forked from BilalY/Rasagar
156 lines
6.1 KiB
C#
156 lines
6.1 KiB
C#
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using System;
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using System.Diagnostics;
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namespace Unity.Burst.Intrinsics
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{
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public unsafe static partial class X86
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{
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/// <summary>
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/// SSE3 intrinsics
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/// </summary>
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public static class Sse3
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{
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/// <summary>
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/// Evaluates to true at compile time if SSE3 intrinsics are supported.
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/// </summary>
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public static bool IsSse3Supported { get { return false; } }
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// _mm_addsub_ps
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/// <summary> Alternatively add and subtract packed single-precision (32-bit) floating-point elements in "a" to/from packed elements in "b", and store the results in "dst". </summary>
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/// <param name="a">Vector a</param>
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/// <param name="b">Vector b</param>
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/// <returns>Vector</returns>
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[DebuggerStepThrough]
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public static v128 addsub_ps(v128 a, v128 b)
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{
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v128 dst = default(v128);
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dst.Float0 = a.Float0 - b.Float0;
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dst.Float1 = a.Float1 + b.Float1;
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dst.Float2 = a.Float2 - b.Float2;
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dst.Float3 = a.Float3 + b.Float3;
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return dst;
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}
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// _mm_addsub_pd
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/// <summary> Alternatively add and subtract packed double-precision (64-bit) floating-point elements in "a" to/from packed elements in "b", and store the results in "dst". </summary>
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/// <param name="a">Vector a</param>
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/// <param name="b">Vector b</param>
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/// <returns>Vector</returns>
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[DebuggerStepThrough]
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public static v128 addsub_pd(v128 a, v128 b)
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{
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v128 dst = default(v128);
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dst.Double0 = a.Double0 - b.Double0;
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dst.Double1 = a.Double1 + b.Double1;
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return dst;
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}
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// _mm_hadd_pd
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/// <summary> Horizontally add adjacent pairs of double-precision (64-bit) floating-point elements in "a" and "b", and pack the results in "dst". </summary>
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/// <param name="a">Vector a</param>
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/// <param name="b">Vector b</param>
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/// <returns>Vector</returns>
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[DebuggerStepThrough]
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public static v128 hadd_pd(v128 a, v128 b)
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{
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v128 dst = default(v128);
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dst.Double0 = a.Double0 + a.Double1;
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dst.Double1 = b.Double0 + b.Double1;
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return dst;
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}
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// _mm_hadd_ps
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/// <summary> Horizontally add adjacent pairs of single-precision (32-bit) floating-point elements in "a" and "b", and pack the results in "dst". </summary>
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/// <param name="a">Vector a</param>
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/// <param name="b">Vector b</param>
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/// <returns>Vector</returns>
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[DebuggerStepThrough]
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public static v128 hadd_ps(v128 a, v128 b)
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{
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v128 dst = default(v128);
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dst.Float0 = a.Float0 + a.Float1;
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dst.Float1 = a.Float2 + a.Float3;
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dst.Float2 = b.Float0 + b.Float1;
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dst.Float3 = b.Float2 + b.Float3;
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return dst;
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}
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// _mm_hsub_pd
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/// <summary> Horizontally subtract adjacent pairs of double-precision (64-bit) floating-point elements in "a" and "b", and pack the results in "dst". </summary>
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/// <param name="a">Vector a</param>
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/// <param name="b">Vector b</param>
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/// <returns>Vector</returns>
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[DebuggerStepThrough]
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public static v128 hsub_pd(v128 a, v128 b)
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{
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v128 dst = default(v128);
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dst.Double0 = a.Double0 - a.Double1;
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dst.Double1 = b.Double0 - b.Double1;
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return dst;
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}
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// _mm_hsub_ps
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/// <summary> Horizontally add adjacent pairs of single-precision (32-bit) floating-point elements in "a" and "b", and pack the results in "dst". </summary>
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/// <param name="a">Vector a</param>
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/// <param name="b">Vector b</param>
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/// <returns>Vector</returns>
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[DebuggerStepThrough]
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public static v128 hsub_ps(v128 a, v128 b)
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{
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v128 dst = default(v128);
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dst.Float0 = a.Float0 - a.Float1;
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dst.Float1 = a.Float2 - a.Float3;
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dst.Float2 = b.Float0 - b.Float1;
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dst.Float3 = b.Float2 - b.Float3;
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return dst;
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}
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// _mm_movedup_pd
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/// <summary> Duplicate the low double-precision (64-bit) floating-point element from "a", and store the results in "dst". </summary>
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/// <param name="a">Vector a</param>
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/// <returns>Vector</returns>
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[DebuggerStepThrough]
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public static v128 movedup_pd(v128 a)
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{
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// Burst IR is fine
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v128 dst = default(v128);
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dst.Double0 = a.Double0;
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dst.Double1 = a.Double0;
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return dst;
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}
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// _mm_movehdup_ps
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/// <summary> Duplicate odd-indexed single-precision (32-bit) floating-point elements from "a", and store the results in "dst". </summary>
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/// <param name="a">Vector a</param>
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/// <returns>Vector</returns>
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[DebuggerStepThrough]
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public static v128 movehdup_ps(v128 a)
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{
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// Burst IR is fine
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v128 dst = default(v128);
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dst.Float0 = a.Float1;
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dst.Float1 = a.Float1;
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dst.Float2 = a.Float3;
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dst.Float3 = a.Float3;
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return dst;
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}
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// _mm_moveldup_ps
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/// <summary> Duplicate even-indexed single-precision (32-bit) floating-point elements from "a", and store the results in "dst". </summary>
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/// <param name="a">Vector a</param>
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/// <returns>Vector</returns>
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[DebuggerStepThrough]
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public static v128 moveldup_ps(v128 a)
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{
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// Burst IR is fine
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v128 dst = default(v128);
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dst.Float0 = a.Float0;
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dst.Float1 = a.Float0;
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dst.Float2 = a.Float2;
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dst.Float3 = a.Float2;
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return dst;
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}
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}
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}
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}
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