vec3fa.h 35 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. #if defined(__aarch64__)
  44. __m128 t = _mm_load_ps((float*)a);
  45. t[3] = 0.0f;
  46. return Vec3fa(t);
  47. #else
  48. return Vec3fa(_mm_and_ps(_mm_load_ps((float*)a),_mm_castsi128_ps(_mm_set_epi32(0, -1, -1, -1))));
  49. #endif
  50. }
  51. static __forceinline Vec3fa loadu( const void* const a ) {
  52. return Vec3fa(_mm_loadu_ps((float*)a));
  53. }
  54. static __forceinline void storeu ( void* ptr, const Vec3fa& v ) {
  55. _mm_storeu_ps((float*)ptr,v.m128);
  56. }
  57. ////////////////////////////////////////////////////////////////////////////////
  58. /// Constants
  59. ////////////////////////////////////////////////////////////////////////////////
  60. __forceinline Vec3fa( ZeroTy ) : m128(_mm_setzero_ps()) {}
  61. __forceinline Vec3fa( OneTy ) : m128(_mm_set1_ps(1.0f)) {}
  62. __forceinline Vec3fa( PosInfTy ) : m128(_mm_set1_ps(pos_inf)) {}
  63. __forceinline Vec3fa( NegInfTy ) : m128(_mm_set1_ps(neg_inf)) {}
  64. ////////////////////////////////////////////////////////////////////////////////
  65. /// Array Access
  66. ////////////////////////////////////////////////////////////////////////////////
  67. __forceinline const float& operator []( const size_t index ) const { assert(index < 3); return (&x)[index]; }
  68. __forceinline float& operator []( const size_t index ) { assert(index < 3); return (&x)[index]; }
  69. };
  70. ////////////////////////////////////////////////////////////////////////////////
  71. /// Unary Operators
  72. ////////////////////////////////////////////////////////////////////////////////
  73. __forceinline Vec3fa operator +( const Vec3fa& a ) { return a; }
  74. __forceinline Vec3fa operator -( const Vec3fa& a ) {
  75. #if defined(__aarch64__)
  76. return vnegq_f32(a.m128);
  77. #else
  78. const __m128 mask = _mm_castsi128_ps(_mm_set1_epi32(0x80000000));
  79. return _mm_xor_ps(a.m128, mask);
  80. #endif
  81. }
  82. __forceinline Vec3fa abs ( const Vec3fa& a ) {
  83. #if defined(__aarch64__)
  84. return _mm_abs_ps(a.m128);
  85. #else
  86. const __m128 mask = _mm_castsi128_ps(_mm_set1_epi32(0x7fffffff));
  87. return _mm_and_ps(a.m128, mask);
  88. #endif
  89. }
  90. __forceinline Vec3fa sign ( const Vec3fa& a ) {
  91. return blendv_ps(Vec3fa(one).m128, (-Vec3fa(one)).m128, _mm_cmplt_ps (a.m128,Vec3fa(zero).m128));
  92. }
  93. __forceinline Vec3fa rcp ( const Vec3fa& a )
  94. {
  95. #if defined(__aarch64__)
  96. return vdivq_f32(vdupq_n_f32(1.0f),a.m128);
  97. #else
  98. #if defined(__AVX512VL__)
  99. const Vec3fa r = _mm_rcp14_ps(a.m128);
  100. #else
  101. const Vec3fa r = _mm_rcp_ps(a.m128);
  102. #endif
  103. #if defined(__AVX2__)
  104. const Vec3fa h_n = _mm_fnmadd_ps(a.m128, r.m128, vfloat4(1.0)); // First, compute 1 - a * r (which will be very close to 0)
  105. const Vec3fa res = _mm_fmadd_ps(r.m128, h_n.m128, r.m128); // Then compute r + r * h_n
  106. #else
  107. const Vec3fa h_n = _mm_sub_ps(vfloat4(1.0f), _mm_mul_ps(a.m128, r.m128)); // First, compute 1 - a * r (which will be very close to 0)
  108. const Vec3fa res = _mm_add_ps(r.m128,_mm_mul_ps(r.m128, h_n.m128)); // Then compute r + r * h_n
  109. #endif
  110. return res;
  111. #endif //defined(__aarch64__)
  112. }
  113. __forceinline Vec3fa sqrt ( const Vec3fa& a ) { return _mm_sqrt_ps(a.m128); }
  114. __forceinline Vec3fa sqr ( const Vec3fa& a ) { return _mm_mul_ps(a.m128,a.m128); }
  115. __forceinline Vec3fa rsqrt( const Vec3fa& a )
  116. {
  117. #if defined(__aarch64__)
  118. __m128 r = _mm_rsqrt_ps(a.m128);
  119. r = vmulq_f32(r, vrsqrtsq_f32(vmulq_f32(a.m128, r), r));
  120. r = vmulq_f32(r, vrsqrtsq_f32(vmulq_f32(a.m128, r), r));
  121. return r;
  122. #else
  123. #if defined(__AVX512VL__)
  124. __m128 r = _mm_rsqrt14_ps(a.m128);
  125. #else
  126. __m128 r = _mm_rsqrt_ps(a.m128);
  127. #endif
  128. 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)));
  129. #endif
  130. }
  131. __forceinline Vec3fa zero_fix(const Vec3fa& a) {
  132. return blendv_ps(a.m128, _mm_set1_ps(min_rcp_input), _mm_cmplt_ps (abs(a).m128, _mm_set1_ps(min_rcp_input)));
  133. }
  134. __forceinline Vec3fa rcp_safe(const Vec3fa& a) {
  135. return rcp(zero_fix(a));
  136. }
  137. __forceinline Vec3fa log ( const Vec3fa& a ) {
  138. return Vec3fa(logf(a.x),logf(a.y),logf(a.z));
  139. }
  140. __forceinline Vec3fa exp ( const Vec3fa& a ) {
  141. return Vec3fa(expf(a.x),expf(a.y),expf(a.z));
  142. }
  143. ////////////////////////////////////////////////////////////////////////////////
  144. /// Binary Operators
  145. ////////////////////////////////////////////////////////////////////////////////
  146. __forceinline Vec3fa operator +( const Vec3fa& a, const Vec3fa& b ) { return _mm_add_ps(a.m128, b.m128); }
  147. __forceinline Vec3fa operator -( const Vec3fa& a, const Vec3fa& b ) { return _mm_sub_ps(a.m128, b.m128); }
  148. __forceinline Vec3fa operator *( const Vec3fa& a, const Vec3fa& b ) { return _mm_mul_ps(a.m128, b.m128); }
  149. __forceinline Vec3fa operator *( const Vec3fa& a, const float b ) { return a * Vec3fa(b); }
  150. __forceinline Vec3fa operator *( const float a, const Vec3fa& b ) { return Vec3fa(a) * b; }
  151. __forceinline Vec3fa operator /( const Vec3fa& a, const Vec3fa& b ) { return _mm_div_ps(a.m128,b.m128); }
  152. __forceinline Vec3fa operator /( const Vec3fa& a, const float b ) { return _mm_div_ps(a.m128,_mm_set1_ps(b)); }
  153. __forceinline Vec3fa operator /( const float a, const Vec3fa& b ) { return _mm_div_ps(_mm_set1_ps(a),b.m128); }
  154. __forceinline Vec3fa min( const Vec3fa& a, const Vec3fa& b ) { return _mm_min_ps(a.m128,b.m128); }
  155. __forceinline Vec3fa max( const Vec3fa& a, const Vec3fa& b ) { return _mm_max_ps(a.m128,b.m128); }
  156. #if defined(__aarch64__) || defined(__SSE4_1__)
  157. __forceinline Vec3fa mini(const Vec3fa& a, const Vec3fa& b) {
  158. const vint4 ai = _mm_castps_si128(a.m128);
  159. const vint4 bi = _mm_castps_si128(b.m128);
  160. const vint4 ci = _mm_min_epi32(ai,bi);
  161. return _mm_castsi128_ps(ci);
  162. }
  163. #endif
  164. #if defined(__aarch64__) || defined(__SSE4_1__)
  165. __forceinline Vec3fa maxi(const Vec3fa& a, const Vec3fa& b) {
  166. const vint4 ai = _mm_castps_si128(a.m128);
  167. const vint4 bi = _mm_castps_si128(b.m128);
  168. const vint4 ci = _mm_max_epi32(ai,bi);
  169. return _mm_castsi128_ps(ci);
  170. }
  171. #endif
  172. __forceinline Vec3fa pow ( const Vec3fa& a, const float& b ) {
  173. return Vec3fa(powf(a.x,b),powf(a.y,b),powf(a.z,b));
  174. }
  175. ////////////////////////////////////////////////////////////////////////////////
  176. /// Ternary Operators
  177. ////////////////////////////////////////////////////////////////////////////////
  178. #if defined(__AVX2__) || defined(__ARM_NEON)
  179. __forceinline Vec3fa madd ( const Vec3fa& a, const Vec3fa& b, const Vec3fa& c) { return _mm_fmadd_ps(a.m128,b.m128,c.m128); }
  180. __forceinline Vec3fa msub ( const Vec3fa& a, const Vec3fa& b, const Vec3fa& c) { return _mm_fmsub_ps(a.m128,b.m128,c.m128); }
  181. __forceinline Vec3fa nmadd ( const Vec3fa& a, const Vec3fa& b, const Vec3fa& c) { return _mm_fnmadd_ps(a.m128,b.m128,c.m128); }
  182. __forceinline Vec3fa nmsub ( const Vec3fa& a, const Vec3fa& b, const Vec3fa& c) { return _mm_fnmsub_ps(a.m128,b.m128,c.m128); }
  183. #else
  184. __forceinline Vec3fa madd ( const Vec3fa& a, const Vec3fa& b, const Vec3fa& c) { return a*b+c; }
  185. __forceinline Vec3fa nmadd ( const Vec3fa& a, const Vec3fa& b, const Vec3fa& c) { return -a*b+c;}
  186. __forceinline Vec3fa nmsub ( const Vec3fa& a, const Vec3fa& b, const Vec3fa& c) { return -a*b-c; }
  187. __forceinline Vec3fa msub ( const Vec3fa& a, const Vec3fa& b, const Vec3fa& c) { return a*b-c; }
  188. #endif
  189. __forceinline Vec3fa madd ( const float a, const Vec3fa& b, const Vec3fa& c) { return madd(Vec3fa(a),b,c); }
  190. __forceinline Vec3fa msub ( const float a, const Vec3fa& b, const Vec3fa& c) { return msub(Vec3fa(a),b,c); }
  191. __forceinline Vec3fa nmadd ( const float a, const Vec3fa& b, const Vec3fa& c) { return nmadd(Vec3fa(a),b,c); }
  192. __forceinline Vec3fa nmsub ( const float a, const Vec3fa& b, const Vec3fa& c) { return nmsub(Vec3fa(a),b,c); }
  193. ////////////////////////////////////////////////////////////////////////////////
  194. /// Assignment Operators
  195. ////////////////////////////////////////////////////////////////////////////////
  196. __forceinline Vec3fa& operator +=( Vec3fa& a, const Vec3fa& b ) { return a = a + b; }
  197. __forceinline Vec3fa& operator -=( Vec3fa& a, const Vec3fa& b ) { return a = a - b; }
  198. __forceinline Vec3fa& operator *=( Vec3fa& a, const Vec3fa& b ) { return a = a * b; }
  199. __forceinline Vec3fa& operator *=( Vec3fa& a, const float b ) { return a = a * b; }
  200. __forceinline Vec3fa& operator /=( Vec3fa& a, const Vec3fa& b ) { return a = a / b; }
  201. __forceinline Vec3fa& operator /=( Vec3fa& a, const float b ) { return a = a / b; }
  202. ////////////////////////////////////////////////////////////////////////////////
  203. /// Reductions
  204. ////////////////////////////////////////////////////////////////////////////////
  205. #if defined(__aarch64__)
  206. __forceinline float reduce_add(const Vec3fa& v) {
  207. float32x4_t t = v.m128;
  208. t[3] = 0.0f;
  209. return vaddvq_f32(t);
  210. }
  211. __forceinline float reduce_mul(const Vec3fa& v) { return v.x*v.y*v.z; }
  212. __forceinline float reduce_min(const Vec3fa& v) {
  213. float32x4_t t = v.m128;
  214. t[3] = t[2];
  215. return vminvq_f32(t);
  216. }
  217. __forceinline float reduce_max(const Vec3fa& v) {
  218. float32x4_t t = v.m128;
  219. t[3] = t[2];
  220. return vmaxvq_f32(t);
  221. }
  222. #else
  223. __forceinline float reduce_add(const Vec3fa& v) {
  224. const vfloat4 a(v.m128);
  225. const vfloat4 b = shuffle<1>(a);
  226. const vfloat4 c = shuffle<2>(a);
  227. return _mm_cvtss_f32(a+b+c);
  228. }
  229. __forceinline float reduce_mul(const Vec3fa& v) { return v.x*v.y*v.z; }
  230. __forceinline float reduce_min(const Vec3fa& v) { return min(v.x,v.y,v.z); }
  231. __forceinline float reduce_max(const Vec3fa& v) { return max(v.x,v.y,v.z); }
  232. #endif
  233. ////////////////////////////////////////////////////////////////////////////////
  234. /// Comparison Operators
  235. ////////////////////////////////////////////////////////////////////////////////
  236. __forceinline bool operator ==( const Vec3fa& a, const Vec3fa& b ) { return (_mm_movemask_ps(_mm_cmpeq_ps (a.m128, b.m128)) & 7) == 7; }
  237. __forceinline bool operator !=( const Vec3fa& a, const Vec3fa& b ) { return (_mm_movemask_ps(_mm_cmpneq_ps(a.m128, b.m128)) & 7) != 0; }
  238. __forceinline Vec3ba eq_mask( const Vec3fa& a, const Vec3fa& b ) { return _mm_cmpeq_ps (a.m128, b.m128); }
  239. __forceinline Vec3ba neq_mask(const Vec3fa& a, const Vec3fa& b ) { return _mm_cmpneq_ps(a.m128, b.m128); }
  240. __forceinline Vec3ba lt_mask( const Vec3fa& a, const Vec3fa& b ) { return _mm_cmplt_ps (a.m128, b.m128); }
  241. __forceinline Vec3ba le_mask( const Vec3fa& a, const Vec3fa& b ) { return _mm_cmple_ps (a.m128, b.m128); }
  242. #if defined(__aarch64__)
  243. __forceinline Vec3ba gt_mask( const Vec3fa& a, const Vec3fa& b ) { return _mm_cmpgt_ps (a.m128, b.m128); }
  244. __forceinline Vec3ba ge_mask( const Vec3fa& a, const Vec3fa& b ) { return _mm_cmpge_ps (a.m128, b.m128); }
  245. #else
  246. __forceinline Vec3ba gt_mask(const Vec3fa& a, const Vec3fa& b) { return _mm_cmpnle_ps(a.m128, b.m128); }
  247. __forceinline Vec3ba ge_mask(const Vec3fa& a, const Vec3fa& b) { return _mm_cmpnlt_ps(a.m128, b.m128); }
  248. #endif
  249. __forceinline bool isvalid ( const Vec3fa& v ) {
  250. return all(gt_mask(v,Vec3fa(-FLT_LARGE)) & lt_mask(v,Vec3fa(+FLT_LARGE)));
  251. }
  252. __forceinline bool is_finite ( const Vec3fa& a ) {
  253. return all(ge_mask(a,Vec3fa(-FLT_MAX)) & le_mask(a,Vec3fa(+FLT_MAX)));
  254. }
  255. __forceinline bool isvalid4 ( const Vec3fa& v ) {
  256. return all((vfloat4(v.m128) > vfloat4(-FLT_LARGE)) & (vfloat4(v.m128) < vfloat4(+FLT_LARGE)));
  257. }
  258. __forceinline bool is_finite4 ( const Vec3fa& a ) {
  259. return all((vfloat4(a.m128) >= vfloat4(-FLT_MAX)) & (vfloat4(a.m128) <= vfloat4(+FLT_MAX)));
  260. }
  261. ////////////////////////////////////////////////////////////////////////////////
  262. /// Euclidean Space Operators
  263. ////////////////////////////////////////////////////////////////////////////////
  264. #if defined(__SSE4_1__)
  265. __forceinline float dot ( const Vec3fa& a, const Vec3fa& b ) {
  266. return _mm_cvtss_f32(_mm_dp_ps(a.m128,b.m128,0x7F));
  267. }
  268. #else
  269. __forceinline float dot ( const Vec3fa& a, const Vec3fa& b ) {
  270. return reduce_add(a*b);
  271. }
  272. #endif
  273. __forceinline Vec3fa cross ( const Vec3fa& a, const Vec3fa& b )
  274. {
  275. vfloat4 a0 = vfloat4(a.m128);
  276. vfloat4 b0 = shuffle<1,2,0,3>(vfloat4(b.m128));
  277. vfloat4 a1 = shuffle<1,2,0,3>(vfloat4(a.m128));
  278. vfloat4 b1 = vfloat4(b.m128);
  279. return Vec3fa(shuffle<1,2,0,3>(msub(a0,b0,a1*b1)));
  280. }
  281. __forceinline float sqr_length ( const Vec3fa& a ) { return dot(a,a); }
  282. __forceinline float rcp_length ( const Vec3fa& a ) { return rsqrt(dot(a,a)); }
  283. __forceinline float rcp_length2( const Vec3fa& a ) { return rcp(dot(a,a)); }
  284. __forceinline float length ( const Vec3fa& a ) { return sqrt(dot(a,a)); }
  285. __forceinline Vec3fa normalize( const Vec3fa& a ) { return a*rsqrt(dot(a,a)); }
  286. __forceinline float distance ( const Vec3fa& a, const Vec3fa& b ) { return length(a-b); }
  287. __forceinline float halfArea ( const Vec3fa& d ) { return madd(d.x,(d.y+d.z),d.y*d.z); }
  288. __forceinline float area ( const Vec3fa& d ) { return 2.0f*halfArea(d); }
  289. __forceinline Vec3fa normalize_safe( const Vec3fa& a ) {
  290. const float d = dot(a,a); if (unlikely(d == 0.0f)) return a; else return a*rsqrt(d);
  291. }
  292. /*! differentiated normalization */
  293. __forceinline Vec3fa dnormalize(const Vec3fa& p, const Vec3fa& dp)
  294. {
  295. const float pp = dot(p,p);
  296. const float pdp = dot(p,dp);
  297. return (pp*dp-pdp*p)*rcp(pp)*rsqrt(pp);
  298. }
  299. ////////////////////////////////////////////////////////////////////////////////
  300. /// Select
  301. ////////////////////////////////////////////////////////////////////////////////
  302. __forceinline Vec3fa select( bool s, const Vec3fa& t, const Vec3fa& f ) {
  303. __m128 mask = s ? _mm_castsi128_ps(_mm_cmpeq_epi32(_mm_setzero_si128(), _mm_setzero_si128())) : _mm_setzero_ps();
  304. return blendv_ps(f.m128, t.m128, mask);
  305. }
  306. __forceinline Vec3fa select( const Vec3ba& s, const Vec3fa& t, const Vec3fa& f ) {
  307. return blendv_ps(f.m128, t.m128, s);
  308. }
  309. __forceinline Vec3fa lerp(const Vec3fa& v0, const Vec3fa& v1, const float t) {
  310. return madd(1.0f-t,v0,t*v1);
  311. }
  312. __forceinline int maxDim ( const Vec3fa& a )
  313. {
  314. const Vec3fa b = abs(a);
  315. if (b.x > b.y) {
  316. if (b.x > b.z) return 0; else return 2;
  317. } else {
  318. if (b.y > b.z) return 1; else return 2;
  319. }
  320. }
  321. ////////////////////////////////////////////////////////////////////////////////
  322. /// Rounding Functions
  323. ////////////////////////////////////////////////////////////////////////////////
  324. #if defined(__aarch64__)
  325. __forceinline Vec3fa floor(const Vec3fa& a) { return vrndmq_f32(a.m128); }
  326. __forceinline Vec3fa ceil (const Vec3fa& a) { return vrndpq_f32(a.m128); }
  327. __forceinline Vec3fa trunc(const Vec3fa& a) { return vrndq_f32(a.m128); }
  328. #elif defined (__SSE4_1__)
  329. __forceinline Vec3fa trunc( const Vec3fa& a ) { return _mm_round_ps(a.m128, _MM_FROUND_TO_NEAREST_INT); }
  330. __forceinline Vec3fa floor( const Vec3fa& a ) { return _mm_round_ps(a.m128, _MM_FROUND_TO_NEG_INF ); }
  331. __forceinline Vec3fa ceil ( const Vec3fa& a ) { return _mm_round_ps(a.m128, _MM_FROUND_TO_POS_INF ); }
  332. #else
  333. __forceinline Vec3fa trunc( const Vec3fa& a ) { return Vec3fa(truncf(a.x),truncf(a.y),truncf(a.z)); }
  334. __forceinline Vec3fa floor( const Vec3fa& a ) { return Vec3fa(floorf(a.x),floorf(a.y),floorf(a.z)); }
  335. __forceinline Vec3fa ceil ( const Vec3fa& a ) { return Vec3fa(ceilf (a.x),ceilf (a.y),ceilf (a.z)); }
  336. #endif
  337. ////////////////////////////////////////////////////////////////////////////////
  338. /// Output Operators
  339. ////////////////////////////////////////////////////////////////////////////////
  340. __forceinline embree_ostream operator<<(embree_ostream cout, const Vec3fa& a) {
  341. return cout << "(" << a.x << ", " << a.y << ", " << a.z << ")";
  342. }
  343. typedef Vec3fa Vec3fa_t;
  344. ////////////////////////////////////////////////////////////////////////////////
  345. /// SSE Vec3fx Type
  346. ////////////////////////////////////////////////////////////////////////////////
  347. struct __aligned(16) Vec3fx
  348. {
  349. ALIGNED_STRUCT_(16);
  350. typedef float Scalar;
  351. enum { N = 3 };
  352. union {
  353. __m128 m128;
  354. struct { float x,y,z; union { int a; unsigned u; float w; }; };
  355. };
  356. ////////////////////////////////////////////////////////////////////////////////
  357. /// Constructors, Assignment & Cast Operators
  358. ////////////////////////////////////////////////////////////////////////////////
  359. __forceinline Vec3fx( ) {}
  360. __forceinline Vec3fx( const __m128 a ) : m128(a) {}
  361. __forceinline explicit Vec3fx(const Vec3fa& v) : m128(v.m128) {}
  362. __forceinline operator Vec3fa () const { return Vec3fa(m128); }
  363. __forceinline explicit Vec3fx ( const Vec3<float>& other ) { m128 = _mm_set_ps(0, other.z, other.y, other.x); }
  364. //__forceinline Vec3fx& operator =( const Vec3<float>& other ) { m128 = _mm_set_ps(0, other.z, other.y, other.x); return *this; }
  365. __forceinline Vec3fx ( const Vec3fx& other ) { m128 = other.m128; }
  366. __forceinline Vec3fx& operator =( const Vec3fx& other ) { m128 = other.m128; return *this; }
  367. __forceinline explicit Vec3fx( const float a ) : m128(_mm_set1_ps(a)) {}
  368. __forceinline Vec3fx( const float x, const float y, const float z) : m128(_mm_set_ps(0, z, y, x)) {}
  369. __forceinline Vec3fx( const Vec3fa& other, const int a1) { m128 = other.m128; a = a1; }
  370. __forceinline Vec3fx( const Vec3fa& other, const unsigned a1) { m128 = other.m128; u = a1; }
  371. __forceinline Vec3fx( const Vec3fa& other, const float w1) {
  372. #if defined (__aarch64__)
  373. m128 = other.m128; m128[3] = w1;
  374. #elif defined (__SSE4_1__)
  375. m128 = _mm_insert_ps(other.m128, _mm_set_ss(w1),3 << 4);
  376. #else
  377. const vint4 mask(-1,-1,-1,0);
  378. m128 = select(vboolf4(_mm_castsi128_ps(mask)),vfloat4(other.m128),vfloat4(w1));
  379. #endif
  380. }
  381. //__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!
  382. //__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!
  383. __forceinline Vec3fx( const float x, const float y, const float z, const float w) : m128(_mm_set_ps(w, z, y, x)) {}
  384. //__forceinline explicit Vec3fx( const __m128i a ) : m128(_mm_cvtepi32_ps(a)) {}
  385. __forceinline explicit operator const vfloat4() const { return vfloat4(m128); }
  386. __forceinline explicit operator const vint4() const { return vint4(_mm_cvtps_epi32(m128)); }
  387. __forceinline explicit operator const Vec2fa() const { return Vec2fa(m128); }
  388. __forceinline explicit operator const Vec3ia() const { return Vec3ia(_mm_cvtps_epi32(m128)); }
  389. //__forceinline operator const __m128&() const { return m128; }
  390. //__forceinline operator __m128&() { return m128; }
  391. ////////////////////////////////////////////////////////////////////////////////
  392. /// Loads and Stores
  393. ////////////////////////////////////////////////////////////////////////////////
  394. static __forceinline Vec3fx load( const void* const a ) {
  395. return Vec3fx(_mm_and_ps(_mm_load_ps((float*)a),_mm_castsi128_ps(_mm_set_epi32(0, -1, -1, -1))));
  396. }
  397. static __forceinline Vec3fx loadu( const void* const a ) {
  398. return Vec3fx(_mm_loadu_ps((float*)a));
  399. }
  400. static __forceinline void storeu ( void* ptr, const Vec3fx& v ) {
  401. _mm_storeu_ps((float*)ptr,v.m128);
  402. }
  403. ////////////////////////////////////////////////////////////////////////////////
  404. /// Constants
  405. ////////////////////////////////////////////////////////////////////////////////
  406. __forceinline Vec3fx( ZeroTy ) : m128(_mm_setzero_ps()) {}
  407. __forceinline Vec3fx( OneTy ) : m128(_mm_set1_ps(1.0f)) {}
  408. __forceinline Vec3fx( PosInfTy ) : m128(_mm_set1_ps(pos_inf)) {}
  409. __forceinline Vec3fx( NegInfTy ) : m128(_mm_set1_ps(neg_inf)) {}
  410. ////////////////////////////////////////////////////////////////////////////////
  411. /// Array Access
  412. ////////////////////////////////////////////////////////////////////////////////
  413. __forceinline const float& operator []( const size_t index ) const { assert(index < 3); return (&x)[index]; }
  414. __forceinline float& operator []( const size_t index ) { assert(index < 3); return (&x)[index]; }
  415. };
  416. ////////////////////////////////////////////////////////////////////////////////
  417. /// Unary Operators
  418. ////////////////////////////////////////////////////////////////////////////////
  419. __forceinline Vec3fx operator +( const Vec3fx& a ) { return a; }
  420. __forceinline Vec3fx operator -( const Vec3fx& a ) {
  421. const __m128 mask = _mm_castsi128_ps(_mm_set1_epi32(0x80000000));
  422. return _mm_xor_ps(a.m128, mask);
  423. }
  424. __forceinline Vec3fx abs ( const Vec3fx& a ) {
  425. const __m128 mask = _mm_castsi128_ps(_mm_set1_epi32(0x7fffffff));
  426. return _mm_and_ps(a.m128, mask);
  427. }
  428. __forceinline Vec3fx sign ( const Vec3fx& a ) {
  429. return blendv_ps(Vec3fx(one).m128, (-Vec3fx(one)).m128, _mm_cmplt_ps (a.m128,Vec3fx(zero).m128));
  430. }
  431. __forceinline Vec3fx rcp ( const Vec3fx& a )
  432. {
  433. #if defined(__AVX512VL__)
  434. const Vec3fx r = _mm_rcp14_ps(a.m128);
  435. #else
  436. const Vec3fx r = _mm_rcp_ps(a.m128);
  437. #endif
  438. #if defined(__AVX2__)
  439. const Vec3fx res = _mm_mul_ps(r.m128,_mm_fnmadd_ps(r.m128, a.m128, vfloat4(2.0f)));
  440. #else
  441. const Vec3fx res = _mm_mul_ps(r.m128,_mm_sub_ps(vfloat4(2.0f), _mm_mul_ps(r.m128, a.m128)));
  442. //return _mm_sub_ps(_mm_add_ps(r, r), _mm_mul_ps(_mm_mul_ps(r, r), a));
  443. #endif
  444. return res;
  445. }
  446. __forceinline Vec3fx sqrt ( const Vec3fx& a ) { return _mm_sqrt_ps(a.m128); }
  447. __forceinline Vec3fx sqr ( const Vec3fx& a ) { return _mm_mul_ps(a.m128,a.m128); }
  448. __forceinline Vec3fx rsqrt( const Vec3fx& a )
  449. {
  450. #if defined(__AVX512VL__)
  451. __m128 r = _mm_rsqrt14_ps(a.m128);
  452. #else
  453. __m128 r = _mm_rsqrt_ps(a.m128);
  454. #endif
  455. 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)));
  456. }
  457. __forceinline Vec3fx zero_fix(const Vec3fx& a) {
  458. return blendv_ps(a.m128, _mm_set1_ps(min_rcp_input), _mm_cmplt_ps (abs(a).m128, _mm_set1_ps(min_rcp_input)));
  459. }
  460. __forceinline Vec3fx rcp_safe(const Vec3fx& a) {
  461. return rcp(zero_fix(a));
  462. }
  463. __forceinline Vec3fx log ( const Vec3fx& a ) {
  464. return Vec3fx(logf(a.x),logf(a.y),logf(a.z));
  465. }
  466. __forceinline Vec3fx exp ( const Vec3fx& a ) {
  467. return Vec3fx(expf(a.x),expf(a.y),expf(a.z));
  468. }
  469. ////////////////////////////////////////////////////////////////////////////////
  470. /// Binary Operators
  471. ////////////////////////////////////////////////////////////////////////////////
  472. __forceinline Vec3fx operator +( const Vec3fx& a, const Vec3fx& b ) { return _mm_add_ps(a.m128, b.m128); }
  473. __forceinline Vec3fx operator -( const Vec3fx& a, const Vec3fx& b ) { return _mm_sub_ps(a.m128, b.m128); }
  474. __forceinline Vec3fx operator *( const Vec3fx& a, const Vec3fx& b ) { return _mm_mul_ps(a.m128, b.m128); }
  475. __forceinline Vec3fx operator *( const Vec3fx& a, const float b ) { return a * Vec3fx(b); }
  476. __forceinline Vec3fx operator *( const float a, const Vec3fx& b ) { return Vec3fx(a) * b; }
  477. __forceinline Vec3fx operator /( const Vec3fx& a, const Vec3fx& b ) { return _mm_div_ps(a.m128,b.m128); }
  478. __forceinline Vec3fx operator /( const Vec3fx& a, const float b ) { return _mm_div_ps(a.m128,_mm_set1_ps(b)); }
  479. __forceinline Vec3fx operator /( const float a, const Vec3fx& b ) { return _mm_div_ps(_mm_set1_ps(a),b.m128); }
  480. __forceinline Vec3fx min( const Vec3fx& a, const Vec3fx& b ) { return _mm_min_ps(a.m128,b.m128); }
  481. __forceinline Vec3fx max( const Vec3fx& a, const Vec3fx& b ) { return _mm_max_ps(a.m128,b.m128); }
  482. #if defined(__SSE4_1__) || defined(__aarch64__)
  483. __forceinline Vec3fx mini(const Vec3fx& a, const Vec3fx& b) {
  484. const vint4 ai = _mm_castps_si128(a.m128);
  485. const vint4 bi = _mm_castps_si128(b.m128);
  486. const vint4 ci = _mm_min_epi32(ai,bi);
  487. return _mm_castsi128_ps(ci);
  488. }
  489. #endif
  490. #if defined(__SSE4_1__) || defined(__aarch64__)
  491. __forceinline Vec3fx maxi(const Vec3fx& a, const Vec3fx& b) {
  492. const vint4 ai = _mm_castps_si128(a.m128);
  493. const vint4 bi = _mm_castps_si128(b.m128);
  494. const vint4 ci = _mm_max_epi32(ai,bi);
  495. return _mm_castsi128_ps(ci);
  496. }
  497. #endif
  498. __forceinline Vec3fx pow ( const Vec3fx& a, const float& b ) {
  499. return Vec3fx(powf(a.x,b),powf(a.y,b),powf(a.z,b));
  500. }
  501. ////////////////////////////////////////////////////////////////////////////////
  502. /// Ternary Operators
  503. ////////////////////////////////////////////////////////////////////////////////
  504. #if defined(__AVX2__)
  505. __forceinline Vec3fx madd ( const Vec3fx& a, const Vec3fx& b, const Vec3fx& c) { return _mm_fmadd_ps(a.m128,b.m128,c.m128); }
  506. __forceinline Vec3fx msub ( const Vec3fx& a, const Vec3fx& b, const Vec3fx& c) { return _mm_fmsub_ps(a.m128,b.m128,c.m128); }
  507. __forceinline Vec3fx nmadd ( const Vec3fx& a, const Vec3fx& b, const Vec3fx& c) { return _mm_fnmadd_ps(a.m128,b.m128,c.m128); }
  508. __forceinline Vec3fx nmsub ( const Vec3fx& a, const Vec3fx& b, const Vec3fx& c) { return _mm_fnmsub_ps(a.m128,b.m128,c.m128); }
  509. #else
  510. __forceinline Vec3fx madd ( const Vec3fx& a, const Vec3fx& b, const Vec3fx& c) { return a*b+c; }
  511. __forceinline Vec3fx msub ( const Vec3fx& a, const Vec3fx& b, const Vec3fx& c) { return a*b-c; }
  512. __forceinline Vec3fx nmadd ( const Vec3fx& a, const Vec3fx& b, const Vec3fx& c) { return -a*b+c;}
  513. __forceinline Vec3fx nmsub ( const Vec3fx& a, const Vec3fx& b, const Vec3fx& c) { return -a*b-c; }
  514. #endif
  515. __forceinline Vec3fx madd ( const float a, const Vec3fx& b, const Vec3fx& c) { return madd(Vec3fx(a),b,c); }
  516. __forceinline Vec3fx msub ( const float a, const Vec3fx& b, const Vec3fx& c) { return msub(Vec3fx(a),b,c); }
  517. __forceinline Vec3fx nmadd ( const float a, const Vec3fx& b, const Vec3fx& c) { return nmadd(Vec3fx(a),b,c); }
  518. __forceinline Vec3fx nmsub ( const float a, const Vec3fx& b, const Vec3fx& c) { return nmsub(Vec3fx(a),b,c); }
  519. ////////////////////////////////////////////////////////////////////////////////
  520. /// Assignment Operators
  521. ////////////////////////////////////////////////////////////////////////////////
  522. __forceinline Vec3fx& operator +=( Vec3fx& a, const Vec3fx& b ) { return a = a + b; }
  523. __forceinline Vec3fx& operator -=( Vec3fx& a, const Vec3fx& b ) { return a = a - b; }
  524. __forceinline Vec3fx& operator *=( Vec3fx& a, const Vec3fx& b ) { return a = a * b; }
  525. __forceinline Vec3fx& operator *=( Vec3fx& a, const float b ) { return a = a * b; }
  526. __forceinline Vec3fx& operator /=( Vec3fx& a, const Vec3fx& b ) { return a = a / b; }
  527. __forceinline Vec3fx& operator /=( Vec3fx& a, const float b ) { return a = a / b; }
  528. ////////////////////////////////////////////////////////////////////////////////
  529. /// Reductions
  530. ////////////////////////////////////////////////////////////////////////////////
  531. __forceinline float reduce_add(const Vec3fx& v) {
  532. const vfloat4 a(v.m128);
  533. const vfloat4 b = shuffle<1>(a);
  534. const vfloat4 c = shuffle<2>(a);
  535. return _mm_cvtss_f32(a+b+c);
  536. }
  537. __forceinline float reduce_mul(const Vec3fx& v) { return v.x*v.y*v.z; }
  538. __forceinline float reduce_min(const Vec3fx& v) { return min(v.x,v.y,v.z); }
  539. __forceinline float reduce_max(const Vec3fx& v) { return max(v.x,v.y,v.z); }
  540. ////////////////////////////////////////////////////////////////////////////////
  541. /// Comparison Operators
  542. ////////////////////////////////////////////////////////////////////////////////
  543. __forceinline bool operator ==( const Vec3fx& a, const Vec3fx& b ) { return (_mm_movemask_ps(_mm_cmpeq_ps (a.m128, b.m128)) & 7) == 7; }
  544. __forceinline bool operator !=( const Vec3fx& a, const Vec3fx& b ) { return (_mm_movemask_ps(_mm_cmpneq_ps(a.m128, b.m128)) & 7) != 0; }
  545. __forceinline Vec3ba eq_mask( const Vec3fx& a, const Vec3fx& b ) { return _mm_cmpeq_ps (a.m128, b.m128); }
  546. __forceinline Vec3ba neq_mask(const Vec3fx& a, const Vec3fx& b ) { return _mm_cmpneq_ps(a.m128, b.m128); }
  547. __forceinline Vec3ba lt_mask( const Vec3fx& a, const Vec3fx& b ) { return _mm_cmplt_ps (a.m128, b.m128); }
  548. __forceinline Vec3ba le_mask( const Vec3fx& a, const Vec3fx& b ) { return _mm_cmple_ps (a.m128, b.m128); }
  549. __forceinline Vec3ba gt_mask( const Vec3fx& a, const Vec3fx& b ) { return _mm_cmpnle_ps(a.m128, b.m128); }
  550. __forceinline Vec3ba ge_mask( const Vec3fx& a, const Vec3fx& b ) { return _mm_cmpnlt_ps(a.m128, b.m128); }
  551. __forceinline bool isvalid ( const Vec3fx& v ) {
  552. return all(gt_mask(v,Vec3fx(-FLT_LARGE)) & lt_mask(v,Vec3fx(+FLT_LARGE)));
  553. }
  554. __forceinline bool is_finite ( const Vec3fx& a ) {
  555. return all(ge_mask(a,Vec3fx(-FLT_MAX)) & le_mask(a,Vec3fx(+FLT_MAX)));
  556. }
  557. __forceinline bool isvalid4 ( const Vec3fx& v ) {
  558. return all((vfloat4(v.m128) > vfloat4(-FLT_LARGE)) & (vfloat4(v.m128) < vfloat4(+FLT_LARGE)));
  559. }
  560. __forceinline bool is_finite4 ( const Vec3fx& a ) {
  561. return all((vfloat4(a.m128) >= vfloat4(-FLT_MAX)) & (vfloat4(a.m128) <= vfloat4(+FLT_MAX)));
  562. }
  563. ////////////////////////////////////////////////////////////////////////////////
  564. /// Euclidean Space Operators
  565. ////////////////////////////////////////////////////////////////////////////////
  566. #if defined(__SSE4_1__)
  567. __forceinline float dot ( const Vec3fx& a, const Vec3fx& b ) {
  568. return _mm_cvtss_f32(_mm_dp_ps(a.m128,b.m128,0x7F));
  569. }
  570. #else
  571. __forceinline float dot ( const Vec3fx& a, const Vec3fx& b ) {
  572. return reduce_add(a*b);
  573. }
  574. #endif
  575. __forceinline Vec3fx cross ( const Vec3fx& a, const Vec3fx& b )
  576. {
  577. vfloat4 a0 = vfloat4(a.m128);
  578. vfloat4 b0 = shuffle<1,2,0,3>(vfloat4(b.m128));
  579. vfloat4 a1 = shuffle<1,2,0,3>(vfloat4(a.m128));
  580. vfloat4 b1 = vfloat4(b.m128);
  581. return Vec3fx(shuffle<1,2,0,3>(msub(a0,b0,a1*b1)));
  582. }
  583. __forceinline float sqr_length ( const Vec3fx& a ) { return dot(a,a); }
  584. __forceinline float rcp_length ( const Vec3fx& a ) { return rsqrt(dot(a,a)); }
  585. __forceinline float rcp_length2( const Vec3fx& a ) { return rcp(dot(a,a)); }
  586. __forceinline float length ( const Vec3fx& a ) { return sqrt(dot(a,a)); }
  587. __forceinline Vec3fx normalize( const Vec3fx& a ) { return a*rsqrt(dot(a,a)); }
  588. __forceinline float distance ( const Vec3fx& a, const Vec3fx& b ) { return length(a-b); }
  589. __forceinline float halfArea ( const Vec3fx& d ) { return madd(d.x,(d.y+d.z),d.y*d.z); }
  590. __forceinline float area ( const Vec3fx& d ) { return 2.0f*halfArea(d); }
  591. __forceinline Vec3fx normalize_safe( const Vec3fx& a ) {
  592. const float d = dot(a,a); if (unlikely(d == 0.0f)) return a; else return a*rsqrt(d);
  593. }
  594. /*! differentiated normalization */
  595. __forceinline Vec3fx dnormalize(const Vec3fx& p, const Vec3fx& dp)
  596. {
  597. const float pp = dot(p,p);
  598. const float pdp = dot(p,dp);
  599. return (pp*dp-pdp*p)*rcp(pp)*rsqrt(pp);
  600. }
  601. ////////////////////////////////////////////////////////////////////////////////
  602. /// Select
  603. ////////////////////////////////////////////////////////////////////////////////
  604. __forceinline Vec3fx select( bool s, const Vec3fx& t, const Vec3fx& f ) {
  605. __m128 mask = s ? _mm_castsi128_ps(_mm_cmpeq_epi32(_mm_setzero_si128(), _mm_setzero_si128())) : _mm_setzero_ps();
  606. return blendv_ps(f.m128, t.m128, mask);
  607. }
  608. __forceinline Vec3fx select( const Vec3ba& s, const Vec3fx& t, const Vec3fx& f ) {
  609. return blendv_ps(f.m128, t.m128, s);
  610. }
  611. __forceinline Vec3fx lerp(const Vec3fx& v0, const Vec3fx& v1, const float t) {
  612. return madd(1.0f-t,v0,t*v1);
  613. }
  614. __forceinline int maxDim ( const Vec3fx& a )
  615. {
  616. const Vec3fx b = abs(a);
  617. if (b.x > b.y) {
  618. if (b.x > b.z) return 0; else return 2;
  619. } else {
  620. if (b.y > b.z) return 1; else return 2;
  621. }
  622. }
  623. ////////////////////////////////////////////////////////////////////////////////
  624. /// Rounding Functions
  625. ////////////////////////////////////////////////////////////////////////////////
  626. #if defined(__aarch64__)
  627. __forceinline Vec3fx trunc(const Vec3fx& a) { return vrndq_f32(a.m128); }
  628. __forceinline Vec3fx floor(const Vec3fx& a) { return vrndmq_f32(a.m128); }
  629. __forceinline Vec3fx ceil (const Vec3fx& a) { return vrndpq_f32(a.m128); }
  630. #elif defined (__SSE4_1__)
  631. __forceinline Vec3fx trunc( const Vec3fx& a ) { return _mm_round_ps(a.m128, _MM_FROUND_TO_NEAREST_INT); }
  632. __forceinline Vec3fx floor( const Vec3fx& a ) { return _mm_round_ps(a.m128, _MM_FROUND_TO_NEG_INF ); }
  633. __forceinline Vec3fx ceil ( const Vec3fx& a ) { return _mm_round_ps(a.m128, _MM_FROUND_TO_POS_INF ); }
  634. #else
  635. __forceinline Vec3fx trunc( const Vec3fx& a ) { return Vec3fx(truncf(a.x),truncf(a.y),truncf(a.z)); }
  636. __forceinline Vec3fx floor( const Vec3fx& a ) { return Vec3fx(floorf(a.x),floorf(a.y),floorf(a.z)); }
  637. __forceinline Vec3fx ceil ( const Vec3fx& a ) { return Vec3fx(ceilf (a.x),ceilf (a.y),ceilf (a.z)); }
  638. #endif
  639. ////////////////////////////////////////////////////////////////////////////////
  640. /// Output Operators
  641. ////////////////////////////////////////////////////////////////////////////////
  642. __forceinline embree_ostream operator<<(embree_ostream cout, const Vec3fx& a) {
  643. return cout << "(" << a.x << ", " << a.y << ", " << a.z << ")";
  644. }
  645. typedef Vec3fx Vec3ff;
  646. }