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JDK 17 jdk.incubator.vector.jmod - JDK Incubator Vector
JDK 17 jdk.incubator.vector.jmod is the JMOD file for JDK 17 HTTP Server module.
JDK 17 Incubator Vector module compiled class files are stored in \fyicenter\jdk-17.0.5\jmods\jdk.incubator.vector.jmod.
JDK 17 Incubator Vector module compiled class files are also linked and stored in the \fyicenter\jdk-17.0.5\lib\modules JImage file.
JDK 17 Incubator Vector module source code files are stored in \fyicenter\jdk-17.0.5\lib\src.zip\jdk.incubator.vector.
You can click and view the content of each source code file in the list below.
✍: FYIcenter
⏎ jdk/incubator/vector/FloatVector.java
/*
* Copyright (c) 2017, 2021, Oracle and/or its affiliates. All rights reserved.
* ORACLE PROPRIETARY/CONFIDENTIAL. Use is subject to license terms.
*
*
*
*
*
*
*
*
*
*
*
*
*
*
*
*
*
*
*
*
*/
package jdk.incubator.vector;
import java.nio.ByteBuffer;
import java.nio.ByteOrder;
import java.nio.ReadOnlyBufferException;
import java.util.Arrays;
import java.util.Objects;
import java.util.function.BinaryOperator;
import java.util.function.Function;
import java.util.function.UnaryOperator;
import jdk.internal.misc.ScopedMemoryAccess;
import jdk.internal.misc.Unsafe;
import jdk.internal.vm.annotation.ForceInline;
import jdk.internal.vm.vector.VectorSupport;
import static jdk.internal.vm.vector.VectorSupport.*;
import static jdk.incubator.vector.VectorIntrinsics.*;
import static jdk.incubator.vector.VectorOperators.*;
// -- This file was mechanically generated: Do not edit! -- //
/**
* A specialized {@link Vector} representing an ordered immutable sequence of
* {@code float} values.
*/
@SuppressWarnings("cast") // warning: redundant cast
public abstract class FloatVector extends AbstractVector<Float> {
FloatVector(float[] vec) {
super(vec);
}
static final int FORBID_OPCODE_KIND = VO_NOFP;
@ForceInline
static int opCode(Operator op) {
return VectorOperators.opCode(op, VO_OPCODE_VALID, FORBID_OPCODE_KIND);
}
@ForceInline
static int opCode(Operator op, int requireKind) {
requireKind |= VO_OPCODE_VALID;
return VectorOperators.opCode(op, requireKind, FORBID_OPCODE_KIND);
}
@ForceInline
static boolean opKind(Operator op, int bit) {
return VectorOperators.opKind(op, bit);
}
// Virtualized factories and operators,
// coded with portable definitions.
// These are all @ForceInline in case
// they need to be used performantly.
// The various shape-specific subclasses
// also specialize them by wrapping
// them in a call like this:
// return (Byte128Vector)
// super.bOp((Byte128Vector) o);
// The purpose of that is to forcibly inline
// the generic definition from this file
// into a sharply type- and size-specific
// wrapper in the subclass file, so that
// the JIT can specialize the code.
// The code is only inlined and expanded
// if it gets hot. Think of it as a cheap
// and lazy version of C++ templates.
// Virtualized getter
/*package-private*/
abstract float[] vec();
// Virtualized constructors
/**
* Build a vector directly using my own constructor.
* It is an error if the array is aliased elsewhere.
*/
/*package-private*/
abstract FloatVector vectorFactory(float[] vec);
/**
* Build a mask directly using my species.
* It is an error if the array is aliased elsewhere.
*/
/*package-private*/
@ForceInline
final
AbstractMask<Float> maskFactory(boolean[] bits) {
return vspecies().maskFactory(bits);
}
// Constant loader (takes dummy as vector arg)
interface FVOp {
float apply(int i);
}
/*package-private*/
@ForceInline
final
FloatVector vOp(FVOp f) {
float[] res = new float[length()];
for (int i = 0; i < res.length; i++) {
res[i] = f.apply(i);
}
return vectorFactory(res);
}
@ForceInline
final
FloatVector vOp(VectorMask<Float> m, FVOp f) {
float[] res = new float[length()];
boolean[] mbits = ((AbstractMask<Float>)m).getBits();
for (int i = 0; i < res.length; i++) {
if (mbits[i]) {
res[i] = f.apply(i);
}
}
return vectorFactory(res);
}
// Unary operator
/*package-private*/
interface FUnOp {
float apply(int i, float a);
}
/*package-private*/
abstract
FloatVector uOp(FUnOp f);
@ForceInline
final
FloatVector uOpTemplate(FUnOp f) {
float[] vec = vec();
float[] res = new float[length()];
for (int i = 0; i < res.length; i++) {
res[i] = f.apply(i, vec[i]);
}
return vectorFactory(res);
}
/*package-private*/
abstract
FloatVector uOp(VectorMask<Float> m,
FUnOp f);
@ForceInline
final
FloatVector uOpTemplate(VectorMask<Float> m,
FUnOp f) {
float[] vec = vec();
float[] res = new float[length()];
boolean[] mbits = ((AbstractMask<Float>)m).getBits();
for (int i = 0; i < res.length; i++) {
res[i] = mbits[i] ? f.apply(i, vec[i]) : vec[i];
}
return vectorFactory(res);
}
// Binary operator
/*package-private*/
interface FBinOp {
float apply(int i, float a, float b);
}
/*package-private*/
abstract
FloatVector bOp(Vector<Float> o,
FBinOp f);
@ForceInline
final
FloatVector bOpTemplate(Vector<Float> o,
FBinOp f) {
float[] res = new float[length()];
float[] vec1 = this.vec();
float[] vec2 = ((FloatVector)o).vec();
for (int i = 0; i < res.length; i++) {
res[i] = f.apply(i, vec1[i], vec2[i]);
}
return vectorFactory(res);
}
/*package-private*/
abstract
FloatVector bOp(Vector<Float> o,
VectorMask<Float> m,
FBinOp f);
@ForceInline
final
FloatVector bOpTemplate(Vector<Float> o,
VectorMask<Float> m,
FBinOp f) {
float[] res = new float[length()];
float[] vec1 = this.vec();
float[] vec2 = ((FloatVector)o).vec();
boolean[] mbits = ((AbstractMask<Float>)m).getBits();
for (int i = 0; i < res.length; i++) {
res[i] = mbits[i] ? f.apply(i, vec1[i], vec2[i]) : vec1[i];
}
return vectorFactory(res);
}
// Ternary operator
/*package-private*/
interface FTriOp {
float apply(int i, float a, float b, float c);
}
/*package-private*/
abstract
FloatVector tOp(Vector<Float> o1,
Vector<Float> o2,
FTriOp f);
@ForceInline
final
FloatVector tOpTemplate(Vector<Float> o1,
Vector<Float> o2,
FTriOp f) {
float[] res = new float[length()];
float[] vec1 = this.vec();
float[] vec2 = ((FloatVector)o1).vec();
float[] vec3 = ((FloatVector)o2).vec();
for (int i = 0; i < res.length; i++) {
res[i] = f.apply(i, vec1[i], vec2[i], vec3[i]);
}
return vectorFactory(res);
}
/*package-private*/
abstract
FloatVector tOp(Vector<Float> o1,
Vector<Float> o2,
VectorMask<Float> m,
FTriOp f);
@ForceInline
final
FloatVector tOpTemplate(Vector<Float> o1,
Vector<Float> o2,
VectorMask<Float> m,
FTriOp f) {
float[] res = new float[length()];
float[] vec1 = this.vec();
float[] vec2 = ((FloatVector)o1).vec();
float[] vec3 = ((FloatVector)o2).vec();
boolean[] mbits = ((AbstractMask<Float>)m).getBits();
for (int i = 0; i < res.length; i++) {
res[i] = mbits[i] ? f.apply(i, vec1[i], vec2[i], vec3[i]) : vec1[i];
}
return vectorFactory(res);
}
// Reduction operator
/*package-private*/
abstract
float rOp(float v, FBinOp f);
@ForceInline
final
float rOpTemplate(float v, FBinOp f) {
float[] vec = vec();
for (int i = 0; i < vec.length; i++) {
v = f.apply(i, v, vec[i]);
}
return v;
}
// Memory reference
/*package-private*/
interface FLdOp<M> {
float apply(M memory, int offset, int i);
}
/*package-private*/
@ForceInline
final
<M> FloatVector ldOp(M memory, int offset,
FLdOp<M> f) {
//dummy; no vec = vec();
float[] res = new float[length()];
for (int i = 0; i < res.length; i++) {
res[i] = f.apply(memory, offset, i);
}
return vectorFactory(res);
}
/*package-private*/
@ForceInline
final
<M> FloatVector ldOp(M memory, int offset,
VectorMask<Float> m,
FLdOp<M> f) {
//float[] vec = vec();
float[] res = new float[length()];
boolean[] mbits = ((AbstractMask<Float>)m).getBits();
for (int i = 0; i < res.length; i++) {
if (mbits[i]) {
res[i] = f.apply(memory, offset, i);
}
}
return vectorFactory(res);
}
interface FStOp<M> {
void apply(M memory, int offset, int i, float a);
}
/*package-private*/
@ForceInline
final
<M> void stOp(M memory, int offset,
FStOp<M> f) {
float[] vec = vec();
for (int i = 0; i < vec.length; i++) {
f.apply(memory, offset, i, vec[i]);
}
}
/*package-private*/
@ForceInline
final
<M> void stOp(M memory, int offset,
VectorMask<Float> m,
FStOp<M> f) {
float[] vec = vec();
boolean[] mbits = ((AbstractMask<Float>)m).getBits();
for (int i = 0; i < vec.length; i++) {
if (mbits[i]) {
f.apply(memory, offset, i, vec[i]);
}
}
}
// Binary test
/*package-private*/
interface FBinTest {
boolean apply(int cond, int i, float a, float b);
}
/*package-private*/
@ForceInline
final
AbstractMask<Float> bTest(int cond,
Vector<Float> o,
FBinTest f) {
float[] vec1 = vec();
float[] vec2 = ((FloatVector)o).vec();
boolean[] bits = new boolean[length()];
for (int i = 0; i < length(); i++){
bits[i] = f.apply(cond, i, vec1[i], vec2[i]);
}
return maskFactory(bits);
}
/*package-private*/
@Override
abstract FloatSpecies vspecies();
/*package-private*/
@ForceInline
static long toBits(float e) {
return Float.floatToRawIntBits(e);
}
/*package-private*/
@ForceInline
static float fromBits(long bits) {
return Float.intBitsToFloat((int)bits);
}
// Static factories (other than memory operations)
// Note: A surprising behavior in javadoc
// sometimes makes a lone /** {@inheritDoc} */
// comment drop the method altogether,
// apparently if the method mentions an
// parameter or return type of Vector<Float>
// instead of Vector<E> as originally specified.
// Adding an empty HTML fragment appears to
// nudge javadoc into providing the desired
// inherited documentation. We use the HTML
// comment <!--workaround--> for this.
/**
* Returns a vector of the given species
* where all lane elements are set to
* zero, the default primitive value.
*
* @param species species of the desired zero vector
* @return a zero vector
*/
@ForceInline
public static FloatVector zero(VectorSpecies<Float> species) {
FloatSpecies vsp = (FloatSpecies) species;
return VectorSupport.broadcastCoerced(vsp.vectorType(), float.class, species.length(),
toBits(0.0f), vsp,
((bits_, s_) -> s_.rvOp(i -> bits_)));
}
/**
* Returns a vector of the same species as this one
* where all lane elements are set to
* the primitive value {@code e}.
*
* The contents of the current vector are discarded;
* only the species is relevant to this operation.
*
* <p> This method returns the value of this expression:
* {@code FloatVector.broadcast(this.species(), e)}.
*
* @apiNote
* Unlike the similar method named {@code broadcast()}
* in the supertype {@code Vector}, this method does not
* need to validate its argument, and cannot throw
* {@code IllegalArgumentException}. This method is
* therefore preferable to the supertype method.
*
* @param e the value to broadcast
* @return a vector where all lane elements are set to
* the primitive value {@code e}
* @see #broadcast(VectorSpecies,long)
* @see Vector#broadcast(long)
* @see VectorSpecies#broadcast(long)
*/
public abstract FloatVector broadcast(float e);
/**
* Returns a vector of the given species
* where all lane elements are set to
* the primitive value {@code e}.
*
* @param species species of the desired vector
* @param e the value to broadcast
* @return a vector where all lane elements are set to
* the primitive value {@code e}
* @see #broadcast(long)
* @see Vector#broadcast(long)
* @see VectorSpecies#broadcast(long)
*/
@ForceInline
public static FloatVector broadcast(VectorSpecies<Float> species, float e) {
FloatSpecies vsp = (FloatSpecies) species;
return vsp.broadcast(e);
}
/*package-private*/
@ForceInline
final FloatVector broadcastTemplate(float e) {
FloatSpecies vsp = vspecies();
return vsp.broadcast(e);
}
/**
* {@inheritDoc} <!--workaround-->
* @apiNote
* When working with vector subtypes like {@code FloatVector},
* {@linkplain #broadcast(float) the more strongly typed method}
* is typically selected. It can be explicitly selected
* using a cast: {@code v.broadcast((float)e)}.
* The two expressions will produce numerically identical results.
*/
@Override
public abstract FloatVector broadcast(long e);
/**
* Returns a vector of the given species
* where all lane elements are set to
* the primitive value {@code e}.
*
* The {@code long} value must be accurately representable
* by the {@code ETYPE} of the vector species, so that
* {@code e==(long)(ETYPE)e}.
*
* @param species species of the desired vector
* @param e the value to broadcast
* @return a vector where all lane elements are set to
* the primitive value {@code e}
* @throws IllegalArgumentException
* if the given {@code long} value cannot
* be represented by the vector's {@code ETYPE}
* @see #broadcast(VectorSpecies,float)
* @see VectorSpecies#checkValue(long)
*/
@ForceInline
public static FloatVector broadcast(VectorSpecies<Float> species, long e) {
FloatSpecies vsp = (FloatSpecies) species;
return vsp.broadcast(e);
}
/*package-private*/
@ForceInline
final FloatVector broadcastTemplate(long e) {
return vspecies().broadcast(e);
}
// Unary lanewise support
/**
* {@inheritDoc} <!--workaround-->
*/
public abstract
FloatVector lanewise(VectorOperators.Unary op);
@ForceInline
final
FloatVector lanewiseTemplate(VectorOperators.Unary op) {
if (opKind(op, VO_SPECIAL)) {
if (op == ZOMO) {
return blend(broadcast(-1), compare(NE, 0));
}
}
int opc = opCode(op);
return VectorSupport.unaryOp(
opc, getClass(), float.class, length(),
this,
UN_IMPL.find(op, opc, (opc_) -> {
switch (opc_) {
case VECTOR_OP_NEG: return v0 ->
v0.uOp((i, a) -> (float) -a);
case VECTOR_OP_ABS: return v0 ->
v0.uOp((i, a) -> (float) Math.abs(a));
case VECTOR_OP_SIN: return v0 ->
v0.uOp((i, a) -> (float) Math.sin(a));
case VECTOR_OP_COS: return v0 ->
v0.uOp((i, a) -> (float) Math.cos(a));
case VECTOR_OP_TAN: return v0 ->
v0.uOp((i, a) -> (float) Math.tan(a));
case VECTOR_OP_ASIN: return v0 ->
v0.uOp((i, a) -> (float) Math.asin(a));
case VECTOR_OP_ACOS: return v0 ->
v0.uOp((i, a) -> (float) Math.acos(a));
case VECTOR_OP_ATAN: return v0 ->
v0.uOp((i, a) -> (float) Math.atan(a));
case VECTOR_OP_EXP: return v0 ->
v0.uOp((i, a) -> (float) Math.exp(a));
case VECTOR_OP_LOG: return v0 ->
v0.uOp((i, a) -> (float) Math.log(a));
case VECTOR_OP_LOG10: return v0 ->
v0.uOp((i, a) -> (float) Math.log10(a));
case VECTOR_OP_SQRT: return v0 ->
v0.uOp((i, a) -> (float) Math.sqrt(a));
case VECTOR_OP_CBRT: return v0 ->
v0.uOp((i, a) -> (float) Math.cbrt(a));
case VECTOR_OP_SINH: return v0 ->
v0.uOp((i, a) -> (float) Math.sinh(a));
case VECTOR_OP_COSH: return v0 ->
v0.uOp((i, a) -> (float) Math.cosh(a));
case VECTOR_OP_TANH: return v0 ->
v0.uOp((i, a) -> (float) Math.tanh(a));
case VECTOR_OP_EXPM1: return v0 ->
v0.uOp((i, a) -> (float) Math.expm1(a));
case VECTOR_OP_LOG1P: return v0 ->
v0.uOp((i, a) -> (float) Math.log1p(a));
default: return null;
}}));
}
private static final
ImplCache<Unary,UnaryOperator<FloatVector>> UN_IMPL
= new ImplCache<>(Unary.class, FloatVector.class);
/**
* {@inheritDoc} <!--workaround-->
*/
@ForceInline
public final
FloatVector lanewise(VectorOperators.Unary op,
VectorMask<Float> m) {
return blend(lanewise(op), m);
}
// Binary lanewise support
/**
* {@inheritDoc} <!--workaround-->
* @see #lanewise(VectorOperators.Binary,float)
* @see #lanewise(VectorOperators.Binary,float,VectorMask)
*/
@Override
public abstract
FloatVector lanewise(VectorOperators.Binary op,
Vector<Float> v);
@ForceInline
final
FloatVector lanewiseTemplate(VectorOperators.Binary op,
Vector<Float> v) {
FloatVector that = (FloatVector) v;
that.check(this);
if (opKind(op, VO_SPECIAL )) {
if (op == FIRST_NONZERO) {
// FIXME: Support this in the JIT.
VectorMask<Integer> thisNZ
= this.viewAsIntegralLanes().compare(NE, (int) 0);
that = that.blend((float) 0, thisNZ.cast(vspecies()));
op = OR_UNCHECKED;
// FIXME: Support OR_UNCHECKED on float/double also!
return this.viewAsIntegralLanes()
.lanewise(op, that.viewAsIntegralLanes())
.viewAsFloatingLanes();
}
}
int opc = opCode(op);
return VectorSupport.binaryOp(
opc, getClass(), float.class, length(),
this, that,
BIN_IMPL.find(op, opc, (opc_) -> {
switch (opc_) {
case VECTOR_OP_ADD: return (v0, v1) ->
v0.bOp(v1, (i, a, b) -> (float)(a + b));
case VECTOR_OP_SUB: return (v0, v1) ->
v0.bOp(v1, (i, a, b) -> (float)(a - b));
case VECTOR_OP_MUL: return (v0, v1) ->
v0.bOp(v1, (i, a, b) -> (float)(a * b));
case VECTOR_OP_DIV: return (v0, v1) ->
v0.bOp(v1, (i, a, b) -> (float)(a / b));
case VECTOR_OP_MAX: return (v0, v1) ->
v0.bOp(v1, (i, a, b) -> (float)Math.max(a, b));
case VECTOR_OP_MIN: return (v0, v1) ->
v0.bOp(v1, (i, a, b) -> (float)Math.min(a, b));
case VECTOR_OP_ATAN2: return (v0, v1) ->
v0.bOp(v1, (i, a, b) -> (float) Math.atan2(a, b));
case VECTOR_OP_POW: return (v0, v1) ->
v0.bOp(v1, (i, a, b) -> (float) Math.pow(a, b));
case VECTOR_OP_HYPOT: return (v0, v1) ->
v0.bOp(v1, (i, a, b) -> (float) Math.hypot(a, b));
default: return null;
}}));
}
private static final
ImplCache<Binary,BinaryOperator<FloatVector>> BIN_IMPL
= new ImplCache<>(Binary.class, FloatVector.class);
/**
* {@inheritDoc} <!--workaround-->
* @see #lanewise(VectorOperators.Binary,float,VectorMask)
*/
@ForceInline
public final
FloatVector lanewise(VectorOperators.Binary op,
Vector<Float> v,
VectorMask<Float> m) {
return blend(lanewise(op, v), m);
}
// FIXME: Maybe all of the public final methods in this file (the
// simple ones that just call lanewise) should be pushed down to
// the X-VectorBits template. They can't optimize properly at
// this level, and must rely on inlining. Does it work?
// (If it works, of course keep the code here.)
/**
* Combines the lane values of this vector
* with the value of a broadcast scalar.
*
* This is a lane-wise binary operation which applies
* the selected operation to each lane.
* The return value will be equal to this expression:
* {@code this.lanewise(op, this.broadcast(e))}.
*
* @param op the operation used to process lane values
* @param e the input scalar
* @return the result of applying the operation lane-wise
* to the two input vectors
* @throws UnsupportedOperationException if this vector does
* not support the requested operation
* @see #lanewise(VectorOperators.Binary,Vector)
* @see #lanewise(VectorOperators.Binary,float,VectorMask)
*/
@ForceInline
public final
FloatVector lanewise(VectorOperators.Binary op,
float e) {
return lanewise(op, broadcast(e));
}
/**
* Combines the lane values of this vector
* with the value of a broadcast scalar,
* with selection of lane elements controlled by a mask.
*
* This is a masked lane-wise binary operation which applies
* the selected operation to each lane.
* The return value will be equal to this expression:
* {@code this.lanewise(op, this.broadcast(e), m)}.
*
* @param op the operation used to process lane values
* @param e the input scalar
* @param m the mask controlling lane selection
* @return the result of applying the operation lane-wise
* to the input vector and the scalar
* @throws UnsupportedOperationException if this vector does
* not support the requested operation
* @see #lanewise(VectorOperators.Binary,Vector,VectorMask)
* @see #lanewise(VectorOperators.Binary,float)
*/
@ForceInline
public final
FloatVector lanewise(VectorOperators.Binary op,
float e,
VectorMask<Float> m) {
return blend(lanewise(op, e), m);
}
/**
* {@inheritDoc} <!--workaround-->
* @apiNote
* When working with vector subtypes like {@code FloatVector},
* {@linkplain #lanewise(VectorOperators.Binary,float)
* the more strongly typed method}
* is typically selected. It can be explicitly selected
* using a cast: {@code v.lanewise(op,(float)e)}.
* The two expressions will produce numerically identical results.
*/
@ForceInline
public final
FloatVector lanewise(VectorOperators.Binary op,
long e) {
float e1 = (float) e;
if ((long)e1 != e
) {
vspecies().checkValue(e); // for exception
}
return lanewise(op, e1);
}
/**
* {@inheritDoc} <!--workaround-->
* @apiNote
* When working with vector subtypes like {@code FloatVector},
* {@linkplain #lanewise(VectorOperators.Binary,float,VectorMask)
* the more strongly typed method}
* is typically selected. It can be explicitly selected
* using a cast: {@code v.lanewise(op,(float)e,m)}.
* The two expressions will produce numerically identical results.
*/
@ForceInline
public final
FloatVector lanewise(VectorOperators.Binary op,
long e, VectorMask<Float> m) {
return blend(lanewise(op, e), m);
}
// Ternary lanewise support
// Ternary operators come in eight variations:
// lanewise(op, [broadcast(e1)|v1], [broadcast(e2)|v2])
// lanewise(op, [broadcast(e1)|v1], [broadcast(e2)|v2], mask)
// It is annoying to support all of these variations of masking
// and broadcast, but it would be more surprising not to continue
// the obvious pattern started by unary and binary.
/**
* {@inheritDoc} <!--workaround-->
* @see #lanewise(VectorOperators.Ternary,float,float,VectorMask)
* @see #lanewise(VectorOperators.Ternary,Vector,float,VectorMask)
* @see #lanewise(VectorOperators.Ternary,float,Vector,VectorMask)
* @see #lanewise(VectorOperators.Ternary,float,float)
* @see #lanewise(VectorOperators.Ternary,Vector,float)
* @see #lanewise(VectorOperators.Ternary,float,Vector)
*/
@Override
public abstract
FloatVector lanewise(VectorOperators.Ternary op,
Vector<Float> v1,
Vector<Float> v2);
@ForceInline
final
FloatVector lanewiseTemplate(VectorOperators.Ternary op,
Vector<Float> v1,
Vector<Float> v2) {
FloatVector that = (FloatVector) v1;
FloatVector tother = (FloatVector) v2;
// It's a word: https://www.dictionary.com/browse/tother
// See also Chapter 11 of Dickens, Our Mutual Friend:
// "Totherest Governor," replied Mr Riderhood...
that.check(this);
tother.check(this);
int opc = opCode(op);
return VectorSupport.ternaryOp(
opc, getClass(), float.class, length(),
this, that, tother,
TERN_IMPL.find(op, opc, (opc_) -> {
switch (opc_) {
case VECTOR_OP_FMA: return (v0, v1_, v2_) ->
v0.tOp(v1_, v2_, (i, a, b, c) -> Math.fma(a, b, c));
default: return null;
}}));
}
private static final
ImplCache<Ternary,TernaryOperation<FloatVector>> TERN_IMPL
= new ImplCache<>(Ternary.class, FloatVector.class);
/**
* {@inheritDoc} <!--workaround-->
* @see #lanewise(VectorOperators.Ternary,float,float,VectorMask)
* @see #lanewise(VectorOperators.Ternary,Vector,float,VectorMask)
* @see #lanewise(VectorOperators.Ternary,float,Vector,VectorMask)
*/
@ForceInline
public final
FloatVector lanewise(VectorOperators.Ternary op,
Vector<Float> v1,
Vector<Float> v2,
VectorMask<Float> m) {
return blend(lanewise(op, v1, v2), m);
}
/**
* Combines the lane values of this vector
* with the values of two broadcast scalars.
*
* This is a lane-wise ternary operation which applies
* the selected operation to each lane.
* The return value will be equal to this expression:
* {@code this.lanewise(op, this.broadcast(e1), this.broadcast(e2))}.
*
* @param op the operation used to combine lane values
* @param e1 the first input scalar
* @param e2 the second input scalar
* @return the result of applying the operation lane-wise
* to the input vector and the scalars
* @throws UnsupportedOperationException if this vector does
* not support the requested operation
* @see #lanewise(VectorOperators.Ternary,Vector,Vector)
* @see #lanewise(VectorOperators.Ternary,float,float,VectorMask)
*/
@ForceInline
public final
FloatVector lanewise(VectorOperators.Ternary op, //(op,e1,e2)
float e1,
float e2) {
return lanewise(op, broadcast(e1), broadcast(e2));
}
/**
* Combines the lane values of this vector
* with the values of two broadcast scalars,
* with selection of lane elements controlled by a mask.
*
* This is a masked lane-wise ternary operation which applies
* the selected operation to each lane.
* The return value will be equal to this expression:
* {@code this.lanewise(op, this.broadcast(e1), this.broadcast(e2), m)}.
*
* @param op the operation used to combine lane values
* @param e1 the first input scalar
* @param e2 the second input scalar
* @param m the mask controlling lane selection
* @return the result of applying the operation lane-wise
* to the input vector and the scalars
* @throws UnsupportedOperationException if this vector does
* not support the requested operation
* @see #lanewise(VectorOperators.Ternary,Vector,Vector,VectorMask)
* @see #lanewise(VectorOperators.Ternary,float,float)
*/
@ForceInline
public final
FloatVector lanewise(VectorOperators.Ternary op, //(op,e1,e2,m)
float e1,
float e2,
VectorMask<Float> m) {
return blend(lanewise(op, e1, e2), m);
}
/**
* Combines the lane values of this vector
* with the values of another vector and a broadcast scalar.
*
* This is a lane-wise ternary operation which applies
* the selected operation to each lane.
* The return value will be equal to this expression:
* {@code this.lanewise(op, v1, this.broadcast(e2))}.
*
* @param op the operation used to combine lane values
* @param v1 the other input vector
* @param e2 the input scalar
* @return the result of applying the operation lane-wise
* to the input vectors and the scalar
* @throws UnsupportedOperationException if this vector does
* not support the requested operation
* @see #lanewise(VectorOperators.Ternary,float,float)
* @see #lanewise(VectorOperators.Ternary,Vector,float,VectorMask)
*/
@ForceInline
public final
FloatVector lanewise(VectorOperators.Ternary op, //(op,v1,e2)
Vector<Float> v1,
float e2) {
return lanewise(op, v1, broadcast(e2));
}
/**
* Combines the lane values of this vector
* with the values of another vector and a broadcast scalar,
* with selection of lane elements controlled by a mask.
*
* This is a masked lane-wise ternary operation which applies
* the selected operation to each lane.
* The return value will be equal to this expression:
* {@code this.lanewise(op, v1, this.broadcast(e2), m)}.
*
* @param op the operation used to combine lane values
* @param v1 the other input vector
* @param e2 the input scalar
* @param m the mask controlling lane selection
* @return the result of applying the operation lane-wise
* to the input vectors and the scalar
* @throws UnsupportedOperationException if this vector does
* not support the requested operation
* @see #lanewise(VectorOperators.Ternary,Vector,Vector)
* @see #lanewise(VectorOperators.Ternary,float,float,VectorMask)
* @see #lanewise(VectorOperators.Ternary,Vector,float)
*/
@ForceInline
public final
FloatVector lanewise(VectorOperators.Ternary op, //(op,v1,e2,m)
Vector<Float> v1,
float e2,
VectorMask<Float> m) {
return blend(lanewise(op, v1, e2), m);
}
/**
* Combines the lane values of this vector
* with the values of another vector and a broadcast scalar.
*
* This is a lane-wise ternary operation which applies
* the selected operation to each lane.
* The return value will be equal to this expression:
* {@code this.lanewise(op, this.broadcast(e1), v2)}.
*
* @param op the operation used to combine lane values
* @param e1 the input scalar
* @param v2 the other input vector
* @return the result of applying the operation lane-wise
* to the input vectors and the scalar
* @throws UnsupportedOperationException if this vector does
* not support the requested operation
* @see #lanewise(VectorOperators.Ternary,Vector,Vector)
* @see #lanewise(VectorOperators.Ternary,float,Vector,VectorMask)
*/
@ForceInline
public final
FloatVector lanewise(VectorOperators.Ternary op, //(op,e1,v2)
float e1,
Vector<Float> v2) {
return lanewise(op, broadcast(e1), v2);
}
/**
* Combines the lane values of this vector
* with the values of another vector and a broadcast scalar,
* with selection of lane elements controlled by a mask.
*
* This is a masked lane-wise ternary operation which applies
* the selected operation to each lane.
* The return value will be equal to this expression:
* {@code this.lanewise(op, this.broadcast(e1), v2, m)}.
*
* @param op the operation used to combine lane values
* @param e1 the input scalar
* @param v2 the other input vector
* @param m the mask controlling lane selection
* @return the result of applying the operation lane-wise
* to the input vectors and the scalar
* @throws UnsupportedOperationException if this vector does
* not support the requested operation
* @see #lanewise(VectorOperators.Ternary,Vector,Vector,VectorMask)
* @see #lanewise(VectorOperators.Ternary,float,Vector)
*/
@ForceInline
public final
FloatVector lanewise(VectorOperators.Ternary op, //(op,e1,v2,m)
float e1,
Vector<Float> v2,
VectorMask<Float> m) {
return blend(lanewise(op, e1, v2), m);
}
// (Thus endeth the Great and Mighty Ternary Ogdoad.)
// https://en.wikipedia.org/wiki/Ogdoad
/// FULL-SERVICE BINARY METHODS: ADD, SUB, MUL, DIV
//
// These include masked and non-masked versions.
// This subclass adds broadcast (masked or not).
/**
* {@inheritDoc} <!--workaround-->
* @see #add(float)
*/
@Override
@ForceInline
public final FloatVector add(Vector<Float> v) {
return lanewise(ADD, v);
}
/**
* Adds this vector to the broadcast of an input scalar.
*
* This is a lane-wise binary operation which applies
* the primitive addition operation ({@code +}) to each lane.
*
* This method is also equivalent to the expression
* {@link #lanewise(VectorOperators.Binary,float)
* lanewise}{@code (}{@link VectorOperators#ADD
* ADD}{@code , e)}.
*
* @param e the input scalar
* @return the result of adding each lane of this vector to the scalar
* @see #add(Vector)
* @see #broadcast(float)
* @see #add(float,VectorMask)
* @see VectorOperators#ADD
* @see #lanewise(VectorOperators.Binary,Vector)
* @see #lanewise(VectorOperators.Binary,float)
*/
@ForceInline
public final
FloatVector add(float e) {
return lanewise(ADD, e);
}
/**
* {@inheritDoc} <!--workaround-->
* @see #add(float,VectorMask)
*/
@Override
@ForceInline
public final FloatVector add(Vector<Float> v,
VectorMask<Float> m) {
return lanewise(ADD, v, m);
}
/**
* Adds this vector to the broadcast of an input scalar,
* selecting lane elements controlled by a mask.
*
* This is a masked lane-wise binary operation which applies
* the primitive addition operation ({@code +}) to each lane.
*
* This method is also equivalent to the expression
* {@link #lanewise(VectorOperators.Binary,float,VectorMask)
* lanewise}{@code (}{@link VectorOperators#ADD
* ADD}{@code , s, m)}.
*
* @param e the input scalar
* @param m the mask controlling lane selection
* @return the result of adding each lane of this vector to the scalar
* @see #add(Vector,VectorMask)
* @see #broadcast(float)
* @see #add(float)
* @see VectorOperators#ADD
* @see #lanewise(VectorOperators.Binary,Vector)
* @see #lanewise(VectorOperators.Binary,float)
*/
@ForceInline
public final FloatVector add(float e,
VectorMask<Float> m) {
return lanewise(ADD, e, m);
}
/**
* {@inheritDoc} <!--workaround-->
* @see #sub(float)
*/
@Override
@ForceInline
public final FloatVector sub(Vector<Float> v) {
return lanewise(SUB, v);
}
/**
* Subtracts an input scalar from this vector.
*
* This is a masked lane-wise binary operation which applies
* the primitive subtraction operation ({@code -}) to each lane.
*
* This method is also equivalent to the expression
* {@link #lanewise(VectorOperators.Binary,float)
* lanewise}{@code (}{@link VectorOperators#SUB
* SUB}{@code , e)}.
*
* @param e the input scalar
* @return the result of subtracting the scalar from each lane of this vector
* @see #sub(Vector)
* @see #broadcast(float)
* @see #sub(float,VectorMask)
* @see VectorOperators#SUB
* @see #lanewise(VectorOperators.Binary,Vector)
* @see #lanewise(VectorOperators.Binary,float)
*/
@ForceInline
public final FloatVector sub(float e) {
return lanewise(SUB, e);
}
/**
* {@inheritDoc} <!--workaround-->
* @see #sub(float,VectorMask)
*/
@Override
@ForceInline
public final FloatVector sub(Vector<Float> v,
VectorMask<Float> m) {
return lanewise(SUB, v, m);
}
/**
* Subtracts an input scalar from this vector
* under the control of a mask.
*
* This is a masked lane-wise binary operation which applies
* the primitive subtraction operation ({@code -}) to each lane.
*
* This method is also equivalent to the expression
* {@link #lanewise(VectorOperators.Binary,float,VectorMask)
* lanewise}{@code (}{@link VectorOperators#SUB
* SUB}{@code , s, m)}.
*
* @param e the input scalar
* @param m the mask controlling lane selection
* @return the result of subtracting the scalar from each lane of this vector
* @see #sub(Vector,VectorMask)
* @see #broadcast(float)
* @see #sub(float)
* @see VectorOperators#SUB
* @see #lanewise(VectorOperators.Binary,Vector)
* @see #lanewise(VectorOperators.Binary,float)
*/
@ForceInline
public final FloatVector sub(float e,
VectorMask<Float> m) {
return lanewise(SUB, e, m);
}
/**
* {@inheritDoc} <!--workaround-->
* @see #mul(float)
*/
@Override
@ForceInline
public final FloatVector mul(Vector<Float> v) {
return lanewise(MUL, v);
}
/**
* Multiplies this vector by the broadcast of an input scalar.
*
* This is a lane-wise binary operation which applies
* the primitive multiplication operation ({@code *}) to each lane.
*
* This method is also equivalent to the expression
* {@link #lanewise(VectorOperators.Binary,float)
* lanewise}{@code (}{@link VectorOperators#MUL
* MUL}{@code , e)}.
*
* @param e the input scalar
* @return the result of multiplying this vector by the given scalar
* @see #mul(Vector)
* @see #broadcast(float)
* @see #mul(float,VectorMask)
* @see VectorOperators#MUL
* @see #lanewise(VectorOperators.Binary,Vector)
* @see #lanewise(VectorOperators.Binary,float)
*/
@ForceInline
public final FloatVector mul(float e) {
return lanewise(MUL, e);
}
/**
* {@inheritDoc} <!--workaround-->
* @see #mul(float,VectorMask)
*/
@Override
@ForceInline
public final FloatVector mul(Vector<Float> v,
VectorMask<Float> m) {
return lanewise(MUL, v, m);
}
/**
* Multiplies this vector by the broadcast of an input scalar,
* selecting lane elements controlled by a mask.
*
* This is a masked lane-wise binary operation which applies
* the primitive multiplication operation ({@code *}) to each lane.
*
* This method is also equivalent to the expression
* {@link #lanewise(VectorOperators.Binary,float,VectorMask)
* lanewise}{@code (}{@link VectorOperators#MUL
* MUL}{@code , s, m)}.
*
* @param e the input scalar
* @param m the mask controlling lane selection
* @return the result of muling each lane of this vector to the scalar
* @see #mul(Vector,VectorMask)
* @see #broadcast(float)
* @see #mul(float)
* @see VectorOperators#MUL
* @see #lanewise(VectorOperators.Binary,Vector)
* @see #lanewise(VectorOperators.Binary,float)
*/
@ForceInline
public final FloatVector mul(float e,
VectorMask<Float> m) {
return lanewise(MUL, e, m);
}
/**
* {@inheritDoc} <!--workaround-->
* @apiNote Because the underlying scalar operator is an IEEE
* floating point number, division by zero in fact will
* not throw an exception, but will yield a signed
* infinity or NaN.
*/
@Override
@ForceInline
public final FloatVector div(Vector<Float> v) {
return lanewise(DIV, v);
}
/**
* Divides this vector by the broadcast of an input scalar.
*
* This is a lane-wise binary operation which applies
* the primitive division operation ({@code /}) to each lane.
*
* This method is also equivalent to the expression
* {@link #lanewise(VectorOperators.Binary,float)
* lanewise}{@code (}{@link VectorOperators#DIV
* DIV}{@code , e)}.
*
* @apiNote Because the underlying scalar operator is an IEEE
* floating point number, division by zero in fact will
* not throw an exception, but will yield a signed
* infinity or NaN.
*
* @param e the input scalar
* @return the result of dividing each lane of this vector by the scalar
* @see #div(Vector)
* @see #broadcast(float)
* @see #div(float,VectorMask)
* @see VectorOperators#DIV
* @see #lanewise(VectorOperators.Binary,Vector)
* @see #lanewise(VectorOperators.Binary,float)
*/
@ForceInline
public final FloatVector div(float e) {
return lanewise(DIV, e);
}
/**
* {@inheritDoc} <!--workaround-->
* @see #div(float,VectorMask)
* @apiNote Because the underlying scalar operator is an IEEE
* floating point number, division by zero in fact will
* not throw an exception, but will yield a signed
* infinity or NaN.
*/
@Override
@ForceInline
public final FloatVector div(Vector<Float> v,
VectorMask<Float> m) {
return lanewise(DIV, v, m);
}
/**
* Divides this vector by the broadcast of an input scalar,
* selecting lane elements controlled by a mask.
*
* This is a masked lane-wise binary operation which applies
* the primitive division operation ({@code /}) to each lane.
*
* This method is also equivalent to the expression
* {@link #lanewise(VectorOperators.Binary,float,VectorMask)
* lanewise}{@code (}{@link VectorOperators#DIV
* DIV}{@code , s, m)}.
*
* @apiNote Because the underlying scalar operator is an IEEE
* floating point number, division by zero in fact will
* not throw an exception, but will yield a signed
* infinity or NaN.
*
* @param e the input scalar
* @param m the mask controlling lane selection
* @return the result of dividing each lane of this vector by the scalar
* @see #div(Vector,VectorMask)
* @see #broadcast(float)
* @see #div(float)
* @see VectorOperators#DIV
* @see #lanewise(VectorOperators.Binary,Vector)
* @see #lanewise(VectorOperators.Binary,float)
*/
@ForceInline
public final FloatVector div(float e,
VectorMask<Float> m) {
return lanewise(DIV, e, m);
}
/// END OF FULL-SERVICE BINARY METHODS
/// SECOND-TIER BINARY METHODS
//
// There are no masked versions.
/**
* {@inheritDoc} <!--workaround-->
* @apiNote
* For this method, floating point negative
* zero {@code -0.0} is treated as a value distinct from, and less
* than the default value (positive zero).
*/
@Override
@ForceInline
public final FloatVector min(Vector<Float> v) {
return lanewise(MIN, v);
}
// FIXME: "broadcast of an input scalar" is really wordy. Reduce?
/**
* Computes the smaller of this vector and the broadcast of an input scalar.
*
* This is a lane-wise binary operation which applies the
* operation {@code Math.min()} to each pair of
* corresponding lane values.
*
* This method is also equivalent to the expression
* {@link #lanewise(VectorOperators.Binary,float)
* lanewise}{@code (}{@link VectorOperators#MIN
* MIN}{@code , e)}.
*
* @param e the input scalar
* @return the result of multiplying this vector by the given scalar
* @see #min(Vector)
* @see #broadcast(float)
* @see VectorOperators#MIN
* @see #lanewise(VectorOperators.Binary,float,VectorMask)
* @apiNote
* For this method, floating point negative
* zero {@code -0.0} is treated as a value distinct from, and less
* than the default value (positive zero).
*/
@ForceInline
public final FloatVector min(float e) {
return lanewise(MIN, e);
}
/**
* {@inheritDoc} <!--workaround-->
* @apiNote
* For this method, floating point negative
* zero {@code -0.0} is treated as a value distinct from, and less
* than the default value (positive zero).
*/
@Override
@ForceInline
public final FloatVector max(Vector<Float> v) {
return lanewise(MAX, v);
}
/**
* Computes the larger of this vector and the broadcast of an input scalar.
*
* This is a lane-wise binary operation which applies the
* operation {@code Math.max()} to each pair of
* corresponding lane values.
*
* This method is also equivalent to the expression
* {@link #lanewise(VectorOperators.Binary,float)
* lanewise}{@code (}{@link VectorOperators#MAX
* MAX}{@code , e)}.
*
* @param e the input scalar
* @return the result of multiplying this vector by the given scalar
* @see #max(Vector)
* @see #broadcast(float)
* @see VectorOperators#MAX
* @see #lanewise(VectorOperators.Binary,float,VectorMask)
* @apiNote
* For this method, floating point negative
* zero {@code -0.0} is treated as a value distinct from, and less
* than the default value (positive zero).
*/
@ForceInline
public final FloatVector max(float e) {
return lanewise(MAX, e);
}
// common FP operator: pow
/**
* Raises this vector to the power of a second input vector.
*
* This is a lane-wise binary operation which applies an operation
* conforming to the specification of
* {@link Math#pow Math.pow(a,b)}
* to each pair of corresponding lane values.
* The operation is adapted to cast the operands and the result,
* specifically widening {@code float} operands to {@code double}
* operands and narrowing the {@code double} result to a {@code float}
* result.
*
* This method is also equivalent to the expression
* {@link #lanewise(VectorOperators.Binary,Vector)
* lanewise}{@code (}{@link VectorOperators#POW
* POW}{@code , b)}.
*
* <p>
* This is not a full-service named operation like
* {@link #add(Vector) add}. A masked version of
* this operation is not directly available
* but may be obtained via the masked version of
* {@code lanewise}.
*
* @param b a vector exponent by which to raise this vector
* @return the {@code b}-th power of this vector
* @see #pow(float)
* @see VectorOperators#POW
* @see #lanewise(VectorOperators.Binary,Vector,VectorMask)
*/
@ForceInline
public final FloatVector pow(Vector<Float> b) {
return lanewise(POW, b);
}
/**
* Raises this vector to a scalar power.
*
* This is a lane-wise binary operation which applies an operation
* conforming to the specification of
* {@link Math#pow Math.pow(a,b)}
* to each pair of corresponding lane values.
* The operation is adapted to cast the operands and the result,
* specifically widening {@code float} operands to {@code double}
* operands and narrowing the {@code double} result to a {@code float}
* result.
*
* This method is also equivalent to the expression
* {@link #lanewise(VectorOperators.Binary,Vector)
* lanewise}{@code (}{@link VectorOperators#POW
* POW}{@code , b)}.
*
* @param b a scalar exponent by which to raise this vector
* @return the {@code b}-th power of this vector
* @see #pow(Vector)
* @see VectorOperators#POW
* @see #lanewise(VectorOperators.Binary,float,VectorMask)
*/
@ForceInline
public final FloatVector pow(float b) {
return lanewise(POW, b);
}
/// UNARY METHODS
/**
* {@inheritDoc} <!--workaround-->
*/
@Override
@ForceInline
public final
FloatVector neg() {
return lanewise(NEG);
}
/**
* {@inheritDoc} <!--workaround-->
*/
@Override
@ForceInline
public final
FloatVector abs() {
return lanewise(ABS);
}
// sqrt
/**
* Computes the square root of this vector.
*
* This is a lane-wise unary operation which applies an operation
* conforming to the specification of
* {@link Math#sqrt Math.sqrt(a)}
* to each lane value.
* The operation is adapted to cast the operand and the result,
* specifically widening the {@code float} operand to a {@code double}
* operand and narrowing the {@code double} result to a {@code float}
* result.
*
* This method is also equivalent to the expression
* {@link #lanewise(VectorOperators.Unary)
* lanewise}{@code (}{@link VectorOperators#SQRT
* SQRT}{@code )}.
*
* @return the square root of this vector
* @see VectorOperators#SQRT
* @see #lanewise(VectorOperators.Unary,VectorMask)
*/
@ForceInline
public final FloatVector sqrt() {
return lanewise(SQRT);
}
/// COMPARISONS
/**
* {@inheritDoc} <!--workaround-->
*/
@Override
@ForceInline
public final
VectorMask<Float> eq(Vector<Float> v) {
return compare(EQ, v);
}
/**
* Tests if this vector is equal to an input scalar.
*
* This is a lane-wise binary test operation which applies
* the primitive equals operation ({@code ==}) to each lane.
* The result is the same as {@code compare(VectorOperators.Comparison.EQ, e)}.
*
* @param e the input scalar
* @return the result mask of testing if this vector
* is equal to {@code e}
* @see #compare(VectorOperators.Comparison,float)
*/
@ForceInline
public final
VectorMask<Float> eq(float e) {
return compare(EQ, e);
}
/**
* {@inheritDoc} <!--workaround-->
*/
@Override
@ForceInline
public final
VectorMask<Float> lt(Vector<Float> v) {
return compare(LT, v);
}
/**
* Tests if this vector is less than an input scalar.
*
* This is a lane-wise binary test operation which applies
* the primitive less than operation ({@code <}) to each lane.
* The result is the same as {@code compare(VectorOperators.LT, e)}.
*
* @param e the input scalar
* @return the mask result of testing if this vector
* is less than the input scalar
* @see #compare(VectorOperators.Comparison,float)
*/
@ForceInline
public final
VectorMask<Float> lt(float e) {
return compare(LT, e);
}
/**
* {@inheritDoc} <!--workaround-->
*/
@Override
public abstract
VectorMask<Float> test(VectorOperators.Test op);
/*package-private*/
@ForceInline
final
<M extends VectorMask<Float>>
M testTemplate(Class<M> maskType, Test op) {
FloatSpecies vsp = vspecies();
if (opKind(op, VO_SPECIAL)) {
IntVector bits = this.viewAsIntegralLanes();
VectorMask<Integer> m;
if (op == IS_DEFAULT) {
m = bits.compare(EQ, (int) 0);
} else if (op == IS_NEGATIVE) {
m = bits.compare(LT, (int) 0);
}
else if (op == IS_FINITE ||
op == IS_NAN ||
op == IS_INFINITE) {
// first kill the sign:
bits = bits.and(Integer.MAX_VALUE);
// next find the bit pattern for infinity:
int infbits = (int) toBits(Float.POSITIVE_INFINITY);
// now compare:
if (op == IS_FINITE) {
m = bits.compare(LT, infbits);
} else if (op == IS_NAN) {
m = bits.compare(GT, infbits);
} else {
m = bits.compare(EQ, infbits);
}
}
else {
throw new AssertionError(op);
}
return maskType.cast(m.cast(this.vspecies()));
}
int opc = opCode(op);
throw new AssertionError(op);
}
/**
* {@inheritDoc} <!--workaround-->
*/
@Override
@ForceInline
public final
VectorMask<Float> test(VectorOperators.Test op,
VectorMask<Float> m) {
return test(op).and(m);
}
/**
* {@inheritDoc} <!--workaround-->
*/
@Override
public abstract
VectorMask<Float> compare(VectorOperators.Comparison op, Vector<Float> v);
/*package-private*/
@ForceInline
final
<M extends VectorMask<Float>>
M compareTemplate(Class<M> maskType, Comparison op, Vector<Float> v) {
Objects.requireNonNull(v);
FloatSpecies vsp = vspecies();
FloatVector that = (FloatVector) v;
that.check(this);
int opc = opCode(op);
return VectorSupport.compare(
opc, getClass(), maskType, float.class, length(),
this, that,
(cond, v0, v1) -> {
AbstractMask<Float> m
= v0.bTest(cond, v1, (cond_, i, a, b)
-> compareWithOp(cond, a, b));
@SuppressWarnings("unchecked")
M m2 = (M) m;
return m2;
});
}
@ForceInline
private static boolean compareWithOp(int cond, float a, float b) {
return switch (cond) {
case BT_eq -> a == b;
case BT_ne -> a != b;
case BT_lt -> a < b;
case BT_le -> a <= b;
case BT_gt -> a > b;
case BT_ge -> a >= b;
default -> throw new AssertionError();
};
}
/**
* {@inheritDoc} <!--workaround-->
*/
@Override
@ForceInline
public final
VectorMask<Float> compare(VectorOperators.Comparison op,
Vector<Float> v,
VectorMask<Float> m) {
return compare(op, v).and(m);
}
/**
* Tests this vector by comparing it with an input scalar,
* according to the given comparison operation.
*
* This is a lane-wise binary test operation which applies
* the comparison operation to each lane.
* <p>
* The result is the same as
* {@code compare(op, broadcast(species(), e))}.
* That is, the scalar may be regarded as broadcast to
* a vector of the same species, and then compared
* against the original vector, using the selected
* comparison operation.
*
* @param op the operation used to compare lane values
* @param e the input scalar
* @return the mask result of testing lane-wise if this vector
* compares to the input, according to the selected
* comparison operator
* @see FloatVector#compare(VectorOperators.Comparison,Vector)
* @see #eq(float)
* @see #lt(float)
*/
public abstract
VectorMask<Float> compare(Comparison op, float e);
/*package-private*/
@ForceInline
final
<M extends VectorMask<Float>>
M compareTemplate(Class<M> maskType, Comparison op, float e) {
return compareTemplate(maskType, op, broadcast(e));
}
/**
* Tests this vector by comparing it with an input scalar,
* according to the given comparison operation,
* in lanes selected by a mask.
*
* This is a masked lane-wise binary test operation which applies
* to each pair of corresponding lane values.
*
* The returned result is equal to the expression
* {@code compare(op,s).and(m)}.
*
* @param op the operation used to compare lane values
* @param e the input scalar
* @param m the mask controlling lane selection
* @return the mask result of testing lane-wise if this vector
* compares to the input, according to the selected
* comparison operator,
* and only in the lanes selected by the mask
* @see FloatVector#compare(VectorOperators.Comparison,Vector,VectorMask)
*/
@ForceInline
public final VectorMask<Float> compare(VectorOperators.Comparison op,
float e,
VectorMask<Float> m) {
return compare(op, e).and(m);
}
/**
* {@inheritDoc} <!--workaround-->
*/
@Override
public abstract
VectorMask<Float> compare(Comparison op, long e);
/*package-private*/
@ForceInline
final
<M extends VectorMask<Float>>
M compareTemplate(Class<M> maskType, Comparison op, long e) {
return compareTemplate(maskType, op, broadcast(e));
}
/**
* {@inheritDoc} <!--workaround-->
*/
@Override
@ForceInline
public final
VectorMask<Float> compare(Comparison op, long e, VectorMask<Float> m) {
return compare(op, broadcast(e), m);
}
/**
* {@inheritDoc} <!--workaround-->
*/
@Override public abstract
FloatVector blend(Vector<Float> v, VectorMask<Float> m);
/*package-private*/
@ForceInline
final
<M extends VectorMask<Float>>
FloatVector
blendTemplate(Class<M> maskType, FloatVector v, M m) {
v.check(this);
return VectorSupport.blend(
getClass(), maskType, float.class, length(),
this, v, m,
(v0, v1, m_) -> v0.bOp(v1, m_, (i, a, b) -> b));
}
/**
* {@inheritDoc} <!--workaround-->
*/
@Override public abstract FloatVector addIndex(int scale);
/*package-private*/
@ForceInline
final FloatVector addIndexTemplate(int scale) {
FloatSpecies vsp = vspecies();
// make sure VLENGTH*scale doesn't overflow:
vsp.checkScale(scale);
return VectorSupport.indexVector(
getClass(), float.class, length(),
this, scale, vsp,
(v, scale_, s)
-> {
// If the platform doesn't support an INDEX
// instruction directly, load IOTA from memory
// and multiply.
FloatVector iota = s.iota();
float sc = (float) scale_;
return v.add(sc == 1 ? iota : iota.mul(sc));
});
}
/**
* Replaces selected lanes of this vector with
* a scalar value
* under the control of a mask.
*
* This is a masked lane-wise binary operation which
* selects each lane value from one or the other input.
*
* The returned result is equal to the expression
* {@code blend(broadcast(e),m)}.
*
* @param e the input scalar, containing the replacement lane value
* @param m the mask controlling lane selection of the scalar
* @return the result of blending the lane elements of this vector with
* the scalar value
*/
@ForceInline
public final FloatVector blend(float e,
VectorMask<Float> m) {
return blend(broadcast(e), m);
}
/**
* Replaces selected lanes of this vector with
* a scalar value
* under the control of a mask.
*
* This is a masked lane-wise binary operation which
* selects each lane value from one or the other input.
*
* The returned result is equal to the expression
* {@code blend(broadcast(e),m)}.
*
* @param e the input scalar, containing the replacement lane value
* @param m the mask controlling lane selection of the scalar
* @return the result of blending the lane elements of this vector with
* the scalar value
*/
@ForceInline
public final FloatVector blend(long e,
VectorMask<Float> m) {
return blend(broadcast(e), m);
}
/**
* {@inheritDoc} <!--workaround-->
*/
@Override
public abstract
FloatVector slice(int origin, Vector<Float> v1);
/*package-private*/
final
@ForceInline
FloatVector sliceTemplate(int origin, Vector<Float> v1) {
FloatVector that = (FloatVector) v1;
that.check(this);
Objects.checkIndex(origin, length() + 1);
VectorShuffle<Float> iota = iotaShuffle();
VectorMask<Float> blendMask = iota.toVector().compare(VectorOperators.LT, (broadcast((float)(length() - origin))));
iota = iotaShuffle(origin, 1, true);
return that.rearrange(iota).blend(this.rearrange(iota), blendMask);
}
/**
* {@inheritDoc} <!--workaround-->
*/
@Override
@ForceInline
public final
FloatVector slice(int origin,
Vector<Float> w,
VectorMask<Float> m) {
return broadcast(0).blend(slice(origin, w), m);
}
/**
* {@inheritDoc} <!--workaround-->
*/
@Override
public abstract
FloatVector slice(int origin);
/*package-private*/
final
@ForceInline
FloatVector sliceTemplate(int origin) {
Objects.checkIndex(origin, length() + 1);
VectorShuffle<Float> iota = iotaShuffle();
VectorMask<Float> blendMask = iota.toVector().compare(VectorOperators.LT, (broadcast((float)(length() - origin))));
iota = iotaShuffle(origin, 1, true);
return vspecies().zero().blend(this.rearrange(iota), blendMask);
}
/**
* {@inheritDoc} <!--workaround-->
*/
@Override
public abstract
FloatVector unslice(int origin, Vector<Float> w, int part);
/*package-private*/
final
@ForceInline
FloatVector
unsliceTemplate(int origin, Vector<Float> w, int part) {
FloatVector that = (FloatVector) w;
that.check(this);
Objects.checkIndex(origin, length() + 1);
VectorShuffle<Float> iota = iotaShuffle();
VectorMask<Float> blendMask = iota.toVector().compare((part == 0) ? VectorOperators.GE : VectorOperators.LT,
(broadcast((float)(origin))));
iota = iotaShuffle(-origin, 1, true);
return that.blend(this.rearrange(iota), blendMask);
}
/*package-private*/
final
@ForceInline
<M extends VectorMask<Float>>
FloatVector
unsliceTemplate(Class<M> maskType, int origin, Vector<Float> w, int part, M m) {
FloatVector that = (FloatVector) w;
that.check(this);
FloatVector slice = that.sliceTemplate(origin, that);
slice = slice.blendTemplate(maskType, this, m);
return slice.unsliceTemplate(origin, w, part);
}
/**
* {@inheritDoc} <!--workaround-->
*/
@Override
public abstract
FloatVector unslice(int origin, Vector<Float> w, int part, VectorMask<Float> m);
/**
* {@inheritDoc} <!--workaround-->
*/
@Override
public abstract
FloatVector unslice(int origin);
/*package-private*/
final
@ForceInline
FloatVector
unsliceTemplate(int origin) {
Objects.checkIndex(origin, length() + 1);
VectorShuffle<Float> iota = iotaShuffle();
VectorMask<Float> blendMask = iota.toVector().compare(VectorOperators.GE,
(broadcast((float)(origin))));
iota = iotaShuffle(-origin, 1, true);
return vspecies().zero().blend(this.rearrange(iota), blendMask);
}
private ArrayIndexOutOfBoundsException
wrongPartForSlice(int part) {
String msg = String.format("bad part number %d for slice operation",
part);
return new ArrayIndexOutOfBoundsException(msg);
}
/**
* {@inheritDoc} <!--workaround-->
*/
@Override
public abstract
FloatVector rearrange(VectorShuffle<Float> m);
/*package-private*/
@ForceInline
final
<S extends VectorShuffle<Float>>
FloatVector rearrangeTemplate(Class<S> shuffletype, S shuffle) {
shuffle.checkIndexes();
return VectorSupport.rearrangeOp(
getClass(), shuffletype, float.class, length(),
this, shuffle,
(v1, s_) -> v1.uOp((i, a) -> {
int ei = s_.laneSource(i);
return v1.lane(ei);
}));
}
/**
* {@inheritDoc} <!--workaround-->
*/
@Override
public abstract
FloatVector rearrange(VectorShuffle<Float> s,
VectorMask<Float> m);
/*package-private*/
@ForceInline
final
<S extends VectorShuffle<Float>>
FloatVector rearrangeTemplate(Class<S> shuffletype,
S shuffle,
VectorMask<Float> m) {
FloatVector unmasked =
VectorSupport.rearrangeOp(
getClass(), shuffletype, float.class, length(),
this, shuffle,
(v1, s_) -> v1.uOp((i, a) -> {
int ei = s_.laneSource(i);
return ei < 0 ? 0 : v1.lane(ei);
}));
VectorMask<Float> valid = shuffle.laneIsValid();
if (m.andNot(valid).anyTrue()) {
shuffle.checkIndexes();
throw new AssertionError();
}
return broadcast((float)0).blend(unmasked, m);
}
/**
* {@inheritDoc} <!--workaround-->
*/
@Override
public abstract
FloatVector rearrange(VectorShuffle<Float> s,
Vector<Float> v);
/*package-private*/
@ForceInline
final
<S extends VectorShuffle<Float>>
FloatVector rearrangeTemplate(Class<S> shuffletype,
S shuffle,
FloatVector v) {
VectorMask<Float> valid = shuffle.laneIsValid();
@SuppressWarnings("unchecked")
S ws = (S) shuffle.wrapIndexes();
FloatVector r0 =
VectorSupport.rearrangeOp(
getClass(), shuffletype, float.class, length(),
this, ws,
(v0, s_) -> v0.uOp((i, a) -> {
int ei = s_.laneSource(i);
return v0.lane(ei);
}));
FloatVector r1 =
VectorSupport.rearrangeOp(
getClass(), shuffletype, float.class, length(),
v, ws,
(v1, s_) -> v1.uOp((i, a) -> {
int ei = s_.laneSource(i);
return v1.lane(ei);
}));
return r1.blend(r0, valid);
}
@ForceInline
private final
VectorShuffle<Float> toShuffle0(FloatSpecies dsp) {
float[] a = toArray();
int[] sa = new int[a.length];
for (int i = 0; i < a.length; i++) {
sa[i] = (int) a[i];
}
return VectorShuffle.fromArray(dsp, sa, 0);
}
/*package-private*/
@ForceInline
final
VectorShuffle<Float> toShuffleTemplate(Class<?> shuffleType) {
FloatSpecies vsp = vspecies();
return VectorSupport.convert(VectorSupport.VECTOR_OP_CAST,
getClass(), float.class, length(),
shuffleType, byte.class, length(),
this, vsp,
FloatVector::toShuffle0);
}
/**
* {@inheritDoc} <!--workaround-->
*/
@Override
public abstract
FloatVector selectFrom(Vector<Float> v);
/*package-private*/
@ForceInline
final FloatVector selectFromTemplate(FloatVector v) {
return v.rearrange(this.toShuffle());
}
/**
* {@inheritDoc} <!--workaround-->
*/
@Override
public abstract
FloatVector selectFrom(Vector<Float> s, VectorMask<Float> m);
/*package-private*/
@ForceInline
final FloatVector selectFromTemplate(FloatVector v,
AbstractMask<Float> m) {
return v.rearrange(this.toShuffle(), m);
}
/// Ternary operations
/**
* Multiplies this vector by a second input vector, and sums
* the result with a third.
*
* Extended precision is used for the intermediate result,
* avoiding possible loss of precision from rounding once
* for each of the two operations.
* The result is numerically close to {@code this.mul(b).add(c)},
* and is typically closer to the true mathematical result.
*
* This is a lane-wise ternary operation which applies an operation
* conforming to the specification of
* {@link Math#fma(float,float,float) Math.fma(a,b,c)}
* to each lane.
* The operation is adapted to cast the operands and the result,
* specifically widening {@code float} operands to {@code double}
* operands and narrowing the {@code double} result to a {@code float}
* result.
*
* This method is also equivalent to the expression
* {@link #lanewise(VectorOperators.Ternary,Vector,Vector)
* lanewise}{@code (}{@link VectorOperators#FMA
* FMA}{@code , b, c)}.
*
* @param b the second input vector, supplying multiplier values
* @param c the third input vector, supplying addend values
* @return the product of this vector and the second input vector
* summed with the third input vector, using extended precision
* for the intermediate result
* @see #fma(float,float)
* @see VectorOperators#FMA
* @see #lanewise(VectorOperators.Ternary,Vector,Vector,VectorMask)
*/
@ForceInline
public final
FloatVector fma(Vector<Float> b, Vector<Float> c) {
return lanewise(FMA, b, c);
}
/**
* Multiplies this vector by a scalar multiplier, and sums
* the result with a scalar addend.
*
* Extended precision is used for the intermediate result,
* avoiding possible loss of precision from rounding once
* for each of the two operations.
* The result is numerically close to {@code this.mul(b).add(c)},
* and is typically closer to the true mathematical result.
*
* This is a lane-wise ternary operation which applies an operation
* conforming to the specification of
* {@link Math#fma(float,float,float) Math.fma(a,b,c)}
* to each lane.
* The operation is adapted to cast the operands and the result,
* specifically widening {@code float} operands to {@code double}
* operands and narrowing the {@code double} result to a {@code float}
* result.
*
* This method is also equivalent to the expression
* {@link #lanewise(VectorOperators.Ternary,Vector,Vector)
* lanewise}{@code (}{@link VectorOperators#FMA
* FMA}{@code , b, c)}.
*
* @param b the scalar multiplier
* @param c the scalar addend
* @return the product of this vector and the scalar multiplier
* summed with scalar addend, using extended precision
* for the intermediate result
* @see #fma(Vector,Vector)
* @see VectorOperators#FMA
* @see #lanewise(VectorOperators.Ternary,float,float,VectorMask)
*/
@ForceInline
public final
FloatVector fma(float b, float c) {
return lanewise(FMA, b, c);
}
// Don't bother with (Vector,float) and (float,Vector) overloadings.
// Type specific horizontal reductions
/**
* Returns a value accumulated from all the lanes of this vector.
*
* This is an associative cross-lane reduction operation which
* applies the specified operation to all the lane elements.
* <p>
* A few reduction operations do not support arbitrary reordering
* of their operands, yet are included here because of their
* usefulness.
* <ul>
* <li>
* In the case of {@code FIRST_NONZERO}, the reduction returns
* the value from the lowest-numbered non-zero lane.
* (As with {@code MAX} and {@code MIN}, floating point negative
* zero {@code -0.0} is treated as a value distinct from
* the default value, positive zero. So a first-nonzero lane reduction
* might return {@code -0.0} even in the presence of non-zero
* lane values.)
* <li>
* In the case of {@code ADD} and {@code MUL}, the
* precise result will reflect the choice of an arbitrary order
* of operations, which may even vary over time.
* For further details see the section
* <a href="VectorOperators.html#fp_assoc">Operations on floating point vectors</a>.
* <li>
* All other reduction operations are fully commutative and
* associative. The implementation can choose any order of
* processing, yet it will always produce the same result.
* </ul>
*
* @param op the operation used to combine lane values
* @return the accumulated result
* @throws UnsupportedOperationException if this vector does
* not support the requested operation
* @see #reduceLanes(VectorOperators.Associative,VectorMask)
* @see #add(Vector)
* @see #mul(Vector)
* @see #min(Vector)
* @see #max(Vector)
* @see VectorOperators#FIRST_NONZERO
*/
public abstract float reduceLanes(VectorOperators.Associative op);
/**
* Returns a value accumulated from selected lanes of this vector,
* controlled by a mask.
*
* This is an associative cross-lane reduction operation which
* applies the specified operation to the selected lane elements.
* <p>
* If no elements are selected, an operation-specific identity
* value is returned.
* <ul>
* <li>
* If the operation is
* {@code ADD}
* or {@code FIRST_NONZERO},
* then the identity value is positive zero, the default {@code float} value.
* <li>
* If the operation is {@code MUL},
* then the identity value is one.
* <li>
* If the operation is {@code MAX},
* then the identity value is {@code Float.NEGATIVE_INFINITY}.
* <li>
* If the operation is {@code MIN},
* then the identity value is {@code Float.POSITIVE_INFINITY}.
* </ul>
* <p>
* A few reduction operations do not support arbitrary reordering
* of their operands, yet are included here because of their
* usefulness.
* <ul>
* <li>
* In the case of {@code FIRST_NONZERO}, the reduction returns
* the value from the lowest-numbered non-zero lane.
* (As with {@code MAX} and {@code MIN}, floating point negative
* zero {@code -0.0} is treated as a value distinct from
* the default value, positive zero. So a first-nonzero lane reduction
* might return {@code -0.0} even in the presence of non-zero
* lane values.)
* <li>
* In the case of {@code ADD} and {@code MUL}, the
* precise result will reflect the choice of an arbitrary order
* of operations, which may even vary over time.
* For further details see the section
* <a href="VectorOperators.html#fp_assoc">Operations on floating point vectors</a>.
* <li>
* All other reduction operations are fully commutative and
* associative. The implementation can choose any order of
* processing, yet it will always produce the same result.
* </ul>
*
* @param op the operation used to combine lane values
* @param m the mask controlling lane selection
* @return the reduced result accumulated from the selected lane values
* @throws UnsupportedOperationException if this vector does
* not support the requested operation
* @see #reduceLanes(VectorOperators.Associative)
*/
public abstract float reduceLanes(VectorOperators.Associative op,
VectorMask<Float> m);
/*package-private*/
@ForceInline
final
float reduceLanesTemplate(VectorOperators.Associative op,
VectorMask<Float> m) {
FloatVector v = reduceIdentityVector(op).blend(this, m);
return v.reduceLanesTemplate(op);
}
/*package-private*/
@ForceInline
final
float reduceLanesTemplate(VectorOperators.Associative op) {
if (op == FIRST_NONZERO) {
// FIXME: The JIT should handle this, and other scan ops alos.
VectorMask<Integer> thisNZ
= this.viewAsIntegralLanes().compare(NE, (int) 0);
return this.lane(thisNZ.firstTrue());
}
int opc = opCode(op);
return fromBits(VectorSupport.reductionCoerced(
opc, getClass(), float.class, length(),
this,
REDUCE_IMPL.find(op, opc, (opc_) -> {
switch (opc_) {
case VECTOR_OP_ADD: return v ->
toBits(v.rOp((float)0, (i, a, b) -> (float)(a + b)));
case VECTOR_OP_MUL: return v ->
toBits(v.rOp((float)1, (i, a, b) -> (float)(a * b)));
case VECTOR_OP_MIN: return v ->
toBits(v.rOp(MAX_OR_INF, (i, a, b) -> (float) Math.min(a, b)));
case VECTOR_OP_MAX: return v ->
toBits(v.rOp(MIN_OR_INF, (i, a, b) -> (float) Math.max(a, b)));
default: return null;
}})));
}
private static final
ImplCache<Associative,Function<FloatVector,Long>> REDUCE_IMPL
= new ImplCache<>(Associative.class, FloatVector.class);
private
@ForceInline
FloatVector reduceIdentityVector(VectorOperators.Associative op) {
int opc = opCode(op);
UnaryOperator<FloatVector> fn
= REDUCE_ID_IMPL.find(op, opc, (opc_) -> {
switch (opc_) {
case VECTOR_OP_ADD:
return v -> v.broadcast(0);
case VECTOR_OP_MUL:
return v -> v.broadcast(1);
case VECTOR_OP_MIN:
return v -> v.broadcast(MAX_OR_INF);
case VECTOR_OP_MAX:
return v -> v.broadcast(MIN_OR_INF);
default: return null;
}
});
return fn.apply(this);
}
private static final
ImplCache<Associative,UnaryOperator<FloatVector>> REDUCE_ID_IMPL
= new ImplCache<>(Associative.class, FloatVector.class);
private static final float MIN_OR_INF = Float.NEGATIVE_INFINITY;
private static final float MAX_OR_INF = Float.POSITIVE_INFINITY;
public @Override abstract long reduceLanesToLong(VectorOperators.Associative op);
public @Override abstract long reduceLanesToLong(VectorOperators.Associative op,
VectorMask<Float> m);
// Type specific accessors
/**
* Gets the lane element at lane index {@code i}
*
* @param i the lane index
* @return the lane element at lane index {@code i}
* @throws IllegalArgumentException if the index is is out of range
* ({@code < 0 || >= length()})
*/
public abstract float lane(int i);
/**
* Replaces the lane element of this vector at lane index {@code i} with
* value {@code e}.
*
* This is a cross-lane operation and behaves as if it returns the result
* of blending this vector with an input vector that is the result of
* broadcasting {@code e} and a mask that has only one lane set at lane
* index {@code i}.
*
* @param i the lane index of the lane element to be replaced
* @param e the value to be placed
* @return the result of replacing the lane element of this vector at lane
* index {@code i} with value {@code e}.
* @throws IllegalArgumentException if the index is is out of range
* ({@code < 0 || >= length()})
*/
public abstract FloatVector withLane(int i, float e);
// Memory load operations
/**
* Returns an array of type {@code float[]}
* containing all the lane values.
* The array length is the same as the vector length.
* The array elements are stored in lane order.
* <p>
* This method behaves as if it stores
* this vector into an allocated array
* (using {@link #intoArray(float[], int) intoArray})
* and returns the array as follows:
* <pre>{@code
* float[] a = new float[this.length()];
* this.intoArray(a, 0);
* return a;
* }</pre>
*
* @return an array containing the lane values of this vector
*/
@ForceInline
@Override
public final float[] toArray() {
float[] a = new float[vspecies().laneCount()];
intoArray(a, 0);
return a;
}
/** {@inheritDoc} <!--workaround-->
*/
@ForceInline
@Override
public final int[] toIntArray() {
float[] a = toArray();
int[] res = new int[a.length];
for (int i = 0; i < a.length; i++) {
float e = a[i];
res[i] = (int) FloatSpecies.toIntegralChecked(e, true);
}
return res;
}
/** {@inheritDoc} <!--workaround-->
*/
@ForceInline
@Override
public final long[] toLongArray() {
float[] a = toArray();
long[] res = new long[a.length];
for (int i = 0; i < a.length; i++) {
float e = a[i];
res[i] = FloatSpecies.toIntegralChecked(e, false);
}
return res;
}
/** {@inheritDoc} <!--workaround-->
* @implNote
* When this method is used on used on vectors
* of type {@code FloatVector},
* there will be no loss of precision.
*/
@ForceInline
@Override
public final double[] toDoubleArray() {
float[] a = toArray();
double[] res = new double[a.length];
for (int i = 0; i < a.length; i++) {
res[i] = (double) a[i];
}
return res;
}
/**
* Loads a vector from a byte array starting at an offset.
* Bytes are composed into primitive lane elements according
* to the specified byte order.
* The vector is arranged into lanes according to
* <a href="Vector.html#lane-order">memory ordering</a>.
* <p>
* This method behaves as if it returns the result of calling
* {@link #fromByteBuffer(VectorSpecies,ByteBuffer,int,ByteOrder,VectorMask)
* fromByteBuffer()} as follows:
* <pre>{@code
* var bb = ByteBuffer.wrap(a);
* var m = species.maskAll(true);
* return fromByteBuffer(species, bb, offset, bo, m);
* }</pre>
*
* @param species species of desired vector
* @param a the byte array
* @param offset the offset into the array
* @param bo the intended byte order
* @return a vector loaded from a byte array
* @throws IndexOutOfBoundsException
* if {@code offset+N*ESIZE < 0}
* or {@code offset+(N+1)*ESIZE > a.length}
* for any lane {@code N} in the vector
*/
@ForceInline
public static
FloatVector fromByteArray(VectorSpecies<Float> species,
byte[] a, int offset,
ByteOrder bo) {
offset = checkFromIndexSize(offset, species.vectorByteSize(), a.length);
FloatSpecies vsp = (FloatSpecies) species;
return vsp.dummyVector().fromByteArray0(a, offset).maybeSwap(bo);
}
/**
* Loads a vector from a byte array starting at an offset
* and using a mask.
* Lanes where the mask is unset are filled with the default
* value of {@code float} (positive zero).
* Bytes are composed into primitive lane elements according
* to the specified byte order.
* The vector is arranged into lanes according to
* <a href="Vector.html#lane-order">memory ordering</a>.
* <p>
* This method behaves as if it returns the result of calling
* {@link #fromByteBuffer(VectorSpecies,ByteBuffer,int,ByteOrder,VectorMask)
* fromByteBuffer()} as follows:
* <pre>{@code
* var bb = ByteBuffer.wrap(a);
* return fromByteBuffer(species, bb, offset, bo, m);
* }</pre>
*
* @param species species of desired vector
* @param a the byte array
* @param offset the offset into the array
* @param bo the intended byte order
* @param m the mask controlling lane selection
* @return a vector loaded from a byte array
* @throws IndexOutOfBoundsException
* if {@code offset+N*ESIZE < 0}
* or {@code offset+(N+1)*ESIZE > a.length}
* for any lane {@code N} in the vector
* where the mask is set
*/
@ForceInline
public static
FloatVector fromByteArray(VectorSpecies<Float> species,
byte[] a, int offset,
ByteOrder bo,
VectorMask<Float> m) {
FloatSpecies vsp = (FloatSpecies) species;
if (offset >= 0 && offset <= (a.length - species.vectorByteSize())) {
FloatVector zero = vsp.zero();
FloatVector v = zero.fromByteArray0(a, offset);
return zero.blend(v.maybeSwap(bo), m);
}
// FIXME: optimize
checkMaskFromIndexSize(offset, vsp, m, 4, a.length);
ByteBuffer wb = wrapper(a, bo);
return vsp.ldOp(wb, offset, (AbstractMask<Float>)m,
(wb_, o, i) -> wb_.getFloat(o + i * 4));
}
/**
* Loads a vector from an array of type {@code float[]}
* starting at an offset.
* For each vector lane, where {@code N} is the vector lane index, the
* array element at index {@code offset + N} is placed into the
* resulting vector at lane index {@code N}.
*
* @param species species of desired vector
* @param a the array
* @param offset the offset into the array
* @return the vector loaded from an array
* @throws IndexOutOfBoundsException
* if {@code offset+N < 0} or {@code offset+N >= a.length}
* for any lane {@code N} in the vector
*/
@ForceInline
public static
FloatVector fromArray(VectorSpecies<Float> species,
float[] a, int offset) {
offset = checkFromIndexSize(offset, species.length(), a.length);
FloatSpecies vsp = (FloatSpecies) species;
return vsp.dummyVector().fromArray0(a, offset);
}
/**
* Loads a vector from an array of type {@code float[]}
* starting at an offset and using a mask.
* Lanes where the mask is unset are filled with the default
* value of {@code float} (positive zero).
* For each vector lane, where {@code N} is the vector lane index,
* if the mask lane at index {@code N} is set then the array element at
* index {@code offset + N} is placed into the resulting vector at lane index
* {@code N}, otherwise the default element value is placed into the
* resulting vector at lane index {@code N}.
*
* @param species species of desired vector
* @param a the array
* @param offset the offset into the array
* @param m the mask controlling lane selection
* @return the vector loaded from an array
* @throws IndexOutOfBoundsException
* if {@code offset+N < 0} or {@code offset+N >= a.length}
* for any lane {@code N} in the vector
* where the mask is set
*/
@ForceInline
public static
FloatVector fromArray(VectorSpecies<Float> species,
float[] a, int offset,
VectorMask<Float> m) {
FloatSpecies vsp = (FloatSpecies) species;
if (offset >= 0 && offset <= (a.length - species.length())) {
FloatVector zero = vsp.zero();
return zero.blend(zero.fromArray0(a, offset), m);
}
// FIXME: optimize
checkMaskFromIndexSize(offset, vsp, m, 1, a.length);
return vsp.vOp(m, i -> a[offset + i]);
}
/**
* Gathers a new vector composed of elements from an array of type
* {@code float[]},
* using indexes obtained by adding a fixed {@code offset} to a
* series of secondary offsets from an <em>index map</em>.
* The index map is a contiguous sequence of {@code VLENGTH}
* elements in a second array of {@code int}s, starting at a given
* {@code mapOffset}.
* <p>
* For each vector lane, where {@code N} is the vector lane index,
* the lane is loaded from the array
* element {@code a[f(N)]}, where {@code f(N)} is the
* index mapping expression
* {@code offset + indexMap[mapOffset + N]]}.
*
* @param species species of desired vector
* @param a the array
* @param offset the offset into the array, may be negative if relative
* indexes in the index map compensate to produce a value within the
* array bounds
* @param indexMap the index map
* @param mapOffset the offset into the index map
* @return the vector loaded from the indexed elements of the array
* @throws IndexOutOfBoundsException
* if {@code mapOffset+N < 0}
* or if {@code mapOffset+N >= indexMap.length},
* or if {@code f(N)=offset+indexMap[mapOffset+N]}
* is an invalid index into {@code a},
* for any lane {@code N} in the vector
* @see FloatVector#toIntArray()
*/
@ForceInline
public static
FloatVector fromArray(VectorSpecies<Float> species,
float[] a, int offset,
int[] indexMap, int mapOffset) {
FloatSpecies vsp = (FloatSpecies) species;
IntVector.IntSpecies isp = IntVector.species(vsp.indexShape());
Objects.requireNonNull(a);
Objects.requireNonNull(indexMap);
Class<? extends FloatVector> vectorType = vsp.vectorType();
// Index vector: vix[0:n] = k -> offset + indexMap[mapOffset + k]
IntVector vix = IntVector
.fromArray(isp, indexMap, mapOffset)
.add(offset);
vix = VectorIntrinsics.checkIndex(vix, a.length);
return VectorSupport.loadWithMap(
vectorType, float.class, vsp.laneCount(),
IntVector.species(vsp.indexShape()).vectorType(),
a, ARRAY_BASE, vix,
a, offset, indexMap, mapOffset, vsp,
(float[] c, int idx, int[] iMap, int idy, FloatSpecies s) ->
s.vOp(n -> c[idx + iMap[idy+n]]));
}
/**
* Gathers a new vector composed of elements from an array of type
* {@code float[]},
* under the control of a mask, and
* using indexes obtained by adding a fixed {@code offset} to a
* series of secondary offsets from an <em>index map</em>.
* The index map is a contiguous sequence of {@code VLENGTH}
* elements in a second array of {@code int}s, starting at a given
* {@code mapOffset}.
* <p>
* For each vector lane, where {@code N} is the vector lane index,
* if the lane is set in the mask,
* the lane is loaded from the array
* element {@code a[f(N)]}, where {@code f(N)} is the
* index mapping expression
* {@code offset + indexMap[mapOffset + N]]}.
* Unset lanes in the resulting vector are set to zero.
*
* @param species species of desired vector
* @param a the array
* @param offset the offset into the array, may be negative if relative
* indexes in the index map compensate to produce a value within the
* array bounds
* @param indexMap the index map
* @param mapOffset the offset into the index map
* @param m the mask controlling lane selection
* @return the vector loaded from the indexed elements of the array
* @throws IndexOutOfBoundsException
* if {@code mapOffset+N < 0}
* or if {@code mapOffset+N >= indexMap.length},
* or if {@code f(N)=offset+indexMap[mapOffset+N]}
* is an invalid index into {@code a},
* for any lane {@code N} in the vector
* where the mask is set
* @see FloatVector#toIntArray()
*/
@ForceInline
public static
FloatVector fromArray(VectorSpecies<Float> species,
float[] a, int offset,
int[] indexMap, int mapOffset,
VectorMask<Float> m) {
if (m.allTrue()) {
return fromArray(species, a, offset, indexMap, mapOffset);
}
else {
// FIXME: Cannot vectorize yet, if there's a mask.
FloatSpecies vsp = (FloatSpecies) species;
return vsp.vOp(m, n -> a[offset + indexMap[mapOffset + n]]);
}
}
/**
* Loads a vector from a {@linkplain ByteBuffer byte buffer}
* starting at an offset into the byte buffer.
* Bytes are composed into primitive lane elements according
* to the specified byte order.
* The vector is arranged into lanes according to
* <a href="Vector.html#lane-order">memory ordering</a>.
* <p>
* This method behaves as if it returns the result of calling
* {@link #fromByteBuffer(VectorSpecies,ByteBuffer,int,ByteOrder,VectorMask)
* fromByteBuffer()} as follows:
* <pre>{@code
* var m = species.maskAll(true);
* return fromByteBuffer(species, bb, offset, bo, m);
* }</pre>
*
* @param species species of desired vector
* @param bb the byte buffer
* @param offset the offset into the byte buffer
* @param bo the intended byte order
* @return a vector loaded from a byte buffer
* @throws IndexOutOfBoundsException
* if {@code offset+N*4 < 0}
* or {@code offset+N*4 >= bb.limit()}
* for any lane {@code N} in the vector
*/
@ForceInline
public static
FloatVector fromByteBuffer(VectorSpecies<Float> species,
ByteBuffer bb, int offset,
ByteOrder bo) {
offset = checkFromIndexSize(offset, species.vectorByteSize(), bb.limit());
FloatSpecies vsp = (FloatSpecies) species;
return vsp.dummyVector().fromByteBuffer0(bb, offset).maybeSwap(bo);
}
/**
* Loads a vector from a {@linkplain ByteBuffer byte buffer}
* starting at an offset into the byte buffer
* and using a mask.
* Lanes where the mask is unset are filled with the default
* value of {@code float} (positive zero).
* Bytes are composed into primitive lane elements according
* to the specified byte order.
* The vector is arranged into lanes according to
* <a href="Vector.html#lane-order">memory ordering</a>.
* <p>
* The following pseudocode illustrates the behavior:
* <pre>{@code
* FloatBuffer eb = bb.duplicate()
* .position(offset)
* .order(bo).asFloatBuffer();
* float[] ar = new float[species.length()];
* for (int n = 0; n < ar.length; n++) {
* if (m.laneIsSet(n)) {
* ar[n] = eb.get(n);
* }
* }
* FloatVector r = FloatVector.fromArray(species, ar, 0);
* }</pre>
* @implNote
* This operation is likely to be more efficient if
* the specified byte order is the same as
* {@linkplain ByteOrder#nativeOrder()
* the platform native order},
* since this method will not need to reorder
* the bytes of lane values.
*
* @param species species of desired vector
* @param bb the byte buffer
* @param offset the offset into the byte buffer
* @param bo the intended byte order
* @param m the mask controlling lane selection
* @return a vector loaded from a byte buffer
* @throws IndexOutOfBoundsException
* if {@code offset+N*4 < 0}
* or {@code offset+N*4 >= bb.limit()}
* for any lane {@code N} in the vector
* where the mask is set
*/
@ForceInline
public static
FloatVector fromByteBuffer(VectorSpecies<Float> species,
ByteBuffer bb, int offset,
ByteOrder bo,
VectorMask<Float> m) {
FloatSpecies vsp = (FloatSpecies) species;
if (offset >= 0 && offset <= (bb.limit() - species.vectorByteSize())) {
FloatVector zero = vsp.zero();
FloatVector v = zero.fromByteBuffer0(bb, offset);
return zero.blend(v.maybeSwap(bo), m);
}
// FIXME: optimize
checkMaskFromIndexSize(offset, vsp, m, 4, bb.limit());
ByteBuffer wb = wrapper(bb, bo);
return vsp.ldOp(wb, offset, (AbstractMask<Float>)m,
(wb_, o, i) -> wb_.getFloat(o + i * 4));
}
// Memory store operations
/**
* Stores this vector into an array of type {@code float[]}
* starting at an offset.
* <p>
* For each vector lane, where {@code N} is the vector lane index,
* the lane element at index {@code N} is stored into the array
* element {@code a[offset+N]}.
*
* @param a the array, of type {@code float[]}
* @param offset the offset into the array
* @throws IndexOutOfBoundsException
* if {@code offset+N < 0} or {@code offset+N >= a.length}
* for any lane {@code N} in the vector
*/
@ForceInline
public final
void intoArray(float[] a, int offset) {
offset = checkFromIndexSize(offset, length(), a.length);
FloatSpecies vsp = vspecies();
VectorSupport.store(
vsp.vectorType(), vsp.elementType(), vsp.laneCount(),
a, arrayAddress(a, offset),
this,
a, offset,
(arr, off, v)
-> v.stOp(arr, off,
(arr_, off_, i, e) -> arr_[off_ + i] = e));
}
/**
* Stores this vector into an array of type {@code float[]}
* starting at offset and using a mask.
* <p>
* For each vector lane, where {@code N} is the vector lane index,
* the lane element at index {@code N} is stored into the array
* element {@code a[offset+N]}.
* If the mask lane at {@code N} is unset then the corresponding
* array element {@code a[offset+N]} is left unchanged.
* <p>
* Array range checking is done for lanes where the mask is set.
* Lanes where the mask is unset are not stored and do not need
* to correspond to legitimate elements of {@code a}.
* That is, unset lanes may correspond to array indexes less than
* zero or beyond the end of the array.
*
* @param a the array, of type {@code float[]}
* @param offset the offset into the array
* @param m the mask controlling lane storage
* @throws IndexOutOfBoundsException
* if {@code offset+N < 0} or {@code offset+N >= a.length}
* for any lane {@code N} in the vector
* where the mask is set
*/
@ForceInline
public final
void intoArray(float[] a, int offset,
VectorMask<Float> m) {
if (m.allTrue()) {
intoArray(a, offset);
} else {
// FIXME: optimize
FloatSpecies vsp = vspecies();
checkMaskFromIndexSize(offset, vsp, m, 1, a.length);
stOp(a, offset, m, (arr, off, i, v) -> arr[off+i] = v);
}
}
/**
* Scatters this vector into an array of type {@code float[]}
* using indexes obtained by adding a fixed {@code offset} to a
* series of secondary offsets from an <em>index map</em>.
* The index map is a contiguous sequence of {@code VLENGTH}
* elements in a second array of {@code int}s, starting at a given
* {@code mapOffset}.
* <p>
* For each vector lane, where {@code N} is the vector lane index,
* the lane element at index {@code N} is stored into the array
* element {@code a[f(N)]}, where {@code f(N)} is the
* index mapping expression
* {@code offset + indexMap[mapOffset + N]]}.
*
* @param a the array
* @param offset an offset to combine with the index map offsets
* @param indexMap the index map
* @param mapOffset the offset into the index map
* @throws IndexOutOfBoundsException
* if {@code mapOffset+N < 0}
* or if {@code mapOffset+N >= indexMap.length},
* or if {@code f(N)=offset+indexMap[mapOffset+N]}
* is an invalid index into {@code a},
* for any lane {@code N} in the vector
* @see FloatVector#toIntArray()
*/
@ForceInline
public final
void intoArray(float[] a, int offset,
int[] indexMap, int mapOffset) {
FloatSpecies vsp = vspecies();
IntVector.IntSpecies isp = IntVector.species(vsp.indexShape());
// Index vector: vix[0:n] = i -> offset + indexMap[mo + i]
IntVector vix = IntVector
.fromArray(isp, indexMap, mapOffset)
.add(offset);
vix = VectorIntrinsics.checkIndex(vix, a.length);
VectorSupport.storeWithMap(
vsp.vectorType(), vsp.elementType(), vsp.laneCount(),
isp.vectorType(),
a, arrayAddress(a, 0), vix,
this,
a, offset, indexMap, mapOffset,
(arr, off, v, map, mo)
-> v.stOp(arr, off,
(arr_, off_, i, e) -> {
int j = map[mo + i];
arr[off + j] = e;
}));
}
/**
* Scatters this vector into an array of type {@code float[]},
* under the control of a mask, and
* using indexes obtained by adding a fixed {@code offset} to a
* series of secondary offsets from an <em>index map</em>.
* The index map is a contiguous sequence of {@code VLENGTH}
* elements in a second array of {@code int}s, starting at a given
* {@code mapOffset}.
* <p>
* For each vector lane, where {@code N} is the vector lane index,
* if the mask lane at index {@code N} is set then
* the lane element at index {@code N} is stored into the array
* element {@code a[f(N)]}, where {@code f(N)} is the
* index mapping expression
* {@code offset + indexMap[mapOffset + N]]}.
*
* @param a the array
* @param offset an offset to combine with the index map offsets
* @param indexMap the index map
* @param mapOffset the offset into the index map
* @param m the mask
* @throws IndexOutOfBoundsException
* if {@code mapOffset+N < 0}
* or if {@code mapOffset+N >= indexMap.length},
* or if {@code f(N)=offset+indexMap[mapOffset+N]}
* is an invalid index into {@code a},
* for any lane {@code N} in the vector
* where the mask is set
* @see FloatVector#toIntArray()
*/
@ForceInline
public final
void intoArray(float[] a, int offset,
int[] indexMap, int mapOffset,
VectorMask<Float> m) {
if (m.allTrue()) {
intoArray(a, offset, indexMap, mapOffset);
}
else {
// FIXME: Cannot vectorize yet, if there's a mask.
stOp(a, offset, m,
(arr, off, i, e) -> {
int j = indexMap[mapOffset + i];
arr[off + j] = e;
});
}
}
/**
* {@inheritDoc} <!--workaround-->
*/
@Override
@ForceInline
public final
void intoByteArray(byte[] a, int offset,
ByteOrder bo) {
offset = checkFromIndexSize(offset, byteSize(), a.length);
maybeSwap(bo).intoByteArray0(a, offset);
}
/**
* {@inheritDoc} <!--workaround-->
*/
@Override
@ForceInline
public final
void intoByteArray(byte[] a, int offset,
ByteOrder bo,
VectorMask<Float> m) {
if (m.allTrue()) {
intoByteArray(a, offset, bo);
} else {
// FIXME: optimize
FloatSpecies vsp = vspecies();
checkMaskFromIndexSize(offset, vsp, m, 4, a.length);
ByteBuffer wb = wrapper(a, bo);
this.stOp(wb, offset, m,
(wb_, o, i, e) -> wb_.putFloat(o + i * 4, e));
}
}
/**
* {@inheritDoc} <!--workaround-->
*/
@Override
@ForceInline
public final
void intoByteBuffer(ByteBuffer bb, int offset,
ByteOrder bo) {
if (bb.isReadOnly()) {
throw new ReadOnlyBufferException();
}
offset = checkFromIndexSize(offset, byteSize(), bb.limit());
maybeSwap(bo).intoByteBuffer0(bb, offset);
}
/**
* {@inheritDoc} <!--workaround-->
*/
@Override
@ForceInline
public final
void intoByteBuffer(ByteBuffer bb, int offset,
ByteOrder bo,
VectorMask<Float> m) {
if (m.allTrue()) {
intoByteBuffer(bb, offset, bo);
} else {
// FIXME: optimize
if (bb.isReadOnly()) {
throw new ReadOnlyBufferException();
}
FloatSpecies vsp = vspecies();
checkMaskFromIndexSize(offset, vsp, m, 4, bb.limit());
ByteBuffer wb = wrapper(bb, bo);
this.stOp(wb, offset, m,
(wb_, o, i, e) -> wb_.putFloat(o + i * 4, e));
}
}
// ================================================
// Low-level memory operations.
//
// Note that all of these operations *must* inline into a context
// where the exact species of the involved vector is a
// compile-time constant. Otherwise, the intrinsic generation
// will fail and performance will suffer.
//
// In many cases this is achieved by re-deriving a version of the
// method in each concrete subclass (per species). The re-derived
// method simply calls one of these generic methods, with exact
// parameters for the controlling metadata, which is either a
// typed vector or constant species instance.
// Unchecked loading operations in native byte order.
// Caller is responsible for applying index checks, masking, and
// byte swapping.
/*package-private*/
abstract
FloatVector fromArray0(float[] a, int offset);
@ForceInline
final
FloatVector fromArray0Template(float[] a, int offset) {
FloatSpecies vsp = vspecies();
return VectorSupport.load(
vsp.vectorType(), vsp.elementType(), vsp.laneCount(),
a, arrayAddress(a, offset),
a, offset, vsp,
(arr, off, s) -> s.ldOp(arr, off,
(arr_, off_, i) -> arr_[off_ + i]));
}
@Override
abstract
FloatVector fromByteArray0(byte[] a, int offset);
@ForceInline
final
FloatVector fromByteArray0Template(byte[] a, int offset) {
FloatSpecies vsp = vspecies();
return VectorSupport.load(
vsp.vectorType(), vsp.elementType(), vsp.laneCount(),
a, byteArrayAddress(a, offset),
a, offset, vsp,
(arr, off, s) -> {
ByteBuffer wb = wrapper(arr, NATIVE_ENDIAN);
return s.ldOp(wb, off,
(wb_, o, i) -> wb_.getFloat(o + i * 4));
});
}
abstract
FloatVector fromByteBuffer0(ByteBuffer bb, int offset);
@ForceInline
final
FloatVector fromByteBuffer0Template(ByteBuffer bb, int offset) {
FloatSpecies vsp = vspecies();
return ScopedMemoryAccess.loadFromByteBuffer(
vsp.vectorType(), vsp.elementType(), vsp.laneCount(),
bb, offset, vsp,
(buf, off, s) -> {
ByteBuffer wb = wrapper(buf, NATIVE_ENDIAN);
return s.ldOp(wb, off,
(wb_, o, i) -> wb_.getFloat(o + i * 4));
});
}
// Unchecked storing operations in native byte order.
// Caller is responsible for applying index checks, masking, and
// byte swapping.
abstract
void intoArray0(float[] a, int offset);
@ForceInline
final
void intoArray0Template(float[] a, int offset) {
FloatSpecies vsp = vspecies();
VectorSupport.store(
vsp.vectorType(), vsp.elementType(), vsp.laneCount(),
a, arrayAddress(a, offset),
this, a, offset,
(arr, off, v)
-> v.stOp(arr, off,
(arr_, off_, i, e) -> arr_[off_+i] = e));
}
abstract
void intoByteArray0(byte[] a, int offset);
@ForceInline
final
void intoByteArray0Template(byte[] a, int offset) {
FloatSpecies vsp = vspecies();
VectorSupport.store(
vsp.vectorType(), vsp.elementType(), vsp.laneCount(),
a, byteArrayAddress(a, offset),
this, a, offset,
(arr, off, v) -> {
ByteBuffer wb = wrapper(arr, NATIVE_ENDIAN);
v.stOp(wb, off,
(tb_, o, i, e) -> tb_.putFloat(o + i * 4, e));
});
}
@ForceInline
final
void intoByteBuffer0(ByteBuffer bb, int offset) {
FloatSpecies vsp = vspecies();
ScopedMemoryAccess.storeIntoByteBuffer(
vsp.vectorType(), vsp.elementType(), vsp.laneCount(),
this, bb, offset,
(buf, off, v) -> {
ByteBuffer wb = wrapper(buf, NATIVE_ENDIAN);
v.stOp(wb, off,
(wb_, o, i, e) -> wb_.putFloat(o + i * 4, e));
});
}
// End of low-level memory operations.
private static
void checkMaskFromIndexSize(int offset,
FloatSpecies vsp,
VectorMask<Float> m,
int scale,
int limit) {
((AbstractMask<Float>)m)
.checkIndexByLane(offset, limit, vsp.iota(), scale);
}
@ForceInline
private void conditionalStoreNYI(int offset,
FloatSpecies vsp,
VectorMask<Float> m,
int scale,
int limit) {
if (offset < 0 || offset + vsp.laneCount() * scale > limit) {
String msg =
String.format("unimplemented: store @%d in [0..%d), %s in %s",
offset, limit, m, vsp);
throw new AssertionError(msg);
}
}
/*package-private*/
@Override
@ForceInline
final
FloatVector maybeSwap(ByteOrder bo) {
if (bo != NATIVE_ENDIAN) {
return this.reinterpretAsBytes()
.rearrange(swapBytesShuffle())
.reinterpretAsFloats();
}
return this;
}
static final int ARRAY_SHIFT =
31 - Integer.numberOfLeadingZeros(Unsafe.ARRAY_FLOAT_INDEX_SCALE);
static final long ARRAY_BASE =
Unsafe.ARRAY_FLOAT_BASE_OFFSET;
@ForceInline
static long arrayAddress(float[] a, int index) {
return ARRAY_BASE + (((long)index) << ARRAY_SHIFT);
}
@ForceInline
static long byteArrayAddress(byte[] a, int index) {
return Unsafe.ARRAY_BYTE_BASE_OFFSET + index;
}
// ================================================
/// Reinterpreting view methods:
// lanewise reinterpret: viewAsXVector()
// keep shape, redraw lanes: reinterpretAsEs()
/**
* {@inheritDoc} <!--workaround-->
*/
@ForceInline
@Override
public final ByteVector reinterpretAsBytes() {
// Going to ByteVector, pay close attention to byte order.
assert(REGISTER_ENDIAN == ByteOrder.LITTLE_ENDIAN);
return asByteVectorRaw();
//return asByteVectorRaw().rearrange(swapBytesShuffle());
}
/**
* {@inheritDoc} <!--workaround-->
*/
@ForceInline
@Override
public final IntVector viewAsIntegralLanes() {
LaneType ilt = LaneType.FLOAT.asIntegral();
return (IntVector) asVectorRaw(ilt);
}
/**
* {@inheritDoc} <!--workaround-->
*/
@ForceInline
@Override
public final
FloatVector
viewAsFloatingLanes() {
return this;
}
// ================================================
/// Object methods: toString, equals, hashCode
//
// Object methods are defined as if via Arrays.toString, etc.,
// is applied to the array of elements. Two equal vectors
// are required to have equal species and equal lane values.
/**
* Returns a string representation of this vector, of the form
* {@code "[0,1,2...]"}, reporting the lane values of this vector,
* in lane order.
*
* The string is produced as if by a call to {@link
* java.util.Arrays#toString(float[]) Arrays.toString()},
* as appropriate to the {@code float} array returned by
* {@link #toArray this.toArray()}.
*
* @return a string of the form {@code "[0,1,2...]"}
* reporting the lane values of this vector
*/
@Override
@ForceInline
public final
String toString() {
// now that toArray is strongly typed, we can define this
return Arrays.toString(toArray());
}
/**
* {@inheritDoc} <!--workaround-->
*/
@Override
@ForceInline
public final
boolean equals(Object obj) {
if (obj instanceof Vector) {
Vector<?> that = (Vector<?>) obj;
if (this.species().equals(that.species())) {
return this.eq(that.check(this.species())).allTrue();
}
}
return false;
}
/**
* {@inheritDoc} <!--workaround-->
*/
@Override
@ForceInline
public final
int hashCode() {
// now that toArray is strongly typed, we can define this
return Objects.hash(species(), Arrays.hashCode(toArray()));
}
// ================================================
// Species
/**
* Class representing {@link FloatVector}'s of the same {@link VectorShape VectorShape}.
*/
/*package-private*/
static final class FloatSpecies extends AbstractSpecies<Float> {
private FloatSpecies(VectorShape shape,
Class<? extends FloatVector> vectorType,
Class<? extends AbstractMask<Float>> maskType,
Function<Object, FloatVector> vectorFactory) {
super(shape, LaneType.of(float.class),
vectorType, maskType,
vectorFactory);
assert(this.elementSize() == Float.SIZE);
}
// Specializing overrides:
@Override
@ForceInline
public final Class<Float> elementType() {
return float.class;
}
@Override
@ForceInline
final Class<Float> genericElementType() {
return Float.class;
}
@SuppressWarnings("unchecked")
@Override
@ForceInline
public final Class<? extends FloatVector> vectorType() {
return (Class<? extends FloatVector>) vectorType;
}
@Override
@ForceInline
public final long checkValue(long e) {
longToElementBits(e); // only for exception
return e;
}
/*package-private*/
@Override
@ForceInline
final FloatVector broadcastBits(long bits) {
return (FloatVector)
VectorSupport.broadcastCoerced(
vectorType, float.class, laneCount,
bits, this,
(bits_, s_) -> s_.rvOp(i -> bits_));
}
/*package-private*/
@ForceInline
final FloatVector broadcast(float e) {
return broadcastBits(toBits(e));
}
@Override
@ForceInline
public final FloatVector broadcast(long e) {
return broadcastBits(longToElementBits(e));
}
/*package-private*/
final @Override
@ForceInline
long longToElementBits(long value) {
// Do the conversion, and then test it for failure.
float e = (float) value;
if ((long) e != value) {
throw badElementBits(value, e);
}
return toBits(e);
}
/*package-private*/
@ForceInline
static long toIntegralChecked(float e, boolean convertToInt) {
long value = convertToInt ? (int) e : (long) e;
if ((float) value != e) {
throw badArrayBits(e, convertToInt, value);
}
return value;
}
/* this non-public one is for internal conversions */
@Override
@ForceInline
final FloatVector fromIntValues(int[] values) {
VectorIntrinsics.requireLength(values.length, laneCount);
float[] va = new float[laneCount()];
for (int i = 0; i < va.length; i++) {
int lv = values[i];
float v = (float) lv;
va[i] = v;
if ((int)v != lv) {
throw badElementBits(lv, v);
}
}
return dummyVector().fromArray0(va, 0);
}
// Virtual constructors
@ForceInline
@Override final
public FloatVector fromArray(Object a, int offset) {
// User entry point: Be careful with inputs.
return FloatVector
.fromArray(this, (float[]) a, offset);
}
@ForceInline
@Override final
FloatVector dummyVector() {
return (FloatVector) super.dummyVector();
}
/*package-private*/
final @Override
@ForceInline
FloatVector rvOp(RVOp f) {
float[] res = new float[laneCount()];
for (int i = 0; i < res.length; i++) {
int bits = (int) f.apply(i);
res[i] = fromBits(bits);
}
return dummyVector().vectorFactory(res);
}
FloatVector vOp(FVOp f) {
float[] res = new float[laneCount()];
for (int i = 0; i < res.length; i++) {
res[i] = f.apply(i);
}
return dummyVector().vectorFactory(res);
}
FloatVector vOp(VectorMask<Float> m, FVOp f) {
float[] res = new float[laneCount()];
boolean[] mbits = ((AbstractMask<Float>)m).getBits();
for (int i = 0; i < res.length; i++) {
if (mbits[i]) {
res[i] = f.apply(i);
}
}
return dummyVector().vectorFactory(res);
}
/*package-private*/
@ForceInline
<M> FloatVector ldOp(M memory, int offset,
FLdOp<M> f) {
return dummyVector().ldOp(memory, offset, f);
}
/*package-private*/
@ForceInline
<M> FloatVector ldOp(M memory, int offset,
AbstractMask<Float> m,
FLdOp<M> f) {
return dummyVector().ldOp(memory, offset, m, f);
}
/*package-private*/
@ForceInline
<M> void stOp(M memory, int offset, FStOp<M> f) {
dummyVector().stOp(memory, offset, f);
}
/*package-private*/
@ForceInline
<M> void stOp(M memory, int offset,
AbstractMask<Float> m,
FStOp<M> f) {
dummyVector().stOp(memory, offset, m, f);
}
// N.B. Make sure these constant vectors and
// masks load up correctly into registers.
//
// Also, see if we can avoid all that switching.
// Could we cache both vectors and both masks in
// this species object?
// Zero and iota vector access
@Override
@ForceInline
public final FloatVector zero() {
if ((Class<?>) vectorType() == FloatMaxVector.class)
return FloatMaxVector.ZERO;
switch (vectorBitSize()) {
case 64: return Float64Vector.ZERO;
case 128: return Float128Vector.ZERO;
case 256: return Float256Vector.ZERO;
case 512: return Float512Vector.ZERO;
}
throw new AssertionError();
}
@Override
@ForceInline
public final FloatVector iota() {
if ((Class<?>) vectorType() == FloatMaxVector.class)
return FloatMaxVector.IOTA;
switch (vectorBitSize()) {
case 64: return Float64Vector.IOTA;
case 128: return Float128Vector.IOTA;
case 256: return Float256Vector.IOTA;
case 512: return Float512Vector.IOTA;
}
throw new AssertionError();
}
// Mask access
@Override
@ForceInline
public final VectorMask<Float> maskAll(boolean bit) {
if ((Class<?>) vectorType() == FloatMaxVector.class)
return FloatMaxVector.FloatMaxMask.maskAll(bit);
switch (vectorBitSize()) {
case 64: return Float64Vector.Float64Mask.maskAll(bit);
case 128: return Float128Vector.Float128Mask.maskAll(bit);
case 256: return Float256Vector.Float256Mask.maskAll(bit);
case 512: return Float512Vector.Float512Mask.maskAll(bit);
}
throw new AssertionError();
}
}
/**
* Finds a species for an element type of {@code float} and shape.
*
* @param s the shape
* @return a species for an element type of {@code float} and shape
* @throws IllegalArgumentException if no such species exists for the shape
*/
static FloatSpecies species(VectorShape s) {
Objects.requireNonNull(s);
switch (s.switchKey) {
case VectorShape.SK_64_BIT: return (FloatSpecies) SPECIES_64;
case VectorShape.SK_128_BIT: return (FloatSpecies) SPECIES_128;
case VectorShape.SK_256_BIT: return (FloatSpecies) SPECIES_256;
case VectorShape.SK_512_BIT: return (FloatSpecies) SPECIES_512;
case VectorShape.SK_Max_BIT: return (FloatSpecies) SPECIES_MAX;
default: throw new IllegalArgumentException("Bad shape: " + s);
}
}
/** Species representing {@link FloatVector}s of {@link VectorShape#S_64_BIT VectorShape.S_64_BIT}. */
public static final VectorSpecies<Float> SPECIES_64
= new FloatSpecies(VectorShape.S_64_BIT,
Float64Vector.class,
Float64Vector.Float64Mask.class,
Float64Vector::new);
/** Species representing {@link FloatVector}s of {@link VectorShape#S_128_BIT VectorShape.S_128_BIT}. */
public static final VectorSpecies<Float> SPECIES_128
= new FloatSpecies(VectorShape.S_128_BIT,
Float128Vector.class,
Float128Vector.Float128Mask.class,
Float128Vector::new);
/** Species representing {@link FloatVector}s of {@link VectorShape#S_256_BIT VectorShape.S_256_BIT}. */
public static final VectorSpecies<Float> SPECIES_256
= new FloatSpecies(VectorShape.S_256_BIT,
Float256Vector.class,
Float256Vector.Float256Mask.class,
Float256Vector::new);
/** Species representing {@link FloatVector}s of {@link VectorShape#S_512_BIT VectorShape.S_512_BIT}. */
public static final VectorSpecies<Float> SPECIES_512
= new FloatSpecies(VectorShape.S_512_BIT,
Float512Vector.class,
Float512Vector.Float512Mask.class,
Float512Vector::new);
/** Species representing {@link FloatVector}s of {@link VectorShape#S_Max_BIT VectorShape.S_Max_BIT}. */
public static final VectorSpecies<Float> SPECIES_MAX
= new FloatSpecies(VectorShape.S_Max_BIT,
FloatMaxVector.class,
FloatMaxVector.FloatMaxMask.class,
FloatMaxVector::new);
/**
* Preferred species for {@link FloatVector}s.
* A preferred species is a species of maximal bit-size for the platform.
*/
public static final VectorSpecies<Float> SPECIES_PREFERRED
= (FloatSpecies) VectorSpecies.ofPreferred(float.class);
}
⏎ jdk/incubator/vector/FloatVector.java
Or download all of them as a single archive file:
File name: jdk.incubator.vector-17.0.5-src.zip File size: 350622 bytes Release date: 2022-09-13 Download
⇒ JDK 17 jdk.internal.ed.jmod - Internal Editor Module
2023-10-04, ≈10🔥, 0💬
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