UnityGame/Library/PackageCache/com.unity.burst/Runtime/Intrinsics/x86/Sse3.cs

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2024-10-27 10:53:47 +03:00
using System;
using System.Diagnostics;
namespace Unity.Burst.Intrinsics
{
public unsafe static partial class X86
{
/// <summary>
/// SSE3 intrinsics
/// </summary>
public static class Sse3
{
/// <summary>
/// Evaluates to true at compile time if SSE3 intrinsics are supported.
/// </summary>
public static bool IsSse3Supported { get { return false; } }
// _mm_addsub_ps
/// <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>
/// <param name="a">Vector a</param>
/// <param name="b">Vector b</param>
/// <returns>Vector</returns>
[DebuggerStepThrough]
public static v128 addsub_ps(v128 a, v128 b)
{
v128 dst = default(v128);
dst.Float0 = a.Float0 - b.Float0;
dst.Float1 = a.Float1 + b.Float1;
dst.Float2 = a.Float2 - b.Float2;
dst.Float3 = a.Float3 + b.Float3;
return dst;
}
// _mm_addsub_pd
/// <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>
/// <param name="a">Vector a</param>
/// <param name="b">Vector b</param>
/// <returns>Vector</returns>
[DebuggerStepThrough]
public static v128 addsub_pd(v128 a, v128 b)
{
v128 dst = default(v128);
dst.Double0 = a.Double0 - b.Double0;
dst.Double1 = a.Double1 + b.Double1;
return dst;
}
// _mm_hadd_pd
/// <summary> Horizontally add adjacent pairs of double-precision (64-bit) floating-point elements in "a" and "b", and pack the results in "dst". </summary>
/// <param name="a">Vector a</param>
/// <param name="b">Vector b</param>
/// <returns>Vector</returns>
[DebuggerStepThrough]
public static v128 hadd_pd(v128 a, v128 b)
{
v128 dst = default(v128);
dst.Double0 = a.Double0 + a.Double1;
dst.Double1 = b.Double0 + b.Double1;
return dst;
}
// _mm_hadd_ps
/// <summary> Horizontally add adjacent pairs of single-precision (32-bit) floating-point elements in "a" and "b", and pack the results in "dst". </summary>
/// <param name="a">Vector a</param>
/// <param name="b">Vector b</param>
/// <returns>Vector</returns>
[DebuggerStepThrough]
public static v128 hadd_ps(v128 a, v128 b)
{
v128 dst = default(v128);
dst.Float0 = a.Float0 + a.Float1;
dst.Float1 = a.Float2 + a.Float3;
dst.Float2 = b.Float0 + b.Float1;
dst.Float3 = b.Float2 + b.Float3;
return dst;
}
// _mm_hsub_pd
/// <summary> Horizontally subtract adjacent pairs of double-precision (64-bit) floating-point elements in "a" and "b", and pack the results in "dst". </summary>
/// <param name="a">Vector a</param>
/// <param name="b">Vector b</param>
/// <returns>Vector</returns>
[DebuggerStepThrough]
public static v128 hsub_pd(v128 a, v128 b)
{
v128 dst = default(v128);
dst.Double0 = a.Double0 - a.Double1;
dst.Double1 = b.Double0 - b.Double1;
return dst;
}
// _mm_hsub_ps
/// <summary> Horizontally add adjacent pairs of single-precision (32-bit) floating-point elements in "a" and "b", and pack the results in "dst". </summary>
/// <param name="a">Vector a</param>
/// <param name="b">Vector b</param>
/// <returns>Vector</returns>
[DebuggerStepThrough]
public static v128 hsub_ps(v128 a, v128 b)
{
v128 dst = default(v128);
dst.Float0 = a.Float0 - a.Float1;
dst.Float1 = a.Float2 - a.Float3;
dst.Float2 = b.Float0 - b.Float1;
dst.Float3 = b.Float2 - b.Float3;
return dst;
}
// _mm_movedup_pd
/// <summary> Duplicate the low double-precision (64-bit) floating-point element from "a", and store the results in "dst". </summary>
/// <param name="a">Vector a</param>
/// <returns>Vector</returns>
[DebuggerStepThrough]
public static v128 movedup_pd(v128 a)
{
// Burst IR is fine
v128 dst = default(v128);
dst.Double0 = a.Double0;
dst.Double1 = a.Double0;
return dst;
}
// _mm_movehdup_ps
/// <summary> Duplicate odd-indexed single-precision (32-bit) floating-point elements from "a", and store the results in "dst". </summary>
/// <param name="a">Vector a</param>
/// <returns>Vector</returns>
[DebuggerStepThrough]
public static v128 movehdup_ps(v128 a)
{
// Burst IR is fine
v128 dst = default(v128);
dst.Float0 = a.Float1;
dst.Float1 = a.Float1;
dst.Float2 = a.Float3;
dst.Float3 = a.Float3;
return dst;
}
// _mm_moveldup_ps
/// <summary> Duplicate even-indexed single-precision (32-bit) floating-point elements from "a", and store the results in "dst". </summary>
/// <param name="a">Vector a</param>
/// <returns>Vector</returns>
[DebuggerStepThrough]
public static v128 moveldup_ps(v128 a)
{
// Burst IR is fine
v128 dst = default(v128);
dst.Float0 = a.Float0;
dst.Float1 = a.Float0;
dst.Float2 = a.Float2;
dst.Float3 = a.Float2;
return dst;
}
}
}
}