|  | #pragma once
#include <simd/vector.hpp>
#include <simd/sse_mathfun.h>
#include <math.hpp>
#include <cmath>
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 <typename T>
	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));
}
// 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
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