mirror of
https://github.com/hrydgard/ppsspp.git
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56b83af1f0
I'm wanting things to stay in registers, but that's not realistic for arguments. Force inline the others. May help #5699.
234 lines
4.6 KiB
C++
234 lines
4.6 KiB
C++
// Copyright (c) 2012- PPSSPP Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0 or later versions.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official git repository and contact information can be found at
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// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
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#include "Math3D.h"
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namespace Math3D {
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template<>
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float Vec2<float>::Length() const
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{
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#if defined(_M_SSE)
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float ret;
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__m128 xy = _mm_loadu_ps(&x);
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__m128 sq = _mm_mul_ps(xy, xy);
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const __m128 r2 = _mm_shuffle_ps(sq, sq, _MM_SHUFFLE(0, 0, 0, 1));
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const __m128 res = _mm_add_ss(sq, r2);
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_mm_store_ss(&ret, _mm_sqrt_ss(res));
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return ret;
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#else
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return sqrtf(Length2());
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#endif
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}
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template<>
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void Vec2<float>::SetLength(const float l)
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{
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(*this) *= l / Length();
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}
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template<>
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Vec2<float> Vec2<float>::WithLength(const float l) const
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{
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return (*this) * l / Length();
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}
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template<>
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float Vec2<float>::Distance2To(Vec2<float> &other)
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{
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return Vec2<float>(other-(*this)).Length2();
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}
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template<>
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Vec2<float> Vec2<float>::Normalized() const
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{
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return (*this) / Length();
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}
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template<>
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float Vec2<float>::Normalize()
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{
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float len = Length();
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(*this) = (*this)/len;
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return len;
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}
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template<>
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float Vec3<float>::Length() const
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{
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#if defined(_M_SSE)
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float ret;
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__m128 xyz = _mm_loadu_ps(&x);
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__m128 sq = _mm_mul_ps(xyz, xyz);
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const __m128 r2 = _mm_shuffle_ps(sq, sq, _MM_SHUFFLE(0, 0, 0, 1));
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const __m128 r3 = _mm_shuffle_ps(sq, sq, _MM_SHUFFLE(0, 0, 0, 2));
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const __m128 res = _mm_add_ss(sq, _mm_add_ss(r2, r3));
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_mm_store_ss(&ret, _mm_sqrt_ss(res));
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return ret;
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#else
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return sqrtf(Length2());
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#endif
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}
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template<>
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void Vec3<float>::SetLength(const float l)
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{
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(*this) *= l / Length();
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}
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template<>
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Vec3<float> Vec3<float>::WithLength(const float l) const
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{
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return (*this) * l / Length();
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}
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template<>
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float Vec3<float>::Distance2To(Vec3<float> &other)
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{
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return Vec3<float>(other-(*this)).Length2();
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}
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template<>
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Vec3<float> Vec3<float>::Normalized() const
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{
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return (*this) / Length();
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}
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template<>
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float Vec3<float>::Normalize()
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{
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float len = Length();
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(*this) = (*this)/len;
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return len;
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}
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template<>
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Vec3Packed<float> Vec3Packed<float>::FromRGB(unsigned int rgb)
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{
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return Vec3Packed((rgb & 0xFF) * (1.0f/255.0f),
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((rgb >> 8) & 0xFF) * (1.0f/255.0f),
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((rgb >> 16) & 0xFF) * (1.0f/255.0f));
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}
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template<>
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Vec3Packed<int> Vec3Packed<int>::FromRGB(unsigned int rgb)
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{
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return Vec3Packed(rgb & 0xFF, (rgb >> 8) & 0xFF, (rgb >> 16) & 0xFF);
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}
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template<>
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unsigned int Vec3Packed<float>::ToRGB() const
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{
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return ((unsigned int)(r()*255.f)) +
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((unsigned int)(g()*255.f*256.f)) +
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((unsigned int)(b()*255.f*256.f*256.f));
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}
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template<>
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unsigned int Vec3Packed<int>::ToRGB() const
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{
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return (r()&0xFF) | ((g()&0xFF)<<8) | ((b()&0xFF)<<16);
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}
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template<>
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float Vec3Packed<float>::Length() const
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{
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return sqrtf(Length2());
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}
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template<>
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void Vec3Packed<float>::SetLength(const float l)
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{
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(*this) *= l / Length();
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}
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template<>
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Vec3Packed<float> Vec3Packed<float>::WithLength(const float l) const
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{
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return (*this) * l / Length();
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}
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template<>
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float Vec3Packed<float>::Distance2To(Vec3Packed<float> &other)
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{
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return Vec3Packed<float>(other-(*this)).Length2();
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}
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template<>
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Vec3Packed<float> Vec3Packed<float>::Normalized() const
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{
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return (*this) / Length();
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}
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template<>
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float Vec3Packed<float>::Normalize()
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{
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float len = Length();
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(*this) = (*this)/len;
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return len;
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}
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template<>
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float Vec4<float>::Length() const
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{
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#if defined(_M_SSE)
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float ret;
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__m128 xyzw = _mm_loadu_ps(&x);
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__m128 sq = _mm_mul_ps(xyzw, xyzw);
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const __m128 r2 = _mm_add_ps(sq, _mm_movehl_ps(sq, sq));
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const __m128 res = _mm_add_ss(r2, _mm_shuffle_ps(r2, r2, _MM_SHUFFLE(0, 0, 0, 1)));
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_mm_store_ss(&ret, _mm_sqrt_ss(res));
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return ret;
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#else
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return sqrtf(Length2());
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#endif
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}
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template<>
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void Vec4<float>::SetLength(const float l)
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{
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(*this) *= l / Length();
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}
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template<>
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Vec4<float> Vec4<float>::WithLength(const float l) const
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{
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return (*this) * l / Length();
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}
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template<>
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float Vec4<float>::Distance2To(Vec4<float> &other)
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{
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return Vec4<float>(other-(*this)).Length2();
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}
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template<>
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Vec4<float> Vec4<float>::Normalized() const
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{
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return (*this) / Length();
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}
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template<>
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float Vec4<float>::Normalize()
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{
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float len = Length();
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(*this) = (*this)/len;
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return len;
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}
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}; // namespace Math3D
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