3175 lines
91 KiB
C++
3175 lines
91 KiB
C++
// Redistribution and use in source and binary forms, with or without
|
|
// modification, are permitted provided that the following conditions
|
|
// are met:
|
|
// * Redistributions of source code must retain the above copyright
|
|
// notice, this list of conditions and the following disclaimer.
|
|
// * Redistributions in binary form must reproduce the above copyright
|
|
// notice, this list of conditions and the following disclaimer in the
|
|
// documentation and/or other materials provided with the distribution.
|
|
// * Neither the name of NVIDIA CORPORATION nor the names of its
|
|
// contributors may be used to endorse or promote products derived
|
|
// from this software without specific prior written permission.
|
|
//
|
|
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
|
|
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
|
|
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
|
|
// PURPOSE ARE DISCLAIMED. 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<const Vec4V&>(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 <PxU8 x, PxU8 y, PxU8 z, PxU8 w>
|
|
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 <int index>
|
|
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 <int index>
|
|
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 <int index>
|
|
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
|
|
|