Files
Misaki.HighPerformance/Misaki.HighPerformance.Mathematics.SPMD/Templates/Vector4.gen.cs
Misaki 9f7507ba71 Refactor SPMD lane abstraction and add gather support
- Rename ISPMD interfaces to ISPMDLane for clarity
- Add gather and mask load methods to ISPMDLane, implement for ScalarLane and WideLane
- Add GetUnsafePtr() for direct pointer access
- Update MathV and vector types to use new interface and gather methods
- Update SPMD job interfaces and implementations to ISPMDLane
- Improve hash codes, range checks, and safety checks in vector types
- Update codegen templates for new interface/methods
- Refactor SPMD jobs to use gather methods for efficient vectorized access
2026-04-25 11:50:51 +09:00

511 lines
15 KiB
C#

using System.Diagnostics;
using System.Numerics;
using System.Runtime.CompilerServices;
namespace Misaki.HighPerformance.Mathematics.SPMD;
public unsafe struct Vector4<TLane, TNumber> : IEquatable<Vector4<TLane, TNumber>>
where TLane : ISPMDLane<TLane, TNumber>
where TNumber : unmanaged, INumber<TNumber>, IBinaryNumber<TNumber>, IMinMaxValue<TNumber>, IBitwiseOperators<TNumber, TNumber, TNumber>
{
public TLane x;
public TLane y;
public TLane z;
public TLane w;
public static Vector4<TLane, TNumber> Zero
{
[MethodImpl(MethodImplOptions.AggressiveInlining)]
get
{
return new Vector4<TLane, TNumber>
{
x = TLane.Zero,
y = TLane.Zero,
z = TLane.Zero,
w = TLane.Zero,
};
}
}
public static Vector4<TLane, TNumber> One
{
[MethodImpl(MethodImplOptions.AggressiveInlining)]
get
{
return new Vector4<TLane, TNumber>
{
x = TLane.One,
y = TLane.One,
z = TLane.One,
w = TLane.One,
};
}
}
public TLane this[int index]
{
[MethodImpl(MethodImplOptions.AggressiveInlining)]
get
{
RangeCheck(index);
return Unsafe.Add(ref x, index);
}
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
[Conditional("MHP_ENABLE_SAFETY_CHECKS")]
private static void RangeCheck(int index)
{
if (index < 0 || index >= 4)
{
throw new IndexOutOfRangeException($"Index {index} is out of range for Vector4.");
}
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void Store(TNumber* pDst)
{
var width = TLane.LaneWidth;
var x = stackalloc TNumber[width];
var y = stackalloc TNumber[width];
var z = stackalloc TNumber[width];
var w = stackalloc TNumber[width];
this.x.Store(x);
this.y.Store(y);
this.z.Store(z);
this.w.Store(w);
for (var i = 0; i < width; i++)
{
pDst[i * 4 + 0] = x[i];
pDst[i * 4 + 1] = y[i];
pDst[i * 4 + 2] = z[i];
pDst[i * 4 + 3] = w[i];
}
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void Store(ref TNumber dst)
{
Store((TNumber*)Unsafe.AsPointer(ref dst));
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void Store(TNumber* px, TNumber* py, TNumber* pz, TNumber* pw)
{
x.Store(px);
y.Store(py);
z.Store(pz);
w.Store(pw);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void Store(ref TNumber x, ref TNumber y, ref TNumber z, ref TNumber w)
{
this.x.Store(ref x);
this.y.Store(ref y);
this.z.Store(ref z);
this.w.Store(ref w);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static Vector4<TLane, TNumber> operator -(in Vector4<TLane, TNumber> vector)
{
return new Vector4<TLane, TNumber>
{
x = -vector.x,
y = -vector.y,
z = -vector.z,
w = -vector.w,
};
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static Vector4<TLane, TNumber> operator +(in Vector4<TLane, TNumber> left, in Vector4<TLane, TNumber> right)
{
return new Vector4<TLane, TNumber>
{
x = left.x + right.x,
y = left.y + right.y,
z = left.z + right.z,
w = left.w + right.w,
};
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static Vector4<TLane, TNumber> operator +(in Vector4<TLane, TNumber> vector, TLane lane)
{
return new Vector4<TLane, TNumber>
{
x = vector.x + lane,
y = vector.y + lane,
z = vector.z + lane,
w = vector.w + lane,
};
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static Vector4<TLane, TNumber> operator +(TLane lane, in Vector4<TLane, TNumber> vector)
{
return new Vector4<TLane, TNumber>
{
x = lane + vector.x,
y = lane + vector.y,
z = lane + vector.z,
w = lane + vector.w,
};
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static Vector4<TLane, TNumber> operator -(in Vector4<TLane, TNumber> left, in Vector4<TLane, TNumber> right)
{
return new Vector4<TLane, TNumber>
{
x = left.x - right.x,
y = left.y - right.y,
z = left.z - right.z,
w = left.w - right.w,
};
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static Vector4<TLane, TNumber> operator -(in Vector4<TLane, TNumber> vector, TLane lane)
{
return new Vector4<TLane, TNumber>
{
x = vector.x - lane,
y = vector.y - lane,
z = vector.z - lane,
w = vector.w - lane,
};
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static Vector4<TLane, TNumber> operator -(TLane lane, in Vector4<TLane, TNumber> vector)
{
return new Vector4<TLane, TNumber>
{
x = lane - vector.x,
y = lane - vector.y,
z = lane - vector.z,
w = lane - vector.w,
};
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static Vector4<TLane, TNumber> operator *(in Vector4<TLane, TNumber> left, in Vector4<TLane, TNumber> right)
{
return new Vector4<TLane, TNumber>
{
x = left.x * right.x,
y = left.y * right.y,
z = left.z * right.z,
w = left.w * right.w,
};
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static Vector4<TLane, TNumber> operator *(in Vector4<TLane, TNumber> vector, TLane lane)
{
return new Vector4<TLane, TNumber>
{
x = vector.x * lane,
y = vector.y * lane,
z = vector.z * lane,
w = vector.w * lane,
};
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static Vector4<TLane, TNumber> operator *(TLane lane, in Vector4<TLane, TNumber> vector)
{
return new Vector4<TLane, TNumber>
{
x = lane * vector.x,
y = lane * vector.y,
z = lane * vector.z,
w = lane * vector.w,
};
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static Vector4<TLane, TNumber> operator /(in Vector4<TLane, TNumber> left, in Vector4<TLane, TNumber> right)
{
return new Vector4<TLane, TNumber>
{
x = left.x / right.x,
y = left.y / right.y,
z = left.z / right.z,
w = left.w / right.w,
};
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static Vector4<TLane, TNumber> operator /(in Vector4<TLane, TNumber> vector, TLane lane)
{
return new Vector4<TLane, TNumber>
{
x = vector.x / lane,
y = vector.y / lane,
z = vector.z / lane,
w = vector.w / lane,
};
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static Vector4<TLane, TNumber> operator /(TLane lane, in Vector4<TLane, TNumber> vector)
{
return new Vector4<TLane, TNumber>
{
x = lane / vector.x,
y = lane / vector.y,
z = lane / vector.z,
w = lane / vector.w,
};
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static Vector4<TLane, TNumber> operator ==(in Vector4<TLane, TNumber> left, in Vector4<TLane, TNumber> right)
{
return new Vector4<TLane, TNumber>
{
x = left.x == right.x,
y = left.y == right.y,
z = left.z == right.z,
w = left.w == right.w,
};
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static Vector4<TLane, TNumber> operator ==(in Vector4<TLane, TNumber> vector, TLane lane)
{
return new Vector4<TLane, TNumber>
{
x = vector.x == lane,
y = vector.y == lane,
z = vector.z == lane,
w = vector.w == lane,
};
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static Vector4<TLane, TNumber> operator ==(TLane lane, in Vector4<TLane, TNumber> vector)
{
return new Vector4<TLane, TNumber>
{
x = lane == vector.x,
y = lane == vector.y,
z = lane == vector.z,
w = lane == vector.w,
};
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static Vector4<TLane, TNumber> operator !=(in Vector4<TLane, TNumber> left, in Vector4<TLane, TNumber> right)
{
return new Vector4<TLane, TNumber>
{
x = left.x != right.x,
y = left.y != right.y,
z = left.z != right.z,
w = left.w != right.w,
};
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static Vector4<TLane, TNumber> operator !=(in Vector4<TLane, TNumber> vector, TLane lane)
{
return new Vector4<TLane, TNumber>
{
x = vector.x != lane,
y = vector.y != lane,
z = vector.z != lane,
w = vector.w != lane,
};
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static Vector4<TLane, TNumber> operator !=(TLane lane, in Vector4<TLane, TNumber> vector)
{
return new Vector4<TLane, TNumber>
{
x = lane != vector.x,
y = lane != vector.y,
z = lane != vector.z,
w = lane != vector.w,
};
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static Vector4<TLane, TNumber> operator >(in Vector4<TLane, TNumber> left, in Vector4<TLane, TNumber> right)
{
return new Vector4<TLane, TNumber>
{
x = left.x > right.x,
y = left.y > right.y,
z = left.z > right.z,
w = left.w > right.w,
};
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static Vector4<TLane, TNumber> operator >(in Vector4<TLane, TNumber> vector, TLane lane)
{
return new Vector4<TLane, TNumber>
{
x = vector.x > lane,
y = vector.y > lane,
z = vector.z > lane,
w = vector.w > lane,
};
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static Vector4<TLane, TNumber> operator >(TLane lane, in Vector4<TLane, TNumber> vector)
{
return new Vector4<TLane, TNumber>
{
x = lane > vector.x,
y = lane > vector.y,
z = lane > vector.z,
w = lane > vector.w,
};
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static Vector4<TLane, TNumber> operator >=(in Vector4<TLane, TNumber> left, in Vector4<TLane, TNumber> right)
{
return new Vector4<TLane, TNumber>
{
x = left.x >= right.x,
y = left.y >= right.y,
z = left.z >= right.z,
w = left.w >= right.w,
};
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static Vector4<TLane, TNumber> operator >=(in Vector4<TLane, TNumber> vector, TLane lane)
{
return new Vector4<TLane, TNumber>
{
x = vector.x >= lane,
y = vector.y >= lane,
z = vector.z >= lane,
w = vector.w >= lane,
};
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static Vector4<TLane, TNumber> operator >=(TLane lane, in Vector4<TLane, TNumber> vector)
{
return new Vector4<TLane, TNumber>
{
x = lane >= vector.x,
y = lane >= vector.y,
z = lane >= vector.z,
w = lane >= vector.w,
};
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static Vector4<TLane, TNumber> operator <(in Vector4<TLane, TNumber> left, in Vector4<TLane, TNumber> right)
{
return new Vector4<TLane, TNumber>
{
x = left.x < right.x,
y = left.y < right.y,
z = left.z < right.z,
w = left.w < right.w,
};
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static Vector4<TLane, TNumber> operator <(in Vector4<TLane, TNumber> vector, TLane lane)
{
return new Vector4<TLane, TNumber>
{
x = vector.x < lane,
y = vector.y < lane,
z = vector.z < lane,
w = vector.w < lane,
};
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static Vector4<TLane, TNumber> operator <(TLane lane, in Vector4<TLane, TNumber> vector)
{
return new Vector4<TLane, TNumber>
{
x = lane < vector.x,
y = lane < vector.y,
z = lane < vector.z,
w = lane < vector.w,
};
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static Vector4<TLane, TNumber> operator <=(in Vector4<TLane, TNumber> left, in Vector4<TLane, TNumber> right)
{
return new Vector4<TLane, TNumber>
{
x = left.x <= right.x,
y = left.y <= right.y,
z = left.z <= right.z,
w = left.w <= right.w,
};
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static Vector4<TLane, TNumber> operator <=(in Vector4<TLane, TNumber> vector, TLane lane)
{
return new Vector4<TLane, TNumber>
{
x = vector.x <= lane,
y = vector.y <= lane,
z = vector.z <= lane,
w = vector.w <= lane,
};
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static Vector4<TLane, TNumber> operator <=(TLane lane, in Vector4<TLane, TNumber> vector)
{
return new Vector4<TLane, TNumber>
{
x = lane <= vector.x,
y = lane <= vector.y,
z = lane <= vector.z,
w = lane <= vector.w,
};
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public readonly bool Equals(Vector4<TLane, TNumber> other)
{
return this.x.Equals(other.x) && this.y.Equals(other.y) && this.z.Equals(other.z) && this.w.Equals(other.w);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public override readonly bool Equals(object? obj)
{
return obj is Vector4<TLane, TNumber> other && Equals(other);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public override readonly int GetHashCode()
{
var hash = new HashCode();
hash.Add(x);
hash.Add(y);
hash.Add(z);
hash.Add(w);
return hash.ToHashCode();
}
}