enable premake4 option --ios and Test_LinearMath
usage: ./premake4_osx --ios xcode4 open xcode4ios/0_Bullet3Solution.xcworkspace
This commit is contained in:
340
test/Bullet2/vectormath/sse/floatInVec.h
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340
test/Bullet2/vectormath/sse/floatInVec.h
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/*
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Copyright (C) 2006, 2007 Sony Computer Entertainment Inc.
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All rights reserved.
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Redistribution and use in source and binary forms,
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with or without modification, are permitted provided that the
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following conditions are met:
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* Redistributions of source code must retain the above copyright
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notice, this list of conditions and the following disclaimer.
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* Redistributions in binary form must reproduce the above copyright
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notice, this list of conditions and the following disclaimer in the
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documentation and/or other materials provided with the distribution.
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* Neither the name of the Sony Computer Entertainment Inc nor the names
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of its contributors may be used to endorse or promote products derived
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from this software without specific prior written permission.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
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AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
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ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE
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LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
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CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
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SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
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INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
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CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
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ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
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POSSIBILITY OF SUCH DAMAGE.
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*/
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#ifndef _FLOATINVEC_H
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#define _FLOATINVEC_H
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#include <math.h>
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#include <xmmintrin.h>
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namespace Vectormath {
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class boolInVec;
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//--------------------------------------------------------------------------------------------------
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// floatInVec class
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//
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class floatInVec
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{
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private:
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__m128 mData;
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public:
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inline floatInVec(__m128 vec);
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inline floatInVec() {}
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// matches standard type conversions
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//
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inline floatInVec(const boolInVec &vec);
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// construct from a slot of __m128
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//
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inline floatInVec(__m128 vec, int slot);
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// explicit cast from float
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//
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explicit inline floatInVec(float scalar);
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#ifdef _VECTORMATH_NO_SCALAR_CAST
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// explicit cast to float
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//
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inline float getAsFloat() const;
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#else
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// implicit cast to float
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//
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inline operator float() const;
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#endif
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// get vector data
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// float value is splatted across all word slots of vector
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//
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inline __m128 get128() const;
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// operators
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//
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inline const floatInVec operator ++ (int);
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inline const floatInVec operator -- (int);
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inline floatInVec& operator ++ ();
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inline floatInVec& operator -- ();
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inline const floatInVec operator - () const;
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inline floatInVec& operator = (const floatInVec &vec);
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inline floatInVec& operator *= (const floatInVec &vec);
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inline floatInVec& operator /= (const floatInVec &vec);
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inline floatInVec& operator += (const floatInVec &vec);
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inline floatInVec& operator -= (const floatInVec &vec);
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// friend functions
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//
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friend inline const floatInVec operator * (const floatInVec &vec0, const floatInVec &vec1);
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friend inline const floatInVec operator / (const floatInVec &vec0, const floatInVec &vec1);
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friend inline const floatInVec operator + (const floatInVec &vec0, const floatInVec &vec1);
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friend inline const floatInVec operator - (const floatInVec &vec0, const floatInVec &vec1);
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friend inline const floatInVec select(const floatInVec &vec0, const floatInVec &vec1, boolInVec select_vec1);
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};
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//--------------------------------------------------------------------------------------------------
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// floatInVec functions
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//
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// operators
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//
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inline const floatInVec operator * (const floatInVec &vec0, const floatInVec &vec1);
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inline const floatInVec operator / (const floatInVec &vec0, const floatInVec &vec1);
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inline const floatInVec operator + (const floatInVec &vec0, const floatInVec &vec1);
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inline const floatInVec operator - (const floatInVec &vec0, const floatInVec &vec1);
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inline const boolInVec operator < (const floatInVec &vec0, const floatInVec &vec1);
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inline const boolInVec operator <= (const floatInVec &vec0, const floatInVec &vec1);
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inline const boolInVec operator > (const floatInVec &vec0, const floatInVec &vec1);
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inline const boolInVec operator >= (const floatInVec &vec0, const floatInVec &vec1);
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inline const boolInVec operator == (const floatInVec &vec0, const floatInVec &vec1);
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inline const boolInVec operator != (const floatInVec &vec0, const floatInVec &vec1);
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// select between vec0 and vec1 using boolInVec.
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// false selects vec0, true selects vec1
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//
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inline const floatInVec select(const floatInVec &vec0, const floatInVec &vec1, const boolInVec &select_vec1);
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} // namespace Vectormath
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//--------------------------------------------------------------------------------------------------
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// floatInVec implementation
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//
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#include "boolInVec.h"
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namespace Vectormath {
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inline
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floatInVec::floatInVec(__m128 vec)
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{
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mData = vec;
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}
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inline
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floatInVec::floatInVec(const boolInVec &vec)
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{
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mData = vec_sel(_mm_setzero_ps(), _mm_set1_ps(1.0f), vec.get128());
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}
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inline
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floatInVec::floatInVec(__m128 vec, int slot)
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{
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SSEFloat v;
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v.m128 = vec;
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mData = _mm_set1_ps(v.f[slot]);
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}
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inline
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floatInVec::floatInVec(float scalar)
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{
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mData = _mm_set1_ps(scalar);
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}
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#ifdef _VECTORMATH_NO_SCALAR_CAST
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inline
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float
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floatInVec::getAsFloat() const
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#else
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inline
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floatInVec::operator float() const
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#endif
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{
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return *((float *)&mData);
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}
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inline
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__m128
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floatInVec::get128() const
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{
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return mData;
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}
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inline
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const floatInVec
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floatInVec::operator ++ (int)
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{
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__m128 olddata = mData;
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operator ++();
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return floatInVec(olddata);
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}
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inline
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const floatInVec
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floatInVec::operator -- (int)
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{
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__m128 olddata = mData;
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operator --();
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return floatInVec(olddata);
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}
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inline
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floatInVec&
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floatInVec::operator ++ ()
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{
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*this += floatInVec(_mm_set1_ps(1.0f));
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return *this;
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}
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inline
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floatInVec&
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floatInVec::operator -- ()
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{
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*this -= floatInVec(_mm_set1_ps(1.0f));
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return *this;
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}
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inline
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const floatInVec
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floatInVec::operator - () const
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{
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return floatInVec(_mm_sub_ps(_mm_setzero_ps(), mData));
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}
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inline
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floatInVec&
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floatInVec::operator = (const floatInVec &vec)
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{
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mData = vec.mData;
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return *this;
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}
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inline
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floatInVec&
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floatInVec::operator *= (const floatInVec &vec)
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{
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*this = *this * vec;
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return *this;
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}
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inline
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floatInVec&
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floatInVec::operator /= (const floatInVec &vec)
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{
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*this = *this / vec;
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return *this;
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}
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inline
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floatInVec&
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floatInVec::operator += (const floatInVec &vec)
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{
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*this = *this + vec;
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return *this;
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}
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inline
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floatInVec&
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floatInVec::operator -= (const floatInVec &vec)
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{
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*this = *this - vec;
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return *this;
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}
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inline
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const floatInVec
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operator * (const floatInVec &vec0, const floatInVec &vec1)
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{
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return floatInVec(_mm_mul_ps(vec0.get128(), vec1.get128()));
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}
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inline
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const floatInVec
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operator / (const floatInVec &num, const floatInVec &den)
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{
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return floatInVec(_mm_div_ps(num.get128(), den.get128()));
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}
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inline
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const floatInVec
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operator + (const floatInVec &vec0, const floatInVec &vec1)
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{
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return floatInVec(_mm_add_ps(vec0.get128(), vec1.get128()));
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}
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inline
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const floatInVec
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operator - (const floatInVec &vec0, const floatInVec &vec1)
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{
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return floatInVec(_mm_sub_ps(vec0.get128(), vec1.get128()));
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}
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inline
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const boolInVec
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operator < (const floatInVec &vec0, const floatInVec &vec1)
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{
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return boolInVec(_mm_cmpgt_ps(vec1.get128(), vec0.get128()));
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}
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inline
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const boolInVec
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operator <= (const floatInVec &vec0, const floatInVec &vec1)
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{
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return boolInVec(_mm_cmpge_ps(vec1.get128(), vec0.get128()));
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}
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inline
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const boolInVec
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operator > (const floatInVec &vec0, const floatInVec &vec1)
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{
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return boolInVec(_mm_cmpgt_ps(vec0.get128(), vec1.get128()));
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}
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inline
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const boolInVec
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operator >= (const floatInVec &vec0, const floatInVec &vec1)
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{
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return boolInVec(_mm_cmpge_ps(vec0.get128(), vec1.get128()));
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}
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inline
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const boolInVec
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operator == (const floatInVec &vec0, const floatInVec &vec1)
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{
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return boolInVec(_mm_cmpeq_ps(vec0.get128(), vec1.get128()));
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}
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inline
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const boolInVec
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operator != (const floatInVec &vec0, const floatInVec &vec1)
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{
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return boolInVec(_mm_cmpneq_ps(vec0.get128(), vec1.get128()));
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}
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inline
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const floatInVec
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select(const floatInVec &vec0, const floatInVec &vec1, const boolInVec &select_vec1)
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{
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return floatInVec(vec_sel(vec0.get128(), vec1.get128(), select_vec1.get128()));
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}
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} // namespace Vectormath
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#endif // floatInVec_h
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