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LiteMath.h
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#pragma once
#ifdef __OPENCL_VERSION__
#include "LiteMathCL.h" // if this file is included in OpenCL shaders
#else
#ifdef ISPC
#include "LiteMathISPC.h"
#else
#include <cstdint>
#include <cmath>
#include <limits> // for std::numeric_limits
#include <cstring> // for memcpy
#include <algorithm> // for std::min/std::max
#include <initializer_list> //
#ifndef MAXFLOAT
#include <cfloat>
#define MAXFLOAT FLT_MAX
#endif
#ifdef M_PI
#undef M_PI // same if we have such macro some-where else ...
#endif
#ifdef M_1_PI
#undef M_1_PI // same if we have such macro some-where else ...
#endif
#ifdef min
#undef min // if we on windows, need thid due to macro definitions in windows.h; same if we have such macro some-where else.
#endif
#ifdef max
#undef min // if we on windows, need thid due to macro definitions in windows.h; same if we have such macro some-where else.
#endif
#if defined(_MSC_VER)
#define CVEX_ALIGNED(x) __declspec(align(x))
#else
//#if defined(__GNUC__)
#define CVEX_ALIGNED(x) __attribute__ ((aligned(x)))
//#endif
#endif
#ifndef __APPLE__
#define __global
#endif
#ifdef KERNEL_SLICER
#define KSLICER_DATA_SIZE(x) __attribute__((size(#x)))
#else
#define KSLICER_DATA_SIZE(x)
#endif
namespace LiteMath
{
typedef unsigned int uint;
typedef unsigned short ushort;
typedef unsigned char uchar;
constexpr float EPSILON = 1e-6f;
constexpr float INF_POSITIVE = +std::numeric_limits<float>::infinity();
constexpr float INF_NEGATIVE = -std::numeric_limits<float>::infinity();
constexpr float DEG_TO_RAD = float(3.14159265358979323846f) / 180.0f;
constexpr float M_PI = float(3.14159265358979323846f);
constexpr float M_1_PI = float(0.31830988618379067154f);
constexpr float M_TWOPI = M_PI*2.0f;
constexpr float INV_PI = 1.0f/M_PI;
constexpr float INV_TWOPI = 1.0f/(2.0f*M_PI);
using std::min;
using std::max;
using std::sqrt;
using std::abs;
static inline int as_int(float x)
{
int res;
memcpy((void*)&res, (void*)&x, sizeof(float)); // modern C++ allow only this way, speed ik ok, check assembly with godbolt
return res;
}
static inline uint as_uint(float x)
{
uint res;
memcpy((void*)&res, (void*)&x, sizeof(float)); // modern C++ allow only this way, speed ik ok, check assembly with godbolt
return res;
}
static inline float as_float(int x)
{
float res;
memcpy((void*)&res, (void*)&x, sizeof(float)); // modern C++ allow only this way, speed ik ok, check assembly with godbolt
return res;
}
static inline int as_int32(float x) { return as_int(x); }
static inline uint as_uint32(float x) { return as_uint(x); }
static inline float as_float32(int x) { return as_float(x); }
static inline double clamp(double u, double a, double b) { return std::min(std::max(a, u), b); }
static inline float clamp(float u, float a, float b) { return std::min(std::max(a, u), b); }
static inline uint clamp(uint u, uint a, uint b) { return std::min(std::max(a, u), b); }
static inline int clamp(int u, int a, int b) { return std::min(std::max(a, u), b); }
inline float rnd(float s, float e)
{
const float t = (float)(rand()) / (float)RAND_MAX;
return s + t*(e - s);
}
template<typename T> inline T SQR(T x) { return x * x; }
static inline float lerp(float u, float v, float t) { return u + t * (v - u); }
static inline float mix (float u, float v, float t) { return u + t * (v - u); }
static inline float dot (float a, float b) { return a*b; }
static inline float smoothstep(float edge0, float edge1, float x)
{
float tVal = (x - edge0) / (edge1 - edge0);
float t = std::min(std::max(tVal, 0.0f), 1.0f);
return t * t * (3.0f - 2.0f * t);
}
static inline float fract(float x) { return x - std::floor(x); }
static inline float mod(float x, float y) { return x - y * std::floor(x/y); }
static inline float sign(float x) // TODO: on some architectures we can try to effitiently check sign bit
{
if(x == 0.0f) return 0.0f;
else if(x < 0.0f) return -1.0f;
else return +1.0f;
}
static inline double sign(double x) // TODO: on some architectures we can try to effitiently check sign bit
{
if(x == 0.0) return 0.0;
else if(x < 0.0) return -1.0;
else return +1.0;
}
static inline float inversesqrt(float x) { return 1.0f/std::sqrt(x); }
static inline float rcp(float x) { return 1.0f/x; }
static inline int sign(int x) // TODO: on some architectures we can try to effitiently check sign bit
{
if(x == 0) return 0;
else if(x < 0) return -1;
else return +1;
}
struct uint4;
struct int4;
struct float4;
struct uint3;
struct int3;
struct float3;
struct double3;
struct uint2;
struct int2;
struct float2;
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
struct uint4
{
inline uint4() : x(0), y(0), z(0), w(0) {}
inline uint4(uint a_x, uint a_y, uint a_z, uint a_w) : x(a_x), y(a_y), z(a_z), w(a_w) {}
inline explicit uint4(uint a_val) : x(a_val), y(a_val), z(a_val), w(a_val) {}
inline explicit uint4(const uint a[4]) : x(a[0]), y(a[1]), z(a[2]), w(a[3]) {}
inline explicit uint4(float4 a);
inline explicit uint4(int4 a);
inline uint& operator[](int i) { return M[i]; }
inline uint operator[](int i) const { return M[i]; }
union
{
struct { uint x, y, z, w; };
uint M[4];
};
};
static inline uint4 operator+(const uint4 a, const uint4 b) { return uint4{a.x + b.x, a.y + b.y, a.z + b.z, a.w + b.w}; }
static inline uint4 operator-(const uint4 a, const uint4 b) { return uint4{a.x - b.x, a.y - b.y, a.z - b.z, a.w - b.w}; }
static inline uint4 operator*(const uint4 a, const uint4 b) { return uint4{a.x * b.x, a.y * b.y, a.z * b.z, a.w * b.w}; }
static inline uint4 operator/(const uint4 a, const uint4 b) { return uint4{a.x / b.x, a.y / b.y, a.z / b.z, a.w / b.w}; }
static inline uint4 operator-(const uint4 a) { return uint4{-a.x, -a.y, -a.z, -a.w}; }
static inline uint4 operator * (const uint4 a, uint b) { return uint4{a.x * b, a.y * b, a.z * b, a.w * b}; }
static inline uint4 operator / (const uint4 a, uint b) { return uint4{a.x / b, a.y / b, a.z / b, a.w / b}; }
static inline uint4 operator * (uint a, const uint4 b) { return uint4{a * b.x, a * b.y, a * b.z, a * b.w}; }
static inline uint4 operator / (uint a, const uint4 b) { return uint4{a / b.x, a / b.y, a / b.z, a / b.w}; }
static inline uint4 operator + (const uint4 a, uint b) { return uint4{a.x + b, a.y + b, a.z + b, a.w + b}; }
static inline uint4 operator - (const uint4 a, uint b) { return uint4{a.x - b, a.y - b, a.z - b, a.w - b}; }
static inline uint4 operator + (uint a, const uint4 b) { return uint4{a + b.x, a + b.y, a + b.z, a + b.w}; }
static inline uint4 operator - (uint a, const uint4 b) { return uint4{a - b.x, a - b.y, a - b.z, a - b.w}; }
static inline uint4& operator *= (uint4& a, const uint4 b) { a.x *= b.x; a.y *= b.y; a.z *= b.z; a.w *= b.w; return a; }
static inline uint4& operator /= (uint4& a, const uint4 b) { a.x /= b.x; a.y /= b.y; a.z /= b.z; a.w /= b.w; return a; }
static inline uint4& operator *= (uint4& a, uint b) { a.x *= b; a.y *= b; a.z *= b; a.w *= b; return a; }
static inline uint4& operator /= (uint4& a, uint b) { a.x /= b; a.y /= b; a.z /= b; a.w /= b; return a; }
static inline uint4& operator += (uint4& a, const uint4 b) { a.x += b.x; a.y += b.y; a.z += b.z; a.w += b.w; return a; }
static inline uint4& operator -= (uint4& a, const uint4 b) { a.x -= b.x; a.y -= b.y; a.z -= b.z; a.w -= b.w; return a; }
static inline uint4& operator += (uint4& a, uint b) { a.x += b; a.y += b; a.z += b; a.w += b; return a; }
static inline uint4& operator -= (uint4& a, uint b) { a.x -= b; a.y -= b; a.z -= b; a.w -= b; return a; }
static inline uint4 operator> (const uint4 a, const uint4 b) { return uint4{a.x > b.x ? 0xFFFFFFFF : 0, a.y > b.y ? 0xFFFFFFFF : 0, a.z > b.z ? 0xFFFFFFFF : 0, a.w > b.w ? 0xFFFFFFFF : 0}; }
static inline uint4 operator< (const uint4 a, const uint4 b) { return uint4{a.x < b.x ? 0xFFFFFFFF : 0, a.y < b.y ? 0xFFFFFFFF : 0, a.z < b.z ? 0xFFFFFFFF : 0, a.w < b.w ? 0xFFFFFFFF : 0}; }
static inline uint4 operator>=(const uint4 a, const uint4 b) { return uint4{a.x >= b.x ? 0xFFFFFFFF : 0, a.y >= b.y ? 0xFFFFFFFF : 0, a.z >= b.z ? 0xFFFFFFFF : 0, a.w >= b.w ? 0xFFFFFFFF : 0}; }
static inline uint4 operator<=(const uint4 a, const uint4 b) { return uint4{a.x <= b.x ? 0xFFFFFFFF : 0, a.y <= b.y ? 0xFFFFFFFF : 0, a.z <= b.z ? 0xFFFFFFFF : 0, a.w <= b.w ? 0xFFFFFFFF : 0}; }
static inline uint4 operator==(const uint4 a, const uint4 b) { return uint4{a.x == b.x ? 0xFFFFFFFF : 0, a.y == b.y ? 0xFFFFFFFF : 0, a.z == b.z ? 0xFFFFFFFF : 0, a.w == b.w ? 0xFFFFFFFF : 0}; }
static inline uint4 operator!=(const uint4 a, const uint4 b) { return uint4{a.x != b.x ? 0xFFFFFFFF : 0, a.y != b.y ? 0xFFFFFFFF : 0, a.z != b.z ? 0xFFFFFFFF : 0, a.w != b.w ? 0xFFFFFFFF : 0}; }
static inline uint4 operator& (const uint4 a, const uint4 b) { return uint4{a.x & b.x, a.y & b.y, a.z & b.z, a.w & b.w}; }
static inline uint4 operator| (const uint4 a, const uint4 b) { return uint4{a.x | b.x, a.y | b.y, a.z | b.z, a.w | b.w}; }
static inline uint4 operator~ (const uint4 a) { return uint4{~a.x, ~a.y, ~a.z, ~a.w}; }
static inline uint4 operator>>(const uint4 a, uint b) { return uint4{a.x >> b, a.y >> b, a.z >> b, a.w >> b}; }
static inline uint4 operator<<(const uint4 a, uint b) { return uint4{a.x << b, a.y << b, a.z << b, a.w << b}; }
static inline bool all_of(const uint4 a) { return (a.x != 0 && a.y != 0 && a.z != 0 && a.w != 0); }
static inline bool any_of(const uint4 a) { return (a.x != 0 || a.y != 0 || a.z != 0 || a.w != 0); }
static inline void store (uint* p, const uint4 a_val) { memcpy((void*)p, (void*)&a_val, sizeof(uint)*4); }
static inline void store_u(uint* p, const uint4 a_val) { memcpy((void*)p, (void*)&a_val, sizeof(uint)*4); }
static inline uint4 min (const uint4 a, const uint4 b) { return uint4{std::min(a.x, b.x), std::min(a.y, b.y), std::min(a.z, b.z), std::min(a.w, b.w)}; }
static inline uint4 max (const uint4 a, const uint4 b) { return uint4{std::max(a.x, b.x), std::max(a.y, b.y), std::max(a.z, b.z), std::max(a.w, b.w)}; }
static inline uint4 clamp(const uint4 u, const uint4 a, const uint4 b) { return uint4{clamp(u.x, a.x, b.x), clamp(u.y, a.y, b.y), clamp(u.z, a.z, b.z), clamp(u.w, a.w, b.w)}; }
static inline uint4 clamp(const uint4 u, uint a, uint b) { return uint4{clamp(u.x, a, b), clamp(u.y, a, b), clamp(u.z, a, b), clamp(u.w, a, b)}; }
static inline uint dot(const uint4 a, const uint4 b) { return a.x*b.x + a.y*b.y + a.z*b.z + a.w*b.w; }
static inline uint dot3(const uint4 a, const uint4 b) { return a.x*b.x + a.y*b.y + a.z*b.z; }
static inline uint dot4(const uint4 a, const uint4 b) { return dot(a,b); }
static inline uint4 blend(const uint4 a, const uint4 b, const uint4 mask) { return uint4{(mask.x == 0) ? b.x : a.x, (mask.y == 0) ? b.y : a.y, (mask.z == 0) ? b.z : a.z, (mask.w == 0) ? b.w : a.w}; }
static inline uint extract_0(const uint4 a) { return a.x; }
static inline uint extract_1(const uint4 a) { return a.y; }
static inline uint extract_2(const uint4 a) { return a.z; }
static inline uint extract_3(const uint4 a) { return a.w; }
static inline uint4 splat_0(const uint4 a) { return uint4{a.x, a.x, a.x, a.x}; }
static inline uint4 splat_1(const uint4 a) { return uint4{a.y, a.y, a.y, a.y}; }
static inline uint4 splat_2(const uint4 a) { return uint4{a.z, a.z, a.z, a.z}; }
static inline uint4 splat_3(const uint4 a) { return uint4{a.w, a.w, a.w, a.w}; }
static inline uint hmin(const uint4 a) { return std::min(std::min(a.x, a.y), std::min(a.z, a.w) ); }
static inline uint hmax(const uint4 a) { return std::max(std::max(a.x, a.y), std::max(a.z, a.w) ); }
static inline uint hmin3(const uint4 a) { return std::min(a.x, std::min(a.y, a.z) ); }
static inline uint hmax3(const uint4 a) { return std::max(a.x, std::max(a.y, a.z) ); }
static inline uint4 shuffle_xzyw(uint4 a) { return uint4{a.x, a.z, a.y, a.w}; }
static inline uint4 shuffle_yxzw(uint4 a) { return uint4{a.y, a.x, a.z, a.w}; }
static inline uint4 shuffle_yzxw(uint4 a) { return uint4{a.y, a.z, a.x, a.w}; }
static inline uint4 shuffle_zxyw(uint4 a) { return uint4{a.z, a.x, a.y, a.w}; }
static inline uint4 shuffle_zyxw(uint4 a) { return uint4{a.z, a.y, a.x, a.w}; }
static inline uint4 shuffle_xyxy(uint4 a) { return uint4{a.x, a.y, a.x, a.y}; }
static inline uint4 shuffle_zwzw(uint4 a) { return uint4{a.z, a.w, a.z, a.w}; }
static inline uint4 cross3(const uint4 a, const uint4 b)
{
const uint4 a_yzx = shuffle_yzxw(a);
const uint4 b_yzx = shuffle_yzxw(b);
return shuffle_yzxw(a*b_yzx - a_yzx*b);
}
static inline uint4 cross(const uint4 a, const uint4 b) { return cross3(a,b); }
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
struct int4
{
inline int4() : x(0), y(0), z(0), w(0) {}
inline int4(int a_x, int a_y, int a_z, int a_w) : x(a_x), y(a_y), z(a_z), w(a_w) {}
inline explicit int4(int a_val) : x(a_val), y(a_val), z(a_val), w(a_val) {}
inline explicit int4(const int a[4]) : x(a[0]), y(a[1]), z(a[2]), w(a[3]) {}
inline explicit int4(float4 a);
inline explicit int4(uint4 a);
inline int& operator[](int i) { return M[i]; }
inline int operator[](int i) const { return M[i]; }
union
{
struct { int x, y, z, w; };
int M[4];
};
};
static inline int4 operator+(const int4 a, const int4 b) { return int4{a.x + b.x, a.y + b.y, a.z + b.z, a.w + b.w}; }
static inline int4 operator-(const int4 a, const int4 b) { return int4{a.x - b.x, a.y - b.y, a.z - b.z, a.w - b.w}; }
static inline int4 operator*(const int4 a, const int4 b) { return int4{a.x * b.x, a.y * b.y, a.z * b.z, a.w * b.w}; }
static inline int4 operator/(const int4 a, const int4 b) { return int4{a.x / b.x, a.y / b.y, a.z / b.z, a.w / b.w}; }
static inline int4 operator-(const int4 a) { return int4{-a.x, -a.y, -a.z, -a.w}; }
static inline int4 operator * (const int4 a, int b) { return int4{a.x * b, a.y * b, a.z * b, a.w * b}; }
static inline int4 operator / (const int4 a, int b) { return int4{a.x / b, a.y / b, a.z / b, a.w / b}; }
static inline int4 operator * (int a, const int4 b) { return int4{a * b.x, a * b.y, a * b.z, a * b.w}; }
static inline int4 operator / (int a, const int4 b) { return int4{a / b.x, a / b.y, a / b.z, a / b.w}; }
static inline int4 operator + (const int4 a, int b) { return int4{a.x + b, a.y + b, a.z + b, a.w + b}; }
static inline int4 operator - (const int4 a, int b) { return int4{a.x - b, a.y - b, a.z - b, a.w - b}; }
static inline int4 operator + (int a, const int4 b) { return int4{a + b.x, a + b.y, a + b.z, a + b.w}; }
static inline int4 operator - (int a, const int4 b) { return int4{a - b.x, a - b.y, a - b.z, a - b.w}; }
static inline int4& operator *= (int4& a, const int4 b) { a.x *= b.x; a.y *= b.y; a.z *= b.z; a.w *= b.w; return a; }
static inline int4& operator /= (int4& a, const int4 b) { a.x /= b.x; a.y /= b.y; a.z /= b.z; a.w /= b.w; return a; }
static inline int4& operator *= (int4& a, int b) { a.x *= b; a.y *= b; a.z *= b; a.w *= b; return a; }
static inline int4& operator /= (int4& a, int b) { a.x /= b; a.y /= b; a.z /= b; a.w /= b; return a; }
static inline int4& operator += (int4& a, const int4 b) { a.x += b.x; a.y += b.y; a.z += b.z; a.w += b.w; return a; }
static inline int4& operator -= (int4& a, const int4 b) { a.x -= b.x; a.y -= b.y; a.z -= b.z; a.w -= b.w; return a; }
static inline int4& operator += (int4& a, int b) { a.x += b; a.y += b; a.z += b; a.w += b; return a; }
static inline int4& operator -= (int4& a, int b) { a.x -= b; a.y -= b; a.z -= b; a.w -= b; return a; }
static inline uint4 operator> (const int4 a, const int4 b) { return uint4{a.x > b.x ? 0xFFFFFFFF : 0, a.y > b.y ? 0xFFFFFFFF : 0, a.z > b.z ? 0xFFFFFFFF : 0, a.w > b.w ? 0xFFFFFFFF : 0}; }
static inline uint4 operator< (const int4 a, const int4 b) { return uint4{a.x < b.x ? 0xFFFFFFFF : 0, a.y < b.y ? 0xFFFFFFFF : 0, a.z < b.z ? 0xFFFFFFFF : 0, a.w < b.w ? 0xFFFFFFFF : 0}; }
static inline uint4 operator>=(const int4 a, const int4 b) { return uint4{a.x >= b.x ? 0xFFFFFFFF : 0, a.y >= b.y ? 0xFFFFFFFF : 0, a.z >= b.z ? 0xFFFFFFFF : 0, a.w >= b.w ? 0xFFFFFFFF : 0}; }
static inline uint4 operator<=(const int4 a, const int4 b) { return uint4{a.x <= b.x ? 0xFFFFFFFF : 0, a.y <= b.y ? 0xFFFFFFFF : 0, a.z <= b.z ? 0xFFFFFFFF : 0, a.w <= b.w ? 0xFFFFFFFF : 0}; }
static inline uint4 operator==(const int4 a, const int4 b) { return uint4{a.x == b.x ? 0xFFFFFFFF : 0, a.y == b.y ? 0xFFFFFFFF : 0, a.z == b.z ? 0xFFFFFFFF : 0, a.w == b.w ? 0xFFFFFFFF : 0}; }
static inline uint4 operator!=(const int4 a, const int4 b) { return uint4{a.x != b.x ? 0xFFFFFFFF : 0, a.y != b.y ? 0xFFFFFFFF : 0, a.z != b.z ? 0xFFFFFFFF : 0, a.w != b.w ? 0xFFFFFFFF : 0}; }
static inline int4 operator& (const int4 a, const int4 b) { return int4{a.x & b.x, a.y & b.y, a.z & b.z, a.w & b.w}; }
static inline int4 operator| (const int4 a, const int4 b) { return int4{a.x | b.x, a.y | b.y, a.z | b.z, a.w | b.w}; }
static inline int4 operator~ (const int4 a) { return int4{~a.x, ~a.y, ~a.z, ~a.w}; }
static inline int4 operator>>(const int4 a, int b) { return int4{a.x >> b, a.y >> b, a.z >> b, a.w >> b}; }
static inline int4 operator<<(const int4 a, int b) { return int4{a.x << b, a.y << b, a.z << b, a.w << b}; }
static inline bool all_of(const int4 a) { return (a.x != 0 && a.y != 0 && a.z != 0 && a.w != 0); }
static inline bool any_of(const int4 a) { return (a.x != 0 || a.y != 0 || a.z != 0 || a.w != 0); }
static inline void store (int* p, const int4 a_val) { memcpy((void*)p, (void*)&a_val, sizeof(int)*4); }
static inline void store_u(int* p, const int4 a_val) { memcpy((void*)p, (void*)&a_val, sizeof(int)*4); }
static inline int4 min (const int4 a, const int4 b) { return int4{std::min(a.x, b.x), std::min(a.y, b.y), std::min(a.z, b.z), std::min(a.w, b.w)}; }
static inline int4 max (const int4 a, const int4 b) { return int4{std::max(a.x, b.x), std::max(a.y, b.y), std::max(a.z, b.z), std::max(a.w, b.w)}; }
static inline int4 clamp(const int4 u, const int4 a, const int4 b) { return int4{clamp(u.x, a.x, b.x), clamp(u.y, a.y, b.y), clamp(u.z, a.z, b.z), clamp(u.w, a.w, b.w)}; }
static inline int4 clamp(const int4 u, int a, int b) { return int4{clamp(u.x, a, b), clamp(u.y, a, b), clamp(u.z, a, b), clamp(u.w, a, b)}; }
static inline int4 abs (const int4 a) { return int4{std::abs(a.x), std::abs(a.y), std::abs(a.z), std::abs(a.w)}; }
static inline int4 sign(const int4 a) { return int4{sign(a.x), sign(a.y), sign(a.z), sign(a.w)}; }
static inline int dot(const int4 a, const int4 b) { return a.x*b.x + a.y*b.y + a.z*b.z + a.w*b.w; }
static inline int dot3(const int4 a, const int4 b) { return a.x*b.x + a.y*b.y + a.z*b.z; }
static inline int dot4(const int4 a, const int4 b) { return dot(a,b); }
static inline int4 blend(const int4 a, const int4 b, const uint4 mask) { return int4{(mask.x == 0) ? b.x : a.x, (mask.y == 0) ? b.y : a.y, (mask.z == 0) ? b.z : a.z, (mask.w == 0) ? b.w : a.w}; }
static inline int extract_0(const int4 a) { return a.x; }
static inline int extract_1(const int4 a) { return a.y; }
static inline int extract_2(const int4 a) { return a.z; }
static inline int extract_3(const int4 a) { return a.w; }
static inline int4 splat_0(const int4 a) { return int4{a.x, a.x, a.x, a.x}; }
static inline int4 splat_1(const int4 a) { return int4{a.y, a.y, a.y, a.y}; }
static inline int4 splat_2(const int4 a) { return int4{a.z, a.z, a.z, a.z}; }
static inline int4 splat_3(const int4 a) { return int4{a.w, a.w, a.w, a.w}; }
static inline int hmin(const int4 a) { return std::min(std::min(a.x, a.y), std::min(a.z, a.w) ); }
static inline int hmax(const int4 a) { return std::max(std::max(a.x, a.y), std::max(a.z, a.w) ); }
static inline int hmin3(const int4 a) { return std::min(a.x, std::min(a.y, a.z) ); }
static inline int hmax3(const int4 a) { return std::max(a.x, std::max(a.y, a.z) ); }
static inline int4 shuffle_xzyw(int4 a) { return int4{a.x, a.z, a.y, a.w}; }
static inline int4 shuffle_yxzw(int4 a) { return int4{a.y, a.x, a.z, a.w}; }
static inline int4 shuffle_yzxw(int4 a) { return int4{a.y, a.z, a.x, a.w}; }
static inline int4 shuffle_zxyw(int4 a) { return int4{a.z, a.x, a.y, a.w}; }
static inline int4 shuffle_zyxw(int4 a) { return int4{a.z, a.y, a.x, a.w}; }
static inline int4 shuffle_xyxy(int4 a) { return int4{a.x, a.y, a.x, a.y}; }
static inline int4 shuffle_zwzw(int4 a) { return int4{a.z, a.w, a.z, a.w}; }
static inline int4 cross3(const int4 a, const int4 b)
{
const int4 a_yzx = shuffle_yzxw(a);
const int4 b_yzx = shuffle_yzxw(b);
return shuffle_yzxw(a*b_yzx - a_yzx*b);
}
static inline int4 cross(const int4 a, const int4 b) { return cross3(a,b); }
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
struct float4
{
inline float4() : x(0), y(0), z(0), w(0) {}
inline float4(float a_x, float a_y, float a_z, float a_w) : x(a_x), y(a_y), z(a_z), w(a_w) {}
inline explicit float4(float a_val) : x(a_val), y(a_val), z(a_val), w(a_val) {}
inline explicit float4(const float a[4]) : x(a[0]), y(a[1]), z(a[2]), w(a[3]) {}
inline explicit float4(int4 a);
inline explicit float4(uint4 a);
inline float& operator[](int i) { return M[i]; }
inline float operator[](int i) const { return M[i]; }
union
{
struct { float x, y, z, w; };
float M[4];
};
};
static inline float4 operator+(const float4 a, const float4 b) { return float4{a.x + b.x, a.y + b.y, a.z + b.z, a.w + b.w}; }
static inline float4 operator-(const float4 a, const float4 b) { return float4{a.x - b.x, a.y - b.y, a.z - b.z, a.w - b.w}; }
static inline float4 operator*(const float4 a, const float4 b) { return float4{a.x * b.x, a.y * b.y, a.z * b.z, a.w * b.w}; }
static inline float4 operator/(const float4 a, const float4 b) { return float4{a.x / b.x, a.y / b.y, a.z / b.z, a.w / b.w}; }
static inline float4 operator-(const float4 a) { return float4{-a.x, -a.y, -a.z, -a.w}; }
static inline float4 operator * (const float4 a, float b) { return float4{a.x * b, a.y * b, a.z * b, a.w * b}; }
static inline float4 operator / (const float4 a, float b) { return float4{a.x / b, a.y / b, a.z / b, a.w / b}; }
static inline float4 operator * (float a, const float4 b) { return float4{a * b.x, a * b.y, a * b.z, a * b.w}; }
static inline float4 operator / (float a, const float4 b) { return float4{a / b.x, a / b.y, a / b.z, a / b.w}; }
static inline float4 operator + (const float4 a, float b) { return float4{a.x + b, a.y + b, a.z + b, a.w + b}; }
static inline float4 operator - (const float4 a, float b) { return float4{a.x - b, a.y - b, a.z - b, a.w - b}; }
static inline float4 operator + (float a, const float4 b) { return float4{a + b.x, a + b.y, a + b.z, a + b.w}; }
static inline float4 operator - (float a, const float4 b) { return float4{a - b.x, a - b.y, a - b.z, a - b.w}; }
static inline float4& operator *= (float4& a, const float4 b) { a.x *= b.x; a.y *= b.y; a.z *= b.z; a.w *= b.w; return a; }
static inline float4& operator /= (float4& a, const float4 b) { a.x /= b.x; a.y /= b.y; a.z /= b.z; a.w /= b.w; return a; }
static inline float4& operator *= (float4& a, float b) { a.x *= b; a.y *= b; a.z *= b; a.w *= b; return a; }
static inline float4& operator /= (float4& a, float b) { a.x /= b; a.y /= b; a.z /= b; a.w /= b; return a; }
static inline float4& operator += (float4& a, const float4 b) { a.x += b.x; a.y += b.y; a.z += b.z; a.w += b.w; return a; }
static inline float4& operator -= (float4& a, const float4 b) { a.x -= b.x; a.y -= b.y; a.z -= b.z; a.w -= b.w; return a; }
static inline float4& operator += (float4& a, float b) { a.x += b; a.y += b; a.z += b; a.w += b; return a; }
static inline float4& operator -= (float4& a, float b) { a.x -= b; a.y -= b; a.z -= b; a.w -= b; return a; }
static inline uint4 operator> (const float4 a, const float4 b) { return uint4{a.x > b.x ? 0xFFFFFFFF : 0, a.y > b.y ? 0xFFFFFFFF : 0, a.z > b.z ? 0xFFFFFFFF : 0, a.w > b.w ? 0xFFFFFFFF : 0}; }
static inline uint4 operator< (const float4 a, const float4 b) { return uint4{a.x < b.x ? 0xFFFFFFFF : 0, a.y < b.y ? 0xFFFFFFFF : 0, a.z < b.z ? 0xFFFFFFFF : 0, a.w < b.w ? 0xFFFFFFFF : 0}; }
static inline uint4 operator>=(const float4 a, const float4 b) { return uint4{a.x >= b.x ? 0xFFFFFFFF : 0, a.y >= b.y ? 0xFFFFFFFF : 0, a.z >= b.z ? 0xFFFFFFFF : 0, a.w >= b.w ? 0xFFFFFFFF : 0}; }
static inline uint4 operator<=(const float4 a, const float4 b) { return uint4{a.x <= b.x ? 0xFFFFFFFF : 0, a.y <= b.y ? 0xFFFFFFFF : 0, a.z <= b.z ? 0xFFFFFFFF : 0, a.w <= b.w ? 0xFFFFFFFF : 0}; }
static inline uint4 operator==(const float4 a, const float4 b) { return uint4{a.x == b.x ? 0xFFFFFFFF : 0, a.y == b.y ? 0xFFFFFFFF : 0, a.z == b.z ? 0xFFFFFFFF : 0, a.w == b.w ? 0xFFFFFFFF : 0}; }
static inline uint4 operator!=(const float4 a, const float4 b) { return uint4{a.x != b.x ? 0xFFFFFFFF : 0, a.y != b.y ? 0xFFFFFFFF : 0, a.z != b.z ? 0xFFFFFFFF : 0, a.w != b.w ? 0xFFFFFFFF : 0}; }
static inline void store (float* p, const float4 a_val) { memcpy((void*)p, (void*)&a_val, sizeof(float)*4); }
static inline void store_u(float* p, const float4 a_val) { memcpy((void*)p, (void*)&a_val, sizeof(float)*4); }
static inline float4 min (const float4 a, const float4 b) { return float4{std::min(a.x, b.x), std::min(a.y, b.y), std::min(a.z, b.z), std::min(a.w, b.w)}; }
static inline float4 max (const float4 a, const float4 b) { return float4{std::max(a.x, b.x), std::max(a.y, b.y), std::max(a.z, b.z), std::max(a.w, b.w)}; }
static inline float4 clamp(const float4 u, const float4 a, const float4 b) { return float4{clamp(u.x, a.x, b.x), clamp(u.y, a.y, b.y), clamp(u.z, a.z, b.z), clamp(u.w, a.w, b.w)}; }
static inline float4 clamp(const float4 u, float a, float b) { return float4{clamp(u.x, a, b), clamp(u.y, a, b), clamp(u.z, a, b), clamp(u.w, a, b)}; }
static inline float4 abs (const float4 a) { return float4{std::abs(a.x), std::abs(a.y), std::abs(a.z), std::abs(a.w)}; }
static inline float4 sign(const float4 a) { return float4{sign(a.x), sign(a.y), sign(a.z), sign(a.w)}; }
static inline float4 lerp(const float4 a, const float4 b, float t) { return a + t * (b - a); }
static inline float4 mix (const float4 a, const float4 b, float t) { return a + t * (b - a); }
static inline float4 floor(const float4 a) { return float4{std::floor(a.x), std::floor(a.y), std::floor(a.z), std::floor(a.w)}; }
static inline float4 ceil(const float4 a) { return float4{std::ceil(a.x), std::ceil(a.y), std::ceil(a.z), std::ceil(a.w)}; }
static inline float4 rcp (const float4 a) { return float4{1.0f/a.x, 1.0f/a.y, 1.0f/a.z, 1.0f/a.w}; }
static inline float4 mod (const float4 x, const float4 y) { return x - y * floor(x/y); }
static inline float4 fract(const float4 x) { return x - floor(x); }
static inline float4 sqrt(const float4 a) { return float4{std::sqrt(a.x), std::sqrt(a.y), std::sqrt(a.z), std::sqrt(a.w)}; }
static inline float4 inversesqrt(const float4 a) { return 1.0f/sqrt(a); }
static inline float dot(const float4 a, const float4 b) { return a.x*b.x + a.y*b.y + a.z*b.z + a.w*b.w; }
static inline float length(const float4 a) { return std::sqrt(dot(a,a)); }
static inline float4 normalize(const float4 a) { float lenInv = float(1)/length(a); return a*lenInv; }
static inline float dot3(const float4 a, const float4 b) { return a.x*b.x + a.y*b.y + a.z*b.z; }
static inline float dot4(const float4 a, const float4 b) { return dot(a,b); }
static inline float dot3f(const float4 a, const float4 b) { return dot3(a,b); }
static inline float dot4f(const float4 a, const float4 b) { return dot(a,b); }
static inline float4 dot3v(const float4 a, const float4 b) { float res = dot3(a,b); return float4(res); }
static inline float4 dot4v(const float4 a, const float4 b) { float res = dot(a,b); return float4(res); }
static inline float length3(const float4 a) { return std::sqrt(dot3(a,a)); }
static inline float length3f(const float4 a) { return std::sqrt(dot3(a,a)); }
static inline float length4(const float4 a) { return std::sqrt(dot4(a,a)); }
static inline float length4f(const float4 a) { return std::sqrt(dot4(a,a)); }
static inline float4 length3v(const float4 a) { float res = std::sqrt(dot3(a,a)); return float4(res); }
static inline float4 length4v(const float4 a) { float res = std::sqrt(dot4(a,a)); return float4(res); }
static inline float4 normalize3(const float4 a) { float lenInv = float(1)/length3(a); return a*lenInv; }
static inline float4 blend(const float4 a, const float4 b, const uint4 mask) { return float4{(mask.x == 0) ? b.x : a.x, (mask.y == 0) ? b.y : a.y, (mask.z == 0) ? b.z : a.z, (mask.w == 0) ? b.w : a.w}; }
static inline float extract_0(const float4 a) { return a.x; }
static inline float extract_1(const float4 a) { return a.y; }
static inline float extract_2(const float4 a) { return a.z; }
static inline float extract_3(const float4 a) { return a.w; }
static inline float4 splat_0(const float4 a) { return float4{a.x, a.x, a.x, a.x}; }
static inline float4 splat_1(const float4 a) { return float4{a.y, a.y, a.y, a.y}; }
static inline float4 splat_2(const float4 a) { return float4{a.z, a.z, a.z, a.z}; }
static inline float4 splat_3(const float4 a) { return float4{a.w, a.w, a.w, a.w}; }
static inline float hmin(const float4 a) { return std::min(std::min(a.x, a.y), std::min(a.z, a.w) ); }
static inline float hmax(const float4 a) { return std::max(std::max(a.x, a.y), std::max(a.z, a.w) ); }
static inline float hmin3(const float4 a) { return std::min(a.x, std::min(a.y, a.z) ); }
static inline float hmax3(const float4 a) { return std::max(a.x, std::max(a.y, a.z) ); }
static inline float4 shuffle_xzyw(float4 a) { return float4{a.x, a.z, a.y, a.w}; }
static inline float4 shuffle_yxzw(float4 a) { return float4{a.y, a.x, a.z, a.w}; }
static inline float4 shuffle_yzxw(float4 a) { return float4{a.y, a.z, a.x, a.w}; }
static inline float4 shuffle_zxyw(float4 a) { return float4{a.z, a.x, a.y, a.w}; }
static inline float4 shuffle_zyxw(float4 a) { return float4{a.z, a.y, a.x, a.w}; }
static inline float4 shuffle_xyxy(float4 a) { return float4{a.x, a.y, a.x, a.y}; }
static inline float4 shuffle_zwzw(float4 a) { return float4{a.z, a.w, a.z, a.w}; }
static inline float4 cross3(const float4 a, const float4 b)
{
const float4 a_yzx = shuffle_yzxw(a);
const float4 b_yzx = shuffle_yzxw(b);
return shuffle_yzxw(a*b_yzx - a_yzx*b);
}
static inline float4 cross(const float4 a, const float4 b) { return cross3(a,b); }
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
struct uint3
{
inline uint3() : x(0), y(0), z(0) {}
inline uint3(uint a_x, uint a_y, uint a_z) : x(a_x), y(a_y), z(a_z) {}
inline explicit uint3(uint a_val) : x(a_val), y(a_val), z(a_val) {}
inline explicit uint3(const uint a[3]) : x(a[0]), y(a[1]), z(a[2]) {}
inline explicit uint3(float3 a);
inline explicit uint3(int3 a);
inline uint& operator[](int i) { return M[i]; }
inline uint operator[](int i) const { return M[i]; }
union
{
struct { uint x, y, z; };
#ifdef LAYOUT_STD140
uint M[4];
#else
uint M[3];
#endif
};
};
static inline uint3 operator+(const uint3 a, const uint3 b) { return uint3{a.x + b.x, a.y + b.y, a.z + b.z}; }
static inline uint3 operator-(const uint3 a, const uint3 b) { return uint3{a.x - b.x, a.y - b.y, a.z - b.z}; }
static inline uint3 operator*(const uint3 a, const uint3 b) { return uint3{a.x * b.x, a.y * b.y, a.z * b.z}; }
static inline uint3 operator/(const uint3 a, const uint3 b) { return uint3{a.x / b.x, a.y / b.y, a.z / b.z}; }
static inline uint3 operator-(const uint3 a) { return uint3{-a.x, -a.y, -a.z}; }
static inline uint3 operator * (const uint3 a, uint b) { return uint3{a.x * b, a.y * b, a.z * b}; }
static inline uint3 operator / (const uint3 a, uint b) { return uint3{a.x / b, a.y / b, a.z / b}; }
static inline uint3 operator * (uint a, const uint3 b) { return uint3{a * b.x, a * b.y, a * b.z}; }
static inline uint3 operator / (uint a, const uint3 b) { return uint3{a / b.x, a / b.y, a / b.z}; }
static inline uint3 operator + (const uint3 a, uint b) { return uint3{a.x + b, a.y + b, a.z + b}; }
static inline uint3 operator - (const uint3 a, uint b) { return uint3{a.x - b, a.y - b, a.z - b}; }
static inline uint3 operator + (uint a, const uint3 b) { return uint3{a + b.x, a + b.y, a + b.z}; }
static inline uint3 operator - (uint a, const uint3 b) { return uint3{a - b.x, a - b.y, a - b.z}; }
static inline uint3& operator *= (uint3& a, const uint3 b) { a.x *= b.x; a.y *= b.y; a.z *= b.z; return a; }
static inline uint3& operator /= (uint3& a, const uint3 b) { a.x /= b.x; a.y /= b.y; a.z /= b.z; return a; }
static inline uint3& operator *= (uint3& a, uint b) { a.x *= b; a.y *= b; a.z *= b; return a; }
static inline uint3& operator /= (uint3& a, uint b) { a.x /= b; a.y /= b; a.z /= b; return a; }
static inline uint3& operator += (uint3& a, const uint3 b) { a.x += b.x; a.y += b.y; a.z += b.z; return a; }
static inline uint3& operator -= (uint3& a, const uint3 b) { a.x -= b.x; a.y -= b.y; a.z -= b.z; return a; }
static inline uint3& operator += (uint3& a, uint b) { a.x += b; a.y += b; a.z += b; return a; }
static inline uint3& operator -= (uint3& a, uint b) { a.x -= b; a.y -= b; a.z -= b; return a; }
static inline uint3 operator> (const uint3 a, const uint3 b) { return uint3{a.x > b.x ? 0xFFFFFFFF : 0, a.y > b.y ? 0xFFFFFFFF : 0, a.z > b.z ? 0xFFFFFFFF : 0}; }
static inline uint3 operator< (const uint3 a, const uint3 b) { return uint3{a.x < b.x ? 0xFFFFFFFF : 0, a.y < b.y ? 0xFFFFFFFF : 0, a.z < b.z ? 0xFFFFFFFF : 0}; }
static inline uint3 operator>=(const uint3 a, const uint3 b) { return uint3{a.x >= b.x ? 0xFFFFFFFF : 0, a.y >= b.y ? 0xFFFFFFFF : 0, a.z >= b.z ? 0xFFFFFFFF : 0}; }
static inline uint3 operator<=(const uint3 a, const uint3 b) { return uint3{a.x <= b.x ? 0xFFFFFFFF : 0, a.y <= b.y ? 0xFFFFFFFF : 0, a.z <= b.z ? 0xFFFFFFFF : 0}; }
static inline uint3 operator==(const uint3 a, const uint3 b) { return uint3{a.x == b.x ? 0xFFFFFFFF : 0, a.y == b.y ? 0xFFFFFFFF : 0, a.z == b.z ? 0xFFFFFFFF : 0}; }
static inline uint3 operator!=(const uint3 a, const uint3 b) { return uint3{a.x != b.x ? 0xFFFFFFFF : 0, a.y != b.y ? 0xFFFFFFFF : 0, a.z != b.z ? 0xFFFFFFFF : 0}; }
static inline uint3 operator& (const uint3 a, const uint3 b) { return uint3{a.x & b.x, a.y & b.y, a.z & b.z}; }
static inline uint3 operator| (const uint3 a, const uint3 b) { return uint3{a.x | b.x, a.y | b.y, a.z | b.z}; }
static inline uint3 operator~ (const uint3 a) { return uint3{~a.x, ~a.y, ~a.z}; }
static inline uint3 operator>>(const uint3 a, uint b) { return uint3{a.x >> b, a.y >> b, a.z >> b}; }
static inline uint3 operator<<(const uint3 a, uint b) { return uint3{a.x << b, a.y << b, a.z << b}; }
static inline bool all_of(const uint3 a) { return (a.x != 0 && a.y != 0 && a.z != 0); }
static inline bool any_of(const uint3 a) { return (a.x != 0 || a.y != 0 || a.z != 0); }
static inline void store (uint* p, const uint3 a_val) { memcpy((void*)p, (void*)&a_val, sizeof(uint)*3); }
static inline void store_u(uint* p, const uint3 a_val) { memcpy((void*)p, (void*)&a_val, sizeof(uint)*3); }
static inline uint3 min (const uint3 a, const uint3 b) { return uint3{std::min(a.x, b.x), std::min(a.y, b.y), std::min(a.z, b.z)}; }
static inline uint3 max (const uint3 a, const uint3 b) { return uint3{std::max(a.x, b.x), std::max(a.y, b.y), std::max(a.z, b.z)}; }
static inline uint3 clamp(const uint3 u, const uint3 a, const uint3 b) { return uint3{clamp(u.x, a.x, b.x), clamp(u.y, a.y, b.y), clamp(u.z, a.z, b.z)}; }
static inline uint3 clamp(const uint3 u, uint a, uint b) { return uint3{clamp(u.x, a, b), clamp(u.y, a, b), clamp(u.z, a, b)}; }
static inline uint dot(const uint3 a, const uint3 b) { return a.x*b.x + a.y*b.y + a.z*b.z; }
static inline uint3 blend(const uint3 a, const uint3 b, const uint3 mask) { return uint3{(mask.x == 0) ? b.x : a.x, (mask.y == 0) ? b.y : a.y, (mask.z == 0) ? b.z : a.z}; }
static inline uint extract_0(const uint3 a) { return a.x; }
static inline uint extract_1(const uint3 a) { return a.y; }
static inline uint extract_2(const uint3 a) { return a.z; }
static inline uint3 splat_0(const uint3 a) { return uint3{a.x, a.x, a.x}; }
static inline uint3 splat_1(const uint3 a) { return uint3{a.y, a.y, a.y}; }
static inline uint3 splat_2(const uint3 a) { return uint3{a.z, a.z, a.z}; }
static inline uint hmin(const uint3 a) { return std::min(a.x, std::min(a.y, a.z) ); }
static inline uint hmax(const uint3 a) { return std::max(a.x, std::max(a.y, a.z) ); }
static inline uint3 shuffle_xzy(uint3 a) { return uint3{a.x, a.z, a.y}; }
static inline uint3 shuffle_yxz(uint3 a) { return uint3{a.y, a.x, a.z}; }
static inline uint3 shuffle_yzx(uint3 a) { return uint3{a.y, a.z, a.x}; }
static inline uint3 shuffle_zxy(uint3 a) { return uint3{a.z, a.x, a.y}; }
static inline uint3 shuffle_zyx(uint3 a) { return uint3{a.z, a.y, a.x}; }
static inline uint3 cross(const uint3 a, const uint3 b)
{
const uint3 a_yzx = shuffle_yzx(a);
const uint3 b_yzx = shuffle_yzx(b);
return shuffle_yzx(a*b_yzx - a_yzx*b);
}
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
struct int3
{
inline int3() : x(0), y(0), z(0) {}
inline int3(int a_x, int a_y, int a_z) : x(a_x), y(a_y), z(a_z) {}
inline explicit int3(int a_val) : x(a_val), y(a_val), z(a_val) {}
inline explicit int3(const int a[3]) : x(a[0]), y(a[1]), z(a[2]) {}
inline explicit int3(float3 a);
inline explicit int3(uint3 a);
inline int& operator[](int i) { return M[i]; }
inline int operator[](int i) const { return M[i]; }
union
{
struct { int x, y, z; };
#ifdef LAYOUT_STD140
int M[4];
#else
int M[3];
#endif
};
};
static inline int3 operator+(const int3 a, const int3 b) { return int3{a.x + b.x, a.y + b.y, a.z + b.z}; }
static inline int3 operator-(const int3 a, const int3 b) { return int3{a.x - b.x, a.y - b.y, a.z - b.z}; }
static inline int3 operator*(const int3 a, const int3 b) { return int3{a.x * b.x, a.y * b.y, a.z * b.z}; }
static inline int3 operator/(const int3 a, const int3 b) { return int3{a.x / b.x, a.y / b.y, a.z / b.z}; }
static inline int3 operator-(const int3 a) { return int3{-a.x, -a.y, -a.z}; }
static inline int3 operator * (const int3 a, int b) { return int3{a.x * b, a.y * b, a.z * b}; }
static inline int3 operator / (const int3 a, int b) { return int3{a.x / b, a.y / b, a.z / b}; }
static inline int3 operator * (int a, const int3 b) { return int3{a * b.x, a * b.y, a * b.z}; }
static inline int3 operator / (int a, const int3 b) { return int3{a / b.x, a / b.y, a / b.z}; }
static inline int3 operator + (const int3 a, int b) { return int3{a.x + b, a.y + b, a.z + b}; }
static inline int3 operator - (const int3 a, int b) { return int3{a.x - b, a.y - b, a.z - b}; }
static inline int3 operator + (int a, const int3 b) { return int3{a + b.x, a + b.y, a + b.z}; }
static inline int3 operator - (int a, const int3 b) { return int3{a - b.x, a - b.y, a - b.z}; }
static inline int3& operator *= (int3& a, const int3 b) { a.x *= b.x; a.y *= b.y; a.z *= b.z; return a; }
static inline int3& operator /= (int3& a, const int3 b) { a.x /= b.x; a.y /= b.y; a.z /= b.z; return a; }
static inline int3& operator *= (int3& a, int b) { a.x *= b; a.y *= b; a.z *= b; return a; }
static inline int3& operator /= (int3& a, int b) { a.x /= b; a.y /= b; a.z /= b; return a; }
static inline int3& operator += (int3& a, const int3 b) { a.x += b.x; a.y += b.y; a.z += b.z; return a; }
static inline int3& operator -= (int3& a, const int3 b) { a.x -= b.x; a.y -= b.y; a.z -= b.z; return a; }
static inline int3& operator += (int3& a, int b) { a.x += b; a.y += b; a.z += b; return a; }
static inline int3& operator -= (int3& a, int b) { a.x -= b; a.y -= b; a.z -= b; return a; }
static inline uint3 operator> (const int3 a, const int3 b) { return uint3{a.x > b.x ? 0xFFFFFFFF : 0, a.y > b.y ? 0xFFFFFFFF : 0, a.z > b.z ? 0xFFFFFFFF : 0}; }
static inline uint3 operator< (const int3 a, const int3 b) { return uint3{a.x < b.x ? 0xFFFFFFFF : 0, a.y < b.y ? 0xFFFFFFFF : 0, a.z < b.z ? 0xFFFFFFFF : 0}; }
static inline uint3 operator>=(const int3 a, const int3 b) { return uint3{a.x >= b.x ? 0xFFFFFFFF : 0, a.y >= b.y ? 0xFFFFFFFF : 0, a.z >= b.z ? 0xFFFFFFFF : 0}; }
static inline uint3 operator<=(const int3 a, const int3 b) { return uint3{a.x <= b.x ? 0xFFFFFFFF : 0, a.y <= b.y ? 0xFFFFFFFF : 0, a.z <= b.z ? 0xFFFFFFFF : 0}; }
static inline uint3 operator==(const int3 a, const int3 b) { return uint3{a.x == b.x ? 0xFFFFFFFF : 0, a.y == b.y ? 0xFFFFFFFF : 0, a.z == b.z ? 0xFFFFFFFF : 0}; }
static inline uint3 operator!=(const int3 a, const int3 b) { return uint3{a.x != b.x ? 0xFFFFFFFF : 0, a.y != b.y ? 0xFFFFFFFF : 0, a.z != b.z ? 0xFFFFFFFF : 0}; }
static inline int3 operator& (const int3 a, const int3 b) { return int3{a.x & b.x, a.y & b.y, a.z & b.z}; }
static inline int3 operator| (const int3 a, const int3 b) { return int3{a.x | b.x, a.y | b.y, a.z | b.z}; }
static inline int3 operator~ (const int3 a) { return int3{~a.x, ~a.y, ~a.z}; }
static inline int3 operator>>(const int3 a, int b) { return int3{a.x >> b, a.y >> b, a.z >> b}; }
static inline int3 operator<<(const int3 a, int b) { return int3{a.x << b, a.y << b, a.z << b}; }
static inline bool all_of(const int3 a) { return (a.x != 0 && a.y != 0 && a.z != 0); }
static inline bool any_of(const int3 a) { return (a.x != 0 || a.y != 0 || a.z != 0); }
static inline void store (int* p, const int3 a_val) { memcpy((void*)p, (void*)&a_val, sizeof(int)*3); }
static inline void store_u(int* p, const int3 a_val) { memcpy((void*)p, (void*)&a_val, sizeof(int)*3); }
static inline int3 min (const int3 a, const int3 b) { return int3{std::min(a.x, b.x), std::min(a.y, b.y), std::min(a.z, b.z)}; }
static inline int3 max (const int3 a, const int3 b) { return int3{std::max(a.x, b.x), std::max(a.y, b.y), std::max(a.z, b.z)}; }
static inline int3 clamp(const int3 u, const int3 a, const int3 b) { return int3{clamp(u.x, a.x, b.x), clamp(u.y, a.y, b.y), clamp(u.z, a.z, b.z)}; }
static inline int3 clamp(const int3 u, int a, int b) { return int3{clamp(u.x, a, b), clamp(u.y, a, b), clamp(u.z, a, b)}; }
static inline int3 abs (const int3 a) { return int3{std::abs(a.x), std::abs(a.y), std::abs(a.z)}; }
static inline int3 sign(const int3 a) { return int3{sign(a.x), sign(a.y), sign(a.z)}; }
static inline int dot(const int3 a, const int3 b) { return a.x*b.x + a.y*b.y + a.z*b.z; }
static inline int3 blend(const int3 a, const int3 b, const uint3 mask) { return int3{(mask.x == 0) ? b.x : a.x, (mask.y == 0) ? b.y : a.y, (mask.z == 0) ? b.z : a.z}; }
static inline int extract_0(const int3 a) { return a.x; }
static inline int extract_1(const int3 a) { return a.y; }
static inline int extract_2(const int3 a) { return a.z; }
static inline int3 splat_0(const int3 a) { return int3{a.x, a.x, a.x}; }
static inline int3 splat_1(const int3 a) { return int3{a.y, a.y, a.y}; }
static inline int3 splat_2(const int3 a) { return int3{a.z, a.z, a.z}; }
static inline int hmin(const int3 a) { return std::min(a.x, std::min(a.y, a.z) ); }
static inline int hmax(const int3 a) { return std::max(a.x, std::max(a.y, a.z) ); }
static inline int3 shuffle_xzy(int3 a) { return int3{a.x, a.z, a.y}; }
static inline int3 shuffle_yxz(int3 a) { return int3{a.y, a.x, a.z}; }
static inline int3 shuffle_yzx(int3 a) { return int3{a.y, a.z, a.x}; }
static inline int3 shuffle_zxy(int3 a) { return int3{a.z, a.x, a.y}; }
static inline int3 shuffle_zyx(int3 a) { return int3{a.z, a.y, a.x}; }
static inline int3 cross(const int3 a, const int3 b)
{
const int3 a_yzx = shuffle_yzx(a);
const int3 b_yzx = shuffle_yzx(b);
return shuffle_yzx(a*b_yzx - a_yzx*b);
}
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
struct float3
{
inline float3() : x(0), y(0), z(0) {}
inline float3(float a_x, float a_y, float a_z) : x(a_x), y(a_y), z(a_z) {}
inline explicit float3(float a_val) : x(a_val), y(a_val), z(a_val) {}
inline explicit float3(const float a[3]) : x(a[0]), y(a[1]), z(a[2]) {}
inline explicit float3(int3 a);
inline explicit float3(uint3 a);
inline float& operator[](int i) { return M[i]; }
inline float operator[](int i) const { return M[i]; }
union
{
struct { float x, y, z; };
#ifdef LAYOUT_STD140
float M[4];
#else
float M[3];
#endif
};
};
static inline float3 operator+(const float3 a, const float3 b) { return float3{a.x + b.x, a.y + b.y, a.z + b.z}; }
static inline float3 operator-(const float3 a, const float3 b) { return float3{a.x - b.x, a.y - b.y, a.z - b.z}; }
static inline float3 operator*(const float3 a, const float3 b) { return float3{a.x * b.x, a.y * b.y, a.z * b.z}; }
static inline float3 operator/(const float3 a, const float3 b) { return float3{a.x / b.x, a.y / b.y, a.z / b.z}; }
static inline float3 operator-(const float3 a) { return float3{-a.x, -a.y, -a.z}; }
static inline float3 operator * (const float3 a, float b) { return float3{a.x * b, a.y * b, a.z * b}; }
static inline float3 operator / (const float3 a, float b) { return float3{a.x / b, a.y / b, a.z / b}; }
static inline float3 operator * (float a, const float3 b) { return float3{a * b.x, a * b.y, a * b.z}; }
static inline float3 operator / (float a, const float3 b) { return float3{a / b.x, a / b.y, a / b.z}; }
static inline float3 operator + (const float3 a, float b) { return float3{a.x + b, a.y + b, a.z + b}; }
static inline float3 operator - (const float3 a, float b) { return float3{a.x - b, a.y - b, a.z - b}; }
static inline float3 operator + (float a, const float3 b) { return float3{a + b.x, a + b.y, a + b.z}; }
static inline float3 operator - (float a, const float3 b) { return float3{a - b.x, a - b.y, a - b.z}; }
static inline float3& operator *= (float3& a, const float3 b) { a.x *= b.x; a.y *= b.y; a.z *= b.z; return a; }
static inline float3& operator /= (float3& a, const float3 b) { a.x /= b.x; a.y /= b.y; a.z /= b.z; return a; }
static inline float3& operator *= (float3& a, float b) { a.x *= b; a.y *= b; a.z *= b; return a; }
static inline float3& operator /= (float3& a, float b) { a.x /= b; a.y /= b; a.z /= b; return a; }
static inline float3& operator += (float3& a, const float3 b) { a.x += b.x; a.y += b.y; a.z += b.z; return a; }
static inline float3& operator -= (float3& a, const float3 b) { a.x -= b.x; a.y -= b.y; a.z -= b.z; return a; }
static inline float3& operator += (float3& a, float b) { a.x += b; a.y += b; a.z += b; return a; }
static inline float3& operator -= (float3& a, float b) { a.x -= b; a.y -= b; a.z -= b; return a; }
static inline uint3 operator> (const float3 a, const float3 b) { return uint3{a.x > b.x ? 0xFFFFFFFF : 0, a.y > b.y ? 0xFFFFFFFF : 0, a.z > b.z ? 0xFFFFFFFF : 0}; }
static inline uint3 operator< (const float3 a, const float3 b) { return uint3{a.x < b.x ? 0xFFFFFFFF : 0, a.y < b.y ? 0xFFFFFFFF : 0, a.z < b.z ? 0xFFFFFFFF : 0}; }
static inline uint3 operator>=(const float3 a, const float3 b) { return uint3{a.x >= b.x ? 0xFFFFFFFF : 0, a.y >= b.y ? 0xFFFFFFFF : 0, a.z >= b.z ? 0xFFFFFFFF : 0}; }
static inline uint3 operator<=(const float3 a, const float3 b) { return uint3{a.x <= b.x ? 0xFFFFFFFF : 0, a.y <= b.y ? 0xFFFFFFFF : 0, a.z <= b.z ? 0xFFFFFFFF : 0}; }
static inline uint3 operator==(const float3 a, const float3 b) { return uint3{a.x == b.x ? 0xFFFFFFFF : 0, a.y == b.y ? 0xFFFFFFFF : 0, a.z == b.z ? 0xFFFFFFFF : 0}; }
static inline uint3 operator!=(const float3 a, const float3 b) { return uint3{a.x != b.x ? 0xFFFFFFFF : 0, a.y != b.y ? 0xFFFFFFFF : 0, a.z != b.z ? 0xFFFFFFFF : 0}; }
static inline void store (float* p, const float3 a_val) { memcpy((void*)p, (void*)&a_val, sizeof(float)*3); }
static inline void store_u(float* p, const float3 a_val) { memcpy((void*)p, (void*)&a_val, sizeof(float)*3); }
static inline float3 min (const float3 a, const float3 b) { return float3{std::min(a.x, b.x), std::min(a.y, b.y), std::min(a.z, b.z)}; }
static inline float3 max (const float3 a, const float3 b) { return float3{std::max(a.x, b.x), std::max(a.y, b.y), std::max(a.z, b.z)}; }
static inline float3 clamp(const float3 u, const float3 a, const float3 b) { return float3{clamp(u.x, a.x, b.x), clamp(u.y, a.y, b.y), clamp(u.z, a.z, b.z)}; }
static inline float3 clamp(const float3 u, float a, float b) { return float3{clamp(u.x, a, b), clamp(u.y, a, b), clamp(u.z, a, b)}; }
static inline float3 abs (const float3 a) { return float3{std::abs(a.x), std::abs(a.y), std::abs(a.z)}; }
static inline float3 sign(const float3 a) { return float3{sign(a.x), sign(a.y), sign(a.z)}; }
static inline float3 lerp(const float3 a, const float3 b, float t) { return a + t * (b - a); }
static inline float3 mix (const float3 a, const float3 b, float t) { return a + t * (b - a); }
static inline float3 floor(const float3 a) { return float3{std::floor(a.x), std::floor(a.y), std::floor(a.z)}; }
static inline float3 ceil(const float3 a) { return float3{std::ceil(a.x), std::ceil(a.y), std::ceil(a.z)}; }
static inline float3 rcp (const float3 a) { return float3{1.0f/a.x, 1.0f/a.y, 1.0f/a.z}; }
static inline float3 mod (const float3 x, const float3 y) { return x - y * floor(x/y); }
static inline float3 fract(const float3 x) { return x - floor(x); }
static inline float3 sqrt(const float3 a) { return float3{std::sqrt(a.x), std::sqrt(a.y), std::sqrt(a.z)}; }
static inline float3 inversesqrt(const float3 a) { return 1.0f/sqrt(a); }
static inline float dot(const float3 a, const float3 b) { return a.x*b.x + a.y*b.y + a.z*b.z; }
static inline float length(const float3 a) { return std::sqrt(dot(a,a)); }
static inline float3 normalize(const float3 a) { float lenInv = float(1)/length(a); return a*lenInv; }
static inline float3 blend(const float3 a, const float3 b, const uint3 mask) { return float3{(mask.x == 0) ? b.x : a.x, (mask.y == 0) ? b.y : a.y, (mask.z == 0) ? b.z : a.z}; }
static inline float extract_0(const float3 a) { return a.x; }
static inline float extract_1(const float3 a) { return a.y; }
static inline float extract_2(const float3 a) { return a.z; }
static inline float3 splat_0(const float3 a) { return float3{a.x, a.x, a.x}; }
static inline float3 splat_1(const float3 a) { return float3{a.y, a.y, a.y}; }
static inline float3 splat_2(const float3 a) { return float3{a.z, a.z, a.z}; }
static inline float hmin(const float3 a) { return std::min(a.x, std::min(a.y, a.z) ); }
static inline float hmax(const float3 a) { return std::max(a.x, std::max(a.y, a.z) ); }
static inline float3 shuffle_xzy(float3 a) { return float3{a.x, a.z, a.y}; }
static inline float3 shuffle_yxz(float3 a) { return float3{a.y, a.x, a.z}; }
static inline float3 shuffle_yzx(float3 a) { return float3{a.y, a.z, a.x}; }
static inline float3 shuffle_zxy(float3 a) { return float3{a.z, a.x, a.y}; }
static inline float3 shuffle_zyx(float3 a) { return float3{a.z, a.y, a.x}; }
static inline float3 cross(const float3 a, const float3 b)
{
const float3 a_yzx = shuffle_yzx(a);
const float3 b_yzx = shuffle_yzx(b);
return shuffle_yzx(a*b_yzx - a_yzx*b);
}
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
struct double3
{
inline double3() : x(0), y(0), z(0) {}
inline double3(double a_x, double a_y, double a_z) : x(a_x), y(a_y), z(a_z) {}
inline explicit double3(double a_val) : x(a_val), y(a_val), z(a_val) {}
inline explicit double3(const double a[3]) : x(a[0]), y(a[1]), z(a[2]) {}
inline explicit double3(float3 a);
inline explicit double3(int3 a);
inline double& operator[](int i) { return M[i]; }
inline double operator[](int i) const { return M[i]; }
union
{
struct { double x, y, z; };
#ifdef LAYOUT_STD140
double M[4];
#else
double M[3];
#endif
};
};
static inline double3 operator+(const double3 a, const double3 b) { return double3{a.x + b.x, a.y + b.y, a.z + b.z}; }
static inline double3 operator-(const double3 a, const double3 b) { return double3{a.x - b.x, a.y - b.y, a.z - b.z}; }
static inline double3 operator*(const double3 a, const double3 b) { return double3{a.x * b.x, a.y * b.y, a.z * b.z}; }
static inline double3 operator/(const double3 a, const double3 b) { return double3{a.x / b.x, a.y / b.y, a.z / b.z}; }
static inline double3 operator-(const double3 a) { return double3{-a.x, -a.y, -a.z}; }
static inline double3 operator * (const double3 a, double b) { return double3{a.x * b, a.y * b, a.z * b}; }
static inline double3 operator / (const double3 a, double b) { return double3{a.x / b, a.y / b, a.z / b}; }
static inline double3 operator * (double a, const double3 b) { return double3{a * b.x, a * b.y, a * b.z}; }
static inline double3 operator / (double a, const double3 b) { return double3{a / b.x, a / b.y, a / b.z}; }
static inline double3 operator + (const double3 a, double b) { return double3{a.x + b, a.y + b, a.z + b}; }
static inline double3 operator - (const double3 a, double b) { return double3{a.x - b, a.y - b, a.z - b}; }
static inline double3 operator + (double a, const double3 b) { return double3{a + b.x, a + b.y, a + b.z}; }
static inline double3 operator - (double a, const double3 b) { return double3{a - b.x, a - b.y, a - b.z}; }
static inline double3& operator *= (double3& a, const double3 b) { a.x *= b.x; a.y *= b.y; a.z *= b.z; return a; }
static inline double3& operator /= (double3& a, const double3 b) { a.x /= b.x; a.y /= b.y; a.z /= b.z; return a; }
static inline double3& operator *= (double3& a, double b) { a.x *= b; a.y *= b; a.z *= b; return a; }
static inline double3& operator /= (double3& a, double b) { a.x /= b; a.y /= b; a.z /= b; return a; }
static inline double3& operator += (double3& a, const double3 b) { a.x += b.x; a.y += b.y; a.z += b.z; return a; }
static inline double3& operator -= (double3& a, const double3 b) { a.x -= b.x; a.y -= b.y; a.z -= b.z; return a; }
static inline double3& operator += (double3& a, double b) { a.x += b; a.y += b; a.z += b; return a; }
static inline double3& operator -= (double3& a, double b) { a.x -= b; a.y -= b; a.z -= b; return a; }
static inline uint3 operator> (const double3 a, const double3 b) { return uint3{a.x > b.x ? 0xFFFFFFFF : 0, a.y > b.y ? 0xFFFFFFFF : 0, a.z > b.z ? 0xFFFFFFFF : 0}; }
static inline uint3 operator< (const double3 a, const double3 b) { return uint3{a.x < b.x ? 0xFFFFFFFF : 0, a.y < b.y ? 0xFFFFFFFF : 0, a.z < b.z ? 0xFFFFFFFF : 0}; }
static inline uint3 operator>=(const double3 a, const double3 b) { return uint3{a.x >= b.x ? 0xFFFFFFFF : 0, a.y >= b.y ? 0xFFFFFFFF : 0, a.z >= b.z ? 0xFFFFFFFF : 0}; }
static inline uint3 operator<=(const double3 a, const double3 b) { return uint3{a.x <= b.x ? 0xFFFFFFFF : 0, a.y <= b.y ? 0xFFFFFFFF : 0, a.z <= b.z ? 0xFFFFFFFF : 0}; }
static inline uint3 operator==(const double3 a, const double3 b) { return uint3{a.x == b.x ? 0xFFFFFFFF : 0, a.y == b.y ? 0xFFFFFFFF : 0, a.z == b.z ? 0xFFFFFFFF : 0}; }
static inline uint3 operator!=(const double3 a, const double3 b) { return uint3{a.x != b.x ? 0xFFFFFFFF : 0, a.y != b.y ? 0xFFFFFFFF : 0, a.z != b.z ? 0xFFFFFFFF : 0}; }
static inline void store (double* p, const double3 a_val) { memcpy((void*)p, (void*)&a_val, sizeof(double)*3); }
static inline void store_u(double* p, const double3 a_val) { memcpy((void*)p, (void*)&a_val, sizeof(double)*3); }
static inline double3 min (const double3 a, const double3 b) { return double3{std::min(a.x, b.x), std::min(a.y, b.y), std::min(a.z, b.z)}; }
static inline double3 max (const double3 a, const double3 b) { return double3{std::max(a.x, b.x), std::max(a.y, b.y), std::max(a.z, b.z)}; }
static inline double3 clamp(const double3 u, const double3 a, const double3 b) { return double3{clamp(u.x, a.x, b.x), clamp(u.y, a.y, b.y), clamp(u.z, a.z, b.z)}; }
static inline double3 clamp(const double3 u, double a, double b) { return double3{clamp(u.x, a, b), clamp(u.y, a, b), clamp(u.z, a, b)}; }
static inline double3 abs (const double3 a) { return double3{std::abs(a.x), std::abs(a.y), std::abs(a.z)}; }
static inline double3 sign(const double3 a) { return double3{sign(a.x), sign(a.y), sign(a.z)}; }
static inline double3 lerp(const double3 a, const double3 b, double t) { return a + t * (b - a); }
static inline double3 mix (const double3 a, const double3 b, double t) { return a + t * (b - a); }
static inline double3 floor(const double3 a) { return double3{std::floor(a.x), std::floor(a.y), std::floor(a.z)}; }
static inline double3 ceil(const double3 a) { return double3{std::ceil(a.x), std::ceil(a.y), std::ceil(a.z)}; }
static inline double3 rcp (const double3 a) { return double3{1.0 / a.x, 1.0 / a.y, 1.0 / a.z}; }
static inline double3 mod (const double3 x, const double3 y) { return x - y * floor(x/y); }
static inline double3 fract(const double3 x) { return x - floor(x); }
static inline double3 sqrt(const double3 a) { return double3{std::sqrt(a.x), std::sqrt(a.y), std::sqrt(a.z)}; }
static inline double3 inversesqrt(const double3 a) { return 1.0 / sqrt(a); }
static inline double dot(const double3 a, const double3 b) { return a.x*b.x + a.y*b.y + a.z*b.z; }
static inline double length(const double3 a) { return std::sqrt(dot(a,a)); }
static inline double3 normalize(const double3 a) { double lenInv = double(1)/length(a); return a*lenInv; }
static inline double3 blend(const double3 a, const double3 b, const uint3 mask) { return double3{(mask.x == 0) ? b.x : a.x, (mask.y == 0) ? b.y : a.y, (mask.z == 0) ? b.z : a.z}; }
static inline double extract_0(const double3 a) { return a.x; }
static inline double extract_1(const double3 a) { return a.y; }
static inline double extract_2(const double3 a) { return a.z; }
static inline double3 splat_0(const double3 a) { return double3{a.x, a.x, a.x}; }
static inline double3 splat_1(const double3 a) { return double3{a.y, a.y, a.y}; }
static inline double3 splat_2(const double3 a) { return double3{a.z, a.z, a.z}; }
static inline double hmin(const double3 a) { return std::min(a.x, std::min(a.y, a.z) ); }
static inline double hmax(const double3 a) { return std::max(a.x, std::max(a.y, a.z) ); }
static inline double3 shuffle_xzy(double3 a) { return double3{a.x, a.z, a.y}; }
static inline double3 shuffle_yxz(double3 a) { return double3{a.y, a.x, a.z}; }
static inline double3 shuffle_yzx(double3 a) { return double3{a.y, a.z, a.x}; }
static inline double3 shuffle_zxy(double3 a) { return double3{a.z, a.x, a.y}; }
static inline double3 shuffle_zyx(double3 a) { return double3{a.z, a.y, a.x}; }
static inline double3 cross(const double3 a, const double3 b)
{
const double3 a_yzx = shuffle_yzx(a);
const double3 b_yzx = shuffle_yzx(b);
return shuffle_yzx(a*b_yzx - a_yzx*b);
}
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
struct uint2
{
inline uint2() : x(0), y(0) {}
inline uint2(uint a_x, uint a_y) : x(a_x), y(a_y) {}
inline explicit uint2(uint a_val) : x(a_val), y(a_val) {}
inline explicit uint2(const uint a[2]) : x(a[0]), y(a[1]) {}
inline explicit uint2(float2 a);
inline explicit uint2(int2 a);
inline uint& operator[](int i) { return M[i]; }
inline uint operator[](int i) const { return M[i]; }
union
{
struct { uint x, y; };
uint M[2];
};
};
static inline uint2 operator+(const uint2 a, const uint2 b) { return uint2{a.x + b.x, a.y + b.y}; }
static inline uint2 operator-(const uint2 a, const uint2 b) { return uint2{a.x - b.x, a.y - b.y}; }
static inline uint2 operator*(const uint2 a, const uint2 b) { return uint2{a.x * b.x, a.y * b.y}; }
static inline uint2 operator/(const uint2 a, const uint2 b) { return uint2{a.x / b.x, a.y / b.y}; }
static inline uint2 operator-(const uint2 a) { return uint2{-a.x, -a.y}; }
static inline uint2 operator * (const uint2 a, uint b) { return uint2{a.x * b, a.y * b}; }