mirror of
https://github.com/paboyle/Grid.git
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438 lines
11 KiB
C++
438 lines
11 KiB
C++
/*******************************************************************************
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Grid physics library, www.github.com/paboyle/Grid
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Source file: ./lib/simd/Grid_qpx.h
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Copyright (C) 2016
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Author: Antonin Portelli <antonin.portelli@me.com>
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; either version 2 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License along
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with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
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See the full license in the file "LICENSE" in the top level distribution directory
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******************************************************************************/
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namespace Grid {
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namespace Optimization {
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typedef struct
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{
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float v0,v1,v2,v3;
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} vector4float;
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inline std::ostream & operator<<(std::ostream& stream, const vector4double a)
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{
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stream << "{"<<vec_extract(a,0)<<","<<vec_extract(a,1)<<","<<vec_extract(a,2)<<","<<vec_extract(a,3)<<"}";
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return stream;
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};
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inline std::ostream & operator<<(std::ostream& stream, const vector4float a)
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{
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stream << "{"<< a.v0 <<","<< a.v1 <<","<< a.v2 <<","<< a.v3 <<"}";
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return stream;
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};
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struct Vsplat{
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//Complex float
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inline vector4float operator()(float a, float b){
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return (vector4float){a, b, a, b};
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}
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// Real float
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inline vector4float operator()(float a){
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return (vector4float){a, a, a, a};
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}
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//Complex double
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inline vector4double operator()(double a, double b){
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return (vector4double){a, b, a, b};
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}
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//Real double
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inline vector4double operator()(double a){
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return (vector4double){a, a, a, a};
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}
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//Integer
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inline int operator()(Integer a){
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return a;
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}
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};
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struct Vstore{
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//Float
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inline void operator()(vector4double a, float *f){
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vec_st(a, 0, f);
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}
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inline void operator()(vector4double a, vector4float &f){
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vec_st(a, 0, (float *)(&f));
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}
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inline void operator()(vector4float a, float *f){
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f[0] = a.v0;
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f[1] = a.v1;
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f[2] = a.v2;
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f[3] = a.v3;
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}
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//Double
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inline void operator()(vector4double a, double *d){
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vec_st(a, 0, d);
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}
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//Integer
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inline void operator()(int a, Integer *i){
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i[0] = a;
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}
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};
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struct Vstream{
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//Float
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inline void operator()(float *f, vector4double a){
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vec_st(a, 0, f);
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}
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inline void operator()(vector4float f, vector4double a){
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vec_st(a, 0, (float *)(&f));
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}
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inline void operator()(float *f, vector4float a){
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f[0] = a.v0;
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f[1] = a.v1;
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f[2] = a.v2;
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f[3] = a.v3;
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}
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//Double
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inline void operator()(double *d, vector4double a){
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vec_st(a, 0, d);
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}
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};
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struct Vset{
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// Complex float
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inline vector4float operator()(Grid::ComplexF *a){
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return (vector4float){a[0].real(), a[0].imag(), a[1].real(), a[1].imag()};
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}
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// Complex double
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inline vector4double operator()(Grid::ComplexD *a){
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return vec_ld(0, (double *)a);
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}
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// Real float
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inline vector4float operator()(float *a){
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return (vector4float){a[0], a[1], a[2], a[3]};
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}
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inline vector4double operator()(vector4float a){
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return vec_ld(0, (float *)(&a));
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}
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// Real double
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inline vector4double operator()(double *a){
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return vec_ld(0, a);
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}
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// Integer
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inline int operator()(Integer *a){
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return a[0];
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}
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};
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template <typename Out_type, typename In_type>
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struct Reduce{
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//Need templated class to overload output type
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//General form must generate error if compiled
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inline Out_type operator()(In_type in){
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printf("Error, using wrong Reduce function\n");
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exit(1);
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return 0;
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}
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};
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/////////////////////////////////////////////////////
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// Arithmetic operations
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/////////////////////////////////////////////////////
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#define FLOAT_WRAP_2(fn, pref)\
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pref vector4float fn(vector4float a, vector4float b)\
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{\
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vector4double ad, bd, rd;\
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vector4float r;\
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\
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ad = Vset()(a);\
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bd = Vset()(b);\
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rd = fn(ad, bd);\
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Vstore()(rd, r);\
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\
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return r;\
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}
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#define FLOAT_WRAP_1(fn, pref)\
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pref vector4float fn(vector4float a)\
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{\
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vector4double ad, rd;\
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vector4float r;\
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\
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ad = Vset()(a);\
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rd = fn(ad);\
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Vstore()(rd, r);\
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\
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return r;\
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}
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struct Sum{
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//Complex/Real double
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inline vector4double operator()(vector4double a, vector4double b){
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return vec_add(a, b);
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}
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//Complex/Real float
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FLOAT_WRAP_2(operator(), inline)
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//Integer
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inline int operator()(int a, int b){
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return a + b;
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}
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};
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struct Sub{
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//Complex/Real double
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inline vector4double operator()(vector4double a, vector4double b){
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return vec_sub(a, b);
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}
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//Complex/Real float
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FLOAT_WRAP_2(operator(), inline)
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//Integer
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inline int operator()(int a, int b){
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return a - b;
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}
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};
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struct MultComplex{
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// Complex double
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inline vector4double operator()(vector4double a, vector4double b){
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return vec_xxnpmadd(a, b, vec_xmul(b, a));
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}
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// Complex float
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FLOAT_WRAP_2(operator(), inline)
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};
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struct Mult{
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// Real double
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inline vector4double operator()(vector4double a, vector4double b){
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return vec_mul(a, b);
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}
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// Real float
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FLOAT_WRAP_2(operator(), inline)
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// Integer
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inline int operator()(int a, int b){
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return a*b;
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}
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};
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struct Div{
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// Real double
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inline vector4double operator()(vector4double a, vector4double b){
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return vec_swdiv(a, b);
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}
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// Real float
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FLOAT_WRAP_2(operator(), inline)
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// Integer
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inline int operator()(int a, int b){
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return a/b;
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}
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};
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struct Conj{
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// Complex double
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inline vector4double operator()(vector4double v){
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return vec_mul(v, (vector4double){1., -1., 1., -1.});
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}
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// Complex float
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FLOAT_WRAP_1(operator(), inline)
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};
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struct TimesMinusI{
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//Complex double
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inline vector4double operator()(vector4double v, vector4double ret){
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return vec_xxcpnmadd(v, (vector4double){1., 1., 1., 1.},
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(vector4double){0., 0., 0., 0.});
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}
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// Complex float
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FLOAT_WRAP_2(operator(), inline)
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};
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struct TimesI{
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//Complex double
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inline vector4double operator()(vector4double v, vector4double ret){
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return vec_xxcpnmadd(v, (vector4double){-1., -1., -1., -1.},
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(vector4double){0., 0., 0., 0.});
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}
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// Complex float
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FLOAT_WRAP_2(operator(), inline)
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};
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struct Permute{
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//Complex double
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static inline vector4double Permute0(vector4double v){ //0123 -> 2301
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return vec_perm(v, v, vec_gpci(02301));
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};
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static inline vector4double Permute1(vector4double v){ //0123 -> 1032
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return vec_perm(v, v, vec_gpci(01032));
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};
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static inline vector4double Permute2(vector4double v){
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return v;
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};
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static inline vector4double Permute3(vector4double v){
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return v;
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};
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// Complex float
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FLOAT_WRAP_1(Permute0, static inline)
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FLOAT_WRAP_1(Permute1, static inline)
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FLOAT_WRAP_1(Permute2, static inline)
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FLOAT_WRAP_1(Permute3, static inline)
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};
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struct Rotate{
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static inline vector4double rotate(vector4double v, int n){
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switch(n){
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case 0:
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return v;
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break;
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case 1:
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return vec_perm(v, v, vec_gpci(01230));
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break;
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case 2:
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return vec_perm(v, v, vec_gpci(02301));
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break;
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case 3:
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return vec_perm(v, v, vec_gpci(03012));
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break;
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default: assert(0);
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}
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}
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static inline vector4float rotate(vector4float v, int n){
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vector4double vd, rd;
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vector4float r;
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vd = Vset()(v);
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rd = rotate(vd, n);
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Vstore()(rd, r);
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return r;
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}
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};
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//Complex float Reduce
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template<>
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inline Grid::ComplexF
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Reduce<Grid::ComplexF, vector4float>::operator()(vector4float v) { //2 complex
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vector4float v1,v2;
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v1 = Optimization::Permute::Permute0(v);
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v1 = Optimization::Sum()(v1, v);
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return Grid::ComplexF(v1.v0, v1.v1);
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}
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//Real float Reduce
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template<>
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inline Grid::RealF
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Reduce<Grid::RealF, vector4float>::operator()(vector4float v){ //4 floats
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vector4float v1,v2;
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v1 = Optimization::Permute::Permute0(v);
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v1 = Optimization::Sum()(v1, v);
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v2 = Optimization::Permute::Permute1(v1);
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v1 = Optimization::Sum()(v1, v2);
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return v1.v0;
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}
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//Complex double Reduce
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template<>
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inline Grid::ComplexD
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Reduce<Grid::ComplexD, vector4double>::operator()(vector4double v){ //2 complex
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vector4double v1;
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v1 = Optimization::Permute::Permute0(v);
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v1 = vec_add(v1, v);
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return Grid::ComplexD(vec_extract(v1, 0), vec_extract(v1, 1));
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}
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//Real double Reduce
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template<>
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inline Grid::RealD
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Reduce<Grid::RealD, vector4double>::operator()(vector4double v){ //4 doubles
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vector4double v1,v2;
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v1 = Optimization::Permute::Permute0(v);
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v1 = vec_add(v1, v);
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v2 = Optimization::Permute::Permute1(v1);
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v1 = vec_add(v1, v2);
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return vec_extract(v1, 0);
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}
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//Integer Reduce
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template<>
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inline Integer Reduce<Integer, int>::operator()(int in){
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// FIXME unimplemented
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printf("Reduce : Missing integer implementation -> FIX\n");
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assert(0);
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}
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}
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////////////////////////////////////////////////////////////////////////////////
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// Here assign types
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typedef Optimization::vector4float SIMD_Ftype; // Single precision type
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typedef vector4double SIMD_Dtype; // Double precision type
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typedef int SIMD_Itype; // Integer type
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// prefetch utilities
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inline void v_prefetch0(int size, const char *ptr){};
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inline void prefetch_HINT_T0(const char *ptr){};
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// Function name aliases
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typedef Optimization::Vsplat VsplatSIMD;
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typedef Optimization::Vstore VstoreSIMD;
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typedef Optimization::Vset VsetSIMD;
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typedef Optimization::Vstream VstreamSIMD;
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template <typename S, typename T> using ReduceSIMD = Optimization::Reduce<S,T>;
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// Arithmetic operations
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typedef Optimization::Sum SumSIMD;
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typedef Optimization::Sub SubSIMD;
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typedef Optimization::Mult MultSIMD;
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typedef Optimization::Div DivSIMD;
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typedef Optimization::MultComplex MultComplexSIMD;
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typedef Optimization::Conj ConjSIMD;
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typedef Optimization::TimesMinusI TimesMinusISIMD;
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typedef Optimization::TimesI TimesISIMD;
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}
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