Path: blob/master/thirdparty/embree/common/math/vec3fa_sycl.h
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// Copyright 2009-2021 Intel Corporation1// SPDX-License-Identifier: Apache-2.023#pragma once45#include "../sys/alloc.h"6#include "emath.h"7#include "../simd/sse.h"89namespace embree10{11////////////////////////////////////////////////////////////////////////////////12/// SSE Vec3fa Type13////////////////////////////////////////////////////////////////////////////////1415struct __aligned(16) Vec3fa16{17//ALIGNED_STRUCT_(16);1819typedef float Scalar;20enum { N = 3 };21struct { float x,y,z, do_not_use; };2223////////////////////////////////////////////////////////////////////////////////24/// Constructors, Assignment & Cast Operators25////////////////////////////////////////////////////////////////////////////////2627__forceinline Vec3fa( ) {}28//__forceinline Vec3fa( const __m128 a ) : m128(a) {}29//__forceinline explicit Vec3fa(const vfloat4& a) : x(a[0]), y(a[1]), z(a[2]) {}3031__forceinline Vec3fa ( const Vec3<float>& other ) { x = other.x; y = other.y; z = other.z; }32//__forceinline Vec3fa& operator =( const Vec3<float>& other ) { x = other.x; y = other.y; z = other.z; return *this; }3334__forceinline Vec3fa ( const Vec3fa& other ) { x = other.x; y = other.y; z = other.z; }35__forceinline Vec3fa& operator =( const Vec3fa& other ) { x = other.x; y = other.y; z = other.z; return *this; }3637__forceinline explicit Vec3fa( const float a ) : x(a), y(a), z(a) {}38__forceinline Vec3fa( const float x, const float y, const float z) : x(x), y(y), z(z) {}3940__forceinline explicit Vec3fa( const Vec3ia& a ) : x((float)a.x), y((float)a.y), z((float)a.z) {}4142//__forceinline operator const __m128&() const { return m128; }43//__forceinline operator __m128&() { return m128; }44__forceinline operator vfloat4() const { return vfloat4(x,y,z,0.0f); } // FIXME: we should not need this!!4546//friend __forceinline Vec3fa copy_a( const Vec3fa& a, const Vec3fa& b ) { Vec3fa c = a; c.a = b.a; return c; }4748////////////////////////////////////////////////////////////////////////////////49/// Loads and Stores50////////////////////////////////////////////////////////////////////////////////5152static __forceinline Vec3fa load( const void* const a ) {53const float* ptr = (const float*)a;54return Vec3fa(ptr[0],ptr[1],ptr[2]);55}5657static __forceinline Vec3fa loadu( const void* const a ) {58const float* ptr = (const float*)a;59return Vec3fa(ptr[0],ptr[1],ptr[2]);60}6162static __forceinline void storeu ( void* a, const Vec3fa& v ) {63float* ptr = (float*)a;64ptr[0] = v.x; ptr[1] = v.y; ptr[2] = v.z;65}6667////////////////////////////////////////////////////////////////////////////////68/// Constants69////////////////////////////////////////////////////////////////////////////////7071__forceinline Vec3fa( ZeroTy ) : x(0.0f), y(0.0f), z(0.0f) {}72__forceinline Vec3fa( OneTy ) : x(1.0f), y(1.0f), z(1.0f) {}73__forceinline Vec3fa( PosInfTy ) : x(+INFINITY), y(+INFINITY), z(+INFINITY) {}74__forceinline Vec3fa( NegInfTy ) : x(-INFINITY), y(-INFINITY), z(-INFINITY) {}7576////////////////////////////////////////////////////////////////////////////////77/// Array Access78////////////////////////////////////////////////////////////////////////////////7980__forceinline const float& operator []( const size_t index ) const { assert(index < 3); return (&x)[index]; }81__forceinline float& operator []( const size_t index ) { assert(index < 3); return (&x)[index]; }82};8384////////////////////////////////////////////////////////////////////////////////85/// Unary Operators86////////////////////////////////////////////////////////////////////////////////8788__forceinline Vec3fa operator +( const Vec3fa& a ) { return a; }89__forceinline Vec3fa operator -( const Vec3fa& a ) { return Vec3fa(-a.x,-a.y,-a.z); }90__forceinline Vec3fa abs ( const Vec3fa& a ) { return Vec3fa(sycl::fabs(a.x),sycl::fabs(a.y),sycl::fabs(a.z)); }91__forceinline Vec3fa sign ( const Vec3fa& a ) { return Vec3fa(sycl::sign(a.x),sycl::sign(a.y),sycl::sign(a.z)); }9293//__forceinline Vec3fa rcp ( const Vec3fa& a ) { return Vec3fa(sycl::recip(a.x),sycl::recip(a.y),sycl::recip(a.z)); }94__forceinline Vec3fa rcp ( const Vec3fa& a ) { return Vec3fa(sycl::native::recip(a.x),sycl::native::recip(a.y),sycl::native::recip(a.z)); }95__forceinline Vec3fa sqrt ( const Vec3fa& a ) { return Vec3fa(sycl::sqrt(a.x),sycl::sqrt(a.y),sycl::sqrt(a.z)); }96__forceinline Vec3fa sqr ( const Vec3fa& a ) { return Vec3fa(a.x*a.x,a.y*a.y,a.z*a.z); }9798__forceinline Vec3fa rsqrt( const Vec3fa& a ) { return Vec3fa(sycl::rsqrt(a.x),sycl::rsqrt(a.y),sycl::rsqrt(a.z)); }99100__forceinline Vec3fa zero_fix(const Vec3fa& a) {101const float x = sycl::fabs(a.x) < min_rcp_input ? min_rcp_input : a.x;102const float y = sycl::fabs(a.y) < min_rcp_input ? min_rcp_input : a.y;103const float z = sycl::fabs(a.z) < min_rcp_input ? min_rcp_input : a.z;104return Vec3fa(x,y,z);105}106__forceinline Vec3fa rcp_safe(const Vec3fa& a) {107return rcp(zero_fix(a));108}109__forceinline Vec3fa log ( const Vec3fa& a ) {110return Vec3fa(sycl::log(a.x),sycl::log(a.y),sycl::log(a.z));111}112113__forceinline Vec3fa exp ( const Vec3fa& a ) {114return Vec3fa(sycl::exp(a.x),sycl::exp(a.y),sycl::exp(a.z));115}116117////////////////////////////////////////////////////////////////////////////////118/// Binary Operators119////////////////////////////////////////////////////////////////////////////////120121__forceinline Vec3fa operator +( const Vec3fa& a, const Vec3fa& b ) { return Vec3fa(a.x+b.x, a.y+b.y, a.z+b.z); }122__forceinline Vec3fa operator -( const Vec3fa& a, const Vec3fa& b ) { return Vec3fa(a.x-b.x, a.y-b.y, a.z-b.z); }123__forceinline Vec3fa operator *( const Vec3fa& a, const Vec3fa& b ) { return Vec3fa(a.x*b.x, a.y*b.y, a.z*b.z); }124__forceinline Vec3fa operator *( const Vec3fa& a, const float b ) { return a * Vec3fa(b); }125__forceinline Vec3fa operator *( const float a, const Vec3fa& b ) { return Vec3fa(a) * b; }126__forceinline Vec3fa operator /( const Vec3fa& a, const Vec3fa& b ) { return Vec3fa(a.x/b.x, a.y/b.y, a.z/b.z); }127__forceinline Vec3fa operator /( const Vec3fa& a, const float b ) { return Vec3fa(a.x/b, a.y/b, a.z/b); }128__forceinline Vec3fa operator /( const float a, const Vec3fa& b ) { return Vec3fa(a/b.x, a/b.y, a/b.z); }129130__forceinline Vec3fa min( const Vec3fa& a, const Vec3fa& b ) {131return Vec3fa(sycl::fmin(a.x,b.x), sycl::fmin(a.y,b.y), sycl::fmin(a.z,b.z));132}133__forceinline Vec3fa max( const Vec3fa& a, const Vec3fa& b ) {134return Vec3fa(sycl::fmax(a.x,b.x), sycl::fmax(a.y,b.y), sycl::fmax(a.z,b.z));135}136137/*138#if defined(__SSE4_1__)139__forceinline Vec3fa mini(const Vec3fa& a, const Vec3fa& b) {140const vint4 ai = _mm_castps_si128(a);141const vint4 bi = _mm_castps_si128(b);142const vint4 ci = _mm_min_epi32(ai,bi);143return _mm_castsi128_ps(ci);144}145#endif146147#if defined(__SSE4_1__)148__forceinline Vec3fa maxi(const Vec3fa& a, const Vec3fa& b) {149const vint4 ai = _mm_castps_si128(a);150const vint4 bi = _mm_castps_si128(b);151const vint4 ci = _mm_max_epi32(ai,bi);152return _mm_castsi128_ps(ci);153}154#endif155*/156__forceinline Vec3fa pow ( const Vec3fa& a, const float& b ) {157return Vec3fa(powf(a.x,b),powf(a.y,b),powf(a.z,b));158}159160////////////////////////////////////////////////////////////////////////////////161/// Ternary Operators162////////////////////////////////////////////////////////////////////////////////163164__forceinline Vec3fa madd ( const Vec3fa& a, const Vec3fa& b, const Vec3fa& c) { return Vec3fa(madd(a.x,b.x,c.x), madd(a.y,b.y,c.y), madd(a.z,b.z,c.z)); }165__forceinline Vec3fa msub ( const Vec3fa& a, const Vec3fa& b, const Vec3fa& c) { return Vec3fa(msub(a.x,b.x,c.x), msub(a.y,b.y,c.y), msub(a.z,b.z,c.z)); }166__forceinline Vec3fa nmadd ( const Vec3fa& a, const Vec3fa& b, const Vec3fa& c) { return Vec3fa(nmadd(a.x,b.x,c.x), nmadd(a.y,b.y,c.y), nmadd(a.z,b.z,c.z)); }167__forceinline Vec3fa nmsub ( const Vec3fa& a, const Vec3fa& b, const Vec3fa& c) { return Vec3fa(nmsub(a.x,b.x,c.x), nmsub(a.y,b.y,c.y), nmsub(a.z,b.z,c.z)); }168169__forceinline Vec3fa madd ( const float a, const Vec3fa& b, const Vec3fa& c) { return madd(Vec3fa(a),b,c); }170__forceinline Vec3fa msub ( const float a, const Vec3fa& b, const Vec3fa& c) { return msub(Vec3fa(a),b,c); }171__forceinline Vec3fa nmadd ( const float a, const Vec3fa& b, const Vec3fa& c) { return nmadd(Vec3fa(a),b,c); }172__forceinline Vec3fa nmsub ( const float a, const Vec3fa& b, const Vec3fa& c) { return nmsub(Vec3fa(a),b,c); }173174////////////////////////////////////////////////////////////////////////////////175/// Assignment Operators176////////////////////////////////////////////////////////////////////////////////177178__forceinline Vec3fa& operator +=( Vec3fa& a, const Vec3fa& b ) { return a = a + b; }179__forceinline Vec3fa& operator -=( Vec3fa& a, const Vec3fa& b ) { return a = a - b; }180__forceinline Vec3fa& operator *=( Vec3fa& a, const Vec3fa& b ) { return a = a * b; }181__forceinline Vec3fa& operator *=( Vec3fa& a, const float b ) { return a = a * b; }182__forceinline Vec3fa& operator /=( Vec3fa& a, const Vec3fa& b ) { return a = a / b; }183__forceinline Vec3fa& operator /=( Vec3fa& a, const float b ) { return a = a / b; }184185////////////////////////////////////////////////////////////////////////////////186/// Reductions187////////////////////////////////////////////////////////////////////////////////188189__forceinline float reduce_add(const Vec3fa& v) { return v.x+v.y+v.z; }190__forceinline float reduce_mul(const Vec3fa& v) { return v.x*v.y*v.z; }191__forceinline float reduce_min(const Vec3fa& v) { return sycl::fmin(sycl::fmin(v.x,v.y),v.z); }192__forceinline float reduce_max(const Vec3fa& v) { return sycl::fmax(sycl::fmax(v.x,v.y),v.z); }193194////////////////////////////////////////////////////////////////////////////////195/// Comparison Operators196////////////////////////////////////////////////////////////////////////////////197198__forceinline bool operator ==( const Vec3fa& a, const Vec3fa& b ) { return a.x == b.x && a.y == b.y && a.z == b.z; }199__forceinline bool operator !=( const Vec3fa& a, const Vec3fa& b ) { return a.x != b.x || a.y != b.y || a.z != b.z; }200201__forceinline Vec3ba eq_mask( const Vec3fa& a, const Vec3fa& b ) { return Vec3ba(a.x == b.x, a.y == b.y, a.z == b.z); }202__forceinline Vec3ba neq_mask(const Vec3fa& a, const Vec3fa& b ) { return Vec3ba(a.x != b.x, a.y != b.y, a.z != b.z); }203__forceinline Vec3ba lt_mask( const Vec3fa& a, const Vec3fa& b ) { return Vec3ba(a.x < b.x, a.y < b.y, a.z < b.z); }204__forceinline Vec3ba le_mask( const Vec3fa& a, const Vec3fa& b ) { return Vec3ba(a.x <= b.x, a.y <= b.y, a.z <= b.z); }205__forceinline Vec3ba gt_mask( const Vec3fa& a, const Vec3fa& b ) { return Vec3ba(a.x > b.x, a.y > b.y, a.z > b.z); }206__forceinline Vec3ba ge_mask( const Vec3fa& a, const Vec3fa& b ) { return Vec3ba(a.x >= b.x, a.y >= b.y, a.z >= b.z); }207208__forceinline bool isvalid ( const Vec3fa& v ) {209return all(gt_mask(v,Vec3fa(-FLT_LARGE)) & lt_mask(v,Vec3fa(+FLT_LARGE)));210}211212__forceinline bool is_finite ( const Vec3fa& a ) {213return all(ge_mask(a,Vec3fa(-FLT_MAX)) & le_mask(a,Vec3fa(+FLT_MAX)));214}215216////////////////////////////////////////////////////////////////////////////////217/// Euclidian Space Operators218////////////////////////////////////////////////////////////////////////////////219220__forceinline float dot ( const Vec3fa& a, const Vec3fa& b ) {221return reduce_add(a*b);222}223224__forceinline Vec3fa cross ( const Vec3fa& a, const Vec3fa& b ) {225return Vec3fa(msub(a.y,b.z,a.z*b.y), msub(a.z,b.x,a.x*b.z), msub(a.x,b.y,a.y*b.x));226}227228__forceinline float sqr_length ( const Vec3fa& a ) { return dot(a,a); }229__forceinline float rcp_length ( const Vec3fa& a ) { return rsqrt(dot(a,a)); }230__forceinline float rcp_length2( const Vec3fa& a ) { return rcp(dot(a,a)); }231__forceinline float length ( const Vec3fa& a ) { return sqrt(dot(a,a)); }232__forceinline Vec3fa normalize( const Vec3fa& a ) { return a*rsqrt(dot(a,a)); }233__forceinline float distance ( const Vec3fa& a, const Vec3fa& b ) { return length(a-b); }234__forceinline float halfArea ( const Vec3fa& d ) { return madd(d.x,(d.y+d.z),d.y*d.z); }235__forceinline float area ( const Vec3fa& d ) { return 2.0f*halfArea(d); }236237__forceinline Vec3fa normalize_safe( const Vec3fa& a ) {238const float d = dot(a,a); if (unlikely(d == 0.0f)) return a; else return a*rsqrt(d);239}240241/*! differentiated normalization */242__forceinline Vec3fa dnormalize(const Vec3fa& p, const Vec3fa& dp)243{244const float pp = dot(p,p);245const float pdp = dot(p,dp);246return (pp*dp-pdp*p)*rcp(pp)*rsqrt(pp);247}248249////////////////////////////////////////////////////////////////////////////////250/// Select251////////////////////////////////////////////////////////////////////////////////252253__forceinline Vec3fa select( bool s, const Vec3fa& t, const Vec3fa& f ) {254return Vec3fa(s ? t.x : f.x, s ? t.y : f.y, s ? t.z : f.z);255}256257__forceinline Vec3fa select( const Vec3ba& s, const Vec3fa& t, const Vec3fa& f ) {258return Vec3fa(s.x ? t.x : f.x, s.y ? t.y : f.y, s.z ? t.z : f.z);259}260261__forceinline Vec3fa lerp(const Vec3fa& v0, const Vec3fa& v1, const float t) {262return madd(1.0f-t,v0,t*v1);263}264265__forceinline int maxDim ( const Vec3fa& a )266{267const Vec3fa b = abs(a);268if (b.x > b.y) {269if (b.x > b.z) return 0; else return 2;270} else {271if (b.y > b.z) return 1; else return 2;272}273}274275////////////////////////////////////////////////////////////////////////////////276/// Rounding Functions277////////////////////////////////////////////////////////////////////////////////278279__forceinline Vec3fa trunc( const Vec3fa& a ) { return Vec3fa(sycl::trunc(a.x),sycl::trunc(a.y),sycl::trunc(a.z)); }280__forceinline Vec3fa floor( const Vec3fa& a ) { return Vec3fa(sycl::floor(a.x),sycl::floor(a.y),sycl::floor(a.z)); }281__forceinline Vec3fa ceil ( const Vec3fa& a ) { return Vec3fa(sycl::ceil (a.x),sycl::ceil (a.y),sycl::ceil (a.z)); }282283////////////////////////////////////////////////////////////////////////////////284/// Output Operators285////////////////////////////////////////////////////////////////////////////////286287inline embree_ostream operator<<(embree_ostream cout, const Vec3fa& a) {288return cout << "(" << a.x << ", " << a.y << ", " << a.z << ")";289}290291__forceinline Vec2fa::Vec2fa(const Vec3fa& a)292: x(a.x), y(a.y) {}293294__forceinline Vec3ia::Vec3ia( const Vec3fa& a )295: x((int)a.x), y((int)a.y), z((int)a.z) {}296297typedef Vec3fa Vec3fa_t;298299300301////////////////////////////////////////////////////////////////////////////////302/// SSE Vec3fx Type303////////////////////////////////////////////////////////////////////////////////304305struct __aligned(16) Vec3fx306{307//ALIGNED_STRUCT_(16);308309typedef float Scalar;310enum { N = 3 };311struct { float x,y,z; union { int a; unsigned u; float w; }; };312313////////////////////////////////////////////////////////////////////////////////314/// Constructors, Assignment & Cast Operators315////////////////////////////////////////////////////////////////////////////////316317__forceinline Vec3fx( ) {}318//__forceinline Vec3fx( const __m128 a ) : m128(a) {}319__forceinline explicit Vec3fx(const vfloat4& a) : x(a[0]), y(a[1]), z(a[2]), w(a[3]) {}320321__forceinline explicit Vec3fx(const Vec3fa& v) : x(v.x), y(v.y), z(v.z), w(0.0f) {}322__forceinline operator Vec3fa() const { return Vec3fa(x,y,z); }323324__forceinline explicit Vec3fx ( const Vec3<float>& other ) { x = other.x; y = other.y; z = other.z; }325//__forceinline Vec3fx& operator =( const Vec3<float>& other ) { x = other.x; y = other.y; z = other.z; return *this; }326327//__forceinline Vec3fx ( const Vec3fx& other ) { *(sycl::float4*)this = *(const sycl::float4*)&other; }328//__forceinline Vec3fx& operator =( const Vec3fx& other ) { *(sycl::float4*)this = *(const sycl::float4*)&other; return *this; }329330__forceinline explicit Vec3fx( const float a ) : x(a), y(a), z(a), w(a) {}331__forceinline Vec3fx( const float x, const float y, const float z) : x(x), y(y), z(z), w(z) {}332333__forceinline Vec3fx( const Vec3fa& other, const int a1) : x(other.x), y(other.y), z(other.z), a(a1) {}334__forceinline Vec3fx( const Vec3fa& other, const unsigned a1) : x(other.x), y(other.y), z(other.z), u(a1) {}335__forceinline Vec3fx( const Vec3fa& other, const float w1) : x(other.x), y(other.y), z(other.z), w(w1) {}336337//__forceinline Vec3fx( const float x, const float y, const float z, const int a) : x(x), y(y), z(z), a(a) {} // not working properly!338//__forceinline Vec3fx( const float x, const float y, const float z, const unsigned a) : x(x), y(y), z(z), u(a) {} // not working properly!339__forceinline Vec3fx( const float x, const float y, const float z, const float w) : x(x), y(y), z(z), w(w) {}340341__forceinline explicit Vec3fx( const Vec3ia& a ) : x((float)a.x), y((float)a.y), z((float)a.z), w(0.0f) {}342343//__forceinline operator const __m128&() const { return m128; }344//__forceinline operator __m128&() { return m128; }345__forceinline operator vfloat4() const { return vfloat4(x,y,z,w); }346347//friend __forceinline Vec3fx copy_a( const Vec3fx& a, const Vec3fx& b ) { Vec3fx c = a; c.a = b.a; return c; }348349////////////////////////////////////////////////////////////////////////////////350/// Loads and Stores351////////////////////////////////////////////////////////////////////////////////352353static __forceinline Vec3fx load( const void* const a ) {354const float* ptr = (const float*)a;355return Vec3fx(ptr[0],ptr[1],ptr[2],ptr[3]);356}357358static __forceinline Vec3fx loadu( const void* const a ) {359const float* ptr = (const float*)a;360return Vec3fx(ptr[0],ptr[1],ptr[2],ptr[3]);361}362363static __forceinline void storeu ( void* a, const Vec3fx& v ) {364float* ptr = (float*)a;365ptr[0] = v.x; ptr[1] = v.y; ptr[2] = v.z; ptr[3] = v.w;366}367368////////////////////////////////////////////////////////////////////////////////369/// Constants370////////////////////////////////////////////////////////////////////////////////371372__forceinline Vec3fx( ZeroTy ) : x(0.0f), y(0.0f), z(0.0f), w(0.0f) {}373__forceinline Vec3fx( OneTy ) : x(1.0f), y(1.0f), z(1.0f), w(1.0f) {}374__forceinline Vec3fx( PosInfTy ) : x(+INFINITY), y(+INFINITY), z(+INFINITY), w(+INFINITY) {}375__forceinline Vec3fx( NegInfTy ) : x(-INFINITY), y(-INFINITY), z(-INFINITY), w(-INFINITY) {}376377////////////////////////////////////////////////////////////////////////////////378/// Array Access379////////////////////////////////////////////////////////////////////////////////380381__forceinline const float& operator []( const size_t index ) const { assert(index < 3); return (&x)[index]; }382__forceinline float& operator []( const size_t index ) { assert(index < 3); return (&x)[index]; }383};384385////////////////////////////////////////////////////////////////////////////////386/// Unary Operators387////////////////////////////////////////////////////////////////////////////////388389__forceinline Vec3fx operator +( const Vec3fx& a ) { return a; }390__forceinline Vec3fx operator -( const Vec3fx& a ) { return Vec3fx(-a.x,-a.y,-a.z,-a.w); }391__forceinline Vec3fx abs ( const Vec3fx& a ) { return Vec3fx(sycl::fabs(a.x),sycl::fabs(a.y),sycl::fabs(a.z),sycl::fabs(a.w)); }392__forceinline Vec3fx sign ( const Vec3fx& a ) { return Vec3fx(sycl::sign(a.x),sycl::sign(a.y),sycl::sign(a.z),sycl::sign(a.z)); }393394//__forceinline Vec3fx rcp ( const Vec3fx& a ) { return Vec3fx(sycl::recip(a.x),sycl::recip(a.y),sycl::recip(a.z)); }395__forceinline Vec3fx rcp ( const Vec3fx& a ) { return Vec3fx(sycl::native::recip(a.x),sycl::native::recip(a.y),sycl::native::recip(a.z),sycl::native::recip(a.w)); }396__forceinline Vec3fx sqrt ( const Vec3fx& a ) { return Vec3fx(sycl::sqrt(a.x),sycl::sqrt(a.y),sycl::sqrt(a.z),sycl::sqrt(a.w)); }397__forceinline Vec3fx sqr ( const Vec3fx& a ) { return Vec3fx(a.x*a.x,a.y*a.y,a.z*a.z,a.w*a.w); }398399__forceinline Vec3fx rsqrt( const Vec3fx& a ) { return Vec3fx(sycl::rsqrt(a.x),sycl::rsqrt(a.y),sycl::rsqrt(a.z),sycl::rsqrt(a.w)); }400401__forceinline Vec3fx zero_fix(const Vec3fx& a) {402const float x = sycl::fabs(a.x) < min_rcp_input ? min_rcp_input : a.x;403const float y = sycl::fabs(a.y) < min_rcp_input ? min_rcp_input : a.y;404const float z = sycl::fabs(a.z) < min_rcp_input ? min_rcp_input : a.z;405return Vec3fx(x,y,z);406}407__forceinline Vec3fx rcp_safe(const Vec3fx& a) {408return rcp(zero_fix(a));409}410__forceinline Vec3fx log ( const Vec3fx& a ) {411return Vec3fx(sycl::log(a.x),sycl::log(a.y),sycl::log(a.z));412}413414__forceinline Vec3fx exp ( const Vec3fx& a ) {415return Vec3fx(sycl::exp(a.x),sycl::exp(a.y),sycl::exp(a.z));416}417418////////////////////////////////////////////////////////////////////////////////419/// Binary Operators420////////////////////////////////////////////////////////////////////////////////421422__forceinline Vec3fx operator +( const Vec3fx& a, const Vec3fx& b ) { return Vec3fx(a.x+b.x, a.y+b.y, a.z+b.z, a.w+b.w); }423__forceinline Vec3fx operator -( const Vec3fx& a, const Vec3fx& b ) { return Vec3fx(a.x-b.x, a.y-b.y, a.z-b.z, a.w-b.w); }424__forceinline Vec3fx operator *( const Vec3fx& a, const Vec3fx& b ) { return Vec3fx(a.x*b.x, a.y*b.y, a.z*b.z, a.w*b.w); }425__forceinline Vec3fx operator *( const Vec3fx& a, const float b ) { return a * Vec3fx(b); }426__forceinline Vec3fx operator *( const float a, const Vec3fx& b ) { return Vec3fx(a) * b; }427__forceinline Vec3fx operator /( const Vec3fx& a, const Vec3fx& b ) { return Vec3fx(a.x/b.x, a.y/b.y, a.z/b.z, a.w/b.w); }428__forceinline Vec3fx operator /( const Vec3fx& a, const float b ) { return Vec3fx(a.x/b, a.y/b, a.z/b, a.w/b); }429__forceinline Vec3fx operator /( const float a, const Vec3fx& b ) { return Vec3fx(a/b.x, a/b.y, a/b.z, a/b.w); }430431__forceinline Vec3fx min( const Vec3fx& a, const Vec3fx& b ) {432return Vec3fx(sycl::fmin(a.x,b.x), sycl::fmin(a.y,b.y), sycl::fmin(a.z,b.z), sycl::fmin(a.w,b.w));433}434__forceinline Vec3fx max( const Vec3fx& a, const Vec3fx& b ) {435return Vec3fx(sycl::fmax(a.x,b.x), sycl::fmax(a.y,b.y), sycl::fmax(a.z,b.z), sycl::fmax(a.w,b.w));436}437438/*439#if defined(__SSE4_1__)440__forceinline Vec3fx mini(const Vec3fx& a, const Vec3fx& b) {441const vint4 ai = _mm_castps_si128(a);442const vint4 bi = _mm_castps_si128(b);443const vint4 ci = _mm_min_epi32(ai,bi);444return _mm_castsi128_ps(ci);445}446#endif447448#if defined(__SSE4_1__)449__forceinline Vec3fx maxi(const Vec3fx& a, const Vec3fx& b) {450const vint4 ai = _mm_castps_si128(a);451const vint4 bi = _mm_castps_si128(b);452const vint4 ci = _mm_max_epi32(ai,bi);453return _mm_castsi128_ps(ci);454}455#endif456457__forceinline Vec3fx pow ( const Vec3fx& a, const float& b ) {458return Vec3fx(powf(a.x,b),powf(a.y,b),powf(a.z,b));459}460*/461462////////////////////////////////////////////////////////////////////////////////463/// Ternary Operators464////////////////////////////////////////////////////////////////////////////////465466__forceinline Vec3fx madd ( const Vec3fx& a, const Vec3fx& b, const Vec3fx& c) { return Vec3fx(madd(a.x,b.x,c.x), madd(a.y,b.y,c.y), madd(a.z,b.z,c.z), madd(a.w,b.w,c.w)); }467__forceinline Vec3fx msub ( const Vec3fx& a, const Vec3fx& b, const Vec3fx& c) { return Vec3fx(msub(a.x,b.x,c.x), msub(a.y,b.y,c.y), msub(a.z,b.z,c.z), msub(a.w,b.w,c.w)); }468__forceinline Vec3fx nmadd ( const Vec3fx& a, const Vec3fx& b, const Vec3fx& c) { return Vec3fx(nmadd(a.x,b.x,c.x), nmadd(a.y,b.y,c.y), nmadd(a.z,b.z,c.z), nmadd(a.w,b.w,c.w)); }469__forceinline Vec3fx nmsub ( const Vec3fx& a, const Vec3fx& b, const Vec3fx& c) { return Vec3fx(nmsub(a.x,b.x,c.x), nmsub(a.y,b.y,c.y), nmsub(a.z,b.z,c.z), nmsub(a.w,b.w,c.w)); }470471__forceinline Vec3fx madd ( const float a, const Vec3fx& b, const Vec3fx& c) { return madd(Vec3fx(a),b,c); }472__forceinline Vec3fx msub ( const float a, const Vec3fx& b, const Vec3fx& c) { return msub(Vec3fx(a),b,c); }473__forceinline Vec3fx nmadd ( const float a, const Vec3fx& b, const Vec3fx& c) { return nmadd(Vec3fx(a),b,c); }474__forceinline Vec3fx nmsub ( const float a, const Vec3fx& b, const Vec3fx& c) { return nmsub(Vec3fx(a),b,c); }475476////////////////////////////////////////////////////////////////////////////////477/// Assignment Operators478////////////////////////////////////////////////////////////////////////////////479480__forceinline Vec3fx& operator +=( Vec3fx& a, const Vec3fx& b ) { return a = a + b; }481__forceinline Vec3fx& operator -=( Vec3fx& a, const Vec3fx& b ) { return a = a - b; }482__forceinline Vec3fx& operator *=( Vec3fx& a, const Vec3fx& b ) { return a = a * b; }483__forceinline Vec3fx& operator *=( Vec3fx& a, const float b ) { return a = a * b; }484__forceinline Vec3fx& operator /=( Vec3fx& a, const Vec3fx& b ) { return a = a / b; }485__forceinline Vec3fx& operator /=( Vec3fx& a, const float b ) { return a = a / b; }486487////////////////////////////////////////////////////////////////////////////////488/// Reductions489////////////////////////////////////////////////////////////////////////////////490491__forceinline float reduce_add(const Vec3fx& v) { return v.x+v.y+v.z; }492__forceinline float reduce_mul(const Vec3fx& v) { return v.x*v.y*v.z; }493__forceinline float reduce_min(const Vec3fx& v) { return sycl::fmin(sycl::fmin(v.x,v.y),v.z); }494__forceinline float reduce_max(const Vec3fx& v) { return sycl::fmax(sycl::fmax(v.x,v.y),v.z); }495496////////////////////////////////////////////////////////////////////////////////497/// Comparison Operators498////////////////////////////////////////////////////////////////////////////////499500__forceinline bool operator ==( const Vec3fx& a, const Vec3fx& b ) { return a.x == b.x && a.y == b.y && a.z == b.z; }501__forceinline bool operator !=( const Vec3fx& a, const Vec3fx& b ) { return a.x != b.x || a.y != b.y || a.z != b.z; }502503__forceinline Vec3ba eq_mask( const Vec3fx& a, const Vec3fx& b ) { return Vec3ba(a.x == b.x, a.y == b.y, a.z == b.z); }504__forceinline Vec3ba neq_mask(const Vec3fx& a, const Vec3fx& b ) { return Vec3ba(a.x != b.x, a.y != b.y, a.z != b.z); }505__forceinline Vec3ba lt_mask( const Vec3fx& a, const Vec3fx& b ) { return Vec3ba(a.x < b.x, a.y < b.y, a.z < b.z); }506__forceinline Vec3ba le_mask( const Vec3fx& a, const Vec3fx& b ) { return Vec3ba(a.x <= b.x, a.y <= b.y, a.z <= b.z); }507__forceinline Vec3ba gt_mask( const Vec3fx& a, const Vec3fx& b ) { return Vec3ba(a.x > b.x, a.y > b.y, a.z > b.z); }508__forceinline Vec3ba ge_mask( const Vec3fx& a, const Vec3fx& b ) { return Vec3ba(a.x >= b.x, a.y >= b.y, a.z >= b.z); }509510__forceinline bool isvalid ( const Vec3fx& v ) {511return all(gt_mask(v,Vec3fx(-FLT_LARGE)) & lt_mask(v,Vec3fx(+FLT_LARGE)));512}513514__forceinline bool is_finite ( const Vec3fx& a ) {515return all(ge_mask(a,Vec3fx(-FLT_MAX)) & le_mask(a,Vec3fx(+FLT_MAX)));516}517518__forceinline bool isvalid4 ( const Vec3fx& v ) {519const bool valid_x = v.x >= -FLT_LARGE & v.x <= +FLT_LARGE;520const bool valid_y = v.y >= -FLT_LARGE & v.y <= +FLT_LARGE;521const bool valid_z = v.z >= -FLT_LARGE & v.z <= +FLT_LARGE;522const bool valid_w = v.w >= -FLT_LARGE & v.w <= +FLT_LARGE;523return valid_x & valid_y & valid_z & valid_w;524}525526__forceinline bool is_finite4 ( const Vec3fx& v ) {527const bool finite_x = v.x >= -FLT_MAX & v.x <= +FLT_MAX;528const bool finite_y = v.y >= -FLT_MAX & v.y <= +FLT_MAX;529const bool finite_z = v.z >= -FLT_MAX & v.z <= +FLT_MAX;530const bool finite_w = v.w >= -FLT_MAX & v.w <= +FLT_MAX;531return finite_x & finite_y & finite_z & finite_w;532}533534////////////////////////////////////////////////////////////////////////////////535/// Euclidian Space Operators536////////////////////////////////////////////////////////////////////////////////537538__forceinline float dot ( const Vec3fx& a, const Vec3fx& b ) {539return reduce_add(a*b);540}541542__forceinline Vec3fx cross ( const Vec3fx& a, const Vec3fx& b ) {543return Vec3fx(msub(a.y,b.z,a.z*b.y), msub(a.z,b.x,a.x*b.z), msub(a.x,b.y,a.y*b.x));544}545546__forceinline float sqr_length ( const Vec3fx& a ) { return dot(a,a); }547__forceinline float rcp_length ( const Vec3fx& a ) { return rsqrt(dot(a,a)); }548__forceinline float rcp_length2( const Vec3fx& a ) { return rcp(dot(a,a)); }549__forceinline float length ( const Vec3fx& a ) { return sqrt(dot(a,a)); }550__forceinline Vec3fx normalize( const Vec3fx& a ) { return a*rsqrt(dot(a,a)); }551__forceinline float distance ( const Vec3fx& a, const Vec3fx& b ) { return length(a-b); }552__forceinline float halfArea ( const Vec3fx& d ) { return madd(d.x,(d.y+d.z),d.y*d.z); }553__forceinline float area ( const Vec3fx& d ) { return 2.0f*halfArea(d); }554555__forceinline Vec3fx normalize_safe( const Vec3fx& a ) {556const float d = dot(a,a); if (unlikely(d == 0.0f)) return a; else return a*rsqrt(d);557}558559/*! differentiated normalization */560__forceinline Vec3fx dnormalize(const Vec3fx& p, const Vec3fx& dp)561{562const float pp = dot(p,p);563const float pdp = dot(p,dp);564return (pp*dp-pdp*p)*rcp(pp)*rsqrt(pp);565}566567////////////////////////////////////////////////////////////////////////////////568/// Select569////////////////////////////////////////////////////////////////////////////////570571__forceinline Vec3fx select( bool s, const Vec3fx& t, const Vec3fx& f ) {572return Vec3fx(s ? t.x : f.x, s ? t.y : f.y, s ? t.z : f.z, s ? t.w : f.w);573}574575__forceinline Vec3fx select( const Vec3ba& s, const Vec3fx& t, const Vec3fx& f ) {576return Vec3fx(s.x ? t.x : f.x, s.y ? t.y : f.y, s.z ? t.z : f.z);577}578579__forceinline Vec3fx lerp(const Vec3fx& v0, const Vec3fx& v1, const float t) {580return madd(1.0f-t,v0,t*v1);581}582583__forceinline int maxDim ( const Vec3fx& a )584{585const Vec3fx b = abs(a);586if (b.x > b.y) {587if (b.x > b.z) return 0; else return 2;588} else {589if (b.y > b.z) return 1; else return 2;590}591}592593////////////////////////////////////////////////////////////////////////////////594/// Rounding Functions595////////////////////////////////////////////////////////////////////////////////596597__forceinline Vec3fx trunc( const Vec3fx& a ) { return Vec3fx(sycl::trunc(a.x),sycl::trunc(a.y),sycl::trunc(a.z),sycl::trunc(a.w)); }598__forceinline Vec3fx floor( const Vec3fx& a ) { return Vec3fx(sycl::floor(a.x),sycl::floor(a.y),sycl::floor(a.z),sycl::floor(a.w)); }599__forceinline Vec3fx ceil ( const Vec3fx& a ) { return Vec3fx(sycl::ceil (a.x),sycl::ceil (a.y),sycl::ceil (a.z),sycl::ceil (a.w)); }600601////////////////////////////////////////////////////////////////////////////////602/// Output Operators603////////////////////////////////////////////////////////////////////////////////604605inline embree_ostream operator<<(embree_ostream cout, const Vec3fx& a) {606return cout << "(" << a.x << ", " << a.y << ", " << a.z << "," << a.w << ")";607}608609typedef Vec3fx Vec3ff;610611//__forceinline Vec2fa::Vec2fa(const Vec3fx& a)612// : x(a.x), y(a.y) {}613614//__forceinline Vec3ia::Vec3ia( const Vec3fx& a )615// : x((int)a.x), y((int)a.y), z((int)a.z) {}616617}618619#if __SYCL_COMPILER_VERSION >= 20210801620namespace sycl {621template<> struct is_device_copyable<embree::Vec3fa> : std::true_type {};622template<> struct is_device_copyable<const embree::Vec3fa> : std::true_type {};623}624#endif625626