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vec3fa.h 33 KB

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  1. // Copyright 2009-2021 Intel Corporation
  2. // SPDX-License-Identifier: Apache-2.0
  3. #pragma once
  4. #include "../sys/alloc.h"
  5. #include "math.h"
  6. #include "../simd/sse.h"
  7. namespace embree
  8. {
  9. ////////////////////////////////////////////////////////////////////////////////
  10. /// SSE Vec3fa Type
  11. ////////////////////////////////////////////////////////////////////////////////
  12. struct __aligned(16) Vec3fa
  13. {
  14. ALIGNED_STRUCT_(16);
  15. typedef float Scalar;
  16. enum { N = 3 };
  17. union {
  18. __m128 m128;
  19. struct { float x,y,z; };
  20. };
  21. ////////////////////////////////////////////////////////////////////////////////
  22. /// Constructors, Assignment & Cast Operators
  23. ////////////////////////////////////////////////////////////////////////////////
  24. __forceinline Vec3fa( ) {}
  25. __forceinline Vec3fa( const __m128 a ) : m128(a) {}
  26. __forceinline Vec3fa ( const Vec3<float>& other ) { m128 = _mm_set_ps(0, other.z, other.y, other.x); }
  27. //__forceinline Vec3fa& operator =( const Vec3<float>& other ) { m128 = _mm_set_ps(0, other.z, other.y, other.x); return *this; }
  28. __forceinline Vec3fa ( const Vec3fa& other ) { m128 = other.m128; }
  29. __forceinline Vec3fa& operator =( const Vec3fa& other ) { m128 = other.m128; return *this; }
  30. __forceinline explicit Vec3fa( const float a ) : m128(_mm_set1_ps(a)) {}
  31. __forceinline Vec3fa( const float x, const float y, const float z) : m128(_mm_set_ps(0, z, y, x)) {}
  32. __forceinline explicit Vec3fa( const __m128i a ) : m128(_mm_cvtepi32_ps(a)) {}
  33. __forceinline explicit operator const vfloat4() const { return vfloat4(m128); }
  34. __forceinline explicit operator const vint4() const { return vint4(_mm_cvtps_epi32(m128)); }
  35. __forceinline explicit operator const Vec2fa() const { return Vec2fa(m128); }
  36. __forceinline explicit operator const Vec3ia() const { return Vec3ia(_mm_cvtps_epi32(m128)); }
  37. //__forceinline operator const __m128&() const { return m128; }
  38. //__forceinline operator __m128&() { return m128; }
  39. ////////////////////////////////////////////////////////////////////////////////
  40. /// Loads and Stores
  41. ////////////////////////////////////////////////////////////////////////////////
  42. static __forceinline Vec3fa load( const void* const a ) {
  43. return Vec3fa(_mm_and_ps(_mm_load_ps((float*)a),_mm_castsi128_ps(_mm_set_epi32(0, -1, -1, -1))));
  44. }
  45. static __forceinline Vec3fa loadu( const void* const a ) {
  46. return Vec3fa(_mm_loadu_ps((float*)a));
  47. }
  48. static __forceinline void storeu ( void* ptr, const Vec3fa& v ) {
  49. _mm_storeu_ps((float*)ptr,v.m128);
  50. }
  51. ////////////////////////////////////////////////////////////////////////////////
  52. /// Constants
  53. ////////////////////////////////////////////////////////////////////////////////
  54. __forceinline Vec3fa( ZeroTy ) : m128(_mm_setzero_ps()) {}
  55. __forceinline Vec3fa( OneTy ) : m128(_mm_set1_ps(1.0f)) {}
  56. __forceinline Vec3fa( PosInfTy ) : m128(_mm_set1_ps(pos_inf)) {}
  57. __forceinline Vec3fa( NegInfTy ) : m128(_mm_set1_ps(neg_inf)) {}
  58. ////////////////////////////////////////////////////////////////////////////////
  59. /// Array Access
  60. ////////////////////////////////////////////////////////////////////////////////
  61. __forceinline const float& operator []( const size_t index ) const { assert(index < 3); return (&x)[index]; }
  62. __forceinline float& operator []( const size_t index ) { assert(index < 3); return (&x)[index]; }
  63. };
  64. ////////////////////////////////////////////////////////////////////////////////
  65. /// Unary Operators
  66. ////////////////////////////////////////////////////////////////////////////////
  67. __forceinline Vec3fa operator +( const Vec3fa& a ) { return a; }
  68. __forceinline Vec3fa operator -( const Vec3fa& a ) {
  69. const __m128 mask = _mm_castsi128_ps(_mm_set1_epi32(0x80000000));
  70. return _mm_xor_ps(a.m128, mask);
  71. }
  72. __forceinline Vec3fa abs ( const Vec3fa& a ) {
  73. const __m128 mask = _mm_castsi128_ps(_mm_set1_epi32(0x7fffffff));
  74. return _mm_and_ps(a.m128, mask);
  75. }
  76. __forceinline Vec3fa sign ( const Vec3fa& a ) {
  77. return blendv_ps(Vec3fa(one).m128, (-Vec3fa(one)).m128, _mm_cmplt_ps (a.m128,Vec3fa(zero).m128));
  78. }
  79. __forceinline Vec3fa rcp ( const Vec3fa& a )
  80. {
  81. #if defined(__AVX512VL__)
  82. const Vec3fa r = _mm_rcp14_ps(a.m128);
  83. #else
  84. const Vec3fa r = _mm_rcp_ps(a.m128);
  85. #endif
  86. #if defined(__AVX2__)
  87. const Vec3fa res = _mm_mul_ps(r.m128,_mm_fnmadd_ps(r.m128, a.m128, vfloat4(2.0f)));
  88. #else
  89. const Vec3fa res = _mm_mul_ps(r.m128,_mm_sub_ps(vfloat4(2.0f), _mm_mul_ps(r.m128, a.m128)));
  90. //return _mm_sub_ps(_mm_add_ps(r, r), _mm_mul_ps(_mm_mul_ps(r, r), a));
  91. #endif
  92. return res;
  93. }
  94. __forceinline Vec3fa sqrt ( const Vec3fa& a ) { return _mm_sqrt_ps(a.m128); }
  95. __forceinline Vec3fa sqr ( const Vec3fa& a ) { return _mm_mul_ps(a.m128,a.m128); }
  96. __forceinline Vec3fa rsqrt( const Vec3fa& a )
  97. {
  98. #if defined(__AVX512VL__)
  99. __m128 r = _mm_rsqrt14_ps(a.m128);
  100. #else
  101. __m128 r = _mm_rsqrt_ps(a.m128);
  102. #endif
  103. return _mm_add_ps(_mm_mul_ps(_mm_set1_ps(1.5f),r), _mm_mul_ps(_mm_mul_ps(_mm_mul_ps(a.m128, _mm_set1_ps(-0.5f)), r), _mm_mul_ps(r, r)));
  104. }
  105. __forceinline Vec3fa zero_fix(const Vec3fa& a) {
  106. return blendv_ps(a.m128, _mm_set1_ps(min_rcp_input), _mm_cmplt_ps (abs(a).m128, _mm_set1_ps(min_rcp_input)));
  107. }
  108. __forceinline Vec3fa rcp_safe(const Vec3fa& a) {
  109. return rcp(zero_fix(a));
  110. }
  111. __forceinline Vec3fa log ( const Vec3fa& a ) {
  112. return Vec3fa(logf(a.x),logf(a.y),logf(a.z));
  113. }
  114. __forceinline Vec3fa exp ( const Vec3fa& a ) {
  115. return Vec3fa(expf(a.x),expf(a.y),expf(a.z));
  116. }
  117. ////////////////////////////////////////////////////////////////////////////////
  118. /// Binary Operators
  119. ////////////////////////////////////////////////////////////////////////////////
  120. __forceinline Vec3fa operator +( const Vec3fa& a, const Vec3fa& b ) { return _mm_add_ps(a.m128, b.m128); }
  121. __forceinline Vec3fa operator -( const Vec3fa& a, const Vec3fa& b ) { return _mm_sub_ps(a.m128, b.m128); }
  122. __forceinline Vec3fa operator *( const Vec3fa& a, const Vec3fa& b ) { return _mm_mul_ps(a.m128, b.m128); }
  123. __forceinline Vec3fa operator *( const Vec3fa& a, const float b ) { return a * Vec3fa(b); }
  124. __forceinline Vec3fa operator *( const float a, const Vec3fa& b ) { return Vec3fa(a) * b; }
  125. __forceinline Vec3fa operator /( const Vec3fa& a, const Vec3fa& b ) { return _mm_div_ps(a.m128,b.m128); }
  126. __forceinline Vec3fa operator /( const Vec3fa& a, const float b ) { return _mm_div_ps(a.m128,_mm_set1_ps(b)); }
  127. __forceinline Vec3fa operator /( const float a, const Vec3fa& b ) { return _mm_div_ps(_mm_set1_ps(a),b.m128); }
  128. __forceinline Vec3fa min( const Vec3fa& a, const Vec3fa& b ) { return _mm_min_ps(a.m128,b.m128); }
  129. __forceinline Vec3fa max( const Vec3fa& a, const Vec3fa& b ) { return _mm_max_ps(a.m128,b.m128); }
  130. #if defined(__SSE4_1__)
  131. __forceinline Vec3fa mini(const Vec3fa& a, const Vec3fa& b) {
  132. const vint4 ai = _mm_castps_si128(a.m128);
  133. const vint4 bi = _mm_castps_si128(b.m128);
  134. const vint4 ci = _mm_min_epi32(ai,bi);
  135. return _mm_castsi128_ps(ci);
  136. }
  137. #endif
  138. #if defined(__SSE4_1__)
  139. __forceinline Vec3fa maxi(const Vec3fa& a, const Vec3fa& b) {
  140. const vint4 ai = _mm_castps_si128(a.m128);
  141. const vint4 bi = _mm_castps_si128(b.m128);
  142. const vint4 ci = _mm_max_epi32(ai,bi);
  143. return _mm_castsi128_ps(ci);
  144. }
  145. #endif
  146. __forceinline Vec3fa pow ( const Vec3fa& a, const float& b ) {
  147. return Vec3fa(powf(a.x,b),powf(a.y,b),powf(a.z,b));
  148. }
  149. ////////////////////////////////////////////////////////////////////////////////
  150. /// Ternary Operators
  151. ////////////////////////////////////////////////////////////////////////////////
  152. #if defined(__AVX2__)
  153. __forceinline Vec3fa madd ( const Vec3fa& a, const Vec3fa& b, const Vec3fa& c) { return _mm_fmadd_ps(a.m128,b.m128,c.m128); }
  154. __forceinline Vec3fa msub ( const Vec3fa& a, const Vec3fa& b, const Vec3fa& c) { return _mm_fmsub_ps(a.m128,b.m128,c.m128); }
  155. __forceinline Vec3fa nmadd ( const Vec3fa& a, const Vec3fa& b, const Vec3fa& c) { return _mm_fnmadd_ps(a.m128,b.m128,c.m128); }
  156. __forceinline Vec3fa nmsub ( const Vec3fa& a, const Vec3fa& b, const Vec3fa& c) { return _mm_fnmsub_ps(a.m128,b.m128,c.m128); }
  157. #else
  158. __forceinline Vec3fa madd ( const Vec3fa& a, const Vec3fa& b, const Vec3fa& c) { return a*b+c; }
  159. __forceinline Vec3fa msub ( const Vec3fa& a, const Vec3fa& b, const Vec3fa& c) { return a*b-c; }
  160. __forceinline Vec3fa nmadd ( const Vec3fa& a, const Vec3fa& b, const Vec3fa& c) { return -a*b+c;}
  161. __forceinline Vec3fa nmsub ( const Vec3fa& a, const Vec3fa& b, const Vec3fa& c) { return -a*b-c; }
  162. #endif
  163. __forceinline Vec3fa madd ( const float a, const Vec3fa& b, const Vec3fa& c) { return madd(Vec3fa(a),b,c); }
  164. __forceinline Vec3fa msub ( const float a, const Vec3fa& b, const Vec3fa& c) { return msub(Vec3fa(a),b,c); }
  165. __forceinline Vec3fa nmadd ( const float a, const Vec3fa& b, const Vec3fa& c) { return nmadd(Vec3fa(a),b,c); }
  166. __forceinline Vec3fa nmsub ( const float a, const Vec3fa& b, const Vec3fa& c) { return nmsub(Vec3fa(a),b,c); }
  167. ////////////////////////////////////////////////////////////////////////////////
  168. /// Assignment Operators
  169. ////////////////////////////////////////////////////////////////////////////////
  170. __forceinline Vec3fa& operator +=( Vec3fa& a, const Vec3fa& b ) { return a = a + b; }
  171. __forceinline Vec3fa& operator -=( Vec3fa& a, const Vec3fa& b ) { return a = a - b; }
  172. __forceinline Vec3fa& operator *=( Vec3fa& a, const Vec3fa& b ) { return a = a * b; }
  173. __forceinline Vec3fa& operator *=( Vec3fa& a, const float b ) { return a = a * b; }
  174. __forceinline Vec3fa& operator /=( Vec3fa& a, const Vec3fa& b ) { return a = a / b; }
  175. __forceinline Vec3fa& operator /=( Vec3fa& a, const float b ) { return a = a / b; }
  176. ////////////////////////////////////////////////////////////////////////////////
  177. /// Reductions
  178. ////////////////////////////////////////////////////////////////////////////////
  179. __forceinline float reduce_add(const Vec3fa& v) {
  180. const vfloat4 a(v.m128);
  181. const vfloat4 b = shuffle<1>(a);
  182. const vfloat4 c = shuffle<2>(a);
  183. return _mm_cvtss_f32(a+b+c);
  184. }
  185. __forceinline float reduce_mul(const Vec3fa& v) { return v.x*v.y*v.z; }
  186. __forceinline float reduce_min(const Vec3fa& v) { return min(v.x,v.y,v.z); }
  187. __forceinline float reduce_max(const Vec3fa& v) { return max(v.x,v.y,v.z); }
  188. ////////////////////////////////////////////////////////////////////////////////
  189. /// Comparison Operators
  190. ////////////////////////////////////////////////////////////////////////////////
  191. __forceinline bool operator ==( const Vec3fa& a, const Vec3fa& b ) { return (_mm_movemask_ps(_mm_cmpeq_ps (a.m128, b.m128)) & 7) == 7; }
  192. __forceinline bool operator !=( const Vec3fa& a, const Vec3fa& b ) { return (_mm_movemask_ps(_mm_cmpneq_ps(a.m128, b.m128)) & 7) != 0; }
  193. __forceinline Vec3ba eq_mask( const Vec3fa& a, const Vec3fa& b ) { return _mm_cmpeq_ps (a.m128, b.m128); }
  194. __forceinline Vec3ba neq_mask(const Vec3fa& a, const Vec3fa& b ) { return _mm_cmpneq_ps(a.m128, b.m128); }
  195. __forceinline Vec3ba lt_mask( const Vec3fa& a, const Vec3fa& b ) { return _mm_cmplt_ps (a.m128, b.m128); }
  196. __forceinline Vec3ba le_mask( const Vec3fa& a, const Vec3fa& b ) { return _mm_cmple_ps (a.m128, b.m128); }
  197. __forceinline Vec3ba gt_mask( const Vec3fa& a, const Vec3fa& b ) { return _mm_cmpnle_ps(a.m128, b.m128); }
  198. __forceinline Vec3ba ge_mask( const Vec3fa& a, const Vec3fa& b ) { return _mm_cmpnlt_ps(a.m128, b.m128); }
  199. __forceinline bool isvalid ( const Vec3fa& v ) {
  200. return all(gt_mask(v,Vec3fa(-FLT_LARGE)) & lt_mask(v,Vec3fa(+FLT_LARGE)));
  201. }
  202. __forceinline bool is_finite ( const Vec3fa& a ) {
  203. return all(ge_mask(a,Vec3fa(-FLT_MAX)) & le_mask(a,Vec3fa(+FLT_MAX)));
  204. }
  205. __forceinline bool isvalid4 ( const Vec3fa& v ) {
  206. return all((vfloat4(v.m128) > vfloat4(-FLT_LARGE)) & (vfloat4(v.m128) < vfloat4(+FLT_LARGE)));
  207. }
  208. __forceinline bool is_finite4 ( const Vec3fa& a ) {
  209. return all((vfloat4(a.m128) >= vfloat4(-FLT_MAX)) & (vfloat4(a.m128) <= vfloat4(+FLT_MAX)));
  210. }
  211. ////////////////////////////////////////////////////////////////////////////////
  212. /// Euclidian Space Operators
  213. ////////////////////////////////////////////////////////////////////////////////
  214. #if defined(__SSE4_1__)
  215. __forceinline float dot ( const Vec3fa& a, const Vec3fa& b ) {
  216. return _mm_cvtss_f32(_mm_dp_ps(a.m128,b.m128,0x7F));
  217. }
  218. #else
  219. __forceinline float dot ( const Vec3fa& a, const Vec3fa& b ) {
  220. return reduce_add(a*b);
  221. }
  222. #endif
  223. __forceinline Vec3fa cross ( const Vec3fa& a, const Vec3fa& b )
  224. {
  225. vfloat4 a0 = vfloat4(a.m128);
  226. vfloat4 b0 = shuffle<1,2,0,3>(vfloat4(b.m128));
  227. vfloat4 a1 = shuffle<1,2,0,3>(vfloat4(a.m128));
  228. vfloat4 b1 = vfloat4(b.m128);
  229. return Vec3fa(shuffle<1,2,0,3>(msub(a0,b0,a1*b1)));
  230. }
  231. __forceinline float sqr_length ( const Vec3fa& a ) { return dot(a,a); }
  232. __forceinline float rcp_length ( const Vec3fa& a ) { return rsqrt(dot(a,a)); }
  233. __forceinline float rcp_length2( const Vec3fa& a ) { return rcp(dot(a,a)); }
  234. __forceinline float length ( const Vec3fa& a ) { return sqrt(dot(a,a)); }
  235. __forceinline Vec3fa normalize( const Vec3fa& a ) { return a*rsqrt(dot(a,a)); }
  236. __forceinline float distance ( const Vec3fa& a, const Vec3fa& b ) { return length(a-b); }
  237. __forceinline float halfArea ( const Vec3fa& d ) { return madd(d.x,(d.y+d.z),d.y*d.z); }
  238. __forceinline float area ( const Vec3fa& d ) { return 2.0f*halfArea(d); }
  239. __forceinline Vec3fa normalize_safe( const Vec3fa& a ) {
  240. const float d = dot(a,a); if (unlikely(d == 0.0f)) return a; else return a*rsqrt(d);
  241. }
  242. /*! differentiated normalization */
  243. __forceinline Vec3fa dnormalize(const Vec3fa& p, const Vec3fa& dp)
  244. {
  245. const float pp = dot(p,p);
  246. const float pdp = dot(p,dp);
  247. return (pp*dp-pdp*p)*rcp(pp)*rsqrt(pp);
  248. }
  249. ////////////////////////////////////////////////////////////////////////////////
  250. /// Select
  251. ////////////////////////////////////////////////////////////////////////////////
  252. __forceinline Vec3fa select( bool s, const Vec3fa& t, const Vec3fa& f ) {
  253. __m128 mask = s ? _mm_castsi128_ps(_mm_cmpeq_epi32(_mm_setzero_si128(), _mm_setzero_si128())) : _mm_setzero_ps();
  254. return blendv_ps(f.m128, t.m128, mask);
  255. }
  256. __forceinline Vec3fa select( const Vec3ba& s, const Vec3fa& t, const Vec3fa& f ) {
  257. return blendv_ps(f.m128, t.m128, s);
  258. }
  259. __forceinline Vec3fa lerp(const Vec3fa& v0, const Vec3fa& v1, const float t) {
  260. return madd(1.0f-t,v0,t*v1);
  261. }
  262. __forceinline int maxDim ( const Vec3fa& a )
  263. {
  264. const Vec3fa b = abs(a);
  265. if (b.x > b.y) {
  266. if (b.x > b.z) return 0; else return 2;
  267. } else {
  268. if (b.y > b.z) return 1; else return 2;
  269. }
  270. }
  271. ////////////////////////////////////////////////////////////////////////////////
  272. /// Rounding Functions
  273. ////////////////////////////////////////////////////////////////////////////////
  274. #if defined (__SSE4_1__)
  275. __forceinline Vec3fa trunc( const Vec3fa& a ) { return _mm_round_ps(a.m128, _MM_FROUND_TO_NEAREST_INT); }
  276. __forceinline Vec3fa floor( const Vec3fa& a ) { return _mm_round_ps(a.m128, _MM_FROUND_TO_NEG_INF ); }
  277. __forceinline Vec3fa ceil ( const Vec3fa& a ) { return _mm_round_ps(a.m128, _MM_FROUND_TO_POS_INF ); }
  278. #else
  279. __forceinline Vec3fa trunc( const Vec3fa& a ) { return Vec3fa(truncf(a.x),truncf(a.y),truncf(a.z)); }
  280. __forceinline Vec3fa floor( const Vec3fa& a ) { return Vec3fa(floorf(a.x),floorf(a.y),floorf(a.z)); }
  281. __forceinline Vec3fa ceil ( const Vec3fa& a ) { return Vec3fa(ceilf (a.x),ceilf (a.y),ceilf (a.z)); }
  282. #endif
  283. ////////////////////////////////////////////////////////////////////////////////
  284. /// Output Operators
  285. ////////////////////////////////////////////////////////////////////////////////
  286. __forceinline embree_ostream operator<<(embree_ostream cout, const Vec3fa& a) {
  287. return cout << "(" << a.x << ", " << a.y << ", " << a.z << ")";
  288. }
  289. typedef Vec3fa Vec3fa_t;
  290. ////////////////////////////////////////////////////////////////////////////////
  291. /// SSE Vec3fx Type
  292. ////////////////////////////////////////////////////////////////////////////////
  293. struct __aligned(16) Vec3fx
  294. {
  295. ALIGNED_STRUCT_(16);
  296. typedef float Scalar;
  297. enum { N = 3 };
  298. union {
  299. __m128 m128;
  300. struct { float x,y,z; union { int a; unsigned u; float w; }; };
  301. };
  302. ////////////////////////////////////////////////////////////////////////////////
  303. /// Constructors, Assignment & Cast Operators
  304. ////////////////////////////////////////////////////////////////////////////////
  305. __forceinline Vec3fx( ) {}
  306. __forceinline Vec3fx( const __m128 a ) : m128(a) {}
  307. __forceinline explicit Vec3fx(const Vec3fa& v) : m128(v.m128) {}
  308. __forceinline operator Vec3fa () const { return Vec3fa(m128); }
  309. __forceinline explicit Vec3fx ( const Vec3<float>& other ) { m128 = _mm_set_ps(0, other.z, other.y, other.x); }
  310. //__forceinline Vec3fx& operator =( const Vec3<float>& other ) { m128 = _mm_set_ps(0, other.z, other.y, other.x); return *this; }
  311. __forceinline Vec3fx ( const Vec3fx& other ) { m128 = other.m128; }
  312. __forceinline Vec3fx& operator =( const Vec3fx& other ) { m128 = other.m128; return *this; }
  313. __forceinline explicit Vec3fx( const float a ) : m128(_mm_set1_ps(a)) {}
  314. __forceinline Vec3fx( const float x, const float y, const float z) : m128(_mm_set_ps(0, z, y, x)) {}
  315. __forceinline Vec3fx( const Vec3fa& other, const int a1) { m128 = other.m128; a = a1; }
  316. __forceinline Vec3fx( const Vec3fa& other, const unsigned a1) { m128 = other.m128; u = a1; }
  317. __forceinline Vec3fx( const Vec3fa& other, const float w1) {
  318. #if defined (__SSE4_1__)
  319. m128 = _mm_insert_ps(other.m128, _mm_set_ss(w1),3 << 4);
  320. #else
  321. const vint4 mask(-1,-1,-1,0);
  322. m128 = select(vboolf4(_mm_castsi128_ps(mask)),vfloat4(other.m128),vfloat4(w1));
  323. #endif
  324. }
  325. //__forceinline Vec3fx( const float x, const float y, const float z, const int a) : x(x), y(y), z(z), a(a) {} // not working properly!
  326. //__forceinline Vec3fx( const float x, const float y, const float z, const unsigned a) : x(x), y(y), z(z), u(a) {} // not working properly!
  327. __forceinline Vec3fx( const float x, const float y, const float z, const float w) : m128(_mm_set_ps(w, z, y, x)) {}
  328. //__forceinline explicit Vec3fx( const __m128i a ) : m128(_mm_cvtepi32_ps(a)) {}
  329. __forceinline explicit operator const vfloat4() const { return vfloat4(m128); }
  330. __forceinline explicit operator const vint4() const { return vint4(_mm_cvtps_epi32(m128)); }
  331. __forceinline explicit operator const Vec2fa() const { return Vec2fa(m128); }
  332. __forceinline explicit operator const Vec3ia() const { return Vec3ia(_mm_cvtps_epi32(m128)); }
  333. //__forceinline operator const __m128&() const { return m128; }
  334. //__forceinline operator __m128&() { return m128; }
  335. ////////////////////////////////////////////////////////////////////////////////
  336. /// Loads and Stores
  337. ////////////////////////////////////////////////////////////////////////////////
  338. static __forceinline Vec3fx load( const void* const a ) {
  339. return Vec3fx(_mm_and_ps(_mm_load_ps((float*)a),_mm_castsi128_ps(_mm_set_epi32(0, -1, -1, -1))));
  340. }
  341. static __forceinline Vec3fx loadu( const void* const a ) {
  342. return Vec3fx(_mm_loadu_ps((float*)a));
  343. }
  344. static __forceinline void storeu ( void* ptr, const Vec3fx& v ) {
  345. _mm_storeu_ps((float*)ptr,v.m128);
  346. }
  347. ////////////////////////////////////////////////////////////////////////////////
  348. /// Constants
  349. ////////////////////////////////////////////////////////////////////////////////
  350. __forceinline Vec3fx( ZeroTy ) : m128(_mm_setzero_ps()) {}
  351. __forceinline Vec3fx( OneTy ) : m128(_mm_set1_ps(1.0f)) {}
  352. __forceinline Vec3fx( PosInfTy ) : m128(_mm_set1_ps(pos_inf)) {}
  353. __forceinline Vec3fx( NegInfTy ) : m128(_mm_set1_ps(neg_inf)) {}
  354. ////////////////////////////////////////////////////////////////////////////////
  355. /// Array Access
  356. ////////////////////////////////////////////////////////////////////////////////
  357. __forceinline const float& operator []( const size_t index ) const { assert(index < 3); return (&x)[index]; }
  358. __forceinline float& operator []( const size_t index ) { assert(index < 3); return (&x)[index]; }
  359. };
  360. ////////////////////////////////////////////////////////////////////////////////
  361. /// Unary Operators
  362. ////////////////////////////////////////////////////////////////////////////////
  363. __forceinline Vec3fx operator +( const Vec3fx& a ) { return a; }
  364. __forceinline Vec3fx operator -( const Vec3fx& a ) {
  365. const __m128 mask = _mm_castsi128_ps(_mm_set1_epi32(0x80000000));
  366. return _mm_xor_ps(a.m128, mask);
  367. }
  368. __forceinline Vec3fx abs ( const Vec3fx& a ) {
  369. const __m128 mask = _mm_castsi128_ps(_mm_set1_epi32(0x7fffffff));
  370. return _mm_and_ps(a.m128, mask);
  371. }
  372. __forceinline Vec3fx sign ( const Vec3fx& a ) {
  373. return blendv_ps(Vec3fx(one).m128, (-Vec3fx(one)).m128, _mm_cmplt_ps (a.m128,Vec3fx(zero).m128));
  374. }
  375. __forceinline Vec3fx rcp ( const Vec3fx& a )
  376. {
  377. #if defined(__AVX512VL__)
  378. const Vec3fx r = _mm_rcp14_ps(a.m128);
  379. #else
  380. const Vec3fx r = _mm_rcp_ps(a.m128);
  381. #endif
  382. #if defined(__AVX2__)
  383. const Vec3fx res = _mm_mul_ps(r.m128,_mm_fnmadd_ps(r.m128, a.m128, vfloat4(2.0f)));
  384. #else
  385. const Vec3fx res = _mm_mul_ps(r.m128,_mm_sub_ps(vfloat4(2.0f), _mm_mul_ps(r.m128, a.m128)));
  386. //return _mm_sub_ps(_mm_add_ps(r, r), _mm_mul_ps(_mm_mul_ps(r, r), a));
  387. #endif
  388. return res;
  389. }
  390. __forceinline Vec3fx sqrt ( const Vec3fx& a ) { return _mm_sqrt_ps(a.m128); }
  391. __forceinline Vec3fx sqr ( const Vec3fx& a ) { return _mm_mul_ps(a.m128,a.m128); }
  392. __forceinline Vec3fx rsqrt( const Vec3fx& a )
  393. {
  394. #if defined(__AVX512VL__)
  395. __m128 r = _mm_rsqrt14_ps(a.m128);
  396. #else
  397. __m128 r = _mm_rsqrt_ps(a.m128);
  398. #endif
  399. return _mm_add_ps(_mm_mul_ps(_mm_set1_ps(1.5f),r), _mm_mul_ps(_mm_mul_ps(_mm_mul_ps(a.m128, _mm_set1_ps(-0.5f)), r), _mm_mul_ps(r, r)));
  400. }
  401. __forceinline Vec3fx zero_fix(const Vec3fx& a) {
  402. return blendv_ps(a.m128, _mm_set1_ps(min_rcp_input), _mm_cmplt_ps (abs(a).m128, _mm_set1_ps(min_rcp_input)));
  403. }
  404. __forceinline Vec3fx rcp_safe(const Vec3fx& a) {
  405. return rcp(zero_fix(a));
  406. }
  407. __forceinline Vec3fx log ( const Vec3fx& a ) {
  408. return Vec3fx(logf(a.x),logf(a.y),logf(a.z));
  409. }
  410. __forceinline Vec3fx exp ( const Vec3fx& a ) {
  411. return Vec3fx(expf(a.x),expf(a.y),expf(a.z));
  412. }
  413. ////////////////////////////////////////////////////////////////////////////////
  414. /// Binary Operators
  415. ////////////////////////////////////////////////////////////////////////////////
  416. __forceinline Vec3fx operator +( const Vec3fx& a, const Vec3fx& b ) { return _mm_add_ps(a.m128, b.m128); }
  417. __forceinline Vec3fx operator -( const Vec3fx& a, const Vec3fx& b ) { return _mm_sub_ps(a.m128, b.m128); }
  418. __forceinline Vec3fx operator *( const Vec3fx& a, const Vec3fx& b ) { return _mm_mul_ps(a.m128, b.m128); }
  419. __forceinline Vec3fx operator *( const Vec3fx& a, const float b ) { return a * Vec3fx(b); }
  420. __forceinline Vec3fx operator *( const float a, const Vec3fx& b ) { return Vec3fx(a) * b; }
  421. __forceinline Vec3fx operator /( const Vec3fx& a, const Vec3fx& b ) { return _mm_div_ps(a.m128,b.m128); }
  422. __forceinline Vec3fx operator /( const Vec3fx& a, const float b ) { return _mm_div_ps(a.m128,_mm_set1_ps(b)); }
  423. __forceinline Vec3fx operator /( const float a, const Vec3fx& b ) { return _mm_div_ps(_mm_set1_ps(a),b.m128); }
  424. __forceinline Vec3fx min( const Vec3fx& a, const Vec3fx& b ) { return _mm_min_ps(a.m128,b.m128); }
  425. __forceinline Vec3fx max( const Vec3fx& a, const Vec3fx& b ) { return _mm_max_ps(a.m128,b.m128); }
  426. #if defined(__SSE4_1__)
  427. __forceinline Vec3fx mini(const Vec3fx& a, const Vec3fx& b) {
  428. const vint4 ai = _mm_castps_si128(a.m128);
  429. const vint4 bi = _mm_castps_si128(b.m128);
  430. const vint4 ci = _mm_min_epi32(ai,bi);
  431. return _mm_castsi128_ps(ci);
  432. }
  433. #endif
  434. #if defined(__SSE4_1__)
  435. __forceinline Vec3fx maxi(const Vec3fx& a, const Vec3fx& b) {
  436. const vint4 ai = _mm_castps_si128(a.m128);
  437. const vint4 bi = _mm_castps_si128(b.m128);
  438. const vint4 ci = _mm_max_epi32(ai,bi);
  439. return _mm_castsi128_ps(ci);
  440. }
  441. #endif
  442. __forceinline Vec3fx pow ( const Vec3fx& a, const float& b ) {
  443. return Vec3fx(powf(a.x,b),powf(a.y,b),powf(a.z,b));
  444. }
  445. ////////////////////////////////////////////////////////////////////////////////
  446. /// Ternary Operators
  447. ////////////////////////////////////////////////////////////////////////////////
  448. #if defined(__AVX2__)
  449. __forceinline Vec3fx madd ( const Vec3fx& a, const Vec3fx& b, const Vec3fx& c) { return _mm_fmadd_ps(a.m128,b.m128,c.m128); }
  450. __forceinline Vec3fx msub ( const Vec3fx& a, const Vec3fx& b, const Vec3fx& c) { return _mm_fmsub_ps(a.m128,b.m128,c.m128); }
  451. __forceinline Vec3fx nmadd ( const Vec3fx& a, const Vec3fx& b, const Vec3fx& c) { return _mm_fnmadd_ps(a.m128,b.m128,c.m128); }
  452. __forceinline Vec3fx nmsub ( const Vec3fx& a, const Vec3fx& b, const Vec3fx& c) { return _mm_fnmsub_ps(a.m128,b.m128,c.m128); }
  453. #else
  454. __forceinline Vec3fx madd ( const Vec3fx& a, const Vec3fx& b, const Vec3fx& c) { return a*b+c; }
  455. __forceinline Vec3fx msub ( const Vec3fx& a, const Vec3fx& b, const Vec3fx& c) { return a*b-c; }
  456. __forceinline Vec3fx nmadd ( const Vec3fx& a, const Vec3fx& b, const Vec3fx& c) { return -a*b+c;}
  457. __forceinline Vec3fx nmsub ( const Vec3fx& a, const Vec3fx& b, const Vec3fx& c) { return -a*b-c; }
  458. #endif
  459. __forceinline Vec3fx madd ( const float a, const Vec3fx& b, const Vec3fx& c) { return madd(Vec3fx(a),b,c); }
  460. __forceinline Vec3fx msub ( const float a, const Vec3fx& b, const Vec3fx& c) { return msub(Vec3fx(a),b,c); }
  461. __forceinline Vec3fx nmadd ( const float a, const Vec3fx& b, const Vec3fx& c) { return nmadd(Vec3fx(a),b,c); }
  462. __forceinline Vec3fx nmsub ( const float a, const Vec3fx& b, const Vec3fx& c) { return nmsub(Vec3fx(a),b,c); }
  463. ////////////////////////////////////////////////////////////////////////////////
  464. /// Assignment Operators
  465. ////////////////////////////////////////////////////////////////////////////////
  466. __forceinline Vec3fx& operator +=( Vec3fx& a, const Vec3fx& b ) { return a = a + b; }
  467. __forceinline Vec3fx& operator -=( Vec3fx& a, const Vec3fx& b ) { return a = a - b; }
  468. __forceinline Vec3fx& operator *=( Vec3fx& a, const Vec3fx& b ) { return a = a * b; }
  469. __forceinline Vec3fx& operator *=( Vec3fx& a, const float b ) { return a = a * b; }
  470. __forceinline Vec3fx& operator /=( Vec3fx& a, const Vec3fx& b ) { return a = a / b; }
  471. __forceinline Vec3fx& operator /=( Vec3fx& a, const float b ) { return a = a / b; }
  472. ////////////////////////////////////////////////////////////////////////////////
  473. /// Reductions
  474. ////////////////////////////////////////////////////////////////////////////////
  475. __forceinline float reduce_add(const Vec3fx& v) {
  476. const vfloat4 a(v.m128);
  477. const vfloat4 b = shuffle<1>(a);
  478. const vfloat4 c = shuffle<2>(a);
  479. return _mm_cvtss_f32(a+b+c);
  480. }
  481. __forceinline float reduce_mul(const Vec3fx& v) { return v.x*v.y*v.z; }
  482. __forceinline float reduce_min(const Vec3fx& v) { return min(v.x,v.y,v.z); }
  483. __forceinline float reduce_max(const Vec3fx& v) { return max(v.x,v.y,v.z); }
  484. ////////////////////////////////////////////////////////////////////////////////
  485. /// Comparison Operators
  486. ////////////////////////////////////////////////////////////////////////////////
  487. __forceinline bool operator ==( const Vec3fx& a, const Vec3fx& b ) { return (_mm_movemask_ps(_mm_cmpeq_ps (a.m128, b.m128)) & 7) == 7; }
  488. __forceinline bool operator !=( const Vec3fx& a, const Vec3fx& b ) { return (_mm_movemask_ps(_mm_cmpneq_ps(a.m128, b.m128)) & 7) != 0; }
  489. __forceinline Vec3ba eq_mask( const Vec3fx& a, const Vec3fx& b ) { return _mm_cmpeq_ps (a.m128, b.m128); }
  490. __forceinline Vec3ba neq_mask(const Vec3fx& a, const Vec3fx& b ) { return _mm_cmpneq_ps(a.m128, b.m128); }
  491. __forceinline Vec3ba lt_mask( const Vec3fx& a, const Vec3fx& b ) { return _mm_cmplt_ps (a.m128, b.m128); }
  492. __forceinline Vec3ba le_mask( const Vec3fx& a, const Vec3fx& b ) { return _mm_cmple_ps (a.m128, b.m128); }
  493. __forceinline Vec3ba gt_mask( const Vec3fx& a, const Vec3fx& b ) { return _mm_cmpnle_ps(a.m128, b.m128); }
  494. __forceinline Vec3ba ge_mask( const Vec3fx& a, const Vec3fx& b ) { return _mm_cmpnlt_ps(a.m128, b.m128); }
  495. __forceinline bool isvalid ( const Vec3fx& v ) {
  496. return all(gt_mask(v,Vec3fx(-FLT_LARGE)) & lt_mask(v,Vec3fx(+FLT_LARGE)));
  497. }
  498. __forceinline bool is_finite ( const Vec3fx& a ) {
  499. return all(ge_mask(a,Vec3fx(-FLT_MAX)) & le_mask(a,Vec3fx(+FLT_MAX)));
  500. }
  501. __forceinline bool isvalid4 ( const Vec3fx& v ) {
  502. return all((vfloat4(v.m128) > vfloat4(-FLT_LARGE)) & (vfloat4(v.m128) < vfloat4(+FLT_LARGE)));
  503. }
  504. __forceinline bool is_finite4 ( const Vec3fx& a ) {
  505. return all((vfloat4(a.m128) >= vfloat4(-FLT_MAX)) & (vfloat4(a.m128) <= vfloat4(+FLT_MAX)));
  506. }
  507. ////////////////////////////////////////////////////////////////////////////////
  508. /// Euclidian Space Operators
  509. ////////////////////////////////////////////////////////////////////////////////
  510. #if defined(__SSE4_1__)
  511. __forceinline float dot ( const Vec3fx& a, const Vec3fx& b ) {
  512. return _mm_cvtss_f32(_mm_dp_ps(a.m128,b.m128,0x7F));
  513. }
  514. #else
  515. __forceinline float dot ( const Vec3fx& a, const Vec3fx& b ) {
  516. return reduce_add(a*b);
  517. }
  518. #endif
  519. __forceinline Vec3fx cross ( const Vec3fx& a, const Vec3fx& b )
  520. {
  521. vfloat4 a0 = vfloat4(a.m128);
  522. vfloat4 b0 = shuffle<1,2,0,3>(vfloat4(b.m128));
  523. vfloat4 a1 = shuffle<1,2,0,3>(vfloat4(a.m128));
  524. vfloat4 b1 = vfloat4(b.m128);
  525. return Vec3fx(shuffle<1,2,0,3>(msub(a0,b0,a1*b1)));
  526. }
  527. __forceinline float sqr_length ( const Vec3fx& a ) { return dot(a,a); }
  528. __forceinline float rcp_length ( const Vec3fx& a ) { return rsqrt(dot(a,a)); }
  529. __forceinline float rcp_length2( const Vec3fx& a ) { return rcp(dot(a,a)); }
  530. __forceinline float length ( const Vec3fx& a ) { return sqrt(dot(a,a)); }
  531. __forceinline Vec3fx normalize( const Vec3fx& a ) { return a*rsqrt(dot(a,a)); }
  532. __forceinline float distance ( const Vec3fx& a, const Vec3fx& b ) { return length(a-b); }
  533. __forceinline float halfArea ( const Vec3fx& d ) { return madd(d.x,(d.y+d.z),d.y*d.z); }
  534. __forceinline float area ( const Vec3fx& d ) { return 2.0f*halfArea(d); }
  535. __forceinline Vec3fx normalize_safe( const Vec3fx& a ) {
  536. const float d = dot(a,a); if (unlikely(d == 0.0f)) return a; else return a*rsqrt(d);
  537. }
  538. /*! differentiated normalization */
  539. __forceinline Vec3fx dnormalize(const Vec3fx& p, const Vec3fx& dp)
  540. {
  541. const float pp = dot(p,p);
  542. const float pdp = dot(p,dp);
  543. return (pp*dp-pdp*p)*rcp(pp)*rsqrt(pp);
  544. }
  545. ////////////////////////////////////////////////////////////////////////////////
  546. /// Select
  547. ////////////////////////////////////////////////////////////////////////////////
  548. __forceinline Vec3fx select( bool s, const Vec3fx& t, const Vec3fx& f ) {
  549. __m128 mask = s ? _mm_castsi128_ps(_mm_cmpeq_epi32(_mm_setzero_si128(), _mm_setzero_si128())) : _mm_setzero_ps();
  550. return blendv_ps(f.m128, t.m128, mask);
  551. }
  552. __forceinline Vec3fx select( const Vec3ba& s, const Vec3fx& t, const Vec3fx& f ) {
  553. return blendv_ps(f.m128, t.m128, s);
  554. }
  555. __forceinline Vec3fx lerp(const Vec3fx& v0, const Vec3fx& v1, const float t) {
  556. return madd(1.0f-t,v0,t*v1);
  557. }
  558. __forceinline int maxDim ( const Vec3fx& a )
  559. {
  560. const Vec3fx b = abs(a);
  561. if (b.x > b.y) {
  562. if (b.x > b.z) return 0; else return 2;
  563. } else {
  564. if (b.y > b.z) return 1; else return 2;
  565. }
  566. }
  567. ////////////////////////////////////////////////////////////////////////////////
  568. /// Rounding Functions
  569. ////////////////////////////////////////////////////////////////////////////////
  570. #if defined(__aarch64__)
  571. __forceinline Vec3fx trunc(const Vec3fx& a) { return vrndq_f32(a.m128); }
  572. __forceinline Vec3fx floor(const Vec3fx& a) { return vrndmq_f32(a.m128); }
  573. __forceinline Vec3fx ceil (const Vec3fx& a) { return vrndpq_f32(a.m128); }
  574. #elif defined (__SSE4_1__)
  575. __forceinline Vec3fx trunc( const Vec3fx& a ) { return _mm_round_ps(a.m128, _MM_FROUND_TO_NEAREST_INT); }
  576. __forceinline Vec3fx floor( const Vec3fx& a ) { return _mm_round_ps(a.m128, _MM_FROUND_TO_NEG_INF ); }
  577. __forceinline Vec3fx ceil ( const Vec3fx& a ) { return _mm_round_ps(a.m128, _MM_FROUND_TO_POS_INF ); }
  578. #else
  579. __forceinline Vec3fx trunc( const Vec3fx& a ) { return Vec3fx(truncf(a.x),truncf(a.y),truncf(a.z)); }
  580. __forceinline Vec3fx floor( const Vec3fx& a ) { return Vec3fx(floorf(a.x),floorf(a.y),floorf(a.z)); }
  581. __forceinline Vec3fx ceil ( const Vec3fx& a ) { return Vec3fx(ceilf (a.x),ceilf (a.y),ceilf (a.z)); }
  582. #endif
  583. ////////////////////////////////////////////////////////////////////////////////
  584. /// Output Operators
  585. ////////////////////////////////////////////////////////////////////////////////
  586. __forceinline embree_ostream operator<<(embree_ostream cout, const Vec3fx& a) {
  587. return cout << "(" << a.x << ", " << a.y << ", " << a.z << ")";
  588. }
  589. typedef Vec3fx Vec3ff;
  590. }