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+/* -----------------------------------------------------------------------------
+
+ Copyright (c) 2006 Simon Brown si@sjbrown.co.uk
+
+ Permission is hereby granted, free of charge, to any person obtaining
+ a copy of this software and associated documentation files (the
+ "Software"), to deal in the Software without restriction, including
+ without limitation the rights to use, copy, modify, merge, publish,
+ distribute, sublicense, and/or sell copies of the Software, and to
+ permit persons to whom the Software is furnished to do so, subject to
+ the following conditions:
+
+ The above copyright notice and this permission notice shall be included
+ in all copies or substantial portions of the Software.
+
+ THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
+ OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
+ MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
+ IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
+ CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
+ TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
+ SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
+
+ -------------------------------------------------------------------------- */
+
+#ifndef SQUISH_SIMD_FLOAT_H
+#define SQUISH_SIMD_FLOAT_H
+
+#include <algorithm>
+
+namespace squish {
+
+#define VEC4_CONST( X ) Vec4( X )
+
+class Vec4
+{
+public:
+ typedef Vec4 const& Arg;
+
+ Vec4() {}
+
+ explicit Vec4( float s )
+ : m_x( s ),
+ m_y( s ),
+ m_z( s ),
+ m_w( s )
+ {
+ }
+
+ Vec4( float x, float y, float z, float w )
+ : m_x( x ),
+ m_y( y ),
+ m_z( z ),
+ m_w( w )
+ {
+ }
+
+ Vec3 GetVec3() const
+ {
+ return Vec3( m_x, m_y, m_z );
+ }
+
+ Vec4 SplatX() const { return Vec4( m_x ); }
+ Vec4 SplatY() const { return Vec4( m_y ); }
+ Vec4 SplatZ() const { return Vec4( m_z ); }
+ Vec4 SplatW() const { return Vec4( m_w ); }
+
+ Vec4& operator+=( Arg v )
+ {
+ m_x += v.m_x;
+ m_y += v.m_y;
+ m_z += v.m_z;
+ m_w += v.m_w;
+ return *this;
+ }
+
+ Vec4& operator-=( Arg v )
+ {
+ m_x -= v.m_x;
+ m_y -= v.m_y;
+ m_z -= v.m_z;
+ m_w -= v.m_w;
+ return *this;
+ }
+
+ Vec4& operator*=( Arg v )
+ {
+ m_x *= v.m_x;
+ m_y *= v.m_y;
+ m_z *= v.m_z;
+ m_w *= v.m_w;
+ return *this;
+ }
+
+ friend Vec4 operator+( Vec4::Arg left, Vec4::Arg right )
+ {
+ Vec4 copy( left );
+ return copy += right;
+ }
+
+ friend Vec4 operator-( Vec4::Arg left, Vec4::Arg right )
+ {
+ Vec4 copy( left );
+ return copy -= right;
+ }
+
+ friend Vec4 operator*( Vec4::Arg left, Vec4::Arg right )
+ {
+ Vec4 copy( left );
+ return copy *= right;
+ }
+
+ //! Returns a*b + c
+ friend Vec4 MultiplyAdd( Vec4::Arg a, Vec4::Arg b, Vec4::Arg c )
+ {
+ return a*b + c;
+ }
+
+ //! Returns -( a*b - c )
+ friend Vec4 NegativeMultiplySubtract( Vec4::Arg a, Vec4::Arg b, Vec4::Arg c )
+ {
+ return c - a*b;
+ }
+
+ friend Vec4 Reciprocal( Vec4::Arg v )
+ {
+ return Vec4(
+ 1.0f/v.m_x,
+ 1.0f/v.m_y,
+ 1.0f/v.m_z,
+ 1.0f/v.m_w
+ );
+ }
+
+ friend Vec4 Min( Vec4::Arg left, Vec4::Arg right )
+ {
+ return Vec4(
+ std::min( left.m_x, right.m_x ),
+ std::min( left.m_y, right.m_y ),
+ std::min( left.m_z, right.m_z ),
+ std::min( left.m_w, right.m_w )
+ );
+ }
+
+ friend Vec4 Max( Vec4::Arg left, Vec4::Arg right )
+ {
+ return Vec4(
+ std::max( left.m_x, right.m_x ),
+ std::max( left.m_y, right.m_y ),
+ std::max( left.m_z, right.m_z ),
+ std::max( left.m_w, right.m_w )
+ );
+ }
+
+ friend Vec4 Truncate( Vec4::Arg v )
+ {
+ return Vec4(
+ v.m_x > 0.0f ? std::floor( v.m_x ) : std::ceil( v.m_x ),
+ v.m_y > 0.0f ? std::floor( v.m_y ) : std::ceil( v.m_y ),
+ v.m_z > 0.0f ? std::floor( v.m_z ) : std::ceil( v.m_z ),
+ v.m_w > 0.0f ? std::floor( v.m_w ) : std::ceil( v.m_w )
+ );
+ }
+
+ friend bool CompareAnyLessThan( Vec4::Arg left, Vec4::Arg right )
+ {
+ return left.m_x < right.m_x
+ || left.m_y < right.m_y
+ || left.m_z < right.m_z
+ || left.m_w < right.m_w;
+ }
+
+private:
+ float m_x;
+ float m_y;
+ float m_z;
+ float m_w;
+};
+
+} // namespace squish
+
+#endif // ndef SQUISH_SIMD_FLOAT_H
+