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IN NO EVENT SHALL THE COPYRIGHT OWNER OR // CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, // EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, // PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR // PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY // OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT // (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE // OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. // // Copyright (c) 2008-2023 NVIDIA Corporation. All rights reserved. // Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved. // Copyright (c) 2001-2004 NovodeX AG. All rights reserved. #ifndef PX_WINDOWS_INLINE_AOS_H #define PX_WINDOWS_INLINE_AOS_H #if !COMPILE_VECTOR_INTRINSICS #error Vector intrinsics should not be included when using scalar implementation. #endif #include "../PxVecMathSSE.h" namespace physx { namespace aos { ////////////////////////////////////////////////////////////////////// //Test that Vec3V and FloatV are legal ////////////////////////////////////////////////////////////////////// #define FLOAT_COMPONENTS_EQUAL_THRESHOLD 0.01f PX_FORCE_INLINE bool isValidFloatV(const FloatV a) { const PxF32 x = V4ReadX(a); const PxF32 y = V4ReadY(a); const PxF32 z = V4ReadZ(a); const PxF32 w = V4ReadW(a); return (!(x != y || x != z || x != w)); /*if ( (PxAbs(x - y) < FLOAT_COMPONENTS_EQUAL_THRESHOLD) && (PxAbs(x - z) < FLOAT_COMPONENTS_EQUAL_THRESHOLD) && (PxAbs(x - w) < FLOAT_COMPONENTS_EQUAL_THRESHOLD) ) { return true; } if ( (PxAbs((x - y) / x) < FLOAT_COMPONENTS_EQUAL_THRESHOLD) && (PxAbs((x - z) / x) < FLOAT_COMPONENTS_EQUAL_THRESHOLD) && (PxAbs((x - w) / x) < FLOAT_COMPONENTS_EQUAL_THRESHOLD) ) { return true; } return false;*/ } PX_FORCE_INLINE bool isValidVec3V(const Vec3V a) { //using _mm_comieq_ss to do the comparison doesn't work for NaN. PX_ALIGN(16, PxF32 f[4]); V4StoreA((const Vec4V&)a, f); return f[3] == 0.0f; } PX_FORCE_INLINE bool isFiniteLength(const Vec3V a) { return !FAllEq(V4LengthSq(a), FZero()); } PX_FORCE_INLINE bool isAligned16(void* a) { return(0 == ((size_t)a & 0x0f)); } //ASSERT_FINITELENGTH is deactivated because there is a lot of code that calls a simd normalisation function with zero length but then ignores the result. #if PX_DEBUG #define ASSERT_ISVALIDVEC3V(a) PX_ASSERT(isValidVec3V(a)) #define ASSERT_ISVALIDFLOATV(a) PX_ASSERT(isValidFloatV(a)) #define ASSERT_ISALIGNED16(a) PX_ASSERT(isAligned16((void*)a)) #define ASSERT_ISFINITELENGTH(a) //PX_ASSERT(isFiniteLength(a)) #else #define ASSERT_ISVALIDVEC3V(a) #define ASSERT_ISVALIDFLOATV(a) #define ASSERT_ISALIGNED16(a) #define ASSERT_ISFINITELENGTH(a) #endif ///////////////////////////////////////////////////////////////////// ////FUNCTIONS USED ONLY FOR ASSERTS IN VECTORISED IMPLEMENTATIONS ///////////////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////////////// // USED ONLY INTERNALLY ////////////////////////////////////////////////////////////////////// namespace internalWindowsSimd { PX_FORCE_INLINE __m128 m128_I2F(__m128i n) { return _mm_castsi128_ps(n); } PX_FORCE_INLINE __m128i m128_F2I(__m128 n) { return _mm_castps_si128(n); } PX_FORCE_INLINE PxU32 BAllTrue4_R(const BoolV a) { const PxI32 moveMask = _mm_movemask_ps(a); return PxU32(moveMask == 0xf); } PX_FORCE_INLINE PxU32 BAllTrue3_R(const BoolV a) { const PxI32 moveMask = _mm_movemask_ps(a); return PxU32((moveMask & 0x7) == 0x7); } PX_FORCE_INLINE PxU32 BAnyTrue4_R(const BoolV a) { const PxI32 moveMask = _mm_movemask_ps(a); return PxU32(moveMask != 0x0); } PX_FORCE_INLINE PxU32 BAnyTrue3_R(const BoolV a) { const PxI32 moveMask = _mm_movemask_ps(a); return PxU32(((moveMask & 0x7) != 0x0)); } PX_FORCE_INLINE PxU32 FiniteTestEq(const Vec4V a, const Vec4V b) { // This is a bit of a bodge. //_mm_comieq_ss returns 1 if either value is nan so we need to re-cast a and b with true encoded as a non-nan // number. // There must be a better way of doing this in sse. const BoolV one = FOne(); const BoolV zero = FZero(); const BoolV a1 = V4Sel(a, one, zero); const BoolV b1 = V4Sel(b, one, zero); return (PxU32( _mm_comieq_ss(a1, b1) && _mm_comieq_ss(_mm_shuffle_ps(a1, a1, _MM_SHUFFLE(1, 1, 1, 1)), _mm_shuffle_ps(b1, b1, _MM_SHUFFLE(1, 1, 1, 1))) && _mm_comieq_ss(_mm_shuffle_ps(a1, a1, _MM_SHUFFLE(2, 2, 2, 2)), _mm_shuffle_ps(b1, b1, _MM_SHUFFLE(2, 2, 2, 2))) && _mm_comieq_ss(_mm_shuffle_ps(a1, a1, _MM_SHUFFLE(3, 3, 3, 3)), _mm_shuffle_ps(b1, b1, _MM_SHUFFLE(3, 3, 3, 3))))); } PX_FORCE_INLINE bool hasZeroElementinFloatV(const FloatV a) { ASSERT_ISVALIDFLOATV(a); return _mm_comieq_ss(_mm_shuffle_ps(a, a, _MM_SHUFFLE(0, 0, 0, 0)), FZero()) ? true : false; } PX_FORCE_INLINE bool hasZeroElementInVec3V(const Vec3V a) { return (_mm_comieq_ss(_mm_shuffle_ps(a, a, _MM_SHUFFLE(0, 0, 0, 0)), FZero()) || _mm_comieq_ss(_mm_shuffle_ps(a, a, _MM_SHUFFLE(1, 1, 1, 1)), FZero()) || _mm_comieq_ss(_mm_shuffle_ps(a, a, _MM_SHUFFLE(2, 2, 2, 2)), FZero())); } PX_FORCE_INLINE bool hasZeroElementInVec4V(const Vec4V a) { return (_mm_comieq_ss(_mm_shuffle_ps(a, a, _MM_SHUFFLE(0, 0, 0, 0)), FZero()) || _mm_comieq_ss(_mm_shuffle_ps(a, a, _MM_SHUFFLE(1, 1, 1, 1)), FZero()) || _mm_comieq_ss(_mm_shuffle_ps(a, a, _MM_SHUFFLE(2, 2, 2, 2)), FZero()) || _mm_comieq_ss(_mm_shuffle_ps(a, a, _MM_SHUFFLE(3, 3, 3, 3)), FZero())); } const PX_ALIGN(16, PxU32 gMaskXYZ[4]) = { 0xffffffff, 0xffffffff, 0xffffffff, 0 }; } //internalWindowsSimd namespace vecMathTests { // PT: this function returns an invalid Vec3V (W!=0.0f) just for unit-testing 'isValidVec3V' PX_FORCE_INLINE Vec3V getInvalidVec3V() { const float f = 1.0f; return _mm_load1_ps(&f); } PX_FORCE_INLINE bool allElementsEqualFloatV(const FloatV a, const FloatV b) { ASSERT_ISVALIDFLOATV(a); ASSERT_ISVALIDFLOATV(b); return _mm_comieq_ss(a, b) != 0; } PX_FORCE_INLINE bool allElementsEqualVec3V(const Vec3V a, const Vec3V b) { return V3AllEq(a, b) != 0; } PX_FORCE_INLINE bool allElementsEqualVec4V(const Vec4V a, const Vec4V b) { return V4AllEq(a, b) != 0; } PX_FORCE_INLINE bool allElementsEqualBoolV(const BoolV a, const BoolV b) { return internalWindowsSimd::BAllTrue4_R(VecI32V_IsEq(a, b)) != 0; } PX_FORCE_INLINE bool allElementsEqualVecU32V(const VecU32V a, const VecU32V b) { return internalWindowsSimd::BAllTrue4_R(V4IsEqU32(a, b)) != 0; } PX_FORCE_INLINE bool allElementsEqualVecI32V(const VecI32V a, const VecI32V b) { BoolV c = internalWindowsSimd::m128_I2F( _mm_cmpeq_epi32(internalWindowsSimd::m128_F2I(a), internalWindowsSimd::m128_F2I(b))); return internalWindowsSimd::BAllTrue4_R(c) != 0; } #define VECMATH_AOS_EPSILON (1e-3f) static const FloatV minFError = FLoad(-VECMATH_AOS_EPSILON); static const FloatV maxFError = FLoad(VECMATH_AOS_EPSILON); static const Vec3V minV3Error = V3Load(-VECMATH_AOS_EPSILON); static const Vec3V maxV3Error = V3Load(VECMATH_AOS_EPSILON); static const Vec4V minV4Error = V4Load(-VECMATH_AOS_EPSILON); static const Vec4V maxV4Error = V4Load(VECMATH_AOS_EPSILON); PX_FORCE_INLINE bool allElementsNearEqualFloatV(const FloatV a, const FloatV b) { ASSERT_ISVALIDFLOATV(a); ASSERT_ISVALIDFLOATV(b); const FloatV c = FSub(a, b); return _mm_comigt_ss(c, minFError) && _mm_comilt_ss(c, maxFError); } PX_FORCE_INLINE bool allElementsNearEqualVec3V(const Vec3V a, const Vec3V b) { const Vec3V c = V3Sub(a, b); return (_mm_comigt_ss(_mm_shuffle_ps(c, c, _MM_SHUFFLE(0, 0, 0, 0)), minV3Error) && _mm_comilt_ss(_mm_shuffle_ps(c, c, _MM_SHUFFLE(0, 0, 0, 0)), maxV3Error) && _mm_comigt_ss(_mm_shuffle_ps(c, c, _MM_SHUFFLE(1, 1, 1, 1)), minV3Error) && _mm_comilt_ss(_mm_shuffle_ps(c, c, _MM_SHUFFLE(1, 1, 1, 1)), maxV3Error) && _mm_comigt_ss(_mm_shuffle_ps(c, c, _MM_SHUFFLE(2, 2, 2, 2)), minV3Error) && _mm_comilt_ss(_mm_shuffle_ps(c, c, _MM_SHUFFLE(2, 2, 2, 2)), maxV3Error)); } PX_FORCE_INLINE bool allElementsNearEqualVec4V(const Vec4V a, const Vec4V b) { const Vec4V c = V4Sub(a, b); return (_mm_comigt_ss(_mm_shuffle_ps(c, c, _MM_SHUFFLE(0, 0, 0, 0)), minV4Error) && _mm_comilt_ss(_mm_shuffle_ps(c, c, _MM_SHUFFLE(0, 0, 0, 0)), maxV4Error) && _mm_comigt_ss(_mm_shuffle_ps(c, c, _MM_SHUFFLE(1, 1, 1, 1)), minV4Error) && _mm_comilt_ss(_mm_shuffle_ps(c, c, _MM_SHUFFLE(1, 1, 1, 1)), maxV4Error) && _mm_comigt_ss(_mm_shuffle_ps(c, c, _MM_SHUFFLE(2, 2, 2, 2)), minV4Error) && _mm_comilt_ss(_mm_shuffle_ps(c, c, _MM_SHUFFLE(2, 2, 2, 2)), maxV4Error) && _mm_comigt_ss(_mm_shuffle_ps(c, c, _MM_SHUFFLE(3, 3, 3, 3)), minV4Error) && _mm_comilt_ss(_mm_shuffle_ps(c, c, _MM_SHUFFLE(3, 3, 3, 3)), maxV4Error)); } } //vecMathTests PX_FORCE_INLINE bool isFiniteFloatV(const FloatV a) { PxF32 f; FStore(a, &f); return PxIsFinite(f); /* const PxU32 badNumber = (_FPCLASS_SNAN | _FPCLASS_QNAN | _FPCLASS_NINF | _FPCLASS_PINF); const FloatV vBadNum = FloatV_From_F32((PxF32&)badNumber); const BoolV vMask = BAnd(vBadNum, a); return FiniteTestEq(vMask, BFFFF()) == 1; */ } PX_FORCE_INLINE bool isFiniteVec3V(const Vec3V a) { PX_ALIGN(16, PxF32 f[4]); V4StoreA((Vec4V&)a, f); return PxIsFinite(f[0]) && PxIsFinite(f[1]) && PxIsFinite(f[2]); /* const PxU32 badNumber = (_FPCLASS_SNAN | _FPCLASS_QNAN | _FPCLASS_NINF | _FPCLASS_PINF); const Vec3V vBadNum = Vec3V_From_F32((PxF32&)badNumber); const BoolV vMask = BAnd(BAnd(vBadNum, a), BTTTF()); return FiniteTestEq(vMask, BFFFF()) == 1; */ } PX_FORCE_INLINE bool isFiniteVec4V(const Vec4V a) { PX_ALIGN(16, PxF32 f[4]); V4StoreA(a, f); return PxIsFinite(f[0]) && PxIsFinite(f[1]) && PxIsFinite(f[2]) && PxIsFinite(f[3]); /* const PxU32 badNumber = (_FPCLASS_SNAN | _FPCLASS_QNAN | _FPCLASS_NINF | _FPCLASS_PINF); const Vec4V vBadNum = Vec4V_From_U32((PxF32&)badNumber); const BoolV vMask = BAnd(vBadNum, a); return FiniteTestEq(vMask, BFFFF()) == 1; */ } ///////////////////////////////////////////////////////////////////// ////VECTORISED FUNCTION IMPLEMENTATIONS ///////////////////////////////////////////////////////////////////// PX_FORCE_INLINE FloatV FLoad(const PxF32 f) { return _mm_load1_ps(&f); } PX_FORCE_INLINE Vec3V V3Load(const PxF32 f) { return _mm_set_ps(0.0f, f, f, f); } PX_FORCE_INLINE Vec4V V4Load(const PxF32 f) { return _mm_load1_ps(&f); } PX_FORCE_INLINE BoolV BLoad(const bool f) { const PxU32 i = PxU32(-(PxI32)f); return _mm_load1_ps((float*)&i); } PX_FORCE_INLINE Vec3V V3LoadA(const PxVec3& f) { ASSERT_ISALIGNED16(&f); return _mm_and_ps(_mm_load_ps(&f.x), reinterpret_cast(internalWindowsSimd::gMaskXYZ)); } PX_FORCE_INLINE Vec3V V3LoadU(const PxVec3& f) { return _mm_set_ps(0.0f, f.z, f.y, f.x); } // w component of result is undefined PX_FORCE_INLINE Vec3V V3LoadUnsafeA(const PxVec3& f) { ASSERT_ISALIGNED16(&f); return _mm_load_ps(&f.x); } PX_FORCE_INLINE Vec3V V3LoadA(const PxF32* const f) { ASSERT_ISALIGNED16(f); return V4ClearW(_mm_load_ps(f)); } PX_FORCE_INLINE Vec3V V3LoadU(const PxF32* const i) { return _mm_set_ps(0.0f, i[2], i[1], i[0]); } PX_FORCE_INLINE Vec3V Vec3V_From_Vec4V(Vec4V v) { return V4ClearW(v); } PX_FORCE_INLINE Vec3V Vec3V_From_Vec4V_WUndefined(const Vec4V v) { return v; } PX_FORCE_INLINE Vec4V Vec4V_From_Vec3V(Vec3V f) { return f; // ok if it is implemented as the same type. } PX_FORCE_INLINE Vec4V Vec4V_From_FloatV(FloatV f) { return f; } PX_FORCE_INLINE Vec3V Vec3V_From_FloatV(FloatV f) { return Vec3V_From_Vec4V(Vec4V_From_FloatV(f)); } PX_FORCE_INLINE Vec3V Vec3V_From_FloatV_WUndefined(FloatV f) { return Vec3V_From_Vec4V_WUndefined(Vec4V_From_FloatV(f)); } PX_FORCE_INLINE Vec4V Vec4V_From_PxVec3_WUndefined(const PxVec3& f) { return _mm_set_ps(0.0f, f.z, f.y, f.x); } PX_FORCE_INLINE Vec4V V4LoadA(const PxF32* const f) { ASSERT_ISALIGNED16(f); return _mm_load_ps(f); } PX_FORCE_INLINE void V4StoreA(const Vec4V a, PxF32* f) { ASSERT_ISALIGNED16(f); _mm_store_ps(f, a); } PX_FORCE_INLINE void V4StoreU(const Vec4V a, PxF32* f) { _mm_storeu_ps(f, a); } PX_FORCE_INLINE void BStoreA(const BoolV a, PxU32* f) { ASSERT_ISALIGNED16(f); _mm_store_ps((PxF32*)f, a); } PX_FORCE_INLINE void U4StoreA(const VecU32V uv, PxU32* u) { ASSERT_ISALIGNED16(u); _mm_store_ps((PxF32*)u, uv); } PX_FORCE_INLINE void I4StoreA(const VecI32V iv, PxI32* i) { ASSERT_ISALIGNED16(i); _mm_store_ps((PxF32*)i, iv); } PX_FORCE_INLINE Vec4V V4LoadU(const PxF32* const f) { return _mm_loadu_ps(f); } PX_FORCE_INLINE BoolV BLoad(const bool* const f) { const PX_ALIGN(16, PxU32 b[4]) = { PxU32(-(PxI32)f[0]), PxU32(-(PxI32)f[1]), PxU32(-(PxI32)f[2]), PxU32(-(PxI32)f[3]) }; return _mm_load_ps((float*)&b); } PX_FORCE_INLINE void FStore(const FloatV a, PxF32* PX_RESTRICT f) { ASSERT_ISVALIDFLOATV(a); _mm_store_ss(f, a); } PX_FORCE_INLINE void V3StoreA(const Vec3V a, PxVec3& f) { ASSERT_ISALIGNED16(&f); PX_ALIGN(16, PxF32 f2[4]); _mm_store_ps(f2, a); f = PxVec3(f2[0], f2[1], f2[2]); } PX_FORCE_INLINE void Store_From_BoolV(const BoolV b, PxU32* b2) { _mm_store_ss((PxF32*)b2, b); } PX_FORCE_INLINE void V3StoreU(const Vec3V a, PxVec3& f) { PX_ALIGN(16, PxF32 f2[4]); _mm_store_ps(f2, a); f = PxVec3(f2[0], f2[1], f2[2]); } PX_FORCE_INLINE Mat33V Mat33V_From_PxMat33(const PxMat33& m) { return Mat33V(V3LoadU(m.column0), V3LoadU(m.column1), V3LoadU(m.column2)); } PX_FORCE_INLINE void PxMat33_From_Mat33V(const Mat33V& m, PxMat33& out) { ASSERT_ISALIGNED16(&out); V3StoreU(m.col0, out.column0); V3StoreU(m.col1, out.column1); V3StoreU(m.col2, out.column2); } ////////////////////////////////// // FLOATV ////////////////////////////////// PX_FORCE_INLINE FloatV FZero() { return _mm_setzero_ps(); } PX_FORCE_INLINE FloatV FOne() { return FLoad(1.0f); } PX_FORCE_INLINE FloatV FHalf() { return FLoad(0.5f); } PX_FORCE_INLINE FloatV FEps() { return FLoad(PX_EPS_REAL); } PX_FORCE_INLINE FloatV FEps6() { return FLoad(1e-6f); } PX_FORCE_INLINE FloatV FMax() { return FLoad(PX_MAX_REAL); } PX_FORCE_INLINE FloatV FNegMax() { return FLoad(-PX_MAX_REAL); } PX_FORCE_INLINE FloatV IZero() { const PxU32 zero = 0; return _mm_load1_ps((PxF32*)&zero); } PX_FORCE_INLINE FloatV IOne() { const PxU32 one = 1; return _mm_load1_ps((PxF32*)&one); } PX_FORCE_INLINE FloatV ITwo() { const PxU32 two = 2; return _mm_load1_ps((PxF32*)&two); } PX_FORCE_INLINE FloatV IThree() { const PxU32 three = 3; return _mm_load1_ps((PxF32*)&three); } PX_FORCE_INLINE FloatV IFour() { const PxU32 four = 4; return _mm_load1_ps((PxF32*)&four); } PX_FORCE_INLINE FloatV FNeg(const FloatV f) { ASSERT_ISVALIDFLOATV(f); return _mm_sub_ps(_mm_setzero_ps(), f); } PX_FORCE_INLINE FloatV FAdd(const FloatV a, const FloatV b) { ASSERT_ISVALIDFLOATV(a); ASSERT_ISVALIDFLOATV(b); return _mm_add_ps(a, b); } PX_FORCE_INLINE FloatV FSub(const FloatV a, const FloatV b) { ASSERT_ISVALIDFLOATV(a); ASSERT_ISVALIDFLOATV(b); return _mm_sub_ps(a, b); } PX_FORCE_INLINE FloatV FMul(const FloatV a, const FloatV b) { ASSERT_ISVALIDFLOATV(a); ASSERT_ISVALIDFLOATV(b); return _mm_mul_ps(a, b); } PX_FORCE_INLINE FloatV FDiv(const FloatV a, const FloatV b) { ASSERT_ISVALIDFLOATV(a); ASSERT_ISVALIDFLOATV(b); return _mm_div_ps(a, b); } PX_FORCE_INLINE FloatV FDivFast(const FloatV a, const FloatV b) { ASSERT_ISVALIDFLOATV(a); ASSERT_ISVALIDFLOATV(b); return _mm_mul_ps(a, _mm_rcp_ps(b)); } PX_FORCE_INLINE FloatV FRecip(const FloatV a) { ASSERT_ISVALIDFLOATV(a); return _mm_div_ps(FOne(), a); } PX_FORCE_INLINE FloatV FRecipFast(const FloatV a) { return _mm_rcp_ps(a); } PX_FORCE_INLINE FloatV FRsqrt(const FloatV a) { ASSERT_ISVALIDFLOATV(a); return _mm_div_ps(FOne(), _mm_sqrt_ps(a)); } PX_FORCE_INLINE FloatV FSqrt(const FloatV a) { ASSERT_ISVALIDFLOATV(a); return _mm_sqrt_ps(a); } PX_FORCE_INLINE FloatV FRsqrtFast(const FloatV a) { ASSERT_ISVALIDFLOATV(a); return _mm_rsqrt_ps(a); } PX_FORCE_INLINE FloatV FScaleAdd(const FloatV a, const FloatV b, const FloatV c) { ASSERT_ISVALIDFLOATV(a); ASSERT_ISVALIDFLOATV(b); ASSERT_ISVALIDFLOATV(c); return FAdd(FMul(a, b), c); } PX_FORCE_INLINE FloatV FNegScaleSub(const FloatV a, const FloatV b, const FloatV c) { ASSERT_ISVALIDFLOATV(a); ASSERT_ISVALIDFLOATV(b); ASSERT_ISVALIDFLOATV(c); return FSub(c, FMul(a, b)); } PX_FORCE_INLINE FloatV FAbs(const FloatV a) { ASSERT_ISVALIDFLOATV(a); PX_ALIGN(16, const static PxU32 absMask[4]) = { 0x7fFFffFF, 0x7fFFffFF, 0x7fFFffFF, 0x7fFFffFF }; return _mm_and_ps(a, _mm_load_ps((PxF32*)absMask)); } PX_FORCE_INLINE FloatV FSel(const BoolV c, const FloatV a, const FloatV b) { PX_ASSERT(vecMathTests::allElementsEqualBoolV(c, BTTTT()) || vecMathTests::allElementsEqualBoolV(c, BFFFF())); ASSERT_ISVALIDFLOATV(_mm_or_ps(_mm_andnot_ps(c, b), _mm_and_ps(c, a))); return _mm_or_ps(_mm_andnot_ps(c, b), _mm_and_ps(c, a)); } PX_FORCE_INLINE BoolV FIsGrtr(const FloatV a, const FloatV b) { ASSERT_ISVALIDFLOATV(a); ASSERT_ISVALIDFLOATV(b); return _mm_cmpgt_ps(a, b); } PX_FORCE_INLINE BoolV FIsGrtrOrEq(const FloatV a, const FloatV b) { ASSERT_ISVALIDFLOATV(a); ASSERT_ISVALIDFLOATV(b); return _mm_cmpge_ps(a, b); } PX_FORCE_INLINE BoolV FIsEq(const FloatV a, const FloatV b) { ASSERT_ISVALIDFLOATV(a); ASSERT_ISVALIDFLOATV(b); return _mm_cmpeq_ps(a, b); } PX_FORCE_INLINE FloatV FMax(const FloatV a, const FloatV b) { ASSERT_ISVALIDFLOATV(a); ASSERT_ISVALIDFLOATV(b); return _mm_max_ps(a, b); } PX_FORCE_INLINE FloatV FMin(const FloatV a, const FloatV b) { ASSERT_ISVALIDFLOATV(a); ASSERT_ISVALIDFLOATV(b); return _mm_min_ps(a, b); } PX_FORCE_INLINE FloatV FClamp(const FloatV a, const FloatV minV, const FloatV maxV) { ASSERT_ISVALIDFLOATV(minV); ASSERT_ISVALIDFLOATV(maxV); return _mm_max_ps(_mm_min_ps(a, maxV), minV); } PX_FORCE_INLINE PxU32 FAllGrtr(const FloatV a, const FloatV b) { ASSERT_ISVALIDFLOATV(a); ASSERT_ISVALIDFLOATV(b); return PxU32(_mm_comigt_ss(a, b)); } PX_FORCE_INLINE PxU32 FAllGrtrOrEq(const FloatV a, const FloatV b) { ASSERT_ISVALIDFLOATV(a); ASSERT_ISVALIDFLOATV(b); return PxU32(_mm_comige_ss(a, b)); } PX_FORCE_INLINE PxU32 FAllEq(const FloatV a, const FloatV b) { ASSERT_ISVALIDFLOATV(a); ASSERT_ISVALIDFLOATV(b); return PxU32(_mm_comieq_ss(a, b)); } PX_FORCE_INLINE FloatV FRound(const FloatV a) { ASSERT_ISVALIDFLOATV(a); // return _mm_round_ps(a, 0x0); const FloatV half = FLoad(0.5f); const __m128 signBit = _mm_cvtepi32_ps(_mm_srli_epi32(_mm_cvtps_epi32(a), 31)); const FloatV aRound = FSub(FAdd(a, half), signBit); __m128i tmp = _mm_cvttps_epi32(aRound); return _mm_cvtepi32_ps(tmp); } PX_FORCE_INLINE FloatV FSin(const FloatV a) { ASSERT_ISVALIDFLOATV(a); // Modulo the range of the given angles such that -XM_2PI <= Angles < XM_2PI const FloatV recipTwoPi = V4LoadA(g_PXReciprocalTwoPi.f); const FloatV twoPi = V4LoadA(g_PXTwoPi.f); const FloatV tmp = FMul(a, recipTwoPi); const FloatV b = FRound(tmp); const FloatV V1 = FNegScaleSub(twoPi, b, a); // sin(V) ~= V - V^3 / 3! + V^5 / 5! - V^7 / 7! + V^9 / 9! - V^11 / 11! + V^13 / 13! - // V^15 / 15! + V^17 / 17! - V^19 / 19! + V^21 / 21! - V^23 / 23! (for -PI <= V < PI) const FloatV V2 = FMul(V1, V1); const FloatV V3 = FMul(V2, V1); const FloatV V5 = FMul(V3, V2); const FloatV V7 = FMul(V5, V2); const FloatV V9 = FMul(V7, V2); const FloatV V11 = FMul(V9, V2); const FloatV V13 = FMul(V11, V2); const FloatV V15 = FMul(V13, V2); const FloatV V17 = FMul(V15, V2); const FloatV V19 = FMul(V17, V2); const FloatV V21 = FMul(V19, V2); const FloatV V23 = FMul(V21, V2); const Vec4V sinCoefficients0 = V4LoadA(g_PXSinCoefficients0.f); const Vec4V sinCoefficients1 = V4LoadA(g_PXSinCoefficients1.f); const Vec4V sinCoefficients2 = V4LoadA(g_PXSinCoefficients2.f); const FloatV S1 = V4GetY(sinCoefficients0); const FloatV S2 = V4GetZ(sinCoefficients0); const FloatV S3 = V4GetW(sinCoefficients0); const FloatV S4 = V4GetX(sinCoefficients1); const FloatV S5 = V4GetY(sinCoefficients1); const FloatV S6 = V4GetZ(sinCoefficients1); const FloatV S7 = V4GetW(sinCoefficients1); const FloatV S8 = V4GetX(sinCoefficients2); const FloatV S9 = V4GetY(sinCoefficients2); const FloatV S10 = V4GetZ(sinCoefficients2); const FloatV S11 = V4GetW(sinCoefficients2); FloatV Result; Result = FScaleAdd(S1, V3, V1); Result = FScaleAdd(S2, V5, Result); Result = FScaleAdd(S3, V7, Result); Result = FScaleAdd(S4, V9, Result); Result = FScaleAdd(S5, V11, Result); Result = FScaleAdd(S6, V13, Result); Result = FScaleAdd(S7, V15, Result); Result = FScaleAdd(S8, V17, Result); Result = FScaleAdd(S9, V19, Result); Result = FScaleAdd(S10, V21, Result); Result = FScaleAdd(S11, V23, Result); return Result; } PX_FORCE_INLINE FloatV FCos(const FloatV a) { ASSERT_ISVALIDFLOATV(a); // Modulo the range of the given angles such that -XM_2PI <= Angles < XM_2PI const FloatV recipTwoPi = V4LoadA(g_PXReciprocalTwoPi.f); const FloatV twoPi = V4LoadA(g_PXTwoPi.f); const FloatV tmp = FMul(a, recipTwoPi); const FloatV b = FRound(tmp); const FloatV V1 = FNegScaleSub(twoPi, b, a); // cos(V) ~= 1 - V^2 / 2! + V^4 / 4! - V^6 / 6! + V^8 / 8! - V^10 / 10! + V^12 / 12! - // V^14 / 14! + V^16 / 16! - V^18 / 18! + V^20 / 20! - V^22 / 22! (for -PI <= V < PI) const FloatV V2 = FMul(V1, V1); const FloatV V4 = FMul(V2, V2); const FloatV V6 = FMul(V4, V2); const FloatV V8 = FMul(V4, V4); const FloatV V10 = FMul(V6, V4); const FloatV V12 = FMul(V6, V6); const FloatV V14 = FMul(V8, V6); const FloatV V16 = FMul(V8, V8); const FloatV V18 = FMul(V10, V8); const FloatV V20 = FMul(V10, V10); const FloatV V22 = FMul(V12, V10); const Vec4V cosCoefficients0 = V4LoadA(g_PXCosCoefficients0.f); const Vec4V cosCoefficients1 = V4LoadA(g_PXCosCoefficients1.f); const Vec4V cosCoefficients2 = V4LoadA(g_PXCosCoefficients2.f); const FloatV C1 = V4GetY(cosCoefficients0); const FloatV C2 = V4GetZ(cosCoefficients0); const FloatV C3 = V4GetW(cosCoefficients0); const FloatV C4 = V4GetX(cosCoefficients1); const FloatV C5 = V4GetY(cosCoefficients1); const FloatV C6 = V4GetZ(cosCoefficients1); const FloatV C7 = V4GetW(cosCoefficients1); const FloatV C8 = V4GetX(cosCoefficients2); const FloatV C9 = V4GetY(cosCoefficients2); const FloatV C10 = V4GetZ(cosCoefficients2); const FloatV C11 = V4GetW(cosCoefficients2); FloatV Result; Result = FScaleAdd(C1, V2, V4One()); Result = FScaleAdd(C2, V4, Result); Result = FScaleAdd(C3, V6, Result); Result = FScaleAdd(C4, V8, Result); Result = FScaleAdd(C5, V10, Result); Result = FScaleAdd(C6, V12, Result); Result = FScaleAdd(C7, V14, Result); Result = FScaleAdd(C8, V16, Result); Result = FScaleAdd(C9, V18, Result); Result = FScaleAdd(C10, V20, Result); Result = FScaleAdd(C11, V22, Result); return Result; } PX_FORCE_INLINE PxU32 FOutOfBounds(const FloatV a, const FloatV min, const FloatV max) { ASSERT_ISVALIDFLOATV(a); ASSERT_ISVALIDFLOATV(min); ASSERT_ISVALIDFLOATV(max); const BoolV c = BOr(FIsGrtr(a, max), FIsGrtr(min, a)); return PxU32(!BAllEqFFFF(c)); } PX_FORCE_INLINE PxU32 FInBounds(const FloatV a, const FloatV min, const FloatV max) { ASSERT_ISVALIDFLOATV(a); ASSERT_ISVALIDFLOATV(min); ASSERT_ISVALIDFLOATV(max); const BoolV c = BAnd(FIsGrtrOrEq(a, min), FIsGrtrOrEq(max, a)); return BAllEqTTTT(c); } PX_FORCE_INLINE PxU32 FOutOfBounds(const FloatV a, const FloatV bounds) { ASSERT_ISVALIDFLOATV(a); ASSERT_ISVALIDFLOATV(bounds); return FOutOfBounds(a, FNeg(bounds), bounds); } PX_FORCE_INLINE PxU32 FInBounds(const FloatV a, const FloatV bounds) { ASSERT_ISVALIDFLOATV(a); ASSERT_ISVALIDFLOATV(bounds); return FInBounds(a, FNeg(bounds), bounds); } ////////////////////////////////// // VEC3V ////////////////////////////////// PX_FORCE_INLINE Vec3V V3Splat(const FloatV f) { ASSERT_ISVALIDFLOATV(f); const __m128 zero = V3Zero(); const __m128 fff0 = _mm_move_ss(f, zero); return _mm_shuffle_ps(fff0, fff0, _MM_SHUFFLE(0, 1, 2, 3)); } PX_FORCE_INLINE Vec3V V3Merge(const FloatVArg x, const FloatVArg y, const FloatVArg z) { ASSERT_ISVALIDFLOATV(x); ASSERT_ISVALIDFLOATV(y); ASSERT_ISVALIDFLOATV(z); // static on zero causes compiler crash on x64 debug_opt const __m128 zero = V3Zero(); const __m128 xy = _mm_move_ss(x, y); const __m128 z0 = _mm_move_ss(zero, z); return _mm_shuffle_ps(xy, z0, _MM_SHUFFLE(1, 0, 0, 1)); } PX_FORCE_INLINE Vec3V V3UnitX() { const PX_ALIGN(16, PxF32 x[4]) = { 1.0f, 0.0f, 0.0f, 0.0f }; const __m128 x128 = _mm_load_ps(x); return x128; } PX_FORCE_INLINE Vec3V V3UnitY() { const PX_ALIGN(16, PxF32 y[4]) = { 0.0f, 1.0f, 0.0f, 0.0f }; const __m128 y128 = _mm_load_ps(y); return y128; } PX_FORCE_INLINE Vec3V V3UnitZ() { const PX_ALIGN(16, PxF32 z[4]) = { 0.0f, 0.0f, 1.0f, 0.0f }; const __m128 z128 = _mm_load_ps(z); return z128; } PX_FORCE_INLINE FloatV V3GetX(const Vec3V f) { ASSERT_ISVALIDVEC3V(f); return _mm_shuffle_ps(f, f, _MM_SHUFFLE(0, 0, 0, 0)); } PX_FORCE_INLINE FloatV V3GetY(const Vec3V f) { ASSERT_ISVALIDVEC3V(f); return _mm_shuffle_ps(f, f, _MM_SHUFFLE(1, 1, 1, 1)); } PX_FORCE_INLINE FloatV V3GetZ(const Vec3V f) { ASSERT_ISVALIDVEC3V(f); return _mm_shuffle_ps(f, f, _MM_SHUFFLE(2, 2, 2, 2)); } PX_FORCE_INLINE Vec3V V3SetX(const Vec3V v, const FloatV f) { ASSERT_ISVALIDVEC3V(v); ASSERT_ISVALIDFLOATV(f); return V4Sel(BFTTT(), v, f); } PX_FORCE_INLINE Vec3V V3SetY(const Vec3V v, const FloatV f) { ASSERT_ISVALIDVEC3V(v); ASSERT_ISVALIDFLOATV(f); return V4Sel(BTFTT(), v, f); } PX_FORCE_INLINE Vec3V V3SetZ(const Vec3V v, const FloatV f) { ASSERT_ISVALIDVEC3V(v); ASSERT_ISVALIDFLOATV(f); return V4Sel(BTTFT(), v, f); } PX_FORCE_INLINE Vec3V V3ColX(const Vec3V a, const Vec3V b, const Vec3V c) { ASSERT_ISVALIDVEC3V(a); ASSERT_ISVALIDVEC3V(b); ASSERT_ISVALIDVEC3V(c); Vec3V r = _mm_shuffle_ps(a, c, _MM_SHUFFLE(3, 0, 3, 0)); return V3SetY(r, V3GetX(b)); } PX_FORCE_INLINE Vec3V V3ColY(const Vec3V a, const Vec3V b, const Vec3V c) { ASSERT_ISVALIDVEC3V(a); ASSERT_ISVALIDVEC3V(b); ASSERT_ISVALIDVEC3V(c); Vec3V r = _mm_shuffle_ps(a, c, _MM_SHUFFLE(3, 1, 3, 1)); return V3SetY(r, V3GetY(b)); } PX_FORCE_INLINE Vec3V V3ColZ(const Vec3V a, const Vec3V b, const Vec3V c) { ASSERT_ISVALIDVEC3V(a); ASSERT_ISVALIDVEC3V(b); ASSERT_ISVALIDVEC3V(c); Vec3V r = _mm_shuffle_ps(a, c, _MM_SHUFFLE(3, 2, 3, 2)); return V3SetY(r, V3GetZ(b)); } PX_FORCE_INLINE Vec3V V3Zero() { return _mm_setzero_ps(); } PX_FORCE_INLINE Vec3V V3One() { return V3Load(1.0f); } PX_FORCE_INLINE Vec3V V3Eps() { return V3Load(PX_EPS_REAL); } PX_FORCE_INLINE Vec3V V3Neg(const Vec3V f) { ASSERT_ISVALIDVEC3V(f); return _mm_sub_ps(_mm_setzero_ps(), f); } PX_FORCE_INLINE Vec3V V3Add(const Vec3V a, const Vec3V b) { ASSERT_ISVALIDVEC3V(a); ASSERT_ISVALIDVEC3V(b); return _mm_add_ps(a, b); } PX_FORCE_INLINE Vec3V V3Sub(const Vec3V a, const Vec3V b) { ASSERT_ISVALIDVEC3V(a); ASSERT_ISVALIDVEC3V(b); return _mm_sub_ps(a, b); } PX_FORCE_INLINE Vec3V V3Scale(const Vec3V a, const FloatV b) { ASSERT_ISVALIDVEC3V(a); ASSERT_ISVALIDFLOATV(b); return _mm_mul_ps(a, b); } PX_FORCE_INLINE Vec3V V3Mul(const Vec3V a, const Vec3V b) { ASSERT_ISVALIDVEC3V(a); ASSERT_ISVALIDVEC3V(b); return _mm_mul_ps(a, b); } PX_FORCE_INLINE Vec3V V3ScaleInv(const Vec3V a, const FloatV b) { ASSERT_ISVALIDVEC3V(a); ASSERT_ISVALIDFLOATV(b); return _mm_div_ps(a, b); } PX_FORCE_INLINE Vec3V V3Div(const Vec3V a, const Vec3V b) { ASSERT_ISVALIDVEC3V(a); ASSERT_ISVALIDVEC3V(b); return V4ClearW(_mm_div_ps(a, b)); } PX_FORCE_INLINE Vec3V V3ScaleInvFast(const Vec3V a, const FloatV b) { ASSERT_ISVALIDVEC3V(a); ASSERT_ISVALIDFLOATV(b); return _mm_mul_ps(a, _mm_rcp_ps(b)); } PX_FORCE_INLINE Vec3V V3DivFast(const Vec3V a, const Vec3V b) { ASSERT_ISVALIDVEC3V(a); ASSERT_ISVALIDVEC3V(b); return V4ClearW(_mm_mul_ps(a, _mm_rcp_ps(b))); } PX_FORCE_INLINE Vec3V V3Recip(const Vec3V a) { ASSERT_ISVALIDVEC3V(a); const __m128 zero = V3Zero(); const __m128 tttf = BTTTF(); const __m128 recipA = _mm_div_ps(V3One(), a); return V4Sel(tttf, recipA, zero); } PX_FORCE_INLINE Vec3V V3RecipFast(const Vec3V a) { ASSERT_ISVALIDVEC3V(a); const __m128 zero = V3Zero(); const __m128 tttf = BTTTF(); const __m128 recipA = _mm_rcp_ps(a); return V4Sel(tttf, recipA, zero); } PX_FORCE_INLINE Vec3V V3Rsqrt(const Vec3V a) { ASSERT_ISVALIDVEC3V(a); const __m128 zero = V3Zero(); const __m128 tttf = BTTTF(); const __m128 recipA = _mm_div_ps(V3One(), _mm_sqrt_ps(a)); return V4Sel(tttf, recipA, zero); } PX_FORCE_INLINE Vec3V V3RsqrtFast(const Vec3V a) { ASSERT_ISVALIDVEC3V(a); const __m128 zero = V3Zero(); const __m128 tttf = BTTTF(); const __m128 recipA = _mm_rsqrt_ps(a); return V4Sel(tttf, recipA, zero); } PX_FORCE_INLINE Vec3V V3ScaleAdd(const Vec3V a, const FloatV b, const Vec3V c) { ASSERT_ISVALIDVEC3V(a); ASSERT_ISVALIDFLOATV(b); ASSERT_ISVALIDVEC3V(c); return V3Add(V3Scale(a, b), c); } PX_FORCE_INLINE Vec3V V3NegScaleSub(const Vec3V a, const FloatV b, const Vec3V c) { ASSERT_ISVALIDVEC3V(a); ASSERT_ISVALIDFLOATV(b); ASSERT_ISVALIDVEC3V(c); return V3Sub(c, V3Scale(a, b)); } PX_FORCE_INLINE Vec3V V3MulAdd(const Vec3V a, const Vec3V b, const Vec3V c) { ASSERT_ISVALIDVEC3V(a); ASSERT_ISVALIDVEC3V(b); ASSERT_ISVALIDVEC3V(c); return V3Add(V3Mul(a, b), c); } PX_FORCE_INLINE Vec3V V3NegMulSub(const Vec3V a, const Vec3V b, const Vec3V c) { ASSERT_ISVALIDVEC3V(a); ASSERT_ISVALIDVEC3V(b); ASSERT_ISVALIDVEC3V(c); return V3Sub(c, V3Mul(a, b)); } PX_FORCE_INLINE Vec3V V3Abs(const Vec3V a) { ASSERT_ISVALIDVEC3V(a); return V3Max(a, V3Neg(a)); } PX_FORCE_INLINE FloatV V3Dot(const Vec3V a, const Vec3V b) { ASSERT_ISVALIDVEC3V(a); ASSERT_ISVALIDVEC3V(b); const __m128 t0 = _mm_mul_ps(a, b); // aw*bw | az*bz | ay*by | ax*bx const __m128 t1 = _mm_shuffle_ps(t0, t0, _MM_SHUFFLE(1,0,3,2)); // ay*by | ax*bx | aw*bw | az*bz const __m128 t2 = _mm_add_ps(t0, t1); // ay*by + aw*bw | ax*bx + az*bz | aw*bw + ay*by | az*bz + ax*bx const __m128 t3 = _mm_shuffle_ps(t2, t2, _MM_SHUFFLE(2,3,0,1)); // ax*bx + az*bz | ay*by + aw*bw | az*bz + ax*bx | aw*bw + ay*by return _mm_add_ps(t3, t2); // ax*bx + az*bz + ay*by + aw*bw // ay*by + aw*bw + ax*bx + az*bz // az*bz + ax*bx + aw*bw + ay*by // aw*bw + ay*by + az*bz + ax*bx } PX_FORCE_INLINE Vec3V V3Cross(const Vec3V a, const Vec3V b) { ASSERT_ISVALIDVEC3V(a); ASSERT_ISVALIDVEC3V(b); /* if(0) { const __m128 r1 = _mm_shuffle_ps(a, a, _MM_SHUFFLE(3, 1, 0, 2)); // z,x,y,w const __m128 r2 = _mm_shuffle_ps(b, b, _MM_SHUFFLE(3, 0, 2, 1)); // y,z,x,w const __m128 l1 = _mm_shuffle_ps(a, a, _MM_SHUFFLE(3, 0, 2, 1)); // y,z,x,w const __m128 l2 = _mm_shuffle_ps(b, b, _MM_SHUFFLE(3, 1, 0, 2)); // z,x,y,w return _mm_sub_ps(_mm_mul_ps(l1, l2), _mm_mul_ps(r1, r2)); } else*/ { const __m128 b0 = _mm_shuffle_ps(b, b, _MM_SHUFFLE(3,0,2,1)); const __m128 a1 = _mm_shuffle_ps(a, a, _MM_SHUFFLE(3,0,2,1)); __m128 v = _mm_mul_ps(a1, b); v = _mm_sub_ps(_mm_mul_ps(a, b0), v); __m128 res = _mm_shuffle_ps(v, v, _MM_SHUFFLE(3,0,2,1)); ASSERT_ISVALIDVEC3V(res); return res; } } PX_FORCE_INLINE VecCrossV V3PrepareCross(const Vec3V a) { ASSERT_ISVALIDVEC3V(a); VecCrossV v; v.mR1 = _mm_shuffle_ps(a, a, _MM_SHUFFLE(3, 1, 0, 2)); // z,x,y,w v.mL1 = _mm_shuffle_ps(a, a, _MM_SHUFFLE(3, 0, 2, 1)); // y,z,x,w return v; } PX_FORCE_INLINE Vec3V V3Cross(const VecCrossV& a, const Vec3V b) { ASSERT_ISVALIDVEC3V(b); const __m128 r2 = _mm_shuffle_ps(b, b, _MM_SHUFFLE(3, 0, 2, 1)); // y,z,x,w const __m128 l2 = _mm_shuffle_ps(b, b, _MM_SHUFFLE(3, 1, 0, 2)); // z,x,y,w return _mm_sub_ps(_mm_mul_ps(a.mL1, l2), _mm_mul_ps(a.mR1, r2)); } PX_FORCE_INLINE Vec3V V3Cross(const Vec3V a, const VecCrossV& b) { ASSERT_ISVALIDVEC3V(a); const __m128 r2 = _mm_shuffle_ps(a, a, _MM_SHUFFLE(3, 0, 2, 1)); // y,z,x,w const __m128 l2 = _mm_shuffle_ps(a, a, _MM_SHUFFLE(3, 1, 0, 2)); // z,x,y,w return _mm_sub_ps(_mm_mul_ps(b.mR1, r2), _mm_mul_ps(b.mL1, l2)); } PX_FORCE_INLINE Vec3V V3Cross(const VecCrossV& a, const VecCrossV& b) { return _mm_sub_ps(_mm_mul_ps(a.mL1, b.mR1), _mm_mul_ps(a.mR1, b.mL1)); } PX_FORCE_INLINE FloatV V3Length(const Vec3V a) { ASSERT_ISVALIDVEC3V(a); return _mm_sqrt_ps(V3Dot(a, a)); } PX_FORCE_INLINE FloatV V3LengthSq(const Vec3V a) { ASSERT_ISVALIDVEC3V(a); return V3Dot(a, a); } PX_FORCE_INLINE Vec3V V3Normalize(const Vec3V a) { ASSERT_ISVALIDVEC3V(a); ASSERT_ISFINITELENGTH(a); return V3ScaleInv(a, _mm_sqrt_ps(V3Dot(a, a))); } PX_FORCE_INLINE Vec3V V3NormalizeFast(const Vec3V a) { ASSERT_ISVALIDVEC3V(a); ASSERT_ISFINITELENGTH(a); return V3Scale(a, _mm_rsqrt_ps(V3Dot(a, a))); } PX_FORCE_INLINE Vec3V V3NormalizeSafe(const Vec3V a, const Vec3V unsafeReturnValue) { ASSERT_ISVALIDVEC3V(a); const __m128 eps = FEps(); const __m128 length = V3Length(a); const __m128 isGreaterThanZero = FIsGrtr(length, eps); return V3Sel(isGreaterThanZero, V3ScaleInv(a, length), unsafeReturnValue); } PX_FORCE_INLINE Vec3V V3Sel(const BoolV c, const Vec3V a, const Vec3V b) { ASSERT_ISVALIDVEC3V(_mm_or_ps(_mm_andnot_ps(c, b), _mm_and_ps(c, a))); return _mm_or_ps(_mm_andnot_ps(c, b), _mm_and_ps(c, a)); } PX_FORCE_INLINE BoolV V3IsGrtr(const Vec3V a, const Vec3V b) { ASSERT_ISVALIDVEC3V(a); ASSERT_ISVALIDVEC3V(b); return _mm_cmpgt_ps(a, b); } PX_FORCE_INLINE BoolV V3IsGrtrOrEq(const Vec3V a, const Vec3V b) { ASSERT_ISVALIDVEC3V(a); ASSERT_ISVALIDVEC3V(b); return _mm_cmpge_ps(a, b); } PX_FORCE_INLINE BoolV V3IsEq(const Vec3V a, const Vec3V b) { ASSERT_ISVALIDVEC3V(a); ASSERT_ISVALIDVEC3V(b); return _mm_cmpeq_ps(a, b); } PX_FORCE_INLINE Vec3V V3Max(const Vec3V a, const Vec3V b) { ASSERT_ISVALIDVEC3V(a); ASSERT_ISVALIDVEC3V(b); return _mm_max_ps(a, b); } PX_FORCE_INLINE Vec3V V3Min(const Vec3V a, const Vec3V b) { ASSERT_ISVALIDVEC3V(a); ASSERT_ISVALIDVEC3V(b); return _mm_min_ps(a, b); } PX_FORCE_INLINE FloatV V3ExtractMax(const Vec3V a) { ASSERT_ISVALIDVEC3V(a); const __m128 shuf1 = _mm_shuffle_ps(a, a, _MM_SHUFFLE(0, 0, 0, 0)); const __m128 shuf2 = _mm_shuffle_ps(a, a, _MM_SHUFFLE(1, 1, 1, 1)); const __m128 shuf3 = _mm_shuffle_ps(a, a, _MM_SHUFFLE(2, 2, 2, 2)); return _mm_max_ps(_mm_max_ps(shuf1, shuf2), shuf3); } PX_FORCE_INLINE FloatV V3ExtractMin(const Vec3V a) { ASSERT_ISVALIDVEC3V(a); const __m128 shuf1 = _mm_shuffle_ps(a, a, _MM_SHUFFLE(0, 0, 0, 0)); const __m128 shuf2 = _mm_shuffle_ps(a, a, _MM_SHUFFLE(1, 1, 1, 1)); const __m128 shuf3 = _mm_shuffle_ps(a, a, _MM_SHUFFLE(2, 2, 2, 2)); return _mm_min_ps(_mm_min_ps(shuf1, shuf2), shuf3); } //// if(a > 0.0f) return 1.0f; else if a == 0.f return 0.f, else return -1.f; // PX_FORCE_INLINE Vec3V V3MathSign(const Vec3V a) //{ // VECMATHAOS_ASSERT(isValidVec3V(a)); // // const __m128i ai = _mm_cvtps_epi32(a); // const __m128i bi = _mm_cvtps_epi32(V3Neg(a)); // const __m128 aa = _mm_cvtepi32_ps(_mm_srai_epi32(ai, 31)); // const __m128 bb = _mm_cvtepi32_ps(_mm_srai_epi32(bi, 31)); // return _mm_or_ps(aa, bb); //} // return (a >= 0.0f) ? 1.0f : -1.0f; PX_FORCE_INLINE Vec3V V3Sign(const Vec3V a) { ASSERT_ISVALIDVEC3V(a); const __m128 zero = V3Zero(); const __m128 one = V3One(); const __m128 none = V3Neg(one); return V3Sel(V3IsGrtrOrEq(a, zero), one, none); } PX_FORCE_INLINE Vec3V V3Clamp(const Vec3V a, const Vec3V minV, const Vec3V maxV) { ASSERT_ISVALIDVEC3V(a); ASSERT_ISVALIDVEC3V(minV); ASSERT_ISVALIDVEC3V(maxV); return V3Max(V3Min(a, maxV), minV); } PX_FORCE_INLINE PxU32 V3AllGrtr(const Vec3V a, const Vec3V b) { ASSERT_ISVALIDVEC3V(a); ASSERT_ISVALIDVEC3V(b); return internalWindowsSimd::BAllTrue3_R(V4IsGrtr(a, b)); } PX_FORCE_INLINE PxU32 V3AllGrtrOrEq(const Vec3V a, const Vec3V b) { ASSERT_ISVALIDVEC3V(a); ASSERT_ISVALIDVEC3V(b); return internalWindowsSimd::BAllTrue3_R(V4IsGrtrOrEq(a, b)); } PX_FORCE_INLINE PxU32 V3AllEq(const Vec3V a, const Vec3V b) { ASSERT_ISVALIDVEC3V(a); ASSERT_ISVALIDVEC3V(b); return internalWindowsSimd::BAllTrue3_R(V4IsEq(a, b)); } PX_FORCE_INLINE Vec3V V3Round(const Vec3V a) { ASSERT_ISVALIDVEC3V(a); // return _mm_round_ps(a, 0x0); const Vec3V half = V3Load(0.5f); const __m128 signBit = _mm_cvtepi32_ps(_mm_srli_epi32(_mm_cvtps_epi32(a), 31)); const Vec3V aRound = V3Sub(V3Add(a, half), signBit); __m128i tmp = _mm_cvttps_epi32(aRound); return _mm_cvtepi32_ps(tmp); } PX_FORCE_INLINE Vec3V V3Sin(const Vec3V a) { ASSERT_ISVALIDVEC3V(a); // Modulo the range of the given angles such that -XM_2PI <= Angles < XM_2PI const Vec4V recipTwoPi = V4LoadA(g_PXReciprocalTwoPi.f); const Vec4V twoPi = V4LoadA(g_PXTwoPi.f); const Vec3V tmp = V3Scale(a, recipTwoPi); const Vec3V b = V3Round(tmp); const Vec3V V1 = V3NegScaleSub(b, twoPi, a); // sin(V) ~= V - V^3 / 3! + V^5 / 5! - V^7 / 7! + V^9 / 9! - V^11 / 11! + V^13 / 13! - // V^15 / 15! + V^17 / 17! - V^19 / 19! + V^21 / 21! - V^23 / 23! (for -PI <= V < PI) const Vec3V V2 = V3Mul(V1, V1); const Vec3V V3 = V3Mul(V2, V1); const Vec3V V5 = V3Mul(V3, V2); const Vec3V V7 = V3Mul(V5, V2); const Vec3V V9 = V3Mul(V7, V2); const Vec3V V11 = V3Mul(V9, V2); const Vec3V V13 = V3Mul(V11, V2); const Vec3V V15 = V3Mul(V13, V2); const Vec3V V17 = V3Mul(V15, V2); const Vec3V V19 = V3Mul(V17, V2); const Vec3V V21 = V3Mul(V19, V2); const Vec3V V23 = V3Mul(V21, V2); const Vec4V sinCoefficients0 = V4LoadA(g_PXSinCoefficients0.f); const Vec4V sinCoefficients1 = V4LoadA(g_PXSinCoefficients1.f); const Vec4V sinCoefficients2 = V4LoadA(g_PXSinCoefficients2.f); const FloatV S1 = V4GetY(sinCoefficients0); const FloatV S2 = V4GetZ(sinCoefficients0); const FloatV S3 = V4GetW(sinCoefficients0); const FloatV S4 = V4GetX(sinCoefficients1); const FloatV S5 = V4GetY(sinCoefficients1); const FloatV S6 = V4GetZ(sinCoefficients1); const FloatV S7 = V4GetW(sinCoefficients1); const FloatV S8 = V4GetX(sinCoefficients2); const FloatV S9 = V4GetY(sinCoefficients2); const FloatV S10 = V4GetZ(sinCoefficients2); const FloatV S11 = V4GetW(sinCoefficients2); Vec3V Result; Result = V3ScaleAdd(V3, S1, V1); Result = V3ScaleAdd(V5, S2, Result); Result = V3ScaleAdd(V7, S3, Result); Result = V3ScaleAdd(V9, S4, Result); Result = V3ScaleAdd(V11, S5, Result); Result = V3ScaleAdd(V13, S6, Result); Result = V3ScaleAdd(V15, S7, Result); Result = V3ScaleAdd(V17, S8, Result); Result = V3ScaleAdd(V19, S9, Result); Result = V3ScaleAdd(V21, S10, Result); Result = V3ScaleAdd(V23, S11, Result); ASSERT_ISVALIDVEC3V(Result); return Result; } PX_FORCE_INLINE Vec3V V3Cos(const Vec3V a) { ASSERT_ISVALIDVEC3V(a); // Modulo the range of the given angles such that -XM_2PI <= Angles < XM_2PI const Vec4V recipTwoPi = V4LoadA(g_PXReciprocalTwoPi.f); const Vec4V twoPi = V4LoadA(g_PXTwoPi.f); const Vec3V tmp = V3Scale(a, recipTwoPi); const Vec3V b = V3Round(tmp); const Vec3V V1 = V3NegScaleSub(b, twoPi, a); // cos(V) ~= 1 - V^2 / 2! + V^4 / 4! - V^6 / 6! + V^8 / 8! - V^10 / 10! + V^12 / 12! - // V^14 / 14! + V^16 / 16! - V^18 / 18! + V^20 / 20! - V^22 / 22! (for -PI <= V < PI) const Vec3V V2 = V3Mul(V1, V1); const Vec3V V4 = V3Mul(V2, V2); const Vec3V V6 = V3Mul(V4, V2); const Vec3V V8 = V3Mul(V4, V4); const Vec3V V10 = V3Mul(V6, V4); const Vec3V V12 = V3Mul(V6, V6); const Vec3V V14 = V3Mul(V8, V6); const Vec3V V16 = V3Mul(V8, V8); const Vec3V V18 = V3Mul(V10, V8); const Vec3V V20 = V3Mul(V10, V10); const Vec3V V22 = V3Mul(V12, V10); const Vec4V cosCoefficients0 = V4LoadA(g_PXCosCoefficients0.f); const Vec4V cosCoefficients1 = V4LoadA(g_PXCosCoefficients1.f); const Vec4V cosCoefficients2 = V4LoadA(g_PXCosCoefficients2.f); const FloatV C1 = V4GetY(cosCoefficients0); const FloatV C2 = V4GetZ(cosCoefficients0); const FloatV C3 = V4GetW(cosCoefficients0); const FloatV C4 = V4GetX(cosCoefficients1); const FloatV C5 = V4GetY(cosCoefficients1); const FloatV C6 = V4GetZ(cosCoefficients1); const FloatV C7 = V4GetW(cosCoefficients1); const FloatV C8 = V4GetX(cosCoefficients2); const FloatV C9 = V4GetY(cosCoefficients2); const FloatV C10 = V4GetZ(cosCoefficients2); const FloatV C11 = V4GetW(cosCoefficients2); Vec3V Result; Result = V3ScaleAdd(V2, C1, V3One()); Result = V3ScaleAdd(V4, C2, Result); Result = V3ScaleAdd(V6, C3, Result); Result = V3ScaleAdd(V8, C4, Result); Result = V3ScaleAdd(V10, C5, Result); Result = V3ScaleAdd(V12, C6, Result); Result = V3ScaleAdd(V14, C7, Result); Result = V3ScaleAdd(V16, C8, Result); Result = V3ScaleAdd(V18, C9, Result); Result = V3ScaleAdd(V20, C10, Result); Result = V3ScaleAdd(V22, C11, Result); ASSERT_ISVALIDVEC3V(Result); return Result; } PX_FORCE_INLINE Vec3V V3PermYZZ(const Vec3V a) { ASSERT_ISVALIDVEC3V(a); return _mm_shuffle_ps(a, a, _MM_SHUFFLE(3, 2, 2, 1)); } PX_FORCE_INLINE Vec3V V3PermXYX(const Vec3V a) { ASSERT_ISVALIDVEC3V(a); return _mm_shuffle_ps(a, a, _MM_SHUFFLE(3, 0, 1, 0)); } PX_FORCE_INLINE Vec3V V3PermYZX(const Vec3V a) { ASSERT_ISVALIDVEC3V(a); return _mm_shuffle_ps(a, a, _MM_SHUFFLE(3, 0, 2, 1)); } PX_FORCE_INLINE Vec3V V3PermZXY(const Vec3V a) { ASSERT_ISVALIDVEC3V(a); return _mm_shuffle_ps(a, a, _MM_SHUFFLE(3, 1, 0, 2)); } PX_FORCE_INLINE Vec3V V3PermZZY(const Vec3V a) { ASSERT_ISVALIDVEC3V(a); return _mm_shuffle_ps(a, a, _MM_SHUFFLE(3, 1, 2, 2)); } PX_FORCE_INLINE Vec3V V3PermYXX(const Vec3V a) { ASSERT_ISVALIDVEC3V(a); return _mm_shuffle_ps(a, a, _MM_SHUFFLE(3, 0, 0, 1)); } PX_FORCE_INLINE Vec3V V3Perm_Zero_1Z_0Y(const Vec3V v0, const Vec3V v1) { ASSERT_ISVALIDVEC3V(v0); ASSERT_ISVALIDVEC3V(v1); return _mm_shuffle_ps(v1, v0, _MM_SHUFFLE(3, 1, 2, 3)); } PX_FORCE_INLINE Vec3V V3Perm_0Z_Zero_1X(const Vec3V v0, const Vec3V v1) { ASSERT_ISVALIDVEC3V(v0); ASSERT_ISVALIDVEC3V(v1); return _mm_shuffle_ps(v0, v1, _MM_SHUFFLE(3, 0, 3, 2)); } PX_FORCE_INLINE Vec3V V3Perm_1Y_0X_Zero(const Vec3V v0, const Vec3V v1) { ASSERT_ISVALIDVEC3V(v0); ASSERT_ISVALIDVEC3V(v1); // There must be a better way to do this. Vec3V v2 = V3Zero(); FloatV y1 = V3GetY(v1); FloatV x0 = V3GetX(v0); v2 = V3SetX(v2, y1); return V3SetY(v2, x0); } PX_FORCE_INLINE FloatV V3SumElems(const Vec3V a) { ASSERT_ISVALIDVEC3V(a); const __m128 shuf1 = _mm_shuffle_ps(a, a, _MM_SHUFFLE(0, 0, 0, 0)); // z,y,x,w const __m128 shuf2 = _mm_shuffle_ps(a, a, _MM_SHUFFLE(1, 1, 1, 1)); // y,x,w,z const __m128 shuf3 = _mm_shuffle_ps(a, a, _MM_SHUFFLE(2, 2, 2, 2)); // x,w,z,y return _mm_add_ps(_mm_add_ps(shuf1, shuf2), shuf3); } PX_FORCE_INLINE PxU32 V3OutOfBounds(const Vec3V a, const Vec3V min, const Vec3V max) { ASSERT_ISVALIDVEC3V(a); ASSERT_ISVALIDVEC3V(min); ASSERT_ISVALIDVEC3V(max); const BoolV c = BOr(V3IsGrtr(a, max), V3IsGrtr(min, a)); return PxU32(!BAllEqFFFF(c)); } PX_FORCE_INLINE PxU32 V3InBounds(const Vec3V a, const Vec3V min, const Vec3V max) { ASSERT_ISVALIDVEC3V(a); ASSERT_ISVALIDVEC3V(min); ASSERT_ISVALIDVEC3V(max); const BoolV c = BAnd(V3IsGrtrOrEq(a, min), V3IsGrtrOrEq(max, a)); return BAllEqTTTT(c); } PX_FORCE_INLINE PxU32 V3OutOfBounds(const Vec3V a, const Vec3V bounds) { ASSERT_ISVALIDVEC3V(a); ASSERT_ISVALIDVEC3V(bounds); return V3OutOfBounds(a, V3Neg(bounds), bounds); } PX_FORCE_INLINE PxU32 V3InBounds(const Vec3V a, const Vec3V bounds) { ASSERT_ISVALIDVEC3V(a); ASSERT_ISVALIDVEC3V(bounds); return V3InBounds(a, V3Neg(bounds), bounds); } PX_FORCE_INLINE void V3Transpose(Vec3V& col0, Vec3V& col1, Vec3V& col2) { ASSERT_ISVALIDVEC3V(col0); ASSERT_ISVALIDVEC3V(col1); ASSERT_ISVALIDVEC3V(col2); const Vec3V col3 = _mm_setzero_ps(); Vec3V tmp0 = _mm_unpacklo_ps(col0, col1); Vec3V tmp2 = _mm_unpacklo_ps(col2, col3); Vec3V tmp1 = _mm_unpackhi_ps(col0, col1); Vec3V tmp3 = _mm_unpackhi_ps(col2, col3); col0 = _mm_movelh_ps(tmp0, tmp2); col1 = _mm_movehl_ps(tmp2, tmp0); col2 = _mm_movelh_ps(tmp1, tmp3); } ////////////////////////////////// // VEC4V ////////////////////////////////// PX_FORCE_INLINE Vec4V V4Splat(const FloatV f) { ASSERT_ISVALIDFLOATV(f); // return _mm_shuffle_ps(f, f, _MM_SHUFFLE(0,0,0,0)); return f; } PX_FORCE_INLINE Vec4V V4Merge(const FloatV* const floatVArray) { ASSERT_ISVALIDFLOATV(floatVArray[0]); ASSERT_ISVALIDFLOATV(floatVArray[1]); ASSERT_ISVALIDFLOATV(floatVArray[2]); ASSERT_ISVALIDFLOATV(floatVArray[3]); const __m128 xw = _mm_move_ss(floatVArray[1], floatVArray[0]); // y, y, y, x const __m128 yz = _mm_move_ss(floatVArray[2], floatVArray[3]); // z, z, z, w return _mm_shuffle_ps(xw, yz, _MM_SHUFFLE(0, 2, 1, 0)); } PX_FORCE_INLINE Vec4V V4Merge(const FloatVArg x, const FloatVArg y, const FloatVArg z, const FloatVArg w) { ASSERT_ISVALIDFLOATV(x); ASSERT_ISVALIDFLOATV(y); ASSERT_ISVALIDFLOATV(z); ASSERT_ISVALIDFLOATV(w); const __m128 xw = _mm_move_ss(y, x); // y, y, y, x const __m128 yz = _mm_move_ss(z, w); // z, z, z, w return _mm_shuffle_ps(xw, yz, _MM_SHUFFLE(0, 2, 1, 0)); } PX_FORCE_INLINE Vec4V V4MergeW(const Vec4VArg x, const Vec4VArg y, const Vec4VArg z, const Vec4VArg w) { const Vec4V xz = _mm_unpackhi_ps(x, z); const Vec4V yw = _mm_unpackhi_ps(y, w); return _mm_unpackhi_ps(xz, yw); } PX_FORCE_INLINE Vec4V V4MergeZ(const Vec4VArg x, const Vec4VArg y, const Vec4VArg z, const Vec4VArg w) { const Vec4V xz = _mm_unpackhi_ps(x, z); const Vec4V yw = _mm_unpackhi_ps(y, w); return _mm_unpacklo_ps(xz, yw); } PX_FORCE_INLINE Vec4V V4MergeY(const Vec4VArg x, const Vec4VArg y, const Vec4VArg z, const Vec4VArg w) { const Vec4V xz = _mm_unpacklo_ps(x, z); const Vec4V yw = _mm_unpacklo_ps(y, w); return _mm_unpackhi_ps(xz, yw); } PX_FORCE_INLINE Vec4V V4MergeX(const Vec4VArg x, const Vec4VArg y, const Vec4VArg z, const Vec4VArg w) { const Vec4V xz = _mm_unpacklo_ps(x, z); const Vec4V yw = _mm_unpacklo_ps(y, w); return _mm_unpacklo_ps(xz, yw); } PX_FORCE_INLINE Vec4V V4UnpackXY(const Vec4VArg a, const Vec4VArg b) { return _mm_unpacklo_ps(a, b); } PX_FORCE_INLINE Vec4V V4UnpackZW(const Vec4VArg a, const Vec4VArg b) { return _mm_unpackhi_ps(a, b); } PX_FORCE_INLINE Vec4V V4PermYXWZ(const Vec4V a) { return _mm_shuffle_ps(a, a, _MM_SHUFFLE(2, 3, 0, 1)); } PX_FORCE_INLINE Vec4V V4PermXZXZ(const Vec4V a) { return _mm_shuffle_ps(a, a, _MM_SHUFFLE(2, 0, 2, 0)); } PX_FORCE_INLINE Vec4V V4PermYWYW(const Vec4V a) { return _mm_shuffle_ps(a, a, _MM_SHUFFLE(3, 1, 3, 1)); } PX_FORCE_INLINE Vec4V V4PermYZXW(const Vec4V a) { return _mm_shuffle_ps(a, a, _MM_SHUFFLE(3, 0, 2, 1)); } PX_FORCE_INLINE Vec4V V4PermZWXY(const Vec4V a) { return _mm_shuffle_ps(a, a, _MM_SHUFFLE(1, 0, 3, 2)); } template PX_FORCE_INLINE Vec4V V4Perm(const Vec4V a) { return _mm_shuffle_ps(a, a, _MM_SHUFFLE(w, z, y, x)); } PX_FORCE_INLINE Vec4V V4UnitW() { const PX_ALIGN(16, PxF32 w[4]) = { 0.0f, 0.0f, 0.0f, 1.0f }; const __m128 w128 = _mm_load_ps(w); return w128; } PX_FORCE_INLINE Vec4V V4UnitX() { const PX_ALIGN(16, PxF32 x[4]) = { 1.0f, 0.0f, 0.0f, 0.0f }; const __m128 x128 = _mm_load_ps(x); return x128; } PX_FORCE_INLINE Vec4V V4UnitY() { const PX_ALIGN(16, PxF32 y[4]) = { 0.0f, 1.0f, 0.0f, 0.0f }; const __m128 y128 = _mm_load_ps(y); return y128; } PX_FORCE_INLINE Vec4V V4UnitZ() { const PX_ALIGN(16, PxF32 z[4]) = { 0.0f, 0.0f, 1.0f, 0.0f }; const __m128 z128 = _mm_load_ps(z); return z128; } PX_FORCE_INLINE FloatV V4GetW(const Vec4V f) { return _mm_shuffle_ps(f, f, _MM_SHUFFLE(3, 3, 3, 3)); } PX_FORCE_INLINE FloatV V4GetX(const Vec4V f) { return _mm_shuffle_ps(f, f, _MM_SHUFFLE(0, 0, 0, 0)); } PX_FORCE_INLINE FloatV V4GetY(const Vec4V f) { return _mm_shuffle_ps(f, f, _MM_SHUFFLE(1, 1, 1, 1)); } PX_FORCE_INLINE FloatV V4GetZ(const Vec4V f) { return _mm_shuffle_ps(f, f, _MM_SHUFFLE(2, 2, 2, 2)); } PX_FORCE_INLINE Vec4V V4SetW(const Vec4V v, const FloatV f) { ASSERT_ISVALIDFLOATV(f); return V4Sel(BTTTF(), v, f); } PX_FORCE_INLINE Vec4V V4ClearW(const Vec4V v) { return _mm_and_ps(v, (VecI32V&)internalWindowsSimd::gMaskXYZ); } PX_FORCE_INLINE Vec4V V4SetX(const Vec4V v, const FloatV f) { ASSERT_ISVALIDFLOATV(f); return V4Sel(BFTTT(), v, f); } PX_FORCE_INLINE Vec4V V4SetY(const Vec4V v, const FloatV f) { ASSERT_ISVALIDFLOATV(f); return V4Sel(BTFTT(), v, f); } PX_FORCE_INLINE Vec4V V4SetZ(const Vec4V v, const FloatV f) { ASSERT_ISVALIDFLOATV(f); return V4Sel(BTTFT(), v, f); } PX_FORCE_INLINE Vec4V V4Zero() { return _mm_setzero_ps(); } PX_FORCE_INLINE Vec4V V4One() { return V4Load(1.0f); } PX_FORCE_INLINE Vec4V V4Eps() { return V4Load(PX_EPS_REAL); } PX_FORCE_INLINE Vec4V V4Neg(const Vec4V f) { return _mm_sub_ps(_mm_setzero_ps(), f); } PX_FORCE_INLINE Vec4V V4Add(const Vec4V a, const Vec4V b) { return _mm_add_ps(a, b); } PX_FORCE_INLINE Vec4V V4Sub(const Vec4V a, const Vec4V b) { return _mm_sub_ps(a, b); } PX_FORCE_INLINE Vec4V V4Scale(const Vec4V a, const FloatV b) { return _mm_mul_ps(a, b); } PX_FORCE_INLINE Vec4V V4Mul(const Vec4V a, const Vec4V b) { return _mm_mul_ps(a, b); } PX_FORCE_INLINE Vec4V V4ScaleInv(const Vec4V a, const FloatV b) { ASSERT_ISVALIDFLOATV(b); return _mm_div_ps(a, b); } PX_FORCE_INLINE Vec4V V4Div(const Vec4V a, const Vec4V b) { return _mm_div_ps(a, b); } PX_FORCE_INLINE Vec4V V4ScaleInvFast(const Vec4V a, const FloatV b) { ASSERT_ISVALIDFLOATV(b); return _mm_mul_ps(a, _mm_rcp_ps(b)); } PX_FORCE_INLINE Vec4V V4DivFast(const Vec4V a, const Vec4V b) { return _mm_mul_ps(a, _mm_rcp_ps(b)); } PX_FORCE_INLINE Vec4V V4Recip(const Vec4V a) { return _mm_div_ps(V4One(), a); } PX_FORCE_INLINE Vec4V V4RecipFast(const Vec4V a) { return _mm_rcp_ps(a); } PX_FORCE_INLINE Vec4V V4Rsqrt(const Vec4V a) { return _mm_div_ps(V4One(), _mm_sqrt_ps(a)); } PX_FORCE_INLINE Vec4V V4RsqrtFast(const Vec4V a) { return _mm_rsqrt_ps(a); } PX_FORCE_INLINE Vec4V V4Sqrt(const Vec4V a) { return _mm_sqrt_ps(a); } PX_FORCE_INLINE Vec4V V4ScaleAdd(const Vec4V a, const FloatV b, const Vec4V c) { ASSERT_ISVALIDFLOATV(b); return V4Add(V4Scale(a, b), c); } PX_FORCE_INLINE Vec4V V4NegScaleSub(const Vec4V a, const FloatV b, const Vec4V c) { ASSERT_ISVALIDFLOATV(b); return V4Sub(c, V4Scale(a, b)); } PX_FORCE_INLINE Vec4V V4MulAdd(const Vec4V a, const Vec4V b, const Vec4V c) { return V4Add(V4Mul(a, b), c); } PX_FORCE_INLINE Vec4V V4NegMulSub(const Vec4V a, const Vec4V b, const Vec4V c) { return V4Sub(c, V4Mul(a, b)); } PX_FORCE_INLINE Vec4V V4Abs(const Vec4V a) { return V4Max(a, V4Neg(a)); } PX_FORCE_INLINE FloatV V4SumElements(const Vec4V a) { const Vec4V xy = V4UnpackXY(a, a); // x,x,y,y const Vec4V zw = V4UnpackZW(a, a); // z,z,w,w const Vec4V xz_yw = V4Add(xy, zw); // x+z,x+z,y+w,y+w const FloatV xz = V4GetX(xz_yw); // x+z const FloatV yw = V4GetZ(xz_yw); // y+w return FAdd(xz, yw); // sum } PX_FORCE_INLINE FloatV V4Dot(const Vec4V a, const Vec4V b) { //const __m128 dot1 = _mm_mul_ps(a, b); // x,y,z,w //const __m128 shuf1 = _mm_shuffle_ps(dot1, dot1, _MM_SHUFFLE(2, 1, 0, 3)); // w,x,y,z //const __m128 shuf2 = _mm_shuffle_ps(dot1, dot1, _MM_SHUFFLE(1, 0, 3, 2)); // z,w,x,y //const __m128 shuf3 = _mm_shuffle_ps(dot1, dot1, _MM_SHUFFLE(0, 3, 2, 1)); // y,z,w,x //return _mm_add_ps(_mm_add_ps(shuf2, shuf3), _mm_add_ps(dot1, shuf1)); // PT: this version has two less instructions but we should check its accuracy // aw*bw | az*bz | ay*by | ax*bx const __m128 t0 = _mm_mul_ps(a, b); // ay*by | ax*bx | aw*bw | az*bz const __m128 t1 = _mm_shuffle_ps(t0, t0, _MM_SHUFFLE(1,0,3,2)); // ay*by + aw*bw | ax*bx + az*bz | aw*bw + ay*by | az*bz + ax*bx const __m128 t2 = _mm_add_ps(t0, t1); // ax*bx + az*bz | ay*by + aw*bw | az*bz + ax*bx | aw*bw + ay*by const __m128 t3 = _mm_shuffle_ps(t2, t2, _MM_SHUFFLE(2,3,0,1)); // ax*bx + az*bz + ay*by + aw*bw return _mm_add_ps(t3, t2); // ay*by + aw*bw + ax*bx + az*bz // az*bz + ax*bx + aw*bw + ay*by // aw*bw + ay*by + az*bz + ax*bx } PX_FORCE_INLINE FloatV V4Dot3(const Vec4V a, const Vec4V b) { const __m128 dot1 = _mm_mul_ps(a, b); // aw*bw | az*bz | ay*by | ax*bx const __m128 shuf1 = _mm_shuffle_ps(dot1, dot1, _MM_SHUFFLE(0, 0, 0, 0)); // ax*bx | ax*bx | ax*bx | ax*bx const __m128 shuf2 = _mm_shuffle_ps(dot1, dot1, _MM_SHUFFLE(1, 1, 1, 1)); // ay*by | ay*by | ay*by | ay*by const __m128 shuf3 = _mm_shuffle_ps(dot1, dot1, _MM_SHUFFLE(2, 2, 2, 2)); // az*bz | az*bz | az*bz | az*bz return _mm_add_ps(_mm_add_ps(shuf1, shuf2), shuf3); // ax*bx + ay*by + az*bz in each component } PX_FORCE_INLINE Vec4V V4Cross(const Vec4V a, const Vec4V b) { /* if(0) { const __m128 r1 = _mm_shuffle_ps(a, a, _MM_SHUFFLE(3, 1, 0, 2)); // z,x,y,w const __m128 r2 = _mm_shuffle_ps(b, b, _MM_SHUFFLE(3, 0, 2, 1)); // y,z,x,w const __m128 l1 = _mm_shuffle_ps(a, a, _MM_SHUFFLE(3, 0, 2, 1)); // y,z,x,w const __m128 l2 = _mm_shuffle_ps(b, b, _MM_SHUFFLE(3, 1, 0, 2)); // z,x,y,w return _mm_sub_ps(_mm_mul_ps(l1, l2), _mm_mul_ps(r1, r2)); } else*/ { const __m128 b0 = _mm_shuffle_ps(b, b, _MM_SHUFFLE(3,0,2,1)); const __m128 a1 = _mm_shuffle_ps(a, a, _MM_SHUFFLE(3,0,2,1)); __m128 v = _mm_mul_ps(a1, b); v = _mm_sub_ps(_mm_mul_ps(a, b0), v); return _mm_shuffle_ps(v, v, _MM_SHUFFLE(3,0,2,1)); } } PX_FORCE_INLINE FloatV V4Length(const Vec4V a) { return _mm_sqrt_ps(V4Dot(a, a)); } PX_FORCE_INLINE FloatV V4LengthSq(const Vec4V a) { return V4Dot(a, a); } PX_FORCE_INLINE Vec4V V4Normalize(const Vec4V a) { ASSERT_ISFINITELENGTH(a); return V4ScaleInv(a, _mm_sqrt_ps(V4Dot(a, a))); } PX_FORCE_INLINE Vec4V V4NormalizeFast(const Vec4V a) { ASSERT_ISFINITELENGTH(a); return V4ScaleInvFast(a, _mm_sqrt_ps(V4Dot(a, a))); } PX_FORCE_INLINE Vec4V V4NormalizeSafe(const Vec4V a, const Vec4V unsafeReturnValue) { const __m128 eps = V3Eps(); const __m128 length = V4Length(a); const __m128 isGreaterThanZero = V4IsGrtr(length, eps); return V4Sel(isGreaterThanZero, V4ScaleInv(a, length), unsafeReturnValue); } PX_FORCE_INLINE Vec4V V4Sel(const BoolV c, const Vec4V a, const Vec4V b) { return _mm_or_ps(_mm_andnot_ps(c, b), _mm_and_ps(c, a)); } PX_FORCE_INLINE BoolV V4IsGrtr(const Vec4V a, const Vec4V b) { return _mm_cmpgt_ps(a, b); } PX_FORCE_INLINE BoolV V4IsGrtrOrEq(const Vec4V a, const Vec4V b) { return _mm_cmpge_ps(a, b); } PX_FORCE_INLINE BoolV V4IsEq(const Vec4V a, const Vec4V b) { return _mm_cmpeq_ps(a, b); } PX_FORCE_INLINE BoolV V4IsEqU32(const VecU32V a, const VecU32V b) { return internalWindowsSimd::m128_I2F( _mm_cmpeq_epi32(internalWindowsSimd::m128_F2I(a), internalWindowsSimd::m128_F2I(b))); } PX_FORCE_INLINE Vec4V V4Max(const Vec4V a, const Vec4V b) { return _mm_max_ps(a, b); } PX_FORCE_INLINE Vec4V V4Min(const Vec4V a, const Vec4V b) { return _mm_min_ps(a, b); } PX_FORCE_INLINE FloatV V4ExtractMax(const Vec4V a) { const __m128 shuf1 = _mm_shuffle_ps(a, a, _MM_SHUFFLE(2, 1, 0, 3)); const __m128 shuf2 = _mm_shuffle_ps(a, a, _MM_SHUFFLE(1, 0, 3, 2)); const __m128 shuf3 = _mm_shuffle_ps(a, a, _MM_SHUFFLE(0, 3, 2, 1)); return _mm_max_ps(_mm_max_ps(a, shuf1), _mm_max_ps(shuf2, shuf3)); } PX_FORCE_INLINE FloatV V4ExtractMin(const Vec4V a) { const __m128 shuf1 = _mm_shuffle_ps(a, a, _MM_SHUFFLE(2, 1, 0, 3)); const __m128 shuf2 = _mm_shuffle_ps(a, a, _MM_SHUFFLE(1, 0, 3, 2)); const __m128 shuf3 = _mm_shuffle_ps(a, a, _MM_SHUFFLE(0, 3, 2, 1)); return _mm_min_ps(_mm_min_ps(a, shuf1), _mm_min_ps(shuf2, shuf3)); } PX_FORCE_INLINE Vec4V V4Clamp(const Vec4V a, const Vec4V minV, const Vec4V maxV) { return V4Max(V4Min(a, maxV), minV); } PX_FORCE_INLINE PxU32 V4AllGrtr(const Vec4V a, const Vec4V b) { return internalWindowsSimd::BAllTrue4_R(V4IsGrtr(a, b)); } PX_FORCE_INLINE PxU32 V4AllGrtrOrEq(const Vec4V a, const Vec4V b) { return internalWindowsSimd::BAllTrue4_R(V4IsGrtrOrEq(a, b)); } PX_FORCE_INLINE PxU32 V4AllGrtrOrEq3(const Vec4V a, const Vec4V b) { return internalWindowsSimd::BAllTrue3_R(V4IsGrtrOrEq(a, b)); } PX_FORCE_INLINE PxU32 V4AllEq(const Vec4V a, const Vec4V b) { return internalWindowsSimd::BAllTrue4_R(V4IsEq(a, b)); } PX_FORCE_INLINE PxU32 V4AnyGrtr3(const Vec4V a, const Vec4V b) { return internalWindowsSimd::BAnyTrue3_R(V4IsGrtr(a, b)); } PX_FORCE_INLINE Vec4V V4Round(const Vec4V a) { // return _mm_round_ps(a, 0x0); const Vec4V half = V4Load(0.5f); const __m128 signBit = _mm_cvtepi32_ps(_mm_srli_epi32(_mm_cvtps_epi32(a), 31)); const Vec4V aRound = V4Sub(V4Add(a, half), signBit); const __m128i tmp = _mm_cvttps_epi32(aRound); return _mm_cvtepi32_ps(tmp); } PX_FORCE_INLINE Vec4V V4Sin(const Vec4V a) { const Vec4V recipTwoPi = V4LoadA(g_PXReciprocalTwoPi.f); const Vec4V twoPi = V4LoadA(g_PXTwoPi.f); const Vec4V tmp = V4Mul(a, recipTwoPi); const Vec4V b = V4Round(tmp); const Vec4V V1 = V4NegMulSub(twoPi, b, a); // sin(V) ~= V - V^3 / 3! + V^5 / 5! - V^7 / 7! + V^9 / 9! - V^11 / 11! + V^13 / 13! - // V^15 / 15! + V^17 / 17! - V^19 / 19! + V^21 / 21! - V^23 / 23! (for -PI <= V < PI) const Vec4V V2 = V4Mul(V1, V1); const Vec4V V3 = V4Mul(V2, V1); const Vec4V V5 = V4Mul(V3, V2); const Vec4V V7 = V4Mul(V5, V2); const Vec4V V9 = V4Mul(V7, V2); const Vec4V V11 = V4Mul(V9, V2); const Vec4V V13 = V4Mul(V11, V2); const Vec4V V15 = V4Mul(V13, V2); const Vec4V V17 = V4Mul(V15, V2); const Vec4V V19 = V4Mul(V17, V2); const Vec4V V21 = V4Mul(V19, V2); const Vec4V V23 = V4Mul(V21, V2); const Vec4V sinCoefficients0 = V4LoadA(g_PXSinCoefficients0.f); const Vec4V sinCoefficients1 = V4LoadA(g_PXSinCoefficients1.f); const Vec4V sinCoefficients2 = V4LoadA(g_PXSinCoefficients2.f); const FloatV S1 = V4GetY(sinCoefficients0); const FloatV S2 = V4GetZ(sinCoefficients0); const FloatV S3 = V4GetW(sinCoefficients0); const FloatV S4 = V4GetX(sinCoefficients1); const FloatV S5 = V4GetY(sinCoefficients1); const FloatV S6 = V4GetZ(sinCoefficients1); const FloatV S7 = V4GetW(sinCoefficients1); const FloatV S8 = V4GetX(sinCoefficients2); const FloatV S9 = V4GetY(sinCoefficients2); const FloatV S10 = V4GetZ(sinCoefficients2); const FloatV S11 = V4GetW(sinCoefficients2); Vec4V Result; Result = V4MulAdd(S1, V3, V1); Result = V4MulAdd(S2, V5, Result); Result = V4MulAdd(S3, V7, Result); Result = V4MulAdd(S4, V9, Result); Result = V4MulAdd(S5, V11, Result); Result = V4MulAdd(S6, V13, Result); Result = V4MulAdd(S7, V15, Result); Result = V4MulAdd(S8, V17, Result); Result = V4MulAdd(S9, V19, Result); Result = V4MulAdd(S10, V21, Result); Result = V4MulAdd(S11, V23, Result); return Result; } PX_FORCE_INLINE Vec4V V4Cos(const Vec4V a) { const Vec4V recipTwoPi = V4LoadA(g_PXReciprocalTwoPi.f); const FloatV twoPi = V4LoadA(g_PXTwoPi.f); const Vec4V tmp = V4Mul(a, recipTwoPi); const Vec4V b = V4Round(tmp); const Vec4V V1 = V4NegMulSub(twoPi, b, a); // cos(V) ~= 1 - V^2 / 2! + V^4 / 4! - V^6 / 6! + V^8 / 8! - V^10 / 10! + V^12 / 12! - // V^14 / 14! + V^16 / 16! - V^18 / 18! + V^20 / 20! - V^22 / 22! (for -PI <= V < PI) const Vec4V V2 = V4Mul(V1, V1); const Vec4V V4 = V4Mul(V2, V2); const Vec4V V6 = V4Mul(V4, V2); const Vec4V V8 = V4Mul(V4, V4); const Vec4V V10 = V4Mul(V6, V4); const Vec4V V12 = V4Mul(V6, V6); const Vec4V V14 = V4Mul(V8, V6); const Vec4V V16 = V4Mul(V8, V8); const Vec4V V18 = V4Mul(V10, V8); const Vec4V V20 = V4Mul(V10, V10); const Vec4V V22 = V4Mul(V12, V10); const Vec4V cosCoefficients0 = V4LoadA(g_PXCosCoefficients0.f); const Vec4V cosCoefficients1 = V4LoadA(g_PXCosCoefficients1.f); const Vec4V cosCoefficients2 = V4LoadA(g_PXCosCoefficients2.f); const FloatV C1 = V4GetY(cosCoefficients0); const FloatV C2 = V4GetZ(cosCoefficients0); const FloatV C3 = V4GetW(cosCoefficients0); const FloatV C4 = V4GetX(cosCoefficients1); const FloatV C5 = V4GetY(cosCoefficients1); const FloatV C6 = V4GetZ(cosCoefficients1); const FloatV C7 = V4GetW(cosCoefficients1); const FloatV C8 = V4GetX(cosCoefficients2); const FloatV C9 = V4GetY(cosCoefficients2); const FloatV C10 = V4GetZ(cosCoefficients2); const FloatV C11 = V4GetW(cosCoefficients2); Vec4V Result; Result = V4MulAdd(C1, V2, V4One()); Result = V4MulAdd(C2, V4, Result); Result = V4MulAdd(C3, V6, Result); Result = V4MulAdd(C4, V8, Result); Result = V4MulAdd(C5, V10, Result); Result = V4MulAdd(C6, V12, Result); Result = V4MulAdd(C7, V14, Result); Result = V4MulAdd(C8, V16, Result); Result = V4MulAdd(C9, V18, Result); Result = V4MulAdd(C10, V20, Result); Result = V4MulAdd(C11, V22, Result); return Result; } PX_FORCE_INLINE void V4Transpose(Vec4V& col0, Vec4V& col1, Vec4V& col2, Vec4V& col3) { Vec4V tmp0 = _mm_unpacklo_ps(col0, col1); Vec4V tmp2 = _mm_unpacklo_ps(col2, col3); Vec4V tmp1 = _mm_unpackhi_ps(col0, col1); Vec4V tmp3 = _mm_unpackhi_ps(col2, col3); col0 = _mm_movelh_ps(tmp0, tmp2); col1 = _mm_movehl_ps(tmp2, tmp0); col2 = _mm_movelh_ps(tmp1, tmp3); col3 = _mm_movehl_ps(tmp3, tmp1); } ////////////////////////////////// // BoolV ////////////////////////////////// PX_FORCE_INLINE BoolV BFFFF() { return _mm_setzero_ps(); } PX_FORCE_INLINE BoolV BFFFT() { /*const PX_ALIGN(16, PxU32 f[4])={0,0,0,0xFFFFFFFF}; const __m128 ffft=_mm_load_ps((float*)&f); return ffft;*/ return internalWindowsSimd::m128_I2F(_mm_set_epi32(-1, 0, 0, 0)); } PX_FORCE_INLINE BoolV BFFTF() { /*const PX_ALIGN(16, PxU32 f[4])={0,0,0xFFFFFFFF,0}; const __m128 fftf=_mm_load_ps((float*)&f); return fftf;*/ return internalWindowsSimd::m128_I2F(_mm_set_epi32(0, -1, 0, 0)); } PX_FORCE_INLINE BoolV BFFTT() { /*const PX_ALIGN(16, PxU32 f[4])={0,0,0xFFFFFFFF,0xFFFFFFFF}; const __m128 fftt=_mm_load_ps((float*)&f); return fftt;*/ return internalWindowsSimd::m128_I2F(_mm_set_epi32(-1, -1, 0, 0)); } PX_FORCE_INLINE BoolV BFTFF() { /*const PX_ALIGN(16, PxU32 f[4])={0,0xFFFFFFFF,0,0}; const __m128 ftff=_mm_load_ps((float*)&f); return ftff;*/ return internalWindowsSimd::m128_I2F(_mm_set_epi32(0, 0, -1, 0)); } PX_FORCE_INLINE BoolV BFTFT() { /*const PX_ALIGN(16, PxU32 f[4])={0,0xFFFFFFFF,0,0xFFFFFFFF}; const __m128 ftft=_mm_load_ps((float*)&f); return ftft;*/ return internalWindowsSimd::m128_I2F(_mm_set_epi32(-1, 0, -1, 0)); } PX_FORCE_INLINE BoolV BFTTF() { /*const PX_ALIGN(16, PxU32 f[4])={0,0xFFFFFFFF,0xFFFFFFFF,0}; const __m128 fttf=_mm_load_ps((float*)&f); return fttf;*/ return internalWindowsSimd::m128_I2F(_mm_set_epi32(0, -1, -1, 0)); } PX_FORCE_INLINE BoolV BFTTT() { /*const PX_ALIGN(16, PxU32 f[4])={0,0xFFFFFFFF,0xFFFFFFFF,0xFFFFFFFF}; const __m128 fttt=_mm_load_ps((float*)&f); return fttt;*/ return internalWindowsSimd::m128_I2F(_mm_set_epi32(-1, -1, -1, 0)); } PX_FORCE_INLINE BoolV BTFFF() { // const PX_ALIGN(16, PxU32 f[4])={0xFFFFFFFF,0,0,0}; // const __m128 tfff=_mm_load_ps((float*)&f); // return tfff; return internalWindowsSimd::m128_I2F(_mm_set_epi32(0, 0, 0, -1)); } PX_FORCE_INLINE BoolV BTFFT() { /*const PX_ALIGN(16, PxU32 f[4])={0xFFFFFFFF,0,0,0xFFFFFFFF}; const __m128 tfft=_mm_load_ps((float*)&f); return tfft;*/ return internalWindowsSimd::m128_I2F(_mm_set_epi32(-1, 0, 0, -1)); } PX_FORCE_INLINE BoolV BTFTF() { /*const PX_ALIGN(16, PxU32 f[4])={0xFFFFFFFF,0,0xFFFFFFFF,0}; const __m128 tftf=_mm_load_ps((float*)&f); return tftf;*/ return internalWindowsSimd::m128_I2F(_mm_set_epi32(0, -1, 0, -1)); } PX_FORCE_INLINE BoolV BTFTT() { /*const PX_ALIGN(16, PxU32 f[4])={0xFFFFFFFF,0,0xFFFFFFFF,0xFFFFFFFF}; const __m128 tftt=_mm_load_ps((float*)&f); return tftt;*/ return internalWindowsSimd::m128_I2F(_mm_set_epi32(-1, -1, 0, -1)); } PX_FORCE_INLINE BoolV BTTFF() { /*const PX_ALIGN(16, PxU32 f[4])={0xFFFFFFFF,0xFFFFFFFF,0,0}; const __m128 ttff=_mm_load_ps((float*)&f); return ttff;*/ return internalWindowsSimd::m128_I2F(_mm_set_epi32(0, 0, -1, -1)); } PX_FORCE_INLINE BoolV BTTFT() { /*const PX_ALIGN(16, PxU32 f[4])={0xFFFFFFFF,0xFFFFFFFF,0,0xFFFFFFFF}; const __m128 ttft=_mm_load_ps((float*)&f); return ttft;*/ return internalWindowsSimd::m128_I2F(_mm_set_epi32(-1, 0, -1, -1)); } PX_FORCE_INLINE BoolV BTTTF() { /*const PX_ALIGN(16, PxU32 f[4])={0xFFFFFFFF,0xFFFFFFFF,0xFFFFFFFF,0}; const __m128 tttf=_mm_load_ps((float*)&f); return tttf;*/ return internalWindowsSimd::m128_I2F(_mm_set_epi32(0, -1, -1, -1)); } PX_FORCE_INLINE BoolV BTTTT() { /*const PX_ALIGN(16, PxU32 f[4])={0xFFFFFFFF,0xFFFFFFFF,0xFFFFFFFF,0xFFFFFFFF}; const __m128 tttt=_mm_load_ps((float*)&f); return tttt;*/ return internalWindowsSimd::m128_I2F(_mm_set_epi32(-1, -1, -1, -1)); } PX_FORCE_INLINE BoolV BXMask() { /*const PX_ALIGN(16, PxU32 f[4])={0xFFFFFFFF,0,0,0}; const __m128 tfff=_mm_load_ps((float*)&f); return tfff;*/ return internalWindowsSimd::m128_I2F(_mm_set_epi32(0, 0, 0, -1)); } PX_FORCE_INLINE BoolV BYMask() { /*const PX_ALIGN(16, PxU32 f[4])={0,0xFFFFFFFF,0,0}; const __m128 ftff=_mm_load_ps((float*)&f); return ftff;*/ return internalWindowsSimd::m128_I2F(_mm_set_epi32(0, 0, -1, 0)); } PX_FORCE_INLINE BoolV BZMask() { /*const PX_ALIGN(16, PxU32 f[4])={0,0,0xFFFFFFFF,0}; const __m128 fftf=_mm_load_ps((float*)&f); return fftf;*/ return internalWindowsSimd::m128_I2F(_mm_set_epi32(0, -1, 0, 0)); } PX_FORCE_INLINE BoolV BWMask() { /*const PX_ALIGN(16, PxU32 f[4])={0,0,0,0xFFFFFFFF}; const __m128 ffft=_mm_load_ps((float*)&f); return ffft;*/ return internalWindowsSimd::m128_I2F(_mm_set_epi32(-1, 0, 0, 0)); } PX_FORCE_INLINE BoolV BGetX(const BoolV f) { return _mm_shuffle_ps(f, f, _MM_SHUFFLE(0, 0, 0, 0)); } PX_FORCE_INLINE BoolV BGetY(const BoolV f) { return _mm_shuffle_ps(f, f, _MM_SHUFFLE(1, 1, 1, 1)); } PX_FORCE_INLINE BoolV BGetZ(const BoolV f) { return _mm_shuffle_ps(f, f, _MM_SHUFFLE(2, 2, 2, 2)); } PX_FORCE_INLINE BoolV BGetW(const BoolV f) { return _mm_shuffle_ps(f, f, _MM_SHUFFLE(3, 3, 3, 3)); } PX_FORCE_INLINE BoolV BSetX(const BoolV v, const BoolV f) { return V4Sel(BFTTT(), v, f); } PX_FORCE_INLINE BoolV BSetY(const BoolV v, const BoolV f) { return V4Sel(BTFTT(), v, f); } PX_FORCE_INLINE BoolV BSetZ(const BoolV v, const BoolV f) { return V4Sel(BTTFT(), v, f); } PX_FORCE_INLINE BoolV BSetW(const BoolV v, const BoolV f) { return V4Sel(BTTTF(), v, f); } template BoolV BSplatElement(BoolV a) { return internalWindowsSimd::m128_I2F( _mm_shuffle_epi32(internalWindowsSimd::m128_F2I(a), _MM_SHUFFLE(index, index, index, index))); } PX_FORCE_INLINE BoolV BAnd(const BoolV a, const BoolV b) { return _mm_and_ps(a, b); } PX_FORCE_INLINE BoolV BNot(const BoolV a) { const BoolV bAllTrue(BTTTT()); return _mm_xor_ps(a, bAllTrue); } PX_FORCE_INLINE BoolV BAndNot(const BoolV a, const BoolV b) { return _mm_andnot_ps(b, a); } PX_FORCE_INLINE BoolV BOr(const BoolV a, const BoolV b) { return _mm_or_ps(a, b); } PX_FORCE_INLINE BoolV BAllTrue4(const BoolV a) { const BoolV bTmp = _mm_and_ps(_mm_shuffle_ps(a, a, _MM_SHUFFLE(0, 1, 0, 1)), _mm_shuffle_ps(a, a, _MM_SHUFFLE(2, 3, 2, 3))); return _mm_and_ps(_mm_shuffle_ps(bTmp, bTmp, _MM_SHUFFLE(0, 0, 0, 0)), _mm_shuffle_ps(bTmp, bTmp, _MM_SHUFFLE(1, 1, 1, 1))); } PX_FORCE_INLINE BoolV BAnyTrue4(const BoolV a) { const BoolV bTmp = _mm_or_ps(_mm_shuffle_ps(a, a, _MM_SHUFFLE(0, 1, 0, 1)), _mm_shuffle_ps(a, a, _MM_SHUFFLE(2, 3, 2, 3))); return _mm_or_ps(_mm_shuffle_ps(bTmp, bTmp, _MM_SHUFFLE(0, 0, 0, 0)), _mm_shuffle_ps(bTmp, bTmp, _MM_SHUFFLE(1, 1, 1, 1))); } PX_FORCE_INLINE BoolV BAllTrue3(const BoolV a) { const BoolV bTmp = _mm_and_ps(_mm_shuffle_ps(a, a, _MM_SHUFFLE(0, 1, 0, 1)), _mm_shuffle_ps(a, a, _MM_SHUFFLE(2, 2, 2, 2))); return _mm_and_ps(_mm_shuffle_ps(bTmp, bTmp, _MM_SHUFFLE(0, 0, 0, 0)), _mm_shuffle_ps(bTmp, bTmp, _MM_SHUFFLE(1, 1, 1, 1))); } PX_FORCE_INLINE BoolV BAnyTrue3(const BoolV a) { const BoolV bTmp = _mm_or_ps(_mm_shuffle_ps(a, a, _MM_SHUFFLE(0, 1, 0, 1)), _mm_shuffle_ps(a, a, _MM_SHUFFLE(2, 2, 2, 2))); return _mm_or_ps(_mm_shuffle_ps(bTmp, bTmp, _MM_SHUFFLE(0, 0, 0, 0)), _mm_shuffle_ps(bTmp, bTmp, _MM_SHUFFLE(1, 1, 1, 1))); } PX_FORCE_INLINE PxU32 BAllEq(const BoolV a, const BoolV b) { const BoolV bTest = internalWindowsSimd::m128_I2F( _mm_cmpeq_epi32(internalWindowsSimd::m128_F2I(a), internalWindowsSimd::m128_F2I(b))); return internalWindowsSimd::BAllTrue4_R(bTest); } PX_FORCE_INLINE PxU32 BAllEqTTTT(const BoolV a) { return PxU32(_mm_movemask_ps(a)==15); } PX_FORCE_INLINE PxU32 BAllEqFFFF(const BoolV a) { return PxU32(_mm_movemask_ps(a)==0); } PX_FORCE_INLINE PxU32 BGetBitMask(const BoolV a) { return PxU32(_mm_movemask_ps(a)); } ////////////////////////////////// // MAT33V ////////////////////////////////// PX_FORCE_INLINE Vec3V M33MulV3(const Mat33V& a, const Vec3V b) { const FloatV x = V3GetX(b); const FloatV y = V3GetY(b); const FloatV z = V3GetZ(b); const Vec3V v0 = V3Scale(a.col0, x); const Vec3V v1 = V3Scale(a.col1, y); const Vec3V v2 = V3Scale(a.col2, z); const Vec3V v0PlusV1 = V3Add(v0, v1); return V3Add(v0PlusV1, v2); } PX_FORCE_INLINE Vec3V M33TrnspsMulV3(const Mat33V& a, const Vec3V b) { Vec3V v0 = V3Mul(a.col0, b); Vec3V v1 = V3Mul(a.col1, b); Vec3V v2 = V3Mul(a.col2, b); V3Transpose(v0, v1, v2); return V3Add(V3Add(v0, v1), v2); } PX_FORCE_INLINE Vec3V M33MulV3AddV3(const Mat33V& A, const Vec3V b, const Vec3V c) { const FloatV x = V3GetX(b); const FloatV y = V3GetY(b); const FloatV z = V3GetZ(b); Vec3V result = V3ScaleAdd(A.col0, x, c); result = V3ScaleAdd(A.col1, y, result); return V3ScaleAdd(A.col2, z, result); } PX_FORCE_INLINE Mat33V M33MulM33(const Mat33V& a, const Mat33V& b) { return Mat33V(M33MulV3(a, b.col0), M33MulV3(a, b.col1), M33MulV3(a, b.col2)); } PX_FORCE_INLINE Mat33V M33Add(const Mat33V& a, const Mat33V& b) { return Mat33V(V3Add(a.col0, b.col0), V3Add(a.col1, b.col1), V3Add(a.col2, b.col2)); } PX_FORCE_INLINE Mat33V M33Scale(const Mat33V& a, const FloatV& b) { return Mat33V(V3Scale(a.col0, b), V3Scale(a.col1, b), V3Scale(a.col2, b)); } PX_FORCE_INLINE Mat33V M33Sub(const Mat33V& a, const Mat33V& b) { return Mat33V(V3Sub(a.col0, b.col0), V3Sub(a.col1, b.col1), V3Sub(a.col2, b.col2)); } PX_FORCE_INLINE Mat33V M33Neg(const Mat33V& a) { return Mat33V(V3Neg(a.col0), V3Neg(a.col1), V3Neg(a.col2)); } PX_FORCE_INLINE Mat33V M33Abs(const Mat33V& a) { return Mat33V(V3Abs(a.col0), V3Abs(a.col1), V3Abs(a.col2)); } PX_FORCE_INLINE Mat33V M33Inverse(const Mat33V& a) { const BoolV tfft = BTFFT(); const BoolV tttf = BTTTF(); const FloatV zero = V3Zero(); const Vec3V cross01 = V3Cross(a.col0, a.col1); const Vec3V cross12 = V3Cross(a.col1, a.col2); const Vec3V cross20 = V3Cross(a.col2, a.col0); const FloatV dot = V3Dot(cross01, a.col2); const FloatV invDet = _mm_rcp_ps(dot); const Vec3V mergeh = _mm_unpacklo_ps(cross12, cross01); const Vec3V mergel = _mm_unpackhi_ps(cross12, cross01); Vec3V colInv0 = _mm_unpacklo_ps(mergeh, cross20); colInv0 = _mm_or_ps(_mm_andnot_ps(tttf, zero), _mm_and_ps(tttf, colInv0)); const Vec3V zppd = _mm_shuffle_ps(mergeh, cross20, _MM_SHUFFLE(3, 0, 0, 2)); const Vec3V pbwp = _mm_shuffle_ps(cross20, mergeh, _MM_SHUFFLE(3, 3, 1, 0)); const Vec3V colInv1 = _mm_or_ps(_mm_andnot_ps(BTFFT(), pbwp), _mm_and_ps(BTFFT(), zppd)); const Vec3V xppd = _mm_shuffle_ps(mergel, cross20, _MM_SHUFFLE(3, 0, 0, 0)); const Vec3V pcyp = _mm_shuffle_ps(cross20, mergel, _MM_SHUFFLE(3, 1, 2, 0)); const Vec3V colInv2 = _mm_or_ps(_mm_andnot_ps(tfft, pcyp), _mm_and_ps(tfft, xppd)); return Mat33V(_mm_mul_ps(colInv0, invDet), _mm_mul_ps(colInv1, invDet), _mm_mul_ps(colInv2, invDet)); } PX_FORCE_INLINE Mat33V M33Trnsps(const Mat33V& a) { Vec3V col0 = a.col0, col1 = a.col1, col2 = a.col2; V3Transpose(col0, col1, col2); return Mat33V(col0, col1, col2); } PX_FORCE_INLINE Mat33V M33Identity() { return Mat33V(V3UnitX(), V3UnitY(), V3UnitZ()); } PX_FORCE_INLINE Mat33V M33Diagonal(const Vec3VArg d) { const FloatV x = V3Mul(V3UnitX(), d); const FloatV y = V3Mul(V3UnitY(), d); const FloatV z = V3Mul(V3UnitZ(), d); return Mat33V(x, y, z); } ////////////////////////////////// // MAT34V ////////////////////////////////// PX_FORCE_INLINE Vec3V M34MulV3(const Mat34V& a, const Vec3V b) { const FloatV x = V3GetX(b); const FloatV y = V3GetY(b); const FloatV z = V3GetZ(b); const Vec3V v0 = V3Scale(a.col0, x); const Vec3V v1 = V3Scale(a.col1, y); const Vec3V v2 = V3Scale(a.col2, z); const Vec3V v0PlusV1 = V3Add(v0, v1); const Vec3V v0PlusV1Plusv2 = V3Add(v0PlusV1, v2); return V3Add(v0PlusV1Plusv2, a.col3); } PX_FORCE_INLINE Vec3V M34Mul33V3(const Mat34V& a, const Vec3V b) { const FloatV x = V3GetX(b); const FloatV y = V3GetY(b); const FloatV z = V3GetZ(b); const Vec3V v0 = V3Scale(a.col0, x); const Vec3V v1 = V3Scale(a.col1, y); const Vec3V v2 = V3Scale(a.col2, z); const Vec3V v0PlusV1 = V3Add(v0, v1); return V3Add(v0PlusV1, v2); } PX_FORCE_INLINE Vec3V M34TrnspsMul33V3(const Mat34V& a, const Vec3V b) { Vec3V v0 = V3Mul(a.col0, b); Vec3V v1 = V3Mul(a.col1, b); Vec3V v2 = V3Mul(a.col2, b); V3Transpose(v0, v1, v2); return V3Add(V3Add(v0, v1), v2); } PX_FORCE_INLINE Mat34V M34MulM34(const Mat34V& a, const Mat34V& b) { return Mat34V(M34Mul33V3(a, b.col0), M34Mul33V3(a, b.col1), M34Mul33V3(a, b.col2), M34MulV3(a, b.col3)); } PX_FORCE_INLINE Mat33V M34MulM33(const Mat34V& a, const Mat33V& b) { return Mat33V(M34Mul33V3(a, b.col0), M34Mul33V3(a, b.col1), M34Mul33V3(a, b.col2)); } PX_FORCE_INLINE Mat33V M34Mul33MM34(const Mat34V& a, const Mat34V& b) { return Mat33V(M34Mul33V3(a, b.col0), M34Mul33V3(a, b.col1), M34Mul33V3(a, b.col2)); } PX_FORCE_INLINE Mat34V M34Add(const Mat34V& a, const Mat34V& b) { return Mat34V(V3Add(a.col0, b.col0), V3Add(a.col1, b.col1), V3Add(a.col2, b.col2), V3Add(a.col3, b.col3)); } PX_FORCE_INLINE Mat34V M34Inverse(const Mat34V& a) { Mat34V aInv; const BoolV tfft = BTFFT(); const BoolV tttf = BTTTF(); const FloatV zero = V3Zero(); const Vec3V cross01 = V3Cross(a.col0, a.col1); const Vec3V cross12 = V3Cross(a.col1, a.col2); const Vec3V cross20 = V3Cross(a.col2, a.col0); const FloatV dot = V3Dot(cross01, a.col2); const FloatV invDet = _mm_rcp_ps(dot); const Vec3V mergeh = _mm_unpacklo_ps(cross12, cross01); const Vec3V mergel = _mm_unpackhi_ps(cross12, cross01); Vec3V colInv0 = _mm_unpacklo_ps(mergeh, cross20); colInv0 = _mm_or_ps(_mm_andnot_ps(tttf, zero), _mm_and_ps(tttf, colInv0)); const Vec3V zppd = _mm_shuffle_ps(mergeh, cross20, _MM_SHUFFLE(3, 0, 0, 2)); const Vec3V pbwp = _mm_shuffle_ps(cross20, mergeh, _MM_SHUFFLE(3, 3, 1, 0)); const Vec3V colInv1 = _mm_or_ps(_mm_andnot_ps(BTFFT(), pbwp), _mm_and_ps(BTFFT(), zppd)); const Vec3V xppd = _mm_shuffle_ps(mergel, cross20, _MM_SHUFFLE(3, 0, 0, 0)); const Vec3V pcyp = _mm_shuffle_ps(cross20, mergel, _MM_SHUFFLE(3, 1, 2, 0)); const Vec3V colInv2 = _mm_or_ps(_mm_andnot_ps(tfft, pcyp), _mm_and_ps(tfft, xppd)); aInv.col0 = _mm_mul_ps(colInv0, invDet); aInv.col1 = _mm_mul_ps(colInv1, invDet); aInv.col2 = _mm_mul_ps(colInv2, invDet); aInv.col3 = M34Mul33V3(aInv, V3Neg(a.col3)); return aInv; } PX_FORCE_INLINE Mat33V M34Trnsps33(const Mat34V& a) { Vec3V col0 = a.col0, col1 = a.col1, col2 = a.col2; V3Transpose(col0, col1, col2); return Mat33V(col0, col1, col2); } ////////////////////////////////// // MAT44V ////////////////////////////////// PX_FORCE_INLINE Vec4V M44MulV4(const Mat44V& a, const Vec4V b) { const FloatV x = V4GetX(b); const FloatV y = V4GetY(b); const FloatV z = V4GetZ(b); const FloatV w = V4GetW(b); const Vec4V v0 = V4Scale(a.col0, x); const Vec4V v1 = V4Scale(a.col1, y); const Vec4V v2 = V4Scale(a.col2, z); const Vec4V v3 = V4Scale(a.col3, w); const Vec4V v0PlusV1 = V4Add(v0, v1); const Vec4V v0PlusV1Plusv2 = V4Add(v0PlusV1, v2); return V4Add(v0PlusV1Plusv2, v3); } PX_FORCE_INLINE Vec4V M44TrnspsMulV4(const Mat44V& a, const Vec4V b) { Vec4V v0 = V4Mul(a.col0, b); Vec4V v1 = V4Mul(a.col1, b); Vec4V v2 = V4Mul(a.col2, b); Vec4V v3 = V4Mul(a.col3, b); V4Transpose(v0, v1, v2, v3); return V4Add(V4Add(v0, v1), V4Add(v2, v3)); } PX_FORCE_INLINE Mat44V M44MulM44(const Mat44V& a, const Mat44V& b) { return Mat44V(M44MulV4(a, b.col0), M44MulV4(a, b.col1), M44MulV4(a, b.col2), M44MulV4(a, b.col3)); } PX_FORCE_INLINE Mat44V M44Add(const Mat44V& a, const Mat44V& b) { return Mat44V(V4Add(a.col0, b.col0), V4Add(a.col1, b.col1), V4Add(a.col2, b.col2), V4Add(a.col3, b.col3)); } PX_FORCE_INLINE Mat44V M44Trnsps(const Mat44V& a) { Vec4V col0 = a.col0, col1 = a.col1, col2 = a.col2, col3 = a.col3; V4Transpose(col0, col1, col2, col3); return Mat44V(col0, col1, col2, col3); } PX_FORCE_INLINE Mat44V M44Inverse(const Mat44V& a) { __m128 minor0, minor1, minor2, minor3; __m128 row0, row1, row2, row3; __m128 det, tmp1; tmp1 = V4Zero(); row1 = V4Zero(); row3 = V4Zero(); row0 = a.col0; row1 = _mm_shuffle_ps(a.col1, a.col1, _MM_SHUFFLE(1, 0, 3, 2)); row2 = a.col2; row3 = _mm_shuffle_ps(a.col3, a.col3, _MM_SHUFFLE(1, 0, 3, 2)); tmp1 = _mm_mul_ps(row2, row3); tmp1 = _mm_shuffle_ps(tmp1, tmp1, 0xB1); minor0 = _mm_mul_ps(row1, tmp1); minor1 = _mm_mul_ps(row0, tmp1); tmp1 = _mm_shuffle_ps(tmp1, tmp1, 0x4E); minor0 = _mm_sub_ps(_mm_mul_ps(row1, tmp1), minor0); minor1 = _mm_sub_ps(_mm_mul_ps(row0, tmp1), minor1); minor1 = _mm_shuffle_ps(minor1, minor1, 0x4E); tmp1 = _mm_mul_ps(row1, row2); tmp1 = _mm_shuffle_ps(tmp1, tmp1, 0xB1); minor0 = _mm_add_ps(_mm_mul_ps(row3, tmp1), minor0); minor3 = _mm_mul_ps(row0, tmp1); tmp1 = _mm_shuffle_ps(tmp1, tmp1, 0x4E); minor0 = _mm_sub_ps(minor0, _mm_mul_ps(row3, tmp1)); minor3 = _mm_sub_ps(_mm_mul_ps(row0, tmp1), minor3); minor3 = _mm_shuffle_ps(minor3, minor3, 0x4E); tmp1 = _mm_mul_ps(_mm_shuffle_ps(row1, row1, 0x4E), row3); tmp1 = _mm_shuffle_ps(tmp1, tmp1, 0xB1); row2 = _mm_shuffle_ps(row2, row2, 0x4E); minor0 = _mm_add_ps(_mm_mul_ps(row2, tmp1), minor0); minor2 = _mm_mul_ps(row0, tmp1); tmp1 = _mm_shuffle_ps(tmp1, tmp1, 0x4E); minor0 = _mm_sub_ps(minor0, _mm_mul_ps(row2, tmp1)); minor2 = _mm_sub_ps(_mm_mul_ps(row0, tmp1), minor2); minor2 = _mm_shuffle_ps(minor2, minor2, 0x4E); tmp1 = _mm_mul_ps(row0, row1); tmp1 = _mm_shuffle_ps(tmp1, tmp1, 0xB1); minor2 = _mm_add_ps(_mm_mul_ps(row3, tmp1), minor2); minor3 = _mm_sub_ps(_mm_mul_ps(row2, tmp1), minor3); tmp1 = _mm_shuffle_ps(tmp1, tmp1, 0x4E); minor2 = _mm_sub_ps(_mm_mul_ps(row3, tmp1), minor2); minor3 = _mm_sub_ps(minor3, _mm_mul_ps(row2, tmp1)); tmp1 = _mm_mul_ps(row0, row3); tmp1 = _mm_shuffle_ps(tmp1, tmp1, 0xB1); minor1 = _mm_sub_ps(minor1, _mm_mul_ps(row2, tmp1)); minor2 = _mm_add_ps(_mm_mul_ps(row1, tmp1), minor2); tmp1 = _mm_shuffle_ps(tmp1, tmp1, 0x4E); minor1 = _mm_add_ps(_mm_mul_ps(row2, tmp1), minor1); minor2 = _mm_sub_ps(minor2, _mm_mul_ps(row1, tmp1)); tmp1 = _mm_mul_ps(row0, row2); tmp1 = _mm_shuffle_ps(tmp1, tmp1, 0xB1); minor1 = _mm_add_ps(_mm_mul_ps(row3, tmp1), minor1); minor3 = _mm_sub_ps(minor3, _mm_mul_ps(row1, tmp1)); tmp1 = _mm_shuffle_ps(tmp1, tmp1, 0x4E); minor1 = _mm_sub_ps(minor1, _mm_mul_ps(row3, tmp1)); minor3 = _mm_add_ps(_mm_mul_ps(row1, tmp1), minor3); det = _mm_mul_ps(row0, minor0); det = _mm_add_ps(_mm_shuffle_ps(det, det, 0x4E), det); det = _mm_add_ss(_mm_shuffle_ps(det, det, 0xB1), det); tmp1 = _mm_rcp_ss(det); #if 0 det = _mm_sub_ss(_mm_add_ss(tmp1, tmp1), _mm_mul_ss(det, _mm_mul_ss(tmp1, tmp1))); det = _mm_shuffle_ps(det, det, 0x00); #else det = _mm_shuffle_ps(tmp1, tmp1, _MM_SHUFFLE(0, 0, 0, 0)); #endif minor0 = _mm_mul_ps(det, minor0); minor1 = _mm_mul_ps(det, minor1); minor2 = _mm_mul_ps(det, minor2); minor3 = _mm_mul_ps(det, minor3); Mat44V invTrans(minor0, minor1, minor2, minor3); return M44Trnsps(invTrans); } PX_FORCE_INLINE Vec4V V4LoadXYZW(const PxF32& x, const PxF32& y, const PxF32& z, const PxF32& w) { return _mm_set_ps(w, z, y, x); } PX_FORCE_INLINE VecU32V V4U32Sel(const BoolV c, const VecU32V a, const VecU32V b) { return internalWindowsSimd::m128_I2F( _mm_or_si128(_mm_andnot_si128(internalWindowsSimd::m128_F2I(c), internalWindowsSimd::m128_F2I(b)), _mm_and_si128(internalWindowsSimd::m128_F2I(c), internalWindowsSimd::m128_F2I(a)))); } PX_FORCE_INLINE VecU32V V4U32or(VecU32V a, VecU32V b) { return internalWindowsSimd::m128_I2F(_mm_or_si128(internalWindowsSimd::m128_F2I(a), internalWindowsSimd::m128_F2I(b))); } PX_FORCE_INLINE VecU32V V4U32xor(VecU32V a, VecU32V b) { return internalWindowsSimd::m128_I2F( _mm_xor_si128(internalWindowsSimd::m128_F2I(a), internalWindowsSimd::m128_F2I(b))); } PX_FORCE_INLINE VecU32V V4U32and(VecU32V a, VecU32V b) { return internalWindowsSimd::m128_I2F( _mm_and_si128(internalWindowsSimd::m128_F2I(a), internalWindowsSimd::m128_F2I(b))); } PX_FORCE_INLINE VecU32V V4U32Andc(VecU32V a, VecU32V b) { return internalWindowsSimd::m128_I2F( _mm_andnot_si128(internalWindowsSimd::m128_F2I(b), internalWindowsSimd::m128_F2I(a))); } PX_FORCE_INLINE VecI32V U4Load(const PxU32 i) { return _mm_load1_ps((PxF32*)&i); } PX_FORCE_INLINE VecU32V U4LoadU(const PxU32* i) { return _mm_loadu_ps((PxF32*)i); } PX_FORCE_INLINE VecU32V U4LoadA(const PxU32* i) { ASSERT_ISALIGNED16(i); return _mm_load_ps((PxF32*)i); } PX_FORCE_INLINE VecI32V I4LoadXYZW(const PxI32& x, const PxI32& y, const PxI32& z, const PxI32& w) { return internalWindowsSimd::m128_I2F(_mm_set_epi32(w, z, y, x)); } PX_FORCE_INLINE VecI32V I4Load(const PxI32 i) { return _mm_load1_ps((PxF32*)&i); } PX_FORCE_INLINE VecI32V I4LoadU(const PxI32* i) { return _mm_loadu_ps((PxF32*)i); } PX_FORCE_INLINE VecI32V I4LoadA(const PxI32* i) { ASSERT_ISALIGNED16(i); return _mm_load_ps((PxF32*)i); } PX_FORCE_INLINE VecI32V VecI32V_Add(const VecI32VArg a, const VecI32VArg b) { return internalWindowsSimd::m128_I2F( _mm_add_epi32(internalWindowsSimd::m128_F2I(a), internalWindowsSimd::m128_F2I(b))); } PX_FORCE_INLINE VecI32V VecI32V_Sub(const VecI32VArg a, const VecI32VArg b) { return internalWindowsSimd::m128_I2F( _mm_sub_epi32(internalWindowsSimd::m128_F2I(a), internalWindowsSimd::m128_F2I(b))); } PX_FORCE_INLINE BoolV VecI32V_IsGrtr(const VecI32VArg a, const VecI32VArg b) { return internalWindowsSimd::m128_I2F( _mm_cmpgt_epi32(internalWindowsSimd::m128_F2I(a), internalWindowsSimd::m128_F2I(b))); } PX_FORCE_INLINE BoolV VecI32V_IsEq(const VecI32VArg a, const VecI32VArg b) { return internalWindowsSimd::m128_I2F( _mm_cmpeq_epi32(internalWindowsSimd::m128_F2I(a), internalWindowsSimd::m128_F2I(b))); } PX_FORCE_INLINE VecI32V V4I32Sel(const BoolV c, const VecI32V a, const VecI32V b) { return V4U32Sel(c, a, b); } PX_FORCE_INLINE VecI32V VecI32V_Zero() { return V4Zero(); } PX_FORCE_INLINE VecI32V VecI32V_One() { return I4Load(1); } PX_FORCE_INLINE VecI32V VecI32V_Two() { return I4Load(2); } PX_FORCE_INLINE VecI32V VecI32V_MinusOne() { return I4Load(-1); } PX_FORCE_INLINE VecU32V U4Zero() { return U4Load(0); } PX_FORCE_INLINE VecU32V U4One() { return U4Load(1); } PX_FORCE_INLINE VecU32V U4Two() { return U4Load(2); } PX_FORCE_INLINE VecI32V VecI32V_Sel(const BoolV c, const VecI32VArg a, const VecI32VArg b) { PX_ASSERT(vecMathTests::allElementsEqualBoolV(c, BTTTT()) || vecMathTests::allElementsEqualBoolV(c, BFFFF())); return _mm_or_ps(_mm_andnot_ps(c, b), _mm_and_ps(c, a)); } PX_FORCE_INLINE VecShiftV VecI32V_PrepareShift(const VecI32VArg shift) { VecShiftV preparedShift; preparedShift.shift = _mm_or_ps(_mm_andnot_ps(BTFFF(), VecI32V_Zero()), _mm_and_ps(BTFFF(), shift)); return preparedShift; } PX_FORCE_INLINE VecI32V VecI32V_LeftShift(const VecI32VArg a, const VecShiftVArg count) { return internalWindowsSimd::m128_I2F( _mm_sll_epi32(internalWindowsSimd::m128_F2I(a), internalWindowsSimd::m128_F2I(count.shift))); } PX_FORCE_INLINE VecI32V VecI32V_RightShift(const VecI32VArg a, const VecShiftVArg count) { return internalWindowsSimd::m128_I2F( _mm_srl_epi32(internalWindowsSimd::m128_F2I(a), internalWindowsSimd::m128_F2I(count.shift))); } PX_FORCE_INLINE VecI32V VecI32V_LeftShift(const VecI32VArg a, const PxU32 count) { return internalWindowsSimd::m128_I2F( _mm_slli_epi32(internalWindowsSimd::m128_F2I(a), count)); } PX_FORCE_INLINE VecI32V VecI32V_RightShift(const VecI32VArg a, const PxU32 count) { return internalWindowsSimd::m128_I2F( _mm_srai_epi32(internalWindowsSimd::m128_F2I(a), count)); } PX_FORCE_INLINE VecI32V VecI32V_And(const VecI32VArg a, const VecI32VArg b) { return internalWindowsSimd::m128_I2F( _mm_and_si128(internalWindowsSimd::m128_F2I(a), internalWindowsSimd::m128_F2I(b))); } PX_FORCE_INLINE VecI32V VecI32V_Or(const VecI32VArg a, const VecI32VArg b) { return internalWindowsSimd::m128_I2F( _mm_or_si128(internalWindowsSimd::m128_F2I(a), internalWindowsSimd::m128_F2I(b))); } PX_FORCE_INLINE VecI32V VecI32V_GetX(const VecI32VArg a) { return _mm_shuffle_ps(a, a, _MM_SHUFFLE(0, 0, 0, 0)); } PX_FORCE_INLINE VecI32V VecI32V_GetY(const VecI32VArg a) { return _mm_shuffle_ps(a, a, _MM_SHUFFLE(1, 1, 1, 1)); } PX_FORCE_INLINE VecI32V VecI32V_GetZ(const VecI32VArg a) { return _mm_shuffle_ps(a, a, _MM_SHUFFLE(2, 2, 2, 2)); } PX_FORCE_INLINE VecI32V VecI32V_GetW(const VecI32VArg a) { return _mm_shuffle_ps(a, a, _MM_SHUFFLE(3, 3, 3, 3)); } PX_FORCE_INLINE void PxI32_From_VecI32V(const VecI32VArg a, PxI32* i) { _mm_store_ss((PxF32*)i, a); } PX_FORCE_INLINE VecI32V VecI32V_From_BoolV(const BoolVArg a) { return a; } PX_FORCE_INLINE VecU32V VecU32V_From_BoolV(const BoolVArg a) { return a; } PX_FORCE_INLINE VecI32V VecI32V_Merge(const VecI32VArg a, const VecI32VArg b, const VecI32VArg c, const VecI32VArg d) { const __m128 xw = _mm_move_ss(b, a); // y, y, y, x const __m128 yz = _mm_move_ss(c, d); // z, z, z, w return _mm_shuffle_ps(xw, yz, _MM_SHUFFLE(0, 2, 1, 0)); } PX_FORCE_INLINE void V4U32StoreAligned(VecU32V val, VecU32V* address) { *address = val; } PX_FORCE_INLINE Vec4V V4Andc(const Vec4V a, const VecU32V b) { VecU32V result32(a); result32 = V4U32Andc(result32, b); return Vec4V(result32); } PX_FORCE_INLINE VecU32V V4IsGrtrV32u(const Vec4V a, const Vec4V b) { return V4IsGrtr(a, b); } PX_FORCE_INLINE VecU16V V4U16LoadAligned(VecU16V* addr) { return *addr; } PX_FORCE_INLINE VecU16V V4U16LoadUnaligned(VecU16V* addr) { return *addr; } // unsigned compares are not supported on x86 PX_FORCE_INLINE VecU16V V4U16CompareGt(VecU16V a, VecU16V b) { // _mm_cmpgt_epi16 doesn't work for unsigned values unfortunately // return m128_I2F(_mm_cmpgt_epi16(internalWindowsSimd::m128_F2I(a), internalWindowsSimd::m128_F2I(b))); VecU16V result; result.m128_u16[0] = PxU16((a).m128_u16[0] > (b).m128_u16[0]); result.m128_u16[1] = PxU16((a).m128_u16[1] > (b).m128_u16[1]); result.m128_u16[2] = PxU16((a).m128_u16[2] > (b).m128_u16[2]); result.m128_u16[3] = PxU16((a).m128_u16[3] > (b).m128_u16[3]); result.m128_u16[4] = PxU16((a).m128_u16[4] > (b).m128_u16[4]); result.m128_u16[5] = PxU16((a).m128_u16[5] > (b).m128_u16[5]); result.m128_u16[6] = PxU16((a).m128_u16[6] > (b).m128_u16[6]); result.m128_u16[7] = PxU16((a).m128_u16[7] > (b).m128_u16[7]); return result; } PX_FORCE_INLINE VecU16V V4I16CompareGt(VecU16V a, VecU16V b) { return internalWindowsSimd::m128_I2F( _mm_cmpgt_epi16(internalWindowsSimd::m128_F2I(a), internalWindowsSimd::m128_F2I(b))); } PX_FORCE_INLINE Vec4V Vec4V_From_VecU32V(VecU32V a) { Vec4V result = V4LoadXYZW(PxF32(a.m128_u32[0]), PxF32(a.m128_u32[1]), PxF32(a.m128_u32[2]), PxF32(a.m128_u32[3])); return result; } PX_FORCE_INLINE Vec4V Vec4V_From_VecI32V(VecI32V a) { return _mm_cvtepi32_ps(internalWindowsSimd::m128_F2I(a)); } PX_FORCE_INLINE VecI32V VecI32V_From_Vec4V(Vec4V a) { return internalWindowsSimd::m128_I2F(_mm_cvttps_epi32(a)); } PX_FORCE_INLINE Vec4V Vec4V_ReinterpretFrom_VecU32V(VecU32V a) { return Vec4V(a); } PX_FORCE_INLINE Vec4V Vec4V_ReinterpretFrom_VecI32V(VecI32V a) { return Vec4V(a); } PX_FORCE_INLINE VecU32V VecU32V_ReinterpretFrom_Vec4V(Vec4V a) { return VecU32V(a); } PX_FORCE_INLINE VecI32V VecI32V_ReinterpretFrom_Vec4V(Vec4V a) { return VecI32V(a); } template PX_FORCE_INLINE VecU32V V4U32SplatElement(VecU32V a) { return internalWindowsSimd::m128_I2F( _mm_shuffle_epi32(internalWindowsSimd::m128_F2I(a), _MM_SHUFFLE(index, index, index, index))); } template PX_FORCE_INLINE Vec4V V4SplatElement(Vec4V a) { return internalWindowsSimd::m128_I2F( _mm_shuffle_epi32(internalWindowsSimd::m128_F2I(a), _MM_SHUFFLE(index, index, index, index))); } PX_FORCE_INLINE VecU32V U4LoadXYZW(PxU32 x, PxU32 y, PxU32 z, PxU32 w) { VecU32V result; result.m128_u32[0] = x; result.m128_u32[1] = y; result.m128_u32[2] = z; result.m128_u32[3] = w; return result; } PX_FORCE_INLINE Vec4V V4ConvertFromI32V(const VecI32V in) { return _mm_cvtepi32_ps(internalWindowsSimd::m128_F2I(in)); } } // namespace aos } // namespace physx #endif