/*
 * Copyright 2011-2017 Blender Foundation
 *
 * Licensed under the Apache License, Version 2.0 (the "License");
 * you may not use this file except in compliance with the License.
 * You may obtain a copy of the License at
 *
 * http://www.apache.org/licenses/LICENSE-2.0
 *
 * Unless required by applicable law or agreed to in writing, software
 * distributed under the License is distributed on an "AS IS" BASIS,
 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
 * See the License for the specific language governing permissions and
 * limitations under the License.
 */

#ifndef __UTIL_MATH_FLOAT4_H__
#define __UTIL_MATH_FLOAT4_H__

#ifndef __UTIL_MATH_H__
#  error "Do not include this file directly, include util_types.h instead."
#endif

CCL_NAMESPACE_BEGIN

/*******************************************************************************
 * Declaration.
 */

#ifndef __KERNEL_OPENCL__
ccl_device_inline float4 operator-(const float4 &a);
ccl_device_inline float4 operator*(const float4 &a, const float4 &b);
ccl_device_inline float4 operator*(const float4 &a, float f);
ccl_device_inline float4 operator*(float f, const float4 &a);
ccl_device_inline float4 operator/(const float4 &a, float f);
ccl_device_inline float4 operator/(const float4 &a, const float4 &b);
ccl_device_inline float4 operator+(const float4 &a, const float4 &b);
ccl_device_inline float4 operator-(const float4 &a, const float4 &b);
ccl_device_inline float4 operator+=(float4 &a, const float4 &b);
ccl_device_inline float4 operator*=(float4 &a, const float4 &b);
ccl_device_inline float4 operator*=(float4 &a, float f);
ccl_device_inline float4 operator/=(float4 &a, float f);

ccl_device_inline int4 operator<(const float4 &a, const float4 &b);
ccl_device_inline int4 operator>=(const float4 &a, const float4 &b);
ccl_device_inline int4 operator<=(const float4 &a, const float4 &b);
ccl_device_inline bool operator==(const float4 &a, const float4 &b);

ccl_device_inline float dot(const float4 &a, const float4 &b);
ccl_device_inline float len_squared(const float4 &a);
ccl_device_inline float4 rcp(const float4 &a);
ccl_device_inline float4 sqrt(const float4 &a);
ccl_device_inline float4 sqr(const float4 &a);
ccl_device_inline float4 cross(const float4 &a, const float4 &b);
ccl_device_inline bool is_zero(const float4 &a);
ccl_device_inline float average(const float4 &a);
ccl_device_inline float len(const float4 &a);
ccl_device_inline float4 normalize(const float4 &a);
ccl_device_inline float4 safe_normalize(const float4 &a);
ccl_device_inline float4 min(const float4 &a, const float4 &b);
ccl_device_inline float4 max(const float4 &a, const float4 &b);
ccl_device_inline float4 clamp(const float4 &a, const float4 &mn, const float4 &mx);
ccl_device_inline float4 fabs(const float4 &a);
#endif /* !__KERNEL_OPENCL__*/

#ifdef __KERNEL_SSE__
template<size_t index_0, size_t index_1, size_t index_2, size_t index_3>
__forceinline const float4 shuffle(const float4 &b);
template<size_t index_0, size_t index_1, size_t index_2, size_t index_3>
__forceinline const float4 shuffle(const float4 &a, const float4 &b);

template<> __forceinline const float4 shuffle<0, 1, 0, 1>(const float4 &b);

template<> __forceinline const float4 shuffle<0, 1, 0, 1>(const float4 &a, const float4 &b);
template<> __forceinline const float4 shuffle<2, 3, 2, 3>(const float4 &a, const float4 &b);

#  ifdef __KERNEL_SSE3__
template<> __forceinline const float4 shuffle<0, 0, 2, 2>(const float4 &b);
template<> __forceinline const float4 shuffle<1, 1, 3, 3>(const float4 &b);
#  endif
#endif /* __KERNEL_SSE__ */

#ifndef __KERNEL_GPU__
ccl_device_inline float4 select(const int4 &mask, const float4 &a, const float4 &b);
ccl_device_inline float4 reduce_min(const float4 &a);
ccl_device_inline float4 reduce_max(const float4 &a);
ccl_device_inline float4 reduce_add(const float4 &a);
#endif /* !__KERNEL_GPU__ */

/*******************************************************************************
 * Definition.
 */

#ifndef __KERNEL_OPENCL__
ccl_device_inline float4 operator-(const float4 &a)
{
#  ifdef __KERNEL_SSE__
  __m128 mask = _mm_castsi128_ps(_mm_set1_epi32(0x80000000));
  return float4(_mm_xor_ps(a.m128, mask));
#  else
  return make_float4(-a.x, -a.y, -a.z, -a.w);
#  endif
}

ccl_device_inline float4 operator*(const float4 &a, const float4 &b)
{
#  ifdef __KERNEL_SSE__
  return float4(_mm_mul_ps(a.m128, b.m128));
#  else
  return make_float4(a.x * b.x, a.y * b.y, a.z * b.z, a.w * b.w);
#  endif
}

ccl_device_inline float4 operator*(const float4 &a, float f)
{
#  if defined(__KERNEL_SSE__)
  return a * make_float4(f);
#  else
  return make_float4(a.x * f, a.y * f, a.z * f, a.w * f);
#  endif
}

ccl_device_inline float4 operator*(float f, const float4 &a)
{
  return a * f;
}

ccl_device_inline float4 operator/(const float4 &a, float f)
{
  return a * (1.0f / f);
}

ccl_device_inline float4 operator/(const float4 &a, const float4 &b)
{
#  ifdef __KERNEL_SSE__
  return float4(_mm_div_ps(a.m128, b.m128));
#  else
  return make_float4(a.x / b.x, a.y / b.y, a.z / b.z, a.w / b.w);
#  endif
}

ccl_device_inline float4 operator+(const float4 &a, const float4 &b)
{
#  ifdef __KERNEL_SSE__
  return float4(_mm_add_ps(a.m128, b.m128));
#  else
  return make_float4(a.x + b.x, a.y + b.y, a.z + b.z, a.w + b.w);
#  endif
}

ccl_device_inline float4 operator-(const float4 &a, const float4 &b)
{
#  ifdef __KERNEL_SSE__
  return float4(_mm_sub_ps(a.m128, b.m128));
#  else
  return make_float4(a.x - b.x, a.y - b.y, a.z - b.z, a.w - b.w);
#  endif
}

ccl_device_inline float4 operator+=(float4 &a, const float4 &b)
{
  return a = a + b;
}

ccl_device_inline float4 operator*=(float4 &a, const float4 &b)
{
  return a = a * b;
}

ccl_device_inline float4 operator*=(float4 &a, float f)
{
  return a = a * f;
}

ccl_device_inline float4 operator/=(float4 &a, float f)
{
  return a = a / f;
}

ccl_device_inline int4 operator<(const float4 &a, const float4 &b)
{
#  ifdef __KERNEL_SSE__
  return int4(_mm_castps_si128(_mm_cmplt_ps(a.m128, b.m128)));
#  else
  return make_int4(a.x < b.x, a.y < b.y, a.z < b.z, a.w < b.w);
#  endif
}

ccl_device_inline int4 operator>=(const float4 &a, const float4 &b)
{
#  ifdef __KERNEL_SSE__
  return int4(_mm_castps_si128(_mm_cmpge_ps(a.m128, b.m128)));
#  else
  return make_int4(a.x >= b.x, a.y >= b.y, a.z >= b.z, a.w >= b.w);
#  endif
}

ccl_device_inline int4 operator<=(const float4 &a, const float4 &b)
{
#  ifdef __KERNEL_SSE__
  return int4(_mm_castps_si128(_mm_cmple_ps(a.m128, b.m128)));
#  else
  return make_int4(a.x <= b.x, a.y <= b.y, a.z <= b.z, a.w <= b.w);
#  endif
}

ccl_device_inline bool operator==(const float4 &a, const float4 &b)
{
#  ifdef __KERNEL_SSE__
  return (_mm_movemask_ps(_mm_cmpeq_ps(a.m128, b.m128)) & 15) == 15;
#  else
  return (a.x == b.x && a.y == b.y && a.z == b.z && a.w == b.w);
#  endif
}

ccl_device_inline float dot(const float4 &a, const float4 &b)
{
#  if defined(__KERNEL_SSE41__) && defined(__KERNEL_SSE__)
  return _mm_cvtss_f32(_mm_dp_ps(a, b, 0xFF));
#  else
  return (a.x * b.x + a.y * b.y) + (a.z * b.z + a.w * b.w);
#  endif
}

ccl_device_inline float len_squared(const float4 &a)
{
  return dot(a, a);
}

ccl_device_inline float4 rcp(const float4 &a)
{
#  ifdef __KERNEL_SSE__
  /* Don't use _mm_rcp_ps due to poor precision. */
  return float4(_mm_div_ps(_mm_set_ps1(1.0f), a.m128));
#  else
  return make_float4(1.0f / a.x, 1.0f / a.y, 1.0f / a.z, 1.0f / a.w);
#  endif
}

ccl_device_inline float4 sqrt(const float4 &a)
{
#  ifdef __KERNEL_SSE__
  return float4(_mm_sqrt_ps(a.m128));
#  else
  return make_float4(sqrtf(a.x), sqrtf(a.y), sqrtf(a.z), sqrtf(a.w));
#  endif
}

ccl_device_inline float4 sqr(const float4 &a)
{
  return a * a;
}

ccl_device_inline float4 cross(const float4 &a, const float4 &b)
{
#  ifdef __KERNEL_SSE__
  return (shuffle<1, 2, 0, 0>(a) * shuffle<2, 0, 1, 0>(b)) -
         (shuffle<2, 0, 1, 0>(a) * shuffle<1, 2, 0, 0>(b));
#  else
  return make_float4(a.y * b.z - a.z * b.y, a.z * b.x - a.x * b.z, a.x * b.y - a.y * b.x, 0.0f);
#  endif
}

ccl_device_inline bool is_zero(const float4 &a)
{
#  ifdef __KERNEL_SSE__
  return a == make_float4(0.0f);
#  else
  return (a.x == 0.0f && a.y == 0.0f && a.z == 0.0f && a.w == 0.0f);
#  endif
}

ccl_device_inline float4 reduce_add(const float4 &a)
{
#  ifdef __KERNEL_SSE__
#    ifdef __KERNEL_SSE3__
  float4 h(_mm_hadd_ps(a.m128, a.m128));
  return float4(_mm_hadd_ps(h.m128, h.m128));
#    else
  float4 h(shuffle<1, 0, 3, 2>(a) + a);
  return shuffle<2, 3, 0, 1>(h) + h;
#    endif
#  else
  float sum = (a.x + a.y) + (a.z + a.w);
  return make_float4(sum, sum, sum, sum);
#  endif
}

ccl_device_inline float average(const float4 &a)
{
  return reduce_add(a).x * 0.25f;
}

ccl_device_inline float len(const float4 &a)
{
  return sqrtf(dot(a, a));
}

ccl_device_inline float4 normalize(const float4 &a)
{
  return a / len(a);
}

ccl_device_inline float4 safe_normalize(const float4 &a)
{
  float t = len(a);
  return (t != 0.0f) ? a / t : a;
}

ccl_device_inline float4 min(const float4 &a, const float4 &b)
{
#  ifdef __KERNEL_SSE__
  return float4(_mm_min_ps(a.m128, b.m128));
#  else
  return make_float4(min(a.x, b.x), min(a.y, b.y), min(a.z, b.z), min(a.w, b.w));
#  endif
}

ccl_device_inline float4 max(const float4 &a, const float4 &b)
{
#  ifdef __KERNEL_SSE__
  return float4(_mm_max_ps(a.m128, b.m128));
#  else
  return make_float4(max(a.x, b.x), max(a.y, b.y), max(a.z, b.z), max(a.w, b.w));
#  endif
}

ccl_device_inline float4 clamp(const float4 &a, const float4 &mn, const float4 &mx)
{
  return min(max(a, mn), mx);
}

ccl_device_inline float4 fabs(const float4 &a)
{
#  ifdef __KERNEL_SSE__
  return float4(_mm_and_ps(a.m128, _mm_castsi128_ps(_mm_set1_epi32(0x7fffffff))));
#  else
  return make_float4(fabsf(a.x), fabsf(a.y), fabsf(a.z), fabsf(a.w));
#  endif
}
#endif /* !__KERNEL_OPENCL__*/

#ifdef __KERNEL_SSE__
template<size_t index_0, size_t index_1, size_t index_2, size_t index_3>
__forceinline const float4 shuffle(const float4 &b)
{
  return float4(_mm_castsi128_ps(
      _mm_shuffle_epi32(_mm_castps_si128(b), _MM_SHUFFLE(index_3, index_2, index_1, index_0))));
}

template<size_t index_0, size_t index_1, size_t index_2, size_t index_3>
__forceinline const float4 shuffle(const float4 &a, const float4 &b)
{
  return float4(_mm_shuffle_ps(a.m128, b.m128, _MM_SHUFFLE(index_3, index_2, index_1, index_0)));
}

template<> __forceinline const float4 shuffle<0, 1, 0, 1>(const float4 &b)
{
  return float4(_mm_castpd_ps(_mm_movedup_pd(_mm_castps_pd(b))));
}

template<> __forceinline const float4 shuffle<0, 1, 0, 1>(const float4 &a, const float4 &b)
{
  return float4(_mm_movelh_ps(a.m128, b.m128));
}

template<> __forceinline const float4 shuffle<2, 3, 2, 3>(const float4 &a, const float4 &b)
{
  return float4(_mm_movehl_ps(b.m128, a.m128));
}

#  ifdef __KERNEL_SSE3__
template<> __forceinline const float4 shuffle<0, 0, 2, 2>(const float4 &b)
{
  return float4(_mm_moveldup_ps(b));
}

template<> __forceinline const float4 shuffle<1, 1, 3, 3>(const float4 &b)
{
  return float4(_mm_movehdup_ps(b));
}
#  endif /* __KERNEL_SSE3__ */
#endif   /* __KERNEL_SSE__ */

#ifndef __KERNEL_GPU__
ccl_device_inline float4 select(const int4 &mask, const float4 &a, const float4 &b)
{
#  ifdef __KERNEL_SSE__
  return float4(_mm_blendv_ps(b.m128, a.m128, _mm_castsi128_ps(mask.m128)));
#  else
  return make_float4(
      (mask.x) ? a.x : b.x, (mask.y) ? a.y : b.y, (mask.z) ? a.z : b.z, (mask.w) ? a.w : b.w);
#  endif
}

ccl_device_inline float4 mask(const int4 &mask, const float4 &a)
{
  /* Replace elements of x with zero where mask isn't set. */
  return select(mask, a, make_float4(0.0f));
}

ccl_device_inline float4 reduce_min(const float4 &a)
{
#  ifdef __KERNEL_SSE__
  float4 h = min(shuffle<1, 0, 3, 2>(a), a);
  return min(shuffle<2, 3, 0, 1>(h), h);
#  else
  return make_float4(min(min(a.x, a.y), min(a.z, a.w)));
#  endif
}

ccl_device_inline float4 reduce_max(const float4 &a)
{
#  ifdef __KERNEL_SSE__
  float4 h = max(shuffle<1, 0, 3, 2>(a), a);
  return max(shuffle<2, 3, 0, 1>(h), h);
#  else
  return make_float4(max(max(a.x, a.y), max(a.z, a.w)));
#  endif
}

ccl_device_inline float4 load_float4(const float *v)
{
#  ifdef __KERNEL_SSE__
  return float4(_mm_loadu_ps(v));
#  else
  return make_float4(v[0], v[1], v[2], v[3]);
#  endif
}

#endif /* !__KERNEL_GPU__ */

CCL_NAMESPACE_END

#endif /* __UTIL_MATH_FLOAT4_H__ */
