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88 lines
2 KiB
C++
88 lines
2 KiB
C++
/**
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******************************************************************************
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* Xenia : Xbox 360 Emulator Research Project *
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******************************************************************************
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* Copyright 2013 Ben Vanik. All rights reserved. *
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* Released under the BSD license - see LICENSE in the root for more details. *
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******************************************************************************
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*/
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#ifndef ALLOY_VEC128_H_
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#define ALLOY_VEC128_H_
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#include <alloy/core.h>
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namespace alloy {
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typedef struct XECACHEALIGN vec128_s {
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union {
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struct {
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float x;
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float y;
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float z;
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float w;
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};
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struct {
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uint32_t ix;
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uint32_t iy;
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uint32_t iz;
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uint32_t iw;
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};
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float f4[4];
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uint32_t i4[4];
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uint16_t s8[8];
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uint8_t b16[16];
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struct {
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uint64_t low;
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uint64_t high;
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};
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};
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bool operator==(const vec128_s& b) const {
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return low == b.low && high == b.high;
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}
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} vec128_t;
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static inline vec128_t vec128i(uint32_t x, uint32_t y, uint32_t z, uint32_t w) {
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vec128_t v;
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v.i4[0] = x;
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v.i4[1] = y;
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v.i4[2] = z;
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v.i4[3] = w;
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return v;
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}
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static inline vec128_t vec128f(float x, float y, float z, float w) {
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vec128_t v;
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v.f4[0] = x;
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v.f4[1] = y;
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v.f4[2] = z;
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v.f4[3] = w;
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return v;
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}
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static inline vec128_t vec128b(uint8_t x0, uint8_t x1, uint8_t x2, uint8_t x3,
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uint8_t y0, uint8_t y1, uint8_t y2, uint8_t y3,
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uint8_t z0, uint8_t z1, uint8_t z2, uint8_t z3,
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uint8_t w0, uint8_t w1, uint8_t w2, uint8_t w3) {
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vec128_t v;
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v.b16[0] = x3;
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v.b16[1] = x2;
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v.b16[2] = x1;
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v.b16[3] = x0;
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v.b16[4] = y3;
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v.b16[5] = y2;
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v.b16[6] = y1;
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v.b16[7] = y0;
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v.b16[8] = z3;
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v.b16[9] = z2;
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v.b16[10] = z1;
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v.b16[11] = z0;
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v.b16[12] = w3;
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v.b16[13] = w2;
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v.b16[14] = w1;
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v.b16[15] = w0;
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return v;
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}
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} // namespace alloy
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#endif // ALLOY_VEC128_H_
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