#pragma once #include #include #include #include namespace rack { namespace simd { // Standard math functions from std:: /* Import std:: math functions into the simd namespace so you can use `sin(T)` etc in templated functions and get both the scalar and vector versions. Example: template T sin_plus_cos(T x) { return simd::sin(x) + simd::cos(x); } */ using std::fmax; inline float_4 fmax(float_4 x, float_4 b) { return float_4(_mm_max_ps(x.v, b.v)); } using std::fmin; inline float_4 fmin(float_4 x, float_4 b) { return float_4(_mm_min_ps(x.v, b.v)); } using std::sqrt; inline float_4 sqrt(float_4 x) { return float_4(_mm_sqrt_ps(x.v)); } using std::log; inline float_4 log(float_4 x) { return float_4(sse_mathfun_log_ps(x.v)); } using std::log10; inline float_4 log10(float_4 x) { return float_4(sse_mathfun_log_ps(x.v)) / std::log(10.f); } using std::log2; inline float_4 log2(float_4 x) { return float_4(sse_mathfun_log_ps(x.v)) / std::log(2.f); } using std::exp; inline float_4 exp(float_4 x) { return float_4(sse_mathfun_exp_ps(x.v)); } using std::sin; inline float_4 sin(float_4 x) { return float_4(sse_mathfun_sin_ps(x.v)); } using std::cos; inline float_4 cos(float_4 x) { return float_4(sse_mathfun_cos_ps(x.v)); } using std::floor; inline float_4 floor(float_4 a) { return float_4(sse_mathfun_floor_ps(a.v)); } using std::ceil; inline float_4 ceil(float_4 a) { return float_4(sse_mathfun_ceil_ps(a.v)); } using std::round; inline float_4 round(float_4 a) { return float_4(sse_mathfun_round_ps(a.v)); } using std::fmod; inline float_4 fmod(float_4 a, float_4 b) { return float_4(sse_mathfun_fmod_ps(a.v, b.v)); } using std::fabs; inline float_4 fabs(float_4 a) { return float_4(sse_mathfun_fabs_ps(a.v)); } using std::trunc; inline float_4 trunc(float_4 a) { return float_4(sse_mathfun_trunc_ps(a.v)); } using std::pow; inline float_4 pow(float_4 a, float_4 b) { return exp(b * log(a)); } inline float_4 pow(float a, float_4 b) { return exp(b * std::log(a)); } template T pow(T a, int b) { // Optimal with `-O3 -ffast-math` when b is known at compile-time T p = 1; for (int i = 1; i <= b; i *= 2) { if (i & b) p *= a; a *= a; } return p; } // Nonstandard functions inline float ifelse(bool cond, float a, float b) { return cond ? a : b; } /** Given a mask, returns a if mask is 0xffffffff per element, b if mask is 0x00000000 */ inline float_4 ifelse(float_4 mask, float_4 a, float_4 b) { return (a & mask) | andnot(mask, b); } /** Returns the approximate reciprocal square root. Much faster than `1/sqrt(x)`. */ inline float_4 rsqrt(float_4 x) { return float_4(_mm_rsqrt_ps(x.v)); } /** Returns the approximate reciprocal. Much faster than `1/x`. */ inline float_4 rcp(float_4 x) { return float_4(_mm_rcp_ps(x.v)); } // From math.hpp using math::clamp; inline float_4 clamp(float_4 x, float_4 a, float_4 b) { return fmin(fmax(x, a), b); } using math::rescale; inline float_4 rescale(float_4 x, float_4 xMin, float_4 xMax, float_4 yMin, float_4 yMax) { return yMin + (x - xMin) / (xMax - xMin) * (yMax - yMin); } using math::sgn; inline float_4 sgn(float_4 x) { float_4 signbit = x & -0.f; float_4 nonzero = (x != 0.f); return signbit | (nonzero & 1.f); } } // namespace simd } // namespace rack