262 lines
6.9 KiB
C++
262 lines
6.9 KiB
C++
/*
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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 _BOOLINVEC_H
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#define _BOOLINVEC_H
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#include <math.h>
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#include <altivec.h>
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#include "../c/vec_types.h"
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#undef bool
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namespace Vectormath {
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class floatInVec;
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//--------------------------------------------------------------------------------------------------
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// boolInVec class
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//
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class boolInVec
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{
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private:
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vec_uint4 mData;
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inline boolInVec(vec_uint4 vec);
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public:
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inline boolInVec() {}
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// matches standard type conversions
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//
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inline boolInVec(floatInVec vec);
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// explicit cast from bool
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//
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explicit inline boolInVec(bool scalar);
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#ifdef _VECTORMATH_NO_SCALAR_CAST
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// explicit cast to bool
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//
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inline bool getAsBool() const;
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#else
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// implicit cast to bool
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//
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inline operator bool() const;
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#endif
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// get vector data
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// bool value is splatted across all word slots of vector as 0 (false) or -1 (true)
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//
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inline vec_uint4 get128() const;
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// operators
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//
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inline const boolInVec operator ! () const;
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inline boolInVec& operator = (boolInVec vec);
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inline boolInVec& operator &= (boolInVec vec);
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inline boolInVec& operator ^= (boolInVec vec);
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inline boolInVec& operator |= (boolInVec vec);
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// friend functions
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//
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friend inline const boolInVec operator == (boolInVec vec0, boolInVec vec1);
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friend inline const boolInVec operator != (boolInVec vec0, boolInVec vec1);
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friend inline const boolInVec operator < (floatInVec vec0, floatInVec vec1);
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friend inline const boolInVec operator <= (floatInVec vec0, floatInVec vec1);
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friend inline const boolInVec operator > (floatInVec vec0, floatInVec vec1);
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friend inline const boolInVec operator >= (floatInVec vec0, floatInVec vec1);
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friend inline const boolInVec operator == (floatInVec vec0, floatInVec vec1);
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friend inline const boolInVec operator != (floatInVec vec0, floatInVec vec1);
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friend inline const boolInVec operator & (boolInVec vec0, boolInVec vec1);
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friend inline const boolInVec operator ^ (boolInVec vec0, boolInVec vec1);
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friend inline const boolInVec operator | (boolInVec vec0, boolInVec vec1);
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friend inline const boolInVec select(boolInVec vec0, boolInVec vec1, boolInVec select_vec1);
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};
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//--------------------------------------------------------------------------------------------------
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// boolInVec functions
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//
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// operators
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//
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inline const boolInVec operator == (boolInVec vec0, boolInVec vec1);
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inline const boolInVec operator != (boolInVec vec0, boolInVec vec1);
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inline const boolInVec operator & (boolInVec vec0, boolInVec vec1);
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inline const boolInVec operator ^ (boolInVec vec0, boolInVec vec1);
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inline const boolInVec operator | (boolInVec vec0, boolInVec 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 boolInVec select(boolInVec vec0, boolInVec vec1, boolInVec select_vec1);
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} // namespace Vectormath
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//--------------------------------------------------------------------------------------------------
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// boolInVec implementation
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//
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#include "floatInVec.h"
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namespace Vectormath {
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inline
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boolInVec::boolInVec(vec_uint4 vec)
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{
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mData = vec;
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}
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inline
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boolInVec::boolInVec(floatInVec vec)
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{
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*this = (vec != floatInVec(0.0f));
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}
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inline
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boolInVec::boolInVec(bool scalar)
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{
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#ifdef __GNUC__
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if (__builtin_constant_p(scalar))
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{
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const unsigned int mask = -(int)scalar;
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mData = (vec_uint4){mask, mask, mask, mask};
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}
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else
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#endif
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{
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unsigned int mask = -(int)scalar;
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vec_uint4 vec = vec_ld(0, &mask);
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mData = vec_splat(vec_perm(vec, vec, vec_lvsl(0, &mask)), 0);
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}
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}
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#ifdef _VECTORMATH_NO_SCALAR_CAST
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inline
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bool
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boolInVec::getAsBool() const
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#else
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inline
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boolInVec::operator bool() const
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#endif
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{
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return vec_all_gt(mData, ((vec_uint4){0,0,0,0}));
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}
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inline
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vec_uint4
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boolInVec::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 boolInVec
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boolInVec::operator ! () const
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{
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return boolInVec(vec_nor(mData, mData));
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}
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inline
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boolInVec&
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boolInVec::operator = (boolInVec 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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boolInVec&
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boolInVec::operator &= (boolInVec 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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boolInVec&
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boolInVec::operator ^= (boolInVec 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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boolInVec&
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boolInVec::operator |= (boolInVec 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 boolInVec
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operator == (boolInVec vec0, boolInVec vec1)
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{
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return boolInVec((vec_uint4)vec_cmpeq(vec0.get128(), vec1.get128()));
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}
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inline
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const boolInVec
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operator != (boolInVec vec0, boolInVec vec1)
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{
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return !(vec0 == vec1);
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}
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inline
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const boolInVec
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operator & (boolInVec vec0, boolInVec vec1)
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{
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return boolInVec(vec_and(vec0.get128(), vec1.get128()));
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}
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inline
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const boolInVec
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operator | (boolInVec vec0, boolInVec vec1)
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{
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return boolInVec(vec_or(vec0.get128(), vec1.get128()));
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}
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inline
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const boolInVec
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operator ^ (boolInVec vec0, boolInVec vec1)
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{
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return boolInVec(vec_xor(vec0.get128(), vec1.get128()));
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}
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inline
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const boolInVec
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select(boolInVec vec0, boolInVec vec1, boolInVec select_vec1)
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{
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return boolInVec(vec_sel(vec0.get128(), vec1.get128(), select_vec1.get128()));
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}
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} // namespace Vectormath
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#endif // boolInVec_h
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