Team Fortress 2 Source Code as on 22/4/2020
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//========= 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 "tier0/platform.h"
#include "tier0/dbg.h"
#include "tier1/utlsoacontainer.h"
#include "mathlib/ssemath.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