Code-style consistency improvement:

Apply clang-format-all.sh using the _clang-format file through all the cpp/.h files.
make sure not to apply it to certain serialization structures, since some parser expects the * as part of the name, instead of type.
This commit contains no other changes aside from adding and applying clang-format-all.sh
This commit is contained in:
erwincoumans
2018-09-23 14:17:31 -07:00
parent b73b05e9fb
commit ab8f16961e
1773 changed files with 1081087 additions and 474249 deletions

View File

@@ -12,18 +12,13 @@ subject to the following restrictions:
3. This notice may not be removed or altered from any source distribution.
*/
#ifndef B3_SIMD_QUADWORD_H
#define B3_SIMD_QUADWORD_H
#include "b3Scalar.h"
#include "b3MinMax.h"
#if defined (__CELLOS_LV2) && defined (__SPU__)
#if defined(__CELLOS_LV2) && defined(__SPU__)
#include <altivec.h>
#endif
@@ -31,58 +26,64 @@ subject to the following restrictions:
* Some issues under PS3 Linux with IBM 2.1 SDK, gcc compiler prevent from using aligned quadword.
*/
#ifndef USE_LIBSPE2
B3_ATTRIBUTE_ALIGNED16(class) b3QuadWord
B3_ATTRIBUTE_ALIGNED16(class)
b3QuadWord
#else
class b3QuadWord
#endif
{
protected:
#if defined (__SPU__) && defined (__CELLOS_LV2__)
#if defined(__SPU__) && defined(__CELLOS_LV2__)
union {
vec_float4 mVec128;
b3Scalar m_floats[4];
b3Scalar m_floats[4];
};
public:
vec_float4 get128() const
vec_float4 get128() const
{
return mVec128;
}
#else //__CELLOS_LV2__ __SPU__
#else //__CELLOS_LV2__ __SPU__
#if defined(B3_USE_SSE) || defined(B3_USE_NEON)
#if defined(B3_USE_SSE) || defined(B3_USE_NEON)
public:
union {
b3SimdFloat4 mVec128;
b3Scalar m_floats[4];
struct {b3Scalar x,y,z,w;};
b3Scalar m_floats[4];
struct
{
b3Scalar x, y, z, w;
};
};
public:
B3_FORCE_INLINE b3SimdFloat4 get128() const
B3_FORCE_INLINE b3SimdFloat4 get128() const
{
return mVec128;
}
B3_FORCE_INLINE void set128(b3SimdFloat4 v128)
B3_FORCE_INLINE void set128(b3SimdFloat4 v128)
{
mVec128 = v128;
}
#else
public:
union
{
b3Scalar m_floats[4];
struct {b3Scalar x,y,z,w;};
union {
b3Scalar m_floats[4];
struct
{
b3Scalar x, y, z, w;
};
};
#endif // B3_USE_SSE
#endif // B3_USE_SSE
#endif //__CELLOS_LV2__ __SPU__
#endif //__CELLOS_LV2__ __SPU__
public:
public:
#if defined(B3_USE_SSE) || defined(B3_USE_NEON)
// Set Vector
// Set Vector
B3_FORCE_INLINE b3QuadWord(const b3SimdFloat4 vec)
{
mVec128 = vec;
@@ -95,151 +96,147 @@ public:
}
// Assignment Operator
B3_FORCE_INLINE b3QuadWord&
operator=(const b3QuadWord& v)
B3_FORCE_INLINE b3QuadWord&
operator=(const b3QuadWord& v)
{
mVec128 = v.mVec128;
return *this;
}
#endif
/**@brief Return the x value */
B3_FORCE_INLINE const b3Scalar& getX() const { return m_floats[0]; }
/**@brief Return the y value */
B3_FORCE_INLINE const b3Scalar& getY() const { return m_floats[1]; }
/**@brief Return the z value */
B3_FORCE_INLINE const b3Scalar& getZ() const { return m_floats[2]; }
/**@brief Set the x value */
B3_FORCE_INLINE void setX(b3Scalar _x) { m_floats[0] = _x;};
/**@brief Set the y value */
B3_FORCE_INLINE void setY(b3Scalar _y) { m_floats[1] = _y;};
/**@brief Set the z value */
B3_FORCE_INLINE void setZ(b3Scalar _z) { m_floats[2] = _z;};
/**@brief Set the w value */
B3_FORCE_INLINE void setW(b3Scalar _w) { m_floats[3] = _w;};
/**@brief Return the x value */
/**@brief Return the x value */
B3_FORCE_INLINE const b3Scalar& getX() const { return m_floats[0]; }
/**@brief Return the y value */
B3_FORCE_INLINE const b3Scalar& getY() const { return m_floats[1]; }
/**@brief Return the z value */
B3_FORCE_INLINE const b3Scalar& getZ() const { return m_floats[2]; }
/**@brief Set the x value */
B3_FORCE_INLINE void setX(b3Scalar _x) { m_floats[0] = _x; };
/**@brief Set the y value */
B3_FORCE_INLINE void setY(b3Scalar _y) { m_floats[1] = _y; };
/**@brief Set the z value */
B3_FORCE_INLINE void setZ(b3Scalar _z) { m_floats[2] = _z; };
/**@brief Set the w value */
B3_FORCE_INLINE void setW(b3Scalar _w) { m_floats[3] = _w; };
/**@brief Return the x value */
//B3_FORCE_INLINE b3Scalar& operator[](int i) { return (&m_floats[0])[i]; }
//B3_FORCE_INLINE b3Scalar& operator[](int i) { return (&m_floats[0])[i]; }
//B3_FORCE_INLINE const b3Scalar& operator[](int i) const { return (&m_floats[0])[i]; }
///operator b3Scalar*() replaces operator[], using implicit conversion. We added operator != and operator == to avoid pointer comparisons.
B3_FORCE_INLINE operator b3Scalar *() { return &m_floats[0]; }
B3_FORCE_INLINE operator const b3Scalar *() const { return &m_floats[0]; }
B3_FORCE_INLINE operator b3Scalar*() { return &m_floats[0]; }
B3_FORCE_INLINE operator const b3Scalar*() const { return &m_floats[0]; }
B3_FORCE_INLINE bool operator==(const b3QuadWord& other) const
B3_FORCE_INLINE bool operator==(const b3QuadWord& other) const
{
#ifdef B3_USE_SSE
return (0xf == _mm_movemask_ps((__m128)_mm_cmpeq_ps(mVec128, other.mVec128)));
#else
return ((m_floats[3]==other.m_floats[3]) &&
(m_floats[2]==other.m_floats[2]) &&
(m_floats[1]==other.m_floats[1]) &&
(m_floats[0]==other.m_floats[0]));
return (0xf == _mm_movemask_ps((__m128)_mm_cmpeq_ps(mVec128, other.mVec128)));
#else
return ((m_floats[3] == other.m_floats[3]) &&
(m_floats[2] == other.m_floats[2]) &&
(m_floats[1] == other.m_floats[1]) &&
(m_floats[0] == other.m_floats[0]));
#endif
}
B3_FORCE_INLINE bool operator!=(const b3QuadWord& other) const
B3_FORCE_INLINE bool operator!=(const b3QuadWord& other) const
{
return !(*this == other);
}
/**@brief Set x,y,z and zero w
/**@brief Set x,y,z and zero w
* @param x Value of x
* @param y Value of y
* @param z Value of z
*/
B3_FORCE_INLINE void setValue(const b3Scalar& _x, const b3Scalar& _y, const b3Scalar& _z)
{
m_floats[0]=_x;
m_floats[1]=_y;
m_floats[2]=_z;
m_floats[3] = 0.f;
}
B3_FORCE_INLINE void setValue(const b3Scalar& _x, const b3Scalar& _y, const b3Scalar& _z)
{
m_floats[0] = _x;
m_floats[1] = _y;
m_floats[2] = _z;
m_floats[3] = 0.f;
}
/* void getValue(b3Scalar *m) const
/* void getValue(b3Scalar *m) const
{
m[0] = m_floats[0];
m[1] = m_floats[1];
m[2] = m_floats[2];
}
*/
/**@brief Set the values
/**@brief Set the values
* @param x Value of x
* @param y Value of y
* @param z Value of z
* @param w Value of w
*/
B3_FORCE_INLINE void setValue(const b3Scalar& _x, const b3Scalar& _y, const b3Scalar& _z,const b3Scalar& _w)
{
m_floats[0]=_x;
m_floats[1]=_y;
m_floats[2]=_z;
m_floats[3]=_w;
}
/**@brief No initialization constructor */
B3_FORCE_INLINE b3QuadWord()
// :m_floats[0](b3Scalar(0.)),m_floats[1](b3Scalar(0.)),m_floats[2](b3Scalar(0.)),m_floats[3](b3Scalar(0.))
{
}
/**@brief Three argument constructor (zeros w)
B3_FORCE_INLINE void setValue(const b3Scalar& _x, const b3Scalar& _y, const b3Scalar& _z, const b3Scalar& _w)
{
m_floats[0] = _x;
m_floats[1] = _y;
m_floats[2] = _z;
m_floats[3] = _w;
}
/**@brief No initialization constructor */
B3_FORCE_INLINE b3QuadWord()
// :m_floats[0](b3Scalar(0.)),m_floats[1](b3Scalar(0.)),m_floats[2](b3Scalar(0.)),m_floats[3](b3Scalar(0.))
{
}
/**@brief Three argument constructor (zeros w)
* @param x Value of x
* @param y Value of y
* @param z Value of z
*/
B3_FORCE_INLINE b3QuadWord(const b3Scalar& _x, const b3Scalar& _y, const b3Scalar& _z)
{
m_floats[0] = _x, m_floats[1] = _y, m_floats[2] = _z, m_floats[3] = 0.0f;
}
B3_FORCE_INLINE b3QuadWord(const b3Scalar& _x, const b3Scalar& _y, const b3Scalar& _z)
{
m_floats[0] = _x, m_floats[1] = _y, m_floats[2] = _z, m_floats[3] = 0.0f;
}
/**@brief Initializing constructor
/**@brief Initializing constructor
* @param x Value of x
* @param y Value of y
* @param z Value of z
* @param w Value of w
*/
B3_FORCE_INLINE b3QuadWord(const b3Scalar& _x, const b3Scalar& _y, const b3Scalar& _z,const b3Scalar& _w)
{
m_floats[0] = _x, m_floats[1] = _y, m_floats[2] = _z, m_floats[3] = _w;
}
B3_FORCE_INLINE b3QuadWord(const b3Scalar& _x, const b3Scalar& _y, const b3Scalar& _z, const b3Scalar& _w)
{
m_floats[0] = _x, m_floats[1] = _y, m_floats[2] = _z, m_floats[3] = _w;
}
/**@brief Set each element to the max of the current values and the values of another b3QuadWord
/**@brief Set each element to the max of the current values and the values of another b3QuadWord
* @param other The other b3QuadWord to compare with
*/
B3_FORCE_INLINE void setMax(const b3QuadWord& other)
{
#ifdef B3_USE_SSE
mVec128 = _mm_max_ps(mVec128, other.mVec128);
#elif defined(B3_USE_NEON)
mVec128 = vmaxq_f32(mVec128, other.mVec128);
#else
b3SetMax(m_floats[0], other.m_floats[0]);
b3SetMax(m_floats[1], other.m_floats[1]);
b3SetMax(m_floats[2], other.m_floats[2]);
b3SetMax(m_floats[3], other.m_floats[3]);
#endif
}
/**@brief Set each element to the min of the current values and the values of another b3QuadWord
B3_FORCE_INLINE void setMax(const b3QuadWord& other)
{
#ifdef B3_USE_SSE
mVec128 = _mm_max_ps(mVec128, other.mVec128);
#elif defined(B3_USE_NEON)
mVec128 = vmaxq_f32(mVec128, other.mVec128);
#else
b3SetMax(m_floats[0], other.m_floats[0]);
b3SetMax(m_floats[1], other.m_floats[1]);
b3SetMax(m_floats[2], other.m_floats[2]);
b3SetMax(m_floats[3], other.m_floats[3]);
#endif
}
/**@brief Set each element to the min of the current values and the values of another b3QuadWord
* @param other The other b3QuadWord to compare with
*/
B3_FORCE_INLINE void setMin(const b3QuadWord& other)
{
#ifdef B3_USE_SSE
mVec128 = _mm_min_ps(mVec128, other.mVec128);
#elif defined(B3_USE_NEON)
mVec128 = vminq_f32(mVec128, other.mVec128);
#else
b3SetMin(m_floats[0], other.m_floats[0]);
b3SetMin(m_floats[1], other.m_floats[1]);
b3SetMin(m_floats[2], other.m_floats[2]);
b3SetMin(m_floats[3], other.m_floats[3]);
#endif
}
B3_FORCE_INLINE void setMin(const b3QuadWord& other)
{
#ifdef B3_USE_SSE
mVec128 = _mm_min_ps(mVec128, other.mVec128);
#elif defined(B3_USE_NEON)
mVec128 = vminq_f32(mVec128, other.mVec128);
#else
b3SetMin(m_floats[0], other.m_floats[0]);
b3SetMin(m_floats[1], other.m_floats[1]);
b3SetMin(m_floats[2], other.m_floats[2]);
b3SetMin(m_floats[3], other.m_floats[3]);
#endif
}
};
#endif //B3_SIMD_QUADWORD_H
#endif //B3_SIMD_QUADWORD_H