//-------------------------------------------------------------------------------------
// DirectXMathFMA3.h -- FMA3 extensions for SIMD C++ Math library
//
// Copyright (c) Microsoft Corporation.
// Licensed under the MIT License.
//
// http://go.microsoft.com/fwlink/?LinkID=615560
//-------------------------------------------------------------------------------------

#pragma once

#if defined(_M_ARM) || defined(_M_ARM64) || defined(_M_HYBRID_X86_ARM64) || __arm__ || __aarch64__
#error FMA3 not supported on ARM platform
#endif

#include <DirectXMath.h>

namespace DirectX
{

namespace FMA3
{

inline bool XMVerifyFMA3Support()
{
    // Should return true for AMD "Pildriver" and Intel "Haswell" processors
    // with OS support for AVX (Windows 7 Service Pack 1, Windows Server 2008 R2 Service Pack 1, Windows 8, Windows Server 2012)

    // See http://msdn.microsoft.com/en-us/library/hskdteyh.aspx
    int CPUInfo[4] = {-1};
#if (defined(__clang__) || defined(__GNUC__)) && defined(__cpuid)
    __cpuid(0, CPUInfo[0], CPUInfo[1], CPUInfo[2], CPUInfo[3]);
#else
    __cpuid(CPUInfo, 0);
#endif

    if ( CPUInfo[0] < 1  )
        return false;

#if (defined(__clang__) || defined(__GNUC__)) && defined(__cpuid)
    __cpuid(1, CPUInfo[0], CPUInfo[1], CPUInfo[2], CPUInfo[3]);
#else
    __cpuid(CPUInfo, 1);
#endif

    // We check for FMA3, AVX, OSXSAVE
    return ( (CPUInfo[2] & 0x18001000) == 0x18001000 );
}


//-------------------------------------------------------------------------------------
// Vector
//-------------------------------------------------------------------------------------

inline XMVECTOR XM_CALLCONV XMVectorMultiplyAdd
(
    FXMVECTOR V1, 
    FXMVECTOR V2, 
    FXMVECTOR V3
)
{
    return _mm_fmadd_ps( V1, V2, V3 );
}

inline XMVECTOR XM_CALLCONV XMVectorNegativeMultiplySubtract
(
    FXMVECTOR V1, 
    FXMVECTOR V2, 
    FXMVECTOR V3
)
{
    return _mm_fnmadd_ps( V1, V2, V3 );
}


//-------------------------------------------------------------------------------------
// Vector2
//-------------------------------------------------------------------------------------

inline XMVECTOR XM_CALLCONV XMVector2Transform
(
    FXMVECTOR V, 
    CXMMATRIX M
)
{
    XMVECTOR vResult = _mm_permute_ps(V,_MM_SHUFFLE(1,1,1,1)); // Y
    vResult = _mm_fmadd_ps( vResult, M.r[1], M.r[3] );
    XMVECTOR vTemp = _mm_permute_ps(V,_MM_SHUFFLE(0,0,0,0)); // X
    vResult = _mm_fmadd_ps( vTemp, M.r[0], vResult );
    return vResult;
}

inline XMVECTOR XM_CALLCONV XMVector2TransformCoord
(
    FXMVECTOR V, 
    CXMMATRIX M
)
{
    XMVECTOR vResult = _mm_permute_ps(V,_MM_SHUFFLE(1,1,1,1)); // Y
    vResult = _mm_fmadd_ps( vResult, M.r[1], M.r[3] );
    XMVECTOR vTemp = _mm_permute_ps(V,_MM_SHUFFLE(0,0,0,0)); // X
    vResult = _mm_fmadd_ps( vTemp, M.r[0], vResult );
    XMVECTOR W = _mm_permute_ps(vResult,_MM_SHUFFLE(3,3,3,3));
    vResult = _mm_div_ps( vResult, W );
    return vResult;
}

inline XMVECTOR XM_CALLCONV XMVector2TransformNormal
(
    FXMVECTOR V, 
    CXMMATRIX M
)
{
    XMVECTOR vResult = _mm_permute_ps(V,_MM_SHUFFLE(1,1,1,1)); // Y
    vResult = _mm_mul_ps( vResult, M.r[1] );
    XMVECTOR vTemp = _mm_permute_ps(V,_MM_SHUFFLE(0,0,0,0)); // X
    vResult = _mm_fmadd_ps( vTemp, M.r[0], vResult );
    return vResult;
}


//-------------------------------------------------------------------------------------
// Vector3
//-------------------------------------------------------------------------------------

inline XMVECTOR XM_CALLCONV XMVector3Transform
(
    FXMVECTOR V, 
    CXMMATRIX M
)
{
    XMVECTOR vResult = _mm_permute_ps(V,_MM_SHUFFLE(2,2,2,2)); // Z
    vResult = _mm_fmadd_ps( vResult, M.r[2], M.r[3] );
    XMVECTOR vTemp = _mm_permute_ps(V,_MM_SHUFFLE(1,1,1,1)); // Y
    vResult = _mm_fmadd_ps( vTemp, M.r[1], vResult );
    vTemp = _mm_permute_ps(V,_MM_SHUFFLE(0,0,0,0)); // X
    vResult = _mm_fmadd_ps( vTemp, M.r[0], vResult );
    return vResult;
}

inline XMVECTOR XM_CALLCONV XMVector3TransformCoord
(
    FXMVECTOR V, 
    CXMMATRIX M
)
{
    XMVECTOR vResult = _mm_permute_ps(V,_MM_SHUFFLE(2,2,2,2)); // Z
    vResult = _mm_fmadd_ps( vResult, M.r[2], M.r[3] );
    XMVECTOR vTemp = _mm_permute_ps(V,_MM_SHUFFLE(1,1,1,1)); // Y
    vResult = _mm_fmadd_ps( vTemp, M.r[1], vResult );
    vTemp = _mm_permute_ps(V,_MM_SHUFFLE(0,0,0,0)); // X
    vResult = _mm_fmadd_ps( vTemp, M.r[0], vResult );
    XMVECTOR W = _mm_permute_ps(vResult,_MM_SHUFFLE(3,3,3,3));
    vResult = _mm_div_ps( vResult, W );
    return vResult;
}

inline XMVECTOR XM_CALLCONV XMVector3TransformNormal
(
    FXMVECTOR V, 
    CXMMATRIX M
)
{
    XMVECTOR vResult = _mm_permute_ps(V,_MM_SHUFFLE(2,2,2,2)); // Z
    vResult = _mm_mul_ps( vResult, M.r[2] );
    XMVECTOR vTemp = _mm_permute_ps(V,_MM_SHUFFLE(1,1,1,1)); // Y
    vResult = _mm_fmadd_ps( vTemp, M.r[1], vResult );
    vTemp = _mm_permute_ps(V,_MM_SHUFFLE(0,0,0,0)); // X
    vResult = _mm_fmadd_ps( vTemp, M.r[0], vResult );
    return vResult;
}

XMMATRIX XM_CALLCONV XMMatrixMultiply(CXMMATRIX M1, CXMMATRIX M2);

inline XMVECTOR XM_CALLCONV XMVector3Project
(
    FXMVECTOR V, 
    float    ViewportX, 
    float    ViewportY, 
    float    ViewportWidth, 
    float    ViewportHeight, 
    float    ViewportMinZ, 
    float    ViewportMaxZ, 
    CXMMATRIX Projection, 
    CXMMATRIX View, 
    CXMMATRIX World
)
{
    const float HalfViewportWidth = ViewportWidth * 0.5f;
    const float HalfViewportHeight = ViewportHeight * 0.5f;

    XMVECTOR Scale = XMVectorSet(HalfViewportWidth, -HalfViewportHeight, ViewportMaxZ - ViewportMinZ, 0.0f);
    XMVECTOR Offset = XMVectorSet(ViewportX + HalfViewportWidth, ViewportY + HalfViewportHeight, ViewportMinZ, 0.0f);

    XMMATRIX Transform = FMA3::XMMatrixMultiply(World, View);
    Transform = FMA3::XMMatrixMultiply(Transform, Projection);

    XMVECTOR Result = FMA3::XMVector3TransformCoord(V, Transform);

    Result = FMA3::XMVectorMultiplyAdd(Result, Scale, Offset);

    return Result;
}

inline XMVECTOR XM_CALLCONV XMVector3Unproject
(
    FXMVECTOR V, 
    float     ViewportX, 
    float     ViewportY, 
    float     ViewportWidth, 
    float     ViewportHeight, 
    float     ViewportMinZ, 
    float     ViewportMaxZ, 
    CXMMATRIX Projection, 
    CXMMATRIX View, 
    CXMMATRIX World
)
{
    static const XMVECTORF32 D = { { { -1.0f, 1.0f, 0.0f, 0.0f } } };

    XMVECTOR Scale = XMVectorSet(ViewportWidth * 0.5f, -ViewportHeight * 0.5f, ViewportMaxZ - ViewportMinZ, 1.0f);
    Scale = XMVectorReciprocal(Scale);

    XMVECTOR Offset = XMVectorSet(-ViewportX, -ViewportY, -ViewportMinZ, 0.0f);
    Offset = FMA3::XMVectorMultiplyAdd(Scale, Offset, D.v);

    XMMATRIX Transform = FMA3::XMMatrixMultiply(World, View);
    Transform = FMA3::XMMatrixMultiply(Transform, Projection);
    Transform = XMMatrixInverse(nullptr, Transform);

    XMVECTOR Result = FMA3::XMVectorMultiplyAdd(V, Scale, Offset);

    return FMA3::XMVector3TransformCoord(Result, Transform);
}


//-------------------------------------------------------------------------------------
// Vector4
//-------------------------------------------------------------------------------------

inline XMVECTOR XM_CALLCONV XMVector4Transform
(
    FXMVECTOR V, 
    CXMMATRIX M
)
{
    XMVECTOR vResult = _mm_permute_ps(V,_MM_SHUFFLE(3,3,3,3)); // W
    vResult = _mm_mul_ps( vResult, M.r[3] );
    XMVECTOR vTemp = _mm_permute_ps(V,_MM_SHUFFLE(2,2,2,2)); // Z
    vResult = _mm_fmadd_ps( vTemp, M.r[2], vResult );
    vTemp = _mm_permute_ps(V,_MM_SHUFFLE(1,1,1,1)); // Y
    vResult = _mm_fmadd_ps( vTemp, M.r[1], vResult );
    vTemp = _mm_permute_ps(V,_MM_SHUFFLE(0,0,0,0)); // X
    vResult = _mm_fmadd_ps( vTemp, M.r[0], vResult );
    return vResult;
}


//-------------------------------------------------------------------------------------
// Matrix
//-------------------------------------------------------------------------------------

inline XMMATRIX XM_CALLCONV XMMatrixMultiply
(
    CXMMATRIX M1, 
    CXMMATRIX M2
)
{
    XMMATRIX mResult;
    // Use vW to hold the original row
    XMVECTOR vW = M1.r[0];
    // Splat the component X,Y,Z then W
    XMVECTOR vX = _mm_permute_ps(vW,_MM_SHUFFLE(0,0,0,0));
    XMVECTOR vY = _mm_permute_ps(vW,_MM_SHUFFLE(1,1,1,1));
    XMVECTOR vZ = _mm_permute_ps(vW,_MM_SHUFFLE(2,2,2,2));
    vW = _mm_permute_ps(vW,_MM_SHUFFLE(3,3,3,3));
    // Perform the operation on the first row
    vX = _mm_mul_ps(vX,M2.r[0]);
    vX = _mm_fmadd_ps(vY,M2.r[1],vX);
    vX = _mm_fmadd_ps(vZ,M2.r[2],vX);
    vX = _mm_fmadd_ps(vW,M2.r[3],vX);
    mResult.r[0] = vX;
    // Repeat for the other 3 rows
    vW = M1.r[1];
    vX = _mm_permute_ps(vW,_MM_SHUFFLE(0,0,0,0));
    vY = _mm_permute_ps(vW,_MM_SHUFFLE(1,1,1,1));
    vZ = _mm_permute_ps(vW,_MM_SHUFFLE(2,2,2,2));
    vW = _mm_permute_ps(vW,_MM_SHUFFLE(3,3,3,3));
    vX = _mm_mul_ps(vX,M2.r[0]);
    vX = _mm_fmadd_ps(vY,M2.r[1],vX);
    vX = _mm_fmadd_ps(vZ,M2.r[2],vX);
    vX = _mm_fmadd_ps(vW,M2.r[3],vX);
    mResult.r[1] = vX;
    vW = M1.r[2];
    vX = _mm_permute_ps(vW,_MM_SHUFFLE(0,0,0,0));
    vY = _mm_permute_ps(vW,_MM_SHUFFLE(1,1,1,1));
    vZ = _mm_permute_ps(vW,_MM_SHUFFLE(2,2,2,2));
    vW = _mm_permute_ps(vW,_MM_SHUFFLE(3,3,3,3));
    vX = _mm_mul_ps(vX,M2.r[0]);
    vX = _mm_fmadd_ps(vY,M2.r[1],vX);
    vX = _mm_fmadd_ps(vZ,M2.r[2],vX);
    vX = _mm_fmadd_ps(vW,M2.r[3],vX);
    mResult.r[2] = vX;
    vW = M1.r[3];
    vX = _mm_permute_ps(vW,_MM_SHUFFLE(0,0,0,0));
    vY = _mm_permute_ps(vW,_MM_SHUFFLE(1,1,1,1));
    vZ = _mm_permute_ps(vW,_MM_SHUFFLE(2,2,2,2));
    vW = _mm_permute_ps(vW,_MM_SHUFFLE(3,3,3,3));
    vX = _mm_mul_ps(vX,M2.r[0]);
    vX = _mm_fmadd_ps(vY,M2.r[1],vX);
    vX = _mm_fmadd_ps(vZ,M2.r[2],vX);
    vX = _mm_fmadd_ps(vW,M2.r[3],vX);
    mResult.r[3] = vX;
    return mResult;
}

inline XMMATRIX XM_CALLCONV XMMatrixMultiplyTranspose
(
    FXMMATRIX M1, 
    CXMMATRIX M2
)
{
    // Use vW to hold the original row
    XMVECTOR vW = M1.r[0];
    // Splat the component X,Y,Z then W
    XMVECTOR vX = _mm_permute_ps(vW,_MM_SHUFFLE(0,0,0,0));
    XMVECTOR vY = _mm_permute_ps(vW,_MM_SHUFFLE(1,1,1,1));
    XMVECTOR vZ = _mm_permute_ps(vW,_MM_SHUFFLE(2,2,2,2));
    vW = _mm_permute_ps(vW,_MM_SHUFFLE(3,3,3,3));
    // Perform the operation on the first row
    vX = _mm_mul_ps(vX,M2.r[0]);
    vX = _mm_fmadd_ps(vY,M2.r[1],vX);
    vX = _mm_fmadd_ps(vZ,M2.r[2],vX);
    vX = _mm_fmadd_ps(vW,M2.r[3],vX);
    __m128 r0 = vX;
    // Repeat for the other 3 rows
    vW = M1.r[1];
    vX = _mm_permute_ps(vW,_MM_SHUFFLE(0,0,0,0));
    vY = _mm_permute_ps(vW,_MM_SHUFFLE(1,1,1,1));
    vZ = _mm_permute_ps(vW,_MM_SHUFFLE(2,2,2,2));
    vW = _mm_permute_ps(vW,_MM_SHUFFLE(3,3,3,3));
    vX = _mm_mul_ps(vX,M2.r[0]);
    vX = _mm_fmadd_ps(vY,M2.r[1],vX);
    vX = _mm_fmadd_ps(vZ,M2.r[2],vX);
    vX = _mm_fmadd_ps(vW,M2.r[3],vX);
    __m128 r1 = vX;
    vW = M1.r[2];
    vX = _mm_permute_ps(vW,_MM_SHUFFLE(0,0,0,0));
    vY = _mm_permute_ps(vW,_MM_SHUFFLE(1,1,1,1));
    vZ = _mm_permute_ps(vW,_MM_SHUFFLE(2,2,2,2));
    vW = _mm_permute_ps(vW,_MM_SHUFFLE(3,3,3,3));
    vX = _mm_mul_ps(vX,M2.r[0]);
    vX = _mm_fmadd_ps(vY,M2.r[1],vX);
    vX = _mm_fmadd_ps(vZ,M2.r[2],vX);
    vX = _mm_fmadd_ps(vW,M2.r[3],vX);
    __m128 r2 = vX;
    vW = M1.r[3];
    vX = _mm_permute_ps(vW,_MM_SHUFFLE(0,0,0,0));
    vY = _mm_permute_ps(vW,_MM_SHUFFLE(1,1,1,1));
    vZ = _mm_permute_ps(vW,_MM_SHUFFLE(2,2,2,2));
    vW = _mm_permute_ps(vW,_MM_SHUFFLE(3,3,3,3));
    vX = _mm_mul_ps(vX,M2.r[0]);
    vX = _mm_fmadd_ps(vY,M2.r[1],vX);
    vX = _mm_fmadd_ps(vZ,M2.r[2],vX);
    vX = _mm_fmadd_ps(vW,M2.r[3],vX);
    __m128 r3 = vX;

    // x.x,x.y,y.x,y.y
    XMVECTOR vTemp1 = _mm_shuffle_ps(r0,r1,_MM_SHUFFLE(1,0,1,0));
    // x.z,x.w,y.z,y.w
    XMVECTOR vTemp3 = _mm_shuffle_ps(r0,r1,_MM_SHUFFLE(3,2,3,2));
    // z.x,z.y,w.x,w.y
    XMVECTOR vTemp2 = _mm_shuffle_ps(r2,r3,_MM_SHUFFLE(1,0,1,0));
    // z.z,z.w,w.z,w.w
    XMVECTOR vTemp4 = _mm_shuffle_ps(r2,r3,_MM_SHUFFLE(3,2,3,2));

    XMMATRIX mResult;
    // x.x,y.x,z.x,w.x
    mResult.r[0] = _mm_shuffle_ps(vTemp1, vTemp2,_MM_SHUFFLE(2,0,2,0));
    // x.y,y.y,z.y,w.y
    mResult.r[1] = _mm_shuffle_ps(vTemp1, vTemp2,_MM_SHUFFLE(3,1,3,1));
    // x.z,y.z,z.z,w.z
    mResult.r[2] = _mm_shuffle_ps(vTemp3, vTemp4,_MM_SHUFFLE(2,0,2,0));
    // x.w,y.w,z.w,w.w
    mResult.r[3] = _mm_shuffle_ps(vTemp3, vTemp4,_MM_SHUFFLE(3,1,3,1));
    return mResult;
}

} // namespace FMA3

} // namespace DirectX;
