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Diffstat (limited to 'extern/Eigen2/Eigen/src/Core/arch/AltiVec/PacketMath.h')
-rw-r--r-- | extern/Eigen2/Eigen/src/Core/arch/AltiVec/PacketMath.h | 354 |
1 files changed, 354 insertions, 0 deletions
diff --git a/extern/Eigen2/Eigen/src/Core/arch/AltiVec/PacketMath.h b/extern/Eigen2/Eigen/src/Core/arch/AltiVec/PacketMath.h new file mode 100644 index 00000000000..4de3b5e2e0b --- /dev/null +++ b/extern/Eigen2/Eigen/src/Core/arch/AltiVec/PacketMath.h @@ -0,0 +1,354 @@ +// This file is part of Eigen, a lightweight C++ template library +// for linear algebra. Eigen itself is part of the KDE project. +// +// Copyright (C) 2008 Konstantinos Margaritis <markos@codex.gr> +// +// Eigen is free software; you can redistribute it and/or +// modify it under the terms of the GNU Lesser General Public +// License as published by the Free Software Foundation; either +// version 3 of the License, or (at your option) any later version. +// +// Alternatively, you can redistribute it and/or +// modify it under the terms of the GNU General Public License as +// published by the Free Software Foundation; either version 2 of +// the License, or (at your option) any later version. +// +// Eigen is distributed in the hope that it will be useful, but WITHOUT ANY +// WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS +// FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License or the +// GNU General Public License for more details. +// +// You should have received a copy of the GNU Lesser General Public +// License and a copy of the GNU General Public License along with +// Eigen. If not, see <http://www.gnu.org/licenses/>. + +#ifndef EIGEN_PACKET_MATH_ALTIVEC_H +#define EIGEN_PACKET_MATH_ALTIVEC_H + +#ifndef EIGEN_CACHEFRIENDLY_PRODUCT_THRESHOLD +#define EIGEN_CACHEFRIENDLY_PRODUCT_THRESHOLD 4 +#endif + +typedef __vector float v4f; +typedef __vector int v4i; +typedef __vector unsigned int v4ui; +typedef __vector __bool int v4bi; + +// We don't want to write the same code all the time, but we need to reuse the constants +// and it doesn't really work to declare them global, so we define macros instead + +#define USE_CONST_v0i const v4i v0i = vec_splat_s32(0) +#define USE_CONST_v1i const v4i v1i = vec_splat_s32(1) +#define USE_CONST_v16i_ const v4i v16i_ = vec_splat_s32(-16) +#define USE_CONST_v0f USE_CONST_v0i; const v4f v0f = (v4f) v0i +#define USE_CONST_v1f USE_CONST_v1i; const v4f v1f = vec_ctf(v1i, 0) +#define USE_CONST_v1i_ const v4ui v1i_ = vec_splat_u32(-1) +#define USE_CONST_v0f_ USE_CONST_v1i_; const v4f v0f_ = (v4f) vec_sl(v1i_, v1i_) + +template<> struct ei_packet_traits<float> { typedef v4f type; enum {size=4}; }; +template<> struct ei_packet_traits<int> { typedef v4i type; enum {size=4}; }; + +template<> struct ei_unpacket_traits<v4f> { typedef float type; enum {size=4}; }; +template<> struct ei_unpacket_traits<v4i> { typedef int type; enum {size=4}; }; + +inline std::ostream & operator <<(std::ostream & s, const v4f & v) +{ + union { + v4f v; + float n[4]; + } vt; + vt.v = v; + s << vt.n[0] << ", " << vt.n[1] << ", " << vt.n[2] << ", " << vt.n[3]; + return s; +} + +inline std::ostream & operator <<(std::ostream & s, const v4i & v) +{ + union { + v4i v; + int n[4]; + } vt; + vt.v = v; + s << vt.n[0] << ", " << vt.n[1] << ", " << vt.n[2] << ", " << vt.n[3]; + return s; +} + +inline std::ostream & operator <<(std::ostream & s, const v4ui & v) +{ + union { + v4ui v; + unsigned int n[4]; + } vt; + vt.v = v; + s << vt.n[0] << ", " << vt.n[1] << ", " << vt.n[2] << ", " << vt.n[3]; + return s; +} + +inline std::ostream & operator <<(std::ostream & s, const v4bi & v) +{ + union { + __vector __bool int v; + unsigned int n[4]; + } vt; + vt.v = v; + s << vt.n[0] << ", " << vt.n[1] << ", " << vt.n[2] << ", " << vt.n[3]; + return s; +} + +template<> inline v4f ei_padd(const v4f& a, const v4f& b) { return vec_add(a,b); } +template<> inline v4i ei_padd(const v4i& a, const v4i& b) { return vec_add(a,b); } + +template<> inline v4f ei_psub(const v4f& a, const v4f& b) { return vec_sub(a,b); } +template<> inline v4i ei_psub(const v4i& a, const v4i& b) { return vec_sub(a,b); } + +template<> inline v4f ei_pmul(const v4f& a, const v4f& b) { USE_CONST_v0f; return vec_madd(a,b, v0f); } +template<> inline v4i ei_pmul(const v4i& a, const v4i& b) +{ + // Detailed in: http://freevec.org/content/32bit_signed_integer_multiplication_altivec + //Set up constants, variables + v4i a1, b1, bswap, low_prod, high_prod, prod, prod_, v1sel; + USE_CONST_v0i; + USE_CONST_v1i; + USE_CONST_v16i_; + + // Get the absolute values + a1 = vec_abs(a); + b1 = vec_abs(b); + + // Get the signs using xor + v4bi sgn = (v4bi) vec_cmplt(vec_xor(a, b), v0i); + + // Do the multiplication for the asbolute values. + bswap = (v4i) vec_rl((v4ui) b1, (v4ui) v16i_ ); + low_prod = vec_mulo((__vector short)a1, (__vector short)b1); + high_prod = vec_msum((__vector short)a1, (__vector short)bswap, v0i); + high_prod = (v4i) vec_sl((v4ui) high_prod, (v4ui) v16i_); + prod = vec_add( low_prod, high_prod ); + + // NOR the product and select only the negative elements according to the sign mask + prod_ = vec_nor(prod, prod); + prod_ = vec_sel(v0i, prod_, sgn); + + // Add 1 to the result to get the negative numbers + v1sel = vec_sel(v0i, v1i, sgn); + prod_ = vec_add(prod_, v1sel); + + // Merge the results back to the final vector. + prod = vec_sel(prod, prod_, sgn); + + return prod; +} + +template<> inline v4f ei_pdiv(const v4f& a, const v4f& b) { + v4f t, y_0, y_1, res; + USE_CONST_v0f; + USE_CONST_v1f; + + // Altivec does not offer a divide instruction, we have to do a reciprocal approximation + y_0 = vec_re(b); + + // Do one Newton-Raphson iteration to get the needed accuracy + t = vec_nmsub(y_0, b, v1f); + y_1 = vec_madd(y_0, t, y_0); + + res = vec_madd(a, y_1, v0f); + return res; +} + +template<> inline v4f ei_pmadd(const v4f& a, const v4f& b, const v4f& c) { return vec_madd(a, b, c); } + +template<> inline v4f ei_pmin(const v4f& a, const v4f& b) { return vec_min(a,b); } +template<> inline v4i ei_pmin(const v4i& a, const v4i& b) { return vec_min(a,b); } + +template<> inline v4f ei_pmax(const v4f& a, const v4f& b) { return vec_max(a,b); } +template<> inline v4i ei_pmax(const v4i& a, const v4i& b) { return vec_max(a,b); } + +template<> inline v4f ei_pload(const float* from) { return vec_ld(0, from); } +template<> inline v4i ei_pload(const int* from) { return vec_ld(0, from); } + +template<> inline v4f ei_ploadu(const float* from) +{ + // Taken from http://developer.apple.com/hardwaredrivers/ve/alignment.html + __vector unsigned char MSQ, LSQ; + __vector unsigned char mask; + MSQ = vec_ld(0, (unsigned char *)from); // most significant quadword + LSQ = vec_ld(15, (unsigned char *)from); // least significant quadword + mask = vec_lvsl(0, from); // create the permute mask + return (v4f) vec_perm(MSQ, LSQ, mask); // align the data +} + +template<> inline v4i ei_ploadu(const int* from) +{ + // Taken from http://developer.apple.com/hardwaredrivers/ve/alignment.html + __vector unsigned char MSQ, LSQ; + __vector unsigned char mask; + MSQ = vec_ld(0, (unsigned char *)from); // most significant quadword + LSQ = vec_ld(15, (unsigned char *)from); // least significant quadword + mask = vec_lvsl(0, from); // create the permute mask + return (v4i) vec_perm(MSQ, LSQ, mask); // align the data +} + +template<> inline v4f ei_pset1(const float& from) +{ + // Taken from http://developer.apple.com/hardwaredrivers/ve/alignment.html + float __attribute__(aligned(16)) af[4]; + af[0] = from; + v4f vc = vec_ld(0, af); + vc = vec_splat(vc, 0); + return vc; +} + +template<> inline v4i ei_pset1(const int& from) +{ + int __attribute__(aligned(16)) ai[4]; + ai[0] = from; + v4i vc = vec_ld(0, ai); + vc = vec_splat(vc, 0); + return vc; +} + +template<> inline void ei_pstore(float* to, const v4f& from) { vec_st(from, 0, to); } +template<> inline void ei_pstore(int* to, const v4i& from) { vec_st(from, 0, to); } + +template<> inline void ei_pstoreu(float* to, const v4f& from) +{ + // Taken from http://developer.apple.com/hardwaredrivers/ve/alignment.html + // Warning: not thread safe! + __vector unsigned char MSQ, LSQ, edges; + __vector unsigned char edgeAlign, align; + + MSQ = vec_ld(0, (unsigned char *)to); // most significant quadword + LSQ = vec_ld(15, (unsigned char *)to); // least significant quadword + edgeAlign = vec_lvsl(0, to); // permute map to extract edges + edges=vec_perm(LSQ,MSQ,edgeAlign); // extract the edges + align = vec_lvsr( 0, to ); // permute map to misalign data + MSQ = vec_perm(edges,(__vector unsigned char)from,align); // misalign the data (MSQ) + LSQ = vec_perm((__vector unsigned char)from,edges,align); // misalign the data (LSQ) + vec_st( LSQ, 15, (unsigned char *)to ); // Store the LSQ part first + vec_st( MSQ, 0, (unsigned char *)to ); // Store the MSQ part +} + +template<> inline void ei_pstoreu(int* to , const v4i& from ) +{ + // Taken from http://developer.apple.com/hardwaredrivers/ve/alignment.html + // Warning: not thread safe! + __vector unsigned char MSQ, LSQ, edges; + __vector unsigned char edgeAlign, align; + + MSQ = vec_ld(0, (unsigned char *)to); // most significant quadword + LSQ = vec_ld(15, (unsigned char *)to); // least significant quadword + edgeAlign = vec_lvsl(0, to); // permute map to extract edges + edges=vec_perm(LSQ,MSQ,edgeAlign); // extract the edges + align = vec_lvsr( 0, to ); // permute map to misalign data + MSQ = vec_perm(edges,(__vector unsigned char)from,align); // misalign the data (MSQ) + LSQ = vec_perm((__vector unsigned char)from,edges,align); // misalign the data (LSQ) + vec_st( LSQ, 15, (unsigned char *)to ); // Store the LSQ part first + vec_st( MSQ, 0, (unsigned char *)to ); // Store the MSQ part +} + +template<> inline float ei_pfirst(const v4f& a) +{ + float __attribute__(aligned(16)) af[4]; + vec_st(a, 0, af); + return af[0]; +} + +template<> inline int ei_pfirst(const v4i& a) +{ + int __attribute__(aligned(16)) ai[4]; + vec_st(a, 0, ai); + return ai[0]; +} + +inline v4f ei_preduxp(const v4f* vecs) +{ + v4f v[4], sum[4]; + + // It's easier and faster to transpose then add as columns + // Check: http://www.freevec.org/function/matrix_4x4_transpose_floats for explanation + // Do the transpose, first set of moves + v[0] = vec_mergeh(vecs[0], vecs[2]); + v[1] = vec_mergel(vecs[0], vecs[2]); + v[2] = vec_mergeh(vecs[1], vecs[3]); + v[3] = vec_mergel(vecs[1], vecs[3]); + // Get the resulting vectors + sum[0] = vec_mergeh(v[0], v[2]); + sum[1] = vec_mergel(v[0], v[2]); + sum[2] = vec_mergeh(v[1], v[3]); + sum[3] = vec_mergel(v[1], v[3]); + + // Now do the summation: + // Lines 0+1 + sum[0] = vec_add(sum[0], sum[1]); + // Lines 2+3 + sum[1] = vec_add(sum[2], sum[3]); + // Add the results + sum[0] = vec_add(sum[0], sum[1]); + return sum[0]; +} + +inline float ei_predux(const v4f& a) +{ + v4f b, sum; + b = (v4f)vec_sld(a, a, 8); + sum = vec_add(a, b); + b = (v4f)vec_sld(sum, sum, 4); + sum = vec_add(sum, b); + return ei_pfirst(sum); +} + +inline v4i ei_preduxp(const v4i* vecs) +{ + v4i v[4], sum[4]; + + // It's easier and faster to transpose then add as columns + // Check: http://www.freevec.org/function/matrix_4x4_transpose_floats for explanation + // Do the transpose, first set of moves + v[0] = vec_mergeh(vecs[0], vecs[2]); + v[1] = vec_mergel(vecs[0], vecs[2]); + v[2] = vec_mergeh(vecs[1], vecs[3]); + v[3] = vec_mergel(vecs[1], vecs[3]); + // Get the resulting vectors + sum[0] = vec_mergeh(v[0], v[2]); + sum[1] = vec_mergel(v[0], v[2]); + sum[2] = vec_mergeh(v[1], v[3]); + sum[3] = vec_mergel(v[1], v[3]); + + // Now do the summation: + // Lines 0+1 + sum[0] = vec_add(sum[0], sum[1]); + // Lines 2+3 + sum[1] = vec_add(sum[2], sum[3]); + // Add the results + sum[0] = vec_add(sum[0], sum[1]); + return sum[0]; +} + +inline int ei_predux(const v4i& a) +{ + USE_CONST_v0i; + v4i sum; + sum = vec_sums(a, v0i); + sum = vec_sld(sum, v0i, 12); + return ei_pfirst(sum); +} + +template<int Offset> +struct ei_palign_impl<Offset, v4f> +{ + inline static void run(v4f& first, const v4f& second) + { + first = vec_sld(first, second, Offset*4); + } +}; + +template<int Offset> +struct ei_palign_impl<Offset, v4i> +{ + inline static void run(v4i& first, const v4i& second) + { + first = vec_sld(first, second, Offset*4); + } +}; + +#endif // EIGEN_PACKET_MATH_ALTIVEC_H |