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Diffstat (limited to 'thirdparty/embree-aarch64/common/math/vec3.h')
-rw-r--r-- | thirdparty/embree-aarch64/common/math/vec3.h | 349 |
1 files changed, 349 insertions, 0 deletions
diff --git a/thirdparty/embree-aarch64/common/math/vec3.h b/thirdparty/embree-aarch64/common/math/vec3.h new file mode 100644 index 0000000000..1870321715 --- /dev/null +++ b/thirdparty/embree-aarch64/common/math/vec3.h @@ -0,0 +1,349 @@ +// Copyright 2009-2020 Intel Corporation +// SPDX-License-Identifier: Apache-2.0 + +#pragma once + +#include "math.h" + +namespace embree +{ + struct Vec3fa; + + //////////////////////////////////////////////////////////////////////////////// + /// Generic 3D vector Class + //////////////////////////////////////////////////////////////////////////////// + + template<typename T> struct Vec3 + { + enum { N = 3 }; + + union { + struct { + T x, y, z; + }; +#if !(defined(__WIN32__) && _MSC_VER == 1800) // workaround for older VS 2013 compiler + T components[N]; +#endif + }; + + typedef T Scalar; + + //////////////////////////////////////////////////////////////////////////////// + /// Construction + //////////////////////////////////////////////////////////////////////////////// + + __forceinline Vec3( ) {} + __forceinline explicit Vec3( const T& a ) : x(a), y(a), z(a) {} + __forceinline Vec3( const T& x, const T& y, const T& z ) : x(x), y(y), z(z) {} + + __forceinline Vec3( const Vec3& other ) { x = other.x; y = other.y; z = other.z; } + __forceinline Vec3( const Vec3fa& other ); + + template<typename T1> __forceinline Vec3( const Vec3<T1>& a ) : x(T(a.x)), y(T(a.y)), z(T(a.z)) {} + template<typename T1> __forceinline Vec3& operator =(const Vec3<T1>& other) { x = other.x; y = other.y; z = other.z; return *this; } + + __forceinline Vec3& operator =(const Vec3& other) { x = other.x; y = other.y; z = other.z; return *this; } + + //////////////////////////////////////////////////////////////////////////////// + /// Constants + //////////////////////////////////////////////////////////////////////////////// + + __forceinline Vec3( ZeroTy ) : x(zero), y(zero), z(zero) {} + __forceinline Vec3( OneTy ) : x(one), y(one), z(one) {} + __forceinline Vec3( PosInfTy ) : x(pos_inf), y(pos_inf), z(pos_inf) {} + __forceinline Vec3( NegInfTy ) : x(neg_inf), y(neg_inf), z(neg_inf) {} + +#if defined(__WIN32__) && (_MSC_VER == 1800) // workaround for older VS 2013 compiler + __forceinline const T& operator []( const size_t axis ) const { assert(axis < 3); return (&x)[axis]; } + __forceinline T& operator []( const size_t axis ) { assert(axis < 3); return (&x)[axis]; } +#else + __forceinline const T& operator [](const size_t axis) const { assert(axis < 3); return components[axis]; } + __forceinline T& operator [](const size_t axis) { assert(axis < 3); return components[axis]; } +#endif + }; + + //////////////////////////////////////////////////////////////////////////////// + /// Unary Operators + //////////////////////////////////////////////////////////////////////////////// + + template<typename T> __forceinline Vec3<T> operator +( const Vec3<T>& a ) { return Vec3<T>(+a.x, +a.y, +a.z); } + template<typename T> __forceinline Vec3<T> operator -( const Vec3<T>& a ) { return Vec3<T>(-a.x, -a.y, -a.z); } + template<typename T> __forceinline Vec3<T> abs ( const Vec3<T>& a ) { return Vec3<T>(abs (a.x), abs (a.y), abs (a.z)); } + template<typename T> __forceinline Vec3<T> rcp ( const Vec3<T>& a ) { return Vec3<T>(rcp (a.x), rcp (a.y), rcp (a.z)); } + template<typename T> __forceinline Vec3<T> rsqrt ( const Vec3<T>& a ) { return Vec3<T>(rsqrt(a.x), rsqrt(a.y), rsqrt(a.z)); } + template<typename T> __forceinline Vec3<T> sqrt ( const Vec3<T>& a ) { return Vec3<T>(sqrt (a.x), sqrt (a.y), sqrt (a.z)); } + + template<typename T> __forceinline Vec3<T> zero_fix( const Vec3<T>& a ) + { + return Vec3<T>(select(abs(a.x)<min_rcp_input,T(min_rcp_input),a.x), + select(abs(a.y)<min_rcp_input,T(min_rcp_input),a.y), + select(abs(a.z)<min_rcp_input,T(min_rcp_input),a.z)); + } + template<typename T> __forceinline Vec3<T> rcp_safe(const Vec3<T>& a) { return rcp(zero_fix(a)); } + + //////////////////////////////////////////////////////////////////////////////// + /// Binary Operators + //////////////////////////////////////////////////////////////////////////////// + + template<typename T> __forceinline Vec3<T> operator +( const Vec3<T>& a, const Vec3<T>& b ) { return Vec3<T>(a.x + b.x, a.y + b.y, a.z + b.z); } + template<typename T> __forceinline Vec3<T> operator -( const Vec3<T>& a, const Vec3<T>& b ) { return Vec3<T>(a.x - b.x, a.y - b.y, a.z - b.z); } + template<typename T> __forceinline Vec3<T> operator *( const Vec3<T>& a, const Vec3<T>& b ) { return Vec3<T>(a.x * b.x, a.y * b.y, a.z * b.z); } + template<typename T> __forceinline Vec3<T> operator *( const T& a, const Vec3<T>& b ) { return Vec3<T>(a * b.x, a * b.y, a * b.z); } + template<typename T> __forceinline Vec3<T> operator *( const Vec3<T>& a, const T& b ) { return Vec3<T>(a.x * b , a.y * b , a.z * b ); } + template<typename T> __forceinline Vec3<T> operator /( const Vec3<T>& a, const T& b ) { return Vec3<T>(a.x / b , a.y / b , a.z / b ); } + template<typename T> __forceinline Vec3<T> operator /( const T& a, const Vec3<T>& b ) { return Vec3<T>(a / b.x, a / b.y, a / b.z); } + template<typename T> __forceinline Vec3<T> operator /( const Vec3<T>& a, const Vec3<T>& b ) { return Vec3<T>(a.x / b.x, a.y / b.y, a.z / b.z); } + + template<typename T> __forceinline Vec3<T> min(const Vec3<T>& a, const Vec3<T>& b) { return Vec3<T>(min(a.x, b.x), min(a.y, b.y), min(a.z, b.z)); } + template<typename T> __forceinline Vec3<T> max(const Vec3<T>& a, const Vec3<T>& b) { return Vec3<T>(max(a.x, b.x), max(a.y, b.y), max(a.z, b.z)); } + + template<typename T> __forceinline Vec3<T> operator >>( const Vec3<T>& a, const int b ) { return Vec3<T>(a.x >> b, a.y >> b, a.z >> b); } + template<typename T> __forceinline Vec3<T> operator <<( const Vec3<T>& a, const int b ) { return Vec3<T>(a.x << b, a.y << b, a.z << b); } + + //////////////////////////////////////////////////////////////////////////////// + /// Ternary Operators + //////////////////////////////////////////////////////////////////////////////// + + template<typename T> __forceinline Vec3<T> madd ( const Vec3<T>& a, const Vec3<T>& b, const Vec3<T>& c) { return Vec3<T>( madd(a.x,b.x,c.x), madd(a.y,b.y,c.y), madd(a.z,b.z,c.z)); } + template<typename T> __forceinline Vec3<T> msub ( const Vec3<T>& a, const Vec3<T>& b, const Vec3<T>& c) { return Vec3<T>( msub(a.x,b.x,c.x), msub(a.y,b.y,c.y), msub(a.z,b.z,c.z)); } + template<typename T> __forceinline Vec3<T> nmadd ( const Vec3<T>& a, const Vec3<T>& b, const Vec3<T>& c) { return Vec3<T>(nmadd(a.x,b.x,c.x),nmadd(a.y,b.y,c.y),nmadd(a.z,b.z,c.z));} + template<typename T> __forceinline Vec3<T> nmsub ( const Vec3<T>& a, const Vec3<T>& b, const Vec3<T>& c) { return Vec3<T>(nmsub(a.x,b.x,c.x),nmsub(a.y,b.y,c.y),nmsub(a.z,b.z,c.z)); } + + template<typename T> __forceinline Vec3<T> madd ( const T& a, const Vec3<T>& b, const Vec3<T>& c) { return Vec3<T>( madd(a,b.x,c.x), madd(a,b.y,c.y), madd(a,b.z,c.z)); } + template<typename T> __forceinline Vec3<T> msub ( const T& a, const Vec3<T>& b, const Vec3<T>& c) { return Vec3<T>( msub(a,b.x,c.x), msub(a,b.y,c.y), msub(a,b.z,c.z)); } + template<typename T> __forceinline Vec3<T> nmadd ( const T& a, const Vec3<T>& b, const Vec3<T>& c) { return Vec3<T>(nmadd(a,b.x,c.x),nmadd(a,b.y,c.y),nmadd(a,b.z,c.z));} + template<typename T> __forceinline Vec3<T> nmsub ( const T& a, const Vec3<T>& b, const Vec3<T>& c) { return Vec3<T>(nmsub(a,b.x,c.x),nmsub(a,b.y,c.y),nmsub(a,b.z,c.z)); } + + //////////////////////////////////////////////////////////////////////////////// + /// Assignment Operators + //////////////////////////////////////////////////////////////////////////////// + + template<typename T> __forceinline Vec3<T>& operator +=( Vec3<T>& a, const T b ) { a.x += b; a.y += b; a.z += b; return a; } + template<typename T> __forceinline Vec3<T>& operator +=( Vec3<T>& a, const Vec3<T>& b ) { a.x += b.x; a.y += b.y; a.z += b.z; return a; } + template<typename T> __forceinline Vec3<T>& operator -=( Vec3<T>& a, const Vec3<T>& b ) { a.x -= b.x; a.y -= b.y; a.z -= b.z; return a; } + template<typename T> __forceinline Vec3<T>& operator *=( Vec3<T>& a, const T& b ) { a.x *= b ; a.y *= b ; a.z *= b ; return a; } + template<typename T> __forceinline Vec3<T>& operator /=( Vec3<T>& a, const T& b ) { a.x /= b ; a.y /= b ; a.z /= b ; return a; } + + //////////////////////////////////////////////////////////////////////////////// + /// Reduction Operators + //////////////////////////////////////////////////////////////////////////////// + + template<typename T> __forceinline T reduce_add( const Vec3<T>& a ) { return a.x + a.y + a.z; } + template<typename T> __forceinline T reduce_mul( const Vec3<T>& a ) { return a.x * a.y * a.z; } + template<typename T> __forceinline T reduce_min( const Vec3<T>& a ) { return min(a.x, a.y, a.z); } + template<typename T> __forceinline T reduce_max( const Vec3<T>& a ) { return max(a.x, a.y, a.z); } + + //////////////////////////////////////////////////////////////////////////////// + /// Comparison Operators + //////////////////////////////////////////////////////////////////////////////// + + template<typename T> __forceinline bool operator ==( const Vec3<T>& a, const Vec3<T>& b ) { return a.x == b.x && a.y == b.y && a.z == b.z; } + template<typename T> __forceinline bool operator !=( const Vec3<T>& a, const Vec3<T>& b ) { return a.x != b.x || a.y != b.y || a.z != b.z; } + template<typename T> __forceinline bool operator < ( const Vec3<T>& a, const Vec3<T>& b ) { + if (a.x != b.x) return a.x < b.x; + if (a.y != b.y) return a.y < b.y; + if (a.z != b.z) return a.z < b.z; + return false; + } + + //////////////////////////////////////////////////////////////////////////////// + /// Shift Operators + //////////////////////////////////////////////////////////////////////////////// + + template<typename T> __forceinline Vec3<T> shift_right_1( const Vec3<T>& a ) { + return Vec3<T>(shift_right_1(a.x),shift_right_1(a.y),shift_right_1(a.z)); + } + + //////////////////////////////////////////////////////////////////////////////// + /// Select + //////////////////////////////////////////////////////////////////////////////// + + template<typename T> __forceinline Vec3<T> select ( bool s, const Vec3<T>& t, const Vec3<T>& f ) { + return Vec3<T>(select(s,t.x,f.x),select(s,t.y,f.y),select(s,t.z,f.z)); + } + + template<typename T> __forceinline Vec3<T> select ( const Vec3<bool>& s, const Vec3<T>& t, const Vec3<T>& f ) { + return Vec3<T>(select(s.x,t.x,f.x),select(s.y,t.y,f.y),select(s.z,t.z,f.z)); + } + + template<typename T> __forceinline Vec3<T> select ( const typename T::Bool& s, const Vec3<T>& t, const Vec3<T>& f ) { + return Vec3<T>(select(s,t.x,f.x),select(s,t.y,f.y),select(s,t.z,f.z)); + } + + template<typename T> + __forceinline Vec3<T> lerp(const Vec3<T>& v0, const Vec3<T>& v1, const T& t) { + return madd(Vec3<T>(T(1.0f)-t),v0,t*v1); + } + + template<typename T> __forceinline int maxDim ( const Vec3<T>& a ) + { + const Vec3<T> b = abs(a); + if (b.x > b.y) { + if (b.x > b.z) return 0; else return 2; + } else { + if (b.y > b.z) return 1; else return 2; + } + } + + //////////////////////////////////////////////////////////////////////////////// + /// Comparison Operators + //////////////////////////////////////////////////////////////////////////////// + + template<typename T> __forceinline Vec3<bool> eq_mask( const Vec3<T>& a, const Vec3<T>& b ) { return Vec3<bool>(a.x==b.x,a.y==b.y,a.z==b.z); } + template<typename T> __forceinline Vec3<bool> neq_mask(const Vec3<T>& a, const Vec3<T>& b ) { return Vec3<bool>(a.x!=b.x,a.y!=b.y,a.z!=b.z); } + template<typename T> __forceinline Vec3<bool> lt_mask( const Vec3<T>& a, const Vec3<T>& b ) { return Vec3<bool>(a.x< b.x,a.y< b.y,a.z< b.z); } + template<typename T> __forceinline Vec3<bool> le_mask( const Vec3<T>& a, const Vec3<T>& b ) { return Vec3<bool>(a.x<=b.x,a.y<=b.y,a.z<=b.z); } + template<typename T> __forceinline Vec3<bool> gt_mask( const Vec3<T>& a, const Vec3<T>& b ) { return Vec3<bool>(a.x> b.x,a.y> b.y,a.z> b.z); } + template<typename T> __forceinline Vec3<bool> ge_mask( const Vec3<T>& a, const Vec3<T>& b ) { return Vec3<bool>(a.x>=b.x,a.y>=b.y,a.z>=b.z); } + + //////////////////////////////////////////////////////////////////////////////// + /// Euclidian Space Operators + //////////////////////////////////////////////////////////////////////////////// + + template<typename T> __forceinline T sqr ( const Vec3<T>& a ) { return dot(a,a); } + template<typename T> __forceinline T dot ( const Vec3<T>& a, const Vec3<T>& b ) { return madd(a.x,b.x,madd(a.y,b.y,a.z*b.z)); } + template<typename T> __forceinline T length ( const Vec3<T>& a ) { return sqrt(sqr(a)); } + template<typename T> __forceinline T rcp_length( const Vec3<T>& a ) { return rsqrt(sqr(a)); } + template<typename T> __forceinline Vec3<T> normalize( const Vec3<T>& a ) { return a*rsqrt(sqr(a)); } + template<typename T> __forceinline T distance ( const Vec3<T>& a, const Vec3<T>& b ) { return length(a-b); } + template<typename T> __forceinline Vec3<T> cross ( const Vec3<T>& a, const Vec3<T>& b ) { return Vec3<T>(prod_diff(a.y,b.z,a.z,b.y), prod_diff(a.z,b.x,a.x,b.z), prod_diff(a.x,b.y,a.y,b.x)); } + template<typename T> __forceinline Vec3<T> stable_triangle_normal( const Vec3<T>& a, const Vec3<T>& b, const Vec3<T>& c ) + { + const T ab_x = a.z*b.y, ab_y = a.x*b.z, ab_z = a.y*b.x; + const T bc_x = b.z*c.y, bc_y = b.x*c.z, bc_z = b.y*c.x; + const Vec3<T> cross_ab(msub(a.y,b.z,ab_x), msub(a.z,b.x,ab_y), msub(a.x,b.y,ab_z)); + const Vec3<T> cross_bc(msub(b.y,c.z,bc_x), msub(b.z,c.x,bc_y), msub(b.x,c.y,bc_z)); + const auto sx = abs(ab_x) < abs(bc_x); + const auto sy = abs(ab_y) < abs(bc_y); + const auto sz = abs(ab_z) < abs(bc_z); + return Vec3<T>(select(sx,cross_ab.x,cross_bc.x), + select(sy,cross_ab.y,cross_bc.y), + select(sz,cross_ab.z,cross_bc.z)); + } + + template<typename T> __forceinline T sum ( const Vec3<T>& a ) { return a.x+a.y+a.z; } + + template<typename T> __forceinline T halfArea ( const Vec3<T>& d ) { return madd(d.x,(d.y+d.z),d.y*d.z); } + template<typename T> __forceinline T area ( const Vec3<T>& d ) { return 2.0f*halfArea(d); } + + template<typename T> __forceinline Vec3<T> normalize_safe( const Vec3<T>& a ) { + const T d = dot(a,a); return select(d == T( zero ), a , a*rsqrt(d) ); + } + + template<typename T> __forceinline T sqr_point_to_line_distance(const Vec3<T>& P, const Vec3<T>& Q0, const Vec3<T>& Q1) + { + const Vec3<T> N = cross(P-Q0,Q1-Q0); + const Vec3<T> D = Q1-Q0; + return dot(N,N)*rcp(dot(D,D)); + } + + template<typename T> __forceinline T sqr_point_to_line_distance(const Vec3<T>& PmQ0, const Vec3<T>& Q1mQ0) + { + const Vec3<T> N = cross(PmQ0,Q1mQ0); + const Vec3<T> D = Q1mQ0; + return dot(N,N)*rcp(dot(D,D)); + } + + //////////////////////////////////////////////////////////////////////////////// + /// Output Operators + //////////////////////////////////////////////////////////////////////////////// + + template<typename T> __forceinline embree_ostream operator<<(embree_ostream cout, const Vec3<T>& a) { + return cout << "(" << a.x << ", " << a.y << ", " << a.z << ")"; + } + + typedef Vec3<bool > Vec3b; + typedef Vec3<int > Vec3i; + typedef Vec3<float> Vec3f; +} + +#include "vec3ba.h" +#include "vec3ia.h" +#include "vec3fa.h" + +//////////////////////////////////////////////////////////////////////////////// +/// SSE / AVX / MIC specializations +//////////////////////////////////////////////////////////////////////////////// + +#if defined(__SSE__) || defined(__ARM_NEON) +#include "../simd/sse.h" +#endif + +#if defined(__AVX__) +#include "../simd/avx.h" +#endif + +#if defined(__AVX512F__) +#include "../simd/avx512.h" +#endif + +namespace embree +{ + template<typename Out, typename In> + __forceinline Vec3<Out> broadcast(const Vec3<In>& a, const size_t k) { + return Vec3<Out>(Out(a.x[k]), Out(a.y[k]), Out(a.z[k])); + } + + template<> __forceinline Vec3<float>::Vec3(const Vec3fa& a) { x = a.x; y = a.y; z = a.z; } + +#if defined(__AVX__) + template<> __forceinline Vec3<vfloat4>::Vec3(const Vec3fa& a) { + x = a.x; y = a.y; z = a.z; + } +#elif defined(__SSE__) || defined(__ARM_NEON) + template<> + __forceinline Vec3<vfloat4>::Vec3(const Vec3fa& a) { + const vfloat4 v = vfloat4(a.m128); x = shuffle<0,0,0,0>(v); y = shuffle<1,1,1,1>(v); z = shuffle<2,2,2,2>(v); + } +#endif + +#if defined(__SSE__) || defined(__ARM_NEON) + __forceinline Vec3<vfloat4> broadcast4f(const Vec3<vfloat4>& a, const size_t k) { + return Vec3<vfloat4>(vfloat4::broadcast(&a.x[k]), vfloat4::broadcast(&a.y[k]), vfloat4::broadcast(&a.z[k])); + } + + template<> + __forceinline Vec3<vfloat4> broadcast<vfloat4,vfloat4>(const Vec3<vfloat4>& a, const size_t k) { + return Vec3<vfloat4>(vfloat4::broadcast(&a.x[k]), vfloat4::broadcast(&a.y[k]), vfloat4::broadcast(&a.z[k])); + } + + template<int i0, int i1, int i2, int i3> + __forceinline Vec3<vfloat4> shuffle(const Vec3<vfloat4>& b) { + return Vec3<vfloat4>(shuffle<i0,i1,i2,i3>(b.x), shuffle<i0,i1,i2,i3>(b.y), shuffle<i0,i1,i2,i3>(b.z)); + } +#endif + +#if defined(__AVX__) + template<> + __forceinline Vec3<vfloat8>::Vec3(const Vec3fa& a) { + x = a.x; y = a.y; z = a.z; + } + __forceinline Vec3<vfloat4> broadcast4f(const Vec3<vfloat8>& a, const size_t k) { + return Vec3<vfloat4>(vfloat4::broadcast(&a.x[k]), vfloat4::broadcast(&a.y[k]), vfloat4::broadcast(&a.z[k])); + } + __forceinline Vec3<vfloat8> broadcast8f(const Vec3<vfloat4>& a, const size_t k) { + return Vec3<vfloat8>(vfloat8::broadcast(&a.x[k]), vfloat8::broadcast(&a.y[k]), vfloat8::broadcast(&a.z[k])); + } + __forceinline Vec3<vfloat8> broadcast8f(const Vec3<vfloat8>& a, const size_t k) { + return Vec3<vfloat8>(vfloat8::broadcast(&a.x[k]), vfloat8::broadcast(&a.y[k]), vfloat8::broadcast(&a.z[k])); + } + + template<> + __forceinline Vec3<vfloat8> broadcast<vfloat8,vfloat4>(const Vec3<vfloat4>& a, const size_t k) { + return Vec3<vfloat8>(vfloat8::broadcast(&a.x[k]), vfloat8::broadcast(&a.y[k]), vfloat8::broadcast(&a.z[k])); + } + template<> + __forceinline Vec3<vfloat8> broadcast<vfloat8,vfloat8>(const Vec3<vfloat8>& a, const size_t k) { + return Vec3<vfloat8>(vfloat8::broadcast(&a.x[k]), vfloat8::broadcast(&a.y[k]), vfloat8::broadcast(&a.z[k])); + } + + template<int i0, int i1, int i2, int i3> + __forceinline Vec3<vfloat8> shuffle(const Vec3<vfloat8>& b) { + return Vec3<vfloat8>(shuffle<i0,i1,i2,i3>(b.x), shuffle<i0,i1,i2,i3>(b.y), shuffle<i0,i1,i2,i3>(b.z)); + } +#endif + +#if defined(__AVX512F__) + template<> __forceinline Vec3<vfloat16>::Vec3(const Vec3fa& a) : x(a.x), y(a.y), z(a.z) {} +#endif +} |