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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_VE_H
+#define SQUISH_SIMD_VE_H
+
+#include <altivec.h>
+#undef bool
+
+namespace squish {
+
+#define VEC4_CONST( X ) Vec4( ( vector float ){ X } )
+
+class Vec4
+{
+public:
+ typedef Vec4 Arg;
+
+ Vec4() {}
+
+ explicit Vec4( vector float v ) : m_v( v ) {}
+
+ Vec4( Vec4 const& arg ) : m_v( arg.m_v ) {}
+
+ Vec4& operator=( Vec4 const& arg )
+ {
+ m_v = arg.m_v;
+ return *this;
+ }
+
+ explicit Vec4( float s )
+ {
+ union { vector float v; float c[4]; } u;
+ u.c[0] = s;
+ u.c[1] = s;
+ u.c[2] = s;
+ u.c[3] = s;
+ m_v = u.v;
+ }
+
+ Vec4( float x, float y, float z, float w )
+ {
+ union { vector float v; float c[4]; } u;
+ u.c[0] = x;
+ u.c[1] = y;
+ u.c[2] = z;
+ u.c[3] = w;
+ m_v = u.v;
+ }
+
+ Vec3 GetVec3() const
+ {
+ union { vector float v; float c[4]; } u;
+ u.v = m_v;
+ return Vec3( u.c[0], u.c[1], u.c[2] );
+ }
+
+ Vec4 SplatX() const { return Vec4( vec_splat( m_v, 0 ) ); }
+ Vec4 SplatY() const { return Vec4( vec_splat( m_v, 1 ) ); }
+ Vec4 SplatZ() const { return Vec4( vec_splat( m_v, 2 ) ); }
+ Vec4 SplatW() const { return Vec4( vec_splat( m_v, 3 ) ); }
+
+ Vec4& operator+=( Arg v )
+ {
+ m_v = vec_add( m_v, v.m_v );
+ return *this;
+ }
+
+ Vec4& operator-=( Arg v )
+ {
+ m_v = vec_sub( m_v, v.m_v );
+ return *this;
+ }
+
+ Vec4& operator*=( Arg v )
+ {
+ m_v = vec_madd( m_v, v.m_v, ( vector float ){ -0.0f } );
+ return *this;
+ }
+
+ friend Vec4 operator+( Vec4::Arg left, Vec4::Arg right )
+ {
+ return Vec4( vec_add( left.m_v, right.m_v ) );
+ }
+
+ friend Vec4 operator-( Vec4::Arg left, Vec4::Arg right )
+ {
+ return Vec4( vec_sub( left.m_v, right.m_v ) );
+ }
+
+ friend Vec4 operator*( Vec4::Arg left, Vec4::Arg right )
+ {
+ return Vec4( vec_madd( left.m_v, right.m_v, ( vector float ){ -0.0f } ) );
+ }
+
+ //! Returns a*b + c
+ friend Vec4 MultiplyAdd( Vec4::Arg a, Vec4::Arg b, Vec4::Arg c )
+ {
+ return Vec4( vec_madd( a.m_v, b.m_v, c.m_v ) );
+ }
+
+ //! Returns -( a*b - c )
+ friend Vec4 NegativeMultiplySubtract( Vec4::Arg a, Vec4::Arg b, Vec4::Arg c )
+ {
+ return Vec4( vec_nmsub( a.m_v, b.m_v, c.m_v ) );
+ }
+
+ friend Vec4 Reciprocal( Vec4::Arg v )
+ {
+ // get the reciprocal estimate
+ vector float estimate = vec_re( v.m_v );
+
+ // one round of Newton-Rhaphson refinement
+ vector float diff = vec_nmsub( estimate, v.m_v, ( vector float ){ 1.0f } );
+ return Vec4( vec_madd( diff, estimate, estimate ) );
+ }
+
+ friend Vec4 Min( Vec4::Arg left, Vec4::Arg right )
+ {
+ return Vec4( vec_min( left.m_v, right.m_v ) );
+ }
+
+ friend Vec4 Max( Vec4::Arg left, Vec4::Arg right )
+ {
+ return Vec4( vec_max( left.m_v, right.m_v ) );
+ }
+
+ friend Vec4 Truncate( Vec4::Arg v )
+ {
+ return Vec4( vec_trunc( v.m_v ) );
+ }
+
+ friend bool CompareAnyLessThan( Vec4::Arg left, Vec4::Arg right )
+ {
+ return vec_any_lt( left.m_v, right.m_v ) != 0;
+ }
+
+private:
+ vector float m_v;
+};
+
+} // namespace squish
+
+#endif // ndef SQUISH_SIMD_VE_H