mirror of
https://github.com/godotengine/godot
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249836e530
Sources are untouched, tarball from https://sourceforge.net/projects/libsquish
180 lines
5.3 KiB
C++
180 lines
5.3 KiB
C++
/* -----------------------------------------------------------------------------
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Copyright (c) 2006 Simon Brown si@sjbrown.co.uk
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Permission is hereby granted, free of charge, to any person obtaining
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a copy of this software and associated documentation files (the
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"Software"), to deal in the Software without restriction, including
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without limitation the rights to use, copy, modify, merge, publish,
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distribute, sublicense, and/or sell copies of the Software, and to
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permit persons to whom the Software is furnished to do so, subject to
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the following conditions:
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The above copyright notice and this permission notice shall be included
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in all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
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IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
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CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
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TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
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SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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-------------------------------------------------------------------------- */
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#ifndef SQUISH_SIMD_SSE_H
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#define SQUISH_SIMD_SSE_H
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#include <xmmintrin.h>
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#if ( SQUISH_USE_SSE > 1 )
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#include <emmintrin.h>
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#endif
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#define SQUISH_SSE_SPLAT( a ) \
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( ( a ) | ( ( a ) << 2 ) | ( ( a ) << 4 ) | ( ( a ) << 6 ) )
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#define SQUISH_SSE_SHUF( x, y, z, w ) \
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( ( x ) | ( ( y ) << 2 ) | ( ( z ) << 4 ) | ( ( w ) << 6 ) )
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namespace squish {
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#define VEC4_CONST( X ) Vec4( X )
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class Vec4
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{
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public:
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typedef Vec4 const& Arg;
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Vec4() {}
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explicit Vec4( __m128 v ) : m_v( v ) {}
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Vec4( Vec4 const& arg ) : m_v( arg.m_v ) {}
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Vec4& operator=( Vec4 const& arg )
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{
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m_v = arg.m_v;
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return *this;
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}
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explicit Vec4( float s ) : m_v( _mm_set1_ps( s ) ) {}
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Vec4( float x, float y, float z, float w ) : m_v( _mm_setr_ps( x, y, z, w ) ) {}
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Vec3 GetVec3() const
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{
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#ifdef __GNUC__
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__attribute__ ((__aligned__ (16))) float c[4];
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#else
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__declspec(align(16)) float c[4];
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#endif
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_mm_store_ps( c, m_v );
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return Vec3( c[0], c[1], c[2] );
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}
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Vec4 SplatX() const { return Vec4( _mm_shuffle_ps( m_v, m_v, SQUISH_SSE_SPLAT( 0 ) ) ); }
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Vec4 SplatY() const { return Vec4( _mm_shuffle_ps( m_v, m_v, SQUISH_SSE_SPLAT( 1 ) ) ); }
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Vec4 SplatZ() const { return Vec4( _mm_shuffle_ps( m_v, m_v, SQUISH_SSE_SPLAT( 2 ) ) ); }
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Vec4 SplatW() const { return Vec4( _mm_shuffle_ps( m_v, m_v, SQUISH_SSE_SPLAT( 3 ) ) ); }
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Vec4& operator+=( Arg v )
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{
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m_v = _mm_add_ps( m_v, v.m_v );
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return *this;
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}
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Vec4& operator-=( Arg v )
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{
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m_v = _mm_sub_ps( m_v, v.m_v );
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return *this;
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}
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Vec4& operator*=( Arg v )
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{
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m_v = _mm_mul_ps( m_v, v.m_v );
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return *this;
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}
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friend Vec4 operator+( Vec4::Arg left, Vec4::Arg right )
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{
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return Vec4( _mm_add_ps( left.m_v, right.m_v ) );
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}
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friend Vec4 operator-( Vec4::Arg left, Vec4::Arg right )
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{
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return Vec4( _mm_sub_ps( left.m_v, right.m_v ) );
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}
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friend Vec4 operator*( Vec4::Arg left, Vec4::Arg right )
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{
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return Vec4( _mm_mul_ps( left.m_v, right.m_v ) );
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}
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//! Returns a*b + c
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friend Vec4 MultiplyAdd( Vec4::Arg a, Vec4::Arg b, Vec4::Arg c )
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{
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return Vec4( _mm_add_ps( _mm_mul_ps( a.m_v, b.m_v ), c.m_v ) );
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}
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//! Returns -( a*b - c )
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friend Vec4 NegativeMultiplySubtract( Vec4::Arg a, Vec4::Arg b, Vec4::Arg c )
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{
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return Vec4( _mm_sub_ps( c.m_v, _mm_mul_ps( a.m_v, b.m_v ) ) );
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}
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friend Vec4 Reciprocal( Vec4::Arg v )
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{
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// get the reciprocal estimate
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__m128 estimate = _mm_rcp_ps( v.m_v );
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// one round of Newton-Rhaphson refinement
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__m128 diff = _mm_sub_ps( _mm_set1_ps( 1.0f ), _mm_mul_ps( estimate, v.m_v ) );
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return Vec4( _mm_add_ps( _mm_mul_ps( diff, estimate ), estimate ) );
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}
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friend Vec4 Min( Vec4::Arg left, Vec4::Arg right )
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{
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return Vec4( _mm_min_ps( left.m_v, right.m_v ) );
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}
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friend Vec4 Max( Vec4::Arg left, Vec4::Arg right )
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{
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return Vec4( _mm_max_ps( left.m_v, right.m_v ) );
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}
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friend Vec4 Truncate( Vec4::Arg v )
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{
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#if ( SQUISH_USE_SSE == 1 )
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// convert to ints
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__m128 input = v.m_v;
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__m64 lo = _mm_cvttps_pi32( input );
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__m64 hi = _mm_cvttps_pi32( _mm_movehl_ps( input, input ) );
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// convert to floats
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__m128 part = _mm_movelh_ps( input, _mm_cvtpi32_ps( input, hi ) );
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__m128 truncated = _mm_cvtpi32_ps( part, lo );
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// clear out the MMX multimedia state to allow FP calls later
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_mm_empty();
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return Vec4( truncated );
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#else
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// use SSE2 instructions
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return Vec4( _mm_cvtepi32_ps( _mm_cvttps_epi32( v.m_v ) ) );
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#endif
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}
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friend bool CompareAnyLessThan( Vec4::Arg left, Vec4::Arg right )
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{
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__m128 bits = _mm_cmplt_ps( left.m_v, right.m_v );
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int value = _mm_movemask_ps( bits );
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return value != 0;
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}
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private:
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__m128 m_v;
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};
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} // namespace squish
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#endif // ndef SQUISH_SIMD_SSE_H
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