Files
test/intern/cycles/util/math_float4.h
Brecht Van Lommel fd25e883e2 Cycles: remove prefix from source code file names
Remove prefix of filenames that is the same as the folder name. This used
to help when #includes were using individual files, but now they are always
relative to the cycles root directory and so the prefixes are redundant.

For patches and branches, git merge and rebase should be able to detect the
renames and move over code to the right file.
2021-10-26 15:37:04 +02:00

537 lines
14 KiB
C++

/*
* Copyright 2011-2017 Blender Foundation
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#ifndef __UTIL_MATH_FLOAT4_H__
#define __UTIL_MATH_FLOAT4_H__
#ifndef __UTIL_MATH_H__
# error "Do not include this file directly, include util/types.h instead."
#endif
CCL_NAMESPACE_BEGIN
/*******************************************************************************
* Declaration.
*/
ccl_device_inline float4 operator-(const float4 &a);
ccl_device_inline float4 operator*(const float4 &a, const float4 &b);
ccl_device_inline float4 operator*(const float4 &a, float f);
ccl_device_inline float4 operator*(float f, const float4 &a);
ccl_device_inline float4 operator/(const float4 &a, float f);
ccl_device_inline float4 operator/(const float4 &a, const float4 &b);
ccl_device_inline float4 operator+(const float4 &a, const float f);
ccl_device_inline float4 operator+(const float4 &a, const float4 &b);
ccl_device_inline float4 operator-(const float4 &a, const float f);
ccl_device_inline float4 operator-(const float4 &a, const float4 &b);
ccl_device_inline float4 operator+=(float4 &a, const float4 &b);
ccl_device_inline float4 operator*=(float4 &a, const float4 &b);
ccl_device_inline float4 operator*=(float4 &a, float f);
ccl_device_inline float4 operator/=(float4 &a, float f);
ccl_device_inline int4 operator<(const float4 &a, const float4 &b);
ccl_device_inline int4 operator>=(const float4 &a, const float4 &b);
ccl_device_inline int4 operator<=(const float4 &a, const float4 &b);
ccl_device_inline bool operator==(const float4 &a, const float4 &b);
ccl_device_inline float distance(const float4 &a, const float4 &b);
ccl_device_inline float dot(const float4 &a, const float4 &b);
ccl_device_inline float len_squared(const float4 &a);
ccl_device_inline float4 rcp(const float4 &a);
ccl_device_inline float4 sqrt(const float4 &a);
ccl_device_inline float4 sqr(const float4 &a);
ccl_device_inline float4 cross(const float4 &a, const float4 &b);
ccl_device_inline bool is_zero(const float4 &a);
ccl_device_inline float average(const float4 &a);
ccl_device_inline float len(const float4 &a);
ccl_device_inline float4 normalize(const float4 &a);
ccl_device_inline float4 safe_normalize(const float4 &a);
ccl_device_inline float4 min(const float4 &a, const float4 &b);
ccl_device_inline float4 max(const float4 &a, const float4 &b);
ccl_device_inline float4 clamp(const float4 &a, const float4 &mn, const float4 &mx);
ccl_device_inline float4 fabs(const float4 &a);
ccl_device_inline float4 floor(const float4 &a);
ccl_device_inline float4 mix(const float4 &a, const float4 &b, float t);
ccl_device_inline float4 safe_divide_float4_float(const float4 a, const float b);
#ifdef __KERNEL_SSE__
template<size_t index_0, size_t index_1, size_t index_2, size_t index_3>
__forceinline const float4 shuffle(const float4 &b);
template<size_t index_0, size_t index_1, size_t index_2, size_t index_3>
__forceinline const float4 shuffle(const float4 &a, const float4 &b);
template<> __forceinline const float4 shuffle<0, 1, 0, 1>(const float4 &b);
template<> __forceinline const float4 shuffle<0, 1, 0, 1>(const float4 &a, const float4 &b);
template<> __forceinline const float4 shuffle<2, 3, 2, 3>(const float4 &a, const float4 &b);
# ifdef __KERNEL_SSE3__
template<> __forceinline const float4 shuffle<0, 0, 2, 2>(const float4 &b);
template<> __forceinline const float4 shuffle<1, 1, 3, 3>(const float4 &b);
# endif
#endif /* __KERNEL_SSE__ */
#ifndef __KERNEL_GPU__
ccl_device_inline float4 select(const int4 &mask, const float4 &a, const float4 &b);
ccl_device_inline float4 reduce_min(const float4 &a);
ccl_device_inline float4 reduce_max(const float4 &a);
ccl_device_inline float4 reduce_add(const float4 &a);
#endif /* !__KERNEL_GPU__ */
/*******************************************************************************
* Definition.
*/
ccl_device_inline float4 zero_float4()
{
#ifdef __KERNEL_SSE__
return float4(_mm_setzero_ps());
#else
return make_float4(0.0f, 0.0f, 0.0f, 0.0f);
#endif
}
ccl_device_inline float4 one_float4()
{
return make_float4(1.0f, 1.0f, 1.0f, 1.0f);
}
ccl_device_inline float4 operator-(const float4 &a)
{
#ifdef __KERNEL_SSE__
__m128 mask = _mm_castsi128_ps(_mm_set1_epi32(0x80000000));
return float4(_mm_xor_ps(a.m128, mask));
#else
return make_float4(-a.x, -a.y, -a.z, -a.w);
#endif
}
ccl_device_inline float4 operator*(const float4 &a, const float4 &b)
{
#ifdef __KERNEL_SSE__
return float4(_mm_mul_ps(a.m128, b.m128));
#else
return make_float4(a.x * b.x, a.y * b.y, a.z * b.z, a.w * b.w);
#endif
}
ccl_device_inline float4 operator*(const float4 &a, float f)
{
#if defined(__KERNEL_SSE__)
return a * make_float4(f);
#else
return make_float4(a.x * f, a.y * f, a.z * f, a.w * f);
#endif
}
ccl_device_inline float4 operator*(float f, const float4 &a)
{
return a * f;
}
ccl_device_inline float4 operator/(const float4 &a, float f)
{
return a * (1.0f / f);
}
ccl_device_inline float4 operator/(const float4 &a, const float4 &b)
{
#ifdef __KERNEL_SSE__
return float4(_mm_div_ps(a.m128, b.m128));
#else
return make_float4(a.x / b.x, a.y / b.y, a.z / b.z, a.w / b.w);
#endif
}
ccl_device_inline float4 operator+(const float4 &a, const float f)
{
return a + make_float4(f, f, f, f);
}
ccl_device_inline float4 operator+(const float4 &a, const float4 &b)
{
#ifdef __KERNEL_SSE__
return float4(_mm_add_ps(a.m128, b.m128));
#else
return make_float4(a.x + b.x, a.y + b.y, a.z + b.z, a.w + b.w);
#endif
}
ccl_device_inline float4 operator-(const float4 &a, const float f)
{
return a - make_float4(f, f, f, f);
}
ccl_device_inline float4 operator-(const float4 &a, const float4 &b)
{
#ifdef __KERNEL_SSE__
return float4(_mm_sub_ps(a.m128, b.m128));
#else
return make_float4(a.x - b.x, a.y - b.y, a.z - b.z, a.w - b.w);
#endif
}
ccl_device_inline float4 operator+=(float4 &a, const float4 &b)
{
return a = a + b;
}
ccl_device_inline float4 operator-=(float4 &a, const float4 &b)
{
return a = a - b;
}
ccl_device_inline float4 operator*=(float4 &a, const float4 &b)
{
return a = a * b;
}
ccl_device_inline float4 operator*=(float4 &a, float f)
{
return a = a * f;
}
ccl_device_inline float4 operator/=(float4 &a, float f)
{
return a = a / f;
}
ccl_device_inline int4 operator<(const float4 &a, const float4 &b)
{
#ifdef __KERNEL_SSE__
return int4(_mm_castps_si128(_mm_cmplt_ps(a.m128, b.m128)));
#else
return make_int4(a.x < b.x, a.y < b.y, a.z < b.z, a.w < b.w);
#endif
}
ccl_device_inline int4 operator>=(const float4 &a, const float4 &b)
{
#ifdef __KERNEL_SSE__
return int4(_mm_castps_si128(_mm_cmpge_ps(a.m128, b.m128)));
#else
return make_int4(a.x >= b.x, a.y >= b.y, a.z >= b.z, a.w >= b.w);
#endif
}
ccl_device_inline int4 operator<=(const float4 &a, const float4 &b)
{
#ifdef __KERNEL_SSE__
return int4(_mm_castps_si128(_mm_cmple_ps(a.m128, b.m128)));
#else
return make_int4(a.x <= b.x, a.y <= b.y, a.z <= b.z, a.w <= b.w);
#endif
}
ccl_device_inline bool operator==(const float4 &a, const float4 &b)
{
#ifdef __KERNEL_SSE__
return (_mm_movemask_ps(_mm_cmpeq_ps(a.m128, b.m128)) & 15) == 15;
#else
return (a.x == b.x && a.y == b.y && a.z == b.z && a.w == b.w);
#endif
}
ccl_device_inline float distance(const float4 &a, const float4 &b)
{
return len(a - b);
}
ccl_device_inline float dot(const float4 &a, const float4 &b)
{
#if defined(__KERNEL_SSE41__) && defined(__KERNEL_SSE__)
# if defined(__KERNEL_NEON__)
__m128 t = vmulq_f32(a, b);
return vaddvq_f32(t);
# else
return _mm_cvtss_f32(_mm_dp_ps(a, b, 0xFF));
# endif
#else
return (a.x * b.x + a.y * b.y) + (a.z * b.z + a.w * b.w);
#endif
}
ccl_device_inline float len_squared(const float4 &a)
{
return dot(a, a);
}
ccl_device_inline float4 rcp(const float4 &a)
{
#ifdef __KERNEL_SSE__
/* Don't use _mm_rcp_ps due to poor precision. */
return float4(_mm_div_ps(_mm_set_ps1(1.0f), a.m128));
#else
return make_float4(1.0f / a.x, 1.0f / a.y, 1.0f / a.z, 1.0f / a.w);
#endif
}
ccl_device_inline float4 sqrt(const float4 &a)
{
#ifdef __KERNEL_SSE__
return float4(_mm_sqrt_ps(a.m128));
#else
return make_float4(sqrtf(a.x), sqrtf(a.y), sqrtf(a.z), sqrtf(a.w));
#endif
}
ccl_device_inline float4 sqr(const float4 &a)
{
return a * a;
}
ccl_device_inline float4 cross(const float4 &a, const float4 &b)
{
#ifdef __KERNEL_SSE__
return (shuffle<1, 2, 0, 0>(a) * shuffle<2, 0, 1, 0>(b)) -
(shuffle<2, 0, 1, 0>(a) * shuffle<1, 2, 0, 0>(b));
#else
return make_float4(a.y * b.z - a.z * b.y, a.z * b.x - a.x * b.z, a.x * b.y - a.y * b.x, 0.0f);
#endif
}
ccl_device_inline bool is_zero(const float4 &a)
{
#ifdef __KERNEL_SSE__
return a == make_float4(0.0f);
#else
return (a.x == 0.0f && a.y == 0.0f && a.z == 0.0f && a.w == 0.0f);
#endif
}
ccl_device_inline float4 reduce_add(const float4 &a)
{
#if defined(__KERNEL_SSE__)
# if defined(__KERNEL_NEON__)
return float4(vdupq_n_f32(vaddvq_f32(a)));
# elif defined(__KERNEL_SSE3__)
float4 h(_mm_hadd_ps(a.m128, a.m128));
return float4(_mm_hadd_ps(h.m128, h.m128));
# else
float4 h(shuffle<1, 0, 3, 2>(a) + a);
return shuffle<2, 3, 0, 1>(h) + h;
# endif
#else
float sum = (a.x + a.y) + (a.z + a.w);
return make_float4(sum, sum, sum, sum);
#endif
}
ccl_device_inline float average(const float4 &a)
{
return reduce_add(a).x * 0.25f;
}
ccl_device_inline float len(const float4 &a)
{
return sqrtf(dot(a, a));
}
ccl_device_inline float4 normalize(const float4 &a)
{
return a / len(a);
}
ccl_device_inline float4 safe_normalize(const float4 &a)
{
float t = len(a);
return (t != 0.0f) ? a / t : a;
}
ccl_device_inline float4 min(const float4 &a, const float4 &b)
{
#ifdef __KERNEL_SSE__
return float4(_mm_min_ps(a.m128, b.m128));
#else
return make_float4(min(a.x, b.x), min(a.y, b.y), min(a.z, b.z), min(a.w, b.w));
#endif
}
ccl_device_inline float4 max(const float4 &a, const float4 &b)
{
#ifdef __KERNEL_SSE__
return float4(_mm_max_ps(a.m128, b.m128));
#else
return make_float4(max(a.x, b.x), max(a.y, b.y), max(a.z, b.z), max(a.w, b.w));
#endif
}
ccl_device_inline float4 clamp(const float4 &a, const float4 &mn, const float4 &mx)
{
return min(max(a, mn), mx);
}
ccl_device_inline float4 fabs(const float4 &a)
{
#if defined(__KERNEL_SSE__)
# if defined(__KERNEL_NEON__)
return float4(vabsq_f32(a));
# else
return float4(_mm_and_ps(a.m128, _mm_castsi128_ps(_mm_set1_epi32(0x7fffffff))));
# endif
#else
return make_float4(fabsf(a.x), fabsf(a.y), fabsf(a.z), fabsf(a.w));
#endif
}
ccl_device_inline float4 floor(const float4 &a)
{
#ifdef __KERNEL_SSE__
return float4(_mm_floor_ps(a));
#else
return make_float4(floorf(a.x), floorf(a.y), floorf(a.z), floorf(a.w));
#endif
}
ccl_device_inline float4 mix(const float4 &a, const float4 &b, float t)
{
return a + t * (b - a);
}
#ifdef __KERNEL_SSE__
template<size_t index_0, size_t index_1, size_t index_2, size_t index_3>
__forceinline const float4 shuffle(const float4 &b)
{
# if defined(__KERNEL_NEON__)
return float4(shuffle_neon<__m128, index_0, index_1, index_2, index_3>(b.m128));
# else
return float4(_mm_castsi128_ps(
_mm_shuffle_epi32(_mm_castps_si128(b), _MM_SHUFFLE(index_3, index_2, index_1, index_0))));
# endif
}
template<size_t index_0, size_t index_1, size_t index_2, size_t index_3>
__forceinline const float4 shuffle(const float4 &a, const float4 &b)
{
# if defined(__KERNEL_NEON__)
return float4(shuffle_neon<__m128, index_0, index_1, index_2, index_3>(a.m128, b.m128));
# else
return float4(_mm_shuffle_ps(a.m128, b.m128, _MM_SHUFFLE(index_3, index_2, index_1, index_0)));
# endif
}
template<> __forceinline const float4 shuffle<0, 1, 0, 1>(const float4 &b)
{
return float4(_mm_castpd_ps(_mm_movedup_pd(_mm_castps_pd(b))));
}
template<> __forceinline const float4 shuffle<0, 1, 0, 1>(const float4 &a, const float4 &b)
{
return float4(_mm_movelh_ps(a.m128, b.m128));
}
template<> __forceinline const float4 shuffle<2, 3, 2, 3>(const float4 &a, const float4 &b)
{
return float4(_mm_movehl_ps(b.m128, a.m128));
}
# ifdef __KERNEL_SSE3__
template<> __forceinline const float4 shuffle<0, 0, 2, 2>(const float4 &b)
{
return float4(_mm_moveldup_ps(b));
}
template<> __forceinline const float4 shuffle<1, 1, 3, 3>(const float4 &b)
{
return float4(_mm_movehdup_ps(b));
}
# endif /* __KERNEL_SSE3__ */
#endif /* __KERNEL_SSE__ */
#ifndef __KERNEL_GPU__
ccl_device_inline float4 select(const int4 &mask, const float4 &a, const float4 &b)
{
# ifdef __KERNEL_SSE__
return float4(_mm_blendv_ps(b.m128, a.m128, _mm_castsi128_ps(mask.m128)));
# else
return make_float4(
(mask.x) ? a.x : b.x, (mask.y) ? a.y : b.y, (mask.z) ? a.z : b.z, (mask.w) ? a.w : b.w);
# endif
}
ccl_device_inline float4 mask(const int4 &mask, const float4 &a)
{
/* Replace elements of x with zero where mask isn't set. */
return select(mask, a, make_float4(0.0f));
}
ccl_device_inline float4 reduce_min(const float4 &a)
{
# if defined(__KERNEL_SSE__)
# if defined(__KERNEL_NEON__)
return float4(vdupq_n_f32(vminvq_f32(a)));
# else
float4 h = min(shuffle<1, 0, 3, 2>(a), a);
return min(shuffle<2, 3, 0, 1>(h), h);
# endif
# else
return make_float4(min(min(a.x, a.y), min(a.z, a.w)));
# endif
}
ccl_device_inline float4 reduce_max(const float4 &a)
{
# if defined(__KERNEL_SSE__)
# if defined(__KERNEL_NEON__)
return float4(vdupq_n_f32(vmaxvq_f32(a)));
# else
float4 h = max(shuffle<1, 0, 3, 2>(a), a);
return max(shuffle<2, 3, 0, 1>(h), h);
# endif
# else
return make_float4(max(max(a.x, a.y), max(a.z, a.w)));
# endif
}
ccl_device_inline float4 load_float4(ccl_private const float *v)
{
# ifdef __KERNEL_SSE__
return float4(_mm_loadu_ps(v));
# else
return make_float4(v[0], v[1], v[2], v[3]);
# endif
}
#endif /* !__KERNEL_GPU__ */
ccl_device_inline float4 safe_divide_float4_float(const float4 a, const float b)
{
return (b != 0.0f) ? a / b : zero_float4();
}
ccl_device_inline bool isfinite4_safe(float4 v)
{
return isfinite_safe(v.x) && isfinite_safe(v.y) && isfinite_safe(v.z) && isfinite_safe(v.w);
}
ccl_device_inline float4 ensure_finite4(float4 v)
{
if (!isfinite_safe(v.x))
v.x = 0.0f;
if (!isfinite_safe(v.y))
v.y = 0.0f;
if (!isfinite_safe(v.z))
v.z = 0.0f;
if (!isfinite_safe(v.w))
v.w = 0.0f;
return v;
}
CCL_NAMESPACE_END
#endif /* __UTIL_MATH_FLOAT4_H__ */