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1 // Copyright 2016 The SwiftShader Authors. All Rights Reserved.
2 //
3 // Licensed under the Apache License, Version 2.0 (the "License");
4 // you may not use this file except in compliance with the License.
5 // You may obtain a copy of the License at
6 //
7 //    http://www.apache.org/licenses/LICENSE-2.0
8 //
9 // Unless required by applicable law or agreed to in writing, software
10 // distributed under the License is distributed on an "AS IS" BASIS,
11 // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
12 // See the License for the specific language governing permissions and
13 // limitations under the License.
14 
15 #include "ShaderCore.hpp"
16 
17 #include "Device/Renderer.hpp"
18 #include "System/Debug.hpp"
19 
20 #include <limits.h>
21 
22 namespace sw {
23 
Vector4s()24 Vector4s::Vector4s()
25 {
26 }
27 
Vector4s(unsigned short x,unsigned short y,unsigned short z,unsigned short w)28 Vector4s::Vector4s(unsigned short x, unsigned short y, unsigned short z, unsigned short w)
29 {
30 	this->x = Short4(x);
31 	this->y = Short4(y);
32 	this->z = Short4(z);
33 	this->w = Short4(w);
34 }
35 
Vector4s(const Vector4s & rhs)36 Vector4s::Vector4s(const Vector4s &rhs)
37 {
38 	x = rhs.x;
39 	y = rhs.y;
40 	z = rhs.z;
41 	w = rhs.w;
42 }
43 
operator =(const Vector4s & rhs)44 Vector4s &Vector4s::operator=(const Vector4s &rhs)
45 {
46 	x = rhs.x;
47 	y = rhs.y;
48 	z = rhs.z;
49 	w = rhs.w;
50 
51 	return *this;
52 }
53 
operator [](int i)54 Short4 &Vector4s::operator[](int i)
55 {
56 	switch(i)
57 	{
58 		case 0: return x;
59 		case 1: return y;
60 		case 2: return z;
61 		case 3: return w;
62 	}
63 
64 	return x;
65 }
66 
Vector4f()67 Vector4f::Vector4f()
68 {
69 }
70 
Vector4f(float x,float y,float z,float w)71 Vector4f::Vector4f(float x, float y, float z, float w)
72 {
73 	this->x = Float4(x);
74 	this->y = Float4(y);
75 	this->z = Float4(z);
76 	this->w = Float4(w);
77 }
78 
Vector4f(const Vector4f & rhs)79 Vector4f::Vector4f(const Vector4f &rhs)
80 {
81 	x = rhs.x;
82 	y = rhs.y;
83 	z = rhs.z;
84 	w = rhs.w;
85 }
86 
operator =(const Vector4f & rhs)87 Vector4f &Vector4f::operator=(const Vector4f &rhs)
88 {
89 	x = rhs.x;
90 	y = rhs.y;
91 	z = rhs.z;
92 	w = rhs.w;
93 
94 	return *this;
95 }
96 
operator [](int i)97 Float4 &Vector4f::operator[](int i)
98 {
99 	switch(i)
100 	{
101 		case 0: return x;
102 		case 1: return y;
103 		case 2: return z;
104 		case 3: return w;
105 	}
106 
107 	return x;
108 }
109 
Vector4i()110 Vector4i::Vector4i()
111 {
112 }
113 
Vector4i(int x,int y,int z,int w)114 Vector4i::Vector4i(int x, int y, int z, int w)
115 {
116 	this->x = Int4(x);
117 	this->y = Int4(y);
118 	this->z = Int4(z);
119 	this->w = Int4(w);
120 }
121 
Vector4i(const Vector4i & rhs)122 Vector4i::Vector4i(const Vector4i &rhs)
123 {
124 	x = rhs.x;
125 	y = rhs.y;
126 	z = rhs.z;
127 	w = rhs.w;
128 }
129 
operator =(const Vector4i & rhs)130 Vector4i &Vector4i::operator=(const Vector4i &rhs)
131 {
132 	x = rhs.x;
133 	y = rhs.y;
134 	z = rhs.z;
135 	w = rhs.w;
136 
137 	return *this;
138 }
139 
operator [](int i)140 Int4 &Vector4i::operator[](int i)
141 {
142 	switch(i)
143 	{
144 		case 0: return x;
145 		case 1: return y;
146 		case 2: return z;
147 		case 3: return w;
148 	}
149 
150 	return x;
151 }
152 
exponential2(RValue<Float4> x,bool pp)153 Float4 exponential2(RValue<Float4> x, bool pp)
154 {
155 	// This implementation is based on 2^(i + f) = 2^i * 2^f,
156 	// where i is the integer part of x and f is the fraction.
157 
158 	// For 2^i we can put the integer part directly in the exponent of
159 	// the IEEE-754 floating-point number. Clamp to prevent overflow
160 	// past the representation of infinity.
161 	Float4 x0 = x;
162 	x0 = Min(x0, As<Float4>(Int4(0x43010000)));  // 129.00000e+0f
163 	x0 = Max(x0, As<Float4>(Int4(0xC2FDFFFF)));  // -126.99999e+0f
164 
165 	Int4 i = RoundInt(x0 - Float4(0.5f));
166 	Float4 ii = As<Float4>((i + Int4(127)) << 23);  // Add single-precision bias, and shift into exponent.
167 
168 	// For the fractional part use a polynomial
169 	// which approximates 2^f in the 0 to 1 range.
170 	Float4 f = x0 - Float4(i);
171 	Float4 ff = As<Float4>(Int4(0x3AF61905));    // 1.8775767e-3f
172 	ff = ff * f + As<Float4>(Int4(0x3C134806));  // 8.9893397e-3f
173 	ff = ff * f + As<Float4>(Int4(0x3D64AA23));  // 5.5826318e-2f
174 	ff = ff * f + As<Float4>(Int4(0x3E75EAD4));  // 2.4015361e-1f
175 	ff = ff * f + As<Float4>(Int4(0x3F31727B));  // 6.9315308e-1f
176 	ff = ff * f + Float4(1.0f);
177 
178 	return ii * ff;
179 }
180 
logarithm2(RValue<Float4> x,bool pp)181 Float4 logarithm2(RValue<Float4> x, bool pp)
182 {
183 	Float4 x0;
184 	Float4 x1;
185 	Float4 x2;
186 	Float4 x3;
187 
188 	x0 = x;
189 
190 	x1 = As<Float4>(As<Int4>(x0) & Int4(0x7F800000));
191 	x1 = As<Float4>(As<UInt4>(x1) >> 8);
192 	x1 = As<Float4>(As<Int4>(x1) | As<Int4>(Float4(1.0f)));
193 	x1 = (x1 - Float4(1.4960938f)) * Float4(256.0f);  // FIXME: (x1 - 1.4960938f) * 256.0f;
194 	x0 = As<Float4>((As<Int4>(x0) & Int4(0x007FFFFF)) | As<Int4>(Float4(1.0f)));
195 
196 	x2 = (Float4(9.5428179e-2f) * x0 + Float4(4.7779095e-1f)) * x0 + Float4(1.9782813e-1f);
197 	x3 = ((Float4(1.6618466e-2f) * x0 + Float4(2.0350508e-1f)) * x0 + Float4(2.7382900e-1f)) * x0 + Float4(4.0496687e-2f);
198 	x2 /= x3;
199 
200 	x1 += (x0 - Float4(1.0f)) * x2;
201 
202 	Int4 pos_inf_x = CmpEQ(As<Int4>(x), Int4(0x7F800000));
203 	return As<Float4>((pos_inf_x & As<Int4>(x)) | (~pos_inf_x & As<Int4>(x1)));
204 }
205 
exponential(RValue<Float4> x,bool pp)206 Float4 exponential(RValue<Float4> x, bool pp)
207 {
208 	// TODO: Propagate the constant
209 	return exponential2(Float4(1.44269504f) * x, pp);  // 1/ln(2)
210 }
211 
logarithm(RValue<Float4> x,bool pp)212 Float4 logarithm(RValue<Float4> x, bool pp)
213 {
214 	// TODO: Propagate the constant
215 	return Float4(6.93147181e-1f) * logarithm2(x, pp);  // ln(2)
216 }
217 
power(RValue<Float4> x,RValue<Float4> y,bool pp)218 Float4 power(RValue<Float4> x, RValue<Float4> y, bool pp)
219 {
220 	Float4 log = logarithm2(x, pp);
221 	log *= y;
222 	return exponential2(log, pp);
223 }
224 
reciprocal(RValue<Float4> x,bool pp,bool finite,bool exactAtPow2)225 Float4 reciprocal(RValue<Float4> x, bool pp, bool finite, bool exactAtPow2)
226 {
227 	return Rcp(x, pp ? Precision::Relaxed : Precision::Full, finite, exactAtPow2);
228 }
229 
reciprocalSquareRoot(RValue<Float4> x,bool absolute,bool pp)230 Float4 reciprocalSquareRoot(RValue<Float4> x, bool absolute, bool pp)
231 {
232 	Float4 abs = x;
233 
234 	if(absolute)
235 	{
236 		abs = Abs(abs);
237 	}
238 
239 	return Rcp(abs, pp ? Precision::Relaxed : Precision::Full);
240 }
241 
modulo(RValue<Float4> x,RValue<Float4> y)242 Float4 modulo(RValue<Float4> x, RValue<Float4> y)
243 {
244 	return x - y * Floor(x / y);
245 }
246 
sine_pi(RValue<Float4> x,bool pp)247 Float4 sine_pi(RValue<Float4> x, bool pp)
248 {
249 	const Float4 A = Float4(-4.05284734e-1f);  // -4/pi^2
250 	const Float4 B = Float4(1.27323954e+0f);   // 4/pi
251 	const Float4 C = Float4(7.75160950e-1f);
252 	const Float4 D = Float4(2.24839049e-1f);
253 
254 	// Parabola approximating sine
255 	Float4 sin = x * (Abs(x) * A + B);
256 
257 	// Improve precision from 0.06 to 0.001
258 	if(true)
259 	{
260 		sin = sin * (Abs(sin) * D + C);
261 	}
262 
263 	return sin;
264 }
265 
cosine_pi(RValue<Float4> x,bool pp)266 Float4 cosine_pi(RValue<Float4> x, bool pp)
267 {
268 	// cos(x) = sin(x + pi/2)
269 	Float4 y = x + Float4(1.57079632e+0f);
270 
271 	// Wrap around
272 	y -= As<Float4>(CmpNLT(y, Float4(3.14159265e+0f)) & As<Int4>(Float4(6.28318530e+0f)));
273 
274 	return sine_pi(y, pp);
275 }
276 
sine(RValue<Float4> x,bool pp)277 Float4 sine(RValue<Float4> x, bool pp)
278 {
279 	// Reduce to [-0.5, 0.5] range
280 	Float4 y = x * Float4(1.59154943e-1f);  // 1/2pi
281 	y = y - Round(y);
282 
283 	if(!pp)
284 	{
285 		// From the paper: "A Fast, Vectorizable Algorithm for Producing Single-Precision Sine-Cosine Pairs"
286 		// This implementation passes OpenGL ES 3.0 precision requirements, at the cost of more operations:
287 		// !pp : 17 mul, 7 add, 1 sub, 1 reciprocal
288 		//  pp : 4 mul, 2 add, 2 abs
289 
290 		Float4 y2 = y * y;
291 		Float4 c1 = y2 * (y2 * (y2 * Float4(-0.0204391631f) + Float4(0.2536086171f)) + Float4(-1.2336977925f)) + Float4(1.0f);
292 		Float4 s1 = y * (y2 * (y2 * (y2 * Float4(-0.0046075748f) + Float4(0.0796819754f)) + Float4(-0.645963615f)) + Float4(1.5707963235f));
293 		Float4 c2 = (c1 * c1) - (s1 * s1);
294 		Float4 s2 = Float4(2.0f) * s1 * c1;
295 		return Float4(2.0f) * s2 * c2 * reciprocal(s2 * s2 + c2 * c2, pp, true);
296 	}
297 
298 	const Float4 A = Float4(-16.0f);
299 	const Float4 B = Float4(8.0f);
300 	const Float4 C = Float4(7.75160950e-1f);
301 	const Float4 D = Float4(2.24839049e-1f);
302 
303 	// Parabola approximating sine
304 	Float4 sin = y * (Abs(y) * A + B);
305 
306 	// Improve precision from 0.06 to 0.001
307 	if(true)
308 	{
309 		sin = sin * (Abs(sin) * D + C);
310 	}
311 
312 	return sin;
313 }
314 
cosine(RValue<Float4> x,bool pp)315 Float4 cosine(RValue<Float4> x, bool pp)
316 {
317 	// cos(x) = sin(x + pi/2)
318 	Float4 y = x + Float4(1.57079632e+0f);
319 	return sine(y, pp);
320 }
321 
tangent(RValue<Float4> x,bool pp)322 Float4 tangent(RValue<Float4> x, bool pp)
323 {
324 	return sine(x, pp) / cosine(x, pp);
325 }
326 
arccos(RValue<Float4> x,bool pp)327 Float4 arccos(RValue<Float4> x, bool pp)
328 {
329 	// pi/2 - arcsin(x)
330 	return Float4(1.57079632e+0f) - arcsin(x);
331 }
332 
arcsin(RValue<Float4> x,bool pp)333 Float4 arcsin(RValue<Float4> x, bool pp)
334 {
335 	if(false)  // Simpler implementation fails even lowp precision tests
336 	{
337 		// x*(pi/2-sqrt(1-x*x)*pi/5)
338 		return x * (Float4(1.57079632e+0f) - Sqrt(Float4(1.0f) - x * x) * Float4(6.28318531e-1f));
339 	}
340 	else
341 	{
342 		// From 4.4.45, page 81 of the Handbook of Mathematical Functions, by Milton Abramowitz and Irene Stegun
343 		const Float4 half_pi(1.57079632f);
344 		const Float4 a0(1.5707288f);
345 		const Float4 a1(-0.2121144f);
346 		const Float4 a2(0.0742610f);
347 		const Float4 a3(-0.0187293f);
348 		Float4 absx = Abs(x);
349 		return As<Float4>(As<Int4>(half_pi - Sqrt(Float4(1.0f) - absx) * (a0 + absx * (a1 + absx * (a2 + absx * a3)))) ^
350 		                  (As<Int4>(x) & Int4(0x80000000)));
351 	}
352 }
353 
354 // Approximation of atan in [0..1]
arctan_01(Float4 x,bool pp)355 Float4 arctan_01(Float4 x, bool pp)
356 {
357 	if(pp)
358 	{
359 		return x * (Float4(-0.27f) * x + Float4(1.05539816f));
360 	}
361 	else
362 	{
363 		// From 4.4.49, page 81 of the Handbook of Mathematical Functions, by Milton Abramowitz and Irene Stegun
364 		const Float4 a2(-0.3333314528f);
365 		const Float4 a4(0.1999355085f);
366 		const Float4 a6(-0.1420889944f);
367 		const Float4 a8(0.1065626393f);
368 		const Float4 a10(-0.0752896400f);
369 		const Float4 a12(0.0429096138f);
370 		const Float4 a14(-0.0161657367f);
371 		const Float4 a16(0.0028662257f);
372 		Float4 x2 = x * x;
373 		return (x + x * (x2 * (a2 + x2 * (a4 + x2 * (a6 + x2 * (a8 + x2 * (a10 + x2 * (a12 + x2 * (a14 + x2 * a16)))))))));
374 	}
375 }
376 
arctan(RValue<Float4> x,bool pp)377 Float4 arctan(RValue<Float4> x, bool pp)
378 {
379 	Float4 absx = Abs(x);
380 	Int4 O = CmpNLT(absx, Float4(1.0f));
381 	Float4 y = As<Float4>((O & As<Int4>(Float4(1.0f) / absx)) | (~O & As<Int4>(absx)));  // FIXME: Vector select
382 
383 	const Float4 half_pi(1.57079632f);
384 	Float4 theta = arctan_01(y, pp);
385 	return As<Float4>(((O & As<Int4>(half_pi - theta)) | (~O & As<Int4>(theta))) ^  // FIXME: Vector select
386 	                  (As<Int4>(x) & Int4(0x80000000)));
387 }
388 
arctan(RValue<Float4> y,RValue<Float4> x,bool pp)389 Float4 arctan(RValue<Float4> y, RValue<Float4> x, bool pp)
390 {
391 	const Float4 pi(3.14159265f);             // pi
392 	const Float4 minus_pi(-3.14159265f);      // -pi
393 	const Float4 half_pi(1.57079632f);        // pi/2
394 	const Float4 quarter_pi(7.85398163e-1f);  // pi/4
395 
396 	// Rotate to upper semicircle when in lower semicircle
397 	Int4 S = CmpLT(y, Float4(0.0f));
398 	Float4 theta = As<Float4>(S & As<Int4>(minus_pi));
399 	Float4 x0 = As<Float4>((As<Int4>(y) & Int4(0x80000000)) ^ As<Int4>(x));
400 	Float4 y0 = Abs(y);
401 
402 	// Rotate to right quadrant when in left quadrant
403 	Int4 Q = CmpLT(x0, Float4(0.0f));
404 	theta += As<Float4>(Q & As<Int4>(half_pi));
405 	Float4 x1 = As<Float4>((Q & As<Int4>(y0)) | (~Q & As<Int4>(x0)));   // FIXME: Vector select
406 	Float4 y1 = As<Float4>((Q & As<Int4>(-x0)) | (~Q & As<Int4>(y0)));  // FIXME: Vector select
407 
408 	// Mirror to first octant when in second octant
409 	Int4 O = CmpNLT(y1, x1);
410 	Float4 x2 = As<Float4>((O & As<Int4>(y1)) | (~O & As<Int4>(x1)));  // FIXME: Vector select
411 	Float4 y2 = As<Float4>((O & As<Int4>(x1)) | (~O & As<Int4>(y1)));  // FIXME: Vector select
412 
413 	// Approximation of atan in [0..1]
414 	Int4 zero_x = CmpEQ(x2, Float4(0.0f));
415 	Int4 inf_y = IsInf(y2);  // Since x2 >= y2, this means x2 == y2 == inf, so we use 45 degrees or pi/4
416 	Float4 atan2_theta = arctan_01(y2 / x2, pp);
417 	theta += As<Float4>((~zero_x & ~inf_y & ((O & As<Int4>(half_pi - atan2_theta)) | (~O & (As<Int4>(atan2_theta))))) |  // FIXME: Vector select
418 	                    (inf_y & As<Int4>(quarter_pi)));
419 
420 	// Recover loss of precision for tiny theta angles
421 	Int4 precision_loss = S & Q & O & ~inf_y;                                                            // This combination results in (-pi + half_pi + half_pi - atan2_theta) which is equivalent to -atan2_theta
422 	return As<Float4>((precision_loss & As<Int4>(-atan2_theta)) | (~precision_loss & As<Int4>(theta)));  // FIXME: Vector select
423 }
424 
sineh(RValue<Float4> x,bool pp)425 Float4 sineh(RValue<Float4> x, bool pp)
426 {
427 	return (exponential(x, pp) - exponential(-x, pp)) * Float4(0.5f);
428 }
429 
cosineh(RValue<Float4> x,bool pp)430 Float4 cosineh(RValue<Float4> x, bool pp)
431 {
432 	return (exponential(x, pp) + exponential(-x, pp)) * Float4(0.5f);
433 }
434 
tangenth(RValue<Float4> x,bool pp)435 Float4 tangenth(RValue<Float4> x, bool pp)
436 {
437 	Float4 e_x = exponential(x, pp);
438 	Float4 e_minus_x = exponential(-x, pp);
439 	return (e_x - e_minus_x) / (e_x + e_minus_x);
440 }
441 
arccosh(RValue<Float4> x,bool pp)442 Float4 arccosh(RValue<Float4> x, bool pp)
443 {
444 	return logarithm(x + Sqrt(x + Float4(1.0f)) * Sqrt(x - Float4(1.0f)), pp);
445 }
446 
arcsinh(RValue<Float4> x,bool pp)447 Float4 arcsinh(RValue<Float4> x, bool pp)
448 {
449 	return logarithm(x + Sqrt(x * x + Float4(1.0f)), pp);
450 }
451 
arctanh(RValue<Float4> x,bool pp)452 Float4 arctanh(RValue<Float4> x, bool pp)
453 {
454 	return logarithm((Float4(1.0f) + x) / (Float4(1.0f) - x), pp) * Float4(0.5f);
455 }
456 
dot2(const Vector4f & v0,const Vector4f & v1)457 Float4 dot2(const Vector4f &v0, const Vector4f &v1)
458 {
459 	return v0.x * v1.x + v0.y * v1.y;
460 }
461 
dot3(const Vector4f & v0,const Vector4f & v1)462 Float4 dot3(const Vector4f &v0, const Vector4f &v1)
463 {
464 	return v0.x * v1.x + v0.y * v1.y + v0.z * v1.z;
465 }
466 
dot4(const Vector4f & v0,const Vector4f & v1)467 Float4 dot4(const Vector4f &v0, const Vector4f &v1)
468 {
469 	return v0.x * v1.x + v0.y * v1.y + v0.z * v1.z + v0.w * v1.w;
470 }
471 
transpose4x4(Short4 & row0,Short4 & row1,Short4 & row2,Short4 & row3)472 void transpose4x4(Short4 &row0, Short4 &row1, Short4 &row2, Short4 &row3)
473 {
474 	Int2 tmp0 = UnpackHigh(row0, row1);
475 	Int2 tmp1 = UnpackHigh(row2, row3);
476 	Int2 tmp2 = UnpackLow(row0, row1);
477 	Int2 tmp3 = UnpackLow(row2, row3);
478 
479 	row0 = UnpackLow(tmp2, tmp3);
480 	row1 = UnpackHigh(tmp2, tmp3);
481 	row2 = UnpackLow(tmp0, tmp1);
482 	row3 = UnpackHigh(tmp0, tmp1);
483 }
484 
transpose4x3(Short4 & row0,Short4 & row1,Short4 & row2,Short4 & row3)485 void transpose4x3(Short4 &row0, Short4 &row1, Short4 &row2, Short4 &row3)
486 {
487 	Int2 tmp0 = UnpackHigh(row0, row1);
488 	Int2 tmp1 = UnpackHigh(row2, row3);
489 	Int2 tmp2 = UnpackLow(row0, row1);
490 	Int2 tmp3 = UnpackLow(row2, row3);
491 
492 	row0 = UnpackLow(tmp2, tmp3);
493 	row1 = UnpackHigh(tmp2, tmp3);
494 	row2 = UnpackLow(tmp0, tmp1);
495 }
496 
transpose4x4(Float4 & row0,Float4 & row1,Float4 & row2,Float4 & row3)497 void transpose4x4(Float4 &row0, Float4 &row1, Float4 &row2, Float4 &row3)
498 {
499 	Float4 tmp0 = UnpackLow(row0, row1);
500 	Float4 tmp1 = UnpackLow(row2, row3);
501 	Float4 tmp2 = UnpackHigh(row0, row1);
502 	Float4 tmp3 = UnpackHigh(row2, row3);
503 
504 	row0 = Float4(tmp0.xy, tmp1.xy);
505 	row1 = Float4(tmp0.zw, tmp1.zw);
506 	row2 = Float4(tmp2.xy, tmp3.xy);
507 	row3 = Float4(tmp2.zw, tmp3.zw);
508 }
509 
transpose4x3(Float4 & row0,Float4 & row1,Float4 & row2,Float4 & row3)510 void transpose4x3(Float4 &row0, Float4 &row1, Float4 &row2, Float4 &row3)
511 {
512 	Float4 tmp0 = UnpackLow(row0, row1);
513 	Float4 tmp1 = UnpackLow(row2, row3);
514 	Float4 tmp2 = UnpackHigh(row0, row1);
515 	Float4 tmp3 = UnpackHigh(row2, row3);
516 
517 	row0 = Float4(tmp0.xy, tmp1.xy);
518 	row1 = Float4(tmp0.zw, tmp1.zw);
519 	row2 = Float4(tmp2.xy, tmp3.xy);
520 }
521 
transpose4x2(Float4 & row0,Float4 & row1,Float4 & row2,Float4 & row3)522 void transpose4x2(Float4 &row0, Float4 &row1, Float4 &row2, Float4 &row3)
523 {
524 	Float4 tmp0 = UnpackLow(row0, row1);
525 	Float4 tmp1 = UnpackLow(row2, row3);
526 
527 	row0 = Float4(tmp0.xy, tmp1.xy);
528 	row1 = Float4(tmp0.zw, tmp1.zw);
529 }
530 
transpose4x1(Float4 & row0,Float4 & row1,Float4 & row2,Float4 & row3)531 void transpose4x1(Float4 &row0, Float4 &row1, Float4 &row2, Float4 &row3)
532 {
533 	Float4 tmp0 = UnpackLow(row0, row1);
534 	Float4 tmp1 = UnpackLow(row2, row3);
535 
536 	row0 = Float4(tmp0.xy, tmp1.xy);
537 }
538 
transpose2x4(Float4 & row0,Float4 & row1,Float4 & row2,Float4 & row3)539 void transpose2x4(Float4 &row0, Float4 &row1, Float4 &row2, Float4 &row3)
540 {
541 	Float4 tmp01 = UnpackLow(row0, row1);
542 	Float4 tmp23 = UnpackHigh(row0, row1);
543 
544 	row0 = tmp01;
545 	row1 = Float4(tmp01.zw, row1.zw);
546 	row2 = tmp23;
547 	row3 = Float4(tmp23.zw, row3.zw);
548 }
549 
transpose4xN(Float4 & row0,Float4 & row1,Float4 & row2,Float4 & row3,int N)550 void transpose4xN(Float4 &row0, Float4 &row1, Float4 &row2, Float4 &row3, int N)
551 {
552 	switch(N)
553 	{
554 		case 1: transpose4x1(row0, row1, row2, row3); break;
555 		case 2: transpose4x2(row0, row1, row2, row3); break;
556 		case 3: transpose4x3(row0, row1, row2, row3); break;
557 		case 4: transpose4x4(row0, row1, row2, row3); break;
558 	}
559 }
560 
halfToFloatBits(SIMD::UInt halfBits)561 SIMD::UInt halfToFloatBits(SIMD::UInt halfBits)
562 {
563 	auto magic = SIMD::UInt(126 << 23);
564 
565 	auto sign16 = halfBits & SIMD::UInt(0x8000);
566 	auto man16 = halfBits & SIMD::UInt(0x03FF);
567 	auto exp16 = halfBits & SIMD::UInt(0x7C00);
568 
569 	auto isDnormOrZero = CmpEQ(exp16, SIMD::UInt(0));
570 	auto isInfOrNaN = CmpEQ(exp16, SIMD::UInt(0x7C00));
571 
572 	auto sign32 = sign16 << 16;
573 	auto man32 = man16 << 13;
574 	auto exp32 = (exp16 + SIMD::UInt(0x1C000)) << 13;
575 	auto norm32 = (man32 | exp32) | (isInfOrNaN & SIMD::UInt(0x7F800000));
576 
577 	auto denorm32 = As<SIMD::UInt>(As<SIMD::Float>(magic + man16) - As<SIMD::Float>(magic));
578 
579 	return sign32 | (norm32 & ~isDnormOrZero) | (denorm32 & isDnormOrZero);
580 }
581 
floatToHalfBits(SIMD::UInt floatBits,bool storeInUpperBits)582 SIMD::UInt floatToHalfBits(SIMD::UInt floatBits, bool storeInUpperBits)
583 {
584 	SIMD::UInt sign = floatBits & SIMD::UInt(0x80000000);
585 	SIMD::UInt abs = floatBits & SIMD::UInt(0x7FFFFFFF);
586 
587 	SIMD::UInt normal = CmpNLE(abs, SIMD::UInt(0x38800000));
588 
589 	SIMD::UInt mantissa = (abs & SIMD::UInt(0x007FFFFF)) | SIMD::UInt(0x00800000);
590 	SIMD::UInt e = SIMD::UInt(113) - (abs >> 23);
591 	SIMD::UInt denormal = CmpLT(e, SIMD::UInt(24)) & (mantissa >> e);
592 
593 	SIMD::UInt base = (normal & abs) | (~normal & denormal);  // TODO: IfThenElse()
594 
595 	// float exponent bias is 127, half bias is 15, so adjust by -112
596 	SIMD::UInt bias = normal & SIMD::UInt(0xC8000000);
597 
598 	SIMD::UInt rounded = base + bias + SIMD::UInt(0x00000FFF) + ((base >> 13) & SIMD::UInt(1));
599 	SIMD::UInt fp16u = rounded >> 13;
600 
601 	// Infinity
602 	fp16u |= CmpNLE(abs, SIMD::UInt(0x47FFEFFF)) & SIMD::UInt(0x7FFF);
603 
604 	return storeInUpperBits ? (sign | (fp16u << 16)) : ((sign >> 16) | fp16u);
605 }
606 
r11g11b10Unpack(UInt r11g11b10bits)607 Float4 r11g11b10Unpack(UInt r11g11b10bits)
608 {
609 	// 10 (or 11) bit float formats are unsigned formats with a 5 bit exponent and a 5 (or 6) bit mantissa.
610 	// Since the Half float format also has a 5 bit exponent, we can convert these formats to half by
611 	// copy/pasting the bits so the the exponent bits and top mantissa bits are aligned to the half format.
612 	// In this case, we have:
613 	// MSB | B B B B B B B B B B G G G G G G G G G G G R R R R R R R R R R R | LSB
614 	UInt4 halfBits;
615 	halfBits = Insert(halfBits, (r11g11b10bits & UInt(0x000007FFu)) << 4, 0);
616 	halfBits = Insert(halfBits, (r11g11b10bits & UInt(0x003FF800u)) >> 7, 1);
617 	halfBits = Insert(halfBits, (r11g11b10bits & UInt(0xFFC00000u)) >> 17, 2);
618 	halfBits = Insert(halfBits, UInt(0x00003C00u), 3);
619 	return As<Float4>(halfToFloatBits(halfBits));
620 }
621 
r11g11b10Pack(const Float4 & value)622 UInt r11g11b10Pack(const Float4 &value)
623 {
624 	// 10 and 11 bit floats are unsigned, so their minimal value is 0
625 	auto halfBits = floatToHalfBits(As<UInt4>(Max(value, Float4(0.0f))), true);
626 	// Truncates instead of rounding. See b/147900455
627 	UInt4 truncBits = halfBits & UInt4(0x7FF00000, 0x7FF00000, 0x7FE00000, 0);
628 	return (UInt(truncBits.x) >> 20) | (UInt(truncBits.y) >> 9) | (UInt(truncBits.z) << 1);
629 }
630 
a2b10g10r10Unpack(const Int4 & value)631 Vector4s a2b10g10r10Unpack(const Int4 &value)
632 {
633 	Vector4s result;
634 
635 	result.x = Short4(value << 6) & Short4(0xFFC0u);
636 	result.y = Short4(value >> 4) & Short4(0xFFC0u);
637 	result.z = Short4(value >> 14) & Short4(0xFFC0u);
638 	result.w = Short4(value >> 16) & Short4(0xC000u);
639 
640 	// Expand to 16 bit range
641 	result.x |= As<Short4>(As<UShort4>(result.x) >> 10);
642 	result.y |= As<Short4>(As<UShort4>(result.y) >> 10);
643 	result.z |= As<Short4>(As<UShort4>(result.z) >> 10);
644 	result.w |= As<Short4>(As<UShort4>(result.w) >> 2);
645 	result.w |= As<Short4>(As<UShort4>(result.w) >> 4);
646 	result.w |= As<Short4>(As<UShort4>(result.w) >> 8);
647 
648 	return result;
649 }
650 
a2r10g10b10Unpack(const Int4 & value)651 Vector4s a2r10g10b10Unpack(const Int4 &value)
652 {
653 	Vector4s result;
654 
655 	result.x = Short4(value >> 14) & Short4(0xFFC0u);
656 	result.y = Short4(value >> 4) & Short4(0xFFC0u);
657 	result.z = Short4(value << 6) & Short4(0xFFC0u);
658 	result.w = Short4(value >> 16) & Short4(0xC000u);
659 
660 	// Expand to 16 bit range
661 	result.x |= As<Short4>(As<UShort4>(result.x) >> 10);
662 	result.y |= As<Short4>(As<UShort4>(result.y) >> 10);
663 	result.z |= As<Short4>(As<UShort4>(result.z) >> 10);
664 	result.w |= As<Short4>(As<UShort4>(result.w) >> 2);
665 	result.w |= As<Short4>(As<UShort4>(result.w) >> 4);
666 	result.w |= As<Short4>(As<UShort4>(result.w) >> 8);
667 
668 	return result;
669 }
670 
AnyTrue(rr::RValue<sw::SIMD::Int> const & ints)671 rr::RValue<rr::Bool> AnyTrue(rr::RValue<sw::SIMD::Int> const &ints)
672 {
673 	return rr::SignMask(ints) != 0;
674 }
675 
AnyFalse(rr::RValue<sw::SIMD::Int> const & ints)676 rr::RValue<rr::Bool> AnyFalse(rr::RValue<sw::SIMD::Int> const &ints)
677 {
678 	return rr::SignMask(~ints) != 0;
679 }
680 
Sign(rr::RValue<sw::SIMD::Float> const & val)681 rr::RValue<sw::SIMD::Float> Sign(rr::RValue<sw::SIMD::Float> const &val)
682 {
683 	return rr::As<sw::SIMD::Float>((rr::As<sw::SIMD::UInt>(val) & sw::SIMD::UInt(0x80000000)) | sw::SIMD::UInt(0x3f800000));
684 }
685 
686 // Returns the <whole, frac> of val.
687 // Both whole and frac will have the same sign as val.
688 std::pair<rr::RValue<sw::SIMD::Float>, rr::RValue<sw::SIMD::Float>>
Modf(rr::RValue<sw::SIMD::Float> const & val)689 Modf(rr::RValue<sw::SIMD::Float> const &val)
690 {
691 	auto abs = Abs(val);
692 	auto sign = Sign(val);
693 	auto whole = Floor(abs) * sign;
694 	auto frac = Frac(abs) * sign;
695 	return std::make_pair(whole, frac);
696 }
697 
698 // Returns the number of 1s in bits, per lane.
CountBits(rr::RValue<sw::SIMD::UInt> const & bits)699 sw::SIMD::UInt CountBits(rr::RValue<sw::SIMD::UInt> const &bits)
700 {
701 	// TODO: Add an intrinsic to reactor. Even if there isn't a
702 	// single vector instruction, there may be target-dependent
703 	// ways to make this faster.
704 	// https://graphics.stanford.edu/~seander/bithacks.html#CountBitsSetParallel
705 	sw::SIMD::UInt c = bits - ((bits >> 1) & sw::SIMD::UInt(0x55555555));
706 	c = ((c >> 2) & sw::SIMD::UInt(0x33333333)) + (c & sw::SIMD::UInt(0x33333333));
707 	c = ((c >> 4) + c) & sw::SIMD::UInt(0x0F0F0F0F);
708 	c = ((c >> 8) + c) & sw::SIMD::UInt(0x00FF00FF);
709 	c = ((c >> 16) + c) & sw::SIMD::UInt(0x0000FFFF);
710 	return c;
711 }
712 
713 // Returns 1 << bits.
714 // If the resulting bit overflows a 32 bit integer, 0 is returned.
NthBit32(rr::RValue<sw::SIMD::UInt> const & bits)715 rr::RValue<sw::SIMD::UInt> NthBit32(rr::RValue<sw::SIMD::UInt> const &bits)
716 {
717 	return ((sw::SIMD::UInt(1) << bits) & rr::CmpLT(bits, sw::SIMD::UInt(32)));
718 }
719 
720 // Returns bitCount number of of 1's starting from the LSB.
Bitmask32(rr::RValue<sw::SIMD::UInt> const & bitCount)721 rr::RValue<sw::SIMD::UInt> Bitmask32(rr::RValue<sw::SIMD::UInt> const &bitCount)
722 {
723 	return NthBit32(bitCount) - sw::SIMD::UInt(1);
724 }
725 
726 // Performs a fused-multiply add, returning a * b + c.
FMA(rr::RValue<sw::SIMD::Float> const & a,rr::RValue<sw::SIMD::Float> const & b,rr::RValue<sw::SIMD::Float> const & c)727 rr::RValue<sw::SIMD::Float> FMA(
728     rr::RValue<sw::SIMD::Float> const &a,
729     rr::RValue<sw::SIMD::Float> const &b,
730     rr::RValue<sw::SIMD::Float> const &c)
731 {
732 	return a * b + c;
733 }
734 
735 // Returns the exponent of the floating point number f.
736 // Assumes IEEE 754
Exponent(rr::RValue<sw::SIMD::Float> f)737 rr::RValue<sw::SIMD::Int> Exponent(rr::RValue<sw::SIMD::Float> f)
738 {
739 	auto v = rr::As<sw::SIMD::UInt>(f);
740 	return (sw::SIMD::Int((v >> sw::SIMD::UInt(23)) & sw::SIMD::UInt(0xFF)) - sw::SIMD::Int(126));
741 }
742 
743 // Returns y if y < x; otherwise result is x.
744 // If one operand is a NaN, the other operand is the result.
745 // If both operands are NaN, the result is a NaN.
NMin(rr::RValue<sw::SIMD::Float> const & x,rr::RValue<sw::SIMD::Float> const & y)746 rr::RValue<sw::SIMD::Float> NMin(rr::RValue<sw::SIMD::Float> const &x, rr::RValue<sw::SIMD::Float> const &y)
747 {
748 	using namespace rr;
749 	auto xIsNan = IsNan(x);
750 	auto yIsNan = IsNan(y);
751 	return As<sw::SIMD::Float>(
752 	    // If neither are NaN, return min
753 	    ((~xIsNan & ~yIsNan) & As<sw::SIMD::Int>(Min(x, y))) |
754 	    // If one operand is a NaN, the other operand is the result
755 	    // If both operands are NaN, the result is a NaN.
756 	    ((~xIsNan & yIsNan) & As<sw::SIMD::Int>(x)) |
757 	    (xIsNan & As<sw::SIMD::Int>(y)));
758 }
759 
760 // Returns y if y > x; otherwise result is x.
761 // If one operand is a NaN, the other operand is the result.
762 // If both operands are NaN, the result is a NaN.
NMax(rr::RValue<sw::SIMD::Float> const & x,rr::RValue<sw::SIMD::Float> const & y)763 rr::RValue<sw::SIMD::Float> NMax(rr::RValue<sw::SIMD::Float> const &x, rr::RValue<sw::SIMD::Float> const &y)
764 {
765 	using namespace rr;
766 	auto xIsNan = IsNan(x);
767 	auto yIsNan = IsNan(y);
768 	return As<sw::SIMD::Float>(
769 	    // If neither are NaN, return max
770 	    ((~xIsNan & ~yIsNan) & As<sw::SIMD::Int>(Max(x, y))) |
771 	    // If one operand is a NaN, the other operand is the result
772 	    // If both operands are NaN, the result is a NaN.
773 	    ((~xIsNan & yIsNan) & As<sw::SIMD::Int>(x)) |
774 	    (xIsNan & As<sw::SIMD::Int>(y)));
775 }
776 
777 // Returns the determinant of a 2x2 matrix.
Determinant(rr::RValue<sw::SIMD::Float> const & a,rr::RValue<sw::SIMD::Float> const & b,rr::RValue<sw::SIMD::Float> const & c,rr::RValue<sw::SIMD::Float> const & d)778 rr::RValue<sw::SIMD::Float> Determinant(
779     rr::RValue<sw::SIMD::Float> const &a, rr::RValue<sw::SIMD::Float> const &b,
780     rr::RValue<sw::SIMD::Float> const &c, rr::RValue<sw::SIMD::Float> const &d)
781 {
782 	return a * d - b * c;
783 }
784 
785 // Returns the determinant of a 3x3 matrix.
Determinant(rr::RValue<sw::SIMD::Float> const & a,rr::RValue<sw::SIMD::Float> const & b,rr::RValue<sw::SIMD::Float> const & c,rr::RValue<sw::SIMD::Float> const & d,rr::RValue<sw::SIMD::Float> const & e,rr::RValue<sw::SIMD::Float> const & f,rr::RValue<sw::SIMD::Float> const & g,rr::RValue<sw::SIMD::Float> const & h,rr::RValue<sw::SIMD::Float> const & i)786 rr::RValue<sw::SIMD::Float> Determinant(
787     rr::RValue<sw::SIMD::Float> const &a, rr::RValue<sw::SIMD::Float> const &b, rr::RValue<sw::SIMD::Float> const &c,
788     rr::RValue<sw::SIMD::Float> const &d, rr::RValue<sw::SIMD::Float> const &e, rr::RValue<sw::SIMD::Float> const &f,
789     rr::RValue<sw::SIMD::Float> const &g, rr::RValue<sw::SIMD::Float> const &h, rr::RValue<sw::SIMD::Float> const &i)
790 {
791 	return a * e * i + b * f * g + c * d * h - c * e * g - b * d * i - a * f * h;
792 }
793 
794 // Returns the determinant of a 4x4 matrix.
Determinant(rr::RValue<sw::SIMD::Float> const & a,rr::RValue<sw::SIMD::Float> const & b,rr::RValue<sw::SIMD::Float> const & c,rr::RValue<sw::SIMD::Float> const & d,rr::RValue<sw::SIMD::Float> const & e,rr::RValue<sw::SIMD::Float> const & f,rr::RValue<sw::SIMD::Float> const & g,rr::RValue<sw::SIMD::Float> const & h,rr::RValue<sw::SIMD::Float> const & i,rr::RValue<sw::SIMD::Float> const & j,rr::RValue<sw::SIMD::Float> const & k,rr::RValue<sw::SIMD::Float> const & l,rr::RValue<sw::SIMD::Float> const & m,rr::RValue<sw::SIMD::Float> const & n,rr::RValue<sw::SIMD::Float> const & o,rr::RValue<sw::SIMD::Float> const & p)795 rr::RValue<sw::SIMD::Float> Determinant(
796     rr::RValue<sw::SIMD::Float> const &a, rr::RValue<sw::SIMD::Float> const &b, rr::RValue<sw::SIMD::Float> const &c, rr::RValue<sw::SIMD::Float> const &d,
797     rr::RValue<sw::SIMD::Float> const &e, rr::RValue<sw::SIMD::Float> const &f, rr::RValue<sw::SIMD::Float> const &g, rr::RValue<sw::SIMD::Float> const &h,
798     rr::RValue<sw::SIMD::Float> const &i, rr::RValue<sw::SIMD::Float> const &j, rr::RValue<sw::SIMD::Float> const &k, rr::RValue<sw::SIMD::Float> const &l,
799     rr::RValue<sw::SIMD::Float> const &m, rr::RValue<sw::SIMD::Float> const &n, rr::RValue<sw::SIMD::Float> const &o, rr::RValue<sw::SIMD::Float> const &p)
800 {
801 	return a * Determinant(f, g, h,
802 	                       j, k, l,
803 	                       n, o, p) -
804 	       b * Determinant(e, g, h,
805 	                       i, k, l,
806 	                       m, o, p) +
807 	       c * Determinant(e, f, h,
808 	                       i, j, l,
809 	                       m, n, p) -
810 	       d * Determinant(e, f, g,
811 	                       i, j, k,
812 	                       m, n, o);
813 }
814 
815 // Returns the inverse of a 2x2 matrix.
MatrixInverse(rr::RValue<sw::SIMD::Float> const & a,rr::RValue<sw::SIMD::Float> const & b,rr::RValue<sw::SIMD::Float> const & c,rr::RValue<sw::SIMD::Float> const & d)816 std::array<rr::RValue<sw::SIMD::Float>, 4> MatrixInverse(
817     rr::RValue<sw::SIMD::Float> const &a, rr::RValue<sw::SIMD::Float> const &b,
818     rr::RValue<sw::SIMD::Float> const &c, rr::RValue<sw::SIMD::Float> const &d)
819 {
820 	auto s = sw::SIMD::Float(1.0f) / Determinant(a, b, c, d);
821 	return { { s * d, -s * b, -s * c, s * a } };
822 }
823 
824 // Returns the inverse of a 3x3 matrix.
MatrixInverse(rr::RValue<sw::SIMD::Float> const & a,rr::RValue<sw::SIMD::Float> const & b,rr::RValue<sw::SIMD::Float> const & c,rr::RValue<sw::SIMD::Float> const & d,rr::RValue<sw::SIMD::Float> const & e,rr::RValue<sw::SIMD::Float> const & f,rr::RValue<sw::SIMD::Float> const & g,rr::RValue<sw::SIMD::Float> const & h,rr::RValue<sw::SIMD::Float> const & i)825 std::array<rr::RValue<sw::SIMD::Float>, 9> MatrixInverse(
826     rr::RValue<sw::SIMD::Float> const &a, rr::RValue<sw::SIMD::Float> const &b, rr::RValue<sw::SIMD::Float> const &c,
827     rr::RValue<sw::SIMD::Float> const &d, rr::RValue<sw::SIMD::Float> const &e, rr::RValue<sw::SIMD::Float> const &f,
828     rr::RValue<sw::SIMD::Float> const &g, rr::RValue<sw::SIMD::Float> const &h, rr::RValue<sw::SIMD::Float> const &i)
829 {
830 	auto s = sw::SIMD::Float(1.0f) / Determinant(
831 	                                     a, b, c,
832 	                                     d, e, f,
833 	                                     g, h, i);  // TODO: duplicate arithmetic calculating the det and below.
834 
835 	return { {
836 		s * (e * i - f * h),
837 		s * (c * h - b * i),
838 		s * (b * f - c * e),
839 		s * (f * g - d * i),
840 		s * (a * i - c * g),
841 		s * (c * d - a * f),
842 		s * (d * h - e * g),
843 		s * (b * g - a * h),
844 		s * (a * e - b * d),
845 	} };
846 }
847 
848 // Returns the inverse of a 4x4 matrix.
MatrixInverse(rr::RValue<sw::SIMD::Float> const & a,rr::RValue<sw::SIMD::Float> const & b,rr::RValue<sw::SIMD::Float> const & c,rr::RValue<sw::SIMD::Float> const & d,rr::RValue<sw::SIMD::Float> const & e,rr::RValue<sw::SIMD::Float> const & f,rr::RValue<sw::SIMD::Float> const & g,rr::RValue<sw::SIMD::Float> const & h,rr::RValue<sw::SIMD::Float> const & i,rr::RValue<sw::SIMD::Float> const & j,rr::RValue<sw::SIMD::Float> const & k,rr::RValue<sw::SIMD::Float> const & l,rr::RValue<sw::SIMD::Float> const & m,rr::RValue<sw::SIMD::Float> const & n,rr::RValue<sw::SIMD::Float> const & o,rr::RValue<sw::SIMD::Float> const & p)849 std::array<rr::RValue<sw::SIMD::Float>, 16> MatrixInverse(
850     rr::RValue<sw::SIMD::Float> const &a, rr::RValue<sw::SIMD::Float> const &b, rr::RValue<sw::SIMD::Float> const &c, rr::RValue<sw::SIMD::Float> const &d,
851     rr::RValue<sw::SIMD::Float> const &e, rr::RValue<sw::SIMD::Float> const &f, rr::RValue<sw::SIMD::Float> const &g, rr::RValue<sw::SIMD::Float> const &h,
852     rr::RValue<sw::SIMD::Float> const &i, rr::RValue<sw::SIMD::Float> const &j, rr::RValue<sw::SIMD::Float> const &k, rr::RValue<sw::SIMD::Float> const &l,
853     rr::RValue<sw::SIMD::Float> const &m, rr::RValue<sw::SIMD::Float> const &n, rr::RValue<sw::SIMD::Float> const &o, rr::RValue<sw::SIMD::Float> const &p)
854 {
855 	auto s = sw::SIMD::Float(1.0f) / Determinant(
856 	                                     a, b, c, d,
857 	                                     e, f, g, h,
858 	                                     i, j, k, l,
859 	                                     m, n, o, p);  // TODO: duplicate arithmetic calculating the det and below.
860 
861 	auto kplo = k * p - l * o, jpln = j * p - l * n, jokn = j * o - k * n;
862 	auto gpho = g * p - h * o, fphn = f * p - h * n, fogn = f * o - g * n;
863 	auto glhk = g * l - h * k, flhj = f * l - h * j, fkgj = f * k - g * j;
864 	auto iplm = i * p - l * m, iokm = i * o - k * m, ephm = e * p - h * m;
865 	auto eogm = e * o - g * m, elhi = e * l - h * i, ekgi = e * k - g * i;
866 	auto injm = i * n - j * m, enfm = e * n - f * m, ejfi = e * j - f * i;
867 
868 	return { {
869 		s * (f * kplo - g * jpln + h * jokn),
870 		s * (-b * kplo + c * jpln - d * jokn),
871 		s * (b * gpho - c * fphn + d * fogn),
872 		s * (-b * glhk + c * flhj - d * fkgj),
873 
874 		s * (-e * kplo + g * iplm - h * iokm),
875 		s * (a * kplo - c * iplm + d * iokm),
876 		s * (-a * gpho + c * ephm - d * eogm),
877 		s * (a * glhk - c * elhi + d * ekgi),
878 
879 		s * (e * jpln - f * iplm + h * injm),
880 		s * (-a * jpln + b * iplm - d * injm),
881 		s * (a * fphn - b * ephm + d * enfm),
882 		s * (-a * flhj + b * elhi - d * ejfi),
883 
884 		s * (-e * jokn + f * iokm - g * injm),
885 		s * (a * jokn - b * iokm + c * injm),
886 		s * (-a * fogn + b * eogm - c * enfm),
887 		s * (a * fkgj - b * ekgi + c * ejfi),
888 	} };
889 }
890 
891 namespace SIMD {
892 
Pointer(rr::Pointer<Byte> base,rr::Int limit)893 Pointer::Pointer(rr::Pointer<Byte> base, rr::Int limit)
894     : base(base)
895     , dynamicLimit(limit)
896     , staticLimit(0)
897     , dynamicOffsets(0)
898     , staticOffsets{}
899     , hasDynamicLimit(true)
900     , hasDynamicOffsets(false)
901 {}
902 
Pointer(rr::Pointer<Byte> base,unsigned int limit)903 Pointer::Pointer(rr::Pointer<Byte> base, unsigned int limit)
904     : base(base)
905     , dynamicLimit(0)
906     , staticLimit(limit)
907     , dynamicOffsets(0)
908     , staticOffsets{}
909     , hasDynamicLimit(false)
910     , hasDynamicOffsets(false)
911 {}
912 
Pointer(rr::Pointer<Byte> base,rr::Int limit,SIMD::Int offset)913 Pointer::Pointer(rr::Pointer<Byte> base, rr::Int limit, SIMD::Int offset)
914     : base(base)
915     , dynamicLimit(limit)
916     , staticLimit(0)
917     , dynamicOffsets(offset)
918     , staticOffsets{}
919     , hasDynamicLimit(true)
920     , hasDynamicOffsets(true)
921 {}
922 
Pointer(rr::Pointer<Byte> base,unsigned int limit,SIMD::Int offset)923 Pointer::Pointer(rr::Pointer<Byte> base, unsigned int limit, SIMD::Int offset)
924     : base(base)
925     , dynamicLimit(0)
926     , staticLimit(limit)
927     , dynamicOffsets(offset)
928     , staticOffsets{}
929     , hasDynamicLimit(false)
930     , hasDynamicOffsets(true)
931 {}
932 
operator +=(Int i)933 Pointer &Pointer::operator+=(Int i)
934 {
935 	dynamicOffsets += i;
936 	hasDynamicOffsets = true;
937 	return *this;
938 }
939 
operator *=(Int i)940 Pointer &Pointer::operator*=(Int i)
941 {
942 	dynamicOffsets = offsets() * i;
943 	staticOffsets = {};
944 	hasDynamicOffsets = true;
945 	return *this;
946 }
947 
operator +(SIMD::Int i)948 Pointer Pointer::operator+(SIMD::Int i)
949 {
950 	Pointer p = *this;
951 	p += i;
952 	return p;
953 }
operator *(SIMD::Int i)954 Pointer Pointer::operator*(SIMD::Int i)
955 {
956 	Pointer p = *this;
957 	p *= i;
958 	return p;
959 }
960 
operator +=(int i)961 Pointer &Pointer::operator+=(int i)
962 {
963 	for(int el = 0; el < SIMD::Width; el++) { staticOffsets[el] += i; }
964 	return *this;
965 }
966 
operator *=(int i)967 Pointer &Pointer::operator*=(int i)
968 {
969 	for(int el = 0; el < SIMD::Width; el++) { staticOffsets[el] *= i; }
970 	if(hasDynamicOffsets)
971 	{
972 		dynamicOffsets *= SIMD::Int(i);
973 	}
974 	return *this;
975 }
976 
operator +(int i)977 Pointer Pointer::operator+(int i)
978 {
979 	Pointer p = *this;
980 	p += i;
981 	return p;
982 }
operator *(int i)983 Pointer Pointer::operator*(int i)
984 {
985 	Pointer p = *this;
986 	p *= i;
987 	return p;
988 }
989 
offsets() const990 SIMD::Int Pointer::offsets() const
991 {
992 	static_assert(SIMD::Width == 4, "Expects SIMD::Width to be 4");
993 	return dynamicOffsets + SIMD::Int(staticOffsets[0], staticOffsets[1], staticOffsets[2], staticOffsets[3]);
994 }
995 
isInBounds(unsigned int accessSize,OutOfBoundsBehavior robustness) const996 SIMD::Int Pointer::isInBounds(unsigned int accessSize, OutOfBoundsBehavior robustness) const
997 {
998 	ASSERT(accessSize > 0);
999 
1000 	if(isStaticallyInBounds(accessSize, robustness))
1001 	{
1002 		return SIMD::Int(0xffffffff);
1003 	}
1004 
1005 	if(!hasDynamicOffsets && !hasDynamicLimit)
1006 	{
1007 		// Common fast paths.
1008 		static_assert(SIMD::Width == 4, "Expects SIMD::Width to be 4");
1009 		return SIMD::Int(
1010 		    (staticOffsets[0] + accessSize - 1 < staticLimit) ? 0xffffffff : 0,
1011 		    (staticOffsets[1] + accessSize - 1 < staticLimit) ? 0xffffffff : 0,
1012 		    (staticOffsets[2] + accessSize - 1 < staticLimit) ? 0xffffffff : 0,
1013 		    (staticOffsets[3] + accessSize - 1 < staticLimit) ? 0xffffffff : 0);
1014 	}
1015 
1016 	return CmpLT(offsets() + SIMD::Int(accessSize - 1), SIMD::Int(limit()));
1017 }
1018 
isStaticallyInBounds(unsigned int accessSize,OutOfBoundsBehavior robustness) const1019 bool Pointer::isStaticallyInBounds(unsigned int accessSize, OutOfBoundsBehavior robustness) const
1020 {
1021 	if(hasDynamicOffsets)
1022 	{
1023 		return false;
1024 	}
1025 
1026 	if(hasDynamicLimit)
1027 	{
1028 		if(hasStaticEqualOffsets() || hasStaticSequentialOffsets(accessSize))
1029 		{
1030 			switch(robustness)
1031 			{
1032 				case OutOfBoundsBehavior::UndefinedBehavior:
1033 					// With this robustness setting the application/compiler guarantees in-bounds accesses on active lanes,
1034 					// but since it can't know in advance which branches are taken this must be true even for inactives lanes.
1035 					return true;
1036 				case OutOfBoundsBehavior::Nullify:
1037 				case OutOfBoundsBehavior::RobustBufferAccess:
1038 				case OutOfBoundsBehavior::UndefinedValue:
1039 					return false;
1040 			}
1041 		}
1042 	}
1043 
1044 	for(int i = 0; i < SIMD::Width; i++)
1045 	{
1046 		if(staticOffsets[i] + accessSize - 1 >= staticLimit)
1047 		{
1048 			return false;
1049 		}
1050 	}
1051 
1052 	return true;
1053 }
1054 
limit() const1055 rr::Int Pointer::limit() const
1056 {
1057 	return dynamicLimit + staticLimit;
1058 }
1059 
1060 // Returns true if all offsets are sequential
1061 // (N+0*step, N+1*step, N+2*step, N+3*step)
hasSequentialOffsets(unsigned int step) const1062 rr::Bool Pointer::hasSequentialOffsets(unsigned int step) const
1063 {
1064 	if(hasDynamicOffsets)
1065 	{
1066 		auto o = offsets();
1067 		static_assert(SIMD::Width == 4, "Expects SIMD::Width to be 4");
1068 		return rr::SignMask(~CmpEQ(o.yzww, o + SIMD::Int(1 * step, 2 * step, 3 * step, 0))) == 0;
1069 	}
1070 	return hasStaticSequentialOffsets(step);
1071 }
1072 
1073 // Returns true if all offsets are are compile-time static and
1074 // sequential (N+0*step, N+1*step, N+2*step, N+3*step)
hasStaticSequentialOffsets(unsigned int step) const1075 bool Pointer::hasStaticSequentialOffsets(unsigned int step) const
1076 {
1077 	if(hasDynamicOffsets)
1078 	{
1079 		return false;
1080 	}
1081 	for(int i = 1; i < SIMD::Width; i++)
1082 	{
1083 		if(staticOffsets[i - 1] + int32_t(step) != staticOffsets[i]) { return false; }
1084 	}
1085 	return true;
1086 }
1087 
1088 // Returns true if all offsets are equal (N, N, N, N)
hasEqualOffsets() const1089 rr::Bool Pointer::hasEqualOffsets() const
1090 {
1091 	if(hasDynamicOffsets)
1092 	{
1093 		auto o = offsets();
1094 		static_assert(SIMD::Width == 4, "Expects SIMD::Width to be 4");
1095 		return rr::SignMask(~CmpEQ(o, o.yzwx)) == 0;
1096 	}
1097 	return hasStaticEqualOffsets();
1098 }
1099 
1100 // Returns true if all offsets are compile-time static and are equal
1101 // (N, N, N, N)
hasStaticEqualOffsets() const1102 bool Pointer::hasStaticEqualOffsets() const
1103 {
1104 	if(hasDynamicOffsets)
1105 	{
1106 		return false;
1107 	}
1108 	for(int i = 1; i < SIMD::Width; i++)
1109 	{
1110 		if(staticOffsets[i - 1] != staticOffsets[i]) { return false; }
1111 	}
1112 	return true;
1113 }
1114 
1115 }  // namespace SIMD
1116 
1117 }  // namespace sw
1118