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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ #ifndef _BOOLINVEC_H #define _BOOLINVEC_H #include #include #include "../c/vec_types.h" #undef bool namespace Vectormath { class floatInVec; //-------------------------------------------------------------------------------------------------- // boolInVec class // class boolInVec { private: vec_uint4 mData; inline boolInVec(vec_uint4 vec); public: inline boolInVec() {} // matches standard type conversions // inline boolInVec(floatInVec vec); // explicit cast from bool // explicit inline boolInVec(bool scalar); #ifdef _VECTORMATH_NO_SCALAR_CAST // explicit cast to bool // inline bool getAsBool() const; #else // implicit cast to bool // inline operator bool() const; #endif // get vector data // bool value is splatted across all word slots of vector as 0 (false) or -1 (true) // inline vec_uint4 get128() const; // operators // inline const boolInVec operator ! () const; inline boolInVec& operator = (boolInVec vec); inline boolInVec& operator &= (boolInVec vec); inline boolInVec& operator ^= (boolInVec vec); inline boolInVec& operator |= (boolInVec vec); // friend functions // friend inline const boolInVec operator == (boolInVec vec0, boolInVec vec1); friend inline const boolInVec operator != (boolInVec vec0, boolInVec vec1); friend inline const boolInVec operator < (floatInVec vec0, floatInVec vec1); friend inline const boolInVec operator <= (floatInVec vec0, floatInVec vec1); friend inline const boolInVec operator > (floatInVec vec0, floatInVec vec1); friend inline const boolInVec operator >= (floatInVec vec0, floatInVec vec1); friend inline const boolInVec operator == (floatInVec vec0, floatInVec vec1); friend inline const boolInVec operator != (floatInVec vec0, floatInVec vec1); friend inline const boolInVec operator & (boolInVec vec0, boolInVec vec1); friend inline const boolInVec operator ^ (boolInVec vec0, boolInVec vec1); friend inline const boolInVec operator | (boolInVec vec0, boolInVec vec1); friend inline const boolInVec select(boolInVec vec0, boolInVec vec1, boolInVec select_vec1); }; //-------------------------------------------------------------------------------------------------- // boolInVec functions // // operators // inline const boolInVec operator == (boolInVec vec0, boolInVec vec1); inline const boolInVec operator != (boolInVec vec0, boolInVec vec1); inline const boolInVec operator & (boolInVec vec0, boolInVec vec1); inline const boolInVec operator ^ (boolInVec vec0, boolInVec vec1); inline const boolInVec operator | (boolInVec vec0, boolInVec vec1); // select between vec0 and vec1 using boolInVec. // false selects vec0, true selects vec1 // inline const boolInVec select(boolInVec vec0, boolInVec vec1, boolInVec select_vec1); } // namespace Vectormath //-------------------------------------------------------------------------------------------------- // boolInVec implementation // #include "floatInVec.h" namespace Vectormath { inline boolInVec::boolInVec(vec_uint4 vec) { mData = vec; } inline boolInVec::boolInVec(floatInVec vec) { *this = (vec != floatInVec(0.0f)); } inline boolInVec::boolInVec(bool scalar) { #ifdef __GNUC__ if (__builtin_constant_p(scalar)) { const unsigned int mask = -(int)scalar; mData = (vec_uint4){mask, mask, mask, mask}; } else #endif { unsigned int mask = -(int)scalar; vec_uint4 vec = vec_ld(0, &mask); mData = vec_splat(vec_perm(vec, vec, vec_lvsl(0, &mask)), 0); } } #ifdef _VECTORMATH_NO_SCALAR_CAST inline bool boolInVec::getAsBool() const #else inline boolInVec::operator bool() const #endif { return vec_all_gt(mData, ((vec_uint4){0,0,0,0})); } inline vec_uint4 boolInVec::get128() const { return mData; } inline const boolInVec boolInVec::operator ! () const { return boolInVec(vec_nor(mData, mData)); } inline boolInVec& boolInVec::operator = (boolInVec vec) { mData = vec.mData; return *this; } inline boolInVec& boolInVec::operator &= (boolInVec vec) { *this = *this & vec; return *this; } inline boolInVec& boolInVec::operator ^= (boolInVec vec) { *this = *this ^ vec; return *this; } inline boolInVec& boolInVec::operator |= (boolInVec vec) { *this = *this | vec; return *this; } inline const boolInVec operator == (boolInVec vec0, boolInVec vec1) { return boolInVec((vec_uint4)vec_cmpeq(vec0.get128(), vec1.get128())); } inline const boolInVec operator != (boolInVec vec0, boolInVec vec1) { return !(vec0 == vec1); } inline const boolInVec operator & (boolInVec vec0, boolInVec vec1) { return boolInVec(vec_and(vec0.get128(), vec1.get128())); } inline const boolInVec operator | (boolInVec vec0, boolInVec vec1) { return boolInVec(vec_or(vec0.get128(), vec1.get128())); } inline const boolInVec operator ^ (boolInVec vec0, boolInVec vec1) { return boolInVec(vec_xor(vec0.get128(), vec1.get128())); } inline const boolInVec select(boolInVec vec0, boolInVec vec1, boolInVec select_vec1) { return boolInVec(vec_sel(vec0.get128(), vec1.get128(), select_vec1.get128())); } } // namespace Vectormath #endif // boolInVec_h