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2020-08-04 13:13:01 -04:00

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C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Provide a class (SSE/SIMD only) holding a 2d matrix of class
// FourVectors, for high speed processing in tools.
//
// $NoKeywords: $
//
//=============================================================================//
#ifndef SIMDVECTORMATRIX_H
#define SIMDVECTORMATRIX_H
#ifdef _WIN32
#pragma once
#endif
#include <string.h>
#include "mathlib/ssemath.h"
#include "tier0/dbg.h"
#include "tier0/platform.h"
#include "tier1/utlsoacontainer.h"
class CSIMDVectorMatrix {
public:
int m_nWidth; // in actual vectors
int m_nHeight;
int m_nPaddedWidth; // # of 4x wide elements
FourVectors *m_pData;
protected:
void Init(void) {
m_pData = NULL;
m_nWidth = 0;
m_nHeight = 0;
m_nPaddedWidth = 0;
}
int NVectors(void) const { return m_nHeight * m_nPaddedWidth; }
public:
// constructors and destructors
CSIMDVectorMatrix(void) { Init(); }
~CSIMDVectorMatrix(void) {
if (m_pData) delete[] m_pData;
}
// set up storage and fields for m x n matrix. destroys old data
void SetSize(int width, int height) {
if ((!m_pData) || (width != m_nWidth) || (height != m_nHeight)) {
if (m_pData) delete[] m_pData;
m_nWidth = width;
m_nHeight = height;
m_nPaddedWidth = (m_nWidth + 3) >> 2;
m_pData = NULL;
if (width && height)
m_pData = new FourVectors[m_nPaddedWidth * m_nHeight];
}
}
CSIMDVectorMatrix(int width, int height) {
Init();
SetSize(width, height);
}
CSIMDVectorMatrix &operator=(CSIMDVectorMatrix const &src) {
SetSize(src.m_nWidth, src.m_nHeight);
if (m_pData)
memcpy(m_pData, src.m_pData,
m_nHeight * m_nPaddedWidth * sizeof(m_pData[0]));
return *this;
}
CSIMDVectorMatrix &operator+=(CSIMDVectorMatrix const &src);
CSIMDVectorMatrix &operator*=(Vector const &src);
// create from an RGBA float bitmap. alpha ignored.
void CreateFromRGBA_FloatImageData(int srcwidth, int srcheight,
float const *srcdata);
// create from 3 fields in a csoa
void CreateFromCSOAAttributes(CSOAContainer const *pSrc, int nAttrIdx0,
int nAttrIdx1, int nAttrIdx2);
// Element access. If you are calling this a lot, you don't want to use this
// class, because you're not getting the sse advantage
Vector Element(int x, int y) const {
Assert(m_pData);
Assert(x < m_nWidth);
Assert(y < m_nHeight);
Vector ret;
FourVectors const *pData = m_pData + y * m_nPaddedWidth + (x >> 2);
int xo = (x & 3);
ret.x = pData->X(xo);
ret.y = pData->Y(xo);
ret.z = pData->Z(xo);
return ret;
}
// addressing the individual fourvectors elements
FourVectors &CompoundElement(int x, int y) {
Assert(m_pData);
Assert(y < m_nHeight);
Assert(x < m_nPaddedWidth);
return m_pData[x + m_nPaddedWidth * y];
}
// math operations on the whole image
void Clear(void) {
Assert(m_pData);
memset(m_pData, 0, m_nHeight * m_nPaddedWidth * sizeof(m_pData[0]));
}
void RaiseToPower(float power);
};
#endif