blob: f006d70e24c26850a98b490bc0eb1550bd88dfe3 [file] [log] [blame]
#ifndef Sk4x_DEFINED
#define Sk4x_DEFINED
#include "SkTypes.h"
#define SK4X_PREAMBLE 1
#if SK_CPU_SSE_LEVEL >= SK_CPU_SSE_LEVEL_SSE2
#include "../opts/Sk4x_sse.h"
#elif defined(SK_ARM_HAS_NEON)
#include "../opts/Sk4x_neon.h"
#else
#include "../opts/Sk4x_none.h"
#endif
#undef SK4X_PREAMBLE
template <typename T> class Sk4x;
typedef Sk4x<float> Sk4f;
typedef Sk4x<int32_t> Sk4i;
// Some Sk4x methods are implemented only for Sk4f or Sk4i.
// They might be unavailable, really slow, or just a bad idea.
// Talk to mtklein if you find yourself unable to link and
// really need one of those methods.
template <typename T> class Sk4x {
public:
Sk4x(); // Uninitialized; use Sk4x(0) for zero.
explicit Sk4x(T); // Same as Sk4x(T,T,T,T);
Sk4x(T, T, T, T);
Sk4x(const Sk4x&);
Sk4x& operator=(const Sk4x&);
static Sk4x Load (const T[4]);
static Sk4x LoadAligned(const T[4]);
void store (T[4]) const;
void storeAligned(T[4]) const;
template <typename Dst> Dst reinterpret() const;
template <typename Dst> Dst cast() const;
bool allTrue() const;
bool anyTrue() const;
Sk4x bitNot() const;
Sk4x bitAnd(const Sk4x&) const;
Sk4x bitOr(const Sk4x&) const;
// TODO: Sk4x bitAndNot(const Sk4x&) const; is efficient in SSE.
Sk4x add(const Sk4x&) const;
Sk4x subtract(const Sk4x&) const;
Sk4x multiply(const Sk4x&) const;
Sk4x divide(const Sk4x&) const;
// TODO: why doesn't MSVC like operator~() ?
//Sk4x operator ~() const { return this->bitNot(); }
Sk4x operator &(const Sk4x& o) const { return this->bitAnd(o); }
Sk4x operator |(const Sk4x& o) const { return this->bitOr (o); }
Sk4x operator +(const Sk4x& o) const { return this->add(o); }
Sk4x operator -(const Sk4x& o) const { return this->subtract(o); }
Sk4x operator *(const Sk4x& o) const { return this->multiply(o); }
Sk4x operator /(const Sk4x& o) const { return this->divide(o); }
Sk4x& operator &=(const Sk4x& o) { return (*this = *this & o); }
Sk4x& operator |=(const Sk4x& o) { return (*this = *this | o); }
Sk4x& operator +=(const Sk4x& o) { return (*this = *this + o); }
Sk4x& operator -=(const Sk4x& o) { return (*this = *this - o); }
Sk4x& operator *=(const Sk4x& o) { return (*this = *this * o); }
Sk4x& operator /=(const Sk4x& o) { return (*this = *this / o); }
Sk4x rsqrt() const; // Approximate reciprocal sqrt().
Sk4x sqrt() const; // this->multiply(this->rsqrt()) may be faster, but less precise.
Sk4i equal(const Sk4x&) const;
Sk4i notEqual(const Sk4x&) const;
Sk4i lessThan(const Sk4x&) const;
Sk4i greaterThan(const Sk4x&) const;
Sk4i lessThanEqual(const Sk4x&) const;
Sk4i greaterThanEqual(const Sk4x&) const;
Sk4i operator ==(const Sk4x& o) const { return this->equal(o); }
Sk4i operator !=(const Sk4x& o) const { return this->notEqual(o); }
Sk4i operator <(const Sk4x& o) const { return this->lessThan(o); }
Sk4i operator >(const Sk4x& o) const { return this->greaterThan(o); }
Sk4i operator <=(const Sk4x& o) const { return this->lessThanEqual(o); }
Sk4i operator >=(const Sk4x& o) const { return this->greaterThanEqual(o); }
static Sk4x Min(const Sk4x& a, const Sk4x& b);
static Sk4x Max(const Sk4x& a, const Sk4x& b);
// Swizzles follow OpenCL xyzw convention.
Sk4x zwxy() const;
// When there's a second argument, it's abcd.
static Sk4x XYAB(const Sk4x& xyzw, const Sk4x& abcd);
static Sk4x ZWCD(const Sk4x& xyzw, const Sk4x& abcd);
// TODO: these are particularly efficient in SSE. Useful? Also efficient in NEON?
// static Sk4x XAYB(const Sk4x& xyzw, const Sk4x& abcd);
// static Sk4x ZCWD(const Sk4x& xyzw, const Sk4x& abcd);
private:
// It's handy to have Sk4f and Sk4i be mutual friends.
template <typename S> friend class Sk4x;
#define SK4X_PRIVATE 1
#if SK_CPU_SSE_LEVEL >= SK_CPU_SSE_LEVEL_SSE2
#include "../opts/Sk4x_sse.h"
#elif defined(SK_ARM_HAS_NEON)
#include "../opts/Sk4x_neon.h"
#else
#include "../opts/Sk4x_none.h"
#endif
#undef SK4X_PRIVATE
};
#if SK_CPU_SSE_LEVEL >= SK_CPU_SSE_LEVEL_SSE2
#include "../opts/Sk4x_sse.h"
#elif defined(SK_ARM_HAS_NEON)
#include "../opts/Sk4x_neon.h"
#else
#include "../opts/Sk4x_none.h"
#endif
#endif//Sk4x_DEFINED