> Vec3(const Vec3fa & a)315 __forceinline Vec3<vfloat8>::Vec3(const Vec3fa& a) { 316 x = a.x; y = a.y; z = a.z; 317 } 318 319 template<> 320 __forceinline Vec3<vfloat8> broadcast<vfloat8,vfloat4>(const Vec3<vfloat4>& a, const size_t k) { 321 return Vec3<vfloat8>(vfloat8::broadcast(&a.x[k]), vfloat8::broadcast(&a.y[k]), vfloat8::broadcast(&a.z[k])); 322 } 323 template<> 324 __forceinline Vec3<vfloat8> broadcast<vfloat8,vfloat8>(const Vec3<vfloat8>& a, const size_t k) { 325 return Vec3<vfloat8>(vfloat8::broadcast(&a.x[k]), vfloat8::broadcast(&a.y[k]), vfloat8::broadcast(&a.z[k])); 326 } 327 328 template<int i0, int i1, int i2, int i3> shuffle(const Vec3<vfloat8> & b)329 __forceinline Vec3<vfloat8> shuffle(const Vec3<vfloat8>& b) { 330 return Vec3<vfloat8>(shuffle<i0,i1,i2,i3>(b.x), shuffle<i0,i1,i2,i3>(b.y), shuffle<i0,i1,i2,i3>(b.z)); 331 } 332 #endif 333 334 #if defined(__AVX512F__) Vec3(const Vec3fa & a)335 template<> __forceinline Vec3<vfloat16>::Vec3(const Vec3fa& a) : x(a.x), y(a.y), z(a.z) {} 336 #endif 337 } 338