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@@ -28,446 +28,443 @@
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# pragma message("GLM: GLM_GTX_simd_vec4 extension included")
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#endif
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-namespace glm
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+namespace glm{
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+namespace detail
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{
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- namespace detail
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+ /// 4-dimensional vector implemented using SIMD SEE intrinsics.
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+ /// \ingroup gtx_simd_vec4
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+ GLM_ALIGNED_STRUCT(4) fvec4SIMD
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{
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- /// 4-dimensional vector implemented using SIMD SEE intrinsics.
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- /// \ingroup gtx_simd_vec4
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- GLM_ALIGNED_STRUCT(4) fvec4SIMD
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- {
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- enum ctor{null};
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- typedef __m128 value_type;
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- typedef std::size_t size_type;
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- static size_type value_size();
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-
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- typedef fvec4SIMD type;
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- typedef tvec4<bool> bool_type;
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-
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- __m128 Data;
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-
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- //////////////////////////////////////
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- // Implicit basic constructors
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-
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- fvec4SIMD();
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- fvec4SIMD(__m128 const & Data);
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- fvec4SIMD(fvec4SIMD const & v);
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-
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- //////////////////////////////////////
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- // Explicit basic constructors
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-
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- explicit fvec4SIMD(
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- ctor);
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- explicit fvec4SIMD(
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- float const & s);
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- explicit fvec4SIMD(
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- float const & x,
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- float const & y,
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- float const & z,
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- float const & w);
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- explicit fvec4SIMD(
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- tvec4<float> const & v);
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-
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- ////////////////////////////////////////
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- //// Convertion vector constructors
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-
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- fvec4SIMD(vec2 const & v, float const & s1, float const & s2);
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- fvec4SIMD(float const & s1, vec2 const & v, float const & s2);
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- fvec4SIMD(float const & s1, float const & s2, vec2 const & v);
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- fvec4SIMD(vec3 const & v, float const & s);
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- fvec4SIMD(float const & s, vec3 const & v);
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- fvec4SIMD(vec2 const & v1, vec2 const & v2);
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- //fvec4SIMD(ivec4SIMD const & v);
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-
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- //////////////////////////////////////
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- // Unary arithmetic operators
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-
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- fvec4SIMD& operator= (fvec4SIMD const & v);
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- fvec4SIMD& operator+=(fvec4SIMD const & v);
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- fvec4SIMD& operator-=(fvec4SIMD const & v);
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- fvec4SIMD& operator*=(fvec4SIMD const & v);
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- fvec4SIMD& operator/=(fvec4SIMD const & v);
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-
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- fvec4SIMD& operator+=(float const & s);
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- fvec4SIMD& operator-=(float const & s);
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- fvec4SIMD& operator*=(float const & s);
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- fvec4SIMD& operator/=(float const & s);
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-
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- fvec4SIMD& operator++();
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- fvec4SIMD& operator--();
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-
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- //////////////////////////////////////
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- // Swizzle operators
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-
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- template <comp X, comp Y, comp Z, comp W>
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- fvec4SIMD& swizzle();
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- template <comp X, comp Y, comp Z, comp W>
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- fvec4SIMD swizzle() const;
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- template <comp X, comp Y, comp Z>
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- fvec4SIMD swizzle() const;
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- template <comp X, comp Y>
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- fvec4SIMD swizzle() const;
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- template <comp X>
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- fvec4SIMD swizzle() const;
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- };
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-
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- }//namespace detail
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-
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- namespace gtx{
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- //! GLM_GTX_simd_vec4 extension: SIMD implementation of vec4 type.
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- namespace simd_vec4
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- {
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- typedef detail::fvec4SIMD simdVec4;
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-
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- /// \addtogroup gtx_simd_vec4
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- ///@{
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-
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- //! Convert a simdVec4 to a vec4.
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- //! (From GLM_GTX_simd_vec4 extension)
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- detail::tvec4<float> vec4_cast(
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- detail::fvec4SIMD const & x);
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-
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- //! Returns x if x >= 0; otherwise, it returns -x.
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- //! (From GLM_GTX_simd_vec4 extension, common function)
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- detail::fvec4SIMD abs(detail::fvec4SIMD const & x);
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-
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- //! Returns 1.0 if x > 0, 0.0 if x = 0, or -1.0 if x < 0.
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- //! (From GLM_GTX_simd_vec4 extension, common function)
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- detail::fvec4SIMD sign(detail::fvec4SIMD const & x);
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-
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- //! Returns a value equal to the nearest integer that is less then or equal to x.
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- //! (From GLM_GTX_simd_vec4 extension, common function)
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- detail::fvec4SIMD floor(detail::fvec4SIMD const & x);
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-
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- //! Returns a value equal to the nearest integer to x
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- //! whose absolute value is not larger than the absolute value of x.
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- //! (From GLM_GTX_simd_vec4 extension, common function)
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- detail::fvec4SIMD trunc(detail::fvec4SIMD const & x);
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-
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- //! Returns a value equal to the nearest integer to x.
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- //! The fraction 0.5 will round in a direction chosen by the
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- //! implementation, presumably the direction that is fastest.
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- //! This includes the possibility that round(x) returns the
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- //! same value as roundEven(x) for all values of x.
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- //! (From GLM_GTX_simd_vec4 extension, common function)
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- detail::fvec4SIMD round(detail::fvec4SIMD const & x);
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-
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- //! Returns a value equal to the nearest integer to x.
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- //! A fractional part of 0.5 will round toward the nearest even
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- //! integer. (Both 3.5 and 4.5 for x will return 4.0.)
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- //! (From GLM_GTX_simd_vec4 extension, common function)
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- //detail::fvec4SIMD roundEven(detail::fvec4SIMD const & x);
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-
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- //! Returns a value equal to the nearest integer
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- //! that is greater than or equal to x.
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- //! (From GLM_GTX_simd_vec4 extension, common function)
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- detail::fvec4SIMD ceil(detail::fvec4SIMD const & x);
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-
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- //! Return x - floor(x).
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- //! (From GLM_GTX_simd_vec4 extension, common function)
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- detail::fvec4SIMD fract(detail::fvec4SIMD const & x);
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-
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- //! Modulus. Returns x - y * floor(x / y)
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- //! for each component in x using the floating point value y.
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- //! (From GLM_GTX_simd_vec4 extension, common function)
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- detail::fvec4SIMD mod(
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- detail::fvec4SIMD const & x,
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- detail::fvec4SIMD const & y);
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-
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- //! Modulus. Returns x - y * floor(x / y)
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- //! for each component in x using the floating point value y.
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- //! (From GLM_GTX_simd_vec4 extension, common function)
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- detail::fvec4SIMD mod(
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- detail::fvec4SIMD const & x,
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- float const & y);
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-
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- //! Returns the fractional part of x and sets i to the integer
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- //! part (as a whole number floating point value). Both the
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- //! return value and the output parameter will have the same
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- //! sign as x.
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- //! (From GLM_GTX_simd_vec4 extension, common function)
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- //detail::fvec4SIMD modf(
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- // detail::fvec4SIMD const & x,
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- // detail::fvec4SIMD & i);
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-
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- //! Returns y if y < x; otherwise, it returns x.
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- //! (From GLM_GTX_simd_vec4 extension, common function)
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- detail::fvec4SIMD min(
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- detail::fvec4SIMD const & x,
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- detail::fvec4SIMD const & y);
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-
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- detail::fvec4SIMD min(
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- detail::fvec4SIMD const & x,
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- float const & y);
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-
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- //! Returns y if x < y; otherwise, it returns x.
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- //! (From GLM_GTX_simd_vec4 extension, common function)
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- detail::fvec4SIMD max(
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- detail::fvec4SIMD const & x,
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- detail::fvec4SIMD const & y);
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-
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- detail::fvec4SIMD max(
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- detail::fvec4SIMD const & x,
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- float const & y);
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-
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- //! Returns min(max(x, minVal), maxVal) for each component in x
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- //! using the floating-point values minVal and maxVal.
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- //! (From GLM_GTX_simd_vec4 extension, common function)
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- detail::fvec4SIMD clamp(
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- detail::fvec4SIMD const & x,
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- detail::fvec4SIMD const & minVal,
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- detail::fvec4SIMD const & maxVal);
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-
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- detail::fvec4SIMD clamp(
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- detail::fvec4SIMD const & x,
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- float const & minVal,
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- float const & maxVal);
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-
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- //! \return If genTypeU is a floating scalar or vector:
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- //! Returns x * (1.0 - a) + y * a, i.e., the linear blend of
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- //! x and y using the floating-point value a.
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- //! The value for a is not restricted to the range [0, 1].
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- //!
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- //! \return If genTypeU is a boolean scalar or vector:
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- //! Selects which vector each returned component comes
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- //! from. For a component of a that is false, the
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- //! corresponding component of x is returned. For a
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- //! component of a that is true, the corresponding
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- //! component of y is returned. Components of x and y that
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- //! are not selected are allowed to be invalid floating point
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- //! values and will have no effect on the results. Thus, this
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- //! provides different functionality than
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- //! genType mix(genType x, genType y, genType(a))
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- //! where a is a Boolean vector.
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- //!
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- //! From GLSL 1.30.08 specification, section 8.3
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- //!
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- //! \param[in] x Floating point scalar or vector.
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- //! \param[in] y Floating point scalar or vector.
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- //! \param[in] a Floating point or boolean scalar or vector.
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- //!
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- // \todo Test when 'a' is a boolean.
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- //! (From GLM_GTX_simd_vec4 extension, common function)
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- detail::fvec4SIMD mix(
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- detail::fvec4SIMD const & x,
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- detail::fvec4SIMD const & y,
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- detail::fvec4SIMD const & a);
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-
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- //! Returns 0.0 if x < edge, otherwise it returns 1.0.
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- //! (From GLM_GTX_simd_vec4 extension, common function)
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- detail::fvec4SIMD step(
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- detail::fvec4SIMD const & edge,
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- detail::fvec4SIMD const & x);
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-
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- detail::fvec4SIMD step(
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- float const & edge,
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- detail::fvec4SIMD const & x);
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-
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- //! Returns 0.0 if x <= edge0 and 1.0 if x >= edge1 and
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- //! performs smooth Hermite interpolation between 0 and 1
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- //! when edge0 < x < edge1. This is useful in cases where
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- //! you would want a threshold function with a smooth
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- //! transition. This is equivalent to:
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- //! genType t;
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- //! t = clamp ((x – edge0) / (edge1 – edge0), 0, 1);
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- //! return t * t * (3 – 2 * t);
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- //! Results are undefined if edge0 >= edge1.
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- //! (From GLM_GTX_simd_vec4 extension, common function)
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- detail::fvec4SIMD smoothstep(
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- detail::fvec4SIMD const & edge0,
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- detail::fvec4SIMD const & edge1,
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- detail::fvec4SIMD const & x);
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-
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- detail::fvec4SIMD smoothstep(
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- float const & edge0,
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- float const & edge1,
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- detail::fvec4SIMD const & x);
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-
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- //! Returns true if x holds a NaN (not a number)
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- //! representation in the underlying implementation's set of
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- //! floating point representations. Returns false otherwise,
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- //! including for implementations with no NaN
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- //! representations.
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- //! (From GLM_GTX_simd_vec4 extension, common function)
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- //bvec4 isnan(detail::fvec4SIMD const & x);
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-
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- //! Returns true if x holds a positive infinity or negative
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- //! infinity representation in the underlying implementation's
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- //! set of floating point representations. Returns false
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- //! otherwise, including for implementations with no infinity
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- //! representations.
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- //! (From GLM_GTX_simd_vec4 extension, common function)
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- //bvec4 isinf(detail::fvec4SIMD const & x);
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-
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- //! Returns a signed or unsigned integer value representing
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- //! the encoding of a floating-point value. The floatingpoint
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- //! value's bit-level representation is preserved.
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- //! (From GLM_GTX_simd_vec4 extension, common function)
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- //detail::ivec4SIMD floatBitsToInt(detail::fvec4SIMD const & value);
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-
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- //! Returns a floating-point value corresponding to a signed
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- //! or unsigned integer encoding of a floating-point value.
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- //! If an inf or NaN is passed in, it will not signal, and the
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- //! resulting floating point value is unspecified. Otherwise,
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- //! the bit-level representation is preserved.
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- //! (From GLM_GTX_simd_vec4 extension, common function)
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- //detail::fvec4SIMD intBitsToFloat(detail::ivec4SIMD const & value);
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-
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- //! Computes and returns a * b + c.
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- //! (From GLM_GTX_simd_vec4 extension, common function)
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- detail::fvec4SIMD fma(
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- detail::fvec4SIMD const & a,
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- detail::fvec4SIMD const & b,
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- detail::fvec4SIMD const & c);
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-
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- //! Splits x into a floating-point significand in the range
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- //! [0.5, 1.0) and an integral exponent of two, such that:
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- //! x = significand * exp(2, exponent)
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- //! The significand is returned by the function and the
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- //! exponent is returned in the parameter exp. For a
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- //! floating-point value of zero, the significant and exponent
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- //! are both zero. For a floating-point value that is an
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- //! infinity or is not a number, the results are undefined.
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- //! (From GLM_GTX_simd_vec4 extension, common function)
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- //detail::fvec4SIMD frexp(detail::fvec4SIMD const & x, detail::ivec4SIMD & exp);
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-
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- //! Builds a floating-point number from x and the
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- //! corresponding integral exponent of two in exp, returning:
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- //! significand * exp(2, exponent)
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- //! If this product is too large to be represented in the
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- //! floating-point type, the result is undefined.
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- //! (From GLM_GTX_simd_vec4 extension, common function)
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- //detail::fvec4SIMD ldexp(detail::fvec4SIMD const & x, detail::ivec4SIMD const & exp);
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-
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- //! Returns the length of x, i.e., sqrt(x * x).
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- //! (From GLM_GTX_simd_vec4 extension, geometry functions)
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- float length(
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- detail::fvec4SIMD const & x);
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-
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- //! Returns the length of x, i.e., sqrt(x * x).
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- //! Less accurate but much faster than simdLength.
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- //! (From GLM_GTX_simd_vec4 extension, geometry functions)
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- float fastLength(
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- detail::fvec4SIMD const & x);
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-
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- //! Returns the length of x, i.e., sqrt(x * x).
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- //! Slightly more accurate but much slower than simdLength.
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- //! (From GLM_GTX_simd_vec4 extension, geometry functions)
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- float niceLength(
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- detail::fvec4SIMD const & x);
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-
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- //! Returns the length of x, i.e., sqrt(x * x).
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- //! (From GLM_GTX_simd_vec4 extension, geometry functions)
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- detail::fvec4SIMD length4(
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- detail::fvec4SIMD const & x);
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-
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- //! Returns the length of x, i.e., sqrt(x * x).
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- //! Less accurate but much faster than simdLength4.
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- //! (From GLM_GTX_simd_vec4 extension, geometry functions)
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- detail::fvec4SIMD fastLength4(
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- detail::fvec4SIMD const & x);
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-
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- //! Returns the length of x, i.e., sqrt(x * x).
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- //! Slightly more accurate but much slower than simdLength4.
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- //! (From GLM_GTX_simd_vec4 extension, geometry functions)
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- detail::fvec4SIMD niceLength4(
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- detail::fvec4SIMD const & x);
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-
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- //! Returns the distance betwwen p0 and p1, i.e., length(p0 - p1).
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- //! (From GLM_GTX_simd_vec4 extension, geometry functions)
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- float distance(
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- detail::fvec4SIMD const & p0,
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- detail::fvec4SIMD const & p1);
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-
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- //! Returns the distance betwwen p0 and p1, i.e., length(p0 - p1).
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- //! (From GLM_GTX_simd_vec4 extension, geometry functions)
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- detail::fvec4SIMD distance4(
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- detail::fvec4SIMD const & p0,
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- detail::fvec4SIMD const & p1);
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-
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- //! Returns the dot product of x and y, i.e., result = x * y.
|
|
|
- //! (From GLM_GTX_simd_vec4 extension, geometry functions)
|
|
|
- float simdDot(
|
|
|
- detail::fvec4SIMD const & x,
|
|
|
- detail::fvec4SIMD const & y);
|
|
|
-
|
|
|
- //! Returns the dot product of x and y, i.e., result = x * y.
|
|
|
- //! (From GLM_GTX_simd_vec4 extension, geometry functions)
|
|
|
- detail::fvec4SIMD dot4(
|
|
|
- detail::fvec4SIMD const & x,
|
|
|
- detail::fvec4SIMD const & y);
|
|
|
-
|
|
|
- //! Returns the cross product of x and y.
|
|
|
- //! (From GLM_GTX_simd_vec4 extension, geometry functions)
|
|
|
- detail::fvec4SIMD cross(
|
|
|
- detail::fvec4SIMD const & x,
|
|
|
- detail::fvec4SIMD const & y);
|
|
|
-
|
|
|
- //! Returns a vector in the same direction as x but with length of 1.
|
|
|
- //! (From GLM_GTX_simd_vec4 extension, geometry functions)
|
|
|
- detail::fvec4SIMD normalize(
|
|
|
- detail::fvec4SIMD const & x);
|
|
|
-
|
|
|
- //! Returns a vector in the same direction as x but with length of 1.
|
|
|
- //! Less accurate but much faster than simdNormalize.
|
|
|
- //! (From GLM_GTX_simd_vec4 extension, geometry functions)
|
|
|
- detail::fvec4SIMD fastNormalize(
|
|
|
- detail::fvec4SIMD const & x);
|
|
|
-
|
|
|
- //! If dot(Nref, I) < 0.0, return N, otherwise, return -N.
|
|
|
- //! (From GLM_GTX_simd_vec4 extension, geometry functions)
|
|
|
- detail::fvec4SIMD simdFaceforward(
|
|
|
- detail::fvec4SIMD const & N,
|
|
|
- detail::fvec4SIMD const & I,
|
|
|
- detail::fvec4SIMD const & Nref);
|
|
|
-
|
|
|
- //! For the incident vector I and surface orientation N,
|
|
|
- //! returns the reflection direction : result = I - 2.0 * dot(N, I) * N.
|
|
|
- //! (From GLM_GTX_simd_vec4 extension, geometry functions)
|
|
|
- detail::fvec4SIMD reflect(
|
|
|
- detail::fvec4SIMD const & I,
|
|
|
- detail::fvec4SIMD const & N);
|
|
|
-
|
|
|
- //! For the incident vector I and surface normal N,
|
|
|
- //! and the ratio of indices of refraction eta,
|
|
|
- //! return the refraction vector.
|
|
|
- //! (From GLM_GTX_simd_vec4 extension, geometry functions)
|
|
|
- detail::fvec4SIMD refract(
|
|
|
- detail::fvec4SIMD const & I,
|
|
|
- detail::fvec4SIMD const & N,
|
|
|
- float const & eta);
|
|
|
-
|
|
|
- //! Returns the positive square root of x.
|
|
|
- //! (From GLM_GTX_simd_vec4 extension, exponential function)
|
|
|
- detail::fvec4SIMD sqrt(
|
|
|
- detail::fvec4SIMD const & x);
|
|
|
-
|
|
|
- //! Returns the positive square root of x with the nicest quality but very slow.
|
|
|
- //! Slightly more accurate but much slower than simdSqrt.
|
|
|
- //! (From GLM_GTX_simd_vec4 extension, exponential function)
|
|
|
- detail::fvec4SIMD niceSqrt(
|
|
|
- detail::fvec4SIMD const & x);
|
|
|
-
|
|
|
- //! Returns the positive square root of x
|
|
|
- //! Less accurate but much faster than sqrt.
|
|
|
- //! (From GLM_GTX_simd_vec4 extension, exponential function)
|
|
|
- detail::fvec4SIMD fastSqrt(
|
|
|
- detail::fvec4SIMD const & x);
|
|
|
-
|
|
|
- //! Returns the reciprocal of the positive square root of x.
|
|
|
- //! (From GLM_GTX_simd_vec4 extension, exponential function)
|
|
|
- detail::fvec4SIMD inversesqrt(
|
|
|
- detail::fvec4SIMD const & x);
|
|
|
-
|
|
|
- //! Returns the reciprocal of the positive square root of x.
|
|
|
- //! Faster than inversesqrt but less accurate.
|
|
|
- //! (From GLM_GTX_simd_vec4 extension, exponential function)
|
|
|
- detail::fvec4SIMD fastInversesqrt(
|
|
|
- detail::fvec4SIMD const & x);
|
|
|
-
|
|
|
- ///@}
|
|
|
- }//namespace simd_vec4
|
|
|
- }//namespace gtx
|
|
|
+ enum ctor{null};
|
|
|
+ typedef __m128 value_type;
|
|
|
+ typedef std::size_t size_type;
|
|
|
+ static size_type value_size();
|
|
|
+
|
|
|
+ typedef fvec4SIMD type;
|
|
|
+ typedef tvec4<bool> bool_type;
|
|
|
+
|
|
|
+ __m128 Data;
|
|
|
+
|
|
|
+ //////////////////////////////////////
|
|
|
+ // Implicit basic constructors
|
|
|
+
|
|
|
+ fvec4SIMD();
|
|
|
+ fvec4SIMD(__m128 const & Data);
|
|
|
+ fvec4SIMD(fvec4SIMD const & v);
|
|
|
+
|
|
|
+ //////////////////////////////////////
|
|
|
+ // Explicit basic constructors
|
|
|
+
|
|
|
+ explicit fvec4SIMD(
|
|
|
+ ctor);
|
|
|
+ explicit fvec4SIMD(
|
|
|
+ float const & s);
|
|
|
+ explicit fvec4SIMD(
|
|
|
+ float const & x,
|
|
|
+ float const & y,
|
|
|
+ float const & z,
|
|
|
+ float const & w);
|
|
|
+ explicit fvec4SIMD(
|
|
|
+ tvec4<float> const & v);
|
|
|
+
|
|
|
+ ////////////////////////////////////////
|
|
|
+ //// Convertion vector constructors
|
|
|
+
|
|
|
+ fvec4SIMD(vec2 const & v, float const & s1, float const & s2);
|
|
|
+ fvec4SIMD(float const & s1, vec2 const & v, float const & s2);
|
|
|
+ fvec4SIMD(float const & s1, float const & s2, vec2 const & v);
|
|
|
+ fvec4SIMD(vec3 const & v, float const & s);
|
|
|
+ fvec4SIMD(float const & s, vec3 const & v);
|
|
|
+ fvec4SIMD(vec2 const & v1, vec2 const & v2);
|
|
|
+ //fvec4SIMD(ivec4SIMD const & v);
|
|
|
+
|
|
|
+ //////////////////////////////////////
|
|
|
+ // Unary arithmetic operators
|
|
|
+
|
|
|
+ fvec4SIMD& operator= (fvec4SIMD const & v);
|
|
|
+ fvec4SIMD& operator+=(fvec4SIMD const & v);
|
|
|
+ fvec4SIMD& operator-=(fvec4SIMD const & v);
|
|
|
+ fvec4SIMD& operator*=(fvec4SIMD const & v);
|
|
|
+ fvec4SIMD& operator/=(fvec4SIMD const & v);
|
|
|
+
|
|
|
+ fvec4SIMD& operator+=(float const & s);
|
|
|
+ fvec4SIMD& operator-=(float const & s);
|
|
|
+ fvec4SIMD& operator*=(float const & s);
|
|
|
+ fvec4SIMD& operator/=(float const & s);
|
|
|
+
|
|
|
+ fvec4SIMD& operator++();
|
|
|
+ fvec4SIMD& operator--();
|
|
|
+
|
|
|
+ //////////////////////////////////////
|
|
|
+ // Swizzle operators
|
|
|
+
|
|
|
+ template <comp X, comp Y, comp Z, comp W>
|
|
|
+ fvec4SIMD& swizzle();
|
|
|
+ template <comp X, comp Y, comp Z, comp W>
|
|
|
+ fvec4SIMD swizzle() const;
|
|
|
+ template <comp X, comp Y, comp Z>
|
|
|
+ fvec4SIMD swizzle() const;
|
|
|
+ template <comp X, comp Y>
|
|
|
+ fvec4SIMD swizzle() const;
|
|
|
+ template <comp X>
|
|
|
+ fvec4SIMD swizzle() const;
|
|
|
+ };
|
|
|
+}//namespace detail
|
|
|
+
|
|
|
+namespace gtx{
|
|
|
+namespace simd_vec4 ///< GLM_GTX_simd_vec4 extension: SIMD implementation of vec4 type.
|
|
|
+{
|
|
|
+ typedef detail::fvec4SIMD simdVec4;
|
|
|
+
|
|
|
+ /// \addtogroup gtx_simd_vec4
|
|
|
+ ///@{
|
|
|
+
|
|
|
+ //! Convert a simdVec4 to a vec4.
|
|
|
+ //! (From GLM_GTX_simd_vec4 extension)
|
|
|
+ detail::tvec4<float> vec4_cast(
|
|
|
+ detail::fvec4SIMD const & x);
|
|
|
+
|
|
|
+ //! Returns x if x >= 0; otherwise, it returns -x.
|
|
|
+ //! (From GLM_GTX_simd_vec4 extension, common function)
|
|
|
+ detail::fvec4SIMD abs(detail::fvec4SIMD const & x);
|
|
|
+
|
|
|
+ //! Returns 1.0 if x > 0, 0.0 if x = 0, or -1.0 if x < 0.
|
|
|
+ //! (From GLM_GTX_simd_vec4 extension, common function)
|
|
|
+ detail::fvec4SIMD sign(detail::fvec4SIMD const & x);
|
|
|
+
|
|
|
+ //! Returns a value equal to the nearest integer that is less then or equal to x.
|
|
|
+ //! (From GLM_GTX_simd_vec4 extension, common function)
|
|
|
+ detail::fvec4SIMD floor(detail::fvec4SIMD const & x);
|
|
|
+
|
|
|
+ //! Returns a value equal to the nearest integer to x
|
|
|
+ //! whose absolute value is not larger than the absolute value of x.
|
|
|
+ //! (From GLM_GTX_simd_vec4 extension, common function)
|
|
|
+ detail::fvec4SIMD trunc(detail::fvec4SIMD const & x);
|
|
|
+
|
|
|
+ //! Returns a value equal to the nearest integer to x.
|
|
|
+ //! The fraction 0.5 will round in a direction chosen by the
|
|
|
+ //! implementation, presumably the direction that is fastest.
|
|
|
+ //! This includes the possibility that round(x) returns the
|
|
|
+ //! same value as roundEven(x) for all values of x.
|
|
|
+ //! (From GLM_GTX_simd_vec4 extension, common function)
|
|
|
+ detail::fvec4SIMD round(detail::fvec4SIMD const & x);
|
|
|
+
|
|
|
+ //! Returns a value equal to the nearest integer to x.
|
|
|
+ //! A fractional part of 0.5 will round toward the nearest even
|
|
|
+ //! integer. (Both 3.5 and 4.5 for x will return 4.0.)
|
|
|
+ //! (From GLM_GTX_simd_vec4 extension, common function)
|
|
|
+ //detail::fvec4SIMD roundEven(detail::fvec4SIMD const & x);
|
|
|
+
|
|
|
+ //! Returns a value equal to the nearest integer
|
|
|
+ //! that is greater than or equal to x.
|
|
|
+ //! (From GLM_GTX_simd_vec4 extension, common function)
|
|
|
+ detail::fvec4SIMD ceil(detail::fvec4SIMD const & x);
|
|
|
+
|
|
|
+ //! Return x - floor(x).
|
|
|
+ //! (From GLM_GTX_simd_vec4 extension, common function)
|
|
|
+ detail::fvec4SIMD fract(detail::fvec4SIMD const & x);
|
|
|
+
|
|
|
+ //! Modulus. Returns x - y * floor(x / y)
|
|
|
+ //! for each component in x using the floating point value y.
|
|
|
+ //! (From GLM_GTX_simd_vec4 extension, common function)
|
|
|
+ detail::fvec4SIMD mod(
|
|
|
+ detail::fvec4SIMD const & x,
|
|
|
+ detail::fvec4SIMD const & y);
|
|
|
+
|
|
|
+ //! Modulus. Returns x - y * floor(x / y)
|
|
|
+ //! for each component in x using the floating point value y.
|
|
|
+ //! (From GLM_GTX_simd_vec4 extension, common function)
|
|
|
+ detail::fvec4SIMD mod(
|
|
|
+ detail::fvec4SIMD const & x,
|
|
|
+ float const & y);
|
|
|
+
|
|
|
+ //! Returns the fractional part of x and sets i to the integer
|
|
|
+ //! part (as a whole number floating point value). Both the
|
|
|
+ //! return value and the output parameter will have the same
|
|
|
+ //! sign as x.
|
|
|
+ //! (From GLM_GTX_simd_vec4 extension, common function)
|
|
|
+ //detail::fvec4SIMD modf(
|
|
|
+ // detail::fvec4SIMD const & x,
|
|
|
+ // detail::fvec4SIMD & i);
|
|
|
+
|
|
|
+ //! Returns y if y < x; otherwise, it returns x.
|
|
|
+ //! (From GLM_GTX_simd_vec4 extension, common function)
|
|
|
+ detail::fvec4SIMD min(
|
|
|
+ detail::fvec4SIMD const & x,
|
|
|
+ detail::fvec4SIMD const & y);
|
|
|
+
|
|
|
+ detail::fvec4SIMD min(
|
|
|
+ detail::fvec4SIMD const & x,
|
|
|
+ float const & y);
|
|
|
+
|
|
|
+ //! Returns y if x < y; otherwise, it returns x.
|
|
|
+ //! (From GLM_GTX_simd_vec4 extension, common function)
|
|
|
+ detail::fvec4SIMD max(
|
|
|
+ detail::fvec4SIMD const & x,
|
|
|
+ detail::fvec4SIMD const & y);
|
|
|
+
|
|
|
+ detail::fvec4SIMD max(
|
|
|
+ detail::fvec4SIMD const & x,
|
|
|
+ float const & y);
|
|
|
+
|
|
|
+ //! Returns min(max(x, minVal), maxVal) for each component in x
|
|
|
+ //! using the floating-point values minVal and maxVal.
|
|
|
+ //! (From GLM_GTX_simd_vec4 extension, common function)
|
|
|
+ detail::fvec4SIMD clamp(
|
|
|
+ detail::fvec4SIMD const & x,
|
|
|
+ detail::fvec4SIMD const & minVal,
|
|
|
+ detail::fvec4SIMD const & maxVal);
|
|
|
+
|
|
|
+ detail::fvec4SIMD clamp(
|
|
|
+ detail::fvec4SIMD const & x,
|
|
|
+ float const & minVal,
|
|
|
+ float const & maxVal);
|
|
|
+
|
|
|
+ //! \return If genTypeU is a floating scalar or vector:
|
|
|
+ //! Returns x * (1.0 - a) + y * a, i.e., the linear blend of
|
|
|
+ //! x and y using the floating-point value a.
|
|
|
+ //! The value for a is not restricted to the range [0, 1].
|
|
|
+ //!
|
|
|
+ //! \return If genTypeU is a boolean scalar or vector:
|
|
|
+ //! Selects which vector each returned component comes
|
|
|
+ //! from. For a component of a that is false, the
|
|
|
+ //! corresponding component of x is returned. For a
|
|
|
+ //! component of a that is true, the corresponding
|
|
|
+ //! component of y is returned. Components of x and y that
|
|
|
+ //! are not selected are allowed to be invalid floating point
|
|
|
+ //! values and will have no effect on the results. Thus, this
|
|
|
+ //! provides different functionality than
|
|
|
+ //! genType mix(genType x, genType y, genType(a))
|
|
|
+ //! where a is a Boolean vector.
|
|
|
+ //!
|
|
|
+ //! From GLSL 1.30.08 specification, section 8.3
|
|
|
+ //!
|
|
|
+ //! \param[in] x Floating point scalar or vector.
|
|
|
+ //! \param[in] y Floating point scalar or vector.
|
|
|
+ //! \param[in] a Floating point or boolean scalar or vector.
|
|
|
+ //!
|
|
|
+ // \todo Test when 'a' is a boolean.
|
|
|
+ //! (From GLM_GTX_simd_vec4 extension, common function)
|
|
|
+ detail::fvec4SIMD mix(
|
|
|
+ detail::fvec4SIMD const & x,
|
|
|
+ detail::fvec4SIMD const & y,
|
|
|
+ detail::fvec4SIMD const & a);
|
|
|
+
|
|
|
+ //! Returns 0.0 if x < edge, otherwise it returns 1.0.
|
|
|
+ //! (From GLM_GTX_simd_vec4 extension, common function)
|
|
|
+ detail::fvec4SIMD step(
|
|
|
+ detail::fvec4SIMD const & edge,
|
|
|
+ detail::fvec4SIMD const & x);
|
|
|
+
|
|
|
+ detail::fvec4SIMD step(
|
|
|
+ float const & edge,
|
|
|
+ detail::fvec4SIMD const & x);
|
|
|
+
|
|
|
+ //! Returns 0.0 if x <= edge0 and 1.0 if x >= edge1 and
|
|
|
+ //! performs smooth Hermite interpolation between 0 and 1
|
|
|
+ //! when edge0 < x < edge1. This is useful in cases where
|
|
|
+ //! you would want a threshold function with a smooth
|
|
|
+ //! transition. This is equivalent to:
|
|
|
+ //! genType t;
|
|
|
+ //! t = clamp ((x – edge0) / (edge1 – edge0), 0, 1);
|
|
|
+ //! return t * t * (3 – 2 * t);
|
|
|
+ //! Results are undefined if edge0 >= edge1.
|
|
|
+ //! (From GLM_GTX_simd_vec4 extension, common function)
|
|
|
+ detail::fvec4SIMD smoothstep(
|
|
|
+ detail::fvec4SIMD const & edge0,
|
|
|
+ detail::fvec4SIMD const & edge1,
|
|
|
+ detail::fvec4SIMD const & x);
|
|
|
+
|
|
|
+ detail::fvec4SIMD smoothstep(
|
|
|
+ float const & edge0,
|
|
|
+ float const & edge1,
|
|
|
+ detail::fvec4SIMD const & x);
|
|
|
+
|
|
|
+ //! Returns true if x holds a NaN (not a number)
|
|
|
+ //! representation in the underlying implementation's set of
|
|
|
+ //! floating point representations. Returns false otherwise,
|
|
|
+ //! including for implementations with no NaN
|
|
|
+ //! representations.
|
|
|
+ //! (From GLM_GTX_simd_vec4 extension, common function)
|
|
|
+ //bvec4 isnan(detail::fvec4SIMD const & x);
|
|
|
+
|
|
|
+ //! Returns true if x holds a positive infinity or negative
|
|
|
+ //! infinity representation in the underlying implementation's
|
|
|
+ //! set of floating point representations. Returns false
|
|
|
+ //! otherwise, including for implementations with no infinity
|
|
|
+ //! representations.
|
|
|
+ //! (From GLM_GTX_simd_vec4 extension, common function)
|
|
|
+ //bvec4 isinf(detail::fvec4SIMD const & x);
|
|
|
+
|
|
|
+ //! Returns a signed or unsigned integer value representing
|
|
|
+ //! the encoding of a floating-point value. The floatingpoint
|
|
|
+ //! value's bit-level representation is preserved.
|
|
|
+ //! (From GLM_GTX_simd_vec4 extension, common function)
|
|
|
+ //detail::ivec4SIMD floatBitsToInt(detail::fvec4SIMD const & value);
|
|
|
+
|
|
|
+ //! Returns a floating-point value corresponding to a signed
|
|
|
+ //! or unsigned integer encoding of a floating-point value.
|
|
|
+ //! If an inf or NaN is passed in, it will not signal, and the
|
|
|
+ //! resulting floating point value is unspecified. Otherwise,
|
|
|
+ //! the bit-level representation is preserved.
|
|
|
+ //! (From GLM_GTX_simd_vec4 extension, common function)
|
|
|
+ //detail::fvec4SIMD intBitsToFloat(detail::ivec4SIMD const & value);
|
|
|
+
|
|
|
+ //! Computes and returns a * b + c.
|
|
|
+ //! (From GLM_GTX_simd_vec4 extension, common function)
|
|
|
+ detail::fvec4SIMD fma(
|
|
|
+ detail::fvec4SIMD const & a,
|
|
|
+ detail::fvec4SIMD const & b,
|
|
|
+ detail::fvec4SIMD const & c);
|
|
|
+
|
|
|
+ //! Splits x into a floating-point significand in the range
|
|
|
+ //! [0.5, 1.0) and an integral exponent of two, such that:
|
|
|
+ //! x = significand * exp(2, exponent)
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+ //! The significand is returned by the function and the
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+ //! exponent is returned in the parameter exp. For a
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+ //! floating-point value of zero, the significant and exponent
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+ //! are both zero. For a floating-point value that is an
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+ //! infinity or is not a number, the results are undefined.
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+ //! (From GLM_GTX_simd_vec4 extension, common function)
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+ //detail::fvec4SIMD frexp(detail::fvec4SIMD const & x, detail::ivec4SIMD & exp);
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+
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+ //! Builds a floating-point number from x and the
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+ //! corresponding integral exponent of two in exp, returning:
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+ //! significand * exp(2, exponent)
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+ //! If this product is too large to be represented in the
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+ //! floating-point type, the result is undefined.
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+ //! (From GLM_GTX_simd_vec4 extension, common function)
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+ //detail::fvec4SIMD ldexp(detail::fvec4SIMD const & x, detail::ivec4SIMD const & exp);
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+
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+ //! Returns the length of x, i.e., sqrt(x * x).
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+ //! (From GLM_GTX_simd_vec4 extension, geometry functions)
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+ float length(
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+ detail::fvec4SIMD const & x);
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+
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+ //! Returns the length of x, i.e., sqrt(x * x).
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+ //! Less accurate but much faster than simdLength.
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+ //! (From GLM_GTX_simd_vec4 extension, geometry functions)
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+ float fastLength(
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+ detail::fvec4SIMD const & x);
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+
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+ //! Returns the length of x, i.e., sqrt(x * x).
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+ //! Slightly more accurate but much slower than simdLength.
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+ //! (From GLM_GTX_simd_vec4 extension, geometry functions)
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+ float niceLength(
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+ detail::fvec4SIMD const & x);
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+
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+ //! Returns the length of x, i.e., sqrt(x * x).
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+ //! (From GLM_GTX_simd_vec4 extension, geometry functions)
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+ detail::fvec4SIMD length4(
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+ detail::fvec4SIMD const & x);
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+
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+ //! Returns the length of x, i.e., sqrt(x * x).
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+ //! Less accurate but much faster than simdLength4.
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+ //! (From GLM_GTX_simd_vec4 extension, geometry functions)
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+ detail::fvec4SIMD fastLength4(
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+ detail::fvec4SIMD const & x);
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+
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+ //! Returns the length of x, i.e., sqrt(x * x).
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+ //! Slightly more accurate but much slower than simdLength4.
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+ //! (From GLM_GTX_simd_vec4 extension, geometry functions)
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+ detail::fvec4SIMD niceLength4(
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+ detail::fvec4SIMD const & x);
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+
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+ //! Returns the distance betwwen p0 and p1, i.e., length(p0 - p1).
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+ //! (From GLM_GTX_simd_vec4 extension, geometry functions)
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+ float distance(
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+ detail::fvec4SIMD const & p0,
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+ detail::fvec4SIMD const & p1);
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+
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+ //! Returns the distance betwwen p0 and p1, i.e., length(p0 - p1).
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+ //! (From GLM_GTX_simd_vec4 extension, geometry functions)
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+ detail::fvec4SIMD distance4(
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+ detail::fvec4SIMD const & p0,
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+ detail::fvec4SIMD const & p1);
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+
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+ //! Returns the dot product of x and y, i.e., result = x * y.
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+ //! (From GLM_GTX_simd_vec4 extension, geometry functions)
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+ float simdDot(
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+ detail::fvec4SIMD const & x,
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+ detail::fvec4SIMD const & y);
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+
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+ //! Returns the dot product of x and y, i.e., result = x * y.
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+ //! (From GLM_GTX_simd_vec4 extension, geometry functions)
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+ detail::fvec4SIMD dot4(
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+ detail::fvec4SIMD const & x,
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+ detail::fvec4SIMD const & y);
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+
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+ //! Returns the cross product of x and y.
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+ //! (From GLM_GTX_simd_vec4 extension, geometry functions)
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+ detail::fvec4SIMD cross(
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+ detail::fvec4SIMD const & x,
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+ detail::fvec4SIMD const & y);
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+
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+ //! Returns a vector in the same direction as x but with length of 1.
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+ //! (From GLM_GTX_simd_vec4 extension, geometry functions)
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+ detail::fvec4SIMD normalize(
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+ detail::fvec4SIMD const & x);
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+
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+ //! Returns a vector in the same direction as x but with length of 1.
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+ //! Less accurate but much faster than simdNormalize.
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+ //! (From GLM_GTX_simd_vec4 extension, geometry functions)
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+ detail::fvec4SIMD fastNormalize(
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+ detail::fvec4SIMD const & x);
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+
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+ //! If dot(Nref, I) < 0.0, return N, otherwise, return -N.
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+ //! (From GLM_GTX_simd_vec4 extension, geometry functions)
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+ detail::fvec4SIMD simdFaceforward(
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+ detail::fvec4SIMD const & N,
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+ detail::fvec4SIMD const & I,
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|
+ detail::fvec4SIMD const & Nref);
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+
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+ //! For the incident vector I and surface orientation N,
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+ //! returns the reflection direction : result = I - 2.0 * dot(N, I) * N.
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+ //! (From GLM_GTX_simd_vec4 extension, geometry functions)
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|
+ detail::fvec4SIMD reflect(
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+ detail::fvec4SIMD const & I,
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|
+ detail::fvec4SIMD const & N);
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+
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+ //! For the incident vector I and surface normal N,
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|
+ //! and the ratio of indices of refraction eta,
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|
+ //! return the refraction vector.
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+ //! (From GLM_GTX_simd_vec4 extension, geometry functions)
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|
+ detail::fvec4SIMD refract(
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|
|
+ detail::fvec4SIMD const & I,
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|
|
+ detail::fvec4SIMD const & N,
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|
|
+ float const & eta);
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|
|
+
|
|
|
+ //! Returns the positive square root of x.
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|
|
+ //! (From GLM_GTX_simd_vec4 extension, exponential function)
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|
+ detail::fvec4SIMD sqrt(
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|
|
+ detail::fvec4SIMD const & x);
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|
+
|
|
|
+ //! Returns the positive square root of x with the nicest quality but very slow.
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|
|
+ //! Slightly more accurate but much slower than simdSqrt.
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|
|
+ //! (From GLM_GTX_simd_vec4 extension, exponential function)
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|
|
+ detail::fvec4SIMD niceSqrt(
|
|
|
+ detail::fvec4SIMD const & x);
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|
|
+
|
|
|
+ //! Returns the positive square root of x
|
|
|
+ //! Less accurate but much faster than sqrt.
|
|
|
+ //! (From GLM_GTX_simd_vec4 extension, exponential function)
|
|
|
+ detail::fvec4SIMD fastSqrt(
|
|
|
+ detail::fvec4SIMD const & x);
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|
|
+
|
|
|
+ //! Returns the reciprocal of the positive square root of x.
|
|
|
+ //! (From GLM_GTX_simd_vec4 extension, exponential function)
|
|
|
+ detail::fvec4SIMD inversesqrt(
|
|
|
+ detail::fvec4SIMD const & x);
|
|
|
+
|
|
|
+ //! Returns the reciprocal of the positive square root of x.
|
|
|
+ //! Faster than inversesqrt but less accurate.
|
|
|
+ //! (From GLM_GTX_simd_vec4 extension, exponential function)
|
|
|
+ detail::fvec4SIMD fastInversesqrt(
|
|
|
+ detail::fvec4SIMD const & x);
|
|
|
+
|
|
|
+ /// @}
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|
|
+}//namespace simd_vec4
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|
+}//namespace gtx
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|
}//namespace glm
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#include "simd_vec4.inl"
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