diff options
| author | Marijn Tamis <[email protected]> | 2019-04-01 14:21:09 +0200 |
|---|---|---|
| committer | Marijn Tamis <[email protected]> | 2019-04-01 14:21:09 +0200 |
| commit | d243404d4ba88bcf53f7310cc8980b4efe38c19f (patch) | |
| tree | dcc8ce2904e9f813e03f71f825c4d3c9ec565d91 /PxShared/src/foundation/include/windows | |
| parent | Add new SetSpheres and SetPlanes api's to bring them in line with setTriangles. (diff) | |
| download | nvcloth-1.1.6.tar.xz nvcloth-1.1.6.zip | |
1.1.6 Release.1.1.6
Diffstat (limited to 'PxShared/src/foundation/include/windows')
7 files changed, 0 insertions, 3743 deletions
diff --git a/PxShared/src/foundation/include/windows/PsWindowsAoS.h b/PxShared/src/foundation/include/windows/PsWindowsAoS.h deleted file mode 100644 index aab0712..0000000 --- a/PxShared/src/foundation/include/windows/PsWindowsAoS.h +++ /dev/null @@ -1,131 +0,0 @@ -// This code contains NVIDIA Confidential Information and is disclosed to you -// under a form of NVIDIA software license agreement provided separately to you. -// -// Notice -// NVIDIA Corporation and its licensors retain all intellectual property and -// proprietary rights in and to this software and related documentation and -// any modifications thereto. Any use, reproduction, disclosure, or -// distribution of this software and related documentation without an express -// license agreement from NVIDIA Corporation is strictly prohibited. -// -// ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES -// NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO -// THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT, -// MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE. -// -// Information and code furnished is believed to be accurate and reliable. -// However, NVIDIA Corporation assumes no responsibility for the consequences of use of such -// information or for any infringement of patents or other rights of third parties that may -// result from its use. No license is granted by implication or otherwise under any patent -// or patent rights of NVIDIA Corporation. Details are subject to change without notice. -// This code supersedes and replaces all information previously supplied. -// NVIDIA Corporation products are not authorized for use as critical -// components in life support devices or systems without express written approval of -// NVIDIA Corporation. -// -// Copyright (c) 2008-2017 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 PSFOUNDATION_PSWINDOWSAOS_H -#define PSFOUNDATION_PSWINDOWSAOS_H - -// no includes here! this file should be included from PxcVecMath.h only!!! - -#if !COMPILE_VECTOR_INTRINSICS -#error Vector intrinsics should not be included when using scalar implementation. -#endif - -typedef __m128 FloatV; -typedef __m128 Vec3V; -typedef __m128 Vec4V; -typedef __m128 BoolV; -typedef __m128 VecU32V; -typedef __m128 VecI32V; -typedef __m128 VecU16V; -typedef __m128 VecI16V; -typedef __m128 QuatV; - -#define FloatVArg FloatV & -#define Vec3VArg Vec3V & -#define Vec4VArg Vec4V & -#define BoolVArg BoolV & -#define VecU32VArg VecU32V & -#define VecI32VArg VecI32V & -#define VecU16VArg VecU16V & -#define VecI16VArg VecI16V & -#define QuatVArg QuatV & - -// Optimization for situations in which you cross product multiple vectors with the same vector. -// Avoids 2X shuffles per product -struct VecCrossV -{ - Vec3V mL1; - Vec3V mR1; -}; - -struct VecShiftV -{ - VecI32V shift; -}; -#define VecShiftVArg VecShiftV & - -PX_ALIGN_PREFIX(16) -struct Mat33V -{ - Mat33V() - { - } - Mat33V(const Vec3V& c0, const Vec3V& c1, const Vec3V& c2) : col0(c0), col1(c1), col2(c2) - { - } - Vec3V PX_ALIGN(16, col0); - Vec3V PX_ALIGN(16, col1); - Vec3V PX_ALIGN(16, col2); -} PX_ALIGN_SUFFIX(16); - -PX_ALIGN_PREFIX(16) -struct Mat34V -{ - Mat34V() - { - } - Mat34V(const Vec3V& c0, const Vec3V& c1, const Vec3V& c2, const Vec3V& c3) : col0(c0), col1(c1), col2(c2), col3(c3) - { - } - Vec3V PX_ALIGN(16, col0); - Vec3V PX_ALIGN(16, col1); - Vec3V PX_ALIGN(16, col2); - Vec3V PX_ALIGN(16, col3); -} PX_ALIGN_SUFFIX(16); - -PX_ALIGN_PREFIX(16) -struct Mat43V -{ - Mat43V() - { - } - Mat43V(const Vec4V& c0, const Vec4V& c1, const Vec4V& c2) : col0(c0), col1(c1), col2(c2) - { - } - Vec4V PX_ALIGN(16, col0); - Vec4V PX_ALIGN(16, col1); - Vec4V PX_ALIGN(16, col2); -} PX_ALIGN_SUFFIX(16); - -PX_ALIGN_PREFIX(16) -struct Mat44V -{ - Mat44V() - { - } - Mat44V(const Vec4V& c0, const Vec4V& c1, const Vec4V& c2, const Vec4V& c3) : col0(c0), col1(c1), col2(c2), col3(c3) - { - } - Vec4V PX_ALIGN(16, col0); - Vec4V PX_ALIGN(16, col1); - Vec4V PX_ALIGN(16, col2); - Vec4V PX_ALIGN(16, col3); -} PX_ALIGN_SUFFIX(16); - -#endif // PSFOUNDATION_PSWINDOWSAOS_H diff --git a/PxShared/src/foundation/include/windows/PsWindowsFPU.h b/PxShared/src/foundation/include/windows/PsWindowsFPU.h deleted file mode 100644 index d85e531..0000000 --- a/PxShared/src/foundation/include/windows/PsWindowsFPU.h +++ /dev/null @@ -1,51 +0,0 @@ -// This code contains NVIDIA Confidential Information and is disclosed to you -// under a form of NVIDIA software license agreement provided separately to you. -// -// Notice -// NVIDIA Corporation and its licensors retain all intellectual property and -// proprietary rights in and to this software and related documentation and -// any modifications thereto. Any use, reproduction, disclosure, or -// distribution of this software and related documentation without an express -// license agreement from NVIDIA Corporation is strictly prohibited. -// -// ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES -// NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO -// THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT, -// MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE. -// -// Information and code furnished is believed to be accurate and reliable. -// However, NVIDIA Corporation assumes no responsibility for the consequences of use of such -// information or for any infringement of patents or other rights of third parties that may -// result from its use. No license is granted by implication or otherwise under any patent -// or patent rights of NVIDIA Corporation. Details are subject to change without notice. -// This code supersedes and replaces all information previously supplied. -// NVIDIA Corporation products are not authorized for use as critical -// components in life support devices or systems without express written approval of -// NVIDIA Corporation. -// -// Copyright (c) 2008-2017 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 PSFOUNDATION_PSWINDOWSFPU_H -#define PSFOUNDATION_PSWINDOWSFPU_H - -PX_INLINE physx::shdfnd::SIMDGuard::SIMDGuard() -{ -#if !PX_ARM - mControlWord = _mm_getcsr(); - // set default (disable exceptions: _MM_MASK_MASK) and FTZ (_MM_FLUSH_ZERO_ON), DAZ (_MM_DENORMALS_ZERO_ON: (1<<6)) - _mm_setcsr(_MM_MASK_MASK | _MM_FLUSH_ZERO_ON | (1 << 6)); -#endif -} - -PX_INLINE physx::shdfnd::SIMDGuard::~SIMDGuard() -{ -#if !PX_ARM - // restore control word and clear any exception flags - // (setting exception state flags cause exceptions on the first following fp operation) - _mm_setcsr(mControlWord & ~_MM_EXCEPT_MASK); -#endif -} - -#endif // #ifndef PSFOUNDATION_PSWINDOWSFPU_H diff --git a/PxShared/src/foundation/include/windows/PsWindowsInclude.h b/PxShared/src/foundation/include/windows/PsWindowsInclude.h deleted file mode 100644 index 75962e1..0000000 --- a/PxShared/src/foundation/include/windows/PsWindowsInclude.h +++ /dev/null @@ -1,96 +0,0 @@ -// This code contains NVIDIA Confidential Information and is disclosed to you -// under a form of NVIDIA software license agreement provided separately to you. -// -// Notice -// NVIDIA Corporation and its licensors retain all intellectual property and -// proprietary rights in and to this software and related documentation and -// any modifications thereto. Any use, reproduction, disclosure, or -// distribution of this software and related documentation without an express -// license agreement from NVIDIA Corporation is strictly prohibited. -// -// ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES -// NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO -// THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT, -// MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE. -// -// Information and code furnished is believed to be accurate and reliable. -// However, NVIDIA Corporation assumes no responsibility for the consequences of use of such -// information or for any infringement of patents or other rights of third parties that may -// result from its use. No license is granted by implication or otherwise under any patent -// or patent rights of NVIDIA Corporation. Details are subject to change without notice. -// This code supersedes and replaces all information previously supplied. -// NVIDIA Corporation products are not authorized for use as critical -// components in life support devices or systems without express written approval of -// NVIDIA Corporation. -// -// Copyright (c) 2008-2017 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 PSFOUNDATION_PSWINDOWSINCLUDE_H -#define PSFOUNDATION_PSWINDOWSINCLUDE_H - -#include "Ps.h" - -#ifndef _WIN32 -#error "This file should only be included by Windows builds!!" -#endif - -#ifdef _WINDOWS_ // windows already included -#error "Only include windows.h through this file!!" -#endif - -// We only support >= Windows XP, and we need this for critical section and -#define _WIN32_WINNT 0x0501 - -// turn off as much as we can for windows. All we really need is the thread functions(critical sections/Interlocked* -// etc) -#define NOGDICAPMASKS -#define NOVIRTUALKEYCODES -#define NOWINMESSAGES -#define NOWINSTYLES -#define NOSYSMETRICS -#define NOMENUS -#define NOICONS -#define NOKEYSTATES -#define NOSYSCOMMANDS -#define NORASTEROPS -#define NOSHOWWINDOW -#define NOATOM -#define NOCLIPBOARD -#define NOCOLOR -#define NOCTLMGR -#define NODRAWTEXT -#define NOGDI -#define NOMB -#define NOMEMMGR -#define NOMETAFILE -#define NOMINMAX -#define NOOPENFILE -#define NOSCROLL -#define NOSERVICE -#define NOSOUND -#define NOTEXTMETRIC -#define NOWH -#define NOWINOFFSETS -#define NOCOMM -#define NOKANJI -#define NOHELP -#define NOPROFILER -#define NODEFERWINDOWPOS -#define NOMCX -#define WIN32_LEAN_AND_MEAN -#define NOUSER -#define NONLS -#define NOMSG - -#pragma warning(push) -#pragma warning(disable : 4668) //'symbol' is not defined as a preprocessor macro, replacing with '0' for 'directives' -#include <windows.h> -#pragma warning(pop) - -#if PX_SSE2 -#include <xmmintrin.h> -#endif - -#endif // #ifndef PSFOUNDATION_PSWINDOWSINCLUDE_H diff --git a/PxShared/src/foundation/include/windows/PsWindowsInlineAoS.h b/PxShared/src/foundation/include/windows/PsWindowsInlineAoS.h deleted file mode 100644 index 5fd1b8d..0000000 --- a/PxShared/src/foundation/include/windows/PsWindowsInlineAoS.h +++ /dev/null @@ -1,3116 +0,0 @@ -// This code contains NVIDIA Confidential Information and is disclosed to you -// under a form of NVIDIA software license agreement provided separately to you. -// -// Notice -// NVIDIA Corporation and its licensors retain all intellectual property and -// proprietary rights in and to this software and related documentation and -// any modifications thereto. Any use, reproduction, disclosure, or -// distribution of this software and related documentation without an express -// license agreement from NVIDIA Corporation is strictly prohibited. -// -// ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES -// NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO -// THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT, -// MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE. -// -// Information and code furnished is believed to be accurate and reliable. -// However, NVIDIA Corporation assumes no responsibility for the consequences of use of such -// information or for any infringement of patents or other rights of third parties that may -// result from its use. No license is granted by implication or otherwise under any patent -// or patent rights of NVIDIA Corporation. Details are subject to change without notice. -// This code supersedes and replaces all information previously supplied. -// NVIDIA Corporation products are not authorized for use as critical -// components in life support devices or systems without express written approval of -// NVIDIA Corporation. -// -// Copyright (c) 2008-2017 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 PSFOUNDATION_PSWINDOWSINLINEAOS_H -#define PSFOUNDATION_PSWINDOWSINLINEAOS_H - -#if !COMPILE_VECTOR_INTRINSICS -#error Vector intrinsics should not be included when using scalar implementation. -#endif - -#include "../PsVecMathSSE.h" - -////////////////////////////////////////////////////////////////////// -//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); - - 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); - 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)); -} - -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)); -} - -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) -{ - 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)); -} - -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 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_And(const VecI32VArg a, const VecI32VArg b) -{ - return _mm_and_ps(a, b); -} - -PX_FORCE_INLINE VecI32V VecI32V_Or(const VecI32VArg a, const VecI32VArg b) -{ - return _mm_or_ps(a, 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)); -} - -#endif // PSFOUNDATION_PSWINDOWSINLINEAOS_H diff --git a/PxShared/src/foundation/include/windows/PsWindowsIntrinsics.h b/PxShared/src/foundation/include/windows/PsWindowsIntrinsics.h deleted file mode 100644 index ca1e9c5..0000000 --- a/PxShared/src/foundation/include/windows/PsWindowsIntrinsics.h +++ /dev/null @@ -1,190 +0,0 @@ -// This code contains NVIDIA Confidential Information and is disclosed to you -// under a form of NVIDIA software license agreement provided separately to you. -// -// Notice -// NVIDIA Corporation and its licensors retain all intellectual property and -// proprietary rights in and to this software and related documentation and -// any modifications thereto. Any use, reproduction, disclosure, or -// distribution of this software and related documentation without an express -// license agreement from NVIDIA Corporation is strictly prohibited. -// -// ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES -// NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO -// THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT, -// MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE. -// -// Information and code furnished is believed to be accurate and reliable. -// However, NVIDIA Corporation assumes no responsibility for the consequences of use of such -// information or for any infringement of patents or other rights of third parties that may -// result from its use. No license is granted by implication or otherwise under any patent -// or patent rights of NVIDIA Corporation. Details are subject to change without notice. -// This code supersedes and replaces all information previously supplied. -// NVIDIA Corporation products are not authorized for use as critical -// components in life support devices or systems without express written approval of -// NVIDIA Corporation. -// -// Copyright (c) 2008-2017 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 PSFOUNDATION_PSWINDOWSINTRINSICS_H -#define PSFOUNDATION_PSWINDOWSINTRINSICS_H - -#include "Ps.h" -#include "foundation/PxAssert.h" - -// this file is for internal intrinsics - that is, intrinsics that are used in -// cross platform code but do not appear in the API - -#if !PX_WINDOWS_FAMILY -#error "This file should only be included by Windows builds!!" -#endif - -#pragma warning(push) -//'symbol' is not defined as a preprocessor macro, replacing with '0' for 'directives' -#pragma warning(disable : 4668) -#if PX_VC == 10 -#pragma warning(disable : 4987) // nonstandard extension used: 'throw (...)' -#endif -#include <intrin.h> -#pragma warning(pop) - -#pragma warning(push) -#pragma warning(disable : 4985) // 'symbol name': attributes not present on previous declaration -#include <math.h> -#pragma warning(pop) - -#include <float.h> -#include <mmintrin.h> - -#pragma intrinsic(_BitScanForward) -#pragma intrinsic(_BitScanReverse) - -namespace physx -{ -namespace shdfnd -{ - -/* -* Implements a memory barrier -*/ -PX_FORCE_INLINE void memoryBarrier() -{ - _ReadWriteBarrier(); - /* long Barrier; - __asm { - xchg Barrier, eax - }*/ -} - -/*! -Returns the index of the highest set bit. Not valid for zero arg. -*/ -PX_FORCE_INLINE uint32_t highestSetBitUnsafe(uint32_t v) -{ - unsigned long retval; - _BitScanReverse(&retval, v); - return retval; -} - -/*! -Returns the index of the highest set bit. Undefined for zero arg. -*/ -PX_FORCE_INLINE uint32_t lowestSetBitUnsafe(uint32_t v) -{ - unsigned long retval; - _BitScanForward(&retval, v); - return retval; -} - -/*! -Returns the number of leading zeros in v. Returns 32 for v=0. -*/ -PX_FORCE_INLINE uint32_t countLeadingZeros(uint32_t v) -{ - if(v) - { - unsigned long bsr = (unsigned long)-1; - _BitScanReverse(&bsr, v); - return 31 - bsr; - } - else - return 32; -} - -/*! -Prefetch aligned cache size around \c ptr+offset. -*/ -#if !PX_ARM -PX_FORCE_INLINE void prefetchLine(const void* ptr, uint32_t offset = 0) -{ - // cache line on X86/X64 is 64-bytes so a 128-byte prefetch would require 2 prefetches. - // However, we can only dispatch a limited number of prefetch instructions so we opt to prefetch just 1 cache line - /*_mm_prefetch(((const char*)ptr + offset), _MM_HINT_T0);*/ - // We get slightly better performance prefetching to non-temporal addresses instead of all cache levels - _mm_prefetch(((const char*)ptr + offset), _MM_HINT_NTA); -} -#else -PX_FORCE_INLINE void prefetchLine(const void* ptr, uint32_t offset = 0) -{ - // arm does have 32b cache line size - __prefetch(((const char*)ptr + offset)); -} -#endif - -/*! -Prefetch \c count bytes starting at \c ptr. -*/ -#if !PX_ARM -PX_FORCE_INLINE void prefetch(const void* ptr, uint32_t count = 1) -{ - const char* cp = (char*)ptr; - uint64_t p = size_t(ptr); - uint64_t startLine = p >> 6, endLine = (p + count - 1) >> 6; - uint64_t lines = endLine - startLine + 1; - do - { - prefetchLine(cp); - cp += 64; - } while(--lines); -} -#else -PX_FORCE_INLINE void prefetch(const void* ptr, uint32_t count = 1) -{ - const char* cp = (char*)ptr; - uint32_t p = size_t(ptr); - uint32_t startLine = p >> 5, endLine = (p + count - 1) >> 5; - uint32_t lines = endLine - startLine + 1; - do - { - prefetchLine(cp); - cp += 32; - } while(--lines); -} -#endif - -//! \brief platform-specific reciprocal -PX_CUDA_CALLABLE PX_FORCE_INLINE float recipFast(float a) -{ - return 1.0f / a; -} - -//! \brief platform-specific fast reciprocal square root -PX_CUDA_CALLABLE PX_FORCE_INLINE float recipSqrtFast(float a) -{ - return 1.0f / ::sqrtf(a); -} - -//! \brief platform-specific floor -PX_CUDA_CALLABLE PX_FORCE_INLINE float floatFloor(float x) -{ - return ::floorf(x); -} - -#define NS_EXPECT_TRUE(x) x -#define NS_EXPECT_FALSE(x) x - -} // namespace shdfnd -} // namespace physx - -#endif // #ifndef PSFOUNDATION_PSWINDOWSINTRINSICS_H diff --git a/PxShared/src/foundation/include/windows/PsWindowsLoadLibrary.h b/PxShared/src/foundation/include/windows/PsWindowsLoadLibrary.h deleted file mode 100644 index adfd8e4..0000000 --- a/PxShared/src/foundation/include/windows/PsWindowsLoadLibrary.h +++ /dev/null @@ -1,72 +0,0 @@ -// This code contains NVIDIA Confidential Information and is disclosed to you -// under a form of NVIDIA software license agreement provided separately to you. -// -// Notice -// NVIDIA Corporation and its licensors retain all intellectual property and -// proprietary rights in and to this software and related documentation and -// any modifications thereto. Any use, reproduction, disclosure, or -// distribution of this software and related documentation without an express -// license agreement from NVIDIA Corporation is strictly prohibited. -// -// ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES -// NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO -// THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT, -// MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE. -// -// Information and code furnished is believed to be accurate and reliable. -// However, NVIDIA Corporation assumes no responsibility for the consequences of use of such -// information or for any infringement of patents or other rights of third parties that may -// result from its use. No license is granted by implication or otherwise under any patent -// or patent rights of NVIDIA Corporation. Details are subject to change without notice. -// This code supersedes and replaces all information previously supplied. -// NVIDIA Corporation products are not authorized for use as critical -// components in life support devices or systems without express written approval of -// NVIDIA Corporation. -// -// Copyright (c) 2008-2017 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 PS_WINDOWS_FOUNDATION_LOADLIBRARY_H -#define PS_WINDOWS_FOUNDATION_LOADLIBRARY_H - -#include "foundation/PxPreprocessor.h" -#include "windows/PsWindowsInclude.h" -#include "foundation/windows/PxWindowsFoundationDelayLoadHook.h" - -namespace physx -{ -namespace shdfnd -{ - EXTERN_C IMAGE_DOS_HEADER __ImageBase; - - PX_INLINE FARPROC WINAPI foundationDliNotePreLoadLibrary(const char* libraryName, const physx::PxFoundationDelayLoadHook* delayLoadHook) - { - if(!delayLoadHook) - { - return (FARPROC)::LoadLibraryA(libraryName); - } - else - { - if(strstr(libraryName, "PxFoundation")) - { - if(strstr(libraryName, "DEBUG")) - return (FARPROC)::LoadLibraryA(delayLoadHook->getPxFoundationDEBUGDllName()); - - if(strstr(libraryName, "CHECKED")) - return (FARPROC)::LoadLibraryA(delayLoadHook->getPxFoundationCHECKEDDllName()); - - if(strstr(libraryName, "PROFILE")) - return (FARPROC)::LoadLibraryA(delayLoadHook->getPxFoundationPROFILEDllName()); - - return (FARPROC)::LoadLibraryA(delayLoadHook->getPxFoundationDllName()); - } - } - return NULL; - } -} // namespace shdfnd -} // namespace physx - - -#endif // PS_WINDOWS_FOUNDATION_LOADLIBRARY_H diff --git a/PxShared/src/foundation/include/windows/PsWindowsTrigConstants.h b/PxShared/src/foundation/include/windows/PsWindowsTrigConstants.h deleted file mode 100644 index dda3e3b..0000000 --- a/PxShared/src/foundation/include/windows/PsWindowsTrigConstants.h +++ /dev/null @@ -1,87 +0,0 @@ -// This code contains NVIDIA Confidential Information and is disclosed to you -// under a form of NVIDIA software license agreement provided separately to you. -// -// Notice -// NVIDIA Corporation and its licensors retain all intellectual property and -// proprietary rights in and to this software and related documentation and -// any modifications thereto. Any use, reproduction, disclosure, or -// distribution of this software and related documentation without an express -// license agreement from NVIDIA Corporation is strictly prohibited. -// -// ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES -// NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO -// THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT, -// MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE. -// -// Information and code furnished is believed to be accurate and reliable. -// However, NVIDIA Corporation assumes no responsibility for the consequences of use of such -// information or for any infringement of patents or other rights of third parties that may -// result from its use. No license is granted by implication or otherwise under any patent -// or patent rights of NVIDIA Corporation. Details are subject to change without notice. -// This code supersedes and replaces all information previously supplied. -// NVIDIA Corporation products are not authorized for use as critical -// components in life support devices or systems without express written approval of -// NVIDIA Corporation. -// -// Copyright (c) 2008-2017 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 PSFOUNDATION_PSWINDOWSTRIGCONSTANTS_H -#define PSFOUNDATION_PSWINDOWSTRIGCONSTANTS_H - -#define PX_GLOBALCONST extern const __declspec(selectany) - -__declspec(align(16)) struct PX_VECTORF32 -{ - float f[4]; -}; - -//#define PX_PI 3.141592654f -//#define PX_2PI 6.283185307f -//#define PX_1DIVPI 0.318309886f -//#define PX_1DIV2PI 0.159154943f -//#define PX_PIDIV2 1.570796327f -//#define PX_PIDIV4 0.785398163f - -PX_GLOBALCONST PX_VECTORF32 g_PXSinCoefficients0 = { { 1.0f, -0.166666667f, 8.333333333e-3f, -1.984126984e-4f } }; -PX_GLOBALCONST PX_VECTORF32 -g_PXSinCoefficients1 = { { 2.755731922e-6f, -2.505210839e-8f, 1.605904384e-10f, -7.647163732e-13f } }; -PX_GLOBALCONST PX_VECTORF32 -g_PXSinCoefficients2 = { { 2.811457254e-15f, -8.220635247e-18f, 1.957294106e-20f, -3.868170171e-23f } }; -PX_GLOBALCONST PX_VECTORF32 g_PXCosCoefficients0 = { { 1.0f, -0.5f, 4.166666667e-2f, -1.388888889e-3f } }; -PX_GLOBALCONST PX_VECTORF32 -g_PXCosCoefficients1 = { { 2.480158730e-5f, -2.755731922e-7f, 2.087675699e-9f, -1.147074560e-11f } }; -PX_GLOBALCONST PX_VECTORF32 -g_PXCosCoefficients2 = { { 4.779477332e-14f, -1.561920697e-16f, 4.110317623e-19f, -8.896791392e-22f } }; -PX_GLOBALCONST PX_VECTORF32 g_PXTanCoefficients0 = { { 1.0f, 0.333333333f, 0.133333333f, 5.396825397e-2f } }; -PX_GLOBALCONST PX_VECTORF32 -g_PXTanCoefficients1 = { { 2.186948854e-2f, 8.863235530e-3f, 3.592128167e-3f, 1.455834485e-3f } }; -PX_GLOBALCONST PX_VECTORF32 -g_PXTanCoefficients2 = { { 5.900274264e-4f, 2.391290764e-4f, 9.691537707e-5f, 3.927832950e-5f } }; -PX_GLOBALCONST PX_VECTORF32 -g_PXASinCoefficients0 = { { -0.05806367563904f, -0.41861972469416f, 0.22480114791621f, 2.17337241360606f } }; -PX_GLOBALCONST PX_VECTORF32 -g_PXASinCoefficients1 = { { 0.61657275907170f, 4.29696498283455f, -1.18942822255452f, -6.53784832094831f } }; -PX_GLOBALCONST PX_VECTORF32 -g_PXASinCoefficients2 = { { -1.36926553863413f, -4.48179294237210f, 1.41810672941833f, 5.48179257935713f } }; -PX_GLOBALCONST PX_VECTORF32 g_PXATanCoefficients0 = { { 1.0f, 0.333333334f, 0.2f, 0.142857143f } }; -PX_GLOBALCONST PX_VECTORF32 -g_PXATanCoefficients1 = { { 1.111111111e-1f, 9.090909091e-2f, 7.692307692e-2f, 6.666666667e-2f } }; -PX_GLOBALCONST PX_VECTORF32 -g_PXATanCoefficients2 = { { 5.882352941e-2f, 5.263157895e-2f, 4.761904762e-2f, 4.347826087e-2f } }; -PX_GLOBALCONST PX_VECTORF32 -g_PXSinEstCoefficients = { { 1.0f, -1.66521856991541e-1f, 8.199913018755e-3f, -1.61475937228e-4f } }; -PX_GLOBALCONST PX_VECTORF32 -g_PXCosEstCoefficients = { { 1.0f, -4.95348008918096e-1f, 3.878259962881e-2f, -9.24587976263e-4f } }; -PX_GLOBALCONST PX_VECTORF32 g_PXTanEstCoefficients = { { 2.484f, -1.954923183e-1f, 2.467401101f, PxInvPi } }; -PX_GLOBALCONST PX_VECTORF32 -g_PXATanEstCoefficients = { { 7.689891418951e-1f, 1.104742493348f, 8.661844266006e-1f, PxPiDivTwo } }; -PX_GLOBALCONST PX_VECTORF32 -g_PXASinEstCoefficients = { { -1.36178272886711f, 2.37949493464538f, -8.08228565650486e-1f, 2.78440142746736e-1f } }; -PX_GLOBALCONST PX_VECTORF32 g_PXASinEstConstants = { { 1.00000011921f, PxPiDivTwo, 0.0f, 0.0f } }; -PX_GLOBALCONST PX_VECTORF32 g_PXPiConstants0 = { { PxPi, PxTwoPi, PxInvPi, PxInvTwoPi } }; -PX_GLOBALCONST PX_VECTORF32 g_PXReciprocalTwoPi = { { PxInvTwoPi, PxInvTwoPi, PxInvTwoPi, PxInvTwoPi } }; -PX_GLOBALCONST PX_VECTORF32 g_PXTwoPi = { { PxTwoPi, PxTwoPi, PxTwoPi, PxTwoPi } }; - -#endif |