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 | |
| 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')
58 files changed, 0 insertions, 22711 deletions
diff --git a/PxShared/src/foundation/include/Ps.h b/PxShared/src/foundation/include/Ps.h deleted file mode 100644 index 89fc9c7..0000000 --- a/PxShared/src/foundation/include/Ps.h +++ /dev/null @@ -1,70 +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_PS_H -#define PSFOUNDATION_PS_H - -/*! \file top level include file for shared foundation */ - -#include "foundation/Px.h" - -/** -Platform specific defines -*/ -#if PX_WINDOWS_FAMILY || PX_XBOXONE -#pragma intrinsic(memcmp) -#pragma intrinsic(memcpy) -#pragma intrinsic(memset) -#pragma intrinsic(abs) -#pragma intrinsic(labs) -#endif - -// An expression that should expand to nothing in non PX_CHECKED builds. -// We currently use this only for tagging the purpose of containers for memory use tracking. -#if PX_CHECKED -#define PX_DEBUG_EXP(x) (x) -#else -#define PX_DEBUG_EXP(x) -#endif - -#define PX_SIGN_BITMASK 0x80000000 - -namespace physx -{ -namespace shdfnd -{ -// Int-as-bool type - has some uses for efficiency and with SIMD -typedef int IntBool; -static const IntBool IntFalse = 0; -static const IntBool IntTrue = 1; -} - -} // namespace physx - -#endif // #ifndef PSFOUNDATION_PS_H diff --git a/PxShared/src/foundation/include/PsAlignedMalloc.h b/PxShared/src/foundation/include/PsAlignedMalloc.h deleted file mode 100644 index 4be8409..0000000 --- a/PxShared/src/foundation/include/PsAlignedMalloc.h +++ /dev/null @@ -1,88 +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_PSALIGNEDMALLOC_H -#define PSFOUNDATION_PSALIGNEDMALLOC_H - -#include "PsUserAllocated.h" - -/*! -Allocate aligned memory. -Alignment must be a power of 2! --- should be templated by a base allocator -*/ - -namespace physx -{ -namespace shdfnd -{ -/** -Allocator, which is used to access the global PxAllocatorCallback instance -(used for dynamic data types template instantiation), which can align memory -*/ - -// SCS: AlignedMalloc with 3 params not found, seems not used on PC either -// disabled for now to avoid GCC error - -template <uint32_t N, typename BaseAllocator = NonTrackingAllocator> -class AlignedAllocator : public BaseAllocator -{ - public: - AlignedAllocator(const BaseAllocator& base = BaseAllocator()) : BaseAllocator(base) - { - } - - void* allocate(size_t size, const char* file, int line) - { - size_t pad = N - 1 + sizeof(size_t); // store offset for delete. - uint8_t* base = reinterpret_cast<uint8_t*>(BaseAllocator::allocate(size + pad, file, line)); - if(!base) - return NULL; - - uint8_t* ptr = reinterpret_cast<uint8_t*>(size_t(base + pad) & ~(size_t(N) - 1)); // aligned pointer, ensuring N - // is a size_t - // wide mask - reinterpret_cast<size_t*>(ptr)[-1] = size_t(ptr - base); // store offset - - return ptr; - } - void deallocate(void* ptr) - { - if(ptr == NULL) - return; - - uint8_t* base = reinterpret_cast<uint8_t*>(ptr) - reinterpret_cast<size_t*>(ptr)[-1]; - BaseAllocator::deallocate(base); - } -}; - -} // namespace shdfnd -} // namespace physx - -#endif // #ifndef PSFOUNDATION_PSALIGNEDMALLOC_H diff --git a/PxShared/src/foundation/include/PsAlloca.h b/PxShared/src/foundation/include/PsAlloca.h deleted file mode 100644 index add64c4..0000000 --- a/PxShared/src/foundation/include/PsAlloca.h +++ /dev/null @@ -1,76 +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_PSALLOCA_H -#define PSFOUNDATION_PSALLOCA_H - -#include "PsTempAllocator.h" - -namespace physx -{ -namespace shdfnd -{ -template <typename T, typename Alloc = TempAllocator> -class ScopedPointer : private Alloc -{ - public: - ~ScopedPointer() - { - if(mOwned) - Alloc::deallocate(mPointer); - } - - operator T*() const - { - return mPointer; - } - - T* mPointer; - bool mOwned; -}; - -} // namespace shdfnd -} // namespace physx - -/*! Stack allocation for \c count instances of \c type. Falling back to temp allocator if using more than 1kB. */ -#ifdef __SPU__ -#define PX_ALLOCA(var, type, count) type* var = reinterpret_cast<type*>(PxAlloca(sizeof(type) * (count))) -#else -#define PX_ALLOCA(var, type, count) \ - physx::shdfnd::ScopedPointer<type> var; \ - { \ - uint32_t size = sizeof(type) * (count); \ - var.mOwned = size > 1024; \ - if(var.mOwned) \ - var.mPointer = reinterpret_cast<type*>(physx::shdfnd::TempAllocator().allocate(size, __FILE__, __LINE__)); \ - else \ - var.mPointer = reinterpret_cast<type*>(PxAlloca(size)); \ - } -#endif -#endif // #ifndef PSFOUNDATION_PSALLOCA_H diff --git a/PxShared/src/foundation/include/PsAllocator.h b/PxShared/src/foundation/include/PsAllocator.h deleted file mode 100644 index f988b6c..0000000 --- a/PxShared/src/foundation/include/PsAllocator.h +++ /dev/null @@ -1,367 +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_PSALLOCATOR_H -#define PSFOUNDATION_PSALLOCATOR_H - -#include "foundation/PxAllocatorCallback.h" -#include "foundation/PxFoundation.h" -#include "Ps.h" -#include "foundation/PxAssert.h" - -#if(PX_WINDOWS_FAMILY || PX_XBOXONE) -#include <exception> -#include <typeinfo.h> -#endif -#if(PX_APPLE_FAMILY) -#include <typeinfo> -#endif - -#include <new> - -// Allocation macros going through user allocator -#if PX_CHECKED -#define PX_ALLOC(n, name) physx::shdfnd::NamedAllocator(name).allocate(n, __FILE__, __LINE__) -#else -#define PX_ALLOC(n, name) physx::shdfnd::NonTrackingAllocator().allocate(n, __FILE__, __LINE__) -#endif -#define PX_ALLOC_TEMP(n, name) PX_ALLOC(n, name) -#define PX_FREE(x) physx::shdfnd::NonTrackingAllocator().deallocate(x) -#define PX_FREE_AND_RESET(x) \ - { \ - PX_FREE(x); \ - x = 0; \ - } - -// The following macros support plain-old-types and classes derived from UserAllocated. -#define PX_NEW(T) new (physx::shdfnd::ReflectionAllocator<T>(), __FILE__, __LINE__) T -#define PX_NEW_TEMP(T) PX_NEW(T) -#define PX_DELETE(x) delete x -#define PX_DELETE_AND_RESET(x) \ - { \ - PX_DELETE(x); \ - x = 0; \ - } -#define PX_DELETE_POD(x) \ - { \ - PX_FREE(x); \ - x = 0; \ - } -#define PX_DELETE_ARRAY(x) \ - { \ - PX_DELETE([] x); \ - x = 0; \ - } - -// aligned allocation -#define PX_ALIGNED16_ALLOC(n) physx::shdfnd::AlignedAllocator<16>().allocate(n, __FILE__, __LINE__) -#define PX_ALIGNED16_FREE(x) physx::shdfnd::AlignedAllocator<16>().deallocate(x) - -//! placement new macro to make it easy to spot bad use of 'new' -#define PX_PLACEMENT_NEW(p, T) new (p) T - -#if PX_DEBUG || PX_CHECKED -#define PX_USE_NAMED_ALLOCATOR 1 -#else -#define PX_USE_NAMED_ALLOCATOR 0 -#endif - -// Don't use inline for alloca !!! -#if PX_WINDOWS_FAMILY -#include <malloc.h> -#define PxAlloca(x) _alloca(x) -#elif PX_LINUX || PX_ANDROID -#include <malloc.h> -#define PxAlloca(x) alloca(x) -#elif PX_APPLE_FAMILY -#include <alloca.h> -#define PxAlloca(x) alloca(x) -#elif PX_PS4 -#include <memory.h> -#define PxAlloca(x) alloca(x) -#elif PX_XBOXONE -#include <malloc.h> -#define PxAlloca(x) alloca(x) -#elif PX_SWITCH -#include <malloc.h> -#define PxAlloca(x) alloca(x) -#endif - -#define PxAllocaAligned(x, alignment) ((size_t(PxAlloca(x + alignment)) + (alignment - 1)) & ~size_t(alignment - 1)) - -namespace physx -{ -namespace shdfnd -{ - -PX_FOUNDATION_API PxAllocatorCallback& getAllocator(); - -/** -Allocator used to access the global PxAllocatorCallback instance without providing additional information. -*/ - -class PX_FOUNDATION_API Allocator -{ - public: - Allocator(const char* = 0) - { - } - void* allocate(size_t size, const char* file, int line); - void deallocate(void* ptr); -}; - -/* - * Bootstrap allocator using malloc/free. - * Don't use unless your objects get allocated before foundation is initialized. - */ -class RawAllocator -{ - public: - RawAllocator(const char* = 0) - { - } - void* allocate(size_t size, const char*, int) - { - // malloc returns valid pointer for size==0, no need to check - return ::malloc(size); - } - void deallocate(void* ptr) - { - // free(0) is guaranteed to have no side effect, no need to check - ::free(ptr); - } -}; - -/* - * Allocator that simply calls straight back to the application without tracking. - * This is used by the heap (Foundation::mNamedAllocMap) that tracks allocations - * because it needs to be able to grow as a result of an allocation. - * Making the hash table re-entrant to deal with this may not make sense. - */ -class NonTrackingAllocator -{ - public: - PX_FORCE_INLINE NonTrackingAllocator(const char* = 0) - { - } - PX_FORCE_INLINE void* allocate(size_t size, const char* file, int line) - { - return !size ? 0 : getAllocator().allocate(size, "NonTrackedAlloc", file, line); - } - PX_FORCE_INLINE void deallocate(void* ptr) - { - if(ptr) - getAllocator().deallocate(ptr); - } -}; - -/* -\brief Virtual allocator callback used to provide run-time defined allocators to foundation types like Array or Bitmap. - This is used by VirtualAllocator -*/ -class VirtualAllocatorCallback -{ - public: - VirtualAllocatorCallback() - { - } - virtual ~VirtualAllocatorCallback() - { - } - virtual void* allocate(const size_t size, const char* file, const int line) = 0; - virtual void deallocate(void* ptr) = 0; -}; - -/* -\brief Virtual allocator to be used by foundation types to provide run-time defined allocators. -Due to the fact that Array extends its allocator, rather than contains a reference/pointer to it, the VirtualAllocator -must -be a concrete type containing a pointer to a virtual callback. The callback may not be available at instantiation time, -therefore -methods are provided to set the callback later. -*/ -class VirtualAllocator -{ - public: - VirtualAllocator(VirtualAllocatorCallback* callback = NULL) : mCallback(callback) - { - } - - void* allocate(const size_t size, const char* file, const int line) - { - PX_ASSERT(mCallback); - if(size) - return mCallback->allocate(size, file, line); - return NULL; - } - void deallocate(void* ptr) - { - PX_ASSERT(mCallback); - if(ptr) - mCallback->deallocate(ptr); - } - - void setCallback(VirtualAllocatorCallback* callback) - { - mCallback = callback; - } - VirtualAllocatorCallback* getCallback() - { - return mCallback; - } - - private: - VirtualAllocatorCallback* mCallback; - VirtualAllocator& operator=(const VirtualAllocator&); -}; - -#if PX_USE_NAMED_ALLOCATOR // can be slow, so only use in debug/checked -class PX_FOUNDATION_API NamedAllocator -{ - public: - NamedAllocator(const PxEMPTY); - NamedAllocator(const char* name = 0); // todo: should not have default argument! - NamedAllocator(const NamedAllocator&); - ~NamedAllocator(); - NamedAllocator& operator=(const NamedAllocator&); - void* allocate(size_t size, const char* filename, int line); - void deallocate(void* ptr); -}; -#else -class NamedAllocator; -#endif // PX_DEBUG - -/** -Allocator used to access the global PxAllocatorCallback instance using a static name derived from T. -*/ - -template <typename T> -class ReflectionAllocator -{ - static const char* getName() - { - if(!PxGetFoundation().getReportAllocationNames()) - return "<allocation names disabled>"; -#if PX_GCC_FAMILY - return __PRETTY_FUNCTION__; -#else - // name() calls malloc(), raw_name() wouldn't - return typeid(T).name(); -#endif - } - - public: - ReflectionAllocator(const PxEMPTY) - { - } - ReflectionAllocator(const char* = 0) - { - } - inline ReflectionAllocator(const ReflectionAllocator&) - { - } - void* allocate(size_t size, const char* filename, int line) - { - return size ? getAllocator().allocate(size, getName(), filename, line) : 0; - } - void deallocate(void* ptr) - { - if(ptr) - getAllocator().deallocate(ptr); - } -}; - -template <typename T> -struct AllocatorTraits -{ -#if PX_USE_NAMED_ALLOCATOR - typedef NamedAllocator Type; -#else - typedef ReflectionAllocator<T> Type; -#endif -}; - -// if you get a build error here, you are trying to PX_NEW a class -// that is neither plain-old-type nor derived from UserAllocated -template <typename T, typename X> -union EnableIfPod -{ - int i; - T t; - typedef X Type; -}; - -} // namespace shdfnd -} // namespace physx - -// Global placement new for ReflectionAllocator templated by -// plain-old-type. Allows using PX_NEW for pointers and built-in-types. -// -// ATTENTION: You need to use PX_DELETE_POD or PX_FREE to deallocate -// memory, not PX_DELETE. PX_DELETE_POD redirects to PX_FREE. -// -// Rationale: PX_DELETE uses global operator delete(void*), which we dont' want to overload. -// Any other definition of PX_DELETE couldn't support array syntax 'PX_DELETE([]a);'. -// PX_DELETE_POD was preferred over PX_DELETE_ARRAY because it is used -// less often and applies to both single instances and arrays. -template <typename T> -PX_INLINE void* operator new(size_t size, physx::shdfnd::ReflectionAllocator<T> alloc, const char* fileName, - typename physx::shdfnd::EnableIfPod<T, int>::Type line) -{ - return alloc.allocate(size, fileName, line); -} - -template <typename T> -PX_INLINE void* operator new [](size_t size, physx::shdfnd::ReflectionAllocator<T> alloc, const char* fileName, - typename physx::shdfnd::EnableIfPod<T, int>::Type line) -{ return alloc.allocate(size, fileName, line); } - -// If construction after placement new throws, this placement delete is being called. -template <typename T> -PX_INLINE void operator delete(void* ptr, physx::shdfnd::ReflectionAllocator<T> alloc, const char* fileName, - typename physx::shdfnd::EnableIfPod<T, int>::Type line) -{ - PX_UNUSED(fileName); - PX_UNUSED(line); - - alloc.deallocate(ptr); -} - -// If construction after placement new throws, this placement delete is being called. -template <typename T> -PX_INLINE void operator delete [](void* ptr, physx::shdfnd::ReflectionAllocator<T> alloc, const char* fileName, - typename physx::shdfnd::EnableIfPod<T, int>::Type line) -{ - PX_UNUSED(fileName); - PX_UNUSED(line); - - alloc.deallocate(ptr); -} - -#endif // #ifndef PSFOUNDATION_PSALLOCATOR_H diff --git a/PxShared/src/foundation/include/PsAoS.h b/PxShared/src/foundation/include/PsAoS.h deleted file mode 100644 index 5a7c82d..0000000 --- a/PxShared/src/foundation/include/PsAoS.h +++ /dev/null @@ -1,45 +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_PSAOS_H -#define PSFOUNDATION_PSAOS_H - -#include "foundation/Px.h" - -#if PX_WINDOWS && !PX_NEON -#include "windows/PsWindowsAoS.h" -#elif(PX_UNIX_FAMILY || PX_PS4 || PX_SWITCH) -#include "unix/PsUnixAoS.h" -#elif PX_XBOXONE -#include "XboxOne/PsXboxOneAoS.h" -#else -#error "Platform not supported!" -#endif - -#endif diff --git a/PxShared/src/foundation/include/PsArray.h b/PxShared/src/foundation/include/PsArray.h deleted file mode 100644 index 2121c30..0000000 --- a/PxShared/src/foundation/include/PsArray.h +++ /dev/null @@ -1,721 +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_PSARRAY_H -#define PSFOUNDATION_PSARRAY_H - -#include "foundation/PxAssert.h" -#include "foundation/PxIntrinsics.h" -#include "PsAllocator.h" -#include "PsBasicTemplates.h" - -namespace physx -{ -namespace shdfnd -{ -template <class Serializer> -void exportArray(Serializer& stream, const void* data, uint32_t size, uint32_t sizeOfElement, uint32_t capacity); -char* importArray(char* address, void** data, uint32_t size, uint32_t sizeOfElement, uint32_t capacity); - -/*! -An array is a sequential container. - -Implementation note -* entries between 0 and size are valid objects -* we use inheritance to build this because the array is included inline in a lot - of objects and we want the allocator to take no space if it's not stateful, which - aggregation doesn't allow. Also, we want the metadata at the front for the inline - case where the allocator contains some inline storage space -*/ -template <class T, class Alloc = typename AllocatorTraits<T>::Type> -class Array : protected Alloc -{ - public: - typedef T* Iterator; - typedef const T* ConstIterator; - - explicit Array(const PxEMPTY v) : Alloc(v) - { - if(mData) - mCapacity |= PX_SIGN_BITMASK; - } - - /*! - Default array constructor. Initialize an empty array - */ - PX_INLINE explicit Array(const Alloc& alloc = Alloc()) : Alloc(alloc), mData(0), mSize(0), mCapacity(0) - { - } - - /*! - Initialize array with given capacity - */ - PX_INLINE explicit Array(uint32_t size, const T& a = T(), const Alloc& alloc = Alloc()) - : Alloc(alloc), mData(0), mSize(0), mCapacity(0) - { - resize(size, a); - } - - /*! - Copy-constructor. Copy all entries from other array - */ - template <class A> - PX_INLINE explicit Array(const Array<T, A>& other, const Alloc& alloc = Alloc()) - : Alloc(alloc) - { - copy(other); - } - - // This is necessary else the basic default copy constructor is used in the case of both arrays being of the same - // template instance - // The C++ standard clearly states that a template constructor is never a copy constructor [2]. In other words, - // the presence of a template constructor does not suppress the implicit declaration of the copy constructor. - // Also never make a copy constructor explicit, or copy-initialization* will no longer work. This is because - // 'binding an rvalue to a const reference requires an accessible copy constructor' (http://gcc.gnu.org/bugs/) - // *http://stackoverflow.com/questions/1051379/is-there-a-difference-in-c-between-copy-initialization-and-assignment-initializ - PX_INLINE Array(const Array& other, const Alloc& alloc = Alloc()) : Alloc(alloc) - { - copy(other); - } - - /*! - Initialize array with given length - */ - PX_INLINE explicit Array(const T* first, const T* last, const Alloc& alloc = Alloc()) - : Alloc(alloc), mSize(last < first ? 0 : uint32_t(last - first)), mCapacity(mSize) - { - mData = allocate(mSize); - copy(mData, mData + mSize, first); - } - - /*! - Destructor - */ - PX_INLINE ~Array() - { - destroy(mData, mData + mSize); - - if(capacity() && !isInUserMemory()) - deallocate(mData); - } - - /*! - Assignment operator. Copy content (deep-copy) - */ - template <class A> - PX_INLINE Array& operator=(const Array<T, A>& rhs) - { - if(&rhs == this) - return *this; - - clear(); - reserve(rhs.mSize); - copy(mData, mData + rhs.mSize, rhs.mData); - - mSize = rhs.mSize; - return *this; - } - - PX_INLINE Array& operator=(const Array& t) // Needs to be declared, see comment at copy-constructor - { - return operator=<Alloc>(t); - } - - /*! - Array indexing operator. - \param i - The index of the element that will be returned. - \return - The element i in the array. - */ - PX_FORCE_INLINE const T& operator[](uint32_t i) const - { - PX_ASSERT(i < mSize); - return mData[i]; - } - - /*! - Array indexing operator. - \param i - The index of the element that will be returned. - \return - The element i in the array. - */ - PX_FORCE_INLINE T& operator[](uint32_t i) - { - PX_ASSERT(i < mSize); - return mData[i]; - } - - /*! - Returns a pointer to the initial element of the array. - \return - a pointer to the initial element of the array. - */ - PX_FORCE_INLINE ConstIterator begin() const - { - return mData; - } - - PX_FORCE_INLINE Iterator begin() - { - return mData; - } - - /*! - Returns an iterator beyond the last element of the array. Do not dereference. - \return - a pointer to the element beyond the last element of the array. - */ - - PX_FORCE_INLINE ConstIterator end() const - { - return mData + mSize; - } - - PX_FORCE_INLINE Iterator end() - { - return mData + mSize; - } - - /*! - Returns a reference to the first element of the array. Undefined if the array is empty. - \return a reference to the first element of the array - */ - - PX_FORCE_INLINE const T& front() const - { - PX_ASSERT(mSize); - return mData[0]; - } - - PX_FORCE_INLINE T& front() - { - PX_ASSERT(mSize); - return mData[0]; - } - - /*! - Returns a reference to the last element of the array. Undefined if the array is empty - \return a reference to the last element of the array - */ - - PX_FORCE_INLINE const T& back() const - { - PX_ASSERT(mSize); - return mData[mSize - 1]; - } - - PX_FORCE_INLINE T& back() - { - PX_ASSERT(mSize); - return mData[mSize - 1]; - } - - /*! - Returns the number of entries in the array. This can, and probably will, - differ from the array capacity. - \return - The number of of entries in the array. - */ - PX_FORCE_INLINE uint32_t size() const - { - return mSize; - } - - /*! - Clears the array. - */ - PX_INLINE void clear() - { - destroy(mData, mData + mSize); - mSize = 0; - } - - /*! - Returns whether the array is empty (i.e. whether its size is 0). - \return - true if the array is empty - */ - PX_FORCE_INLINE bool empty() const - { - return mSize == 0; - } - - /*! - Finds the first occurrence of an element in the array. - \param a - The element to find. - */ - - PX_INLINE Iterator find(const T& a) - { - uint32_t index; - for(index = 0; index < mSize && mData[index] != a; index++) - ; - return mData + index; - } - - PX_INLINE ConstIterator find(const T& a) const - { - uint32_t index; - for(index = 0; index < mSize && mData[index] != a; index++) - ; - return mData + index; - } - - ///////////////////////////////////////////////////////////////////////// - /*! - Adds one element to the end of the array. Operation is O(1). - \param a - The element that will be added to this array. - */ - ///////////////////////////////////////////////////////////////////////// - - PX_FORCE_INLINE T& pushBack(const T& a) - { - if(capacity() <= mSize) - return growAndPushBack(a); - - PX_PLACEMENT_NEW(reinterpret_cast<void*>(mData + mSize), T)(a); - - return mData[mSize++]; - } - - ///////////////////////////////////////////////////////////////////////// - /*! - Returns the element at the end of the array. Only legal if the array is non-empty. - */ - ///////////////////////////////////////////////////////////////////////// - PX_INLINE T popBack() - { - PX_ASSERT(mSize); - T t = mData[mSize - 1]; - - mData[--mSize].~T(); - - return t; - } - - ///////////////////////////////////////////////////////////////////////// - /*! - Construct one element at the end of the array. Operation is O(1). - */ - ///////////////////////////////////////////////////////////////////////// - PX_INLINE T& insert() - { - if(capacity() <= mSize) - grow(capacityIncrement()); - - T* ptr = mData + mSize++; - new (ptr) T; // not 'T()' because PODs should not get default-initialized. - return *ptr; - } - - ///////////////////////////////////////////////////////////////////////// - /*! - Subtracts the element on position i from the array and replace it with - the last element. - Operation is O(1) - \param i - The position of the element that will be subtracted from this array. - */ - ///////////////////////////////////////////////////////////////////////// - PX_INLINE void replaceWithLast(uint32_t i) - { - PX_ASSERT(i < mSize); - mData[i] = mData[--mSize]; - - mData[mSize].~T(); - } - - PX_INLINE void replaceWithLast(Iterator i) - { - replaceWithLast(static_cast<uint32_t>(i - mData)); - } - - ///////////////////////////////////////////////////////////////////////// - /*! - Replaces the first occurrence of the element a with the last element - Operation is O(n) - \param a - The position of the element that will be subtracted from this array. - \return true if the element has been removed. - */ - ///////////////////////////////////////////////////////////////////////// - - PX_INLINE bool findAndReplaceWithLast(const T& a) - { - uint32_t index = 0; - while(index < mSize && mData[index] != a) - ++index; - if(index == mSize) - return false; - replaceWithLast(index); - return true; - } - - ///////////////////////////////////////////////////////////////////////// - /*! - Subtracts the element on position i from the array. Shift the entire - array one step. - Operation is O(n) - \param i - The position of the element that will be subtracted from this array. - */ - ///////////////////////////////////////////////////////////////////////// - PX_INLINE void remove(uint32_t i) - { - PX_ASSERT(i < mSize); - - T* it = mData + i; - it->~T(); - while (++i < mSize) - { - new (it) T(mData[i]); - ++it; - it->~T(); - } - --mSize; - } - - ///////////////////////////////////////////////////////////////////////// - /*! - Removes a range from the array. Shifts the array so order is maintained. - Operation is O(n) - \param begin - The starting position of the element that will be subtracted from this array. - \param count - The number of elments that will be subtracted from this array. - */ - ///////////////////////////////////////////////////////////////////////// - PX_INLINE void removeRange(uint32_t begin, uint32_t count) - { - PX_ASSERT(begin < mSize); - PX_ASSERT((begin + count) <= mSize); - - for(uint32_t i = 0; i < count; i++) - mData[begin + i].~T(); // call the destructor on the ones being removed first. - - T* dest = &mData[begin]; // location we are copying the tail end objects to - T* src = &mData[begin + count]; // start of tail objects - uint32_t move_count = mSize - (begin + count); // compute remainder that needs to be copied down - - for(uint32_t i = 0; i < move_count; i++) - { - new (dest) T(*src); // copy the old one to the new location - src->~T(); // call the destructor on the old location - dest++; - src++; - } - mSize -= count; - } - - ////////////////////////////////////////////////////////////////////////// - /*! - Resize array - */ - ////////////////////////////////////////////////////////////////////////// - PX_NOINLINE void resize(const uint32_t size, const T& a = T()); - - PX_NOINLINE void resizeUninitialized(const uint32_t size); - - ////////////////////////////////////////////////////////////////////////// - /*! - Resize array such that only as much memory is allocated to hold the - existing elements - */ - ////////////////////////////////////////////////////////////////////////// - PX_INLINE void shrink() - { - recreate(mSize); - } - - ////////////////////////////////////////////////////////////////////////// - /*! - Deletes all array elements and frees memory. - */ - ////////////////////////////////////////////////////////////////////////// - PX_INLINE void reset() - { - resize(0); - shrink(); - } - - ////////////////////////////////////////////////////////////////////////// - /*! - Ensure that the array has at least size capacity. - */ - ////////////////////////////////////////////////////////////////////////// - PX_INLINE void reserve(const uint32_t capacity) - { - if(capacity > this->capacity()) - grow(capacity); - } - - ////////////////////////////////////////////////////////////////////////// - /*! - Query the capacity(allocated mem) for the array. - */ - ////////////////////////////////////////////////////////////////////////// - PX_FORCE_INLINE uint32_t capacity() const - { - return mCapacity & ~PX_SIGN_BITMASK; - } - - ////////////////////////////////////////////////////////////////////////// - /*! - Unsafe function to force the size of the array - */ - ////////////////////////////////////////////////////////////////////////// - PX_FORCE_INLINE void forceSize_Unsafe(uint32_t size) - { - PX_ASSERT(size <= mCapacity); - mSize = size; - } - - ////////////////////////////////////////////////////////////////////////// - /*! - Swap contents of an array without allocating temporary storage - */ - ////////////////////////////////////////////////////////////////////////// - PX_INLINE void swap(Array<T, Alloc>& other) - { - shdfnd::swap(mData, other.mData); - shdfnd::swap(mSize, other.mSize); - shdfnd::swap(mCapacity, other.mCapacity); - } - - ////////////////////////////////////////////////////////////////////////// - /*! - Assign a range of values to this vector (resizes to length of range) - */ - ////////////////////////////////////////////////////////////////////////// - PX_INLINE void assign(const T* first, const T* last) - { - resizeUninitialized(uint32_t(last - first)); - copy(begin(), end(), first); - } - - // We need one bit to mark arrays that have been deserialized from a user-provided memory block. - // For alignment & memory saving purpose we store that bit in the rarely used capacity member. - PX_FORCE_INLINE uint32_t isInUserMemory() const - { - return mCapacity & PX_SIGN_BITMASK; - } - - /// return reference to allocator - PX_INLINE Alloc& getAllocator() - { - return *this; - } - - protected: - // constructor for where we don't own the memory - Array(T* memory, uint32_t size, uint32_t capacity, const Alloc& alloc = Alloc()) - : Alloc(alloc), mData(memory), mSize(size), mCapacity(capacity | PX_SIGN_BITMASK) - { - } - - template <class A> - PX_NOINLINE void copy(const Array<T, A>& other); - - PX_INLINE T* allocate(uint32_t size) - { - if(size > 0) - { - T* p = reinterpret_cast<T*>(Alloc::allocate(sizeof(T) * size, __FILE__, __LINE__)); -/** -Mark a specified amount of memory with 0xcd pattern. This is used to check that the meta data -definition for serialized classes is complete in checked builds. -*/ -#if PX_CHECKED - if(p) - { - for(uint32_t i = 0; i < (sizeof(T) * size); ++i) - reinterpret_cast<uint8_t*>(p)[i] = 0xcd; - } -#endif - return p; - } - return 0; - } - - PX_INLINE void deallocate(void* mem) - { - Alloc::deallocate(mem); - } - - static PX_INLINE void create(T* first, T* last, const T& a) - { - for(; first < last; ++first) - ::new (first) T(a); - } - - static PX_INLINE void copy(T* first, T* last, const T* src) - { - if(last <= first) - return; - - for(; first < last; ++first, ++src) - ::new (first) T(*src); - } - - static PX_INLINE void destroy(T* first, T* last) - { - for(; first < last; ++first) - first->~T(); - } - - /*! - Called when pushBack() needs to grow the array. - \param a The element that will be added to this array. - */ - PX_NOINLINE T& growAndPushBack(const T& a); - - /*! - Resizes the available memory for the array. - - \param capacity - The number of entries that the set should be able to hold. - */ - PX_INLINE void grow(uint32_t capacity) - { - PX_ASSERT(this->capacity() < capacity); - recreate(capacity); - } - - /*! - Creates a new memory block, copies all entries to the new block and destroys old entries. - - \param capacity - The number of entries that the set should be able to hold. - */ - PX_NOINLINE void recreate(uint32_t capacity); - - // The idea here is to prevent accidental bugs with pushBack or insert. Unfortunately - // it interacts badly with InlineArrays with smaller inline allocations. - // TODO(dsequeira): policy template arg, this is exactly what they're for. - PX_INLINE uint32_t capacityIncrement() const - { - const uint32_t capacity = this->capacity(); - return capacity == 0 ? 1 : capacity * 2; - } - - T* mData; - uint32_t mSize; - uint32_t mCapacity; -}; - -template <class T, class Alloc> -PX_NOINLINE void Array<T, Alloc>::resize(const uint32_t size, const T& a) -{ - reserve(size); - create(mData + mSize, mData + size, a); - destroy(mData + size, mData + mSize); - mSize = size; -} - -template <class T, class Alloc> -template <class A> -PX_NOINLINE void Array<T, Alloc>::copy(const Array<T, A>& other) -{ - if(!other.empty()) - { - mData = allocate(mSize = mCapacity = other.size()); - copy(mData, mData + mSize, other.begin()); - } - else - { - mData = NULL; - mSize = 0; - mCapacity = 0; - } - - // mData = allocate(other.mSize); - // mSize = other.mSize; - // mCapacity = other.mSize; - // copy(mData, mData + mSize, other.mData); -} - -template <class T, class Alloc> -PX_NOINLINE void Array<T, Alloc>::resizeUninitialized(const uint32_t size) -{ - reserve(size); - mSize = size; -} - -template <class T, class Alloc> -PX_NOINLINE T& Array<T, Alloc>::growAndPushBack(const T& a) -{ - uint32_t capacity = capacityIncrement(); - - T* newData = allocate(capacity); - PX_ASSERT((!capacity) || (newData && (newData != mData))); - copy(newData, newData + mSize, mData); - - // inserting element before destroying old array - // avoids referencing destroyed object when duplicating array element. - PX_PLACEMENT_NEW(reinterpret_cast<void*>(newData + mSize), T)(a); - - destroy(mData, mData + mSize); - if(!isInUserMemory()) - deallocate(mData); - - mData = newData; - mCapacity = capacity; - - return mData[mSize++]; -} - -template <class T, class Alloc> -PX_NOINLINE void Array<T, Alloc>::recreate(uint32_t capacity) -{ - T* newData = allocate(capacity); - PX_ASSERT((!capacity) || (newData && (newData != mData))); - - copy(newData, newData + mSize, mData); - destroy(mData, mData + mSize); - if(!isInUserMemory()) - deallocate(mData); - - mData = newData; - mCapacity = capacity; -} - -template <class T, class Alloc> -PX_INLINE void swap(Array<T, Alloc>& x, Array<T, Alloc>& y) -{ - x.swap(y); -} - -} // namespace shdfnd -} // namespace physx - -#endif // #ifndef PSFOUNDATION_PSARRAY_H diff --git a/PxShared/src/foundation/include/PsAtomic.h b/PxShared/src/foundation/include/PsAtomic.h deleted file mode 100644 index 23df190..0000000 --- a/PxShared/src/foundation/include/PsAtomic.h +++ /dev/null @@ -1,63 +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_PSATOMIC_H -#define PSFOUNDATION_PSATOMIC_H - -#include "Ps.h" - -namespace physx -{ -namespace shdfnd -{ -/* set *dest equal to val. Return the old value of *dest */ -PX_FOUNDATION_API int32_t atomicExchange(volatile int32_t* dest, int32_t val); - -/* if *dest == comp, replace with exch. Return original value of *dest */ -PX_FOUNDATION_API int32_t atomicCompareExchange(volatile int32_t* dest, int32_t exch, int32_t comp); - -/* if *dest == comp, replace with exch. Return original value of *dest */ -PX_FOUNDATION_API void* atomicCompareExchangePointer(volatile void** dest, void* exch, void* comp); - -/* increment the specified location. Return the incremented value */ -PX_FOUNDATION_API int32_t atomicIncrement(volatile int32_t* val); - -/* decrement the specified location. Return the decremented value */ -PX_FOUNDATION_API int32_t atomicDecrement(volatile int32_t* val); - -/* add delta to *val. Return the new value */ -PX_FOUNDATION_API int32_t atomicAdd(volatile int32_t* val, int32_t delta); - -/* compute the maximum of dest and val. Return the new value */ -PX_FOUNDATION_API int32_t atomicMax(volatile int32_t* val, int32_t val2); - -} // namespace shdfnd -} // namespace physx - -#endif // #ifndef PSFOUNDATION_PSATOMIC_H diff --git a/PxShared/src/foundation/include/PsBasicTemplates.h b/PxShared/src/foundation/include/PsBasicTemplates.h deleted file mode 100644 index 514da05..0000000 --- a/PxShared/src/foundation/include/PsBasicTemplates.h +++ /dev/null @@ -1,146 +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_PSBASICTEMPLATES_H -#define PSFOUNDATION_PSBASICTEMPLATES_H - -#include "Ps.h" - -namespace physx -{ -namespace shdfnd -{ -template <typename A> -struct Equal -{ - bool operator()(const A& a, const A& b) const - { - return a == b; - } -}; - -template <typename A> -struct Less -{ - bool operator()(const A& a, const A& b) const - { - return a < b; - } -}; - -template <typename A> -struct Greater -{ - bool operator()(const A& a, const A& b) const - { - return a > b; - } -}; - -template <class F, class S> -class Pair -{ - public: - F first; - S second; - Pair() : first(F()), second(S()) - { - } - Pair(const F& f, const S& s) : first(f), second(s) - { - } - Pair(const Pair& p) : first(p.first), second(p.second) - { - } - // CN - fix for /.../PsBasicTemplates.h(61) : warning C4512: 'physx::shdfnd::Pair<F,S>' : assignment operator could - // not be generated - Pair& operator=(const Pair& p) - { - first = p.first; - second = p.second; - return *this; - } - bool operator==(const Pair& p) const - { - return first == p.first && second == p.second; - } - bool operator<(const Pair& p) const - { - if(first < p.first) - return true; - else - return !(p.first < first) && (second < p.second); - } -}; - -template <unsigned int A> -struct LogTwo -{ - static const unsigned int value = LogTwo<(A >> 1)>::value + 1; -}; -template <> -struct LogTwo<1> -{ - static const unsigned int value = 0; -}; - -template <typename T> -struct UnConst -{ - typedef T Type; -}; -template <typename T> -struct UnConst<const T> -{ - typedef T Type; -}; - -template <typename T> -T pointerOffset(void* p, ptrdiff_t offset) -{ - return reinterpret_cast<T>(reinterpret_cast<char*>(p) + offset); -} -template <typename T> -T pointerOffset(const void* p, ptrdiff_t offset) -{ - return reinterpret_cast<T>(reinterpret_cast<const char*>(p) + offset); -} - -template <class T> -PX_CUDA_CALLABLE PX_INLINE void swap(T& x, T& y) -{ - const T tmp = x; - x = y; - y = tmp; -} - -} // namespace shdfnd -} // namespace physx - -#endif // #ifndef PSFOUNDATION_PSBASICTEMPLATES_H diff --git a/PxShared/src/foundation/include/PsBitUtils.h b/PxShared/src/foundation/include/PsBitUtils.h deleted file mode 100644 index f69f47a..0000000 --- a/PxShared/src/foundation/include/PsBitUtils.h +++ /dev/null @@ -1,109 +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_PSBITUTILS_H -#define PSFOUNDATION_PSBITUTILS_H - -#include "foundation/PxIntrinsics.h" -#include "foundation/PxAssert.h" -#include "PsIntrinsics.h" -#include "Ps.h" - -namespace physx -{ -namespace shdfnd -{ -PX_INLINE uint32_t bitCount(uint32_t v) -{ - // from http://graphics.stanford.edu/~seander/bithacks.html#CountBitsSetParallel - uint32_t const w = v - ((v >> 1) & 0x55555555); - uint32_t const x = (w & 0x33333333) + ((w >> 2) & 0x33333333); - return (((x + (x >> 4)) & 0xF0F0F0F) * 0x1010101) >> 24; -} - -PX_INLINE bool isPowerOfTwo(uint32_t x) -{ - return x != 0 && (x & (x - 1)) == 0; -} - -// "Next Largest Power of 2 -// Given a binary integer value x, the next largest power of 2 can be computed by a SWAR algorithm -// that recursively "folds" the upper bits into the lower bits. This process yields a bit vector with -// the same most significant 1 as x, but all 1's below it. Adding 1 to that value yields the next -// largest power of 2. For a 32-bit value:" -PX_INLINE uint32_t nextPowerOfTwo(uint32_t x) -{ - x |= (x >> 1); - x |= (x >> 2); - x |= (x >> 4); - x |= (x >> 8); - x |= (x >> 16); - return x + 1; -} - -/*! -Return the index of the highest set bit. Not valid for zero arg. -*/ - -PX_INLINE uint32_t lowestSetBit(uint32_t x) -{ - PX_ASSERT(x); - return lowestSetBitUnsafe(x); -} - -/*! -Return the index of the highest set bit. Not valid for zero arg. -*/ - -PX_INLINE uint32_t highestSetBit(uint32_t x) -{ - PX_ASSERT(x); - return highestSetBitUnsafe(x); -} - -// Helper function to approximate log2 of an integer value -// assumes that the input is actually power of two. -// todo: replace 2 usages with 'highestSetBit' -PX_INLINE uint32_t ilog2(uint32_t num) -{ - for(uint32_t i = 0; i < 32; i++) - { - num >>= 1; - if(num == 0) - return i; - } - - PX_ASSERT(0); - return uint32_t(-1); -} - -} // namespace shdfnd -} // namespace physx - -#endif // #ifndef PSFOUNDATION_PSBITUTILS_H diff --git a/PxShared/src/foundation/include/PsBroadcast.h b/PxShared/src/foundation/include/PsBroadcast.h deleted file mode 100644 index 3eb1cba..0000000 --- a/PxShared/src/foundation/include/PsBroadcast.h +++ /dev/null @@ -1,277 +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 PXPVDSDK_PXBROADCAST_H -#define PXPVDSDK_PXBROADCAST_H - -#include "Ps.h" -#include "PsInlineArray.h" - -#include "foundation/PxSimpleTypes.h" -#include "foundation/PxErrorCallback.h" - -namespace physx -{ -namespace shdfnd -{ - -/** -\brief Abstract listener class that listens to allocation and deallocation events from the - foundation memory system. - -<b>Threading:</b> All methods of this class should be thread safe as it can be called from the user thread -or the physics processing thread(s). -*/ -class AllocationListener -{ - public: - /** - \brief callback when memory is allocated. - \param size Size of the allocation in bytes. - \param typeName Type this data is being allocated for. - \param filename File the allocation came from. - \param line the allocation came from. - \param allocatedMemory memory that will be returned from the allocation. - */ - virtual void onAllocation(size_t size, const char* typeName, const char* filename, int line, - void* allocatedMemory) = 0; - - /** - \brief callback when memory is deallocated. - \param allocatedMemory memory just before allocation. - */ - virtual void onDeallocation(void* allocatedMemory) = 0; - - protected: - virtual ~AllocationListener() - { - } -}; - -/** -\brief Broadcast class implementation, registering listeners. - -<b>Threading:</b> All methods of this class should be thread safe as it can be called from the user thread -or the physics processing thread(s). There is not internal locking -*/ -template <class Listener, class Base> -class Broadcast : public Base -{ - public: - static const uint32_t MAX_NB_LISTENERS = 16; - - /** - \brief The default constructor. - */ - Broadcast() - { - } - - /** - \brief Register new listener. - - \note It is NOT SAFE to register and deregister listeners while allocations may be taking place. - moreover, there is no thread safety to registration/deregistration. - - \param listener Listener to register. - */ - void registerListener(Listener& listener) - { - if(mListeners.size() < MAX_NB_LISTENERS) - mListeners.pushBack(&listener); - } - - /** - \brief Deregister an existing listener. - - \note It is NOT SAFE to register and deregister listeners while allocations may be taking place. - moreover, there is no thread safety to registration/deregistration. - - \param listener Listener to deregister. - */ - void deregisterListener(Listener& listener) - { - mListeners.findAndReplaceWithLast(&listener); - } - - /** - \brief Get number of registered listeners. - - \return Number of listeners. - */ - uint32_t getNbListeners() const - { - return mListeners.size(); - } - - /** - \brief Get an existing listener from given index. - - \param index Index of the listener. - \return Listener on given index. - */ - Listener& getListener(uint32_t index) - { - PX_ASSERT(index <= mListeners.size()); - return *mListeners[index]; - } - - protected: - virtual ~Broadcast() - { - } - - physx::shdfnd::InlineArray<Listener*, MAX_NB_LISTENERS, physx::shdfnd::NonTrackingAllocator> mListeners; -}; - -/** -\brief Abstract base class for an application defined memory allocator that allows an external listener -to audit the memory allocations. -*/ -class BroadcastingAllocator : public Broadcast<AllocationListener, PxAllocatorCallback> -{ - PX_NOCOPY(BroadcastingAllocator) - - public: - /** - \brief The default constructor. - */ - BroadcastingAllocator(PxAllocatorCallback& allocator, PxErrorCallback& error) : mAllocator(allocator), mError(error) - { - mListeners.clear(); - } - - /** - \brief The default constructor. - */ - virtual ~BroadcastingAllocator() - { - mListeners.clear(); - } - - /** - \brief Allocates size bytes of memory, which must be 16-byte aligned. - - This method should never return NULL. If you run out of memory, then - you should terminate the app or take some other appropriate action. - - <b>Threading:</b> This function should be thread safe as it can be called in the context of the user thread - and physics processing thread(s). - - \param size Number of bytes to allocate. - \param typeName Name of the datatype that is being allocated - \param filename The source file which allocated the memory - \param line The source line which allocated the memory - \return The allocated block of memory. - */ - void* allocate(size_t size, const char* typeName, const char* filename, int line) - { - void* mem = mAllocator.allocate(size, typeName, filename, line); - - if(!mem) - { - mError.reportError(PxErrorCode::eABORT, "User allocator returned NULL.", __FILE__, __LINE__); - return NULL; - } - - if((reinterpret_cast<size_t>(mem) & 15)) - { - mError.reportError(PxErrorCode::eABORT, "Allocations must be 16-byte aligned.", __FILE__, __LINE__); - return NULL; - } - - for(uint32_t i = 0; i < mListeners.size(); i++) - mListeners[i]->onAllocation(size, typeName, filename, line, mem); - - return mem; - } - - /** - \brief Frees memory previously allocated by allocate(). - - <b>Threading:</b> This function should be thread safe as it can be called in the context of the user thread - and physics processing thread(s). - - \param ptr Memory to free. - */ - void deallocate(void* ptr) - { - for(uint32_t i = 0; i < mListeners.size(); i++) - { - mListeners[i]->onDeallocation(ptr); - } - mAllocator.deallocate(ptr); - } - - private: - PxAllocatorCallback& mAllocator; - PxErrorCallback& mError; -}; - -/** -\brief Abstract base class for an application defined error callback that allows an external listener -to report errors. -*/ -class BroadcastingErrorCallback : public Broadcast<PxErrorCallback, PxErrorCallback> -{ - PX_NOCOPY(BroadcastingErrorCallback) - public: - /** - \brief The default constructor. - */ - BroadcastingErrorCallback(PxErrorCallback& errorCallback) - { - registerListener(errorCallback); - } - - /** - \brief The default destructor. - */ - virtual ~BroadcastingErrorCallback() - { - mListeners.clear(); - } - - /** - \brief Reports an error code. - \param code Error code, see #PxErrorCode - \param message Message to display. - \param file File error occured in. - \param line Line number error occured on. - */ - void reportError(PxErrorCode::Enum code, const char* message, const char* file, int line) - { - for(uint32_t i = 0; i < mListeners.size(); i++) - mListeners[i]->reportError(code, message, file, line); - } -}; -} -} // namespace physx - -#endif // PXPVDSDK_PXBROADCAST_H diff --git a/PxShared/src/foundation/include/PsCpu.h b/PxShared/src/foundation/include/PsCpu.h deleted file mode 100644 index 2dcc5c1..0000000 --- a/PxShared/src/foundation/include/PsCpu.h +++ /dev/null @@ -1,47 +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_PSCPU_H -#define PSFOUNDATION_PSCPU_H - -#include "Ps.h" - -namespace physx -{ -namespace shdfnd -{ -class Cpu -{ - public: - static uint8_t getCpuId(); -}; -} -} - -#endif // #ifndef PSFOUNDATION_PSCPU_H diff --git a/PxShared/src/foundation/include/PsFPU.h b/PxShared/src/foundation/include/PsFPU.h deleted file mode 100644 index fd990a8..0000000 --- a/PxShared/src/foundation/include/PsFPU.h +++ /dev/null @@ -1,103 +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_PSFPU_H -#define PSFOUNDATION_PSFPU_H - -#include "Ps.h" -#include "PsIntrinsics.h" - -#define PX_IR(x) ((uint32_t&)(x)) -#define PX_SIR(x) ((int32_t&)(x)) -#define PX_FR(x) ((float&)(x)) - -// signed integer representation of a floating-point value. - -// Floating-point representation of a integer value. - -#define PX_SIGN_BITMASK 0x80000000 - -#define PX_FPU_GUARD shdfnd::FPUGuard scopedFpGuard; -#define PX_SIMD_GUARD shdfnd::SIMDGuard scopedFpGuard; - -#define PX_SUPPORT_GUARDS (PX_WINDOWS_FAMILY || PX_XBOXONE || (PX_LINUX && (PX_X86 || PX_X64)) || PX_PS4 || PX_OSX) - -namespace physx -{ -namespace shdfnd -{ -// sets the default SDK state for scalar and SIMD units -class PX_FOUNDATION_API FPUGuard -{ - public: - FPUGuard(); // set fpu control word for PhysX - ~FPUGuard(); // restore fpu control word - private: - uint32_t mControlWords[8]; -}; - -// sets default SDK state for simd unit only, lighter weight than FPUGuard -class SIMDGuard -{ - public: - PX_INLINE SIMDGuard(); // set simd control word for PhysX - PX_INLINE ~SIMDGuard(); // restore simd control word - private: -#if PX_SUPPORT_GUARDS - uint32_t mControlWord; -#endif -}; - -/** -\brief Enables floating point exceptions for the scalar and SIMD unit -*/ -PX_FOUNDATION_API void enableFPExceptions(); - -/** -\brief Disables floating point exceptions for the scalar and SIMD unit -*/ -PX_FOUNDATION_API void disableFPExceptions(); - -} // namespace shdfnd -} // namespace physx - -#if PX_WINDOWS_FAMILY || PX_XBOXONE -#include "windows/PsWindowsFPU.h" -#elif (PX_LINUX && PX_SSE2) || PX_PS4 || PX_OSX -#include "unix/PsUnixFPU.h" -#else -PX_INLINE physx::shdfnd::SIMDGuard::SIMDGuard() -{ -} -PX_INLINE physx::shdfnd::SIMDGuard::~SIMDGuard() -{ -} -#endif - -#endif // #ifndef PSFOUNDATION_PSFPU_H diff --git a/PxShared/src/foundation/include/PsFoundation.h b/PxShared/src/foundation/include/PsFoundation.h deleted file mode 100644 index 68f2cc7..0000000 --- a/PxShared/src/foundation/include/PsFoundation.h +++ /dev/null @@ -1,216 +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 PX_FOUNDATION_PSFOUNDATION_H -#define PX_FOUNDATION_PSFOUNDATION_H - -#include "foundation/PxFoundation.h" -#include "foundation/PxErrors.h" -#include "foundation/PxProfiler.h" - -#include "PsBroadcast.h" -#include "PsAllocator.h" -#include "PsTempAllocator.h" -#include "PsMutex.h" -#include "PsHashMap.h" -#include "PsUserAllocated.h" - -#include <stdarg.h> - -namespace physx -{ -namespace shdfnd -{ - -#if PX_VC -#pragma warning(push) -#pragma warning(disable : 4251) // class needs to have dll-interface to be used by clients of class -#endif - -class PX_FOUNDATION_API Foundation : public PxFoundation, public UserAllocated -{ - PX_NOCOPY(Foundation) - - public: - typedef MutexT<Allocator> Mutex; - - typedef HashMap<const NamedAllocator*, const char*, Hash<const NamedAllocator*>, NonTrackingAllocator> AllocNameMap; - typedef Array<TempAllocatorChunk*, Allocator> AllocFreeTable; - - public: - // factory - // note, you MUST eventually call release if createInstance returned true! - static Foundation* createInstance(PxU32 version, PxErrorCallback& errc, PxAllocatorCallback& alloc); - static Foundation& getInstance(); - void release(); - static void incRefCount(); // this call requires a foundation object to exist already - static void decRefCount(); // this call requires a foundation object to exist already - - // Begin Errors - virtual PxErrorCallback& getErrorCallback() - { - return mErrorCallback; - } // Return the user's error callback - PxErrorCallback& getInternalErrorCallback() - { - return mBroadcastingError; - } // Return the broadcasting error callback - - void registerErrorCallback(PxErrorCallback& listener); - void deregisterErrorCallback(PxErrorCallback& listener); - - virtual void setErrorLevel(PxErrorCode::Enum mask) - { - mErrorMask = mask; - } - virtual PxErrorCode::Enum getErrorLevel() const - { - return mErrorMask; - } - - void error(PxErrorCode::Enum, const char* file, int line, const char* messageFmt, ...); // Report errors with the - // broadcasting - void errorImpl(PxErrorCode::Enum, const char* file, int line, const char* messageFmt, va_list); // error callback - static PxU32 getWarnOnceTimestamp(); - - // End errors - - // Begin Allocations - virtual PxAllocatorCallback& getAllocatorCallback() - { - return mAllocatorCallback; - } // Return the user's allocator callback - PxAllocatorCallback& getAllocator() - { - return mBroadcastingAllocator; - } // Return the broadcasting allocator - - void registerAllocationListener(physx::shdfnd::AllocationListener& listener); - void deregisterAllocationListener(physx::shdfnd::AllocationListener& listener); - - virtual bool getReportAllocationNames() const - { - return mReportAllocationNames; - } - virtual void setReportAllocationNames(bool value) - { - mReportAllocationNames = value; - } - - PX_INLINE AllocNameMap& getNamedAllocMap() - { - return mNamedAllocMap; - } - PX_INLINE Mutex& getNamedAllocMutex() - { - return mNamedAllocMutex; - } - - PX_INLINE AllocFreeTable& getTempAllocFreeTable() - { - return mTempAllocFreeTable; - } - PX_INLINE Mutex& getTempAllocMutex() - { - return mTempAllocMutex; - } - // End allocations - - private: - static void destroyInstance(); - - Foundation(PxErrorCallback& errc, PxAllocatorCallback& alloc); - ~Foundation(); - - // init order is tricky here: the mutexes require the allocator, the allocator may require the error stream - PxAllocatorCallback& mAllocatorCallback; - PxErrorCallback& mErrorCallback; - - BroadcastingAllocator mBroadcastingAllocator; - BroadcastingErrorCallback mBroadcastingError; - - bool mReportAllocationNames; - - PxErrorCode::Enum mErrorMask; - Mutex mErrorMutex; - - AllocNameMap mNamedAllocMap; - Mutex mNamedAllocMutex; - - AllocFreeTable mTempAllocFreeTable; - Mutex mTempAllocMutex; - - Mutex mListenerMutex; - - static Foundation* mInstance; - static PxU32 mRefCount; - static PxU32 mWarnOnceTimestap; -}; -#if PX_VC -#pragma warning(pop) -#endif - -PX_INLINE Foundation& getFoundation() -{ - return Foundation::getInstance(); -} - -} // namespace shdfnd -} // namespace physx - -// shortcut macros: -// usage: Foundation::error(PX_WARN, "static friction %f is is lower than dynamic friction %d", sfr, dfr); -#define PX_WARN ::physx::PxErrorCode::eDEBUG_WARNING, __FILE__, __LINE__ -#define PX_INFO ::physx::PxErrorCode::eDEBUG_INFO, __FILE__, __LINE__ - -#if PX_DEBUG || PX_CHECKED -#define PX_WARN_ONCE(string) \ - { \ - static PxU32 timestamp = 0; \ - if(timestamp != Ps::getFoundation().getWarnOnceTimestamp()) \ - { \ - timestamp = Ps::getFoundation().getWarnOnceTimestamp(); \ - Ps::getFoundation().error(PX_WARN, string); \ - } \ - \ -} -#define PX_WARN_ONCE_IF(condition, string) \ - { \ - if(condition) \ - { \ - PX_WARN_ONCE(string) \ - } \ - \ -} -#else -#define PX_WARN_ONCE(string) ((void)0) -#define PX_WARN_ONCE_IF(condition, string) ((void)0) -#endif - -#endif diff --git a/PxShared/src/foundation/include/PsHash.h b/PxShared/src/foundation/include/PsHash.h deleted file mode 100644 index 6b74fb2..0000000 --- a/PxShared/src/foundation/include/PsHash.h +++ /dev/null @@ -1,162 +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_PSHASH_H -#define PSFOUNDATION_PSHASH_H - -#include "Ps.h" -#include "PsBasicTemplates.h" - -#if PX_VC -#pragma warning(push) -#pragma warning(disable : 4302) -#endif - -#if PX_LINUX -#include "foundation/PxSimpleTypes.h" -#endif - -/*! -Central definition of hash functions -*/ - -namespace physx -{ -namespace shdfnd -{ -// Hash functions - -// Thomas Wang's 32 bit mix -// http://www.cris.com/~Ttwang/tech/inthash.htm -PX_FORCE_INLINE uint32_t hash(const uint32_t key) -{ - uint32_t k = key; - k += ~(k << 15); - k ^= (k >> 10); - k += (k << 3); - k ^= (k >> 6); - k += ~(k << 11); - k ^= (k >> 16); - return uint32_t(k); -} - -PX_FORCE_INLINE uint32_t hash(const int32_t key) -{ - return hash(uint32_t(key)); -} - -// Thomas Wang's 64 bit mix -// http://www.cris.com/~Ttwang/tech/inthash.htm -PX_FORCE_INLINE uint32_t hash(const uint64_t key) -{ - uint64_t k = key; - k += ~(k << 32); - k ^= (k >> 22); - k += ~(k << 13); - k ^= (k >> 8); - k += (k << 3); - k ^= (k >> 15); - k += ~(k << 27); - k ^= (k >> 31); - return uint32_t(UINT32_MAX & k); -} - -#if PX_APPLE_FAMILY -// hash for size_t, to make gcc happy -PX_INLINE uint32_t hash(const size_t key) -{ -#if PX_P64_FAMILY - return hash(uint64_t(key)); -#else - return hash(uint32_t(key)); -#endif -} -#endif - -// Hash function for pointers -PX_INLINE uint32_t hash(const void* ptr) -{ -#if PX_P64_FAMILY - return hash(uint64_t(ptr)); -#else - return hash(uint32_t(UINT32_MAX & size_t(ptr))); -#endif -} - -// Hash function for pairs -template <typename F, typename S> -PX_INLINE uint32_t hash(const Pair<F, S>& p) -{ - uint32_t seed = 0x876543; - uint32_t m = 1000007; - return hash(p.second) ^ (m * (hash(p.first) ^ (m * seed))); -} - -// hash object for hash map template parameter -template <class Key> -struct Hash -{ - uint32_t operator()(const Key& k) const - { - return hash(k); - } - bool equal(const Key& k0, const Key& k1) const - { - return k0 == k1; - } -}; - -// specialization for strings -template <> -struct Hash<const char*> -{ - public: - uint32_t operator()(const char* _string) const - { - // "DJB" string hash - const uint8_t* string = reinterpret_cast<const uint8_t*>(_string); - uint32_t h = 5381; - for(const uint8_t* ptr = string; *ptr; ptr++) - h = ((h << 5) + h) ^ uint32_t(*ptr); - return h; - } - bool equal(const char* string0, const char* string1) const - { - return !strcmp(string0, string1); - } -}; - -} // namespace shdfnd -} // namespace physx - -#if PX_VC -#pragma warning(pop) -#endif - -#endif // #ifndef PSFOUNDATION_PSHASH_H diff --git a/PxShared/src/foundation/include/PsHashInternals.h b/PxShared/src/foundation/include/PsHashInternals.h deleted file mode 100644 index 809baa3..0000000 --- a/PxShared/src/foundation/include/PsHashInternals.h +++ /dev/null @@ -1,795 +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_PSHASHINTERNALS_H -#define PSFOUNDATION_PSHASHINTERNALS_H - -#include "PsBasicTemplates.h" -#include "PsArray.h" -#include "PsBitUtils.h" -#include "PsHash.h" -#include "foundation/PxIntrinsics.h" - -#if PX_VC -#pragma warning(push) -#pragma warning(disable : 4127) // conditional expression is constant -#endif -namespace physx -{ -namespace shdfnd -{ -namespace internal -{ -template <class Entry, class Key, class HashFn, class GetKey, class Allocator, bool compacting> -class HashBase : private Allocator -{ - void init(uint32_t initialTableSize, float loadFactor) - { - mBuffer = NULL; - mEntries = NULL; - mEntriesNext = NULL; - mHash = NULL; - mEntriesCapacity = 0; - mHashSize = 0; - mLoadFactor = loadFactor; - mFreeList = uint32_t(EOL); - mTimestamp = 0; - mEntriesCount = 0; - - if(initialTableSize) - reserveInternal(initialTableSize); - } - - public: - typedef Entry EntryType; - - HashBase(uint32_t initialTableSize = 64, float loadFactor = 0.75f) : Allocator(PX_DEBUG_EXP("hashBase")) - { - init(initialTableSize, loadFactor); - } - - HashBase(uint32_t initialTableSize, float loadFactor, const Allocator& alloc) : Allocator(alloc) - { - init(initialTableSize, loadFactor); - } - - HashBase(const Allocator& alloc) : Allocator(alloc) - { - init(64, 0.75f); - } - - ~HashBase() - { - destroy(); // No need to clear() - - if(mBuffer) - Allocator::deallocate(mBuffer); - } - - static const uint32_t EOL = 0xffffffff; - - PX_INLINE Entry* create(const Key& k, bool& exists) - { - uint32_t h = 0; - if(mHashSize) - { - h = hash(k); - uint32_t index = mHash[h]; - while(index != EOL && !HashFn().equal(GetKey()(mEntries[index]), k)) - index = mEntriesNext[index]; - exists = index != EOL; - if(exists) - return mEntries + index; - } - else - exists = false; - - if(freeListEmpty()) - { - grow(); - h = hash(k); - } - - uint32_t entryIndex = freeListGetNext(); - - mEntriesNext[entryIndex] = mHash[h]; - mHash[h] = entryIndex; - - mEntriesCount++; - mTimestamp++; - - return mEntries + entryIndex; - } - - PX_INLINE const Entry* find(const Key& k) const - { - if(!mEntriesCount) - return NULL; - - const uint32_t h = hash(k); - uint32_t index = mHash[h]; - while(index != EOL && !HashFn().equal(GetKey()(mEntries[index]), k)) - index = mEntriesNext[index]; - return index != EOL ? mEntries + index : NULL; - } - - PX_INLINE bool erase(const Key& k, Entry& e) - { - if(!mEntriesCount) - return false; - - const uint32_t h = hash(k); - uint32_t* ptr = mHash + h; - while(*ptr != EOL && !HashFn().equal(GetKey()(mEntries[*ptr]), k)) - ptr = mEntriesNext + *ptr; - - if(*ptr == EOL) - return false; - - PX_PLACEMENT_NEW(&e, Entry)(mEntries[*ptr]); - - return eraseInternal(ptr); - } - - PX_INLINE bool erase(const Key& k) - { - if(!mEntriesCount) - return false; - - const uint32_t h = hash(k); - uint32_t* ptr = mHash + h; - while(*ptr != EOL && !HashFn().equal(GetKey()(mEntries[*ptr]), k)) - ptr = mEntriesNext + *ptr; - - if(*ptr == EOL) - return false; - - return eraseInternal(ptr); - } - - PX_INLINE uint32_t size() const - { - return mEntriesCount; - } - - PX_INLINE uint32_t capacity() const - { - return mHashSize; - } - - void clear() - { - if(!mHashSize || mEntriesCount == 0) - return; - - destroy(); - - intrinsics::memSet(mHash, EOL, mHashSize * sizeof(uint32_t)); - - const uint32_t sizeMinus1 = mEntriesCapacity - 1; - for(uint32_t i = 0; i < sizeMinus1; i++) - { - prefetchLine(mEntriesNext + i, 128); - mEntriesNext[i] = i + 1; - } - mEntriesNext[mEntriesCapacity - 1] = uint32_t(EOL); - mFreeList = 0; - mEntriesCount = 0; - } - - void reserve(uint32_t size) - { - if(size > mHashSize) - reserveInternal(size); - } - - PX_INLINE const Entry* getEntries() const - { - return mEntries; - } - - PX_INLINE Entry* insertUnique(const Key& k) - { - PX_ASSERT(find(k) == NULL); - uint32_t h = hash(k); - - uint32_t entryIndex = freeListGetNext(); - - mEntriesNext[entryIndex] = mHash[h]; - mHash[h] = entryIndex; - - mEntriesCount++; - mTimestamp++; - - return mEntries + entryIndex; - } - - private: - void destroy() - { - for(uint32_t i = 0; i < mHashSize; i++) - { - for(uint32_t j = mHash[i]; j != EOL; j = mEntriesNext[j]) - mEntries[j].~Entry(); - } - } - - template <typename HK, typename GK, class A, bool comp> - PX_NOINLINE void copy(const HashBase<Entry, Key, HK, GK, A, comp>& other); - - // free list management - if we're coalescing, then we use mFreeList to hold - // the top of the free list and it should always be equal to size(). Otherwise, - // we build a free list in the next() pointers. - - PX_INLINE void freeListAdd(uint32_t index) - { - if(compacting) - { - mFreeList--; - PX_ASSERT(mFreeList == mEntriesCount); - } - else - { - mEntriesNext[index] = mFreeList; - mFreeList = index; - } - } - - PX_INLINE void freeListAdd(uint32_t start, uint32_t end) - { - if(!compacting) - { - for(uint32_t i = start; i < end - 1; i++) // add the new entries to the free list - mEntriesNext[i] = i + 1; - - // link in old free list - mEntriesNext[end - 1] = mFreeList; - PX_ASSERT(mFreeList != end - 1); - mFreeList = start; - } - else if(mFreeList == EOL) // don't reset the free ptr for the compacting hash unless it's empty - mFreeList = start; - } - - PX_INLINE uint32_t freeListGetNext() - { - PX_ASSERT(!freeListEmpty()); - if(compacting) - { - PX_ASSERT(mFreeList == mEntriesCount); - return mFreeList++; - } - else - { - uint32_t entryIndex = mFreeList; - mFreeList = mEntriesNext[mFreeList]; - return entryIndex; - } - } - - PX_INLINE bool freeListEmpty() const - { - if(compacting) - return mEntriesCount == mEntriesCapacity; - else - return mFreeList == EOL; - } - - PX_INLINE void replaceWithLast(uint32_t index) - { - PX_PLACEMENT_NEW(mEntries + index, Entry)(mEntries[mEntriesCount]); - mEntries[mEntriesCount].~Entry(); - mEntriesNext[index] = mEntriesNext[mEntriesCount]; - - uint32_t h = hash(GetKey()(mEntries[index])); - uint32_t* ptr; - for(ptr = mHash + h; *ptr != mEntriesCount; ptr = mEntriesNext + *ptr) - PX_ASSERT(*ptr != EOL); - *ptr = index; - } - - PX_INLINE uint32_t hash(const Key& k, uint32_t hashSize) const - { - return HashFn()(k) & (hashSize - 1); - } - - PX_INLINE uint32_t hash(const Key& k) const - { - return hash(k, mHashSize); - } - - PX_INLINE bool eraseInternal(uint32_t* ptr) - { - const uint32_t index = *ptr; - - *ptr = mEntriesNext[index]; - - mEntries[index].~Entry(); - - mEntriesCount--; - mTimestamp++; - - if (compacting && index != mEntriesCount) - replaceWithLast(index); - - freeListAdd(index); - return true; - } - - void reserveInternal(uint32_t size) - { - if(!isPowerOfTwo(size)) - size = nextPowerOfTwo(size); - - PX_ASSERT(!(size & (size - 1))); - - // decide whether iteration can be done on the entries directly - bool resizeCompact = compacting || freeListEmpty(); - - // define new table sizes - uint32_t oldEntriesCapacity = mEntriesCapacity; - uint32_t newEntriesCapacity = uint32_t(float(size) * mLoadFactor); - uint32_t newHashSize = size; - - // allocate new common buffer and setup pointers to new tables - uint8_t* newBuffer; - uint32_t* newHash; - uint32_t* newEntriesNext; - Entry* newEntries; - { - uint32_t newHashByteOffset = 0; - uint32_t newEntriesNextBytesOffset = newHashByteOffset + newHashSize * sizeof(uint32_t); - uint32_t newEntriesByteOffset = newEntriesNextBytesOffset + newEntriesCapacity * sizeof(uint32_t); - newEntriesByteOffset += (16 - (newEntriesByteOffset & 15)) & 15; - uint32_t newBufferByteSize = newEntriesByteOffset + newEntriesCapacity * sizeof(Entry); - - newBuffer = reinterpret_cast<uint8_t*>(Allocator::allocate(newBufferByteSize, __FILE__, __LINE__)); - PX_ASSERT(newBuffer); - - newHash = reinterpret_cast<uint32_t*>(newBuffer + newHashByteOffset); - newEntriesNext = reinterpret_cast<uint32_t*>(newBuffer + newEntriesNextBytesOffset); - newEntries = reinterpret_cast<Entry*>(newBuffer + newEntriesByteOffset); - } - - // initialize new hash table - intrinsics::memSet(newHash, uint32_t(EOL), newHashSize * sizeof(uint32_t)); - - // iterate over old entries, re-hash and create new entries - if(resizeCompact) - { - // check that old free list is empty - we don't need to copy the next entries - PX_ASSERT(compacting || mFreeList == EOL); - - for(uint32_t index = 0; index < mEntriesCount; ++index) - { - uint32_t h = hash(GetKey()(mEntries[index]), newHashSize); - newEntriesNext[index] = newHash[h]; - newHash[h] = index; - - PX_PLACEMENT_NEW(newEntries + index, Entry)(mEntries[index]); - mEntries[index].~Entry(); - } - } - else - { - // copy old free list, only required for non compact resizing - intrinsics::memCopy(newEntriesNext, mEntriesNext, mEntriesCapacity * sizeof(uint32_t)); - - for(uint32_t bucket = 0; bucket < mHashSize; bucket++) - { - uint32_t index = mHash[bucket]; - while(index != EOL) - { - uint32_t h = hash(GetKey()(mEntries[index]), newHashSize); - newEntriesNext[index] = newHash[h]; - PX_ASSERT(index != newHash[h]); - - newHash[h] = index; - - PX_PLACEMENT_NEW(newEntries + index, Entry)(mEntries[index]); - mEntries[index].~Entry(); - - index = mEntriesNext[index]; - } - } - } - - // swap buffer and pointers - Allocator::deallocate(mBuffer); - mBuffer = newBuffer; - mHash = newHash; - mHashSize = newHashSize; - mEntriesNext = newEntriesNext; - mEntries = newEntries; - mEntriesCapacity = newEntriesCapacity; - - freeListAdd(oldEntriesCapacity, newEntriesCapacity); - } - - void grow() - { - PX_ASSERT((mFreeList == EOL) || (compacting && (mEntriesCount == mEntriesCapacity))); - - uint32_t size = mHashSize == 0 ? 16 : mHashSize * 2; - reserve(size); - } - - uint8_t* mBuffer; - Entry* mEntries; - uint32_t* mEntriesNext; // same size as mEntries - uint32_t* mHash; - uint32_t mEntriesCapacity; - uint32_t mHashSize; - float mLoadFactor; - uint32_t mFreeList; - uint32_t mTimestamp; - uint32_t mEntriesCount; // number of entries - - public: - class Iter - { - public: - PX_INLINE Iter(HashBase& b) : mBucket(0), mEntry(uint32_t(b.EOL)), mTimestamp(b.mTimestamp), mBase(b) - { - if(mBase.mEntriesCapacity > 0) - { - mEntry = mBase.mHash[0]; - skip(); - } - } - - PX_INLINE void check() const - { - PX_ASSERT(mTimestamp == mBase.mTimestamp); - } - PX_INLINE const Entry& operator*() const - { - check(); - return mBase.mEntries[mEntry]; - } - PX_INLINE Entry& operator*() - { - check(); - return mBase.mEntries[mEntry]; - } - PX_INLINE const Entry* operator->() const - { - check(); - return mBase.mEntries + mEntry; - } - PX_INLINE Entry* operator->() - { - check(); - return mBase.mEntries + mEntry; - } - PX_INLINE Iter operator++() - { - check(); - advance(); - return *this; - } - PX_INLINE Iter operator++(int) - { - check(); - Iter i = *this; - advance(); - return i; - } - PX_INLINE bool done() const - { - check(); - return mEntry == mBase.EOL; - } - - private: - PX_INLINE void advance() - { - mEntry = mBase.mEntriesNext[mEntry]; - skip(); - } - PX_INLINE void skip() - { - while(mEntry == mBase.EOL) - { - if(++mBucket == mBase.mHashSize) - break; - mEntry = mBase.mHash[mBucket]; - } - } - - Iter& operator=(const Iter&); - - uint32_t mBucket; - uint32_t mEntry; - uint32_t mTimestamp; - HashBase& mBase; - }; - - /*! - Iterate over entries in a hash base and allow entry erase while iterating - */ - class EraseIterator - { - public: - PX_INLINE EraseIterator(HashBase& b): mBase(b) - { - reset(); - } - - PX_INLINE Entry* eraseCurrentGetNext(bool eraseCurrent) - { - if(eraseCurrent && mCurrentEntryIndexPtr) - { - mBase.eraseInternal(mCurrentEntryIndexPtr); - // if next was valid return the same ptr, if next was EOL search new hash entry - if(*mCurrentEntryIndexPtr != mBase.EOL) - return mBase.mEntries + *mCurrentEntryIndexPtr; - else - return traverseHashEntries(); - } - - // traverse mHash to find next entry - if(mCurrentEntryIndexPtr == NULL) - return traverseHashEntries(); - - const uint32_t index = *mCurrentEntryIndexPtr; - if(mBase.mEntriesNext[index] == mBase.EOL) - { - return traverseHashEntries(); - } - else - { - mCurrentEntryIndexPtr = mBase.mEntriesNext + index; - return mBase.mEntries + *mCurrentEntryIndexPtr; - } - } - - PX_INLINE void reset() - { - mCurrentHashIndex = 0; - mCurrentEntryIndexPtr = NULL; - } - - private: - PX_INLINE Entry* traverseHashEntries() - { - mCurrentEntryIndexPtr = NULL; - while (mCurrentEntryIndexPtr == NULL && mCurrentHashIndex < mBase.mHashSize) - { - if (mBase.mHash[mCurrentHashIndex] != mBase.EOL) - { - mCurrentEntryIndexPtr = mBase.mHash + mCurrentHashIndex; - mCurrentHashIndex++; - return mBase.mEntries + *mCurrentEntryIndexPtr; - } - else - { - mCurrentHashIndex++; - } - } - return NULL; - } - - EraseIterator& operator=(const EraseIterator&); - private: - uint32_t* mCurrentEntryIndexPtr; - uint32_t mCurrentHashIndex; - HashBase& mBase; - }; -}; - -template <class Entry, class Key, class HashFn, class GetKey, class Allocator, bool compacting> -template <typename HK, typename GK, class A, bool comp> -PX_NOINLINE void -HashBase<Entry, Key, HashFn, GetKey, Allocator, compacting>::copy(const HashBase<Entry, Key, HK, GK, A, comp>& other) -{ - reserve(other.mEntriesCount); - - for(uint32_t i = 0; i < other.mEntriesCount; i++) - { - for(uint32_t j = other.mHash[i]; j != EOL; j = other.mEntriesNext[j]) - { - const Entry& otherEntry = other.mEntries[j]; - - bool exists; - Entry* newEntry = create(GK()(otherEntry), exists); - PX_ASSERT(!exists); - - PX_PLACEMENT_NEW(newEntry, Entry)(otherEntry); - } - } -} - -template <class Key, class HashFn, class Allocator = typename AllocatorTraits<Key>::Type, bool Coalesced = false> -class HashSetBase -{ - PX_NOCOPY(HashSetBase) - public: - struct GetKey - { - PX_INLINE const Key& operator()(const Key& e) - { - return e; - } - }; - - typedef HashBase<Key, Key, HashFn, GetKey, Allocator, Coalesced> BaseMap; - typedef typename BaseMap::Iter Iterator; - - HashSetBase(uint32_t initialTableSize, float loadFactor, const Allocator& alloc) - : mBase(initialTableSize, loadFactor, alloc) - { - } - - HashSetBase(const Allocator& alloc) : mBase(64, 0.75f, alloc) - { - } - - HashSetBase(uint32_t initialTableSize = 64, float loadFactor = 0.75f) : mBase(initialTableSize, loadFactor) - { - } - - bool insert(const Key& k) - { - bool exists; - Key* e = mBase.create(k, exists); - if(!exists) - PX_PLACEMENT_NEW(e, Key)(k); - return !exists; - } - - PX_INLINE bool contains(const Key& k) const - { - return mBase.find(k) != 0; - } - PX_INLINE bool erase(const Key& k) - { - return mBase.erase(k); - } - PX_INLINE uint32_t size() const - { - return mBase.size(); - } - PX_INLINE uint32_t capacity() const - { - return mBase.capacity(); - } - PX_INLINE void reserve(uint32_t size) - { - mBase.reserve(size); - } - PX_INLINE void clear() - { - mBase.clear(); - } - - protected: - BaseMap mBase; -}; - -template <class Key, class Value, class HashFn, class Allocator = typename AllocatorTraits<Pair<const Key, Value> >::Type> -class HashMapBase -{ - PX_NOCOPY(HashMapBase) - public: - typedef Pair<const Key, Value> Entry; - - struct GetKey - { - PX_INLINE const Key& operator()(const Entry& e) - { - return e.first; - } - }; - - typedef HashBase<Entry, Key, HashFn, GetKey, Allocator, true> BaseMap; - typedef typename BaseMap::Iter Iterator; - typedef typename BaseMap::EraseIterator EraseIterator; - - HashMapBase(uint32_t initialTableSize, float loadFactor, const Allocator& alloc) - : mBase(initialTableSize, loadFactor, alloc) - { - } - - HashMapBase(const Allocator& alloc) : mBase(64, 0.75f, alloc) - { - } - - HashMapBase(uint32_t initialTableSize = 64, float loadFactor = 0.75f) : mBase(initialTableSize, loadFactor) - { - } - - bool insert(const Key /*&*/ k, const Value /*&*/ v) - { - bool exists; - Entry* e = mBase.create(k, exists); - if(!exists) - PX_PLACEMENT_NEW(e, Entry)(k, v); - return !exists; - } - - Value& operator[](const Key& k) - { - bool exists; - Entry* e = mBase.create(k, exists); - if(!exists) - PX_PLACEMENT_NEW(e, Entry)(k, Value()); - - return e->second; - } - - PX_INLINE const Entry* find(const Key& k) const - { - return mBase.find(k); - } - PX_INLINE bool erase(const Key& k) - { - return mBase.erase(k); - } - PX_INLINE bool erase(const Key& k, Entry& e) - { - return mBase.erase(k, e); - } - PX_INLINE uint32_t size() const - { - return mBase.size(); - } - PX_INLINE uint32_t capacity() const - { - return mBase.capacity(); - } - PX_INLINE Iterator getIterator() - { - return Iterator(mBase); - } - PX_INLINE EraseIterator getEraseIterator() - { - return EraseIterator(mBase); - } - PX_INLINE void reserve(uint32_t size) - { - mBase.reserve(size); - } - PX_INLINE void clear() - { - mBase.clear(); - } - - protected: - BaseMap mBase; -}; -} - -} // namespace shdfnd -} // namespace physx - -#if PX_VC -#pragma warning(pop) -#endif -#endif // #ifndef PSFOUNDATION_PSHASHINTERNALS_H diff --git a/PxShared/src/foundation/include/PsHashMap.h b/PxShared/src/foundation/include/PsHashMap.h deleted file mode 100644 index 5091dee..0000000 --- a/PxShared/src/foundation/include/PsHashMap.h +++ /dev/null @@ -1,118 +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_PSHASHMAP_H -#define PSFOUNDATION_PSHASHMAP_H - -#include "PsHashInternals.h" - -// TODO: make this doxy-format -// -// This header defines two hash maps. Hash maps -// * support custom initial table sizes (rounded up internally to power-of-2) -// * support custom static allocator objects -// * auto-resize, based on a load factor (i.e. a 64-entry .75 load factor hash will resize -// when the 49th element is inserted) -// * are based on open hashing -// * have O(1) contains, erase -// -// Maps have STL-like copying semantics, and properly initialize and destruct copies of objects -// -// There are two forms of map: coalesced and uncoalesced. Coalesced maps keep the entries in the -// initial segment of an array, so are fast to iterate over; however deletion is approximately -// twice as expensive. -// -// HashMap<T>: -// bool insert(const Key& k, const Value& v) O(1) amortized (exponential resize policy) -// Value & operator[](const Key& k) O(1) for existing objects, else O(1) amortized -// const Entry * find(const Key& k); O(1) -// bool erase(const T& k); O(1) -// uint32_t size(); constant -// void reserve(uint32_t size); O(MAX(currentOccupancy,size)) -// void clear(); O(currentOccupancy) (with zero constant for objects -// without -// destructors) -// Iterator getIterator(); -// -// operator[] creates an entry if one does not exist, initializing with the default constructor. -// CoalescedHashMap<T> does not support getIterator, but instead supports -// const Key *getEntries(); -// -// Use of iterators: -// -// for(HashMap::Iterator iter = test.getIterator(); !iter.done(); ++iter) -// myFunction(iter->first, iter->second); - -namespace physx -{ -namespace shdfnd -{ -template <class Key, class Value, class HashFn = Hash<Key>, class Allocator = NonTrackingAllocator> -class HashMap : public internal::HashMapBase<Key, Value, HashFn, Allocator> -{ - public: - typedef internal::HashMapBase<Key, Value, HashFn, Allocator> HashMapBase; - typedef typename HashMapBase::Iterator Iterator; - - HashMap(uint32_t initialTableSize = 64, float loadFactor = 0.75f) : HashMapBase(initialTableSize, loadFactor) - { - } - HashMap(uint32_t initialTableSize, float loadFactor, const Allocator& alloc) - : HashMapBase(initialTableSize, loadFactor, alloc) - { - } - HashMap(const Allocator& alloc) : HashMapBase(64, 0.75f, alloc) - { - } - Iterator getIterator() - { - return Iterator(HashMapBase::mBase); - } -}; - -template <class Key, class Value, class HashFn = Hash<Key>, class Allocator = NonTrackingAllocator> -class CoalescedHashMap : public internal::HashMapBase<Key, Value, HashFn, Allocator> -{ - public: - typedef internal::HashMapBase<Key, Value, HashFn, Allocator> HashMapBase; - - CoalescedHashMap(uint32_t initialTableSize = 64, float loadFactor = 0.75f) - : HashMapBase(initialTableSize, loadFactor) - { - } - const Pair<const Key, Value>* getEntries() const - { - return HashMapBase::mBase.getEntries(); - } -}; - -} // namespace shdfnd -} // namespace physx - -#endif // #ifndef PSFOUNDATION_PSHASHMAP_H diff --git a/PxShared/src/foundation/include/PsHashSet.h b/PxShared/src/foundation/include/PsHashSet.h deleted file mode 100644 index 195f01d..0000000 --- a/PxShared/src/foundation/include/PsHashSet.h +++ /dev/null @@ -1,127 +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_PSHASHSET_H -#define PSFOUNDATION_PSHASHSET_H - -#include "PsHashInternals.h" - -// TODO: make this doxy-format - -// This header defines two hash sets. Hash sets -// * support custom initial table sizes (rounded up internally to power-of-2) -// * support custom static allocator objects -// * auto-resize, based on a load factor (i.e. a 64-entry .75 load factor hash will resize -// when the 49th element is inserted) -// * are based on open hashing -// -// Sets have STL-like copying semantics, and properly initialize and destruct copies of objects -// -// There are two forms of set: coalesced and uncoalesced. Coalesced sets keep the entries in the -// initial segment of an array, so are fast to iterate over; however deletion is approximately -// twice as expensive. -// -// HashSet<T>: -// bool insert(const T& k) amortized O(1) (exponential resize policy) -// bool contains(const T& k) const; O(1) -// bool erase(const T& k); O(1) -// uint32_t size() const; constant -// void reserve(uint32_t size); O(MAX(size, currentOccupancy)) -// void clear(); O(currentOccupancy) (with zero constant for objects without -// destructors) -// Iterator getIterator(); -// -// Use of iterators: -// -// for(HashSet::Iterator iter = test.getIterator(); !iter.done(); ++iter) -// myFunction(*iter); -// -// CoalescedHashSet<T> does not support getIterator, but instead supports -// const Key *getEntries(); -// -// insertion into a set already containing the element fails returning false, as does -// erasure of an element not in the set -// - -namespace physx -{ -namespace shdfnd -{ -template <class Key, class HashFn = Hash<Key>, class Allocator = NonTrackingAllocator> -class HashSet : public internal::HashSetBase<Key, HashFn, Allocator, false> -{ - public: - typedef internal::HashSetBase<Key, HashFn, Allocator, false> HashSetBase; - typedef typename HashSetBase::Iterator Iterator; - - HashSet(uint32_t initialTableSize = 64, float loadFactor = 0.75f) : HashSetBase(initialTableSize, loadFactor) - { - } - HashSet(uint32_t initialTableSize, float loadFactor, const Allocator& alloc) - : HashSetBase(initialTableSize, loadFactor, alloc) - { - } - HashSet(const Allocator& alloc) : HashSetBase(64, 0.75f, alloc) - { - } - Iterator getIterator() - { - return Iterator(HashSetBase::mBase); - } -}; - -template <class Key, class HashFn = Hash<Key>, class Allocator = NonTrackingAllocator> -class CoalescedHashSet : public internal::HashSetBase<Key, HashFn, Allocator, true> -{ - public: - typedef typename internal::HashSetBase<Key, HashFn, Allocator, true> HashSetBase; - - CoalescedHashSet(uint32_t initialTableSize = 64, float loadFactor = 0.75f) - : HashSetBase(initialTableSize, loadFactor) - { - } - - CoalescedHashSet(uint32_t initialTableSize, float loadFactor, const Allocator& alloc) - : HashSetBase(initialTableSize, loadFactor, alloc) - { - } - CoalescedHashSet(const Allocator& alloc) : HashSetBase(64, 0.75f, alloc) - { - } - - const Key* getEntries() const - { - return HashSetBase::mBase.getEntries(); - } -}; - -} // namespace shdfnd -} // namespace physx - -#endif // #ifndef PSFOUNDATION_PSHASHSET_H diff --git a/PxShared/src/foundation/include/PsInlineAllocator.h b/PxShared/src/foundation/include/PsInlineAllocator.h deleted file mode 100644 index f87abd6..0000000 --- a/PxShared/src/foundation/include/PsInlineAllocator.h +++ /dev/null @@ -1,91 +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_PSINLINEALLOCATOR_H -#define PSFOUNDATION_PSINLINEALLOCATOR_H - -#include "PsUserAllocated.h" - -namespace physx -{ -namespace shdfnd -{ -// this is used by the array class to allocate some space for a small number -// of objects along with the metadata -template <uint32_t N, typename BaseAllocator> -class InlineAllocator : private BaseAllocator -{ - public: - InlineAllocator(const PxEMPTY v) : BaseAllocator(v) - { - } - - InlineAllocator(const BaseAllocator& alloc = BaseAllocator()) : BaseAllocator(alloc), mBufferUsed(false) - { - } - - InlineAllocator(const InlineAllocator& aloc) : BaseAllocator(aloc), mBufferUsed(false) - { - } - - void* allocate(uint32_t size, const char* filename, int line) - { - if(!mBufferUsed && size <= N) - { - mBufferUsed = true; - return mBuffer; - } - return BaseAllocator::allocate(size, filename, line); - } - - void deallocate(void* ptr) - { - if(ptr == mBuffer) - mBufferUsed = false; - else - BaseAllocator::deallocate(ptr); - } - - PX_FORCE_INLINE uint8_t* getInlineBuffer() - { - return mBuffer; - } - PX_FORCE_INLINE bool isBufferUsed() const - { - return mBufferUsed; - } - - protected: - uint8_t mBuffer[N]; - bool mBufferUsed; -}; -} // namespace shdfnd -} // namespace physx - -#endif // #ifndef PSFOUNDATION_PSINLINEALLOCATOR_H diff --git a/PxShared/src/foundation/include/PsInlineAoS.h b/PxShared/src/foundation/include/PsInlineAoS.h deleted file mode 100644 index 6ae15cf..0000000 --- a/PxShared/src/foundation/include/PsInlineAoS.h +++ /dev/null @@ -1,48 +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_PSINLINEAOS_H -#define PSFOUNDATION_PSINLINEAOS_H - -#include "foundation/PxPreprocessor.h" - -#if PX_WINDOWS -#include "windows/PsWindowsTrigConstants.h" -#include "windows/PsWindowsInlineAoS.h" -#elif(PX_UNIX_FAMILY || PX_PS4 || PX_SWITCH) -#include "unix/PsUnixTrigConstants.h" -#include "unix/PsUnixInlineAoS.h" -#elif PX_XBOXONE -#include "XboxOne/PsXboxOneTrigConstants.h" -#include "XboxOne/PsXboxOneInlineAoS.h" -#else -#error "Platform not supported!" -#endif - -#endif diff --git a/PxShared/src/foundation/include/PsInlineArray.h b/PxShared/src/foundation/include/PsInlineArray.h deleted file mode 100644 index e9ea939..0000000 --- a/PxShared/src/foundation/include/PsInlineArray.h +++ /dev/null @@ -1,68 +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_PSINLINEARRAY_H -#define PSFOUNDATION_PSINLINEARRAY_H - -#include "PsArray.h" -#include "PsInlineAllocator.h" - -namespace physx -{ -namespace shdfnd -{ - -// array that pre-allocates for N elements -template <typename T, uint32_t N, typename Alloc = typename AllocatorTraits<T>::Type> -class InlineArray : public Array<T, InlineAllocator<N * sizeof(T), Alloc> > -{ - typedef InlineAllocator<N * sizeof(T), Alloc> Allocator; - - public: - InlineArray(const PxEMPTY v) : Array<T, Allocator>(v) - { - if(isInlined()) - this->mData = reinterpret_cast<T*>(Array<T, Allocator>::getInlineBuffer()); - } - - PX_INLINE bool isInlined() const - { - return Allocator::isBufferUsed(); - } - - PX_INLINE explicit InlineArray(const Alloc& alloc = Alloc()) : Array<T, Allocator>(alloc) - { - this->mData = this->allocate(N); - this->mCapacity = N; - } -}; -} // namespace shdfnd -} // namespace physx - -#endif // #ifndef PSFOUNDATION_PSINLINEARRAY_H diff --git a/PxShared/src/foundation/include/PsIntrinsics.h b/PxShared/src/foundation/include/PsIntrinsics.h deleted file mode 100644 index 38b91ba..0000000 --- a/PxShared/src/foundation/include/PsIntrinsics.h +++ /dev/null @@ -1,47 +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_PSINTRINSICS_H -#define PSFOUNDATION_PSINTRINSICS_H - -#include "foundation/PxPreprocessor.h" - -#if PX_WINDOWS_FAMILY -#include "windows/PsWindowsIntrinsics.h" -#elif(PX_LINUX || PX_ANDROID || PX_APPLE_FAMILY || PX_PS4) -#include "unix/PsUnixIntrinsics.h" -#elif PX_XBOXONE -#include "XboxOne/PsXboxOneIntrinsics.h" -#elif PX_SWITCH -#include "switch/PsSwitchIntrinsics.h" -#else -#error "Platform not supported!" -#endif - -#endif // #ifndef PSFOUNDATION_PSINTRINSICS_H diff --git a/PxShared/src/foundation/include/PsMathUtils.h b/PxShared/src/foundation/include/PsMathUtils.h deleted file mode 100644 index 789cf3f..0000000 --- a/PxShared/src/foundation/include/PsMathUtils.h +++ /dev/null @@ -1,694 +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_PSMATHUTILS_H -#define PSFOUNDATION_PSMATHUTILS_H - -#include "foundation/PxPreprocessor.h" -#include "foundation/PxTransform.h" -#include "foundation/PxMat33.h" -#include "Ps.h" -#include "PsIntrinsics.h" - -// General guideline is: if it's an abstract math function, it belongs here. -// If it's a math function where the inputs have specific semantics (e.g. -// separateSwingTwist) it doesn't. - -namespace physx -{ -namespace shdfnd -{ -/** -\brief sign returns the sign of its argument. The sign of zero is undefined. -*/ -PX_CUDA_CALLABLE PX_FORCE_INLINE PxF32 sign(const PxF32 a) -{ - return intrinsics::sign(a); -} - -/** -\brief sign returns the sign of its argument. The sign of zero is undefined. -*/ -PX_CUDA_CALLABLE PX_FORCE_INLINE PxF64 sign(const PxF64 a) -{ - return (a >= 0.0) ? 1.0 : -1.0; -} - -/** -\brief sign returns the sign of its argument. The sign of zero is undefined. -*/ -PX_CUDA_CALLABLE PX_FORCE_INLINE PxI32 sign(const PxI32 a) -{ - return (a >= 0) ? 1 : -1; -} - -/** -\brief Returns true if the two numbers are within eps of each other. -*/ -PX_CUDA_CALLABLE PX_FORCE_INLINE bool equals(const PxF32 a, const PxF32 b, const PxF32 eps) -{ - return (PxAbs(a - b) < eps); -} - -/** -\brief Returns true if the two numbers are within eps of each other. -*/ -PX_CUDA_CALLABLE PX_FORCE_INLINE bool equals(const PxF64 a, const PxF64 b, const PxF64 eps) -{ - return (PxAbs(a - b) < eps); -} - -/** -\brief The floor function returns a floating-point value representing the largest integer that is less than or equal to -x. -*/ -PX_CUDA_CALLABLE PX_FORCE_INLINE PxF32 floor(const PxF32 a) -{ - return floatFloor(a); -} - -/** -\brief The floor function returns a floating-point value representing the largest integer that is less than or equal to -x. -*/ -PX_CUDA_CALLABLE PX_FORCE_INLINE PxF64 floor(const PxF64 a) -{ - return ::floor(a); -} - -/** -\brief The ceil function returns a single value representing the smallest integer that is greater than or equal to x. -*/ -PX_CUDA_CALLABLE PX_FORCE_INLINE PxF32 ceil(const PxF32 a) -{ - return ::ceilf(a); -} - -/** -\brief The ceil function returns a double value representing the smallest integer that is greater than or equal to x. -*/ -PX_CUDA_CALLABLE PX_FORCE_INLINE PxF64 ceil(const PxF64 a) -{ - return ::ceil(a); -} - -/** -\brief mod returns the floating-point remainder of x / y. - -If the value of y is 0.0, mod returns a quiet NaN. -*/ -PX_CUDA_CALLABLE PX_FORCE_INLINE PxF32 mod(const PxF32 x, const PxF32 y) -{ - return PxF32(::fmodf(x, y)); -} - -/** -\brief mod returns the floating-point remainder of x / y. - -If the value of y is 0.0, mod returns a quiet NaN. -*/ -PX_CUDA_CALLABLE PX_FORCE_INLINE PxF64 mod(const PxF64 x, const PxF64 y) -{ - return ::fmod(x, y); -} - -/** -\brief Square. -*/ -PX_CUDA_CALLABLE PX_FORCE_INLINE PxF32 sqr(const PxF32 a) -{ - return a * a; -} - -/** -\brief Square. -*/ -PX_CUDA_CALLABLE PX_FORCE_INLINE PxF64 sqr(const PxF64 a) -{ - return a * a; -} - -/** -\brief Calculates x raised to the power of y. -*/ -PX_CUDA_CALLABLE PX_FORCE_INLINE PxF32 pow(const PxF32 x, const PxF32 y) -{ - return ::powf(x, y); -} - -/** -\brief Calculates x raised to the power of y. -*/ -PX_CUDA_CALLABLE PX_FORCE_INLINE PxF64 pow(const PxF64 x, const PxF64 y) -{ - return ::pow(x, y); -} - -/** -\brief Calculates e^n -*/ -PX_CUDA_CALLABLE PX_FORCE_INLINE PxF32 exp(const PxF32 a) -{ - return ::expf(a); -} -/** - -\brief Calculates e^n -*/ -PX_CUDA_CALLABLE PX_FORCE_INLINE PxF64 exp(const PxF64 a) -{ - return ::exp(a); -} - -/** -\brief Calculates 2^n -*/ -PX_CUDA_CALLABLE PX_FORCE_INLINE PxF32 exp2(const PxF32 a) -{ - return ::expf(a * 0.693147180559945309417f); -} -/** - -\brief Calculates 2^n -*/ -PX_CUDA_CALLABLE PX_FORCE_INLINE PxF64 exp2(const PxF64 a) -{ - return ::exp(a * 0.693147180559945309417); -} - -/** -\brief Calculates logarithms. -*/ -PX_CUDA_CALLABLE PX_FORCE_INLINE PxF32 logE(const PxF32 a) -{ - return ::logf(a); -} - -/** -\brief Calculates logarithms. -*/ -PX_CUDA_CALLABLE PX_FORCE_INLINE PxF64 logE(const PxF64 a) -{ - return ::log(a); -} - -/** -\brief Calculates logarithms. -*/ -PX_CUDA_CALLABLE PX_FORCE_INLINE PxF32 log2(const PxF32 a) -{ - return ::logf(a) / 0.693147180559945309417f; -} - -/** -\brief Calculates logarithms. -*/ -PX_CUDA_CALLABLE PX_FORCE_INLINE PxF64 log2(const PxF64 a) -{ - return ::log(a) / 0.693147180559945309417; -} - -/** -\brief Calculates logarithms. -*/ -PX_CUDA_CALLABLE PX_FORCE_INLINE PxF32 log10(const PxF32 a) -{ - return ::log10f(a); -} - -/** -\brief Calculates logarithms. -*/ -PX_CUDA_CALLABLE PX_FORCE_INLINE PxF64 log10(const PxF64 a) -{ - return ::log10(a); -} - -/** -\brief Converts degrees to radians. -*/ -PX_CUDA_CALLABLE PX_FORCE_INLINE PxF32 degToRad(const PxF32 a) -{ - return 0.01745329251994329547f * a; -} - -/** -\brief Converts degrees to radians. -*/ -PX_CUDA_CALLABLE PX_FORCE_INLINE PxF64 degToRad(const PxF64 a) -{ - return 0.01745329251994329547 * a; -} - -/** -\brief Converts radians to degrees. -*/ -PX_CUDA_CALLABLE PX_FORCE_INLINE PxF32 radToDeg(const PxF32 a) -{ - return 57.29577951308232286465f * a; -} - -/** -\brief Converts radians to degrees. -*/ -PX_CUDA_CALLABLE PX_FORCE_INLINE PxF64 radToDeg(const PxF64 a) -{ - return 57.29577951308232286465 * a; -} - -//! \brief compute sine and cosine at the same time. There is a 'fsincos' on PC that we probably want to use here -PX_CUDA_CALLABLE PX_FORCE_INLINE void sincos(const PxF32 radians, PxF32& sin, PxF32& cos) -{ - /* something like: - _asm fld Local - _asm fsincos - _asm fstp LocalCos - _asm fstp LocalSin - */ - sin = PxSin(radians); - cos = PxCos(radians); -} - -/** -\brief uniform random number in [a,b] -*/ -PX_FORCE_INLINE PxI32 rand(const PxI32 a, const PxI32 b) -{ - return a + PxI32(::rand() % (b - a + 1)); -} - -/** -\brief uniform random number in [a,b] -*/ -PX_FORCE_INLINE PxF32 rand(const PxF32 a, const PxF32 b) -{ - return a + (b - a) * ::rand() / RAND_MAX; -} - -//! \brief return angle between two vectors in radians -PX_CUDA_CALLABLE PX_FORCE_INLINE PxF32 angle(const PxVec3& v0, const PxVec3& v1) -{ - const PxF32 cos = v0.dot(v1); // |v0|*|v1|*Cos(Angle) - const PxF32 sin = (v0.cross(v1)).magnitude(); // |v0|*|v1|*Sin(Angle) - return PxAtan2(sin, cos); -} - -//! If possible use instead fsel on the dot product /*fsel(d.dot(p),onething,anotherthing);*/ -//! Compares orientations (more readable, user-friendly function) -PX_CUDA_CALLABLE PX_FORCE_INLINE bool sameDirection(const PxVec3& d, const PxVec3& p) -{ - return d.dot(p) >= 0.0f; -} - -//! Checks 2 values have different signs -PX_CUDA_CALLABLE PX_FORCE_INLINE IntBool differentSign(PxReal f0, PxReal f1) -{ -#if !PX_EMSCRIPTEN - union - { - PxU32 u; - PxReal f; - } u1, u2; - u1.f = f0; - u2.f = f1; - return IntBool((u1.u ^ u2.u) & PX_SIGN_BITMASK); -#else - // javascript floats are 64-bits... - return IntBool( (f0*f1) < 0.0f ); -#endif -} - -PX_CUDA_CALLABLE PX_FORCE_INLINE PxMat33 star(const PxVec3& v) -{ - return PxMat33(PxVec3(0, v.z, -v.y), PxVec3(-v.z, 0, v.x), PxVec3(v.y, -v.x, 0)); -} - -PX_CUDA_CALLABLE PX_INLINE PxVec3 log(const PxQuat& q) -{ - const PxReal s = q.getImaginaryPart().magnitude(); - if(s < 1e-12f) - return PxVec3(0.0f); - // force the half-angle to have magnitude <= pi/2 - PxReal halfAngle = q.w < 0 ? PxAtan2(-s, -q.w) : PxAtan2(s, q.w); - PX_ASSERT(halfAngle >= -PxPi / 2 && halfAngle <= PxPi / 2); - - return q.getImaginaryPart().getNormalized() * 2.f * halfAngle; -} - -PX_CUDA_CALLABLE PX_INLINE PxQuat exp(const PxVec3& v) -{ - const PxReal m = v.magnitudeSquared(); - return m < 1e-24f ? PxQuat(PxIdentity) : PxQuat(PxSqrt(m), v * PxRecipSqrt(m)); -} - -// quat to rotate v0 t0 v1 -PX_CUDA_CALLABLE PX_INLINE PxQuat rotationArc(const PxVec3& v0, const PxVec3& v1) -{ - const PxVec3 cross = v0.cross(v1); - const PxReal d = v0.dot(v1); - if(d <= -0.99999f) - return (PxAbs(v0.x) < 0.1f ? PxQuat(0.0f, v0.z, -v0.y, 0.0f) : PxQuat(v0.y, -v0.x, 0.0, 0.0)).getNormalized(); - - const PxReal s = PxSqrt((1 + d) * 2), r = 1 / s; - - return PxQuat(cross.x * r, cross.y * r, cross.z * r, s * 0.5f).getNormalized(); -} - -/** -\brief returns largest axis -*/ -PX_CUDA_CALLABLE PX_FORCE_INLINE PxU32 largestAxis(const PxVec3& v) -{ - PxU32 m = PxU32(v.y > v.x ? 1 : 0); - return v.z > v[m] ? 2 : m; -} - -/** -\brief returns indices for the largest axis and 2 other axii -*/ -PX_CUDA_CALLABLE PX_FORCE_INLINE PxU32 largestAxis(const PxVec3& v, PxU32& other1, PxU32& other2) -{ - if(v.x >= PxMax(v.y, v.z)) - { - other1 = 1; - other2 = 2; - return 0; - } - else if(v.y >= v.z) - { - other1 = 0; - other2 = 2; - return 1; - } - else - { - other1 = 0; - other2 = 1; - return 2; - } -} - -/** -\brief returns axis with smallest absolute value -*/ -PX_CUDA_CALLABLE PX_FORCE_INLINE PxU32 closestAxis(const PxVec3& v) -{ - PxU32 m = PxU32(PxAbs(v.y) > PxAbs(v.x) ? 1 : 0); - return PxAbs(v.z) > PxAbs(v[m]) ? 2 : m; -} - -PX_CUDA_CALLABLE PX_INLINE PxU32 closestAxis(const PxVec3& v, PxU32& j, PxU32& k) -{ - // find largest 2D plane projection - const PxF32 absPx = PxAbs(v.x); - const PxF32 absNy = PxAbs(v.y); - const PxF32 absNz = PxAbs(v.z); - - PxU32 m = 0; // x biggest axis - j = 1; - k = 2; - if(absNy > absPx && absNy > absNz) - { - // y biggest - j = 2; - k = 0; - m = 1; - } - else if(absNz > absPx) - { - // z biggest - j = 0; - k = 1; - m = 2; - } - return m; -} - -/*! -Extend an edge along its length by a factor -*/ -PX_CUDA_CALLABLE PX_FORCE_INLINE void makeFatEdge(PxVec3& p0, PxVec3& p1, PxReal fatCoeff) -{ - PxVec3 delta = p1 - p0; - - const PxReal m = delta.magnitude(); - if(m > 0.0f) - { - delta *= fatCoeff / m; - p0 -= delta; - p1 += delta; - } -} - -//! Compute point as combination of barycentric coordinates -PX_CUDA_CALLABLE PX_FORCE_INLINE PxVec3 -computeBarycentricPoint(const PxVec3& p0, const PxVec3& p1, const PxVec3& p2, PxReal u, PxReal v) -{ - // This seems to confuse the compiler... - // return (1.0f - u - v)*p0 + u*p1 + v*p2; - const PxF32 w = 1.0f - u - v; - return PxVec3(w * p0.x + u * p1.x + v * p2.x, w * p0.y + u * p1.y + v * p2.y, w * p0.z + u * p1.z + v * p2.z); -} - -// generates a pair of quaternions (swing, twist) such that in = swing * twist, with -// swing.x = 0 -// twist.y = twist.z = 0, and twist is a unit quat -PX_FORCE_INLINE void separateSwingTwist(const PxQuat& q, PxQuat& swing, PxQuat& twist) -{ - twist = q.x != 0.0f ? PxQuat(q.x, 0, 0, q.w).getNormalized() : PxQuat(PxIdentity); - swing = q * twist.getConjugate(); -} - -// generate two tangent vectors to a given normal -PX_FORCE_INLINE void normalToTangents(const PxVec3& normal, PxVec3& tangent0, PxVec3& tangent1) -{ - tangent0 = PxAbs(normal.x) < 0.70710678f ? PxVec3(0, -normal.z, normal.y) : PxVec3(-normal.y, normal.x, 0); - tangent0.normalize(); - tangent1 = normal.cross(tangent0); -} - -/** -\brief computes a oriented bounding box around the scaled basis. -\param basis Input = skewed basis, Output = (normalized) orthogonal basis. -\return Bounding box extent. -*/ -PX_FOUNDATION_API PxVec3 optimizeBoundingBox(PxMat33& basis); - -PX_FOUNDATION_API PxQuat slerp(const PxReal t, const PxQuat& left, const PxQuat& right); - -PX_CUDA_CALLABLE PX_INLINE PxVec3 ellipseClamp(const PxVec3& point, const PxVec3& radii) -{ - // This function need to be implemented in the header file because - // it is included in a spu shader program. - - // finds the closest point on the ellipse to a given point - - // (p.y, p.z) is the input point - // (e.y, e.z) are the radii of the ellipse - - // lagrange multiplier method with Newton/Halley hybrid root-finder. - // see http://www.geometrictools.com/Documentation/DistancePointToEllipse2.pdf - // for proof of Newton step robustness and initial estimate. - // Halley converges much faster but sometimes overshoots - when that happens we take - // a newton step instead - - // converges in 1-2 iterations where D&C works well, and it's good with 4 iterations - // with any ellipse that isn't completely crazy - - const PxU32 MAX_ITERATIONS = 20; - const PxReal convergenceThreshold = 1e-4f; - - // iteration requires first quadrant but we recover generality later - - PxVec3 q(0, PxAbs(point.y), PxAbs(point.z)); - const PxReal tinyEps = 1e-6f; // very close to minor axis is numerically problematic but trivial - if(radii.y >= radii.z) - { - if(q.z < tinyEps) - return PxVec3(0, point.y > 0 ? radii.y : -radii.y, 0); - } - else - { - if(q.y < tinyEps) - return PxVec3(0, 0, point.z > 0 ? radii.z : -radii.z); - } - - PxVec3 denom, e2 = radii.multiply(radii), eq = radii.multiply(q); - - // we can use any initial guess which is > maximum(-e.y^2,-e.z^2) and for which f(t) is > 0. - // this guess works well near the axes, but is weak along the diagonals. - - PxReal t = PxMax(eq.y - e2.y, eq.z - e2.z); - - for(PxU32 i = 0; i < MAX_ITERATIONS; i++) - { - denom = PxVec3(0, 1 / (t + e2.y), 1 / (t + e2.z)); - PxVec3 denom2 = eq.multiply(denom); - - PxVec3 fv = denom2.multiply(denom2); - PxReal f = fv.y + fv.z - 1; - - // although in exact arithmetic we are guaranteed f>0, we can get here - // on the first iteration via catastrophic cancellation if the point is - // very close to the origin. In that case we just behave as if f=0 - - if(f < convergenceThreshold) - return e2.multiply(point).multiply(denom); - - PxReal df = fv.dot(denom) * -2.0f; - t = t - f / df; - } - - // we didn't converge, so clamp what we have - PxVec3 r = e2.multiply(point).multiply(denom); - return r * PxRecipSqrt(sqr(r.y / radii.y) + sqr(r.z / radii.z)); -} - -PX_CUDA_CALLABLE PX_INLINE PxReal tanHalf(PxReal sin, PxReal cos) -{ - return sin / (1 + cos); -} - -PX_INLINE PxQuat quatFromTanQVector(const PxVec3& v) -{ - PxReal v2 = v.dot(v); - if(v2 < 1e-12f) - return PxQuat(PxIdentity); - PxReal d = 1 / (1 + v2); - return PxQuat(v.x * 2, v.y * 2, v.z * 2, 1 - v2) * d; -} - -PX_FORCE_INLINE PxVec3 cross100(const PxVec3& b) -{ - return PxVec3(0.0f, -b.z, b.y); -} -PX_FORCE_INLINE PxVec3 cross010(const PxVec3& b) -{ - return PxVec3(b.z, 0.0f, -b.x); -} -PX_FORCE_INLINE PxVec3 cross001(const PxVec3& b) -{ - return PxVec3(-b.y, b.x, 0.0f); -} - -PX_INLINE void decomposeVector(PxVec3& normalCompo, PxVec3& tangentCompo, const PxVec3& outwardDir, - const PxVec3& outwardNormal) -{ - normalCompo = outwardNormal * (outwardDir.dot(outwardNormal)); - tangentCompo = outwardDir - normalCompo; -} - -//! \brief Return (i+1)%3 -// Avoid variable shift for XBox: -// PX_INLINE PxU32 Ps::getNextIndex3(PxU32 i) { return (1<<i) & 3; } -PX_INLINE PxU32 getNextIndex3(PxU32 i) -{ - return (i + 1 + (i >> 1)) & 3; -} - -PX_INLINE PxMat33 rotFrom2Vectors(const PxVec3& from, const PxVec3& to) -{ - // See bottom of http://www.euclideanspace.com/maths/algebra/matrix/orthogonal/rotation/index.htm - - // Early exit if to = from - if((from - to).magnitudeSquared() < 1e-4f) - return PxMat33(PxIdentity); - - // Early exit if to = -from - if((from + to).magnitudeSquared() < 1e-4f) - return PxMat33::createDiagonal(PxVec3(1.0f, -1.0f, -1.0f)); - - PxVec3 n = from.cross(to); - - PxReal C = from.dot(to), S = PxSqrt(1 - C * C), CC = 1 - C; - - PxReal xx = n.x * n.x, yy = n.y * n.y, zz = n.z * n.z, xy = n.x * n.y, yz = n.y * n.z, xz = n.x * n.z; - - PxMat33 R; - - R(0, 0) = 1 + CC * (xx - 1); - R(0, 1) = -n.z * S + CC * xy; - R(0, 2) = n.y * S + CC * xz; - - R(1, 0) = n.z * S + CC * xy; - R(1, 1) = 1 + CC * (yy - 1); - R(1, 2) = -n.x * S + CC * yz; - - R(2, 0) = -n.y * S + CC * xz; - R(2, 1) = n.x * S + CC * yz; - R(2, 2) = 1 + CC * (zz - 1); - - return R; -} - -PX_FOUNDATION_API void integrateTransform(const PxTransform& curTrans, const PxVec3& linvel, const PxVec3& angvel, - PxReal timeStep, PxTransform& result); - -PX_INLINE void computeBasis(const PxVec3& dir, PxVec3& right, PxVec3& up) -{ - // Derive two remaining vectors - if(PxAbs(dir.y) <= 0.9999f) - { - right = PxVec3(dir.z, 0.0f, -dir.x); - right.normalize(); - - // PT: normalize not needed for 'up' because dir & right are unit vectors, - // and by construction the angle between them is 90 degrees (i.e. sin(angle)=1) - up = PxVec3(dir.y * right.z, dir.z * right.x - dir.x * right.z, -dir.y * right.x); - } - else - { - right = PxVec3(1.0f, 0.0f, 0.0f); - - up = PxVec3(0.0f, dir.z, -dir.y); - up.normalize(); - } -} - -PX_INLINE void computeBasis(const PxVec3& p0, const PxVec3& p1, PxVec3& dir, PxVec3& right, PxVec3& up) -{ - // Compute the new direction vector - dir = p1 - p0; - dir.normalize(); - - // Derive two remaining vectors - computeBasis(dir, right, up); -} - -PX_FORCE_INLINE bool isAlmostZero(const PxVec3& v) -{ - if(PxAbs(v.x) > 1e-6f || PxAbs(v.y) > 1e-6f || PxAbs(v.z) > 1e-6f) - return false; - return true; -} - -} // namespace shdfnd -} // namespace physx - -#endif diff --git a/PxShared/src/foundation/include/PsMutex.h b/PxShared/src/foundation/include/PsMutex.h deleted file mode 100644 index 23033d0..0000000 --- a/PxShared/src/foundation/include/PsMutex.h +++ /dev/null @@ -1,330 +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_PSMUTEX_H -#define PSFOUNDATION_PSMUTEX_H - -#include "PsAllocator.h" - -/* - * This <new> inclusion is a best known fix for gcc 4.4.1 error: - * Creating object file for apex/src/PsAllocator.cpp ... - * In file included from apex/include/PsFoundation.h:30, - * from apex/src/PsAllocator.cpp:26: - * apex/include/PsMutex.h: In constructor 'physx::shdfnd::MutexT<Alloc>::MutexT(const Alloc&)': - * apex/include/PsMutex.h:92: error: no matching function for call to 'operator new(unsigned int, - * physx::shdfnd::MutexImpl*&)' - * <built-in>:0: note: candidates are: void* operator new(unsigned int) - */ -#include <new> - -namespace physx -{ -namespace shdfnd -{ -class PX_FOUNDATION_API MutexImpl -{ - public: - /** - The constructor for Mutex creates a mutex. It is initially unlocked. - */ - MutexImpl(); - - /** - The destructor for Mutex deletes the mutex. - */ - ~MutexImpl(); - - /** - Acquire (lock) the mutex. If the mutex is already locked - by another thread, this method blocks until the mutex is - unlocked. - */ - void lock(); - - /** - Acquire (lock) the mutex. If the mutex is already locked - by another thread, this method returns false without blocking. - */ - bool trylock(); - - /** - Release (unlock) the mutex. - */ - void unlock(); - - /** - Size of this class. - */ - static uint32_t getSize(); -}; - -template <typename Alloc = ReflectionAllocator<MutexImpl> > -class MutexT : protected Alloc -{ - PX_NOCOPY(MutexT) - public: - class ScopedLock - { - MutexT<Alloc>& mMutex; - PX_NOCOPY(ScopedLock) - public: - PX_INLINE ScopedLock(MutexT<Alloc>& mutex) : mMutex(mutex) - { - mMutex.lock(); - } - PX_INLINE ~ScopedLock() - { - mMutex.unlock(); - } - }; - - /** - The constructor for Mutex creates a mutex. It is initially unlocked. - */ - MutexT(const Alloc& alloc = Alloc()) : Alloc(alloc) - { - mImpl = reinterpret_cast<MutexImpl*>(Alloc::allocate(MutexImpl::getSize(), __FILE__, __LINE__)); - PX_PLACEMENT_NEW(mImpl, MutexImpl)(); - } - - /** - The destructor for Mutex deletes the mutex. - */ - ~MutexT() - { - mImpl->~MutexImpl(); - Alloc::deallocate(mImpl); - } - - /** - Acquire (lock) the mutex. If the mutex is already locked - by another thread, this method blocks until the mutex is - unlocked. - */ - void lock() const - { - mImpl->lock(); - } - - /** - Acquire (lock) the mutex. If the mutex is already locked - by another thread, this method returns false without blocking, - returns true if lock is successfully acquired - */ - bool trylock() const - { - return mImpl->trylock(); - } - - /** - Release (unlock) the mutex, the calling thread must have - previously called lock() or method will error - */ - void unlock() const - { - mImpl->unlock(); - } - - private: - MutexImpl* mImpl; -}; - -class PX_FOUNDATION_API ReadWriteLock -{ - PX_NOCOPY(ReadWriteLock) - public: - ReadWriteLock(); - ~ReadWriteLock(); - - void lockReader(); - void lockWriter(); - - void unlockReader(); - void unlockWriter(); - - private: - class ReadWriteLockImpl* mImpl; -}; - -class ScopedReadLock -{ - PX_NOCOPY(ScopedReadLock) - public: - PX_INLINE ScopedReadLock(ReadWriteLock& lock) : mLock(lock) - { - mLock.lockReader(); - } - PX_INLINE ~ScopedReadLock() - { - mLock.unlockReader(); - } - - private: - ReadWriteLock& mLock; -}; - -class ScopedWriteLock -{ - PX_NOCOPY(ScopedWriteLock) - public: - PX_INLINE ScopedWriteLock(ReadWriteLock& lock) : mLock(lock) - { - mLock.lockWriter(); - } - PX_INLINE ~ScopedWriteLock() - { - mLock.unlockWriter(); - } - - private: - ReadWriteLock& mLock; -}; - -typedef MutexT<> Mutex; - -/* - * Use this type of lock for mutex behaviour that must operate on SPU and PPU - * On non-PS3 platforms, it is implemented using Mutex - */ -class AtomicLock -{ - Mutex mMutex; - PX_NOCOPY(AtomicLock) - - public: - AtomicLock() - { - } - - bool lock() - { - mMutex.lock(); - return true; - } - - bool trylock() - { - return mMutex.trylock(); - } - - bool unlock() - { - mMutex.unlock(); - return true; - } -}; - -class AtomicLockCopy -{ - AtomicLock* pLock; - - public: - AtomicLockCopy() : pLock(NULL) - { - } - - AtomicLockCopy& operator=(AtomicLock& lock) - { - pLock = &lock; - return *this; - } - - bool lock() - { - return pLock->lock(); - } - - bool trylock() - { - return pLock->trylock(); - } - - bool unlock() - { - return pLock->unlock(); - } -}; - -class AtomicRwLock -{ - ReadWriteLock m_Lock; - PX_NOCOPY(AtomicRwLock) - - public: - AtomicRwLock() - { - } - - void lockReader() - { - m_Lock.lockReader(); - } - void lockWriter() - { - m_Lock.lockWriter(); - } - - bool tryLockReader() - { - // Todo - implement this - m_Lock.lockReader(); - return true; - } - - void unlockReader() - { - m_Lock.unlockReader(); - } - void unlockWriter() - { - m_Lock.unlockWriter(); - } -}; - -class ScopedAtomicLock -{ - PX_INLINE ScopedAtomicLock(AtomicLock& lock) : mLock(lock) - { - mLock.lock(); - } - PX_INLINE ~ScopedAtomicLock() - { - mLock.unlock(); - } - - PX_NOCOPY(ScopedAtomicLock) - private: - AtomicLock& mLock; -}; - -} // namespace shdfnd -} // namespace physx - -#endif // #ifndef PSFOUNDATION_PSMUTEX_H diff --git a/PxShared/src/foundation/include/PsPool.h b/PxShared/src/foundation/include/PsPool.h deleted file mode 100644 index 796251a..0000000 --- a/PxShared/src/foundation/include/PsPool.h +++ /dev/null @@ -1,298 +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_PSPOOL_H -#define PSFOUNDATION_PSPOOL_H - -#include "PsArray.h" -#include "PsSort.h" -#include "PsBasicTemplates.h" -#include "PsInlineArray.h" - -namespace physx -{ -namespace shdfnd -{ - -/*! -Simple allocation pool -*/ -template <class T, class Alloc = typename AllocatorTraits<T>::Type> -class PoolBase : public UserAllocated, public Alloc -{ - PX_NOCOPY(PoolBase) - protected: - PoolBase(const Alloc& alloc, uint32_t elementsPerSlab, uint32_t slabSize) - : Alloc(alloc), mSlabs(alloc), mElementsPerSlab(elementsPerSlab), mUsed(0), mSlabSize(slabSize), mFreeElement(0) - { - PX_COMPILE_TIME_ASSERT(sizeof(T) >= sizeof(size_t)); - } - - public: - ~PoolBase() - { - if(mUsed) - disposeElements(); - - for(void** slabIt = mSlabs.begin(), *slabEnd = mSlabs.end(); slabIt != slabEnd; ++slabIt) - Alloc::deallocate(*slabIt); - } - - // Allocate space for single object - PX_INLINE T* allocate() - { - if(mFreeElement == 0) - allocateSlab(); - T* p = reinterpret_cast<T*>(mFreeElement); - mFreeElement = mFreeElement->mNext; - mUsed++; -/** -Mark a specified amount of memory with 0xcd pattern. This is used to check that the meta data -definition for serialized classes is complete in checked builds. -*/ -#if PX_CHECKED - for(uint32_t i = 0; i < sizeof(T); ++i) - reinterpret_cast<uint8_t*>(p)[i] = 0xcd; -#endif - return p; - } - - // Put space for a single element back in the lists - PX_INLINE void deallocate(T* p) - { - if(p) - { - PX_ASSERT(mUsed); - mUsed--; - push(reinterpret_cast<FreeList*>(p)); - } - } - - PX_INLINE T* construct() - { - T* t = allocate(); - return t ? new (t) T() : 0; - } - - template <class A1> - PX_INLINE T* construct(A1& a) - { - T* t = allocate(); - return t ? new (t) T(a) : 0; - } - - template <class A1, class A2> - PX_INLINE T* construct(A1& a, A2& b) - { - T* t = allocate(); - return t ? new (t) T(a, b) : 0; - } - - template <class A1, class A2, class A3> - PX_INLINE T* construct(A1& a, A2& b, A3& c) - { - T* t = allocate(); - return t ? new (t) T(a, b, c) : 0; - } - - template <class A1, class A2, class A3> - PX_INLINE T* construct(A1* a, A2& b, A3& c) - { - T* t = allocate(); - return t ? new (t) T(a, b, c) : 0; - } - - template <class A1, class A2, class A3, class A4> - PX_INLINE T* construct(A1& a, A2& b, A3& c, A4& d) - { - T* t = allocate(); - return t ? new (t) T(a, b, c, d) : 0; - } - - template <class A1, class A2, class A3, class A4, class A5> - PX_INLINE T* construct(A1& a, A2& b, A3& c, A4& d, A5& e) - { - T* t = allocate(); - return t ? new (t) T(a, b, c, d, e) : 0; - } - - PX_INLINE void destroy(T* const p) - { - if(p) - { - p->~T(); - deallocate(p); - } - } - - protected: - struct FreeList - { - FreeList* mNext; - }; - - // All the allocated slabs, sorted by pointer - InlineArray<void*, 64, Alloc> mSlabs; - - uint32_t mElementsPerSlab; - uint32_t mUsed; - uint32_t mSlabSize; - - FreeList* mFreeElement; // Head of free-list - - // Helper function to get bitmap of allocated elements - - void push(FreeList* p) - { - p->mNext = mFreeElement; - mFreeElement = p; - } - - // Allocate a slab and segregate it into the freelist - void allocateSlab() - { - T* slab = reinterpret_cast<T*>(Alloc::allocate(mSlabSize, __FILE__, __LINE__)); - - mSlabs.pushBack(slab); - - // Build a chain of nodes for the freelist - T* it = slab + mElementsPerSlab; - while(--it >= slab) - push(reinterpret_cast<FreeList*>(it)); - } - - /* - Cleanup method. Go through all active slabs and call destructor for live objects, - then free their memory - */ - void disposeElements() - { - Array<void*, Alloc> freeNodes(*this); - while(mFreeElement) - { - freeNodes.pushBack(mFreeElement); - mFreeElement = mFreeElement->mNext; - } - Alloc& alloc(*this); - sort(freeNodes.begin(), freeNodes.size(), Less<void*>(), alloc); - sort(mSlabs.begin(), mSlabs.size(), Less<void*>(), alloc); - - typename Array<void*, Alloc>::Iterator slabIt = mSlabs.begin(), slabEnd = mSlabs.end(); - for(typename Array<void*, Alloc>::Iterator freeIt = freeNodes.begin(); slabIt != slabEnd; ++slabIt) - { - for(T* tIt = reinterpret_cast<T*>(*slabIt), *tEnd = tIt + mElementsPerSlab; tIt != tEnd; ++tIt) - { - if(freeIt != freeNodes.end() && *freeIt == tIt) - ++freeIt; - else - tIt->~T(); - } - } - } - - /* - Go through all slabs and call destructor if the slab is empty - */ - void releaseEmptySlabs() - { - Array<void*, Alloc> freeNodes(*this); - Array<void*, Alloc> slabNodes(mSlabs, *this); - while(mFreeElement) - { - freeNodes.pushBack(mFreeElement); - mFreeElement = mFreeElement->mNext; - } - - typename Array<void*, Alloc>::Iterator freeIt = freeNodes.begin(), freeEnd = freeNodes.end(), - lastCheck = freeNodes.end() - mElementsPerSlab; - - if(freeNodes.size() > mElementsPerSlab) - { - Alloc& alloc(*this); - sort(freeNodes.begin(), freeNodes.size(), Less<void*>(), alloc); - sort(slabNodes.begin(), slabNodes.size(), Less<void*>(), alloc); - - mSlabs.clear(); - for(void** slabIt = slabNodes.begin(), *slabEnd = slabNodes.end(); slabIt != slabEnd; ++slabIt) - { - while((freeIt < lastCheck) && (*slabIt > (*freeIt))) - { - push(reinterpret_cast<FreeList*>(*freeIt)); - freeIt++; - } - - if(*slabIt == (*freeIt)) // the slab's first element in freeList - { - const size_t endSlabAddress = size_t(*slabIt) + mSlabSize; - const size_t endFreeAddress = size_t(*(freeIt + mElementsPerSlab - 1)); - if(endFreeAddress + sizeof(T) == endSlabAddress) - { // all slab's element in freeList - Alloc::deallocate(*slabIt); - freeIt += mElementsPerSlab; - continue; - } - } - - mSlabs.pushBack(*slabIt); - } - } - - while(freeIt != freeEnd) - { - push(reinterpret_cast<FreeList*>(*freeIt)); - ++freeIt; - } - } -}; - -// original pool implementation -template <class T, class Alloc = typename AllocatorTraits<T>::Type> -class Pool : public PoolBase<T, Alloc> -{ - public: - Pool(const Alloc& alloc = Alloc(), uint32_t elementsPerSlab = 32) - : PoolBase<T, Alloc>(alloc, elementsPerSlab, elementsPerSlab * sizeof(T)) - { - } -}; - -// allows specification of the slab size instead of the occupancy -template <class T, uint32_t slabSize, class Alloc = typename AllocatorTraits<T>::Type> -class Pool2 : public PoolBase<T, Alloc> -{ - public: - Pool2(const Alloc& alloc = Alloc()) : PoolBase<T, Alloc>(alloc, slabSize / sizeof(T), slabSize) - { - } -}; - -} // namespace shdfnd -} // namespace physx - -#endif // #ifndef PSFOUNDATION_PSPOOL_H diff --git a/PxShared/src/foundation/include/PsSList.h b/PxShared/src/foundation/include/PsSList.h deleted file mode 100644 index 961010b..0000000 --- a/PxShared/src/foundation/include/PsSList.h +++ /dev/null @@ -1,140 +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_PSSLIST_H -#define PSFOUNDATION_PSSLIST_H - -#include "foundation/Px.h" -#include "foundation/PxAssert.h" -#include "PsAlignedMalloc.h" - -#if PX_P64_FAMILY -#define PX_SLIST_ALIGNMENT 16 -#else -#define PX_SLIST_ALIGNMENT 8 -#endif - -namespace physx -{ -namespace shdfnd -{ - -#if PX_VC -#pragma warning(push) -#pragma warning(disable : 4324) // Padding was added at the end of a structure because of a __declspec(align) value. -#endif - -#if !PX_GCC_FAMILY -__declspec(align(PX_SLIST_ALIGNMENT)) -#endif - class SListEntry -{ - friend struct SListImpl; - - public: - SListEntry() : mNext(NULL) - { - PX_ASSERT((size_t(this) & (PX_SLIST_ALIGNMENT - 1)) == 0); - } - - // Only use on elements returned by SList::flush() - // because the operation is not atomic. - SListEntry* next() - { - return mNext; - } - - private: - SListEntry* mNext; -} -#if PX_GCC_FAMILY -__attribute__((aligned(PX_SLIST_ALIGNMENT))); -#else -; -#endif - -#if PX_VC -#pragma warning(pop) -#endif - -// template-less implementation -struct PX_FOUNDATION_API SListImpl -{ - SListImpl(); - ~SListImpl(); - void push(SListEntry* entry); - SListEntry* pop(); - SListEntry* flush(); - static uint32_t getSize(); -}; - -template <typename Alloc = ReflectionAllocator<SListImpl> > -class SListT : protected Alloc -{ - public: - SListT(const Alloc& alloc = Alloc()) : Alloc(alloc) - { - mImpl = reinterpret_cast<SListImpl*>(Alloc::allocate(SListImpl::getSize(), __FILE__, __LINE__)); - PX_ASSERT((size_t(mImpl) & (PX_SLIST_ALIGNMENT - 1)) == 0); - PX_PLACEMENT_NEW(mImpl, SListImpl)(); - } - ~SListT() - { - mImpl->~SListImpl(); - Alloc::deallocate(mImpl); - } - - // pushes a new element to the list - void push(SListEntry& entry) - { - mImpl->push(&entry); - } - - // pops an element from the list - SListEntry* pop() - { - return mImpl->pop(); - } - - // removes all items from list, returns pointer to first element - SListEntry* flush() - { - return mImpl->flush(); - } - - private: - SListImpl* mImpl; -}; - -typedef SListT<> SList; - -} // namespace shdfnd -} // namespace physx - -#endif // #ifndef PSFOUNDATION_PSSLIST_H diff --git a/PxShared/src/foundation/include/PsSocket.h b/PxShared/src/foundation/include/PsSocket.h deleted file mode 100644 index 0d8bf55..0000000 --- a/PxShared/src/foundation/include/PsSocket.h +++ /dev/null @@ -1,186 +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_PSSOCKET_H -#define PSFOUNDATION_PSSOCKET_H - -#include "PsUserAllocated.h" - -namespace physx -{ -namespace shdfnd -{ -/** -Socket abstraction API -*/ - -class PX_FOUNDATION_API Socket : public UserAllocated -{ - public: - static const uint32_t DEFAULT_BUFFER_SIZE; - - Socket(bool inEnableBuffering = true, bool blocking = true); - - virtual ~Socket(); - - /*! - Opens a network socket for input and/or output - - \param host - Name of the host to connect to. This can be an IP, URL, etc - - \param port - The port to connect to on the remote host - - \param timeout - Timeout in ms until the connection must be established. - - \return - True if the connection was successful, false otherwise - */ - bool connect(const char* host, uint16_t port, uint32_t timeout = 1000); - - /*! - Opens a network socket for input and/or output as a server. Put the connection in listening mode - - \param port - The port on which the socket listens - */ - bool listen(uint16_t port); - - /*! - Accept a connection on a socket that is in listening mode - - \note - This method only supports a single connection client. Additional clients - that connect to the listening port will overwrite the existing socket handle. - - \param block - whether or not the call should block - - \return whether a connection was established - */ - bool accept(bool block); - - /*! - Disconnects an open socket - */ - void disconnect(); - - /*! - Returns whether the socket is currently open (connected) or not. - - \return - True if the socket is connected, false otherwise - */ - bool isConnected() const; - - /*! - Returns the name of the connected host. This is the same as the string - that was supplied to the connect call. - - \return - The name of the connected host - */ - const char* getHost() const; - - /*! - Returns the port of the connected host. This is the same as the port - that was supplied to the connect call. - - \return - The port of the connected host - */ - uint16_t getPort() const; - - /*! - Flushes the output stream. Until the stream is flushed, there is no - guarantee that the written data has actually reached the destination - storage. Flush forces all buffered data to be sent to the output. - - \note flush always blocks. If the socket is in non-blocking mode, this will result - the thread spinning. - - \return - True if the flush was successful, false otherwise - */ - bool flush(); - - /*! - Writes data to the output stream. - - \param data - Pointer to a block of data to write to the stream - - \param length - Amount of data to write, in bytes - - \return - Number of bytes actually written. This could be lower than length if the socket is non-blocking. - */ - - uint32_t write(const uint8_t* data, uint32_t length); - - /*! - Reads data from the output stream. - - \param data - Pointer to a buffer where the read data will be stored. - - \param length - Amount of data to read, in bytes. - - \return - Number of bytes actually read. This could be lower than length if the stream end is - encountered or the socket is non-blocking. - */ - uint32_t read(uint8_t* data, uint32_t length); - - /*! - Sets blocking mode of the socket. - Socket must be connected, otherwise calling this method won't take any effect. - */ - void setBlocking(bool blocking); - - /*! - Returns whether read/write/flush calls to the socket are blocking. - - \return - True if the socket is blocking. - */ - bool isBlocking() const; - - private: - class SocketImpl* mImpl; -}; - -} // namespace shdfnd -} // namespace physx - -#endif // PSFOUNDATION_PSSOCKET_H diff --git a/PxShared/src/foundation/include/PsSort.h b/PxShared/src/foundation/include/PsSort.h deleted file mode 100644 index 30808ae..0000000 --- a/PxShared/src/foundation/include/PsSort.h +++ /dev/null @@ -1,130 +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_PSSORT_H -#define PSFOUNDATION_PSSORT_H - -/** \addtogroup foundation -@{ -*/ - -#include "PsSortInternals.h" -#include "PsAlloca.h" - -#define PX_SORT_PARANOIA PX_DEBUG - -/** -\brief Sorts an array of objects in ascending order, assuming -that the predicate implements the < operator: - -\see Less, Greater -*/ - -#if PX_VC -#pragma warning(push) -#pragma warning(disable : 4706) // disable the warning that we did an assignment within a conditional expression, as -// this was intentional. -#endif - -namespace physx -{ -namespace shdfnd -{ -template <class T, class Predicate, class Allocator> -void sort(T* elements, uint32_t count, const Predicate& compare, const Allocator& inAllocator, - const uint32_t initialStackSize = 32) -{ - static const uint32_t SMALL_SORT_CUTOFF = 5; // must be >= 3 since we need 3 for median - - PX_ALLOCA(stackMem, int32_t, initialStackSize); - internal::Stack<Allocator> stack(stackMem, initialStackSize, inAllocator); - - int32_t first = 0, last = int32_t(count - 1); - if(last > first) - { - for(;;) - { - while(last > first) - { - PX_ASSERT(first >= 0 && last < int32_t(count)); - if(uint32_t(last - first) < SMALL_SORT_CUTOFF) - { - internal::smallSort(elements, first, last, compare); - break; - } - else - { - const int32_t partIndex = internal::partition(elements, first, last, compare); - - // push smaller sublist to minimize stack usage - if((partIndex - first) < (last - partIndex)) - { - stack.push(first, partIndex - 1); - first = partIndex + 1; - } - else - { - stack.push(partIndex + 1, last); - last = partIndex - 1; - } - } - } - - if(stack.empty()) - break; - - stack.pop(first, last); - } - } -#if PX_SORT_PARANOIA - for(uint32_t i = 1; i < count; i++) - PX_ASSERT(!compare(elements[i], elements[i - 1])); -#endif -} - -template <class T, class Predicate> -void sort(T* elements, uint32_t count, const Predicate& compare) -{ - sort(elements, count, compare, typename shdfnd::AllocatorTraits<T>::Type()); -} - -template <class T> -void sort(T* elements, uint32_t count) -{ - sort(elements, count, shdfnd::Less<T>(), typename shdfnd::AllocatorTraits<T>::Type()); -} - -} // namespace shdfnd -} // namespace physx - -#if PX_VC -#pragma warning(pop) -#endif - -#endif // #ifndef PSFOUNDATION_PSSORT_H diff --git a/PxShared/src/foundation/include/PsSortInternals.h b/PxShared/src/foundation/include/PsSortInternals.h deleted file mode 100644 index 3aa0f7f..0000000 --- a/PxShared/src/foundation/include/PsSortInternals.h +++ /dev/null @@ -1,188 +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_PSSORTINTERNALS_H -#define PSFOUNDATION_PSSORTINTERNALS_H - -/** \addtogroup foundation -@{ -*/ - -#include "foundation/PxAssert.h" -#include "foundation/PxIntrinsics.h" -#include "PsBasicTemplates.h" -#include "PsUserAllocated.h" - -namespace physx -{ -namespace shdfnd -{ -namespace internal -{ -template <class T, class Predicate> -PX_INLINE void median3(T* elements, int32_t first, int32_t last, Predicate& compare) -{ - /* - This creates sentinels because we know there is an element at the start minimum(or equal) - than the pivot and an element at the end greater(or equal) than the pivot. Plus the - median of 3 reduces the chance of degenerate behavour. - */ - - int32_t mid = (first + last) / 2; - - if(compare(elements[mid], elements[first])) - swap(elements[first], elements[mid]); - - if(compare(elements[last], elements[first])) - swap(elements[first], elements[last]); - - if(compare(elements[last], elements[mid])) - swap(elements[mid], elements[last]); - - // keep the pivot at last-1 - swap(elements[mid], elements[last - 1]); -} - -template <class T, class Predicate> -PX_INLINE int32_t partition(T* elements, int32_t first, int32_t last, Predicate& compare) -{ - median3(elements, first, last, compare); - - /* - WARNING: using the line: - - T partValue = elements[last-1]; - - and changing the scan loops to: - - while(comparator.greater(partValue, elements[++i])); - while(comparator.greater(elements[--j], partValue); - - triggers a compiler optimizer bug on xenon where it stores a double to the stack for partValue - then loads it as a single...:-( - */ - - int32_t i = first; // we know first is less than pivot(but i gets pre incremented) - int32_t j = last - 1; // pivot is in last-1 (but j gets pre decremented) - - for(;;) - { - while(compare(elements[++i], elements[last - 1])) - ; - while(compare(elements[last - 1], elements[--j])) - ; - - if(i >= j) - break; - - PX_ASSERT(i <= last && j >= first); - swap(elements[i], elements[j]); - } - // put the pivot in place - - PX_ASSERT(i <= last && first <= (last - 1)); - swap(elements[i], elements[last - 1]); - - return i; -} - -template <class T, class Predicate> -PX_INLINE void smallSort(T* elements, int32_t first, int32_t last, Predicate& compare) -{ - // selection sort - could reduce to fsel on 360 with floats. - - for(int32_t i = first; i < last; i++) - { - int32_t m = i; - for(int32_t j = i + 1; j <= last; j++) - if(compare(elements[j], elements[m])) - m = j; - - if(m != i) - swap(elements[m], elements[i]); - } -} - -template <class Allocator> -class Stack -{ - Allocator mAllocator; - uint32_t mSize, mCapacity; - int32_t* mMemory; - bool mRealloc; - - public: - Stack(int32_t* memory, uint32_t capacity, const Allocator& inAllocator) - : mAllocator(inAllocator), mSize(0), mCapacity(capacity), mMemory(memory), mRealloc(false) - { - } - ~Stack() - { - if(mRealloc) - mAllocator.deallocate(mMemory); - } - - void grow() - { - mCapacity *= 2; - int32_t* newMem = - reinterpret_cast<int32_t*>(mAllocator.allocate(sizeof(int32_t) * mCapacity, __FILE__, __LINE__)); - intrinsics::memCopy(newMem, mMemory, mSize * sizeof(int32_t)); - if(mRealloc) - mAllocator.deallocate(mMemory); - mRealloc = true; - mMemory = newMem; - } - - PX_INLINE void push(int32_t start, int32_t end) - { - if(mSize >= mCapacity - 1) - grow(); - mMemory[mSize++] = start; - mMemory[mSize++] = end; - } - - PX_INLINE void pop(int32_t& start, int32_t& end) - { - PX_ASSERT(!empty()); - end = mMemory[--mSize]; - start = mMemory[--mSize]; - } - - PX_INLINE bool empty() - { - return mSize == 0; - } -}; -} // namespace internal - -} // namespace shdfnd -} // namespace physx - -#endif // #ifndef PSFOUNDATION_PSSORTINTERNALS_H diff --git a/PxShared/src/foundation/include/PsString.h b/PxShared/src/foundation/include/PsString.h deleted file mode 100644 index 17d25c8..0000000 --- a/PxShared/src/foundation/include/PsString.h +++ /dev/null @@ -1,90 +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_PSSTRING_H -#define PSFOUNDATION_PSSTRING_H - -#include "foundation/PxPreprocessor.h" -#include "foundation/PxSimpleTypes.h" -#include <stdarg.h> - -namespace physx -{ -namespace shdfnd -{ - -// the following functions have C99 semantics. Note that C99 requires for snprintf and vsnprintf: -// * the resulting string is always NULL-terminated regardless of truncation. -// * in the case of truncation the return value is the number of characters that would have been created. - -PX_FOUNDATION_API int32_t sscanf(const char* buffer, const char* format, ...); -PX_FOUNDATION_API int32_t strcmp(const char* str1, const char* str2); -PX_FOUNDATION_API int32_t strncmp(const char* str1, const char* str2, size_t count); -PX_FOUNDATION_API int32_t snprintf(char* dst, size_t dstSize, const char* format, ...); -PX_FOUNDATION_API int32_t vsnprintf(char* dst, size_t dstSize, const char* src, va_list arg); - -// strlcat and strlcpy have BSD semantics: -// * dstSize is always the size of the destination buffer -// * the resulting string is always NULL-terminated regardless of truncation -// * in the case of truncation the return value is the length of the string that would have been created - -PX_FOUNDATION_API size_t strlcat(char* dst, size_t dstSize, const char* src); -PX_FOUNDATION_API size_t strlcpy(char* dst, size_t dstSize, const char* src); - -// case-insensitive string comparison -PX_FOUNDATION_API int32_t stricmp(const char* str1, const char* str2); -PX_FOUNDATION_API int32_t strnicmp(const char* str1, const char* str2, size_t count); - -// in-place string case conversion -PX_FOUNDATION_API void strlwr(char* str); -PX_FOUNDATION_API void strupr(char* str); - -/** -\brief The maximum supported formatted output string length -(number of characters after replacement). - -@see printFormatted() -*/ -static const size_t MAX_PRINTFORMATTED_LENGTH = 1024; - -/** -\brief Prints the formatted data, trying to make sure it's visible to the app programmer - -@see NS_MAX_PRINTFORMATTED_LENGTH -*/ -PX_FOUNDATION_API void printFormatted(const char*, ...); - -/** -\brief Prints the string literally (does not consume % specifier), trying to make sure it's visible to the app -programmer -*/ -PX_FOUNDATION_API void printString(const char*); -} -} -#endif // #ifndef PSFOUNDATION_PSSTRING_H diff --git a/PxShared/src/foundation/include/PsSync.h b/PxShared/src/foundation/include/PsSync.h deleted file mode 100644 index 1fd72f5..0000000 --- a/PxShared/src/foundation/include/PsSync.h +++ /dev/null @@ -1,138 +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_PSSYNC_H -#define PSFOUNDATION_PSSYNC_H - -#include "PsAllocator.h" - -namespace physx -{ -namespace shdfnd -{ -/*! -Implementation notes: -* - Calling set() on an already signaled Sync does not change its state. -* - Calling reset() on an already reset Sync does not change its state. -* - Calling set() on a reset Sync wakes all waiting threads (potential for thread contention). -* - Calling wait() on an already signaled Sync will return true immediately. -* - NOTE: be careful when pulsing an event with set() followed by reset(), because a -* thread that is not waiting on the event will miss the signal. -*/ -class PX_FOUNDATION_API SyncImpl -{ - public: - static const uint32_t waitForever = 0xffffffff; - - SyncImpl(); - - ~SyncImpl(); - - /** Wait on the object for at most the given number of ms. Returns - * true if the object is signaled. Sync::waitForever will block forever - * or until the object is signaled. - */ - - bool wait(uint32_t milliseconds = waitForever); - - /** Signal the synchronization object, waking all threads waiting on it */ - - void set(); - - /** Reset the synchronization object */ - - void reset(); - - /** - Size of this class. - */ - static uint32_t getSize(); -}; - -/*! -Implementation notes: -* - Calling set() on an already signaled Sync does not change its state. -* - Calling reset() on an already reset Sync does not change its state. -* - Calling set() on a reset Sync wakes all waiting threads (potential for thread contention). -* - Calling wait() on an already signaled Sync will return true immediately. -* - NOTE: be careful when pulsing an event with set() followed by reset(), because a -* thread that is not waiting on the event will miss the signal. -*/ -template <typename Alloc = ReflectionAllocator<SyncImpl> > -class SyncT : protected Alloc -{ - public: - static const uint32_t waitForever = SyncImpl::waitForever; - - SyncT(const Alloc& alloc = Alloc()) : Alloc(alloc) - { - mImpl = reinterpret_cast<SyncImpl*>(Alloc::allocate(SyncImpl::getSize(), __FILE__, __LINE__)); - PX_PLACEMENT_NEW(mImpl, SyncImpl)(); - } - - ~SyncT() - { - mImpl->~SyncImpl(); - Alloc::deallocate(mImpl); - } - - /** Wait on the object for at most the given number of ms. Returns - * true if the object is signaled. Sync::waitForever will block forever - * or until the object is signaled. - */ - - bool wait(uint32_t milliseconds = SyncImpl::waitForever) - { - return mImpl->wait(milliseconds); - } - - /** Signal the synchronization object, waking all threads waiting on it */ - - void set() - { - mImpl->set(); - } - - /** Reset the synchronization object */ - - void reset() - { - mImpl->reset(); - } - - private: - class SyncImpl* mImpl; -}; - -typedef SyncT<> Sync; - -} // namespace shdfnd -} // namespace physx - -#endif // #ifndef PSFOUNDATION_PSSYNC_H diff --git a/PxShared/src/foundation/include/PsTempAllocator.h b/PxShared/src/foundation/include/PsTempAllocator.h deleted file mode 100644 index 7a063dc..0000000 --- a/PxShared/src/foundation/include/PsTempAllocator.h +++ /dev/null @@ -1,62 +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_PSTEMPALLOCATOR_H -#define PSFOUNDATION_PSTEMPALLOCATOR_H - -#include "PsAllocator.h" - -namespace physx -{ -namespace shdfnd -{ -union TempAllocatorChunk -{ - TempAllocatorChunk() : mNext(0) - { - } - TempAllocatorChunk* mNext; // while chunk is free - uint32_t mIndex; // while chunk is allocated - uint8_t mPad[16]; // 16 byte aligned allocations -}; - -class TempAllocator -{ - public: - PX_FORCE_INLINE TempAllocator(const char* = 0) - { - } - PX_FOUNDATION_API void* allocate(size_t size, const char* file, int line); - PX_FOUNDATION_API void deallocate(void* ptr); -}; - -} // namespace shdfnd -} // namespace physx - -#endif // #ifndef PSFOUNDATION_PSTEMPALLOCATOR_H diff --git a/PxShared/src/foundation/include/PsThread.h b/PxShared/src/foundation/include/PsThread.h deleted file mode 100644 index ec9f999..0000000 --- a/PxShared/src/foundation/include/PsThread.h +++ /dev/null @@ -1,382 +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_PSTHREAD_H -#define PSFOUNDATION_PSTHREAD_H - -#include "PsUserAllocated.h" - -// dsequeira: according to existing comment here (David Black would be my guess) -// "This is useful to reduce bus contention on tight spin locks. And it needs -// to be a macro as the xenon compiler often ignores even __forceinline." What's not -// clear is why a pause function needs inlining...? (TODO: check with XBox team) - -// todo: these need to go somewhere else - -#if PX_WINDOWS_FAMILY || PX_XBOXONE -#define PxSpinLockPause() __asm pause -#elif PX_LINUX || PX_ANDROID || PX_PS4 || PX_APPLE_FAMILY || PX_SWITCH -#define PxSpinLockPause() asm("nop") -#else -#error "Platform not supported!" -#endif - -namespace physx -{ -namespace shdfnd -{ -struct ThreadPriority // todo: put in some other header file -{ - enum Enum - { - /** - \brief High priority - */ - eHIGH = 0, - - /** - \brief Above Normal priority - */ - eABOVE_NORMAL = 1, - - /** - \brief Normal/default priority - */ - eNORMAL = 2, - - /** - \brief Below Normal priority - */ - eBELOW_NORMAL = 3, - - /** - \brief Low priority. - */ - eLOW = 4, - eFORCE_DWORD = 0xffFFffFF - }; -}; - -class Runnable -{ - public: - Runnable() - { - } - virtual ~Runnable() - { - } - virtual void execute(void) - { - } -}; - -class PX_FOUNDATION_API ThreadImpl -{ - public: - typedef size_t Id; // space for a pointer or an integer - typedef void* (*ExecuteFn)(void*); - - static uint32_t getDefaultStackSize(); - static Id getId(); - - /** - Construct (but do not start) the thread object. The OS thread object will not be created - until start() is called. Executes in the context - of the spawning thread. - */ - - ThreadImpl(); - - /** - Construct and start the the thread, passing the given arg to the given fn. (pthread style) - */ - - ThreadImpl(ExecuteFn fn, void* arg); - - /** - Deallocate all resources associated with the thread. Should be called in the - context of the spawning thread. - */ - - ~ThreadImpl(); - - /** - Create the OS thread and start it running. Called in the context of the spawning thread. - If an affinity mask has previously been set then it will be applied after the - thread has been created. - */ - - void start(uint32_t stackSize, Runnable* r); - - /** - Violently kill the current thread. Blunt instrument, not recommended since - it can leave all kinds of things unreleased (stack, memory, mutexes...) Should - be called in the context of the spawning thread. - */ - - void kill(); - - /** - Stop the thread. Signals the spawned thread that it should stop, so the - thread should check regularly - */ - - void signalQuit(); - - /** - Wait for a thread to stop. Should be called in the context of the spawning - thread. Returns false if the thread has not been started. - */ - - bool waitForQuit(); - - /** - check whether the thread is signalled to quit. Called in the context of the - spawned thread. - */ - - bool quitIsSignalled(); - - /** - Cleanly shut down this thread. Called in the context of the spawned thread. - */ - void quit(); - - /** - Change the affinity mask for this thread. The mask is a platform - specific value. - - On Windows, Linux, PS4, XboxOne and Switch platforms, each set mask bit represents - the index of a logical processor that the OS may schedule thread execution on. - Bits outside the range of valid logical processors may be ignored or cause - the function to return an error. - - On Apple platforms, this function has no effect. - - If the thread has not yet been started then the mask is stored - and applied when the thread is started. - - If the thread has already been started then this method returns the - previous affinity mask on success, otherwise it returns zero. - */ - uint32_t setAffinityMask(uint32_t mask); - - static ThreadPriority::Enum getPriority(Id threadId); - - /** Set thread priority. */ - void setPriority(ThreadPriority::Enum prio); - - /** set the thread's name */ - void setName(const char* name); - - /** Put the current thread to sleep for the given number of milliseconds */ - static void sleep(uint32_t ms); - - /** Yield the current thread's slot on the CPU */ - static void yield(); - - /** Return the number of physical cores (does not include hyper-threaded cores), returns 0 on failure */ - static uint32_t getNbPhysicalCores(); - - /** - Size of this class. - */ - static uint32_t getSize(); -}; - -/** -Thread abstraction API -*/ -template <typename Alloc = ReflectionAllocator<ThreadImpl> > -class ThreadT : protected Alloc, public UserAllocated, public Runnable -{ - public: - typedef ThreadImpl::Id Id; // space for a pointer or an integer - - /** - Construct (but do not start) the thread object. Executes in the context - of the spawning thread - */ - ThreadT(const Alloc& alloc = Alloc()) : Alloc(alloc) - { - mImpl = reinterpret_cast<ThreadImpl*>(Alloc::allocate(ThreadImpl::getSize(), __FILE__, __LINE__)); - PX_PLACEMENT_NEW(mImpl, ThreadImpl)(); - } - - /** - Construct and start the the thread, passing the given arg to the given fn. (pthread style) - */ - ThreadT(ThreadImpl::ExecuteFn fn, void* arg, const Alloc& alloc = Alloc()) : Alloc(alloc) - { - mImpl = reinterpret_cast<ThreadImpl*>(Alloc::allocate(ThreadImpl::getSize(), __FILE__, __LINE__)); - PX_PLACEMENT_NEW(mImpl, ThreadImpl)(fn, arg); - } - - /** - Deallocate all resources associated with the thread. Should be called in the - context of the spawning thread. - */ - virtual ~ThreadT() - { - mImpl->~ThreadImpl(); - Alloc::deallocate(mImpl); - } - - /** - start the thread running. Called in the context of the spawning thread. - */ - - void start(uint32_t stackSize = ThreadImpl::getDefaultStackSize()) - { - mImpl->start(stackSize, this); - } - - /** - Violently kill the current thread. Blunt instrument, not recommended since - it can leave all kinds of things unreleased (stack, memory, mutexes...) Should - be called in the context of the spawning thread. - */ - - void kill() - { - mImpl->kill(); - } - - /** - The virtual execute() method is the user defined function that will - run in the new thread. Called in the context of the spawned thread. - */ - - virtual void execute(void) - { - } - - /** - stop the thread. Signals the spawned thread that it should stop, so the - thread should check regularly - */ - - void signalQuit() - { - mImpl->signalQuit(); - } - - /** - Wait for a thread to stop. Should be called in the context of the spawning - thread. Returns false if the thread has not been started. - */ - - bool waitForQuit() - { - return mImpl->waitForQuit(); - } - - /** - check whether the thread is signalled to quit. Called in the context of the - spawned thread. - */ - - bool quitIsSignalled() - { - return mImpl->quitIsSignalled(); - } - - /** - Cleanly shut down this thread. Called in the context of the spawned thread. - */ - void quit() - { - mImpl->quit(); - } - - uint32_t setAffinityMask(uint32_t mask) - { - return mImpl->setAffinityMask(mask); - } - - static ThreadPriority::Enum getPriority(ThreadImpl::Id threadId) - { - return ThreadImpl::getPriority(threadId); - } - - /** Set thread priority. */ - void setPriority(ThreadPriority::Enum prio) - { - mImpl->setPriority(prio); - } - - /** set the thread's name */ - void setName(const char* name) - { - mImpl->setName(name); - } - - /** Put the current thread to sleep for the given number of milliseconds */ - static void sleep(uint32_t ms) - { - ThreadImpl::sleep(ms); - } - - /** Yield the current thread's slot on the CPU */ - static void yield() - { - ThreadImpl::yield(); - } - - static uint32_t getDefaultStackSize() - { - return ThreadImpl::getDefaultStackSize(); - } - - static ThreadImpl::Id getId() - { - return ThreadImpl::getId(); - } - - static uint32_t getNbPhysicalCores() - { - return ThreadImpl::getNbPhysicalCores(); - } - - private: - class ThreadImpl* mImpl; -}; - -typedef ThreadT<> Thread; - -PX_FOUNDATION_API uint32_t TlsAlloc(); -PX_FOUNDATION_API void TlsFree(uint32_t index); -PX_FOUNDATION_API void* TlsGet(uint32_t index); -PX_FOUNDATION_API uint32_t TlsSet(uint32_t index, void* value); - -} // namespace shdfnd -} // namespace physx - -#endif // #ifndef PSFOUNDATION_PSTHREAD_H diff --git a/PxShared/src/foundation/include/PsTime.h b/PxShared/src/foundation/include/PsTime.h deleted file mode 100644 index b9c7031..0000000 --- a/PxShared/src/foundation/include/PsTime.h +++ /dev/null @@ -1,95 +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_PSTIME_H -#define PSFOUNDATION_PSTIME_H - -#include "Ps.h" - -#if PX_LINUX || PX_ANDROID -#include <time.h> -#endif - -namespace physx -{ -namespace shdfnd -{ - -struct CounterFrequencyToTensOfNanos -{ - uint64_t mNumerator; - uint64_t mDenominator; - CounterFrequencyToTensOfNanos(uint64_t inNum, uint64_t inDenom) : mNumerator(inNum), mDenominator(inDenom) - { - } - - // quite slow. - uint64_t toTensOfNanos(uint64_t inCounter) const - { - return (inCounter * mNumerator) / mDenominator; - } -}; - -class PX_FOUNDATION_API Time -{ - public: - typedef double Second; - static const uint64_t sNumTensOfNanoSecondsInASecond = 100000000; - // This is supposedly guaranteed to not change after system boot - // regardless of processors, speedstep, etc. - static const CounterFrequencyToTensOfNanos& getBootCounterFrequency(); - - static CounterFrequencyToTensOfNanos getCounterFrequency(); - - static uint64_t getCurrentCounterValue(); - - // SLOW!! - // Thar be a 64 bit divide in thar! - static uint64_t getCurrentTimeInTensOfNanoSeconds() - { - uint64_t ticks = getCurrentCounterValue(); - return getBootCounterFrequency().toTensOfNanos(ticks); - } - - Time(); - Second getElapsedSeconds(); - Second peekElapsedSeconds(); - Second getLastTime() const; - - private: -#if PX_LINUX || PX_ANDROID || PX_APPLE_FAMILY || PX_PS4 - Second mLastTime; -#else - int64_t mTickCount; -#endif -}; -} // namespace shdfnd -} // namespace physx - -#endif // #ifndef PSFOUNDATION_PSTIME_H diff --git a/PxShared/src/foundation/include/PsUserAllocated.h b/PxShared/src/foundation/include/PsUserAllocated.h deleted file mode 100644 index f41d29e..0000000 --- a/PxShared/src/foundation/include/PsUserAllocated.h +++ /dev/null @@ -1,92 +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_PSUSERALLOCATED_H -#define PSFOUNDATION_PSUSERALLOCATED_H - -#include "PsAllocator.h" - -namespace physx -{ -namespace shdfnd -{ -/** -Provides new and delete using a UserAllocator. -Guarantees that 'delete x;' uses the UserAllocator too. -*/ -class UserAllocated -{ - public: - // PX_SERIALIZATION - PX_INLINE void* operator new(size_t, void* address) - { - return address; - } - //~PX_SERIALIZATION - // Matching operator delete to the above operator new. Don't ask me - // how this makes any sense - Nuernberger. - PX_INLINE void operator delete(void*, void*) - { - } - - template <typename Alloc> - PX_INLINE void* operator new(size_t size, Alloc alloc, const char* fileName, int line) - { - return alloc.allocate(size, fileName, line); - } - template <typename Alloc> - PX_INLINE void* operator new [](size_t size, Alloc alloc, const char* fileName, int line) - { return alloc.allocate(size, fileName, line); } - - // placement delete - template <typename Alloc> - PX_INLINE void operator delete(void* ptr, Alloc alloc, const char* fileName, int line) - { - PX_UNUSED(fileName); - PX_UNUSED(line); - alloc.deallocate(ptr); - } - template <typename Alloc> - PX_INLINE void operator delete [](void* ptr, Alloc alloc, const char* fileName, int line) - { - PX_UNUSED(fileName); - PX_UNUSED(line); - alloc.deallocate(ptr); - } PX_INLINE void - operator delete(void* ptr) - { - NonTrackingAllocator().deallocate(ptr); - } - PX_INLINE void operator delete [](void* ptr) - { NonTrackingAllocator().deallocate(ptr); } -}; -} // namespace shdfnd -} // namespace physx - -#endif // #ifndef PSFOUNDATION_PSUSERALLOCATED_H diff --git a/PxShared/src/foundation/include/PsUtilities.h b/PxShared/src/foundation/include/PsUtilities.h deleted file mode 100644 index cd0f200..0000000 --- a/PxShared/src/foundation/include/PsUtilities.h +++ /dev/null @@ -1,169 +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_PSUTILITIES_H -#define PSFOUNDATION_PSUTILITIES_H - -#include "foundation/PxVec3.h" -#include "foundation/PxAssert.h" -#include "Ps.h" -#include "PsIntrinsics.h" -#include "PsBasicTemplates.h" - -namespace physx -{ -namespace shdfnd -{ -PX_INLINE char littleEndian() -{ - int i = 1; - return *(reinterpret_cast<char*>(&i)); -} - -// PT: checked casts -PX_CUDA_CALLABLE PX_FORCE_INLINE PxU32 to32(PxU64 value) -{ - PX_ASSERT(value <= 0xffffffff); - return PxU32(value); -} -PX_CUDA_CALLABLE PX_FORCE_INLINE PxU16 to16(PxU32 value) -{ - PX_ASSERT(value <= 0xffff); - return PxU16(value); -} -PX_CUDA_CALLABLE PX_FORCE_INLINE PxU8 to8(PxU16 value) -{ - PX_ASSERT(value <= 0xff); - return PxU8(value); -} -PX_CUDA_CALLABLE PX_FORCE_INLINE PxU8 to8(PxU32 value) -{ - PX_ASSERT(value <= 0xff); - return PxU8(value); -} -PX_CUDA_CALLABLE PX_FORCE_INLINE PxU8 to8(PxI32 value) -{ - PX_ASSERT(value <= 0xff); - PX_ASSERT(value >= 0); - return PxU8(value); -} -PX_CUDA_CALLABLE PX_FORCE_INLINE PxI8 toI8(PxU32 value) -{ - PX_ASSERT(value <= 0x7f); - return PxI8(value); -} - -/*! -Get number of elements in array -*/ -template <typename T, size_t N> -char (&ArraySizeHelper(T (&array)[N]))[N]; -#define PX_ARRAY_SIZE(_array) (sizeof(physx::shdfnd::ArraySizeHelper(_array))) - -/*! -Sort two elements using operator< - -On return x will be the smaller of the two -*/ -template <class T> -PX_CUDA_CALLABLE PX_FORCE_INLINE void order(T& x, T& y) -{ - if(y < x) - swap(x, y); -} - -// most architectures can do predication on real comparisons, and on VMX, it matters - -PX_CUDA_CALLABLE PX_FORCE_INLINE void order(PxReal& x, PxReal& y) -{ - PxReal newX = PxMin(x, y); - PxReal newY = PxMax(x, y); - x = newX; - y = newY; -} - -/*! -Sort two elements using operator< and also keep order -of any extra data -*/ -template <class T, class E1> -PX_CUDA_CALLABLE PX_FORCE_INLINE void order(T& x, T& y, E1& xe1, E1& ye1) -{ - if(y < x) - { - swap(x, y); - swap(xe1, ye1); - } -} - -#if PX_GCC_FAMILY && !PX_EMSCRIPTEN && !PX_LINUX -__attribute__((noreturn)) -#endif - PX_INLINE void debugBreak() -{ -#if PX_WINDOWS || PX_XBOXONE - __debugbreak(); -#elif PX_ANDROID - raise(SIGTRAP); // works better than __builtin_trap. Proper call stack and can be continued. -#elif PX_LINUX - #if (PX_X64 || PX_X64) - asm("int $3"); - #else - raise(SIGTRAP); - #endif -#elif PX_GCC_FAMILY - __builtin_trap(); -#else - PX_ASSERT(false); -#endif -} - -bool checkValid(const float&); -bool checkValid(const PxVec3&); -bool checkValid(const PxQuat&); -bool checkValid(const PxMat33&); -bool checkValid(const PxTransform&); -bool checkValid(const char*); - -// equivalent to std::max_element -template <typename T> -inline const T* maxElement(const T* first, const T* last) -{ - const T* m = first; - for(const T* it = first + 1; it < last; ++it) - if(*m < *it) - m = it; - - return m; -} - -} // namespace shdfnd -} // namespace physx - -#endif diff --git a/PxShared/src/foundation/include/PsVecMath.h b/PxShared/src/foundation/include/PsVecMath.h deleted file mode 100644 index ffd2de8..0000000 --- a/PxShared/src/foundation/include/PsVecMath.h +++ /dev/null @@ -1,1335 +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_PSVECMATH_H -#define PSFOUNDATION_PSVECMATH_H - -#include "Ps.h" -#include "PsIntrinsics.h" -#include "foundation/PxVec3.h" -#include "foundation/PxVec4.h" -#include "foundation/PxMat33.h" -#include "foundation/PxUnionCast.h" - -// We can opt to use the scalar version of vectorised functions. -// This can catch type safety issues and might even work out more optimal on pc. -// It will also be useful for benchmarking and testing. -// NEVER submit with vector intrinsics deactivated without good reason. -// AM: deactivating SIMD for debug win64 just so autobuild will also exercise -// non-SIMD path, until a dedicated non-SIMD platform sich as Arm comes online. -// TODO: dima: reference all platforms with SIMD support here, -// all unknown/experimental cases should better default to NO SIMD. - -// enable/disable SIMD -#if !defined(PX_SIMD_DISABLED) -#if PX_INTEL_FAMILY && (!defined(__EMSCRIPTEN__) || defined(__SSE2__)) -#define COMPILE_VECTOR_INTRINSICS 1 -#elif PX_ANDROID&& PX_NEON -#define COMPILE_VECTOR_INTRINSICS 1 -#elif PX_IOS&& PX_NEON -#define COMPILE_VECTOR_INTRINSICS 1 -#elif PX_SWITCH -#define COMPILE_VECTOR_INTRINSICS 1 -#else -#define COMPILE_VECTOR_INTRINSICS 0 -#endif -#else -#define COMPILE_VECTOR_INTRINSICS 0 -#endif - -#if COMPILE_VECTOR_INTRINSICS && PX_INTEL_FAMILY&&(PX_UNIX_FAMILY || PX_PS4) -// only SSE2 compatible platforms should reach this -#if PX_EMSCRIPTEN -#include <emmintrin.h> -#endif -#include <xmmintrin.h> -#endif - -namespace physx -{ -namespace shdfnd -{ -namespace aos -{ - -// Basic AoS types are -// FloatV - 16-byte aligned representation of float. -// Vec3V - 16-byte aligned representation of PxVec3 stored as (x y z 0). -// Vec4V - 16-byte aligned representation of vector of 4 floats stored as (x y z w). -// BoolV - 16-byte aligned representation of vector of 4 bools stored as (x y z w). -// VecU32V - 16-byte aligned representation of 4 unsigned ints stored as (x y z w). -// VecI32V - 16-byte aligned representation of 4 signed ints stored as (x y z w). -// Mat33V - 16-byte aligned representation of any 3x3 matrix. -// Mat34V - 16-byte aligned representation of transformation matrix (rotation in col1,col2,col3 and translation in -// col4). -// Mat44V - 16-byte aligned representation of any 4x4 matrix. - -#if COMPILE_VECTOR_INTRINSICS -#include "PsAoS.h" -#else -#include "PsVecMathAoSScalar.h" -#endif - -////////////////////////////////////////// -// Construct a simd type from a scalar type -////////////////////////////////////////// - -// FloatV -//(f,f,f,f) -PX_FORCE_INLINE FloatV FLoad(const PxF32 f); - -// Vec3V -//(f,f,f,0) -PX_FORCE_INLINE Vec3V V3Load(const PxF32 f); -//(f.x,f.y,f.z,0) -PX_FORCE_INLINE Vec3V V3LoadU(const PxVec3& f); -//(f.x,f.y,f.z,0), f must be 16-byte aligned -PX_FORCE_INLINE Vec3V V3LoadA(const PxVec3& f); -//(f.x,f.y,f.z,w_undefined), f must be 16-byte aligned -PX_FORCE_INLINE Vec3V V3LoadUnsafeA(const PxVec3& f); -//(f.x,f.y,f.z,0) -PX_FORCE_INLINE Vec3V V3LoadU(const PxF32* f); -//(f.x,f.y,f.z,0), f must be 16-byte aligned -PX_FORCE_INLINE Vec3V V3LoadA(const PxF32* f); - -// Vec4V -//(f,f,f,f) -PX_FORCE_INLINE Vec4V V4Load(const PxF32 f); -//(f[0],f[1],f[2],f[3]) -PX_FORCE_INLINE Vec4V V4LoadU(const PxF32* const f); -//(f[0],f[1],f[2],f[3]), f must be 16-byte aligned -PX_FORCE_INLINE Vec4V V4LoadA(const PxF32* const f); -//(x,y,z,w) -PX_FORCE_INLINE Vec4V V4LoadXYZW(const PxF32& x, const PxF32& y, const PxF32& z, const PxF32& w); - -// BoolV -//(f,f,f,f) -PX_FORCE_INLINE BoolV BLoad(const bool f); -//(f[0],f[1],f[2],f[3]) -PX_FORCE_INLINE BoolV BLoad(const bool* const f); - -// VecU32V -//(f,f,f,f) -PX_FORCE_INLINE VecU32V U4Load(const PxU32 f); -//(f[0],f[1],f[2],f[3]) -PX_FORCE_INLINE VecU32V U4LoadU(const PxU32* f); -//(f[0],f[1],f[2],f[3]), f must be 16-byte aligned -PX_FORCE_INLINE VecU32V U4LoadA(const PxU32* f); -//((U32)x, (U32)y, (U32)z, (U32)w) -PX_FORCE_INLINE VecU32V U4LoadXYZW(PxU32 x, PxU32 y, PxU32 z, PxU32 w); - -// VecI32V -//(i,i,i,i) -PX_FORCE_INLINE VecI32V I4Load(const PxI32 i); -//(i,i,i,i) -PX_FORCE_INLINE VecI32V I4LoadU(const PxI32* i); -//(i,i,i,i) -PX_FORCE_INLINE VecI32V I4LoadA(const PxI32* i); - -// QuatV -//(x = v[0], y=v[1], z=v[2], w=v3[3]) and array don't need to aligned -PX_FORCE_INLINE QuatV QuatVLoadU(const PxF32* v); -//(x = v[0], y=v[1], z=v[2], w=v3[3]) and array need to aligned, fast load -PX_FORCE_INLINE QuatV QuatVLoadA(const PxF32* v); -//(x, y, z, w) -PX_FORCE_INLINE QuatV QuatVLoadXYZW(const PxF32 x, const PxF32 y, const PxF32 z, const PxF32 w); - -// not added to public api -Vec4V Vec4V_From_PxVec3_WUndefined(const PxVec3& v); - -/////////////////////////////////////////////////// -// Construct a simd type from a different simd type -/////////////////////////////////////////////////// - -// Vec3V -//(v.x,v.y,v.z,0) -PX_FORCE_INLINE Vec3V Vec3V_From_Vec4V(Vec4V v); -//(v.x,v.y,v.z,undefined) - be very careful with w!=0 because many functions require w==0 for correct operation eg V3Dot, V3Length, V3Cross etc etc. -PX_FORCE_INLINE Vec3V Vec3V_From_Vec4V_WUndefined(const Vec4V v); - -// Vec4V -//(f.x,f.y,f.z,f.w) -PX_FORCE_INLINE Vec4V Vec4V_From_Vec3V(Vec3V f); -//((PxF32)f.x, (PxF32)f.y, (PxF32)f.z, (PxF32)f.w) -PX_FORCE_INLINE Vec4V Vec4V_From_VecU32V(VecU32V a); -//((PxF32)f.x, (PxF32)f.y, (PxF32)f.z, (PxF32)f.w) -PX_FORCE_INLINE Vec4V Vec4V_From_VecI32V(VecI32V a); -//(*(reinterpret_cast<PxF32*>(&f.x), (reinterpret_cast<PxF32*>(&f.y), (reinterpret_cast<PxF32*>(&f.z), -//(reinterpret_cast<PxF32*>(&f.w)) -PX_FORCE_INLINE Vec4V Vec4V_ReinterpretFrom_VecU32V(VecU32V a); -//(*(reinterpret_cast<PxF32*>(&f.x), (reinterpret_cast<PxF32*>(&f.y), (reinterpret_cast<PxF32*>(&f.z), -//(reinterpret_cast<PxF32*>(&f.w)) -PX_FORCE_INLINE Vec4V Vec4V_ReinterpretFrom_VecI32V(VecI32V a); - -// VecU32V -//(*(reinterpret_cast<PxU32*>(&f.x), (reinterpret_cast<PxU32*>(&f.y), (reinterpret_cast<PxU32*>(&f.z), -//(reinterpret_cast<PxU32*>(&f.w)) -PX_FORCE_INLINE VecU32V VecU32V_ReinterpretFrom_Vec4V(Vec4V a); -//(b[0], b[1], b[2], b[3]) -PX_FORCE_INLINE VecU32V VecU32V_From_BoolV(const BoolVArg b); - -// VecI32V -//(*(reinterpret_cast<PxI32*>(&f.x), (reinterpret_cast<PxI32*>(&f.y), (reinterpret_cast<PxI32*>(&f.z), -//(reinterpret_cast<PxI32*>(&f.w)) -PX_FORCE_INLINE VecI32V VecI32V_ReinterpretFrom_Vec4V(Vec4V a); -//((I32)a.x, (I32)a.y, (I32)a.z, (I32)a.w) -PX_FORCE_INLINE VecI32V VecI32V_From_Vec4V(Vec4V a); -//((I32)b.x, (I32)b.y, (I32)b.z, (I32)b.w) -PX_FORCE_INLINE VecI32V VecI32V_From_BoolV(const BoolVArg b); - -/////////////////////////////////////////////////// -// Convert from a simd type back to a scalar type -/////////////////////////////////////////////////// - -// FloatV -// a.x -PX_FORCE_INLINE void FStore(const FloatV a, PxF32* PX_RESTRICT f); - -// Vec3V -//(a.x,a.y,a.z) -PX_FORCE_INLINE void V3StoreA(const Vec3V a, PxVec3& f); -//(a.x,a.y,a.z) -PX_FORCE_INLINE void V3StoreU(const Vec3V a, PxVec3& f); - -// Vec4V -PX_FORCE_INLINE void V4StoreA(const Vec4V a, PxF32* f); -PX_FORCE_INLINE void V4StoreU(const Vec4V a, PxF32* f); - -// BoolV -PX_FORCE_INLINE void BStoreA(const BoolV b, PxU32* f); - -// VecU32V -PX_FORCE_INLINE void U4StoreA(const VecU32V uv, PxU32* u); - -// VecI32V -PX_FORCE_INLINE void I4StoreA(const VecI32V iv, PxI32* i); - -////////////////////////////////////////////////////////////////// -// Test that simd types have elements in the floating point range -////////////////////////////////////////////////////////////////// - -// check for each component is valid ie in floating point range -PX_FORCE_INLINE bool isFiniteFloatV(const FloatV a); -// check for each component is valid ie in floating point range -PX_FORCE_INLINE bool isFiniteVec3V(const Vec3V a); -// check for each component is valid ie in floating point range -PX_FORCE_INLINE bool isFiniteVec4V(const Vec4V a); - -// Check that w-component is zero. -PX_FORCE_INLINE bool isValidVec3V(const Vec3V a); - -////////////////////////////////////////////////////////////////// -// Tests that all elements of two 16-byte types are completely equivalent. -// Use these tests for unit testing and asserts only. -////////////////////////////////////////////////////////////////// - -namespace _VecMathTests -{ -PX_FORCE_INLINE Vec3V getInvalidVec3V(); -PX_FORCE_INLINE bool allElementsEqualFloatV(const FloatV a, const FloatV b); -PX_FORCE_INLINE bool allElementsEqualVec3V(const Vec3V a, const Vec3V b); -PX_FORCE_INLINE bool allElementsEqualVec4V(const Vec4V a, const Vec4V b); -PX_FORCE_INLINE bool allElementsEqualBoolV(const BoolV a, const BoolV b); -PX_FORCE_INLINE bool allElementsEqualVecU32V(const VecU32V a, const VecU32V b); -PX_FORCE_INLINE bool allElementsEqualVecI32V(const VecI32V a, const VecI32V b); - -PX_FORCE_INLINE bool allElementsEqualMat33V(const Mat33V& a, const Mat33V& b) -{ - return (allElementsEqualVec3V(a.col0, b.col0) && allElementsEqualVec3V(a.col1, b.col1) && - allElementsEqualVec3V(a.col2, b.col2)); -} -PX_FORCE_INLINE bool allElementsEqualMat34V(const Mat34V& a, const Mat34V& b) -{ - return (allElementsEqualVec3V(a.col0, b.col0) && allElementsEqualVec3V(a.col1, b.col1) && - allElementsEqualVec3V(a.col2, b.col2) && allElementsEqualVec3V(a.col3, b.col3)); -} -PX_FORCE_INLINE bool allElementsEqualMat44V(const Mat44V& a, const Mat44V& b) -{ - return (allElementsEqualVec4V(a.col0, b.col0) && allElementsEqualVec4V(a.col1, b.col1) && - allElementsEqualVec4V(a.col2, b.col2) && allElementsEqualVec4V(a.col3, b.col3)); -} - -PX_FORCE_INLINE bool allElementsNearEqualFloatV(const FloatV a, const FloatV b); -PX_FORCE_INLINE bool allElementsNearEqualVec3V(const Vec3V a, const Vec3V b); -PX_FORCE_INLINE bool allElementsNearEqualVec4V(const Vec4V a, const Vec4V b); -PX_FORCE_INLINE bool allElementsNearEqualMat33V(const Mat33V& a, const Mat33V& b) -{ - return (allElementsNearEqualVec3V(a.col0, b.col0) && allElementsNearEqualVec3V(a.col1, b.col1) && - allElementsNearEqualVec3V(a.col2, b.col2)); -} -PX_FORCE_INLINE bool allElementsNearEqualMat34V(const Mat34V& a, const Mat34V& b) -{ - return (allElementsNearEqualVec3V(a.col0, b.col0) && allElementsNearEqualVec3V(a.col1, b.col1) && - allElementsNearEqualVec3V(a.col2, b.col2) && allElementsNearEqualVec3V(a.col3, b.col3)); -} -PX_FORCE_INLINE bool allElementsNearEqualMat44V(const Mat44V& a, const Mat44V& b) -{ - return (allElementsNearEqualVec4V(a.col0, b.col0) && allElementsNearEqualVec4V(a.col1, b.col1) && - allElementsNearEqualVec4V(a.col2, b.col2) && allElementsNearEqualVec4V(a.col3, b.col3)); -} -} - -////////////////////////////////////////////////////////////////// -// Math operations on FloatV -////////////////////////////////////////////////////////////////// - -//(0,0,0,0) -PX_FORCE_INLINE FloatV FZero(); -//(1,1,1,1) -PX_FORCE_INLINE FloatV FOne(); -//(0.5,0.5,0.5,0.5) -PX_FORCE_INLINE FloatV FHalf(); -//(PX_EPS_REAL,PX_EPS_REAL,PX_EPS_REAL,PX_EPS_REAL) -PX_FORCE_INLINE FloatV FEps(); -//(PX_MAX_REAL, PX_MAX_REAL, PX_MAX_REAL PX_MAX_REAL) -PX_FORCE_INLINE FloatV FMax(); -//(-PX_MAX_REAL, -PX_MAX_REAL, -PX_MAX_REAL -PX_MAX_REAL) -PX_FORCE_INLINE FloatV FNegMax(); -//(1e-6f, 1e-6f, 1e-6f, 1e-6f) -PX_FORCE_INLINE FloatV FEps6(); -//((PxF32*)&1, (PxF32*)&1, (PxF32*)&1, (PxF32*)&1) - -//-f (per component) -PX_FORCE_INLINE FloatV FNeg(const FloatV f); -// a+b (per component) -PX_FORCE_INLINE FloatV FAdd(const FloatV a, const FloatV b); -// a-b (per component) -PX_FORCE_INLINE FloatV FSub(const FloatV a, const FloatV b); -// a*b (per component) -PX_FORCE_INLINE FloatV FMul(const FloatV a, const FloatV b); -// a/b (per component) -PX_FORCE_INLINE FloatV FDiv(const FloatV a, const FloatV b); -// a/b (per component) -PX_FORCE_INLINE FloatV FDivFast(const FloatV a, const FloatV b); -// 1.0f/a -PX_FORCE_INLINE FloatV FRecip(const FloatV a); -// 1.0f/a -PX_FORCE_INLINE FloatV FRecipFast(const FloatV a); -// 1.0f/sqrt(a) -PX_FORCE_INLINE FloatV FRsqrt(const FloatV a); -// 1.0f/sqrt(a) -PX_FORCE_INLINE FloatV FRsqrtFast(const FloatV a); -// sqrt(a) -PX_FORCE_INLINE FloatV FSqrt(const FloatV a); -// a*b+c -PX_FORCE_INLINE FloatV FScaleAdd(const FloatV a, const FloatV b, const FloatV c); -// c-a*b -PX_FORCE_INLINE FloatV FNegScaleSub(const FloatV a, const FloatV b, const FloatV c); -// fabs(a) -PX_FORCE_INLINE FloatV FAbs(const FloatV a); -// c ? a : b (per component) -PX_FORCE_INLINE FloatV FSel(const BoolV c, const FloatV a, const FloatV b); -// a>b (per component) -PX_FORCE_INLINE BoolV FIsGrtr(const FloatV a, const FloatV b); -// a>=b (per component) -PX_FORCE_INLINE BoolV FIsGrtrOrEq(const FloatV a, const FloatV b); -// a==b (per component) -PX_FORCE_INLINE BoolV FIsEq(const FloatV a, const FloatV b); -// Max(a,b) (per component) -PX_FORCE_INLINE FloatV FMax(const FloatV a, const FloatV b); -// Min(a,b) (per component) -PX_FORCE_INLINE FloatV FMin(const FloatV a, const FloatV b); -// Clamp(a,b) (per component) -PX_FORCE_INLINE FloatV FClamp(const FloatV a, const FloatV minV, const FloatV maxV); - -// a.x>b.x -PX_FORCE_INLINE PxU32 FAllGrtr(const FloatV a, const FloatV b); -// a.x>=b.x -PX_FORCE_INLINE PxU32 FAllGrtrOrEq(const FloatV a, const FloatV b); -// a.x==b.x -PX_FORCE_INLINE PxU32 FAllEq(const FloatV a, const FloatV b); -// a<min || a>max -PX_FORCE_INLINE PxU32 FOutOfBounds(const FloatV a, const FloatV min, const FloatV max); -// a>=min && a<=max -PX_FORCE_INLINE PxU32 FInBounds(const FloatV a, const FloatV min, const FloatV max); -// a<-bounds || a>bounds -PX_FORCE_INLINE PxU32 FOutOfBounds(const FloatV a, const FloatV bounds); -// a>=-bounds && a<=bounds -PX_FORCE_INLINE PxU32 FInBounds(const FloatV a, const FloatV bounds); - -// round float a to the near int -PX_FORCE_INLINE FloatV FRound(const FloatV a); -// calculate the sin of float a -PX_FORCE_INLINE FloatV FSin(const FloatV a); -// calculate the cos of float b -PX_FORCE_INLINE FloatV FCos(const FloatV a); - -////////////////////////////////////////////////////////////////// -// Math operations on Vec3V -////////////////////////////////////////////////////////////////// - -//(f,f,f,f) -PX_FORCE_INLINE Vec3V V3Splat(const FloatV f); - -//(x,y,z) -PX_FORCE_INLINE Vec3V V3Merge(const FloatVArg x, const FloatVArg y, const FloatVArg z); - -//(1,0,0,0) -PX_FORCE_INLINE Vec3V V3UnitX(); -//(0,1,0,0) -PX_FORCE_INLINE Vec3V V3UnitY(); -//(0,0,1,0) -PX_FORCE_INLINE Vec3V V3UnitZ(); - -//(f.x,f.x,f.x,f.x) -PX_FORCE_INLINE FloatV V3GetX(const Vec3V f); -//(f.y,f.y,f.y,f.y) -PX_FORCE_INLINE FloatV V3GetY(const Vec3V f); -//(f.z,f.z,f.z,f.z) -PX_FORCE_INLINE FloatV V3GetZ(const Vec3V f); - -//(f,v.y,v.z,v.w) -PX_FORCE_INLINE Vec3V V3SetX(const Vec3V v, const FloatV f); -//(v.x,f,v.z,v.w) -PX_FORCE_INLINE Vec3V V3SetY(const Vec3V v, const FloatV f); -//(v.x,v.y,f,v.w) -PX_FORCE_INLINE Vec3V V3SetZ(const Vec3V v, const FloatV f); - -// v.x=f -PX_FORCE_INLINE void V3WriteX(Vec3V& v, const PxF32 f); -// v.y=f -PX_FORCE_INLINE void V3WriteY(Vec3V& v, const PxF32 f); -// v.z=f -PX_FORCE_INLINE void V3WriteZ(Vec3V& v, const PxF32 f); -// v.x=f.x, v.y=f.y, v.z=f.z -PX_FORCE_INLINE void V3WriteXYZ(Vec3V& v, const PxVec3& f); -// return v.x -PX_FORCE_INLINE PxF32 V3ReadX(const Vec3V& v); -// return v.y -PX_FORCE_INLINE PxF32 V3ReadY(const Vec3V& v); -// return v.y -PX_FORCE_INLINE PxF32 V3ReadZ(const Vec3V& v); -// return (v.x,v.y,v.z) -PX_FORCE_INLINE const PxVec3& V3ReadXYZ(const Vec3V& v); - -//(a.x, b.x, c.x) -PX_FORCE_INLINE Vec3V V3ColX(const Vec3V a, const Vec3V b, const Vec3V c); -//(a.y, b.y, c.y) -PX_FORCE_INLINE Vec3V V3ColY(const Vec3V a, const Vec3V b, const Vec3V c); -//(a.z, b.z, c.z) -PX_FORCE_INLINE Vec3V V3ColZ(const Vec3V a, const Vec3V b, const Vec3V c); - -//(0,0,0,0) -PX_FORCE_INLINE Vec3V V3Zero(); -//(1,1,1,1) -PX_FORCE_INLINE Vec3V V3One(); -//(PX_EPS_REAL,PX_EPS_REAL,PX_EPS_REAL,PX_EPS_REAL) -PX_FORCE_INLINE Vec3V V3Eps(); -//-c (per component) -PX_FORCE_INLINE Vec3V V3Neg(const Vec3V c); -// a+b (per component) -PX_FORCE_INLINE Vec3V V3Add(const Vec3V a, const Vec3V b); -// a-b (per component) -PX_FORCE_INLINE Vec3V V3Sub(const Vec3V a, const Vec3V b); -// a*b (per component) -PX_FORCE_INLINE Vec3V V3Scale(const Vec3V a, const FloatV b); -// a*b (per component) -PX_FORCE_INLINE Vec3V V3Mul(const Vec3V a, const Vec3V b); -// a/b (per component) -PX_FORCE_INLINE Vec3V V3ScaleInv(const Vec3V a, const FloatV b); -// a/b (per component) -PX_FORCE_INLINE Vec3V V3Div(const Vec3V a, const Vec3V b); -// a/b (per component) -PX_FORCE_INLINE Vec3V V3ScaleInvFast(const Vec3V a, const FloatV b); -// a/b (per component) -PX_FORCE_INLINE Vec3V V3DivFast(const Vec3V a, const Vec3V b); -// 1.0f/a -PX_FORCE_INLINE Vec3V V3Recip(const Vec3V a); -// 1.0f/a -PX_FORCE_INLINE Vec3V V3RecipFast(const Vec3V a); -// 1.0f/sqrt(a) -PX_FORCE_INLINE Vec3V V3Rsqrt(const Vec3V a); -// 1.0f/sqrt(a) -PX_FORCE_INLINE Vec3V V3RsqrtFast(const Vec3V a); -// a*b+c -PX_FORCE_INLINE Vec3V V3ScaleAdd(const Vec3V a, const FloatV b, const Vec3V c); -// c-a*b -PX_FORCE_INLINE Vec3V V3NegScaleSub(const Vec3V a, const FloatV b, const Vec3V c); -// a*b+c -PX_FORCE_INLINE Vec3V V3MulAdd(const Vec3V a, const Vec3V b, const Vec3V c); -// c-a*b -PX_FORCE_INLINE Vec3V V3NegMulSub(const Vec3V a, const Vec3V b, const Vec3V c); -// fabs(a) -PX_FORCE_INLINE Vec3V V3Abs(const Vec3V a); - -// a.b -// Note: a.w and b.w must have value zero -PX_FORCE_INLINE FloatV V3Dot(const Vec3V a, const Vec3V b); -// aXb -// Note: a.w and b.w must have value zero -PX_FORCE_INLINE Vec3V V3Cross(const Vec3V a, const Vec3V b); -// |a.a|^1/2 -// Note: a.w must have value zero -PX_FORCE_INLINE FloatV V3Length(const Vec3V a); -// a.a -// Note: a.w must have value zero -PX_FORCE_INLINE FloatV V3LengthSq(const Vec3V a); -// a*|a.a|^-1/2 -// Note: a.w must have value zero -PX_FORCE_INLINE Vec3V V3Normalize(const Vec3V a); -// a.a>0 ? a*|a.a|^-1/2 : (0,0,0,0) -// Note: a.w must have value zero -PX_FORCE_INLINE FloatV V3Length(const Vec3V a); -// a.a>0 ? a*|a.a|^-1/2 : unsafeReturnValue -// Note: a.w must have value zero -PX_FORCE_INLINE Vec3V V3NormalizeSafe(const Vec3V a, const Vec3V unsafeReturnValue); -// a.x + a.y + a.z -// Note: a.w must have value zero -PX_FORCE_INLINE FloatV V3SumElems(const Vec3V a); - -// c ? a : b (per component) -PX_FORCE_INLINE Vec3V V3Sel(const BoolV c, const Vec3V a, const Vec3V b); -// a>b (per component) -PX_FORCE_INLINE BoolV V3IsGrtr(const Vec3V a, const Vec3V b); -// a>=b (per component) -PX_FORCE_INLINE BoolV V3IsGrtrOrEq(const Vec3V a, const Vec3V b); -// a==b (per component) -PX_FORCE_INLINE BoolV V3IsEq(const Vec3V a, const Vec3V b); -// Max(a,b) (per component) -PX_FORCE_INLINE Vec3V V3Max(const Vec3V a, const Vec3V b); -// Min(a,b) (per component) -PX_FORCE_INLINE Vec3V V3Min(const Vec3V a, const Vec3V b); - -// Extract the maximum value from a -// Note: a.w must have value zero -PX_FORCE_INLINE FloatV V3ExtractMax(const Vec3V a); - -// Extract the minimum value from a -// Note: a.w must have value zero -PX_FORCE_INLINE FloatV V3ExtractMin(const Vec3V a); - -// Clamp(a,b) (per component) -PX_FORCE_INLINE Vec3V V3Clamp(const Vec3V a, const Vec3V minV, const Vec3V maxV); - -// Extract the sign for each component -PX_FORCE_INLINE Vec3V V3Sign(const Vec3V a); - -// Test all components. -// (a.x>b.x && a.y>b.y && a.z>b.z) -// Note: a.w and b.w must have value zero -PX_FORCE_INLINE PxU32 V3AllGrtr(const Vec3V a, const Vec3V b); -// (a.x>=b.x && a.y>=b.y && a.z>=b.z) -// Note: a.w and b.w must have value zero -PX_FORCE_INLINE PxU32 V3AllGrtrOrEq(const Vec3V a, const Vec3V b); -// (a.x==b.x && a.y==b.y && a.z==b.z) -// Note: a.w and b.w must have value zero -PX_FORCE_INLINE PxU32 V3AllEq(const Vec3V a, const Vec3V b); -// a.x<min.x || a.y<min.y || a.z<min.z || a.x>max.x || a.y>max.y || a.z>max.z -// Note: a.w and min.w and max.w must have value zero -PX_FORCE_INLINE PxU32 V3OutOfBounds(const Vec3V a, const Vec3V min, const Vec3V max); -// a.x>=min.x && a.y>=min.y && a.z>=min.z && a.x<=max.x && a.y<=max.y && a.z<=max.z -// Note: a.w and min.w and max.w must have value zero -PX_FORCE_INLINE PxU32 V3InBounds(const Vec3V a, const Vec3V min, const Vec3V max); -// a.x<-bounds.x || a.y<=-bounds.y || a.z<bounds.z || a.x>bounds.x || a.y>bounds.y || a.z>bounds.z -// Note: a.w and bounds.w must have value zero -PX_FORCE_INLINE PxU32 V3OutOfBounds(const Vec3V a, const Vec3V bounds); -// a.x>=-bounds.x && a.y>=-bounds.y && a.z>=-bounds.z && a.x<=bounds.x && a.y<=bounds.y && a.z<=bounds.z -// Note: a.w and bounds.w must have value zero -PX_FORCE_INLINE PxU32 V3InBounds(const Vec3V a, const Vec3V bounds); - -//(floor(a.x + 0.5f), floor(a.y + 0.5f), floor(a.z + 0.5f)) -PX_FORCE_INLINE Vec3V V3Round(const Vec3V a); - -//(sinf(a.x), sinf(a.y), sinf(a.z)) -PX_FORCE_INLINE Vec3V V3Sin(const Vec3V a); -//(cosf(a.x), cosf(a.y), cosf(a.z)) -PX_FORCE_INLINE Vec3V V3Cos(const Vec3V a); - -//(a.y,a.z,a.z) -PX_FORCE_INLINE Vec3V V3PermYZZ(const Vec3V a); -//(a.x,a.y,a.x) -PX_FORCE_INLINE Vec3V V3PermXYX(const Vec3V a); -//(a.y,a.z,a.x) -PX_FORCE_INLINE Vec3V V3PermYZX(const Vec3V a); -//(a.z, a.x, a.y) -PX_FORCE_INLINE Vec3V V3PermZXY(const Vec3V a); -//(a.z,a.z,a.y) -PX_FORCE_INLINE Vec3V V3PermZZY(const Vec3V a); -//(a.y,a.x,a.x) -PX_FORCE_INLINE Vec3V V3PermYXX(const Vec3V a); -//(0, v1.z, v0.y) -PX_FORCE_INLINE Vec3V V3Perm_Zero_1Z_0Y(const Vec3V v0, const Vec3V v1); -//(v0.z, 0, v1.x) -PX_FORCE_INLINE Vec3V V3Perm_0Z_Zero_1X(const Vec3V v0, const Vec3V v1); -//(v1.y, v0.x, 0) -PX_FORCE_INLINE Vec3V V3Perm_1Y_0X_Zero(const Vec3V v0, const Vec3V v1); - -// Transpose 3 Vec3Vs inplace. Sets the w component to zero -// [ x0, y0, z0, w0] [ x1, y1, z1, w1] [ x2, y2, z2, w2] -> [x0 x1 x2 0] [y0 y1 y2 0] [z0 z1 z2 0] -PX_FORCE_INLINE void V3Transpose(Vec3V& col0, Vec3V& col1, Vec3V& col2); - -////////////////////////////////////////////////////////////////// -// Math operations on Vec4V -////////////////////////////////////////////////////////////////// - -//(f,f,f,f) -PX_FORCE_INLINE Vec4V V4Splat(const FloatV f); - -//(f[0],f[1],f[2],f[3]) -PX_FORCE_INLINE Vec4V V4Merge(const FloatV* const f); -//(x,y,z,w) -PX_FORCE_INLINE Vec4V V4Merge(const FloatVArg x, const FloatVArg y, const FloatVArg z, const FloatVArg w); -//(x.w, y.w, z.w, w.w) -PX_FORCE_INLINE Vec4V V4MergeW(const Vec4VArg x, const Vec4VArg y, const Vec4VArg z, const Vec4VArg w); -//(x.z, y.z, z.z, w.z) -PX_FORCE_INLINE Vec4V V4MergeZ(const Vec4VArg x, const Vec4VArg y, const Vec4VArg z, const Vec4VArg w); -//(x.y, y.y, z.y, w.y) -PX_FORCE_INLINE Vec4V V4MergeY(const Vec4VArg x, const Vec4VArg y, const Vec4VArg z, const Vec4VArg w); -//(x.x, y.x, z.x, w.x) -PX_FORCE_INLINE Vec4V V4MergeX(const Vec4VArg x, const Vec4VArg y, const Vec4VArg z, const Vec4VArg w); - -//(a.x, b.x, a.y, b.y) -PX_FORCE_INLINE Vec4V V4UnpackXY(const Vec4VArg a, const Vec4VArg b); -//(a.z, b.z, a.w, b.w) -PX_FORCE_INLINE Vec4V V4UnpackZW(const Vec4VArg a, const Vec4VArg b); - -//(1,0,0,0) -PX_FORCE_INLINE Vec4V V4UnitW(); -//(0,1,0,0) -PX_FORCE_INLINE Vec4V V4UnitY(); -//(0,0,1,0) -PX_FORCE_INLINE Vec4V V4UnitZ(); -//(0,0,0,1) -PX_FORCE_INLINE Vec4V V4UnitW(); - -//(f.x,f.x,f.x,f.x) -PX_FORCE_INLINE FloatV V4GetX(const Vec4V f); -//(f.y,f.y,f.y,f.y) -PX_FORCE_INLINE FloatV V4GetY(const Vec4V f); -//(f.z,f.z,f.z,f.z) -PX_FORCE_INLINE FloatV V4GetZ(const Vec4V f); -//(f.w,f.w,f.w,f.w) -PX_FORCE_INLINE FloatV V4GetW(const Vec4V f); - -//(f,v.y,v.z,v.w) -PX_FORCE_INLINE Vec4V V4SetX(const Vec4V v, const FloatV f); -//(v.x,f,v.z,v.w) -PX_FORCE_INLINE Vec4V V4SetY(const Vec4V v, const FloatV f); -//(v.x,v.y,f,v.w) -PX_FORCE_INLINE Vec4V V4SetZ(const Vec4V v, const FloatV f); -//(v.x,v.y,v.z,f) -PX_FORCE_INLINE Vec4V V4SetW(const Vec4V v, const FloatV f); - -//(v.x,v.y,v.z,0) -PX_FORCE_INLINE Vec4V V4ClearW(const Vec4V v); - -//(a[elementIndex], a[elementIndex], a[elementIndex], a[elementIndex]) -template <int elementIndex> -PX_FORCE_INLINE Vec4V V4SplatElement(Vec4V a); - -// v.x=f -PX_FORCE_INLINE void V4WriteX(Vec4V& v, const PxF32 f); -// v.y=f -PX_FORCE_INLINE void V4WriteY(Vec4V& v, const PxF32 f); -// v.z=f -PX_FORCE_INLINE void V4WriteZ(Vec4V& v, const PxF32 f); -// v.w=f -PX_FORCE_INLINE void V4WriteW(Vec4V& v, const PxF32 f); -// v.x=f.x, v.y=f.y, v.z=f.z -PX_FORCE_INLINE void V4WriteXYZ(Vec4V& v, const PxVec3& f); -// return v.x -PX_FORCE_INLINE PxF32 V4ReadX(const Vec4V& v); -// return v.y -PX_FORCE_INLINE PxF32 V4ReadY(const Vec4V& v); -// return v.z -PX_FORCE_INLINE PxF32 V4ReadZ(const Vec4V& v); -// return v.w -PX_FORCE_INLINE PxF32 V4ReadW(const Vec4V& v); -// return (v.x,v.y,v.z) -PX_FORCE_INLINE const PxVec3& V4ReadXYZ(const Vec4V& v); - -//(0,0,0,0) -PX_FORCE_INLINE Vec4V V4Zero(); -//(1,1,1,1) -PX_FORCE_INLINE Vec4V V4One(); -//(PX_EPS_REAL,PX_EPS_REAL,PX_EPS_REAL,PX_EPS_REAL) -PX_FORCE_INLINE Vec4V V4Eps(); - -//-c (per component) -PX_FORCE_INLINE Vec4V V4Neg(const Vec4V c); -// a+b (per component) -PX_FORCE_INLINE Vec4V V4Add(const Vec4V a, const Vec4V b); -// a-b (per component) -PX_FORCE_INLINE Vec4V V4Sub(const Vec4V a, const Vec4V b); -// a*b (per component) -PX_FORCE_INLINE Vec4V V4Scale(const Vec4V a, const FloatV b); -// a*b (per component) -PX_FORCE_INLINE Vec4V V4Mul(const Vec4V a, const Vec4V b); -// a/b (per component) -PX_FORCE_INLINE Vec4V V4ScaleInv(const Vec4V a, const FloatV b); -// a/b (per component) -PX_FORCE_INLINE Vec4V V4Div(const Vec4V a, const Vec4V b); -// a/b (per component) -PX_FORCE_INLINE Vec4V V4ScaleInvFast(const Vec4V a, const FloatV b); -// a/b (per component) -PX_FORCE_INLINE Vec4V V4DivFast(const Vec4V a, const Vec4V b); -// 1.0f/a -PX_FORCE_INLINE Vec4V V4Recip(const Vec4V a); -// 1.0f/a -PX_FORCE_INLINE Vec4V V4RecipFast(const Vec4V a); -// 1.0f/sqrt(a) -PX_FORCE_INLINE Vec4V V4Rsqrt(const Vec4V a); -// 1.0f/sqrt(a) -PX_FORCE_INLINE Vec4V V4RsqrtFast(const Vec4V a); -// a*b+c -PX_FORCE_INLINE Vec4V V4ScaleAdd(const Vec4V a, const FloatV b, const Vec4V c); -// c-a*b -PX_FORCE_INLINE Vec4V V4NegScaleSub(const Vec4V a, const FloatV b, const Vec4V c); -// a*b+c -PX_FORCE_INLINE Vec4V V4MulAdd(const Vec4V a, const Vec4V b, const Vec4V c); -// c-a*b -PX_FORCE_INLINE Vec4V V4NegMulSub(const Vec4V a, const Vec4V b, const Vec4V c); - -// fabs(a) -PX_FORCE_INLINE Vec4V V4Abs(const Vec4V a); -// bitwise a & ~b -PX_FORCE_INLINE Vec4V V4Andc(const Vec4V a, const VecU32V b); - -// a.b (W is taken into account) -PX_FORCE_INLINE FloatV V4Dot(const Vec4V a, const Vec4V b); -// a.b (same computation as V3Dot. W is ignored in input) -PX_FORCE_INLINE FloatV V4Dot3(const Vec4V a, const Vec4V b); -// aXb (same computation as V3Cross. W is ignored in input and undefined in output) -PX_FORCE_INLINE Vec4V V4Cross(const Vec4V a, const Vec4V b); - -//|a.a|^1/2 -PX_FORCE_INLINE FloatV V4Length(const Vec4V a); -// a.a -PX_FORCE_INLINE FloatV V4LengthSq(const Vec4V a); - -// a*|a.a|^-1/2 -PX_FORCE_INLINE Vec4V V4Normalize(const Vec4V a); -// a.a>0 ? a*|a.a|^-1/2 : unsafeReturnValue -PX_FORCE_INLINE Vec4V V4NormalizeSafe(const Vec4V a, const Vec4V unsafeReturnValue); -// a*|a.a|^-1/2 -PX_FORCE_INLINE Vec4V V4NormalizeFast(const Vec4V a); - -// c ? a : b (per component) -PX_FORCE_INLINE Vec4V V4Sel(const BoolV c, const Vec4V a, const Vec4V b); -// a>b (per component) -PX_FORCE_INLINE BoolV V4IsGrtr(const Vec4V a, const Vec4V b); -// a>=b (per component) -PX_FORCE_INLINE BoolV V4IsGrtrOrEq(const Vec4V a, const Vec4V b); -// a==b (per component) -PX_FORCE_INLINE BoolV V4IsEq(const Vec4V a, const Vec4V b); -// Max(a,b) (per component) -PX_FORCE_INLINE Vec4V V4Max(const Vec4V a, const Vec4V b); -// Min(a,b) (per component) -PX_FORCE_INLINE Vec4V V4Min(const Vec4V a, const Vec4V b); -// Get the maximum component from a -PX_FORCE_INLINE FloatV V4ExtractMax(const Vec4V a); -// Get the minimum component from a -PX_FORCE_INLINE FloatV V4ExtractMin(const Vec4V a); - -// Clamp(a,b) (per component) -PX_FORCE_INLINE Vec4V V4Clamp(const Vec4V a, const Vec4V minV, const Vec4V maxV); - -// return 1 if all components of a are greater than all components of b. -PX_FORCE_INLINE PxU32 V4AllGrtr(const Vec4V a, const Vec4V b); -// return 1 if all components of a are greater than or equal to all components of b -PX_FORCE_INLINE PxU32 V4AllGrtrOrEq(const Vec4V a, const Vec4V b); -// return 1 if XYZ components of a are greater than or equal to XYZ components of b. W is ignored. -PX_FORCE_INLINE PxU32 V4AllGrtrOrEq3(const Vec4V a, const Vec4V b); -// return 1 if all components of a are equal to all components of b -PX_FORCE_INLINE PxU32 V4AllEq(const Vec4V a, const Vec4V b); -// return 1 if any XYZ component of a is greater than the corresponding component of b. W is ignored. -PX_FORCE_INLINE PxU32 V4AnyGrtr3(const Vec4V a, const Vec4V b); - -// round(a)(per component) -PX_FORCE_INLINE Vec4V V4Round(const Vec4V a); -// sin(a) (per component) -PX_FORCE_INLINE Vec4V V4Sin(const Vec4V a); -// cos(a) (per component) -PX_FORCE_INLINE Vec4V V4Cos(const Vec4V a); - -// Permute v into a new vec4v with YXWZ format -PX_FORCE_INLINE Vec4V V4PermYXWZ(const Vec4V v); -// Permute v into a new vec4v with XZXZ format -PX_FORCE_INLINE Vec4V V4PermXZXZ(const Vec4V v); -// Permute v into a new vec4v with YWYW format -PX_FORCE_INLINE Vec4V V4PermYWYW(const Vec4V v); -// Permute v into a new vec4v with YZXW format -PX_FORCE_INLINE Vec4V V4PermYZXW(const Vec4V v); - -// Permute v into a new vec4v with format {a[x], a[y], a[z], a[w]} -// V4Perm<1,3,1,3> is equal to V4PermYWYW -// V4Perm<0,2,0,2> is equal to V4PermXZXZ -// V3Perm<1,0,3,2> is equal to V4PermYXWZ -template <PxU8 x, PxU8 y, PxU8 z, PxU8 w> -PX_FORCE_INLINE Vec4V V4Perm(const Vec4V a); - -// Transpose 4 Vec4Vs inplace. -// [ x0, y0, z0, w0] [ x1, y1, z1, w1] [ x2, y2, z2, w2] [ x3, y3, z3, w3] -> -// [ x0, x1, x2, x3] [ y0, y1, y2, y3] [ z0, z1, z2, z3] [ w0, w1, w2, w3] -PX_FORCE_INLINE void V3Transpose(Vec3V& col0, Vec3V& col1, Vec3V& col2); - -// q = cos(a/2) + u*sin(a/2) -PX_FORCE_INLINE QuatV QuatV_From_RotationAxisAngle(const Vec3V u, const FloatV a); -// convert q to a unit quaternion -PX_FORCE_INLINE QuatV QuatNormalize(const QuatV q); -//|q.q|^1/2 -PX_FORCE_INLINE FloatV QuatLength(const QuatV q); -// q.q -PX_FORCE_INLINE FloatV QuatLengthSq(const QuatV q); -// a.b -PX_FORCE_INLINE FloatV QuatDot(const QuatV a, const QuatV b); -//(-q.x, -q.y, -q.z, q.w) -PX_FORCE_INLINE QuatV QuatConjugate(const QuatV q); -//(q.x, q.y, q.z) -PX_FORCE_INLINE Vec3V QuatGetImaginaryPart(const QuatV q); -// convert quaternion to matrix 33 -PX_FORCE_INLINE Mat33V QuatGetMat33V(const QuatVArg q); -// convert quaternion to matrix 33 -PX_FORCE_INLINE void QuatGetMat33V(const QuatVArg q, Vec3V& column0, Vec3V& column1, Vec3V& column2); -// convert matrix 33 to quaternion -PX_FORCE_INLINE QuatV Mat33GetQuatV(const Mat33V& a); -// brief computes rotation of x-axis -PX_FORCE_INLINE Vec3V QuatGetBasisVector0(const QuatV q); -// brief computes rotation of y-axis -PX_FORCE_INLINE Vec3V QuatGetBasisVector1(const QuatV q); -// brief computes rotation of z-axis -PX_FORCE_INLINE Vec3V QuatGetBasisVector2(const QuatV q); -// calculate the rotation vector from q and v -PX_FORCE_INLINE Vec3V QuatRotate(const QuatV q, const Vec3V v); -// calculate the rotation vector from the conjugate quaternion and v -PX_FORCE_INLINE Vec3V QuatRotateInv(const QuatV q, const Vec3V v); -// quaternion multiplication -PX_FORCE_INLINE QuatV QuatMul(const QuatV a, const QuatV b); -// quaternion add -PX_FORCE_INLINE QuatV QuatAdd(const QuatV a, const QuatV b); -// (-q.x, -q.y, -q.z, -q.w) -PX_FORCE_INLINE QuatV QuatNeg(const QuatV q); -// (a.x - b.x, a.y-b.y, a.z-b.z, a.w-b.w ) -PX_FORCE_INLINE QuatV QuatSub(const QuatV a, const QuatV b); -// (a.x*b, a.y*b, a.z*b, a.w*b) -PX_FORCE_INLINE QuatV QuatScale(const QuatV a, const FloatV b); -// (x = v[0], y = v[1], z = v[2], w =v[3]) -PX_FORCE_INLINE QuatV QuatMerge(const FloatV* const v); -// (x = v[0], y = v[1], z = v[2], w =v[3]) -PX_FORCE_INLINE QuatV QuatMerge(const FloatVArg x, const FloatVArg y, const FloatVArg z, const FloatVArg w); -// (x = 0.f, y = 0.f, z = 0.f, w = 1.f) -PX_FORCE_INLINE QuatV QuatIdentity(); -// check for each component is valid -PX_FORCE_INLINE bool isFiniteQuatV(const QuatV q); -// check for each component is valid -PX_FORCE_INLINE bool isValidQuatV(const QuatV q); -// check for each component is valid -PX_FORCE_INLINE bool isSaneQuatV(const QuatV q); - -// Math operations on 16-byte aligned booleans. -// x=false y=false z=false w=false -PX_FORCE_INLINE BoolV BFFFF(); -// x=false y=false z=false w=true -PX_FORCE_INLINE BoolV BFFFT(); -// x=false y=false z=true w=false -PX_FORCE_INLINE BoolV BFFTF(); -// x=false y=false z=true w=true -PX_FORCE_INLINE BoolV BFFTT(); -// x=false y=true z=false w=false -PX_FORCE_INLINE BoolV BFTFF(); -// x=false y=true z=false w=true -PX_FORCE_INLINE BoolV BFTFT(); -// x=false y=true z=true w=false -PX_FORCE_INLINE BoolV BFTTF(); -// x=false y=true z=true w=true -PX_FORCE_INLINE BoolV BFTTT(); -// x=true y=false z=false w=false -PX_FORCE_INLINE BoolV BTFFF(); -// x=true y=false z=false w=true -PX_FORCE_INLINE BoolV BTFFT(); -// x=true y=false z=true w=false -PX_FORCE_INLINE BoolV BTFTF(); -// x=true y=false z=true w=true -PX_FORCE_INLINE BoolV BTFTT(); -// x=true y=true z=false w=false -PX_FORCE_INLINE BoolV BTTFF(); -// x=true y=true z=false w=true -PX_FORCE_INLINE BoolV BTTFT(); -// x=true y=true z=true w=false -PX_FORCE_INLINE BoolV BTTTF(); -// x=true y=true z=true w=true -PX_FORCE_INLINE BoolV BTTTT(); - -// x=false y=false z=false w=true -PX_FORCE_INLINE BoolV BWMask(); -// x=true y=false z=false w=false -PX_FORCE_INLINE BoolV BXMask(); -// x=false y=true z=false w=false -PX_FORCE_INLINE BoolV BYMask(); -// x=false y=false z=true w=false -PX_FORCE_INLINE BoolV BZMask(); - -// get x component -PX_FORCE_INLINE BoolV BGetX(const BoolV f); -// get y component -PX_FORCE_INLINE BoolV BGetY(const BoolV f); -// get z component -PX_FORCE_INLINE BoolV BGetZ(const BoolV f); -// get w component -PX_FORCE_INLINE BoolV BGetW(const BoolV f); - -// Use elementIndex to splat xxxx or yyyy or zzzz or wwww -template <int elementIndex> -PX_FORCE_INLINE BoolV BSplatElement(Vec4V a); - -// component-wise && (AND) -PX_FORCE_INLINE BoolV BAnd(const BoolV a, const BoolV b); -// component-wise || (OR) -PX_FORCE_INLINE BoolV BOr(const BoolV a, const BoolV b); -// component-wise not -PX_FORCE_INLINE BoolV BNot(const BoolV a); - -// if all four components are true, return true, otherwise return false -PX_FORCE_INLINE BoolV BAllTrue4(const BoolV a); - -// if any four components is true, return true, otherwise return false -PX_FORCE_INLINE BoolV BAnyTrue4(const BoolV a); - -// if all three(0, 1, 2) components are true, return true, otherwise return false -PX_FORCE_INLINE BoolV BAllTrue3(const BoolV a); - -// if any three (0, 1, 2) components is true, return true, otherwise return false -PX_FORCE_INLINE BoolV BAnyTrue3(const BoolV a); - -// Return 1 if all components equal, zero otherwise. -PX_FORCE_INLINE PxU32 BAllEq(const BoolV a, const BoolV b); - -// Specialized/faster BAllEq function for b==TTTT -PX_FORCE_INLINE PxU32 BAllEqTTTT(const BoolV a); -// Specialized/faster BAllEq function for b==FFFF -PX_FORCE_INLINE PxU32 BAllEqFFFF(const BoolV a); - -/// Get BoolV as bits set in an PxU32. A bit in the output is set if the element is 'true' in the input. -/// There is a bit for each element in a, with element 0s value held in bit0, element 1 in bit 1s and so forth. -/// If nothing is true in the input it will return 0, and if all are true if will return 0xf. -/// NOTE! That performance of the function varies considerably by platform, thus it is recommended to use -/// where your algorithm really needs a BoolV in an integer variable. -PX_FORCE_INLINE PxU32 BGetBitMask(const BoolV a); - -// VecI32V stuff - -PX_FORCE_INLINE VecI32V VecI32V_Zero(); - -PX_FORCE_INLINE VecI32V VecI32V_One(); - -PX_FORCE_INLINE VecI32V VecI32V_Two(); - -PX_FORCE_INLINE VecI32V VecI32V_MinusOne(); - -// Compute a shift parameter for VecI32V_LeftShift and VecI32V_RightShift -// Each element of shift must be identical ie the vector must have form {count, count, count, count} with count>=0 -PX_FORCE_INLINE VecShiftV VecI32V_PrepareShift(const VecI32VArg shift); - -// Shift each element of a leftwards by the same amount -// Compute shift with VecI32V_PrepareShift -//{a.x<<shift[0], a.y<<shift[0], a.z<<shift[0], a.w<<shift[0]} -PX_FORCE_INLINE VecI32V VecI32V_LeftShift(const VecI32VArg a, const VecShiftVArg shift); - -// Shift each element of a rightwards by the same amount -// Compute shift with VecI32V_PrepareShift -//{a.x>>shift[0], a.y>>shift[0], a.z>>shift[0], a.w>>shift[0]} -PX_FORCE_INLINE VecI32V VecI32V_RightShift(const VecI32VArg a, const VecShiftVArg shift); - -PX_FORCE_INLINE VecI32V VecI32V_Add(const VecI32VArg a, const VecI32VArg b); - -PX_FORCE_INLINE VecI32V VecI32V_Or(const VecI32VArg a, const VecI32VArg b); - -PX_FORCE_INLINE VecI32V VecI32V_GetX(const VecI32VArg a); - -PX_FORCE_INLINE VecI32V VecI32V_GetY(const VecI32VArg a); - -PX_FORCE_INLINE VecI32V VecI32V_GetZ(const VecI32VArg a); - -PX_FORCE_INLINE VecI32V VecI32V_GetW(const VecI32VArg a); - -PX_FORCE_INLINE VecI32V VecI32V_Sub(const VecI32VArg a, const VecI32VArg b); - -PX_FORCE_INLINE BoolV VecI32V_IsGrtr(const VecI32VArg a, const VecI32VArg b); - -PX_FORCE_INLINE BoolV VecI32V_IsEq(const VecI32VArg a, const VecI32VArg b); - -PX_FORCE_INLINE VecI32V V4I32Sel(const BoolV c, const VecI32V a, const VecI32V b); - -// VecU32V stuff - -PX_FORCE_INLINE VecU32V U4Zero(); - -PX_FORCE_INLINE VecU32V U4One(); - -PX_FORCE_INLINE VecU32V U4Two(); - -PX_FORCE_INLINE BoolV V4IsEqU32(const VecU32V a, const VecU32V b); - -PX_FORCE_INLINE VecU32V V4U32Sel(const BoolV c, const VecU32V a, const VecU32V b); - -PX_FORCE_INLINE VecU32V V4U32or(VecU32V a, VecU32V b); - -PX_FORCE_INLINE VecU32V V4U32xor(VecU32V a, VecU32V b); - -PX_FORCE_INLINE VecU32V V4U32and(VecU32V a, VecU32V b); - -PX_FORCE_INLINE VecU32V V4U32Andc(VecU32V a, VecU32V b); - -// VecU32 - why does this not return a bool? -PX_FORCE_INLINE VecU32V V4IsGrtrV32u(const Vec4V a, const Vec4V b); - -// Math operations on 16-byte aligned Mat33s (represents any 3x3 matrix) -// a*b -PX_FORCE_INLINE Vec3V M33MulV3(const Mat33V& a, const Vec3V b); -// A*x + b -PX_FORCE_INLINE Vec3V M33MulV3AddV3(const Mat33V& A, const Vec3V b, const Vec3V c); -// transpose(a) * b -PX_FORCE_INLINE Vec3V M33TrnspsMulV3(const Mat33V& a, const Vec3V b); -// a*b -PX_FORCE_INLINE Mat33V M33MulM33(const Mat33V& a, const Mat33V& b); -// a+b -PX_FORCE_INLINE Mat33V M33Add(const Mat33V& a, const Mat33V& b); -// a+b -PX_FORCE_INLINE Mat33V M33Sub(const Mat33V& a, const Mat33V& b); -//-a -PX_FORCE_INLINE Mat33V M33Neg(const Mat33V& a); -// absolute value of the matrix -PX_FORCE_INLINE Mat33V M33Abs(const Mat33V& a); -// inverse mat -PX_FORCE_INLINE Mat33V M33Inverse(const Mat33V& a); -// transpose(a) -PX_FORCE_INLINE Mat33V M33Trnsps(const Mat33V& a); -// create an identity matrix -PX_FORCE_INLINE Mat33V M33Identity(); - -// create a vec3 to store the diagonal element of the M33 -PX_FORCE_INLINE Mat33V M33Diagonal(const Vec3VArg); - -// Not implemented -// return 1 if all components of a are equal to all components of b -// PX_FORCE_INLINE PxU32 V4U32AllEq(const VecU32V a, const VecU32V b); -// v.w=f -// PX_FORCE_INLINE void V3WriteW(Vec3V& v, const PxF32 f); -// PX_FORCE_INLINE PxF32 V3ReadW(const Vec3V& v); - -// Not used -// PX_FORCE_INLINE Vec4V V4LoadAligned(Vec4V* addr); -// PX_FORCE_INLINE Vec4V V4LoadUnaligned(Vec4V* addr); -// floor(a)(per component) -// PX_FORCE_INLINE Vec4V V4Floor(Vec4V a); -// ceil(a) (per component) -// PX_FORCE_INLINE Vec4V V4Ceil(Vec4V a); -// PX_FORCE_INLINE VecU32V V4ConvertToU32VSaturate(const Vec4V a, PxU32 power); - -// Math operations on 16-byte aligned Mat34s (represents transformation matrix - rotation and translation). -// namespace _Mat34V -//{ -// //a*b -// PX_FORCE_INLINE Vec3V multiplyV(const Mat34V& a, const Vec3V b); -// //a_rotation * b -// PX_FORCE_INLINE Vec3V multiply3X3V(const Mat34V& a, const Vec3V b); -// //transpose(a_rotation)*b -// PX_FORCE_INLINE Vec3V multiplyTranspose3X3V(const Mat34V& a, const Vec3V b); -// //a*b -// PX_FORCE_INLINE Mat34V multiplyV(const Mat34V& a, const Mat34V& b); -// //a_rotation*b -// PX_FORCE_INLINE Mat33V multiply3X3V(const Mat34V& a, const Mat33V& b); -// //a_rotation*b_rotation -// PX_FORCE_INLINE Mat33V multiply3X3V(const Mat34V& a, const Mat34V& b); -// //a+b -// PX_FORCE_INLINE Mat34V addV(const Mat34V& a, const Mat34V& b); -// //a^-1 -// PX_FORCE_INLINE Mat34V getInverseV(const Mat34V& a); -// //transpose(a_rotation) -// PX_FORCE_INLINE Mat33V getTranspose3X3(const Mat34V& a); -//}; //namespace _Mat34V - -// a*b -//#define M34MulV3(a,b) (M34MulV3(a,b)) -////a_rotation * b -//#define M34Mul33V3(a,b) (M34Mul33V3(a,b)) -////transpose(a_rotation)*b -//#define M34TrnspsMul33V3(a,b) (M34TrnspsMul33V3(a,b)) -////a*b -//#define M34MulM34(a,b) (_Mat34V::multiplyV(a,b)) -// a_rotation*b -//#define M34MulM33(a,b) (M34MulM33(a,b)) -// a_rotation*b_rotation -//#define M34Mul33MM34(a,b) (M34MulM33(a,b)) -// a+b -//#define M34Add(a,b) (M34Add(a,b)) -////a^-1 -//#define M34Inverse(a,b) (M34Inverse(a)) -// transpose(a_rotation) -//#define M34Trnsps33(a) (M33Trnsps3X3(a)) - -// Math operations on 16-byte aligned Mat44s (represents any 4x4 matrix) -// namespace _Mat44V -//{ -// //a*b -// PX_FORCE_INLINE Vec4V multiplyV(const Mat44V& a, const Vec4V b); -// //transpose(a)*b -// PX_FORCE_INLINE Vec4V multiplyTransposeV(const Mat44V& a, const Vec4V b); -// //a*b -// PX_FORCE_INLINE Mat44V multiplyV(const Mat44V& a, const Mat44V& b); -// //a+b -// PX_FORCE_INLINE Mat44V addV(const Mat44V& a, const Mat44V& b); -// //a&-1 -// PX_FORCE_INLINE Mat44V getInverseV(const Mat44V& a); -// //transpose(a) -// PX_FORCE_INLINE Mat44V getTransposeV(const Mat44V& a); -//}; //namespace _Mat44V - -// namespace _VecU32V -//{ -// // pack 8 U32s to 8 U16s with saturation -// PX_FORCE_INLINE VecU16V pack2U32VToU16VSaturate(VecU32V a, VecU32V b); -// PX_FORCE_INLINE VecU32V orV(VecU32V a, VecU32V b); -// PX_FORCE_INLINE VecU32V andV(VecU32V a, VecU32V b); -// PX_FORCE_INLINE VecU32V andcV(VecU32V a, VecU32V b); -// // conversion from integer to float -// PX_FORCE_INLINE Vec4V convertToVec4V(VecU32V a); -// // splat a[elementIndex] into all fields of a -// template<int elementIndex> -// PX_FORCE_INLINE VecU32V splatElement(VecU32V a); -// PX_FORCE_INLINE void storeAligned(VecU32V a, VecU32V* address); -//}; - -// namespace _VecI32V -//{ -// template<int a> PX_FORCE_INLINE VecI32V splatI32(); -//}; -// -// namespace _VecU16V -//{ -// PX_FORCE_INLINE VecU16V orV(VecU16V a, VecU16V b); -// PX_FORCE_INLINE VecU16V andV(VecU16V a, VecU16V b); -// PX_FORCE_INLINE VecU16V andcV(VecU16V a, VecU16V b); -// PX_FORCE_INLINE void storeAligned(VecU16V val, VecU16V *address); -// PX_FORCE_INLINE VecU16V loadAligned(VecU16V* addr); -// PX_FORCE_INLINE VecU16V loadUnaligned(VecU16V* addr); -// PX_FORCE_INLINE VecU16V compareGt(VecU16V a, VecU16V b); -// template<int elementIndex> -// PX_FORCE_INLINE VecU16V splatElement(VecU16V a); -// PX_FORCE_INLINE VecU16V subtractModulo(VecU16V a, VecU16V b); -// PX_FORCE_INLINE VecU16V addModulo(VecU16V a, VecU16V b); -// PX_FORCE_INLINE VecU32V getLo16(VecU16V a); // [0,2,4,6] 16-bit values to [0,1,2,3] 32-bit vector -// PX_FORCE_INLINE VecU32V getHi16(VecU16V a); // [1,3,5,7] 16-bit values to [0,1,2,3] 32-bit vector -//}; -// -// namespace _VecI16V -//{ -// template <int val> PX_FORCE_INLINE VecI16V splatImmediate(); -//}; -// -// namespace _VecU8V -//{ -//}; - -// a*b -//#define M44MulV4(a,b) (M44MulV4(a,b)) -////transpose(a)*b -//#define M44TrnspsMulV4(a,b) (M44TrnspsMulV4(a,b)) -////a*b -//#define M44MulM44(a,b) (M44MulM44(a,b)) -////a+b -//#define M44Add(a,b) (M44Add(a,b)) -////a&-1 -//#define M44Inverse(a) (M44Inverse(a)) -////transpose(a) -//#define M44Trnsps(a) (M44Trnsps(a)) - -// dsequeira: these used to be assert'd out in SIMD builds, but they're necessary if -// we want to be able to write some scalar functions which run using SIMD data structures - -PX_FORCE_INLINE void V3WriteX(Vec3V& v, const PxF32 f) -{ - reinterpret_cast<PxVec3&>(v).x = f; -} - -PX_FORCE_INLINE void V3WriteY(Vec3V& v, const PxF32 f) -{ - reinterpret_cast<PxVec3&>(v).y = f; -} - -PX_FORCE_INLINE void V3WriteZ(Vec3V& v, const PxF32 f) -{ - reinterpret_cast<PxVec3&>(v).z = f; -} - -PX_FORCE_INLINE void V3WriteXYZ(Vec3V& v, const PxVec3& f) -{ - reinterpret_cast<PxVec3&>(v) = f; -} - -PX_FORCE_INLINE PxF32 V3ReadX(const Vec3V& v) -{ - return reinterpret_cast<const PxVec3&>(v).x; -} - -PX_FORCE_INLINE PxF32 V3ReadY(const Vec3V& v) -{ - return reinterpret_cast<const PxVec3&>(v).y; -} - -PX_FORCE_INLINE PxF32 V3ReadZ(const Vec3V& v) -{ - return reinterpret_cast<const PxVec3&>(v).z; -} - -PX_FORCE_INLINE const PxVec3& V3ReadXYZ(const Vec3V& v) -{ - return reinterpret_cast<const PxVec3&>(v); -} - -PX_FORCE_INLINE void V4WriteX(Vec4V& v, const PxF32 f) -{ - reinterpret_cast<PxVec4&>(v).x = f; -} - -PX_FORCE_INLINE void V4WriteY(Vec4V& v, const PxF32 f) -{ - reinterpret_cast<PxVec4&>(v).y = f; -} - -PX_FORCE_INLINE void V4WriteZ(Vec4V& v, const PxF32 f) -{ - reinterpret_cast<PxVec4&>(v).z = f; -} - -PX_FORCE_INLINE void V4WriteW(Vec4V& v, const PxF32 f) -{ - reinterpret_cast<PxVec4&>(v).w = f; -} - -PX_FORCE_INLINE void V4WriteXYZ(Vec4V& v, const PxVec3& f) -{ - reinterpret_cast<PxVec3&>(v) = f; -} - -PX_FORCE_INLINE PxF32 V4ReadX(const Vec4V& v) -{ - return reinterpret_cast<const PxVec4&>(v).x; -} - -PX_FORCE_INLINE PxF32 V4ReadY(const Vec4V& v) -{ - return reinterpret_cast<const PxVec4&>(v).y; -} - -PX_FORCE_INLINE PxF32 V4ReadZ(const Vec4V& v) -{ - return reinterpret_cast<const PxVec4&>(v).z; -} - -PX_FORCE_INLINE PxF32 V4ReadW(const Vec4V& v) -{ - return reinterpret_cast<const PxVec4&>(v).w; -} - -PX_FORCE_INLINE const PxVec3& V4ReadXYZ(const Vec4V& v) -{ - return reinterpret_cast<const PxVec3&>(v); -} - -// this macro transposes 4 Vec4V into 3 Vec4V (assuming that the W component can be ignored -#define PX_TRANSPOSE_44_34(inA, inB, inC, inD, outA, outB, outC) \ - \ -outA = V4UnpackXY(inA, inC); \ - \ -inA = V4UnpackZW(inA, inC); \ - \ -inC = V4UnpackXY(inB, inD); \ - \ -inB = V4UnpackZW(inB, inD); \ - \ -outB = V4UnpackZW(outA, inC); \ - \ -outA = V4UnpackXY(outA, inC); \ - \ -outC = V4UnpackXY(inA, inB); - -// this macro transposes 3 Vec4V into 4 Vec4V (with W components as garbage!) -#define PX_TRANSPOSE_34_44(inA, inB, inC, outA, outB, outC, outD) \ - outA = V4UnpackXY(inA, inC); \ - inA = V4UnpackZW(inA, inC); \ - outC = V4UnpackXY(inB, inB); \ - inC = V4UnpackZW(inB, inB); \ - outB = V4UnpackZW(outA, outC); \ - outA = V4UnpackXY(outA, outC); \ - outC = V4UnpackXY(inA, inC); \ - outD = V4UnpackZW(inA, inC); - -#define PX_TRANSPOSE_44(inA, inB, inC, inD, outA, outB, outC, outD) \ - outA = V4UnpackXY(inA, inC); \ - inA = V4UnpackZW(inA, inC); \ - inC = V4UnpackXY(inB, inD); \ - inB = V4UnpackZW(inB, inD); \ - outB = V4UnpackZW(outA, inC); \ - outA = V4UnpackXY(outA, inC); \ - outC = V4UnpackXY(inA, inB); \ - outD = V4UnpackZW(inA, inB); - -// This function returns a Vec4V, where each element is the dot product of one pair of Vec3Vs. On PC, each element in -// the result should be identical to the results if V3Dot was performed -// for each pair of Vec3V. -// However, on other platforms, the result might diverge by some small margin due to differences in FP rounding, e.g. if -// _mm_dp_ps was used or some other approximate dot product or fused madd operations -// were used. -// Where there does not exist a hw-accelerated dot-product operation, this approach should be the fastest way to compute -// the dot product of 4 vectors. -PX_FORCE_INLINE Vec4V V3Dot4(const Vec3VArg a0, const Vec3VArg b0, const Vec3VArg a1, const Vec3VArg b1, - const Vec3VArg a2, const Vec3VArg b2, const Vec3VArg a3, const Vec3VArg b3) -{ - Vec4V a0b0 = Vec4V_From_Vec3V(V3Mul(a0, b0)); - Vec4V a1b1 = Vec4V_From_Vec3V(V3Mul(a1, b1)); - Vec4V a2b2 = Vec4V_From_Vec3V(V3Mul(a2, b2)); - Vec4V a3b3 = Vec4V_From_Vec3V(V3Mul(a3, b3)); - - Vec4V aTrnsps, bTrnsps, cTrnsps; - - PX_TRANSPOSE_44_34(a0b0, a1b1, a2b2, a3b3, aTrnsps, bTrnsps, cTrnsps); - - return V4Add(V4Add(aTrnsps, bTrnsps), cTrnsps); -} - -//(f.x,f.y,f.z,0) - Alternative/faster V3LoadU implementation when it is safe to read "W", i.e. the 32bits after the PxVec3. -PX_FORCE_INLINE Vec3V V3LoadU_SafeReadW(const PxVec3& f) -{ - return Vec3V_From_Vec4V(V4LoadU(&f.x)); -} - -// Now for the cross-platform implementations of the 16-byte aligned maths functions (win32/360/ppu/spu etc). -#if COMPILE_VECTOR_INTRINSICS -#include "PsInlineAoS.h" -#else // #if COMPILE_VECTOR_INTRINSICS -#include "PsVecMathAoSScalarInline.h" -#endif // #if !COMPILE_VECTOR_INTRINSICS -#include "PsVecQuat.h" - -} // namespace aos -} // namespace shdfnd -} // namespace physx - -#endif // PSFOUNDATION_PSVECMATH_H diff --git a/PxShared/src/foundation/include/PsVecMathAoSScalar.h b/PxShared/src/foundation/include/PsVecMathAoSScalar.h deleted file mode 100644 index b7fe8e4..0000000 --- a/PxShared/src/foundation/include/PsVecMathAoSScalar.h +++ /dev/null @@ -1,239 +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_PSVECMATHAOSSCALAR_H -#define PSFOUNDATION_PSVECMATHAOSSCALAR_H - -#if COMPILE_VECTOR_INTRINSICS -#error Scalar version should not be included when using vector intrinsics. -#endif - -struct VecI16V; -struct VecU16V; -struct VecI32V; -struct VecU32V; -struct Vec4V; -typedef Vec4V QuatV; - -PX_ALIGN_PREFIX(16) -struct FloatV -{ - PxF32 x; - PxF32 pad[3]; - FloatV() - { - } - FloatV(const PxF32 _x) : x(_x) - { - } -} PX_ALIGN_SUFFIX(16); - -PX_ALIGN_PREFIX(16) -struct Vec4V -{ - PxF32 x, y, z, w; - Vec4V() - { - } - Vec4V(const PxF32 _x, const PxF32 _y, const PxF32 _z, const PxF32 _w) : x(_x), y(_y), z(_z), w(_w) - { - } -} PX_ALIGN_SUFFIX(16); - -PX_ALIGN_PREFIX(16) -struct Vec3V -{ - PxF32 x, y, z; - PxF32 pad; - Vec3V() - { - } - Vec3V(const PxF32 _x, const PxF32 _y, const PxF32 _z) : x(_x), y(_y), z(_z), pad(0.0f) - { - } -} PX_ALIGN_SUFFIX(16); - -PX_ALIGN_PREFIX(16) -struct BoolV -{ - PxU32 ux, uy, uz, uw; - BoolV() - { - } - BoolV(const PxU32 _x, const PxU32 _y, const PxU32 _z, const PxU32 _w) : ux(_x), uy(_y), uz(_z), uw(_w) - { - } -} PX_ALIGN_SUFFIX(16); - -struct Mat33V -{ - Mat33V() - { - } - Mat33V(const Vec3V& c0, const Vec3V& c1, const Vec3V& c2) : col0(c0), col1(c1), col2(c2) - { - } - Vec3V col0; - Vec3V col1; - Vec3V col2; -}; - -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 col0; - Vec3V col1; - Vec3V col2; - Vec3V col3; -}; - -struct Mat43V -{ - Mat43V() - { - } - Mat43V(const Vec4V& c0, const Vec4V& c1, const Vec4V& c2) : col0(c0), col1(c1), col2(c2) - { - } - Vec4V col0; - Vec4V col1; - Vec4V col2; -}; - -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 col0; - Vec4V col1; - Vec4V col2; - Vec4V col3; -}; - -PX_ALIGN_PREFIX(16) -struct VecU32V -{ - PxU32 u32[4]; - PX_FORCE_INLINE VecU32V() - { - } - PX_FORCE_INLINE VecU32V(PxU32 a, PxU32 b, PxU32 c, PxU32 d) - { - u32[0] = a; - u32[1] = b; - u32[2] = c; - u32[3] = d; - } -} PX_ALIGN_SUFFIX(16); - -PX_ALIGN_PREFIX(16) -struct VecI32V -{ - PxI32 i32[4]; - PX_FORCE_INLINE VecI32V() - { - } - PX_FORCE_INLINE VecI32V(PxI32 a, PxI32 b, PxI32 c, PxI32 d) - { - i32[0] = a; - i32[1] = b; - i32[2] = c; - i32[3] = d; - } -} PX_ALIGN_SUFFIX(16); - -PX_ALIGN_PREFIX(16) -struct VecI16V -{ - PxI16 i16[8]; - PX_FORCE_INLINE VecI16V() - { - } - PX_FORCE_INLINE VecI16V(PxI16 a, PxI16 b, PxI16 c, PxI16 d, PxI16 e, PxI16 f, PxI16 g, PxI16 h) - { - i16[0] = a; - i16[1] = b; - i16[2] = c; - i16[3] = d; - i16[4] = e; - i16[5] = f; - i16[6] = g; - i16[7] = h; - } -} PX_ALIGN_SUFFIX(16); - -PX_ALIGN_PREFIX(16) -struct VecU16V -{ - union - { - PxU16 u16[8]; - PxI16 i16[8]; - }; - PX_FORCE_INLINE VecU16V() - { - } - PX_FORCE_INLINE VecU16V(PxU16 a, PxU16 b, PxU16 c, PxU16 d, PxU16 e, PxU16 f, PxU16 g, PxU16 h) - { - u16[0] = a; - u16[1] = b; - u16[2] = c; - u16[3] = d; - u16[4] = e; - u16[5] = f; - u16[6] = g; - u16[7] = h; - } -} PX_ALIGN_SUFFIX(16); - -#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 & - -#define VecCrossV Vec3V - -typedef VecI32V VecShiftV; -#define VecShiftVArg VecShiftV & - -#endif // PX_PHYSICS_COMMON_VECMATH_INLINE_SCALAR diff --git a/PxShared/src/foundation/include/PsVecMathAoSScalarInline.h b/PxShared/src/foundation/include/PsVecMathAoSScalarInline.h deleted file mode 100644 index f5dea7b..0000000 --- a/PxShared/src/foundation/include/PsVecMathAoSScalarInline.h +++ /dev/null @@ -1,2259 +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_PSVECMATHAOSSCALARINLINE_H -#define PSFOUNDATION_PSVECMATHAOSSCALARINLINE_H - -#if COMPILE_VECTOR_INTRINSICS -#error Scalar version should not be included when using vector intrinsics. -#endif - -#define BOOL_TO_U32(b) (PxU32)(- PxI32(b)) -#define TRUE_TO_U32 (PxU32)(-1) -#define FALSE_TO_U32 (PxU32)(0) - -#define BOOL_TO_U16(b) (PxU16)(- PxI32(b)) - -#define PX_VECMATH_ASSERT_ENABLED 0 - -#if PX_VECMATH_ASSERT_ENABLED -#define VECMATHAOS_ASSERT(x) { PX_ASSERT(x); } -#else -#define VECMATHAOS_ASSERT(x) -#endif - -///////////////////////////////////////////////////////////////////// -////INTERNAL USE ONLY AND TESTS -///////////////////////////////////////////////////////////////////// - -namespace internalScalarSimd -{ -PX_FORCE_INLINE PxF32 FStore(const FloatV a) -{ - return a.x; -} - -PX_FORCE_INLINE bool hasZeroElementInFloatV(const FloatV a) -{ - return (0 == a.x); -} - -PX_FORCE_INLINE bool hasZeroElementInVec3V(const Vec3V a) -{ - return (0 == a.x || 0 == a.y || 0 == a.z); -} - -PX_FORCE_INLINE bool hasZeroElementInVec4V(const Vec4V a) -{ - return (0 == a.x || 0 == a.y || 0 == a.z || 0 == a.w); -} -} - -namespace _VecMathTests -{ -// PT: this function returns an invalid Vec3V (W!=0.0f) just for unit-testing 'isValidVec3V' -PX_FORCE_INLINE Vec3V getInvalidVec3V() -{ - Vec3V tmp; - tmp.x = tmp.y = tmp.z = 0.0f; - tmp.pad = 1.0f; - return tmp; -} - -PX_FORCE_INLINE bool allElementsEqualFloatV(const FloatV a, const FloatV b) -{ - return (a.x == b.x); -} - -PX_FORCE_INLINE bool allElementsEqualVec3V(const Vec3V a, const Vec3V b) -{ - return (a.x == b.x && a.y == b.y && a.z == b.z); -} - -PX_FORCE_INLINE bool allElementsEqualVec4V(const Vec4V a, const Vec4V b) -{ - return (a.x == b.x && a.y == b.y && a.z == b.z && a.w == b.w); -} - -PX_FORCE_INLINE bool allElementsEqualBoolV(const BoolV a, const BoolV b) -{ - return (a.ux == b.ux && a.uy == b.uy && a.uz == b.uz && a.uw == b.uw); -} - -PX_FORCE_INLINE bool allElementsEqualVecU32V(const VecU32V a, const VecU32V b) -{ - return (a.u32[0] == b.u32[0] && a.u32[1] == b.u32[1] && a.u32[2] == b.u32[2] && a.u32[3] == b.u32[3]); -} - -PX_FORCE_INLINE bool allElementsEqualVecI32V(const VecI32V a, const VecI32V b) -{ - return (a.i32[0] == b.i32[0] && a.i32[1] == b.i32[1] && a.i32[2] == b.i32[2] && a.i32[3] == b.i32[3]); -} - -#define VECMATH_AOS_EPSILON (1e-3f) - -PX_FORCE_INLINE bool allElementsNearEqualFloatV(const FloatV a, const FloatV b) -{ - const PxF32 cx = a.x - b.x; - return (cx > -VECMATH_AOS_EPSILON && cx < VECMATH_AOS_EPSILON); -} - -PX_FORCE_INLINE bool allElementsNearEqualVec3V(const Vec3V a, const Vec3V b) -{ - const PxF32 cx = a.x - b.x; - const PxF32 cy = a.y - b.y; - const PxF32 cz = a.z - b.z; - return (cx > -VECMATH_AOS_EPSILON && cx < VECMATH_AOS_EPSILON && cy > -VECMATH_AOS_EPSILON && - cy < VECMATH_AOS_EPSILON && cz > -VECMATH_AOS_EPSILON && cz < VECMATH_AOS_EPSILON); -} - -PX_FORCE_INLINE bool allElementsNearEqualVec4V(const Vec4V a, const Vec4V b) -{ - const PxF32 cx = a.x - b.x; - const PxF32 cy = a.y - b.y; - const PxF32 cz = a.z - b.z; - const PxF32 cw = a.w - b.w; - return (cx > -VECMATH_AOS_EPSILON && cx < VECMATH_AOS_EPSILON && cy > -VECMATH_AOS_EPSILON && - cy < VECMATH_AOS_EPSILON && cz > -VECMATH_AOS_EPSILON && cz < VECMATH_AOS_EPSILON && - cw > -VECMATH_AOS_EPSILON && cw < VECMATH_AOS_EPSILON); -} -} - -/////////////////////////////////////////////////////// - -PX_FORCE_INLINE bool isValidVec3V(const Vec3V a) -{ - return a.pad == 0.f; -} - -PX_FORCE_INLINE bool isFiniteFloatV(const FloatV a) -{ - return PxIsFinite(a.x); -} - -PX_FORCE_INLINE bool isFiniteVec3V(const Vec3V a) -{ - return PxIsFinite(a.x) && PxIsFinite(a.y) && PxIsFinite(a.z); -} - -PX_FORCE_INLINE bool isFiniteVec4V(const Vec4V a) -{ - return PxIsFinite(a.x) && PxIsFinite(a.y) && PxIsFinite(a.z) && PxIsFinite(a.w); -} - -///////////////////////////////////////////////////////////////////// -////VECTORISED FUNCTION IMPLEMENTATIONS -///////////////////////////////////////////////////////////////////// - -PX_FORCE_INLINE FloatV FLoad(const PxF32 f) -{ - return FloatV(f); -} - -PX_FORCE_INLINE Vec3V V3Load(const PxF32 f) -{ - return Vec3V(f, f, f); -} - -PX_FORCE_INLINE Vec4V V4Load(const PxF32 f) -{ - return Vec4V(f, f, f, f); -} - -PX_FORCE_INLINE BoolV BLoad(const bool f) -{ -#if PX_ARM - // SD: Android ARM builds fail if this is done with a cast. - // Might also fail because of something else but the select - // operator here seems to fix everything that failed in release builds. - return f ? BTTTT() : BFFFF(); -#else - return BoolV(BOOL_TO_U32(f), BOOL_TO_U32(f), BOOL_TO_U32(f), BOOL_TO_U32(f)); -#endif -} - -PX_FORCE_INLINE Vec3V V3LoadA(const PxVec3& f) -{ - return Vec3V(f.x, f.y, f.z); -} - -PX_FORCE_INLINE Vec3V V3LoadU(const PxVec3& f) -{ - return Vec3V(f.x, f.y, f.z); -} - -PX_FORCE_INLINE Vec3V V3LoadUnsafeA(const PxVec3& f) -{ - return Vec3V(f.x, f.y, f.z); -} - -PX_FORCE_INLINE Vec3V V3LoadA(const PxF32* const f) -{ - return Vec3V(f[0], f[1], f[2]); -} - -PX_FORCE_INLINE Vec3V V3LoadU(const PxF32* const f) -{ - return Vec3V(f[0], f[1], f[2]); -} - -PX_FORCE_INLINE Vec3V Vec3V_From_Vec4V(Vec4V f) -{ - return Vec3V(f.x, f.y, f.z); -} - -PX_FORCE_INLINE Vec3V Vec3V_From_Vec4V_WUndefined(const Vec4V v) -{ - return Vec3V(v.x, v.y, v.z); -} - -PX_FORCE_INLINE Vec4V Vec4V_From_Vec3V(Vec3V f) -{ - return Vec4V(f.x, f.y, f.z, 0.0f); -} - -PX_FORCE_INLINE Vec4V Vec4V_From_FloatV(FloatV f) -{ - return Vec4V(f.x, f.x, f.x, f.x); -} - -PX_FORCE_INLINE Vec3V Vec3V_From_FloatV(FloatV f) -{ - return Vec3V(f.x, f.x, f.x); -} - -PX_FORCE_INLINE Vec3V Vec3V_From_FloatV_WUndefined(FloatV f) -{ - return Vec3V(f.x, f.x, f.x); -} - -PX_FORCE_INLINE Vec4V V4LoadA(const PxF32* const f) -{ - return Vec4V(f[0], f[1], f[2], f[3]); -} - -PX_FORCE_INLINE void V4StoreA(const Vec4V a, PxF32* f) -{ - *reinterpret_cast<Vec4V*>(f) = a; -} - -PX_FORCE_INLINE void V4StoreU(const Vec4V a, PxF32* f) -{ - *reinterpret_cast<PxVec4*>(f) = *reinterpret_cast<const PxVec4*>(&a.x); -} - -PX_FORCE_INLINE void BStoreA(const BoolV a, PxU32* f) -{ - *reinterpret_cast<BoolV*>(f) = a; -} - -PX_FORCE_INLINE void U4StoreA(const VecU32V uv, PxU32* u) -{ - *reinterpret_cast<VecU32V*>(u) = uv; -} - -PX_FORCE_INLINE void I4StoreA(const VecI32V iv, PxI32* i) -{ - *reinterpret_cast<VecI32V*>(i) = iv; -} - -PX_FORCE_INLINE Vec4V V4LoadU(const PxF32* const f) -{ - return Vec4V(f[0], f[1], f[2], f[3]); -} - -PX_FORCE_INLINE Vec4V Vec4V_From_PxVec3_WUndefined(const PxVec3& f) -{ - return Vec4V(f[0], f[1], f[2], 0.0f); -} - -PX_FORCE_INLINE BoolV BLoad(const bool* const f) -{ - return BoolV(BOOL_TO_U32(f[0]), BOOL_TO_U32(f[1]), BOOL_TO_U32(f[2]), BOOL_TO_U32(f[3])); -} - -PX_FORCE_INLINE void FStore(const FloatV a, PxF32* PX_RESTRICT f) -{ - *f = a.x; -} - -PX_FORCE_INLINE void V3StoreA(const Vec3V a, PxVec3& f) -{ - f = PxVec3(a.x, a.y, a.z); -} - -PX_FORCE_INLINE void V3StoreU(const Vec3V a, PxVec3& f) -{ - f = PxVec3(a.x, a.y, a.z); -} - -PX_FORCE_INLINE void Store_From_BoolV(const BoolV b, PxU32* b2) -{ - *b2 = b.ux; -} - -////////////////////////// -// FLOATV -////////////////////////// - -PX_FORCE_INLINE FloatV FZero() -{ - return FLoad(0.0f); -} - -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 FNeg(const FloatV f) -{ - return FloatV(-f.x); -} - -PX_FORCE_INLINE FloatV FAdd(const FloatV a, const FloatV b) -{ - return FloatV(a.x + b.x); -} - -PX_FORCE_INLINE FloatV FSub(const FloatV a, const FloatV b) -{ - return FloatV(a.x - b.x); -} - -PX_FORCE_INLINE FloatV FMul(const FloatV a, const FloatV b) -{ - return FloatV(a.x * b.x); -} - -PX_FORCE_INLINE FloatV FDiv(const FloatV a, const FloatV b) -{ - VECMATHAOS_ASSERT(b.x != 0.0f); - return FloatV(a.x / b.x); -} - -PX_FORCE_INLINE FloatV FDivFast(const FloatV a, const FloatV b) -{ - VECMATHAOS_ASSERT(b.x != 0.0f); - return FloatV(a.x / b.x); -} - -PX_FORCE_INLINE FloatV FRecip(const FloatV a) -{ - VECMATHAOS_ASSERT(a.x != 0.0f); - return 1.0f / a.x; -} - -PX_FORCE_INLINE FloatV FRecipFast(const FloatV a) -{ - VECMATHAOS_ASSERT(a.x != 0.0f); - return 1.0f / a.x; -} - -PX_FORCE_INLINE FloatV FRsqrt(const FloatV a) -{ - VECMATHAOS_ASSERT(a.x != 0.0f); - return PxRecipSqrt(a.x); -} - -PX_FORCE_INLINE FloatV FSqrt(const FloatV a) -{ - return PxSqrt(a.x); -} - -PX_FORCE_INLINE FloatV FRsqrtFast(const FloatV a) -{ - VECMATHAOS_ASSERT(a.x != 0.0f); - return PxRecipSqrt(a.x); -} - -PX_FORCE_INLINE FloatV FScaleAdd(const FloatV a, const FloatV b, const FloatV c) -{ - return FAdd(FMul(a, b), c); -} - -PX_FORCE_INLINE FloatV FNegScaleSub(const FloatV a, const FloatV b, const FloatV c) -{ - return FSub(c, FMul(a, b)); -} - -PX_FORCE_INLINE FloatV FAbs(const FloatV a) -{ - return FloatV(PxAbs(a.x)); -} - -PX_FORCE_INLINE FloatV FSel(const BoolV c, const FloatV a, const FloatV b) -{ - return FloatV(c.ux ? a.x : b.x); -} - -PX_FORCE_INLINE BoolV FIsGrtr(const FloatV a, const FloatV b) -{ - return BLoad(a.x > b.x); -} - -PX_FORCE_INLINE BoolV FIsGrtrOrEq(const FloatV a, const FloatV b) -{ - return BLoad(a.x >= b.x); -} - -PX_FORCE_INLINE BoolV FIsEq(const FloatV a, const FloatV b) -{ - return BLoad(a.x == b.x); -} - -PX_FORCE_INLINE FloatV FMax(const FloatV a, const FloatV b) -{ - return (a.x > b.x ? FloatV(a.x) : FloatV(b.x)); -} - -PX_FORCE_INLINE FloatV FMin(const FloatV a, const FloatV b) -{ - return (a.x > b.x ? FloatV(b.x) : FloatV(a.x)); -} - -PX_FORCE_INLINE FloatV FClamp(const FloatV a, const FloatV minV, const FloatV maxV) -{ - return FMax(FMin(a, maxV), minV); -} - -PX_FORCE_INLINE PxU32 FAllGrtr(const FloatV a, const FloatV b) -{ - return BOOL_TO_U32(a.x > b.x); -} - -PX_FORCE_INLINE PxU32 FAllGrtrOrEq(const FloatV a, const FloatV b) -{ - return BOOL_TO_U32(a.x >= b.x); -} -PX_FORCE_INLINE PxU32 FAllEq(const FloatV a, const FloatV b) -{ - return BOOL_TO_U32(a.x == b.x); -} - -PX_FORCE_INLINE FloatV FRound(const FloatV a) -{ - return floorf(a.x + 0.5f); -} - -PX_FORCE_INLINE FloatV FSin(const FloatV a) -{ - return sinf(a.x); -} - -PX_FORCE_INLINE FloatV FCos(const FloatV a) -{ - return cosf(a.x); -} - -PX_FORCE_INLINE PxU32 FOutOfBounds(const FloatV a, const FloatV min, const FloatV max) -{ - return BOOL_TO_U32(a.x > max.x || a.x < min.x); -} - -PX_FORCE_INLINE PxU32 FInBounds(const FloatV a, const FloatV min, const FloatV max) -{ - return BOOL_TO_U32(a.x >= min.x && a.x <= max.x); -} - -PX_FORCE_INLINE PxU32 FOutOfBounds(const FloatV a, const FloatV bounds) -{ - return FOutOfBounds(a, FNeg(bounds), bounds); -} - -PX_FORCE_INLINE PxU32 FInBounds(const FloatV a, const FloatV bounds) -{ - return FInBounds(a, FNeg(bounds), bounds); -} - -///////////////////// -// VEC3V -///////////////////// - -PX_FORCE_INLINE Vec3V V3Splat(const FloatV f) -{ - return Vec3V(f.x, f.x, f.x); -} - -PX_FORCE_INLINE Vec3V V3Merge(const FloatVArg x, const FloatVArg y, const FloatVArg z) -{ - return Vec3V(x.x, y.x, z.x); -} - -PX_FORCE_INLINE Vec3V V3UnitX() -{ - return Vec3V(1.0f, 0.0f, 0.0f); -} - -PX_FORCE_INLINE Vec3V V3UnitY() -{ - return Vec3V(0.0f, 1.0f, 0.0f); -} - -PX_FORCE_INLINE Vec3V V3UnitZ() -{ - return Vec3V(0.0f, 0.0f, 1.0f); -} - -PX_FORCE_INLINE FloatV V3GetX(const Vec3V f) -{ - return FloatV(f.x); -} - -PX_FORCE_INLINE FloatV V3GetY(const Vec3V f) -{ - return FloatV(f.y); -} - -PX_FORCE_INLINE FloatV V3GetZ(const Vec3V f) -{ - return FloatV(f.z); -} - -PX_FORCE_INLINE Vec3V V3SetX(const Vec3V v, const FloatV f) -{ - return Vec3V(f.x, v.y, v.z); -} - -PX_FORCE_INLINE Vec3V V3SetY(const Vec3V v, const FloatV f) -{ - return Vec3V(v.x, f.x, v.z); -} - -PX_FORCE_INLINE Vec3V V3SetZ(const Vec3V v, const FloatV f) -{ - return Vec3V(v.x, v.y, f.x); -} - -PX_FORCE_INLINE Vec3V V3ColX(const Vec3V a, const Vec3V b, const Vec3V c) -{ - return Vec3V(a.x, b.x, c.x); -} - -PX_FORCE_INLINE Vec3V V3ColY(const Vec3V a, const Vec3V b, const Vec3V c) -{ - return Vec3V(a.y, b.y, c.y); -} - -PX_FORCE_INLINE Vec3V V3ColZ(const Vec3V a, const Vec3V b, const Vec3V c) -{ - return Vec3V(a.z, b.z, c.z); -} - -PX_FORCE_INLINE Vec3V V3Zero() -{ - return V3Load(0.0f); -} - -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 c) -{ - return Vec3V(-c.x, -c.y, -c.z); -} - -PX_FORCE_INLINE Vec3V V3Add(const Vec3V a, const Vec3V b) -{ - return Vec3V(a.x + b.x, a.y + b.y, a.z + b.z); -} - -PX_FORCE_INLINE Vec3V V3Sub(const Vec3V a, const Vec3V b) -{ - return Vec3V(a.x - b.x, a.y - b.y, a.z - b.z); -} - -PX_FORCE_INLINE Vec3V V3Scale(const Vec3V a, const FloatV b) -{ - return Vec3V(a.x * b.x, a.y * b.x, a.z * b.x); -} - -PX_FORCE_INLINE Vec3V V3Mul(const Vec3V a, const Vec3V b) -{ - return Vec3V(a.x * b.x, a.y * b.y, a.z * b.z); -} - -PX_FORCE_INLINE Vec3V V3ScaleInv(const Vec3V a, const FloatV b) -{ - const PxF32 bInv = 1.0f / b.x; - return Vec3V(a.x * bInv, a.y * bInv, a.z * bInv); -} - -PX_FORCE_INLINE Vec3V V3Div(const Vec3V a, const Vec3V b) -{ - return Vec3V(a.x / b.x, a.y / b.y, a.z / b.z); -} - -PX_FORCE_INLINE Vec3V V3ScaleInvFast(const Vec3V a, const FloatV b) -{ - const PxF32 bInv = 1.0f / b.x; - return Vec3V(a.x * bInv, a.y * bInv, a.z * bInv); -} - -PX_FORCE_INLINE Vec3V V3DivFast(const Vec3V a, const Vec3V b) -{ - return Vec3V(a.x / b.x, a.y / b.y, a.z / b.z); -} - -PX_FORCE_INLINE Vec3V V3Recip(const Vec3V a) -{ - return Vec3V(1.0f / a.x, 1.0f / a.y, 1.0f / a.z); -} - -PX_FORCE_INLINE Vec3V V3RecipFast(const Vec3V a) -{ - return Vec3V(1.0f / a.x, 1.0f / a.y, 1.0f / a.z); -} - -PX_FORCE_INLINE Vec3V V3Rsqrt(const Vec3V a) -{ - return Vec3V(PxRecipSqrt(a.x), PxRecipSqrt(a.y), PxRecipSqrt(a.z)); -} - -PX_FORCE_INLINE Vec3V V3RsqrtFast(const Vec3V a) -{ - return Vec3V(PxRecipSqrt(a.x), PxRecipSqrt(a.y), PxRecipSqrt(a.z)); -} - -PX_FORCE_INLINE Vec3V V3ScaleAdd(const Vec3V a, const FloatV b, const Vec3V c) -{ - return V3Add(V3Scale(a, b), c); -} - -PX_FORCE_INLINE Vec3V V3NegScaleSub(const Vec3V a, const FloatV b, const Vec3V c) -{ - return V3Sub(c, V3Scale(a, b)); -} - -PX_FORCE_INLINE Vec3V V3MulAdd(const Vec3V a, const Vec3V b, const Vec3V c) -{ - return V3Add(V3Mul(a, b), c); -} - -PX_FORCE_INLINE Vec3V V3NegMulSub(const Vec3V a, const Vec3V b, const Vec3V c) -{ - return V3Sub(c, V3Mul(a, b)); -} - -PX_FORCE_INLINE FloatV V3Dot(const Vec3V a, const Vec3V b) -{ - return FloatV(a.x * b.x + a.y * b.y + a.z * b.z); -} - -PX_FORCE_INLINE VecCrossV V3PrepareCross(const Vec3VArg normal) -{ - return normal; -} - -PX_FORCE_INLINE Vec3V V3Cross(const Vec3V a, const Vec3V b) -{ - return Vec3V(a.y * b.z - a.z * b.y, a.z * b.x - a.x * b.z, a.x * b.y - a.y * b.x); -} - -PX_FORCE_INLINE FloatV V3Length(const Vec3V a) -{ - return FloatV(PxSqrt(a.x * a.x + a.y * a.y + a.z * a.z)); -} - -PX_FORCE_INLINE FloatV V3LengthSq(const Vec3V a) -{ - return FloatV(a.x * a.x + a.y * a.y + a.z * a.z); -} - -PX_FORCE_INLINE Vec3V V3Normalize(const Vec3V a) -{ - VECMATHAOS_ASSERT(a.x != 0 || a.y != 0 || a.z != 0); - const PxF32 lengthInv = 1.0f / PxSqrt(a.x * a.x + a.y * a.y + a.z * a.z); - return Vec3V(a.x * lengthInv, a.y * lengthInv, a.z * lengthInv); -} - -PX_FORCE_INLINE Vec3V V3NormalizeSafe(const Vec3V a, const Vec3V unsafeReturnValue) -{ - const PxF32 length = PxSqrt(a.x * a.x + a.y * a.y + a.z * a.z); - if(PX_EPS_REAL >= length) - { - return unsafeReturnValue; - } - else - { - const PxF32 lengthInv = 1.0f / length; - return Vec3V(a.x * lengthInv, a.y * lengthInv, a.z * lengthInv); - } -} - -PX_FORCE_INLINE Vec3V V3NormalizeFast(const Vec3V a) -{ - VECMATHAOS_ASSERT(a.x != 0 || a.y != 0 || a.z != 0); - const PxF32 lengthInv = 1.0f / PxSqrt(a.x * a.x + a.y * a.y + a.z * a.z); - return Vec3V(a.x * lengthInv, a.y * lengthInv, a.z * lengthInv); -} - -PX_FORCE_INLINE Vec3V V3Sel(const BoolV c, const Vec3V a, const Vec3V b) -{ - return Vec3V(c.ux ? a.x : b.x, c.uy ? a.y : b.y, c.uz ? a.z : b.z); -} - -PX_FORCE_INLINE BoolV V3IsGrtr(const Vec3V a, const Vec3V b) -{ - return BoolV(BOOL_TO_U32(a.x > b.x), BOOL_TO_U32(a.y > b.y), BOOL_TO_U32(a.z > b.z), FALSE_TO_U32); -} - -PX_FORCE_INLINE BoolV V3IsGrtrOrEq(const Vec3V a, const Vec3V b) -{ - return BoolV(BOOL_TO_U32(a.x >= b.x), BOOL_TO_U32(a.y >= b.y), BOOL_TO_U32(a.z >= b.z), TRUE_TO_U32); -} - -PX_FORCE_INLINE BoolV V3IsEq(const Vec3V a, const Vec3V b) -{ - return BoolV(BOOL_TO_U32(a.x == b.x), BOOL_TO_U32(a.y == b.y), BOOL_TO_U32(a.z == b.z), TRUE_TO_U32); -} - -PX_FORCE_INLINE Vec3V V3Max(const Vec3V a, const Vec3V b) -{ - return Vec3V(a.x > b.x ? a.x : b.x, a.y > b.y ? a.y : b.y, a.z > b.z ? a.z : b.z); -} - -PX_FORCE_INLINE Vec3V V3Min(const Vec3V a, const Vec3V b) -{ - return Vec3V(a.x < b.x ? a.x : b.x, a.y < b.y ? a.y : b.y, a.z < b.z ? a.z : b.z); -} - -PX_FORCE_INLINE FloatV V3ExtractMax(const Vec3V a) -{ - const PxF32 t0 = (a.x >= a.y) ? a.x : a.y; - return t0 >= a.z ? t0 : a.z; -} - -PX_FORCE_INLINE FloatV V3ExtractMin(const Vec3V a) -{ - const PxF32 t0 = (a.x <= a.y) ? a.x : a.y; - return t0 <= a.z ? t0 : a.z; -} - -// return (a >= 0.0f) ? 1.0f : -1.0f; -PX_FORCE_INLINE Vec3V V3Sign(const Vec3V a) -{ - return Vec3V((a.x >= 0.f ? 1.f : -1.f), (a.y >= 0.f ? 1.f : -1.f), (a.z >= 0.f ? 1.f : -1.f)); -} - -PX_FORCE_INLINE Vec3V V3Clamp(const Vec3V a, const Vec3V minV, const Vec3V maxV) -{ - return V3Max(V3Min(a, maxV), minV); -} - -PX_FORCE_INLINE Vec3V V3Abs(const Vec3V a) -{ - return V3Max(a, V3Neg(a)); -} - -PX_FORCE_INLINE PxU32 V3AllGrtr(const Vec3V a, const Vec3V b) -{ - return BOOL_TO_U32((a.x > b.x) & (a.y > b.y) & (a.z > b.z)); -} - -PX_FORCE_INLINE PxU32 V3AllGrtrOrEq(const Vec3V a, const Vec3V b) -{ - return BOOL_TO_U32((a.x >= b.x) & (a.y >= b.y) & (a.z >= b.z)); -} - -PX_FORCE_INLINE PxU32 V3AllEq(const Vec3V a, const Vec3V b) -{ - return BOOL_TO_U32((a.x == b.x) & (a.y == b.y) & (a.z == b.z)); -} - -PX_FORCE_INLINE Vec3V V3Round(const Vec3V a) -{ - return Vec3V(floorf(a.x + 0.5f), floorf(a.y + 0.5f), floorf(a.z + 0.5f)); -} - -PX_FORCE_INLINE Vec3V V3Sin(const Vec3V a) -{ - return Vec3V(sinf(a.x), sinf(a.y), sinf(a.z)); -} - -PX_FORCE_INLINE Vec3V V3Cos(const Vec3V a) -{ - return Vec3V(cosf(a.x), cosf(a.y), cosf(a.z)); -} - -PX_FORCE_INLINE Vec3V V3PermYZZ(const Vec3V a) -{ - return Vec3V(a.y, a.z, a.z); -} - -PX_FORCE_INLINE Vec3V V3PermXYX(const Vec3V a) -{ - return Vec3V(a.x, a.y, a.x); -} - -PX_FORCE_INLINE Vec3V V3PermYZX(const Vec3V a) -{ - return Vec3V(a.y, a.z, a.x); -} - -PX_FORCE_INLINE Vec3V V3PermZXY(const Vec3V a) -{ - return Vec3V(a.z, a.x, a.y); -} - -PX_FORCE_INLINE Vec3V V3PermZZY(const Vec3V a) -{ - return Vec3V(a.z, a.z, a.y); -} - -PX_FORCE_INLINE Vec3V V3PermYXX(const Vec3V a) -{ - return Vec3V(a.y, a.x, a.x); -} - -PX_FORCE_INLINE Vec3V V3Perm_Zero_1Z_0Y(const Vec3V v0, const Vec3V v1) -{ - return Vec3V(0.0f, v1.z, v0.y); -} - -PX_FORCE_INLINE Vec3V V3Perm_0Z_Zero_1X(const Vec3V v0, const Vec3V v1) -{ - return Vec3V(v0.z, 0.0f, v1.x); -} - -PX_FORCE_INLINE Vec3V V3Perm_1Y_0X_Zero(const Vec3V v0, const Vec3V v1) -{ - return Vec3V(v1.y, v0.x, 0.0f); -} - -PX_FORCE_INLINE FloatV V3SumElems(const Vec3V a) -{ - return FloatV(a.x + a.y + a.z); -} - -PX_FORCE_INLINE PxU32 V3OutOfBounds(const Vec3V a, const Vec3V min, const Vec3V max) -{ - return BOOL_TO_U32(a.x > max.x || a.y > max.y || a.z > max.z || a.x < min.x || a.y < min.y || a.z < min.z); -} - -PX_FORCE_INLINE PxU32 V3InBounds(const Vec3V a, const Vec3V min, const Vec3V max) -{ - return BOOL_TO_U32(a.x <= max.x && a.y <= max.y && a.z <= max.z && a.x >= min.x && a.y >= min.y && a.z >= min.z); -} - -PX_FORCE_INLINE PxU32 V3OutOfBounds(const Vec3V a, const Vec3V bounds) -{ - return V3OutOfBounds(a, V3Neg(bounds), bounds); -} - -PX_FORCE_INLINE PxU32 V3InBounds(const Vec3V a, const Vec3V bounds) -{ - return V3InBounds(a, V3Neg(bounds), bounds); -} - -PX_FORCE_INLINE void V3Transpose(Vec3V& col0, Vec3V& col1, Vec3V& col2) -{ - const PxF32 t01 = col0.y, t02 = col0.z, t12 = col1.z; - col0.y = col1.x; - col0.z = col2.x; - col1.z = col2.y; - col1.x = t01; - col2.x = t02; - col2.y = t12; -} - -///////////////////////// -// VEC4V -///////////////////////// - -PX_FORCE_INLINE Vec4V V4Splat(const FloatV f) -{ - return Vec4V(f.x, f.x, f.x, f.x); -} - -PX_FORCE_INLINE Vec4V V4Merge(const FloatV* const floatVArray) -{ - return Vec4V(floatVArray[0].x, floatVArray[1].x, floatVArray[2].x, floatVArray[3].x); -} - -PX_FORCE_INLINE Vec4V V4Merge(const FloatVArg x, const FloatVArg y, const FloatVArg z, const FloatVArg w) -{ - return Vec4V(x.x, y.x, z.x, w.x); -} - -PX_FORCE_INLINE Vec4V V4MergeW(const Vec4VArg x, const Vec4VArg y, const Vec4VArg z, const Vec4VArg w) -{ - return Vec4V(x.w, y.w, z.w, w.w); -} - -PX_FORCE_INLINE Vec4V V4MergeZ(const Vec4VArg x, const Vec4VArg y, const Vec4VArg z, const Vec4VArg w) -{ - return Vec4V(x.z, y.z, z.z, w.z); -} - -PX_FORCE_INLINE Vec4V V4MergeY(const Vec4VArg x, const Vec4VArg y, const Vec4VArg z, const Vec4VArg w) -{ - return Vec4V(x.y, y.y, z.y, w.y); -} - -PX_FORCE_INLINE Vec4V V4MergeX(const Vec4VArg x, const Vec4VArg y, const Vec4VArg z, const Vec4VArg w) -{ - return Vec4V(x.x, y.x, z.x, w.x); -} - -PX_FORCE_INLINE Vec4V V4UnpackXY(const Vec4VArg a, const Vec4VArg b) -{ - return Vec4V(a.x, b.x, a.y, b.y); -} - -PX_FORCE_INLINE Vec4V V4UnpackZW(const Vec4VArg a, const Vec4VArg b) -{ - return Vec4V(a.z, b.z, a.w, b.w); -} - -PX_FORCE_INLINE Vec4V V4UnitX() -{ - return Vec4V(1.0f, 0.0f, 0.0f, 0.0f); -} - -PX_FORCE_INLINE Vec4V V4UnitY() -{ - return Vec4V(0.0f, 1.0f, 0.0f, 0.0f); -} - -PX_FORCE_INLINE Vec4V V4UnitZ() -{ - return Vec4V(0.0f, 0.0f, 1.0f, 0.0f); -} - -PX_FORCE_INLINE Vec4V V4UnitW() -{ - return Vec4V(0.0f, 0.0f, 0.0f, 1.0f); -} - -PX_FORCE_INLINE FloatV V4GetX(const Vec4V f) -{ - return FloatV(f.x); -} - -PX_FORCE_INLINE FloatV V4GetY(const Vec4V f) -{ - return FloatV(f.y); -} - -PX_FORCE_INLINE FloatV V4GetZ(const Vec4V f) -{ - return FloatV(f.z); -} - -PX_FORCE_INLINE FloatV V4GetW(const Vec4V f) -{ - return FloatV(f.w); -} - -PX_FORCE_INLINE Vec4V V4SetX(const Vec4V v, const FloatV f) -{ - return Vec4V(f.x, v.y, v.z, v.w); -} - -PX_FORCE_INLINE Vec4V V4SetY(const Vec4V v, const FloatV f) -{ - return Vec4V(v.x, f.x, v.z, v.w); -} - -PX_FORCE_INLINE Vec4V V4SetZ(const Vec4V v, const FloatV f) -{ - return Vec4V(v.x, v.y, f.x, v.w); -} - -PX_FORCE_INLINE Vec4V V4SetW(const Vec4V v, const FloatV f) -{ - return Vec4V(v.x, v.y, v.z, f.x); -} - -PX_FORCE_INLINE Vec4V V4SetW(const Vec3V v, const FloatV f) -{ - return Vec4V(v.x, v.y, v.z, f.x); -} - -PX_FORCE_INLINE Vec4V V4ClearW(const Vec4V v) -{ - return Vec4V(v.x, v.y, v.z, 0.0f); -} - -PX_FORCE_INLINE Vec4V V4PermYXWZ(const Vec4V v) -{ - return Vec4V(v.y, v.x, v.w, v.z); -} - -PX_FORCE_INLINE Vec4V V4PermXZXZ(const Vec4V v) -{ - return Vec4V(v.x, v.z, v.x, v.z); -} - -PX_FORCE_INLINE Vec4V V4PermYWYW(const Vec4V v) -{ - return Vec4V(v.y, v.w, v.y, v.w); -} - -PX_FORCE_INLINE Vec4V V4PermYZXW(const Vec4V v) -{ - return Vec4V(v.y, v.z, v.x, v.w); -} - -template <PxU8 _x, PxU8 _y, PxU8 _z, PxU8 _w> -PX_FORCE_INLINE Vec4V V4Perm(const Vec4V v) -{ - const PxF32 f[4] = { v.x, v.y, v.z, v.w }; - return Vec4V(f[_x], f[_y], f[_z], f[_w]); -} - -PX_FORCE_INLINE Vec4V V4Zero() -{ - return V4Load(0.0f); -} - -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 c) -{ - return Vec4V(-c.x, -c.y, -c.z, -c.w); -} - -PX_FORCE_INLINE Vec4V V4Add(const Vec4V a, const Vec4V b) -{ - return Vec4V(a.x + b.x, a.y + b.y, a.z + b.z, a.w + b.w); -} - -PX_FORCE_INLINE Vec4V V4Sub(const Vec4V a, const Vec4V b) -{ - return Vec4V(a.x - b.x, a.y - b.y, a.z - b.z, a.w - b.w); -} - -PX_FORCE_INLINE Vec4V V4Scale(const Vec4V a, const FloatV b) -{ - return Vec4V(a.x * b.x, a.y * b.x, a.z * b.x, a.w * b.x); -} - -PX_FORCE_INLINE Vec4V V4Mul(const Vec4V a, const Vec4V b) -{ - return Vec4V(a.x * b.x, a.y * b.y, a.z * b.z, a.w * b.w); -} - -PX_FORCE_INLINE Vec4V V4ScaleInv(const Vec4V a, const FloatV b) -{ - const PxF32 bInv = 1.0f / b.x; - return Vec4V(a.x * bInv, a.y * bInv, a.z * bInv, a.w * bInv); -} - -PX_FORCE_INLINE Vec4V V4Div(const Vec4V a, const Vec4V b) -{ - VECMATHAOS_ASSERT(b.x != 0 && b.y != 0 && b.z != 0 && b.w != 0); - return Vec4V(a.x / b.x, a.y / b.y, a.z / b.z, a.w / b.w); -} - -PX_FORCE_INLINE Vec4V V4ScaleInvFast(const Vec4V a, const FloatV b) -{ - const PxF32 bInv = 1.0f / b.x; - return Vec4V(a.x * bInv, a.y * bInv, a.z * bInv, a.w * bInv); -} - -PX_FORCE_INLINE Vec4V V4DivFast(const Vec4V a, const Vec4V b) -{ - return Vec4V(a.x / b.x, a.y / b.y, a.z / b.z, a.w / b.w); -} - -PX_FORCE_INLINE Vec4V V4Recip(const Vec4V a) -{ - return Vec4V(1.0f / a.x, 1.0f / a.y, 1.0f / a.z, 1.0f / a.w); -} - -PX_FORCE_INLINE Vec4V V4RecipFast(const Vec4V a) -{ - return Vec4V(1.0f / a.x, 1.0f / a.y, 1.0f / a.z, 1.0f / a.w); -} - -PX_FORCE_INLINE Vec4V V4Rsqrt(const Vec4V a) -{ - return Vec4V(PxRecipSqrt(a.x), PxRecipSqrt(a.y), PxRecipSqrt(a.z), PxRecipSqrt(a.w)); -} - -PX_FORCE_INLINE Vec4V V4RsqrtFast(const Vec4V a) -{ - return Vec4V(PxRecipSqrt(a.x), PxRecipSqrt(a.y), PxRecipSqrt(a.z), PxRecipSqrt(a.w)); -} - -PX_FORCE_INLINE Vec4V V4Sqrt(const Vec4V a) -{ - return Vec4V(PxSqrt(a.x), PxSqrt(a.y), PxSqrt(a.z), PxSqrt(a.w)); -} - -PX_FORCE_INLINE Vec4V V4ScaleAdd(const Vec4V a, const FloatV b, const Vec4V c) -{ - return V4Add(V4Scale(a, b), c); -} - -PX_FORCE_INLINE Vec4V V4NegScaleSub(const Vec4V a, const FloatV b, const Vec4V c) -{ - 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 FloatV V4SumElements(const Vec4V a) -{ - return FloatV(a.x + a.y + a.z + a.w); -} - -PX_FORCE_INLINE FloatV V4Dot(const Vec4V a, const Vec4V b) -{ - return FloatV(a.x * b.x + a.y * b.y + a.z * b.z + a.w * b.w); -} - -PX_FORCE_INLINE FloatV V4Dot3(const Vec4V a, const Vec4V b) -{ - return FloatV(a.x * b.x + a.y * b.y + a.z * b.z); -} - -PX_FORCE_INLINE Vec4V V4Cross(const Vec4V a, const Vec4V b) -{ - return Vec4V(a.y * b.z - a.z * b.y, a.z * b.x - a.x * b.z, a.x * b.y - a.y * b.x, 0.0f); -} - -PX_FORCE_INLINE FloatV V4Length(const Vec4V a) -{ - return FloatV(PxSqrt(a.x * a.x + a.y * a.y + a.z * a.z + a.w * a.w)); -} - -PX_FORCE_INLINE FloatV V4LengthSq(const Vec4V a) -{ - return V4Dot(a, a); -} - -PX_FORCE_INLINE Vec4V V4Normalize(const Vec4V a) -{ - VECMATHAOS_ASSERT(0 != a.x || 0 != a.y || 0 != a.z || 0 != a.w); - const FloatV length = FloatV(V4Length(a)); - return V4ScaleInv(a, length); -} - -PX_FORCE_INLINE Vec4V V4NormalizeSafe(const Vec4V a, const Vec4V unsafeReturnValue) -{ - const FloatV length = FloatV(V4Length(a)); - if(PX_EPS_REAL >= length.x) - { - return unsafeReturnValue; - } - else - { - return V4ScaleInv(a, length); - } -} -PX_FORCE_INLINE Vec4V V4NormalizeFast(const Vec4V a) -{ - VECMATHAOS_ASSERT(0 != a.x || 0 != a.y || 0 != a.z || 0 != a.w); - const FloatV length = FloatV(V4Length(a)); - return V4ScaleInv(a, length); -} - -PX_FORCE_INLINE Vec4V V4Sel(const BoolV c, const Vec4V a, const Vec4V b) -{ - return Vec4V(c.ux ? a.x : b.x, c.uy ? a.y : b.y, c.uz ? a.z : b.z, c.uw ? a.w : b.w); -} - -PX_FORCE_INLINE BoolV V4IsGrtr(const Vec4V a, const Vec4V b) -{ - return BoolV(BOOL_TO_U32(a.x > b.x), BOOL_TO_U32(a.y > b.y), BOOL_TO_U32(a.z > b.z), BOOL_TO_U32(a.w > b.w)); -} - -PX_FORCE_INLINE BoolV V4IsGrtrOrEq(const Vec4V a, const Vec4V b) -{ - return BoolV(BOOL_TO_U32(a.x >= b.x), BOOL_TO_U32(a.y >= b.y), BOOL_TO_U32(a.z >= b.z), BOOL_TO_U32(a.w >= b.w)); -} - -PX_FORCE_INLINE BoolV V4IsEq(const Vec4V a, const Vec4V b) -{ - return BoolV(BOOL_TO_U32(a.x == b.x), BOOL_TO_U32(a.y == b.y), BOOL_TO_U32(a.z == b.z), BOOL_TO_U32(a.w == b.w)); -} - -PX_FORCE_INLINE Vec4V V4Max(const Vec4V a, const Vec4V b) -{ - return Vec4V(a.x > b.x ? a.x : b.x, a.y > b.y ? a.y : b.y, a.z > b.z ? a.z : b.z, a.w > b.w ? a.w : b.w); -} - -PX_FORCE_INLINE Vec4V V4Min(const Vec4V a, const Vec4V b) -{ - return Vec4V(a.x < b.x ? a.x : b.x, a.y < b.y ? a.y : b.y, a.z < b.z ? a.z : b.z, a.w < b.w ? a.w : b.w); -} - -PX_FORCE_INLINE FloatV V4ExtractMax(const Vec4V a) -{ - const PxF32 t0 = (a.x >= a.y) ? a.x : a.y; - const PxF32 t1 = (a.z >= a.w) ? a.x : a.w; - return t0 >= t1 ? t0 : t1; -} - -PX_FORCE_INLINE FloatV V4ExtractMin(const Vec4V a) -{ - const PxF32 t0 = (a.x <= a.y) ? a.x : a.y; - const PxF32 t1 = (a.z <= a.w) ? a.x : a.w; - return t0 <= t1 ? t0 : t1; -} - -PX_FORCE_INLINE Vec4V V4Clamp(const Vec4V a, const Vec4V minV, const Vec4V maxV) -{ - return V4Max(V4Min(a, maxV), minV); -} - -PX_FORCE_INLINE Vec4V V4Round(const Vec4V a) -{ - return Vec4V(floorf(a.x + 0.5f), floorf(a.y + 0.5f), floorf(a.z + 0.5f), floorf(a.w + 0.5f)); -} - -PX_FORCE_INLINE Vec4V V4Sin(const Vec4V a) -{ - return Vec4V(sinf(a.x), sinf(a.y), sinf(a.z), sinf(a.w)); -} - -PX_FORCE_INLINE Vec4V V4Cos(const Vec4V a) -{ - return Vec4V(cosf(a.x), cosf(a.y), cosf(a.z), cosf(a.w)); -} - -PX_FORCE_INLINE PxU32 V4AllGrtr(const Vec4V a, const Vec4V b) -{ - return BOOL_TO_U32((a.x > b.x) & (a.y > b.y) & (a.z > b.z) & (a.w > b.w)); -} - -PX_FORCE_INLINE PxU32 V4AllGrtrOrEq(const Vec4V a, const Vec4V b) -{ - return BOOL_TO_U32((a.x >= b.x) & (a.y >= b.y) & (a.z >= b.z) & (a.w >= b.w)); -} - -PX_FORCE_INLINE PxU32 V4AllGrtrOrEq3(const Vec4V a, const Vec4V b) -{ - return BOOL_TO_U32((a.x >= b.x) & (a.y >= b.y) & (a.z >= b.z)); -} - -PX_FORCE_INLINE PxU32 V4AllEq(const Vec4V a, const Vec4V b) -{ - return BOOL_TO_U32((a.x == b.x) & (a.y == b.y) & (a.z == b.z) & (a.w == b.w)); -} - -PX_FORCE_INLINE PxU32 V4AnyGrtr3(const Vec4V a, const Vec4V b) -{ - return BOOL_TO_U32((a.x > b.x) | (a.y > b.y) | (a.z > b.z)); -} - -PX_FORCE_INLINE void V4Transpose(Vec4V& col0, Vec4V& col1, Vec4V& col2, Vec4V& col3) -{ - const PxF32 t01 = col0.y, t02 = col0.z, t03 = col0.w; - const PxF32 t12 = col1.z, t13 = col1.w; - const PxF32 t23 = col2.w; - col0.y = col1.x; - col0.z = col2.x; - col0.w = col3.x; - col1.z = col2.y; - col1.w = col3.y; - col2.w = col3.z; - col1.x = t01; - col2.x = t02; - col3.x = t03; - col2.y = t12; - col3.y = t13; - col3.z = t23; -} - -PX_FORCE_INLINE BoolV BFFFF() -{ - return BoolV(FALSE_TO_U32, FALSE_TO_U32, FALSE_TO_U32, FALSE_TO_U32); -} -PX_FORCE_INLINE BoolV BFFFT() -{ - return BoolV(FALSE_TO_U32, FALSE_TO_U32, FALSE_TO_U32, TRUE_TO_U32); -} -PX_FORCE_INLINE BoolV BFFTF() -{ - return BoolV(FALSE_TO_U32, FALSE_TO_U32, TRUE_TO_U32, FALSE_TO_U32); -} -PX_FORCE_INLINE BoolV BFFTT() -{ - return BoolV(FALSE_TO_U32, FALSE_TO_U32, TRUE_TO_U32, TRUE_TO_U32); -} -PX_FORCE_INLINE BoolV BFTFF() -{ - return BoolV(FALSE_TO_U32, TRUE_TO_U32, FALSE_TO_U32, FALSE_TO_U32); -} -PX_FORCE_INLINE BoolV BFTFT() -{ - return BoolV(FALSE_TO_U32, TRUE_TO_U32, FALSE_TO_U32, TRUE_TO_U32); -} -PX_FORCE_INLINE BoolV BFTTF() -{ - return BoolV(FALSE_TO_U32, TRUE_TO_U32, TRUE_TO_U32, FALSE_TO_U32); -} -PX_FORCE_INLINE BoolV BFTTT() -{ - return BoolV(FALSE_TO_U32, TRUE_TO_U32, TRUE_TO_U32, TRUE_TO_U32); -} -PX_FORCE_INLINE BoolV BTFFF() -{ - return BoolV(TRUE_TO_U32, FALSE_TO_U32, FALSE_TO_U32, FALSE_TO_U32); -} -PX_FORCE_INLINE BoolV BTFFT() -{ - return BoolV(TRUE_TO_U32, FALSE_TO_U32, FALSE_TO_U32, TRUE_TO_U32); -} -PX_FORCE_INLINE BoolV BTFTF() -{ - return BoolV(TRUE_TO_U32, FALSE_TO_U32, TRUE_TO_U32, FALSE_TO_U32); -} -PX_FORCE_INLINE BoolV BTFTT() -{ - return BoolV(TRUE_TO_U32, FALSE_TO_U32, TRUE_TO_U32, TRUE_TO_U32); -} -PX_FORCE_INLINE BoolV BTTFF() -{ - return BoolV(TRUE_TO_U32, TRUE_TO_U32, FALSE_TO_U32, FALSE_TO_U32); -} -PX_FORCE_INLINE BoolV BTTFT() -{ - return BoolV(TRUE_TO_U32, TRUE_TO_U32, FALSE_TO_U32, TRUE_TO_U32); -} -PX_FORCE_INLINE BoolV BTTTF() -{ - return BoolV(TRUE_TO_U32, TRUE_TO_U32, TRUE_TO_U32, FALSE_TO_U32); -} -PX_FORCE_INLINE BoolV BTTTT() -{ - return BoolV(TRUE_TO_U32, TRUE_TO_U32, TRUE_TO_U32, TRUE_TO_U32); -} - -PX_FORCE_INLINE BoolV BXMask() -{ - return BTFFF(); -} -PX_FORCE_INLINE BoolV BYMask() -{ - return BFTFF(); -} -PX_FORCE_INLINE BoolV BZMask() -{ - return BFFTF(); -} -PX_FORCE_INLINE BoolV BWMask() -{ - return BFFFT(); -} - -PX_FORCE_INLINE BoolV BGetX(const BoolV a) -{ - return BoolV(a.ux, a.ux, a.ux, a.ux); -} - -PX_FORCE_INLINE BoolV BGetY(const BoolV a) -{ - return BoolV(a.uy, a.uy, a.uy, a.uy); -} - -PX_FORCE_INLINE BoolV BGetZ(const BoolV a) -{ - return BoolV(a.uz, a.uz, a.uz, a.uz); -} - -PX_FORCE_INLINE BoolV BGetW(const BoolV a) -{ - return BoolV(a.uw, a.uw, a.uw, a.uw); -} - -PX_FORCE_INLINE BoolV BSetX(const BoolV v, const BoolV f) -{ - return BoolV(f.ux, v.uy, v.uz, v.uw); -} - -PX_FORCE_INLINE BoolV BSetY(const BoolV v, const BoolV f) -{ - return BoolV(v.ux, f.uy, v.uz, v.uw); -} - -PX_FORCE_INLINE BoolV BSetZ(const BoolV v, const BoolV f) -{ - return BoolV(v.ux, v.uy, f.uz, v.uw); -} - -PX_FORCE_INLINE BoolV BSetW(const BoolV v, const BoolV f) -{ - return BoolV(v.ux, v.uy, v.uz, f.uw); -} - -template <int index> -BoolV BSplatElement(BoolV a) -{ - PxU32* b = (PxU32*)&a; - return BoolV(b[index], b[index], b[index], b[index]); -} - -PX_FORCE_INLINE BoolV BAnd(const BoolV a, const BoolV b) -{ - return BoolV(BOOL_TO_U32(a.ux && b.ux), BOOL_TO_U32(a.uy && b.uy), BOOL_TO_U32(a.uz && b.uz), BOOL_TO_U32(a.uw && b.uw)); -} - -PX_FORCE_INLINE BoolV BAndNot(const BoolV a, const BoolV b) -{ - return BoolV(a.ux & ~b.ux, a.uy & ~b.uy, a.uz & ~b.uz, a.uw & ~b.uw); -} - -PX_FORCE_INLINE BoolV BNot(const BoolV a) -{ - return BoolV(~a.ux, ~a.uy, ~a.uz, ~a.uw); -} - -PX_FORCE_INLINE BoolV BOr(const BoolV a, const BoolV b) -{ - return BoolV(BOOL_TO_U32(a.ux || b.ux), BOOL_TO_U32(a.uy || b.uy), BOOL_TO_U32(a.uz || b.uz), BOOL_TO_U32(a.uw || b.uw)); -} - -PX_FORCE_INLINE PxU32 BAllEq(const BoolV a, const BoolV b) -{ - return (a.ux == b.ux && a.uy == b.uy && a.uz == b.uz && a.uw == b.uw ? 1 : 0); -} - -PX_FORCE_INLINE PxU32 BAllEqTTTT(const BoolV a) -{ - return BAllEq(a, BTTTT()); -} - -PX_FORCE_INLINE PxU32 BAllEqFFFF(const BoolV a) -{ - return BAllEq(a, BFFFF()); -} - -PX_FORCE_INLINE BoolV BAllTrue4(const BoolV a) -{ - return (a.ux & a.uy & a.uz & a.uw) ? BTTTT() : BFFFF(); -} - -PX_FORCE_INLINE BoolV BAnyTrue4(const BoolV a) -{ - return (a.ux | a.uy | a.uz | a.uw) ? BTTTT() : BFFFF(); -} - -PX_FORCE_INLINE BoolV BAllTrue3(const BoolV a) -{ - return (a.ux & a.uy & a.uz) ? BTTTT() : BFFFF(); -} - -PX_FORCE_INLINE BoolV BAnyTrue3(const BoolV a) -{ - return (a.ux | a.uy | a.uz) ? BTTTT() : BFFFF(); -} - -PX_FORCE_INLINE PxU32 BGetBitMask(const BoolV a) -{ - return (a.ux & 1) | (a.uy & 2) | (a.uz & 4) | (a.uw & 8); -} - -////////////////////////////////// -// MAT33V -////////////////////////////////// - -PX_FORCE_INLINE Vec3V M33MulV3(const Mat33V& a, const Vec3V b) -{ - return Vec3V(a.col0.x * b.x + a.col1.x * b.y + a.col2.x * b.z, a.col0.y * b.x + a.col1.y * b.y + a.col2.y * b.z, - a.col0.z * b.x + a.col1.z * b.y + a.col2.z * b.z); -} - -PX_FORCE_INLINE Vec3V M33TrnspsMulV3(const Mat33V& a, const Vec3V b) -{ - return Vec3V(a.col0.x * b.x + a.col0.y * b.y + a.col0.z * b.z, a.col1.x * b.x + a.col1.y * b.y + a.col1.z * b.z, - a.col2.x * b.x + a.col2.y * b.y + a.col2.z * b.z); -} - -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 M33Diagonal(const Vec3VArg d) -{ - const Vec3V x = V3Mul(V3UnitX(), d); - const Vec3V y = V3Mul(V3UnitY(), d); - const Vec3V z = V3Mul(V3UnitZ(), d); - return Mat33V(x, y, z); -} - -PX_FORCE_INLINE Mat33V M33Inverse(const Mat33V& a) -{ - const PxF32 det = a.col0.x * (a.col1.y * a.col2.z - a.col1.z * a.col2.y) - - a.col1.x * (a.col0.y * a.col2.z - a.col2.y * a.col0.z) + - a.col2.x * (a.col0.y * a.col1.z - a.col1.y * a.col0.z); - - const PxF32 invDet = 1.0f / det; - - Mat33V ret; - ret.col0.x = invDet * (a.col1.y * a.col2.z - a.col2.y * a.col1.z); - ret.col0.y = invDet * (a.col2.y * a.col0.z - a.col0.y * a.col2.z); - ret.col0.z = invDet * (a.col0.y * a.col1.z - a.col1.y * a.col0.z); - - ret.col1.x = invDet * (a.col2.x * a.col1.z - a.col1.x * a.col2.z); - ret.col1.y = invDet * (a.col0.x * a.col2.z - a.col2.x * a.col0.z); - ret.col1.z = invDet * (a.col1.x * a.col0.z - a.col0.x * a.col1.z); - - ret.col2.x = invDet * (a.col1.x * a.col2.y - a.col2.x * a.col1.y); - ret.col2.y = invDet * (a.col2.x * a.col0.y - a.col0.x * a.col2.y); - ret.col2.z = invDet * (a.col0.x * a.col1.y - a.col1.x * a.col0.y); - - return ret; -} - -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) -{ - PX_ASSERT((size_t(&out) & 15) == 0); - V3StoreU(m.col0, out.column0); - V3StoreU(m.col1, out.column1); - V3StoreU(m.col2, out.column2); -} - -PX_FORCE_INLINE Mat33V M33Trnsps(const Mat33V& a) -{ - return Mat33V(Vec3V(a.col0.x, a.col1.x, a.col2.x), Vec3V(a.col0.y, a.col1.y, a.col2.y), - Vec3V(a.col0.z, a.col1.z, a.col2.z)); -} - -PX_FORCE_INLINE Mat33V M33Identity() -{ - return Mat33V(V3UnitX(), V3UnitY(), V3UnitZ()); -} - -////////////////////////////////// -// MAT34V -////////////////////////////////// - -PX_FORCE_INLINE Vec3V M34MulV3(const Mat34V& a, const Vec3V b) -{ - return Vec3V(a.col0.x * b.x + a.col1.x * b.y + a.col2.x * b.z + a.col3.x, - a.col0.y * b.x + a.col1.y * b.y + a.col2.y * b.z + a.col3.y, - a.col0.z * b.x + a.col1.z * b.y + a.col2.z * b.z + a.col3.z); -} - -PX_FORCE_INLINE Vec3V M34Mul33V3(const Mat34V& a, const Vec3V b) -{ - return Vec3V(a.col0.x * b.x + a.col1.x * b.y + a.col2.x * b.z, a.col0.y * b.x + a.col1.y * b.y + a.col2.y * b.z, - a.col0.z * b.x + a.col1.z * b.y + a.col2.z * b.z); -} - -PX_FORCE_INLINE Vec3V M34TrnspsMul33V3(const Mat34V& a, const Vec3V b) -{ - return Vec3V(a.col0.x * b.x + a.col0.y * b.y + a.col0.z * b.z, a.col1.x * b.x + a.col1.y * b.y + a.col1.z * b.z, - a.col2.x * b.x + a.col2.y * b.y + a.col2.z * b.z); -} - -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 M34Mul33V3(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 Mat33V M34Trnsps33(const Mat34V& a) -{ - return Mat33V(Vec3V(a.col0.x, a.col1.x, a.col2.x), Vec3V(a.col0.y, a.col1.y, a.col2.y), - Vec3V(a.col0.z, a.col1.z, a.col2.z)); -} - -////////////////////////////////// -// MAT44V -////////////////////////////////// - -PX_FORCE_INLINE Vec4V M44MulV4(const Mat44V& a, const Vec4V b) -{ - return Vec4V(a.col0.x * b.x + a.col1.x * b.y + a.col2.x * b.z + a.col3.x * b.w, - a.col0.y * b.x + a.col1.y * b.y + a.col2.y * b.z + a.col3.y * b.w, - a.col0.z * b.x + a.col1.z * b.y + a.col2.z * b.z + a.col3.z * b.w, - a.col0.w * b.x + a.col1.w * b.y + a.col2.w * b.z + a.col3.w * b.w); -} - -PX_FORCE_INLINE Vec4V M44TrnspsMulV4(const Mat44V& a, const Vec4V b) -{ - return Vec4V(a.col0.x * b.x + a.col0.y * b.y + a.col0.z * b.z + a.col0.w * b.w, - a.col1.x * b.x + a.col1.y * b.y + a.col1.z * b.z + a.col1.w * b.w, - a.col2.x * b.x + a.col2.y * b.y + a.col2.z * b.z + a.col2.w * b.w, - a.col3.x * b.x + a.col3.y * b.y + a.col3.z * b.z + a.col3.w * b.w); -} - -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 M44Inverse(const Mat44V& a) -{ - PxF32 tmp[12]; - PxF32 dst[16]; - PxF32 det; - - const PxF32 src[16] = { a.col0.x, a.col0.y, a.col0.z, a.col0.w, a.col1.x, a.col1.y, a.col1.z, a.col1.w, - a.col2.x, a.col2.y, a.col2.z, a.col2.w, a.col3.x, a.col3.y, a.col3.z, a.col3.w }; - - tmp[0] = src[10] * src[15]; - tmp[1] = src[11] * src[14]; - tmp[2] = src[9] * src[15]; - tmp[3] = src[11] * src[13]; - tmp[4] = src[9] * src[14]; - tmp[5] = src[10] * src[13]; - tmp[6] = src[8] * src[15]; - tmp[7] = src[11] * src[12]; - tmp[8] = src[8] * src[14]; - tmp[9] = src[10] * src[12]; - tmp[10] = src[8] * src[13]; - tmp[11] = src[9] * src[12]; - - dst[0] = tmp[0] * src[5] + tmp[3] * src[6] + tmp[4] * src[7]; - dst[0] -= tmp[1] * src[5] + tmp[2] * src[6] + tmp[5] * src[7]; - dst[1] = tmp[1] * src[4] + tmp[6] * src[6] + tmp[9] * src[7]; - dst[1] -= tmp[0] * src[4] + tmp[7] * src[6] + tmp[8] * src[7]; - dst[2] = tmp[2] * src[4] + tmp[7] * src[5] + tmp[10] * src[7]; - dst[2] -= tmp[3] * src[4] + tmp[6] * src[5] + tmp[11] * src[7]; - dst[3] = tmp[5] * src[4] + tmp[8] * src[5] + tmp[11] * src[6]; - dst[3] -= tmp[4] * src[4] + tmp[9] * src[5] + tmp[10] * src[6]; - dst[4] = tmp[1] * src[1] + tmp[2] * src[2] + tmp[5] * src[3]; - dst[4] -= tmp[0] * src[1] + tmp[3] * src[2] + tmp[4] * src[3]; - dst[5] = tmp[0] * src[0] + tmp[7] * src[2] + tmp[8] * src[3]; - dst[5] -= tmp[1] * src[0] + tmp[6] * src[2] + tmp[9] * src[3]; - dst[6] = tmp[3] * src[0] + tmp[6] * src[1] + tmp[11] * src[3]; - dst[6] -= tmp[2] * src[0] + tmp[7] * src[1] + tmp[10] * src[3]; - dst[7] = tmp[4] * src[0] + tmp[9] * src[1] + tmp[10] * src[2]; - dst[7] -= tmp[5] * src[0] + tmp[8] * src[1] + tmp[11] * src[2]; - - tmp[0] = src[2] * src[7]; - tmp[1] = src[3] * src[6]; - tmp[2] = src[1] * src[7]; - tmp[3] = src[3] * src[5]; - tmp[4] = src[1] * src[6]; - tmp[5] = src[2] * src[5]; - tmp[6] = src[0] * src[7]; - tmp[7] = src[3] * src[4]; - tmp[8] = src[0] * src[6]; - tmp[9] = src[2] * src[4]; - tmp[10] = src[0] * src[5]; - tmp[11] = src[1] * src[4]; - - dst[8] = tmp[0] * src[13] + tmp[3] * src[14] + tmp[4] * src[15]; - dst[8] -= tmp[1] * src[13] + tmp[2] * src[14] + tmp[5] * src[15]; - dst[9] = tmp[1] * src[12] + tmp[6] * src[14] + tmp[9] * src[15]; - dst[9] -= tmp[0] * src[12] + tmp[7] * src[14] + tmp[8] * src[15]; - dst[10] = tmp[2] * src[12] + tmp[7] * src[13] + tmp[10] * src[15]; - dst[10] -= tmp[3] * src[12] + tmp[6] * src[13] + tmp[11] * src[15]; - dst[11] = tmp[5] * src[12] + tmp[8] * src[13] + tmp[11] * src[14]; - dst[11] -= tmp[4] * src[12] + tmp[9] * src[13] + tmp[10] * src[14]; - dst[12] = tmp[2] * src[10] + tmp[5] * src[11] + tmp[1] * src[9]; - dst[12] -= tmp[4] * src[11] + tmp[0] * src[9] + tmp[3] * src[10]; - dst[13] = tmp[8] * src[11] + tmp[0] * src[8] + tmp[7] * src[10]; - dst[13] -= tmp[6] * src[10] + tmp[9] * src[11] + tmp[1] * src[8]; - dst[14] = tmp[6] * src[9] + tmp[11] * src[11] + tmp[3] * src[8]; - dst[14] -= tmp[10] * src[11] + tmp[2] * src[8] + tmp[7] * src[9]; - dst[15] = tmp[10] * src[10] + tmp[4] * src[8] + tmp[9] * src[9]; - dst[15] -= tmp[8] * src[9] + tmp[11] * src[10] + tmp[5] * src[8]; - - det = src[0] * dst[0] + src[1] * dst[1] + src[2] * dst[2] + src[3] * dst[3]; - - det = 1.0f / det; - for(PxU32 j = 0; j < 16; j++) - { - dst[j] *= det; - } - - return Mat44V(Vec4V(dst[0], dst[4], dst[8], dst[12]), Vec4V(dst[1], dst[5], dst[9], dst[13]), - Vec4V(dst[2], dst[6], dst[10], dst[14]), Vec4V(dst[3], dst[7], dst[11], dst[15])); -} - -PX_FORCE_INLINE Mat44V M44Trnsps(const Mat44V& a) -{ - return Mat44V(Vec4V(a.col0.x, a.col1.x, a.col2.x, a.col3.x), Vec4V(a.col0.y, a.col1.y, a.col2.y, a.col3.y), - Vec4V(a.col0.z, a.col1.z, a.col2.z, a.col3.z), Vec4V(a.col0.w, a.col1.w, a.col2.w, a.col3.w)); -} - -PX_FORCE_INLINE Vec4V V4LoadXYZW(const PxF32& x, const PxF32& y, const PxF32& z, const PxF32& w) -{ - return Vec4V(x, y, z, w); -} - -/* -PX_FORCE_INLINE VecU16V V4U32PK(VecU32V a, VecU32V b) -{ - return VecU16V( - PxU16(PxClamp<PxU32>((a).u32[0], 0, 0xFFFF)), - PxU16(PxClamp<PxU32>((a).u32[1], 0, 0xFFFF)), - PxU16(PxClamp<PxU32>((a).u32[2], 0, 0xFFFF)), - PxU16(PxClamp<PxU32>((a).u32[3], 0, 0xFFFF)), - PxU16(PxClamp<PxU32>((b).u32[0], 0, 0xFFFF)), - PxU16(PxClamp<PxU32>((b).u32[1], 0, 0xFFFF)), - PxU16(PxClamp<PxU32>((b).u32[2], 0, 0xFFFF)), - PxU16(PxClamp<PxU32>((b).u32[3], 0, 0xFFFF))); -} -*/ - -PX_FORCE_INLINE VecU32V V4U32Sel(const BoolV c, const VecU32V a, const VecU32V b) -{ - return VecU32V(c.ux ? a.u32[0] : b.u32[0], c.uy ? a.u32[1] : b.u32[1], c.uz ? a.u32[2] : b.u32[2], - c.uw ? a.u32[3] : b.u32[3]); -} - -PX_FORCE_INLINE VecU32V V4U32or(VecU32V a, VecU32V b) -{ - return VecU32V((a).u32[0] | (b).u32[0], (a).u32[1] | (b).u32[1], (a).u32[2] | (b).u32[2], (a).u32[3] | (b).u32[3]); -} - -PX_FORCE_INLINE VecU32V V4U32xor(VecU32V a, VecU32V b) -{ - return VecU32V((a).u32[0] ^ (b).u32[0], (a).u32[1] ^ (b).u32[1], (a).u32[2] ^ (b).u32[2], (a).u32[3] ^ (b).u32[3]); -} - -PX_FORCE_INLINE VecU32V V4U32and(VecU32V a, VecU32V b) -{ - return VecU32V((a).u32[0] & (b).u32[0], (a).u32[1] & (b).u32[1], (a).u32[2] & (b).u32[2], (a).u32[3] & (b).u32[3]); -} - -PX_FORCE_INLINE VecU32V V4U32Andc(VecU32V a, VecU32V b) -{ - return VecU32V((a).u32[0] & ~(b).u32[0], (a).u32[1] & ~(b).u32[1], (a).u32[2] & ~(b).u32[2], - (a).u32[3] & ~(b).u32[3]); -} - -/* -PX_FORCE_INLINE VecU16V V4U16Or(VecU16V a, VecU16V b) -{ - return VecU16V( - (a).u16[0]|(b).u16[0], (a).u16[1]|(b).u16[1], (a).u16[2]|(b).u16[2], (a).u16[3]|(b).u16[3], - (a).u16[4]|(b).u16[4], (a).u16[5]|(b).u16[5], (a).u16[6]|(b).u16[6], (a).u16[7]|(b).u16[7]); -} -*/ - -/* -PX_FORCE_INLINE VecU16V V4U16And(VecU16V a, VecU16V b) -{ - return VecU16V( - (a).u16[0]&(b).u16[0], (a).u16[1]&(b).u16[1], (a).u16[2]&(b).u16[2], (a).u16[3]&(b).u16[3], - (a).u16[4]&(b).u16[4], (a).u16[5]&(b).u16[5], (a).u16[6]&(b).u16[6], (a).u16[7]&(b).u16[7]); -} -*/ - -/* -PX_FORCE_INLINE VecU16V V4U16Andc(VecU16V a, VecU16V b) -{ - return VecU16V( - (a).u16[0]&~(b).u16[0], (a).u16[1]&~(b).u16[1], (a).u16[2]&~(b).u16[2], (a).u16[3]&~(b).u16[3], - (a).u16[4]&~(b).u16[4], (a).u16[5]&~(b).u16[5], (a).u16[6]&~(b).u16[6], (a).u16[7]&~(b).u16[7]); -} -*/ - -/* -template<int a> PX_FORCE_INLINE VecI32V V4ISplat() -{ - return VecI32V(a, a, a, a); -} - -template<PxU32 a> PX_FORCE_INLINE VecU32V V4USplat() -{ - return VecU32V(a, a, a, a); -} -*/ - -/* -PX_FORCE_INLINE void V4U16StoreAligned(VecU16V val, VecU16V* address) -{ - *address = val; -} -*/ - -PX_FORCE_INLINE void V4U32StoreAligned(VecU32V val, VecU32V* address) -{ - *address = val; -} - -PX_FORCE_INLINE Vec4V V4Andc(const Vec4V a, const VecU32V b) -{ - VecU32V r = V4U32Andc(*reinterpret_cast<const VecU32V*>(&a), b); - return (*reinterpret_cast<const Vec4V*>(&r)); -} - -PX_FORCE_INLINE VecU32V V4IsGrtrV32u(const Vec4V a, const Vec4V b) -{ - return VecU32V(a.x > b.x ? 0xFFFFffff : 0, a.y > b.y ? 0xFFFFffff : 0, a.z > b.z ? 0xFFFFffff : 0, - a.w > b.w ? 0xFFFFffff : 0); -} - -PX_FORCE_INLINE VecU16V V4U16LoadAligned(VecU16V* addr) -{ - return *addr; -} - -PX_FORCE_INLINE VecU16V V4U16LoadUnaligned(VecU16V* addr) -{ - return *addr; -} - -PX_FORCE_INLINE VecU16V V4U16CompareGt(VecU16V a, VecU16V b) -{ - return VecU16V - ( - BOOL_TO_U16(a.u16[0] > b.u16[0]), BOOL_TO_U16(a.u16[1] > b.u16[1]), BOOL_TO_U16(a.u16[2] > b.u16[2]), BOOL_TO_U16(a.u16[3] > b.u16[3]), - BOOL_TO_U16(a.u16[4] > b.u16[4]), BOOL_TO_U16(a.u16[5] > b.u16[5]), BOOL_TO_U16(a.u16[6] > b.u16[6]), BOOL_TO_U16(a.u16[7] > b.u16[7]) - ); -} - -PX_FORCE_INLINE VecU16V V4I16CompareGt(VecU16V a, VecU16V b) -{ - return VecU16V - ( - BOOL_TO_U16(a.i16[0] > b.i16[0]), BOOL_TO_U16(a.i16[1] > b.i16[1]), BOOL_TO_U16(a.i16[2] > b.i16[2]), BOOL_TO_U16(a.i16[3] > b.i16[3]), - BOOL_TO_U16(a.i16[4] > b.i16[4]), BOOL_TO_U16(a.i16[5] > b.i16[5]), BOOL_TO_U16(a.i16[6] > b.i16[6]), BOOL_TO_U16(a.i16[7] > b.i16[7]) - ); -} - -PX_FORCE_INLINE Vec4V Vec4V_From_VecU32V(VecU32V a) -{ - return Vec4V(PxF32((a).u32[0]), PxF32((a).u32[1]), PxF32((a).u32[2]), PxF32((a).u32[3])); -} - -PX_FORCE_INLINE Vec4V Vec4V_From_VecI32V(VecI32V a) -{ - return Vec4V(PxF32((a).i32[0]), PxF32((a).i32[1]), PxF32((a).i32[2]), PxF32((a).i32[3])); -} - -PX_FORCE_INLINE VecI32V VecI32V_From_Vec4V(Vec4V a) -{ - float* data = (float*)&a; - return VecI32V(PxI32(data[0]), PxI32(data[1]), PxI32(data[2]), PxI32(data[3])); -} - -PX_FORCE_INLINE Vec4V Vec4V_ReinterpretFrom_VecU32V(VecU32V a) -{ - Vec4V b = *reinterpret_cast<Vec4V*>(&a); - return b; -} - -PX_FORCE_INLINE Vec4V Vec4V_ReinterpretFrom_VecI32V(VecI32V a) -{ - Vec4V b = *reinterpret_cast<Vec4V*>(&a); - return b; -} - -PX_FORCE_INLINE VecU32V VecU32V_ReinterpretFrom_Vec4V(Vec4V a) -{ - VecU32V b = *reinterpret_cast<VecU32V*>(&a); - return b; -} - -PX_FORCE_INLINE VecI32V VecI32V_ReinterpretFrom_Vec4V(Vec4V a) -{ - VecI32V b = *reinterpret_cast<VecI32V*>(&a); - return b; -} - -template <int index> -PX_FORCE_INLINE VecU32V V4U32SplatElement(VecU32V a) -{ - return VecU32V((a).u32[index], (a).u32[index], (a).u32[index], (a).u32[index]); -} - -template <int index> -PX_FORCE_INLINE VecU32V V4U32SplatElement(BoolV a) -{ - const PxU32 u = (&a.ux)[index]; - return VecU32V(u, u, u, u); -} - -template <int index> -PX_FORCE_INLINE Vec4V V4SplatElement(Vec4V a) -{ - float* data = (float*)&a; - return Vec4V(data[index], data[index], data[index], data[index]); -} - -PX_FORCE_INLINE VecU32V U4LoadXYZW(PxU32 x, PxU32 y, PxU32 z, PxU32 w) -{ - return VecU32V(x, y, z, w); -} - -PX_FORCE_INLINE Vec4V V4Abs(const Vec4V a) -{ - return V4Max(a, V4Neg(a)); -} - -PX_FORCE_INLINE BoolV V4IsEqU32(const VecU32V a, const VecU32V b) -{ - return BoolV(BOOL_TO_U32(a.u32[0] == b.u32[0]), BOOL_TO_U32(a.u32[1] == b.u32[1]), BOOL_TO_U32(a.u32[2] == b.u32[2]), BOOL_TO_U32(a.u32[3] == b.u32[3])); -} - -PX_FORCE_INLINE VecU32V U4Load(const PxU32 i) -{ - return VecU32V(i, i, i, i); -} - -PX_FORCE_INLINE VecU32V U4LoadU(const PxU32* i) -{ - return VecU32V(i[0], i[1], i[2], i[3]); -} - -PX_FORCE_INLINE VecU32V U4LoadA(const PxU32* i) -{ - return VecU32V(i[0], i[1], i[2], i[3]); -} - -PX_FORCE_INLINE VecI32V I4Load(const PxI32 i) -{ - return VecI32V(i, i, i, i); -} - -PX_FORCE_INLINE VecI32V I4LoadU(const PxI32* i) -{ - return VecI32V(i[0], i[1], i[2], i[3]); -} - -PX_FORCE_INLINE VecI32V I4LoadA(const PxI32* i) -{ - return VecI32V(i[0], i[1], i[2], i[3]); -} - -PX_FORCE_INLINE VecI32V VecI32V_Add(const VecI32VArg a, const VecI32VArg b) -{ - return VecI32V(a.i32[0] + b.i32[0], a.i32[1] + b.i32[1], a.i32[2] + b.i32[2], a.i32[3] + b.i32[3]); -} - -PX_FORCE_INLINE VecI32V VecI32V_Sub(const VecI32VArg a, const VecI32VArg b) -{ - return VecI32V(a.i32[0] - b.i32[0], a.i32[1] - b.i32[1], a.i32[2] - b.i32[2], a.i32[3] - b.i32[3]); -} - -PX_FORCE_INLINE BoolV VecI32V_IsGrtr(const VecI32VArg a, const VecI32VArg b) -{ - return BoolV(BOOL_TO_U32(a.i32[0] > b.i32[0]), BOOL_TO_U32(a.i32[1] > b.i32[1]), BOOL_TO_U32(a.i32[2] > b.i32[2]), BOOL_TO_U32(a.i32[3] > b.i32[3])); -} - -PX_FORCE_INLINE BoolV VecI32V_IsEq(const VecI32VArg a, const VecI32VArg b) -{ - return BoolV(BOOL_TO_U32(a.i32[0] == b.i32[0]), BOOL_TO_U32(a.i32[1] == b.i32[1]), BOOL_TO_U32(a.i32[2] == b.i32[2]), BOOL_TO_U32(a.i32[3] == b.i32[3])); -} - -PX_FORCE_INLINE VecI32V V4I32Sel(const BoolV c, const VecI32V a, const VecI32V b) -{ - return VecI32V(c.ux ? a.i32[0] : b.i32[0], c.uy ? a.i32[1] : b.i32[1], c.uz ? a.i32[2] : b.i32[2], - c.uw ? a.i32[3] : b.i32[3]); -} - -PX_FORCE_INLINE VecI32V VecI32V_Zero() -{ - return VecI32V(0, 0, 0, 0); -} - -PX_FORCE_INLINE VecI32V VecI32V_One() -{ - return VecI32V(1, 1, 1, 1); -} - -PX_FORCE_INLINE VecI32V VecI32V_Two() -{ - return VecI32V(2, 2, 2, 2); -} - -PX_FORCE_INLINE VecI32V VecI32V_MinusOne() -{ - return VecI32V(-1, -1, -1, -1); -} - -PX_FORCE_INLINE VecU32V U4Zero() -{ - return VecU32V(0, 0, 0, 0); -} - -PX_FORCE_INLINE VecU32V U4One() -{ - return VecU32V(1, 1, 1, 1); -} - -PX_FORCE_INLINE VecU32V U4Two() -{ - return VecU32V(2, 2, 2, 2); -} - -PX_FORCE_INLINE VecShiftV VecI32V_PrepareShift(const VecI32VArg shift) -{ - return shift; -} - -PX_FORCE_INLINE VecI32V VecI32V_LeftShift(const VecI32VArg a, const VecShiftVArg count) -{ - return VecI32V(a.i32[0] << count.i32[0], a.i32[1] << count.i32[1], a.i32[2] << count.i32[2], a.i32[3] - << count.i32[3]); -} - -PX_FORCE_INLINE VecI32V VecI32V_RightShift(const VecI32VArg a, const VecShiftVArg count) -{ - return VecI32V(a.i32[0] >> count.i32[0], a.i32[1] >> count.i32[1], a.i32[2] >> count.i32[2], - a.i32[3] >> count.i32[3]); -} - -PX_FORCE_INLINE VecI32V VecI32V_And(const VecI32VArg a, const VecI32VArg b) -{ - return VecI32V(a.i32[0] & b.i32[0], a.i32[1] & b.i32[1], a.i32[2] & b.i32[2], a.i32[3] & b.i32[3]); -} - -PX_FORCE_INLINE VecI32V VecI32V_Or(const VecI32VArg a, const VecI32VArg b) -{ - return VecI32V(a.i32[0] | b.i32[0], a.i32[1] | b.i32[1], a.i32[2] | b.i32[2], a.i32[3] | b.i32[3]); -} - -PX_FORCE_INLINE VecI32V VecI32V_GetX(const VecI32VArg a) -{ - return VecI32V(a.i32[0], a.i32[0], a.i32[0], a.i32[0]); -} - -PX_FORCE_INLINE VecI32V VecI32V_GetY(const VecI32VArg a) -{ - return VecI32V(a.i32[1], a.i32[1], a.i32[1], a.i32[1]); -} - -PX_FORCE_INLINE VecI32V VecI32V_GetZ(const VecI32VArg a) -{ - return VecI32V(a.i32[2], a.i32[2], a.i32[2], a.i32[2]); -} - -PX_FORCE_INLINE VecI32V VecI32V_GetW(const VecI32VArg a) -{ - return VecI32V(a.i32[3], a.i32[3], a.i32[3], a.i32[3]); -} - -PX_FORCE_INLINE VecI32V VecI32V_Sel(const BoolV c, const VecI32VArg a, const VecI32VArg b) -{ - return VecI32V(c.ux ? a.i32[0] : b.i32[0], c.uy ? a.i32[1] : b.i32[1], c.uz ? a.i32[2] : b.i32[2], - c.uw ? a.i32[3] : b.i32[3]); -} - -PX_FORCE_INLINE VecI32V VecI32V_Merge(const VecI32VArg a, const VecI32VArg b, const VecI32VArg c, const VecI32VArg d) -{ - return VecI32V(a.i32[0], b.i32[0], c.i32[0], d.i32[0]); -} - -PX_FORCE_INLINE void PxI32_From_VecI32V(const VecI32VArg a, PxI32* i) -{ - *i = a.i32[0]; -} - -PX_FORCE_INLINE VecI32V VecI32V_From_BoolV(const BoolVArg b) -{ - return VecI32V(PxI32(b.ux), PxI32(b.uy), PxI32(b.uz), PxI32(b.uw)); -} - -PX_FORCE_INLINE VecU32V VecU32V_From_BoolV(const BoolVArg b) -{ - return VecU32V(b.ux, b.uy, b.uz, b.uw); -} - -PX_FORCE_INLINE void QuatGetMat33V(const QuatVArg q, Vec3V& column0, Vec3V& column1, Vec3V& column2) -{ - const FloatV one = FOne(); - const FloatV x = V4GetX(q); - const FloatV y = V4GetY(q); - const FloatV z = V4GetZ(q); - const FloatV w = V4GetW(q); - - const FloatV x2 = FAdd(x, x); - const FloatV y2 = FAdd(y, y); - const FloatV z2 = FAdd(z, z); - - const FloatV xx = FMul(x2, x); - const FloatV yy = FMul(y2, y); - const FloatV zz = FMul(z2, z); - - const FloatV xy = FMul(x2, y); - const FloatV xz = FMul(x2, z); - const FloatV xw = FMul(x2, w); - - const FloatV yz = FMul(y2, z); - const FloatV yw = FMul(y2, w); - const FloatV zw = FMul(z2, w); - - const FloatV v = FSub(one, xx); - - column0 = V3Merge(FSub(FSub(one, yy), zz), FAdd(xy, zw), FSub(xz, yw)); - column1 = V3Merge(FSub(xy, zw), FSub(v, zz), FAdd(yz, xw)); - column2 = V3Merge(FAdd(xz, yw), FSub(yz, xw), FSub(v, yy)); -} - - -// not used - -/* -PX_FORCE_INLINE Vec4V V4LoadAligned(Vec4V* addr) -{ - return *addr; -} -*/ - -/* -PX_FORCE_INLINE Vec4V V4LoadUnaligned(Vec4V* addr) -{ - return *addr; -} -*/ - -/* -PX_FORCE_INLINE Vec4V V4Ceil(const Vec4V a) -{ - return Vec4V(PxCeil(a.x), PxCeil(a.y), PxCeil(a.z), PxCeil(a.w)); -} - -PX_FORCE_INLINE Vec4V V4Floor(const Vec4V a) -{ - return Vec4V(PxFloor(a.x), PxFloor(a.y), PxFloor(a.z), PxFloor(a.w)); -} -*/ - -/* -PX_FORCE_INLINE VecU32V V4ConvertToU32VSaturate(const Vec4V a, PxU32 power) -{ - PX_ASSERT(power == 0 && "Non-zero power not supported in convertToU32VSaturate"); - PX_UNUSED(power); // prevent warning in release builds - PxF32 ffffFFFFasFloat = PxF32(0xFFFF0000); - return VecU32V( - PxU32(PxClamp<PxF32>((a).x, 0.0f, ffffFFFFasFloat)), - PxU32(PxClamp<PxF32>((a).y, 0.0f, ffffFFFFasFloat)), - PxU32(PxClamp<PxF32>((a).z, 0.0f, ffffFFFFasFloat)), - PxU32(PxClamp<PxF32>((a).w, 0.0f, ffffFFFFasFloat))); -} -*/ - -#endif // PSFOUNDATION_PSVECMATHAOSSCALARINLINE_H diff --git a/PxShared/src/foundation/include/PsVecMathSSE.h b/PxShared/src/foundation/include/PsVecMathSSE.h deleted file mode 100644 index 559fa68..0000000 --- a/PxShared/src/foundation/include/PsVecMathSSE.h +++ /dev/null @@ -1,56 +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_PSVECMATHSSE_H -#define PSFOUNDATION_PSVECMATHSSE_H - -namespace -{ - const PX_ALIGN(16, PxF32) minus1w[4] = { 0.0f, 0.0f, 0.0f, -1.0f }; -} - -PX_FORCE_INLINE void QuatGetMat33V(const QuatVArg q, Vec3V& column0, Vec3V& column1, Vec3V& column2) -{ - const __m128 q2 = V4Add(q, q); - const __m128 qw2 = V4MulAdd(q2, V4GetW(q), _mm_load_ps(minus1w)); // (2wx, 2wy, 2wz, 2ww-1) - const __m128 nw2 = Vec3V_From_Vec4V(V4Neg(qw2)); // (-2wx, -2wy, -2wz, 0) - const __m128 v = Vec3V_From_Vec4V(q); - - const __m128 a0 = _mm_shuffle_ps(qw2, nw2, _MM_SHUFFLE(3, 1, 2, 3)); // (2ww-1, 2wz, -2wy, 0) - column0 = V4MulAdd(v, V4GetX(q2), a0); - - const __m128 a1 = _mm_shuffle_ps(qw2, nw2, _MM_SHUFFLE(3, 2, 0, 3)); // (2ww-1, 2wx, -2wz, 0) - column1 = V4MulAdd(v, V4GetY(q2), _mm_shuffle_ps(a1, a1, _MM_SHUFFLE(3, 1, 0, 2))); - - const __m128 a2 = _mm_shuffle_ps(qw2, nw2, _MM_SHUFFLE(3, 0, 1, 3)); // (2ww-1, 2wy, -2wx, 0) - column2 = V4MulAdd(v, V4GetZ(q2), _mm_shuffle_ps(a2, a2, _MM_SHUFFLE(3, 0, 2, 1))); -} - -#endif // PSFOUNDATION_PSVECMATHSSE_H - diff --git a/PxShared/src/foundation/include/PsVecMathUtilities.h b/PxShared/src/foundation/include/PsVecMathUtilities.h deleted file mode 100644 index 21bc50a..0000000 --- a/PxShared/src/foundation/include/PsVecMathUtilities.h +++ /dev/null @@ -1,57 +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_PSVECMATHUTILITIES_H -#define PSFOUNDATION_PSVECMATHUTILITIES_H - -#include "PsVecMath.h" - -namespace physx -{ -namespace shdfnd -{ -namespace aos -{ -/*! - Extend an edge along its length by a factor - */ -PX_FORCE_INLINE void makeFatEdge(Vec3V& p0, Vec3V& p1, const FloatVArg fatCoeff) -{ - const Vec3V delta = V3Sub(p1, p0); - const FloatV m = V3Length(delta); - const BoolV con = FIsGrtr(m, FZero()); - const Vec3V fatDelta = V3Scale(V3ScaleInv(delta, m), fatCoeff); - p0 = V3Sel(con, V3Sub(p0, fatDelta), p0); - p1 = V3Sel(con, V3Add(p1, fatDelta), p1); -} -} -} -} - -#endif diff --git a/PxShared/src/foundation/include/PsVecQuat.h b/PxShared/src/foundation/include/PsVecQuat.h deleted file mode 100644 index c4726fc..0000000 --- a/PxShared/src/foundation/include/PsVecQuat.h +++ /dev/null @@ -1,455 +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_PSVECQUAT_H -#define PSFOUNDATION_PSVECQUAT_H - -//#include "PsInlineAoS.h" - -#ifndef PX_PIDIV2 -#define PX_PIDIV2 1.570796327f -#endif - -////////////////////////////////// -// QuatV -////////////////////////////////// -PX_FORCE_INLINE QuatV QuatVLoadXYZW(const PxF32 x, const PxF32 y, const PxF32 z, const PxF32 w) -{ - return V4LoadXYZW(x, y, z, w); -} - -PX_FORCE_INLINE QuatV QuatVLoadU(const PxF32* v) -{ - return V4LoadU(v); -} - -PX_FORCE_INLINE QuatV QuatVLoadA(const PxF32* v) -{ - return V4LoadA(v); -} - -PX_FORCE_INLINE QuatV QuatV_From_RotationAxisAngle(const Vec3V u, const FloatV a) -{ - // q = cos(a/2) + u*sin(a/2) - const FloatV half = FLoad(0.5f); - const FloatV hangle = FMul(a, half); - const FloatV piByTwo(FLoad(PX_PIDIV2)); - const FloatV PiByTwoMinHangle(FSub(piByTwo, hangle)); - const Vec4V hangle2(Vec4V_From_Vec3V(V3Merge(hangle, PiByTwoMinHangle, hangle))); - - /*const FloatV sina = FSin(hangle); - const FloatV cosa = FCos(hangle);*/ - - const Vec4V _sina = V4Sin(hangle2); - const FloatV sina = V4GetX(_sina); - const FloatV cosa = V4GetY(_sina); - - const Vec3V v = V3Scale(u, sina); - // return V4Sel(BTTTF(), Vec4V_From_Vec3V(v), V4Splat(cosa)); - return V4SetW(Vec4V_From_Vec3V(v), cosa); -} - -// Normalize -PX_FORCE_INLINE QuatV QuatNormalize(const QuatV q) -{ - return V4Normalize(q); -} - -PX_FORCE_INLINE FloatV QuatLength(const QuatV q) -{ - return V4Length(q); -} - -PX_FORCE_INLINE FloatV QuatLengthSq(const QuatV q) -{ - return V4LengthSq(q); -} - -PX_FORCE_INLINE FloatV QuatDot(const QuatV a, const QuatV b) // convert this PxQuat to a unit quaternion -{ - return V4Dot(a, b); -} - -PX_FORCE_INLINE QuatV QuatConjugate(const QuatV q) -{ - return V4SetW(V4Neg(q), V4GetW(q)); -} - -PX_FORCE_INLINE Vec3V QuatGetImaginaryPart(const QuatV q) -{ - return Vec3V_From_Vec4V(q); -} - -/** brief computes rotation of x-axis */ -PX_FORCE_INLINE Vec3V QuatGetBasisVector0(const QuatV q) -{ - /*const PxF32 x2 = x*2.0f; - const PxF32 w2 = w*2.0f; - return PxVec3( (w * w2) - 1.0f + x*x2, - (z * w2) + y*x2, - (-y * w2) + z*x2);*/ - - const FloatV two = FLoad(2.f); - const FloatV w = V4GetW(q); - const Vec3V u = Vec3V_From_Vec4V(q); - - const FloatV x2 = FMul(V3GetX(u), two); - const FloatV w2 = FMul(w, two); - - const Vec3V a = V3Scale(u, x2); - const Vec3V tmp = V3Merge(w, V3GetZ(u), FNeg(V3GetY(u))); - // const Vec3V b = V3Scale(tmp, w2); - // const Vec3V ab = V3Add(a, b); - const Vec3V ab = V3ScaleAdd(tmp, w2, a); - return V3SetX(ab, FSub(V3GetX(ab), FOne())); -} - -/** brief computes rotation of y-axis */ -PX_FORCE_INLINE Vec3V QuatGetBasisVector1(const QuatV q) -{ - /*const PxF32 y2 = y*2.0f; - const PxF32 w2 = w*2.0f; - return PxVec3( (-z * w2) + x*y2, - (w * w2) - 1.0f + y*y2, - (x * w2) + z*y2);*/ - - const FloatV two = FLoad(2.f); - const FloatV w = V4GetW(q); - const Vec3V u = Vec3V_From_Vec4V(q); - - const FloatV y2 = FMul(V3GetY(u), two); - const FloatV w2 = FMul(w, two); - - const Vec3V a = V3Scale(u, y2); - const Vec3V tmp = V3Merge(FNeg(V3GetZ(u)), w, V3GetX(u)); - // const Vec3V b = V3Scale(tmp, w2); - // const Vec3V ab = V3Add(a, b); - const Vec3V ab = V3ScaleAdd(tmp, w2, a); - return V3SetY(ab, FSub(V3GetY(ab), FOne())); -} - -/** brief computes rotation of z-axis */ -PX_FORCE_INLINE Vec3V QuatGetBasisVector2(const QuatV q) -{ - /*const PxF32 z2 = z*2.0f; - const PxF32 w2 = w*2.0f; - return PxVec3( (y * w2) + x*z2, - (-x * w2) + y*z2, - (w * w2) - 1.0f + z*z2);*/ - - const FloatV two = FLoad(2.f); - const FloatV w = V4GetW(q); - const Vec3V u = Vec3V_From_Vec4V(q); - - const FloatV z2 = FMul(V3GetZ(u), two); - const FloatV w2 = FMul(w, two); - - const Vec3V a = V3Scale(u, z2); - const Vec3V tmp = V3Merge(V3GetY(u), FNeg(V3GetX(u)), w); - /*const Vec3V b = V3Scale(tmp, w2); - const Vec3V ab = V3Add(a, b);*/ - const Vec3V ab = V3ScaleAdd(tmp, w2, a); - return V3SetZ(ab, FSub(V3GetZ(ab), FOne())); -} - -PX_FORCE_INLINE Vec3V QuatRotate(const QuatV q, const Vec3V v) -{ - /* - const PxVec3 qv(x,y,z); - return (v*(w*w-0.5f) + (qv.cross(v))*w + qv*(qv.dot(v)))*2; - */ - - const FloatV two = FLoad(2.f); - // const FloatV half = FloatV_From_F32(0.5f); - const FloatV nhalf = FLoad(-0.5f); - const Vec3V u = Vec3V_From_Vec4V(q); - const FloatV w = V4GetW(q); - // const FloatV w2 = FSub(FMul(w, w), half); - const FloatV w2 = FScaleAdd(w, w, nhalf); - const Vec3V a = V3Scale(v, w2); - // const Vec3V b = V3Scale(V3Cross(u, v), w); - // const Vec3V c = V3Scale(u, V3Dot(u, v)); - // return V3Scale(V3Add(V3Add(a, b), c), two); - const Vec3V temp = V3ScaleAdd(V3Cross(u, v), w, a); - return V3Scale(V3ScaleAdd(u, V3Dot(u, v), temp), two); -} - -PX_FORCE_INLINE Vec3V QuatTransform(const QuatV q, const Vec3V p, const Vec3V v) -{ - // p + q.rotate(v) - const FloatV two = FLoad(2.f); - // const FloatV half = FloatV_From_F32(0.5f); - const FloatV nhalf = FLoad(-0.5f); - const Vec3V u = Vec3V_From_Vec4V(q); - const FloatV w = V4GetW(q); - // const FloatV w2 = FSub(FMul(w, w), half); - const FloatV w2 = FScaleAdd(w, w, nhalf); - const Vec3V a = V3Scale(v, w2); - /*const Vec3V b = V3Scale(V3Cross(u, v), w); - const Vec3V c = V3Scale(u, V3Dot(u, v)); - return V3ScaleAdd(V3Add(V3Add(a, b), c), two, p);*/ - const Vec3V temp = V3ScaleAdd(V3Cross(u, v), w, a); - const Vec3V z = V3ScaleAdd(u, V3Dot(u, v), temp); - return V3ScaleAdd(z, two, p); -} - -PX_FORCE_INLINE Vec3V QuatRotateInv(const QuatV q, const Vec3V v) -{ - - // const PxVec3 qv(x,y,z); - // return (v*(w*w-0.5f) - (qv.cross(v))*w + qv*(qv.dot(v)))*2; - - const FloatV two = FLoad(2.f); - const FloatV nhalf = FLoad(-0.5f); - const Vec3V u = Vec3V_From_Vec4V(q); - const FloatV w = V4GetW(q); - const FloatV w2 = FScaleAdd(w, w, nhalf); - const Vec3V a = V3Scale(v, w2); - /*const Vec3V b = V3Scale(V3Cross(u, v), w); - const Vec3V c = V3Scale(u, V3Dot(u, v)); - return V3Scale(V3Add(V3Sub(a, b), c), two);*/ - const Vec3V temp = V3NegScaleSub(V3Cross(u, v), w, a); - return V3Scale(V3ScaleAdd(u, V3Dot(u, v), temp), two); -} - -PX_FORCE_INLINE QuatV QuatMul(const QuatV a, const QuatV b) -{ - const Vec3V imagA = Vec3V_From_Vec4V(a); - const Vec3V imagB = Vec3V_From_Vec4V(b); - const FloatV rA = V4GetW(a); - const FloatV rB = V4GetW(b); - - const FloatV real = FSub(FMul(rA, rB), V3Dot(imagA, imagB)); - const Vec3V v0 = V3Scale(imagA, rB); - const Vec3V v1 = V3Scale(imagB, rA); - const Vec3V v2 = V3Cross(imagA, imagB); - const Vec3V imag = V3Add(V3Add(v0, v1), v2); - - return V4SetW(Vec4V_From_Vec3V(imag), real); -} - -PX_FORCE_INLINE QuatV QuatAdd(const QuatV a, const QuatV b) -{ - return V4Add(a, b); -} - -PX_FORCE_INLINE QuatV QuatNeg(const QuatV q) -{ - return V4Neg(q); -} - -PX_FORCE_INLINE QuatV QuatSub(const QuatV a, const QuatV b) -{ - return V4Sub(a, b); -} - -PX_FORCE_INLINE QuatV QuatScale(const QuatV a, const FloatV b) -{ - return V4Scale(a, b); -} - -PX_FORCE_INLINE QuatV QuatMerge(const FloatV* const floatVArray) -{ - return V4Merge(floatVArray); -} - -PX_FORCE_INLINE QuatV QuatMerge(const FloatVArg x, const FloatVArg y, const FloatVArg z, const FloatVArg w) -{ - return V4Merge(x, y, z, w); -} - -PX_FORCE_INLINE QuatV QuatIdentity() -{ - return V4SetW(V4Zero(), FOne()); -} - -PX_FORCE_INLINE bool isFiniteQuatV(const QuatV q) -{ - return isFiniteVec4V(q); -} - -PX_FORCE_INLINE bool isValidQuatV(const QuatV q) -{ - const FloatV unitTolerance = FLoad(1e-4f); - const FloatV tmp = FAbs(FSub(QuatLength(q), FOne())); - const BoolV con = FIsGrtr(unitTolerance, tmp); - return isFiniteVec4V(q) & (BAllEqTTTT(con) == 1); -} - -PX_FORCE_INLINE bool isSaneQuatV(const QuatV q) -{ - const FloatV unitTolerance = FLoad(1e-2f); - const FloatV tmp = FAbs(FSub(QuatLength(q), FOne())); - const BoolV con = FIsGrtr(unitTolerance, tmp); - return isFiniteVec4V(q) & (BAllEqTTTT(con) == 1); -} - -PX_FORCE_INLINE Mat33V QuatGetMat33V(const QuatVArg q) -{ - // const FloatV two = FloatV_From_F32(2.f); - // const FloatV one = FOne(); - - // const FloatV x = V4GetX(q); - // const FloatV y = V4GetY(q); - // const FloatV z = V4GetZ(q); - // const Vec4V _q = V4Mul(q, two); - // - ////const FloatV w = V4GetW(q); - - // const Vec4V t0 = V4Mul(_q, x); // 2xx, 2xy, 2xz, 2xw - // const Vec4V t1 = V4Mul(_q, y); // 2xy, 2yy, 2yz, 2yw - // const Vec4V t2 = V4Mul(_q, z); // 2xz, 2yz, 2zz, 2zw - ////const Vec4V t3 = V4Mul(_q, w); // 2xw, 2yw, 2zw, 2ww - - // const FloatV xx2 = V4GetX(t0); - // const FloatV xy2 = V4GetY(t0); - // const FloatV xz2 = V4GetZ(t0); - // const FloatV xw2 = V4GetW(t0); - - // const FloatV yy2 = V4GetY(t1); - // const FloatV yz2 = V4GetZ(t1); - // const FloatV yw2 = V4GetW(t1); - - // const FloatV zz2 = V4GetZ(t2); - // const FloatV zw2 = V4GetW(t2); - - ////const FloatV ww2 = V4GetW(t3); - - // const FloatV c00 = FSub(one, FAdd(yy2, zz2)); - // const FloatV c01 = FSub(xy2, zw2); - // const FloatV c02 = FAdd(xz2, yw2); - - // const FloatV c10 = FAdd(xy2, zw2); - // const FloatV c11 = FSub(one, FAdd(xx2, zz2)); - // const FloatV c12 = FSub(yz2, xw2); - - // const FloatV c20 = FSub(xz2, yw2); - // const FloatV c21 = FAdd(yz2, xw2); - // const FloatV c22 = FSub(one, FAdd(xx2, yy2)); - - // const Vec3V c0 = V3Merge(c00, c10, c20); - // const Vec3V c1 = V3Merge(c01, c11, c21); - // const Vec3V c2 = V3Merge(c02, c12, c22); - - // return Mat33V(c0, c1, c2); - - const FloatV one = FOne(); - const FloatV x = V4GetX(q); - const FloatV y = V4GetY(q); - const FloatV z = V4GetZ(q); - const FloatV w = V4GetW(q); - - const FloatV x2 = FAdd(x, x); - const FloatV y2 = FAdd(y, y); - const FloatV z2 = FAdd(z, z); - - const FloatV xx = FMul(x2, x); - const FloatV yy = FMul(y2, y); - const FloatV zz = FMul(z2, z); - - const FloatV xy = FMul(x2, y); - const FloatV xz = FMul(x2, z); - const FloatV xw = FMul(x2, w); - - const FloatV yz = FMul(y2, z); - const FloatV yw = FMul(y2, w); - const FloatV zw = FMul(z2, w); - - const FloatV v = FSub(one, xx); - - const Vec3V column0 = V3Merge(FSub(FSub(one, yy), zz), FAdd(xy, zw), FSub(xz, yw)); - const Vec3V column1 = V3Merge(FSub(xy, zw), FSub(v, zz), FAdd(yz, xw)); - const Vec3V column2 = V3Merge(FAdd(xz, yw), FSub(yz, xw), FSub(v, yy)); - return Mat33V(column0, column1, column2); -} - -PX_FORCE_INLINE QuatV Mat33GetQuatV(const Mat33V& a) -{ - const FloatV one = FOne(); - const FloatV zero = FZero(); - const FloatV half = FLoad(0.5f); - const FloatV two = FLoad(2.f); - const FloatV scale = FLoad(0.25f); - const FloatV a00 = V3GetX(a.col0); - const FloatV a11 = V3GetY(a.col1); - const FloatV a22 = V3GetZ(a.col2); - - const FloatV a21 = V3GetZ(a.col1); // row=2, col=1; - const FloatV a12 = V3GetY(a.col2); // row=1, col=2; - const FloatV a02 = V3GetX(a.col2); // row=0, col=2; - const FloatV a20 = V3GetZ(a.col0); // row=2, col=0; - const FloatV a10 = V3GetY(a.col0); // row=1, col=0; - const FloatV a01 = V3GetX(a.col1); // row=0, col=1; - - const Vec3V vec0 = V3Merge(a21, a02, a10); - const Vec3V vec1 = V3Merge(a12, a20, a01); - const Vec3V v = V3Sub(vec0, vec1); - const Vec3V g = V3Add(vec0, vec1); - - const FloatV trace = FAdd(a00, FAdd(a11, a22)); - - if(FAllGrtrOrEq(trace, zero)) - { - const FloatV h = FSqrt(FAdd(trace, one)); - const FloatV w = FMul(half, h); - const FloatV s = FMul(half, FRecip(h)); - const Vec3V u = V3Scale(v, s); - return V4SetW(Vec4V_From_Vec3V(u), w); - } - else - { - const FloatV ntrace = FNeg(trace); - const Vec3V d = V3Merge(a00, a11, a22); - const BoolV con0 = BAllTrue3(V3IsGrtrOrEq(V3Splat(a00), d)); - const BoolV con1 = BAllTrue3(V3IsGrtrOrEq(V3Splat(a11), d)); - - const FloatV t0 = FAdd(one, FScaleAdd(a00, two, ntrace)); - const FloatV t1 = FAdd(one, FScaleAdd(a11, two, ntrace)); - const FloatV t2 = FAdd(one, FScaleAdd(a22, two, ntrace)); - - const FloatV t = FSel(con0, t0, FSel(con1, t1, t2)); - - const FloatV h = FMul(two, FSqrt(t)); - const FloatV s = FRecip(h); - const FloatV g0 = FMul(scale, h); - const Vec3V vs = V3Scale(v, s); - const Vec3V gs = V3Scale(g, s); - const FloatV gsx = V3GetX(gs); - const FloatV gsy = V3GetY(gs); - const FloatV gsz = V3GetZ(gs); - // vs.x= (a21 - a12)*s; vs.y=(a02 - a20)*s; vs.z=(a10 - a01)*s; - // gs.x= (a21 + a12)*s; gs.y=(a02 + a20)*s; gs.z=(a10 + a01)*s; - const Vec4V v0 = V4Merge(g0, gsz, gsy, V3GetX(vs)); - const Vec4V v1 = V4Merge(gsz, g0, gsx, V3GetY(vs)); - const Vec4V v2 = V4Merge(gsy, gsx, g0, V3GetZ(vs)); - return V4Sel(con0, v0, V4Sel(con1, v1, v2)); - } -} - -#endif diff --git a/PxShared/src/foundation/include/PsVecTransform.h b/PxShared/src/foundation/include/PsVecTransform.h deleted file mode 100644 index 5c16339..0000000 --- a/PxShared/src/foundation/include/PsVecTransform.h +++ /dev/null @@ -1,283 +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_PSVECTRANSFORM_H -#define PSFOUNDATION_PSVECTRANSFORM_H - -#include "PsVecMath.h" -#include "foundation/PxTransform.h" - -namespace physx -{ -namespace shdfnd -{ -namespace aos -{ - -class PsTransformV -{ - public: - QuatV q; - Vec3V p; - - PX_FORCE_INLINE PsTransformV(const PxTransform& orientation) - { - // const PxQuat oq = orientation.q; - // const PxF32 f[4] = {oq.x, oq.y, oq.z, oq.w}; - q = QuatVLoadXYZW(orientation.q.x, orientation.q.y, orientation.q.z, orientation.q.w); - // q = QuatV_From_F32Array(&oq.x); - p = V3LoadU(orientation.p); - } - - PX_FORCE_INLINE PsTransformV(const Vec3VArg p0 = V3Zero(), const QuatVArg q0 = QuatIdentity()) : q(q0), p(p0) - { - PX_ASSERT(isSaneQuatV(q0)); - } - - PX_FORCE_INLINE PsTransformV operator*(const PsTransformV& x) const - { - PX_ASSERT(x.isSane()); - return transform(x); - } - - PX_FORCE_INLINE PsTransformV getInverse() const - { - PX_ASSERT(isFinite()); - // return PxTransform(q.rotateInv(-p),q.getConjugate()); - return PsTransformV(QuatRotateInv(q, V3Neg(p)), QuatConjugate(q)); - } - - PX_FORCE_INLINE void normalize() - { - p = V3Zero(); - q = QuatIdentity(); - } - - PX_FORCE_INLINE void Invalidate() - { - p = V3Splat(FMax()); - q = QuatIdentity(); - } - - PX_FORCE_INLINE Vec3V transform(const Vec3VArg input) const - { - PX_ASSERT(isFinite()); - // return q.rotate(input) + p; - return QuatTransform(q, p, input); - } - - PX_FORCE_INLINE Vec3V transformInv(const Vec3VArg input) const - { - PX_ASSERT(isFinite()); - // return q.rotateInv(input-p); - return QuatRotateInv(q, V3Sub(input, p)); - } - - PX_FORCE_INLINE Vec3V rotate(const Vec3VArg input) const - { - PX_ASSERT(isFinite()); - // return q.rotate(input); - return QuatRotate(q, input); - } - - PX_FORCE_INLINE Vec3V rotateInv(const Vec3VArg input) const - { - PX_ASSERT(isFinite()); - // return q.rotateInv(input); - return QuatRotateInv(q, input); - } - - //! Transform transform to parent (returns compound transform: first src, then *this) - PX_FORCE_INLINE PsTransformV transform(const PsTransformV& src) const - { - PX_ASSERT(src.isSane()); - PX_ASSERT(isSane()); - // src = [srct, srcr] -> [r*srct + t, r*srcr] - // return PxTransform(q.rotate(src.p) + p, q*src.q); - return PsTransformV(V3Add(QuatRotate(q, src.p), p), QuatMul(q, src.q)); - } - - /** - \brief returns true if finite and q is a unit quaternion - */ - - PX_FORCE_INLINE bool isValid() const - { - // return p.isFinite() && q.isFinite() && q.isValid(); - return isFiniteVec3V(p) & isFiniteQuatV(q) & isValidQuatV(q); - } - - /** - \brief returns true if finite and quat magnitude is reasonably close to unit to allow for some accumulation of error - vs isValid - */ - - PX_FORCE_INLINE bool isSane() const - { - // return isFinite() && q.isSane(); - return isFinite() & isSaneQuatV(q); - } - - /** - \brief returns true if all elems are finite (not NAN or INF, etc.) - */ - PX_FORCE_INLINE bool isFinite() const - { - // return p.isFinite() && q.isFinite(); - return isFiniteVec3V(p) & isFiniteQuatV(q); - } - - //! Transform transform from parent (returns compound transform: first src, then this->inverse) - PX_FORCE_INLINE PsTransformV transformInv(const PsTransformV& src) const - { - PX_ASSERT(src.isSane()); - PX_ASSERT(isFinite()); - // src = [srct, srcr] -> [r^-1*(srct-t), r^-1*srcr] - /*PxQuat qinv = q.getConjugate(); - return PxTransform(qinv.rotate(src.p - p), qinv*src.q);*/ - const QuatV qinv = QuatConjugate(q); - const Vec3V v = QuatRotate(qinv, V3Sub(src.p, p)); - const QuatV rot = QuatMul(qinv, src.q); - return PsTransformV(v, rot); - } - - static PX_FORCE_INLINE PsTransformV createIdentity() - { - return PsTransformV(V3Zero()); - } -}; - -PX_FORCE_INLINE PsTransformV loadTransformA(const PxTransform& transform) -{ - const QuatV q0 = QuatVLoadA(&transform.q.x); - const Vec3V p0 = V3LoadA(&transform.p.x); - - return PsTransformV(p0, q0); -} - -PX_FORCE_INLINE PsTransformV loadTransformU(const PxTransform& transform) -{ - const QuatV q0 = QuatVLoadU(&transform.q.x); - const Vec3V p0 = V3LoadU(&transform.p.x); - - return PsTransformV(p0, q0); -} - -class PsMatTransformV -{ - public: - Mat33V rot; - Vec3V p; - - PX_FORCE_INLINE PsMatTransformV() - { - p = V3Zero(); - rot = M33Identity(); - } - PX_FORCE_INLINE PsMatTransformV(const Vec3VArg _p, const Mat33V& _rot) - { - p = _p; - rot = _rot; - } - - PX_FORCE_INLINE PsMatTransformV(const PsTransformV& other) - { - p = other.p; - QuatGetMat33V(other.q, rot.col0, rot.col1, rot.col2); - } - - PX_FORCE_INLINE PsMatTransformV(const Vec3VArg _p, const QuatV& quat) - { - p = _p; - QuatGetMat33V(quat, rot.col0, rot.col1, rot.col2); - } - - PX_FORCE_INLINE Vec3V getCol0() const - { - return rot.col0; - } - - PX_FORCE_INLINE Vec3V getCol1() const - { - return rot.col1; - } - - PX_FORCE_INLINE Vec3V getCol2() const - { - return rot.col2; - } - - PX_FORCE_INLINE void setCol0(const Vec3VArg col0) - { - rot.col0 = col0; - } - - PX_FORCE_INLINE void setCol1(const Vec3VArg col1) - { - rot.col1 = col1; - } - - PX_FORCE_INLINE void setCol2(const Vec3VArg col2) - { - rot.col2 = col2; - } - - PX_FORCE_INLINE Vec3V transform(const Vec3VArg input) const - { - return V3Add(p, M33MulV3(rot, input)); - } - - PX_FORCE_INLINE Vec3V transformInv(const Vec3VArg input) const - { - return M33TrnspsMulV3(rot, V3Sub(input, p)); // QuatRotateInv(q, V3Sub(input, p)); - } - - PX_FORCE_INLINE Vec3V rotate(const Vec3VArg input) const - { - return M33MulV3(rot, input); - } - - PX_FORCE_INLINE Vec3V rotateInv(const Vec3VArg input) const - { - return M33TrnspsMulV3(rot, input); - } - - PX_FORCE_INLINE PsMatTransformV transformInv(const PsMatTransformV& src) const - { - - const Vec3V v = M33TrnspsMulV3(rot, V3Sub(src.p, p)); - const Mat33V mat = M33MulM33(M33Trnsps(rot), src.rot); - return PsMatTransformV(v, mat); - } -}; -} -} -} - -#endif diff --git a/PxShared/src/foundation/include/unix/PsUnixAoS.h b/PxShared/src/foundation/include/unix/PsUnixAoS.h deleted file mode 100644 index 122879f..0000000 --- a/PxShared/src/foundation/include/unix/PsUnixAoS.h +++ /dev/null @@ -1,47 +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_PSUNIXAOS_H -#define PSFOUNDATION_PSUNIXAOS_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 - -#if PX_INTEL_FAMILY -#include "sse2/PsUnixSse2AoS.h" -#elif PX_NEON -#include "neon/PsUnixNeonAoS.h" -#else -#error No SIMD implementation for this unix platform. -#endif - -#endif // PSFOUNDATION_PSUNIXAOS_H diff --git a/PxShared/src/foundation/include/unix/PsUnixFPU.h b/PxShared/src/foundation/include/unix/PsUnixFPU.h deleted file mode 100644 index edd5522..0000000 --- a/PxShared/src/foundation/include/unix/PsUnixFPU.h +++ /dev/null @@ -1,69 +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_PSUNIXFPU_H -#define PSFOUNDATION_PSUNIXFPU_H - -#include "foundation/PxPreprocessor.h" - -#if PX_LINUX || PX_PS4 || PX_OSX - -#if PX_X86 || PX_X64 -#if PX_EMSCRIPTEN -#include <emmintrin.h> -#endif -#include <xmmintrin.h> -#elif PX_NEON -#include <arm_neon.h> -#endif - - -PX_INLINE physx::shdfnd::SIMDGuard::SIMDGuard() -{ -#if !PX_EMSCRIPTEN && (PX_X86 || PX_X64) - 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_EMSCRIPTEN && (PX_X86 || PX_X64) - // restore control word and clear exception flags - // (setting exception state flags cause exceptions on the first following fp operation) - _mm_setcsr(mControlWord & ~_MM_EXCEPT_MASK); -#endif -} - -#else -#error No SIMD implementation for this unix platform. -#endif // PX_LINUX || PX_PS4 || PX_OSX - -#endif // #ifndef PSFOUNDATION_PSUNIXFPU_H diff --git a/PxShared/src/foundation/include/unix/PsUnixInlineAoS.h b/PxShared/src/foundation/include/unix/PsUnixInlineAoS.h deleted file mode 100644 index 74002d5..0000000 --- a/PxShared/src/foundation/include/unix/PsUnixInlineAoS.h +++ /dev/null @@ -1,45 +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_PSUNIXINLINEAOS_H -#define PSFOUNDATION_PSUNIXINLINEAOS_H - -#if !COMPILE_VECTOR_INTRINSICS -#error Vector intrinsics should not be included when using scalar implementation. -#endif - -#if PX_INTEL_FAMILY -#include "sse2/PsUnixSse2InlineAoS.h" -#elif PX_NEON -#include "neon/PsUnixNeonInlineAoS.h" -#else -#error No SIMD implementation for this unix platform. -#endif - -#endif // PSFOUNDATION_PSUNIXINLINEAOS_H diff --git a/PxShared/src/foundation/include/unix/PsUnixIntrinsics.h b/PxShared/src/foundation/include/unix/PsUnixIntrinsics.h deleted file mode 100644 index e15b3b5..0000000 --- a/PxShared/src/foundation/include/unix/PsUnixIntrinsics.h +++ /dev/null @@ -1,153 +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_PSUNIXINTRINSICS_H -#define PSFOUNDATION_PSUNIXINTRINSICS_H - -#include "Ps.h" -#include "foundation/PxAssert.h" -#include <math.h> - -#if PX_ANDROID || (PX_LINUX && !(PX_X64 || PX_X64)) // x86[_64] Linux uses inline assembly for debug break -#include <signal.h> // for Ns::debugBreak() { raise(SIGTRAP); } -#endif - -#if 0 -#include <libkern/OSAtomic.h> -#endif - -// 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_LINUX || PX_ANDROID || PX_PS4 || PX_APPLE_FAMILY) -#error "This file should only be included by unix builds!!" -#endif - -namespace physx -{ -namespace shdfnd -{ - -PX_FORCE_INLINE void memoryBarrier() -{ - __sync_synchronize(); -} - -/*! -Return the index of the highest set bit. Undefined for zero arg. -*/ -PX_INLINE uint32_t highestSetBitUnsafe(uint32_t v) -{ - - return 31 - __builtin_clz(v); -} - -/*! -Return the index of the highest set bit. Undefined for zero arg. -*/ -PX_INLINE int32_t lowestSetBitUnsafe(uint32_t v) -{ - return __builtin_ctz(v); -} - -/*! -Returns the index of the highest set bit. Returns 32 for v=0. -*/ -PX_INLINE uint32_t countLeadingZeros(uint32_t v) -{ - if(v) - return __builtin_clz(v); - else - return 32; -} - -/*! -Prefetch aligned 64B x86, 32b ARM around \c ptr+offset. -*/ -PX_FORCE_INLINE void prefetchLine(const void* ptr, uint32_t offset = 0) -{ - __builtin_prefetch(reinterpret_cast<const char* PX_RESTRICT>(ptr) + offset, 0, 3); -} - -/*! -Prefetch \c count bytes starting at \c ptr. -*/ -#if PX_ANDROID || PX_IOS -PX_FORCE_INLINE void prefetch(const void* ptr, uint32_t count = 1) -{ - const char* cp = static_cast<const char*>(ptr); - size_t p = reinterpret_cast<size_t>(ptr); - uint32_t startLine = uint32_t(p >> 5), endLine = uint32_t((p + count - 1) >> 5); - uint32_t lines = endLine - startLine + 1; - do - { - prefetchLine(cp); - cp += 32; - } while(--lines); -} -#else -PX_FORCE_INLINE void prefetch(const void* ptr, uint32_t count = 1) -{ - const char* cp = reinterpret_cast<const 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); -} -#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_PSUNIXINTRINSICS_H diff --git a/PxShared/src/foundation/include/unix/PsUnixTrigConstants.h b/PxShared/src/foundation/include/unix/PsUnixTrigConstants.h deleted file mode 100644 index 7f54733..0000000 --- a/PxShared/src/foundation/include/unix/PsUnixTrigConstants.h +++ /dev/null @@ -1,82 +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_PSUNIXTRIGCONSTANTS_H -#define PSFOUNDATION_PSUNIXTRIGCONSTANTS_H - -//#define PX_GLOBALCONST extern const __declspec(selectany) -#define PX_GLOBALCONST extern const __attribute__((weak)) - -PX_ALIGN_PREFIX(16) -struct PX_VECTORF32 -{ - float f[4]; -} PX_ALIGN_SUFFIX(16); - -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 diff --git a/PxShared/src/foundation/include/unix/neon/PsUnixNeonAoS.h b/PxShared/src/foundation/include/unix/neon/PsUnixNeonAoS.h deleted file mode 100644 index 60a5be8..0000000 --- a/PxShared/src/foundation/include/unix/neon/PsUnixNeonAoS.h +++ /dev/null @@ -1,129 +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_PSUNIXNEONAOS_H -#define PSFOUNDATION_PSUNIXNEONAOS_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 - -// only ARM NEON compatible platforms should reach this -#include <arm_neon.h> - -typedef float32x2_t FloatV; -typedef float32x4_t Vec3V; -typedef float32x4_t Vec4V; -typedef uint32x4_t BoolV; -typedef float32x4_t QuatV; - -typedef uint32x4_t VecU32V; -typedef int32x4_t VecI32V; -typedef uint16x8_t VecU16V; -typedef int16x8_t VecI16V; -typedef uint8x16_t VecU8V; - -#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 VecU8VArg VecU8V & -#define QuatVArg QuatV & - -// KS - TODO - make an actual VecCrossV type for NEON -#define VecCrossV Vec3V - -typedef VecI32V VecShiftV; -#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_PSUNIXNEONAOS_H diff --git a/PxShared/src/foundation/include/unix/neon/PsUnixNeonInlineAoS.h b/PxShared/src/foundation/include/unix/neon/PsUnixNeonInlineAoS.h deleted file mode 100644 index 4df3ff6..0000000 --- a/PxShared/src/foundation/include/unix/neon/PsUnixNeonInlineAoS.h +++ /dev/null @@ -1,3579 +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_PSUNIXNEONINLINEAOS_H -#define PSFOUNDATION_PSUNIXNEONINLINEAOS_H - -#if !COMPILE_VECTOR_INTRINSICS -#error Vector intrinsics should not be included when using scalar implementation. -#endif - -// improved estimates -#define VRECIPEQ recipq_newton<1> -#define VRECIPE recip_newton<1> -#define VRECIPSQRTEQ rsqrtq_newton<1> -#define VRECIPSQRTE rsqrt_newton<1> - -// "exact" -#define VRECIPQ recipq_newton<4> -#if PX_SWITCH -// StabilizationTests.AveragePoint needs more precision to succeed. -#define VRECIP recip_newton<5> -#else -#define VRECIP recip_newton<4> -#endif -#define VRECIPSQRTQ rsqrtq_newton<4> -#define VRECIPSQRT rsqrt_newton<4> - -#define VECMATH_AOS_EPSILON (1e-3f) - -////////////////////////////////////////////////////////////////////// -//Test that Vec3V and FloatV are legal -////////////////////////////////// - -#define FLOAT_COMPONENTS_EQUAL_THRESHOLD 0.01f -PX_FORCE_INLINE bool isValidFloatV(const FloatV a) -{ - /* - PX_ALIGN(16, PxF32) data[4]; - vst1_f32(reinterpret_cast<float32_t*>(data), a); - return - PxU32* intData = reinterpret_cast<PxU32*>(data); - return intData[0] == intData[1]; - */ - PX_ALIGN(16, PxF32) data[4]; - vst1_f32(reinterpret_cast<float32_t*>(data), a); - const float32_t x = data[0]; - const float32_t y = data[1]; - - if (PxAbs(x - y) < FLOAT_COMPONENTS_EQUAL_THRESHOLD) - { - return true; - } - - if (PxAbs((x - y) / x) < FLOAT_COMPONENTS_EQUAL_THRESHOLD) - { - return true; - } - - return false; -} - -PX_FORCE_INLINE bool isValidVec3V(const Vec3V a) -{ - const float32_t w = vgetq_lane_f32(a, 3); - return (0.0f == w); - //const PxU32* intData = reinterpret_cast<const PxU32*>(&w); - //return *intData == 0; -} - -PX_FORCE_INLINE bool isAligned16(const void* a) -{ - return(0 == (size_t(a) & 0x0f)); -} - -#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(static_cast<const void*>(a))) -#else -#define ASSERT_ISVALIDVEC3V(a) -#define ASSERT_ISVALIDFLOATV(a) -#define ASSERT_ISALIGNED16(a) -#endif - -namespace internalUnitNeonSimd -{ -PX_FORCE_INLINE PxU32 BAllTrue4_R(const BoolV a) -{ - const uint16x4_t dHigh = vget_high_u16(vreinterpretq_u16_u32(a)); - const uint16x4_t dLow = vmovn_u32(a); - const uint16x8_t combined = vcombine_u16(dLow, dHigh); - const uint32x2_t finalReduce = vreinterpret_u32_u8(vmovn_u16(combined)); - return PxU32(vget_lane_u32(finalReduce, 0) == 0xffffFFFF); -} - -PX_FORCE_INLINE PxU32 BAllTrue3_R(const BoolV a) -{ - const uint16x4_t dHigh = vget_high_u16(vreinterpretq_u16_u32(a)); - const uint16x4_t dLow = vmovn_u32(a); - const uint16x8_t combined = vcombine_u16(dLow, dHigh); - const uint32x2_t finalReduce = vreinterpret_u32_u8(vmovn_u16(combined)); - return PxU32((vget_lane_u32(finalReduce, 0) & 0xffFFff) == 0xffFFff); -} - -PX_FORCE_INLINE PxU32 BAnyTrue4_R(const BoolV a) -{ - const uint16x4_t dHigh = vget_high_u16(vreinterpretq_u16_u32(a)); - const uint16x4_t dLow = vmovn_u32(a); - const uint16x8_t combined = vcombine_u16(dLow, dHigh); - const uint32x2_t finalReduce = vreinterpret_u32_u8(vmovn_u16(combined)); - return PxU32(vget_lane_u32(finalReduce, 0) != 0x0); -} - -PX_FORCE_INLINE PxU32 BAnyTrue3_R(const BoolV a) -{ - const uint16x4_t dHigh = vget_high_u16(vreinterpretq_u16_u32(a)); - const uint16x4_t dLow = vmovn_u32(a); - const uint16x8_t combined = vcombine_u16(dLow, dHigh); - const uint32x2_t finalReduce = vreinterpret_u32_u8(vmovn_u16(combined)); - return PxU32((vget_lane_u32(finalReduce, 0) & 0xffFFff) != 0); -} -} - -namespace _VecMathTests -{ -// PT: this function returns an invalid Vec3V (W!=0.0f) just for unit-testing 'isValidVec3V' -PX_FORCE_INLINE Vec3V getInvalidVec3V() -{ - PX_ALIGN(16, PxF32) data[4] = { 1.0f, 1.0f, 1.0f, 1.0f }; - return V4LoadA(data); -} - -PX_FORCE_INLINE bool allElementsEqualFloatV(const FloatV a, const FloatV b) -{ - ASSERT_ISVALIDFLOATV(a); - ASSERT_ISVALIDFLOATV(b); - return vget_lane_u32(vceq_f32(a, b), 0) != 0; -} - -PX_FORCE_INLINE bool allElementsEqualVec3V(const Vec3V a, const Vec3V b) -{ - ASSERT_ISVALIDVEC3V(a); - ASSERT_ISVALIDVEC3V(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 internalUnitNeonSimd::BAllTrue4_R(vceqq_u32(a, b)) != 0; -} - -PX_FORCE_INLINE PxU32 V4U32AllEq(const VecU32V a, const VecU32V b) -{ - return internalUnitNeonSimd::BAllTrue4_R(V4IsEqU32(a, b)); -} - -PX_FORCE_INLINE bool allElementsEqualVecU32V(const VecU32V a, const VecU32V b) -{ - return V4U32AllEq(a, b) != 0; -} - -PX_FORCE_INLINE BoolV V4IsEqI32(const VecI32V a, const VecI32V b) -{ - return vceqq_s32(a, b); -} - -PX_FORCE_INLINE PxU32 V4I32AllEq(const VecI32V a, const VecI32V b) -{ - return internalUnitNeonSimd::BAllTrue4_R(V4IsEqI32(a, b)); -} - -PX_FORCE_INLINE bool allElementsEqualVecI32V(const VecI32V a, const VecI32V b) -{ - return V4I32AllEq(a, b) != 0; -} - -PX_FORCE_INLINE bool allElementsNearEqualFloatV(const FloatV a, const FloatV b) -{ - ASSERT_ISVALIDFLOATV(a); - ASSERT_ISVALIDFLOATV(b); - - const float32x2_t c = vsub_f32(a, b); - const float32x2_t error = vdup_n_f32(VECMATH_AOS_EPSILON); -// absolute compare abs(error) > abs(c) - const uint32x2_t greater = vcagt_f32(error, c); - const uint32x2_t min = vpmin_u32(greater, greater); - return vget_lane_u32(min, 0) != 0x0; -} - -PX_FORCE_INLINE bool allElementsNearEqualVec3V(const Vec3V a, const Vec3V b) -{ - ASSERT_ISVALIDVEC3V(a); - ASSERT_ISVALIDVEC3V(b); - const float32x4_t c = vsubq_f32(a, b); - const float32x4_t error = vdupq_n_f32(VECMATH_AOS_EPSILON); -// absolute compare abs(error) > abs(c) - const uint32x4_t greater = vcagtq_f32(error, c); - return internalUnitNeonSimd::BAllTrue3_R(greater) != 0; -} - -PX_FORCE_INLINE bool allElementsNearEqualVec4V(const Vec4V a, const Vec4V b) -{ - const float32x4_t c = vsubq_f32(a, b); - const float32x4_t error = vdupq_n_f32(VECMATH_AOS_EPSILON); -// absolute compare abs(error) > abs(c) - const uint32x4_t greater = vcagtq_f32(error, c); - return internalUnitNeonSimd::BAllTrue4_R(greater) != 0x0; -} -} - -#if 0 // debugging printfs -#include <stdio.h> -PX_FORCE_INLINE void printVec(const float32x4_t& v, const char* name) -{ - PX_ALIGN(16, float32_t) data[4]; - vst1q_f32(data, v); - printf("%s: (%f, %f, %f, %f)\n", name, data[0], data[1], data[2], data[3]); -} - -PX_FORCE_INLINE void printVec(const float32x2_t& v, const char* name) -{ - PX_ALIGN(16, float32_t) data[2]; - vst1_f32(data, v); - printf("%s: (%f, %f)\n", name, data[0], data[1]); -} - -PX_FORCE_INLINE void printVec(const uint32x4_t& v, const char* name) -{ - PX_ALIGN(16, uint32_t) data[4]; - vst1q_u32(data, v); - printf("%s: (0x%x, 0x%x, 0x%x, 0x%x)\n", name, data[0], data[1], data[2], data[3]); -} - -PX_FORCE_INLINE void printVec(const uint16x8_t& v, const char* name) -{ - PX_ALIGN(16, uint16_t) data[8]; - vst1q_u16(data, v); - printf("%s: (0x%x, 0x%x, 0x%x, 0x%x, 0x%x, 0x%x, 0x%x, 0x%x)\n", name, data[0], data[1], data[2], data[3], - data[4], data[5], data[6], data[7]); -} - -PX_FORCE_INLINE void printVec(const int32x4_t& v, const char* name) -{ - PX_ALIGN(16, int32_t) data[4]; - vst1q_s32(data, v); - printf("%s: (0x%x, 0x%x, 0x%x, 0x%x)\n", name, data[0], data[1], data[2], data[3]); -} - -PX_FORCE_INLINE void printVec(const int16x8_t& v, const char* name) -{ - PX_ALIGN(16, int16_t) data[8]; - vst1q_s16(data, v); - printf("%s: (0x%x, 0x%x, 0x%x, 0x%x, 0x%x, 0x%x, 0x%x, 0x%x)\n", name, data[0], data[1], data[2], data[3], - data[4], data[5], data[6], data[7]); -} - -PX_FORCE_INLINE void printVec(const uint16x4_t& v, const char* name) -{ - PX_ALIGN(16, uint16_t) data[4]; - vst1_u16(data, v); - printf("%s: (0x%x, 0x%x, 0x%x, 0x%x)\n", name, data[0], data[1], data[2], data[3]); -} - -PX_FORCE_INLINE void printVec(const uint32x2_t& v, const char* name) -{ - PX_ALIGN(16, uint32_t) data[2]; - vst1_u32(data, v); - printf("%s: (0x%x, 0x%x)\n", name, data[0], data[1]); -} - -PX_FORCE_INLINE void printVar(const PxU32 v, const char* name) -{ - printf("%s: 0x%x\n", name, v); -} - -PX_FORCE_INLINE void printVar(const PxF32 v, const char* name) -{ - printf("%s: %f\n", name, v); -} - -#define PRINT_VAR(X) printVar((X), #X) -#define PRINT_VEC(X) printVec((X), #X) -#define PRINT_VEC_TITLE(TITLE, X) printVec((X), TITLE #X) -#endif // debugging printf - -///////////////////////////////////////////////////////////////////// -////FUNCTIONS USED ONLY FOR ASSERTS IN VECTORISED IMPLEMENTATIONS -///////////////////////////////////////////////////////////////////// - -PX_FORCE_INLINE bool isFiniteFloatV(const FloatV a) -{ - PX_ALIGN(16, PxF32) data[4]; - vst1_f32(reinterpret_cast<float32_t*>(data), a); - return PxIsFinite(data[0]) && PxIsFinite(data[1]); -} - -PX_FORCE_INLINE bool isFiniteVec3V(const Vec3V a) -{ - PX_ALIGN(16, PxF32) data[4]; - vst1q_f32(reinterpret_cast<float32_t*>(data), a); - return PxIsFinite(data[0]) && PxIsFinite(data[1]) && PxIsFinite(data[2]); -} - -PX_FORCE_INLINE bool isFiniteVec4V(const Vec4V a) -{ - PX_ALIGN(16, PxF32) data[4]; - vst1q_f32(reinterpret_cast<float32_t*>(data), a); - return PxIsFinite(data[0]) && PxIsFinite(data[1]) && PxIsFinite(data[2]) && PxIsFinite(data[3]); -} - -PX_FORCE_INLINE bool hasZeroElementinFloatV(const FloatV a) -{ - ASSERT_ISVALIDFLOATV(a); - return vget_lane_u32(vreinterpret_u32_f32(a), 0) == 0; -} - -PX_FORCE_INLINE bool hasZeroElementInVec3V(const Vec3V a) -{ - const uint32x2_t dLow = vget_low_u32(vreinterpretq_u32_f32(a)); - const uint32x2_t dMin = vpmin_u32(dLow, dLow); - - return vget_lane_u32(dMin, 0) == 0 || vgetq_lane_u32(vreinterpretq_u32_f32(a), 2) == 0; -} - -PX_FORCE_INLINE bool hasZeroElementInVec4V(const Vec4V a) -{ - const uint32x2_t dHigh = vget_high_u32(vreinterpretq_u32_f32(a)); - const uint32x2_t dLow = vget_low_u32(vreinterpretq_u32_f32(a)); - - const uint32x2_t dMin = vmin_u32(dHigh, dLow); - const uint32x2_t pairMin = vpmin_u32(dMin, dMin); - return vget_lane_u32(pairMin, 0) == 0; -} - -///////////////////////////////////////////////////////////////////// -////VECTORISED FUNCTION IMPLEMENTATIONS -///////////////////////////////////////////////////////////////////// - -PX_FORCE_INLINE FloatV FLoad(const PxF32 f) -{ - return vdup_n_f32(reinterpret_cast<const float32_t&>(f)); -} - -PX_FORCE_INLINE FloatV FLoadA(const PxF32* const f) -{ - ASSERT_ISALIGNED16(f); - return vld1_f32(reinterpret_cast<const float32_t*>(f)); -} - -PX_FORCE_INLINE Vec3V V3Load(const PxF32 f) -{ - PX_ALIGN(16, PxF32) data[4] = { f, f, f, 0.0f }; - return V4LoadA(data); -} - -PX_FORCE_INLINE Vec4V V4Load(const PxF32 f) -{ - return vdupq_n_f32(reinterpret_cast<const float32_t&>(f)); -} - -PX_FORCE_INLINE BoolV BLoad(const bool f) -{ - const PxU32 i = static_cast<PxU32>(-(static_cast<PxI32>(f))); - return vdupq_n_u32(i); -} - -PX_FORCE_INLINE Vec3V V3LoadA(const PxVec3& f) -{ - ASSERT_ISALIGNED16(&f); - PX_ALIGN(16, PxF32) data[4] = { f.x, f.y, f.z, 0.0f }; - return V4LoadA(data); -} - -PX_FORCE_INLINE Vec3V V3LoadU(const PxVec3& f) -{ - PX_ALIGN(16, PxF32) data[4] = { f.x, f.y, f.z, 0.0f }; - return V4LoadA(data); -} - -PX_FORCE_INLINE Vec3V V3LoadUnsafeA(const PxVec3& f) -{ - ASSERT_ISALIGNED16(&f); - PX_ALIGN(16, PxF32) data[4] = { f.x, f.y, f.z, 0.0f }; - return V4LoadA(data); -} - -PX_FORCE_INLINE Vec3V V3LoadA(const PxF32* f) -{ - ASSERT_ISALIGNED16(f); - PX_ALIGN(16, PxF32) data[4] = { f[0], f[1], f[2], 0.0f }; - return V4LoadA(data); -} - -PX_FORCE_INLINE Vec3V V3LoadU(const PxF32* f) -{ - PX_ALIGN(16, PxF32) data[4] = { f[0], f[1], f[2], 0.0f }; - return V4LoadA(data); -} - -PX_FORCE_INLINE Vec3V Vec3V_From_Vec4V(Vec4V v) -{ - return vsetq_lane_f32(0.0f, v, 3); -} - -PX_FORCE_INLINE Vec3V Vec3V_From_Vec4V_WUndefined(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 vcombine_f32(f, 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) -{ - PX_ALIGN(16, PxF32) data[4] = { f.x, f.y, f.z, 0.0f }; - return V4LoadA(data); -} - -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) -{ - V3StoreU(m.col0, out.column0); - V3StoreU(m.col1, out.column1); - V3StoreU(m.col2, out.column2); -} - -PX_FORCE_INLINE Vec4V V4LoadA(const PxF32* const f) -{ - ASSERT_ISALIGNED16(f); - return vld1q_f32(reinterpret_cast<const float32_t*>(f)); -} - -PX_FORCE_INLINE void V4StoreA(Vec4V a, PxF32* f) -{ - ASSERT_ISALIGNED16(f); - vst1q_f32(reinterpret_cast<float32_t*>(f), a); -} - -PX_FORCE_INLINE void V4StoreU(const Vec4V a, PxF32* f) -{ - PX_ALIGN(16, PxF32) f2[4]; - vst1q_f32(reinterpret_cast<float32_t*>(f2), a); - f[0] = f2[0]; - f[1] = f2[1]; - f[2] = f2[2]; - f[3] = f2[3]; -} - -PX_FORCE_INLINE void BStoreA(const BoolV a, PxU32* u) -{ - ASSERT_ISALIGNED16(u); - vst1q_u32(reinterpret_cast<uint32_t*>(u), a); -} - -PX_FORCE_INLINE void U4StoreA(const VecU32V uv, PxU32* u) -{ - ASSERT_ISALIGNED16(u); - vst1q_u32(reinterpret_cast<uint32_t*>(u), uv); -} - -PX_FORCE_INLINE void I4StoreA(const VecI32V iv, PxI32* i) -{ - ASSERT_ISALIGNED16(i); - vst1q_s32(reinterpret_cast<int32_t*>(i), iv); -} - -PX_FORCE_INLINE Vec4V V4LoadU(const PxF32* const f) -{ - return vld1q_f32(reinterpret_cast<const float32_t*>(f)); -} - -PX_FORCE_INLINE BoolV BLoad(const bool* const f) -{ - const PX_ALIGN(16, PxU32) b[4] = { static_cast<PxU32>(-static_cast<PxI32>(f[0])), - static_cast<PxU32>(-static_cast<PxI32>(f[1])), - static_cast<PxU32>(-static_cast<PxI32>(f[2])), - static_cast<PxU32>(-static_cast<PxI32>(f[3])) }; - return vld1q_u32(b); -} - -PX_FORCE_INLINE void FStore(const FloatV a, PxF32* PX_RESTRICT f) -{ - ASSERT_ISVALIDFLOATV(a); - // vst1q_lane_f32(f, a, 0); // causes vst1 alignment bug - *f = vget_lane_f32(a, 0); -} - -PX_FORCE_INLINE void Store_From_BoolV(const BoolV a, PxU32* PX_RESTRICT f) -{ - *f = vget_lane_u32(vget_low_u32(a), 0); -} - -PX_FORCE_INLINE void V3StoreA(const Vec3V a, PxVec3& f) -{ - ASSERT_ISALIGNED16(&f); - PX_ALIGN(16, PxF32) f2[4]; - vst1q_f32(reinterpret_cast<float32_t*>(f2), a); - f = PxVec3(f2[0], f2[1], f2[2]); -} - -PX_FORCE_INLINE void V3StoreU(const Vec3V a, PxVec3& f) -{ - PX_ALIGN(16, PxF32) f2[4]; - vst1q_f32(reinterpret_cast<float32_t*>(f2), a); - f = PxVec3(f2[0], f2[1], f2[2]); -} - -////////////////////////////////// -// FLOATV -////////////////////////////////// - -PX_FORCE_INLINE FloatV FZero() -{ - return FLoad(0.0f); -} - -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() -{ - return vreinterpret_f32_u32(vdup_n_u32(0)); -} - -PX_FORCE_INLINE FloatV IOne() -{ - return vreinterpret_f32_u32(vdup_n_u32(1)); -} - -PX_FORCE_INLINE FloatV ITwo() -{ - return vreinterpret_f32_u32(vdup_n_u32(2)); -} - -PX_FORCE_INLINE FloatV IThree() -{ - return vreinterpret_f32_u32(vdup_n_u32(3)); -} - -PX_FORCE_INLINE FloatV IFour() -{ - return vreinterpret_f32_u32(vdup_n_u32(4)); -} - -PX_FORCE_INLINE FloatV FNeg(const FloatV f) -{ - ASSERT_ISVALIDFLOATV(f); - return vneg_f32(f); -} - -PX_FORCE_INLINE FloatV FAdd(const FloatV a, const FloatV b) -{ - ASSERT_ISVALIDFLOATV(a); - ASSERT_ISVALIDFLOATV(b); - return vadd_f32(a, b); -} - -PX_FORCE_INLINE FloatV FSub(const FloatV a, const FloatV b) -{ - ASSERT_ISVALIDFLOATV(a); - ASSERT_ISVALIDFLOATV(b); - return vsub_f32(a, b); -} - -PX_FORCE_INLINE FloatV FMul(const FloatV a, const FloatV b) -{ - ASSERT_ISVALIDFLOATV(a); - ASSERT_ISVALIDFLOATV(b); - return vmul_f32(a, b); -} - -template <int n> -PX_FORCE_INLINE float32x2_t recip_newton(const float32x2_t& in) -{ - float32x2_t recip = vrecpe_f32(in); - for(int i = 0; i < n; ++i) - recip = vmul_f32(recip, vrecps_f32(in, recip)); - return recip; -} - -template <int n> -PX_FORCE_INLINE float32x4_t recipq_newton(const float32x4_t& in) -{ - float32x4_t recip = vrecpeq_f32(in); - for(int i = 0; i < n; ++i) - recip = vmulq_f32(recip, vrecpsq_f32(recip, in)); - return recip; -} - -template <int n> -PX_FORCE_INLINE float32x2_t rsqrt_newton(const float32x2_t& in) -{ - float32x2_t rsqrt = vrsqrte_f32(in); - for(int i = 0; i < n; ++i) - rsqrt = vmul_f32(rsqrt, vrsqrts_f32(vmul_f32(rsqrt, rsqrt), in)); - return rsqrt; -} - -template <int n> -PX_FORCE_INLINE float32x4_t rsqrtq_newton(const float32x4_t& in) -{ - float32x4_t rsqrt = vrsqrteq_f32(in); - for(int i = 0; i < n; ++i) - rsqrt = vmulq_f32(rsqrt, vrsqrtsq_f32(vmulq_f32(rsqrt, rsqrt), in)); - return rsqrt; -} - -PX_FORCE_INLINE FloatV FDiv(const FloatV a, const FloatV b) -{ - ASSERT_ISVALIDFLOATV(a); - ASSERT_ISVALIDFLOATV(b); - return vmul_f32(a, VRECIP(b)); -} - -PX_FORCE_INLINE FloatV FDivFast(const FloatV a, const FloatV b) -{ - ASSERT_ISVALIDFLOATV(a); - ASSERT_ISVALIDFLOATV(b); - return vmul_f32(a, VRECIPE(b)); -} - -PX_FORCE_INLINE FloatV FRecip(const FloatV a) -{ - ASSERT_ISVALIDFLOATV(a); - return VRECIP(a); -} - -PX_FORCE_INLINE FloatV FRecipFast(const FloatV a) -{ - ASSERT_ISVALIDFLOATV(a); - return VRECIPE(a); -} - -PX_FORCE_INLINE FloatV FRsqrt(const FloatV a) -{ - ASSERT_ISVALIDFLOATV(a); - return VRECIPSQRT(a); -} - -PX_FORCE_INLINE FloatV FSqrt(const FloatV a) -{ - ASSERT_ISVALIDFLOATV(a); - return FSel(FIsEq(a, FZero()), a, vmul_f32(a, VRECIPSQRT(a))); -} - -PX_FORCE_INLINE FloatV FRsqrtFast(const FloatV a) -{ - ASSERT_ISVALIDFLOATV(a); - return VRECIPSQRTE(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 vmla_f32(c, a, b); -} - -PX_FORCE_INLINE FloatV FNegScaleSub(const FloatV a, const FloatV b, const FloatV c) -{ - ASSERT_ISVALIDFLOATV(a); - ASSERT_ISVALIDFLOATV(b); - ASSERT_ISVALIDFLOATV(c); - return vmls_f32(c, a, b); -} - -PX_FORCE_INLINE FloatV FAbs(const FloatV a) -{ - ASSERT_ISVALIDFLOATV(a); - return vabs_f32(a); -} - -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(vbsl_f32(vget_low_u32(c), a, b)); - return vbsl_f32(vget_low_u32(c), a, b); -} - -PX_FORCE_INLINE BoolV FIsGrtr(const FloatV a, const FloatV b) -{ - ASSERT_ISVALIDFLOATV(a); - ASSERT_ISVALIDFLOATV(b); - return vdupq_lane_u32(vcgt_f32(a, b), 0); -} - -PX_FORCE_INLINE BoolV FIsGrtrOrEq(const FloatV a, const FloatV b) -{ - ASSERT_ISVALIDFLOATV(a); - ASSERT_ISVALIDFLOATV(b); - return vdupq_lane_u32(vcge_f32(a, b), 0); -} - -PX_FORCE_INLINE BoolV FIsEq(const FloatV a, const FloatV b) -{ - ASSERT_ISVALIDFLOATV(a); - ASSERT_ISVALIDFLOATV(b); - return vdupq_lane_u32(vceq_f32(a, b), 0); -} - -PX_FORCE_INLINE FloatV FMax(const FloatV a, const FloatV b) -{ - //ASSERT_ISVALIDFLOATV(a); - //ASSERT_ISVALIDFLOATV(b); - return vmax_f32(a, b); -} - -PX_FORCE_INLINE FloatV FMin(const FloatV a, const FloatV b) -{ - //ASSERT_ISVALIDFLOATV(a); - //ASSERT_ISVALIDFLOATV(b); - return vmin_f32(a, b); -} - -PX_FORCE_INLINE FloatV FClamp(const FloatV a, const FloatV minV, const FloatV maxV) -{ - ASSERT_ISVALIDFLOATV(minV); - ASSERT_ISVALIDFLOATV(maxV); - return vmax_f32(vmin_f32(a, maxV), minV); -} - -PX_FORCE_INLINE PxU32 FAllGrtr(const FloatV a, const FloatV b) -{ - ASSERT_ISVALIDFLOATV(a); - ASSERT_ISVALIDFLOATV(b); - return vget_lane_u32(vcgt_f32(a, b), 0); -} - -PX_FORCE_INLINE PxU32 FAllGrtrOrEq(const FloatV a, const FloatV b) -{ - ASSERT_ISVALIDFLOATV(a); - ASSERT_ISVALIDFLOATV(b); - return vget_lane_u32(vcge_f32(a, b), 0); -} - -PX_FORCE_INLINE PxU32 FAllEq(const FloatV a, const FloatV b) -{ - ASSERT_ISVALIDFLOATV(a); - ASSERT_ISVALIDFLOATV(b); - return vget_lane_u32(vceq_f32(a, b), 0); -} - -PX_FORCE_INLINE FloatV FRound(const FloatV a) -{ - ASSERT_ISVALIDFLOATV(a); - - // truncate(a + (0.5f - sign(a))) - const float32x2_t half = vdup_n_f32(0.5f); - const float32x2_t sign = vcvt_f32_u32((vshr_n_u32(vreinterpret_u32_f32(a), 31))); - const float32x2_t aPlusHalf = vadd_f32(a, half); - const float32x2_t aRound = vsub_f32(aPlusHalf, sign); - int32x2_t tmp = vcvt_s32_f32(aRound); - return vcvt_f32_s32(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 = FLoadA(g_PXReciprocalTwoPi.f); - const FloatV twoPi = FLoadA(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 = FLoadA(g_PXReciprocalTwoPi.f); - const FloatV twoPi = FLoadA(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, FOne()); - 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 PxU32(BAllEqTTTT(c)); -} - -PX_FORCE_INLINE PxU32 FOutOfBounds(const FloatV a, const FloatV bounds) -{ - ASSERT_ISVALIDFLOATV(a); - ASSERT_ISVALIDFLOATV(bounds); - const uint32x2_t greater = vcagt_f32(a, bounds); - return vget_lane_u32(greater, 0); -} - -PX_FORCE_INLINE PxU32 FInBounds(const FloatV a, const FloatV bounds) -{ - ASSERT_ISVALIDFLOATV(a); - ASSERT_ISVALIDFLOATV(bounds); - const uint32x2_t geq = vcage_f32(bounds, a); - return vget_lane_u32(geq, 0); -} - -////////////////////////////////// -// VEC3V -////////////////////////////////// - -PX_FORCE_INLINE Vec3V V3Splat(const FloatV f) -{ - ASSERT_ISVALIDFLOATV(f); - - const uint32x2_t mask = { 0xffffFFFF, 0x0 }; - - const uint32x2_t uHigh = vreinterpret_u32_f32(f); - const float32x2_t dHigh = vreinterpret_f32_u32(vand_u32(uHigh, mask)); - - return vcombine_f32(f, dHigh); -} - -PX_FORCE_INLINE Vec3V V3Merge(const FloatVArg x, const FloatVArg y, const FloatVArg z) -{ - ASSERT_ISVALIDFLOATV(x); - ASSERT_ISVALIDFLOATV(y); - ASSERT_ISVALIDFLOATV(z); - - const uint32x2_t mask = { 0xffffFFFF, 0x0 }; - - const uint32x2_t dHigh = vand_u32(vreinterpret_u32_f32(z), mask); - const uint32x2_t dLow = vext_u32(vreinterpret_u32_f32(x), vreinterpret_u32_f32(y), 1); - return vreinterpretq_f32_u32(vcombine_u32(dLow, dHigh)); -} - -PX_FORCE_INLINE Vec3V V3UnitX() -{ - const float32x4_t x = { 1.0f, 0.0f, 0.0f, 0.0f }; - return x; -} - -PX_FORCE_INLINE Vec3V V3UnitY() -{ - const float32x4_t y = { 0, 1.0f, 0, 0 }; - return y; -} - -PX_FORCE_INLINE Vec3V V3UnitZ() -{ - const float32x4_t z = { 0, 0, 1.0f, 0 }; - return z; -} - -PX_FORCE_INLINE FloatV V3GetX(const Vec3V f) -{ - ASSERT_ISVALIDVEC3V(f); - const float32x2_t fLow = vget_low_f32(f); - return vdup_lane_f32(fLow, 0); -} - -PX_FORCE_INLINE FloatV V3GetY(const Vec3V f) -{ - ASSERT_ISVALIDVEC3V(f); - const float32x2_t fLow = vget_low_f32(f); - return vdup_lane_f32(fLow, 1); -} - -PX_FORCE_INLINE FloatV V3GetZ(const Vec3V f) -{ - ASSERT_ISVALIDVEC3V(f); - const float32x2_t fhigh = vget_high_f32(f); - return vdup_lane_f32(fhigh, 0); -} - -PX_FORCE_INLINE Vec3V V3SetX(const Vec3V v, const FloatV f) -{ - ASSERT_ISVALIDVEC3V(v); - ASSERT_ISVALIDFLOATV(f); - return V4Sel(BFTTT(), v, vcombine_f32(f, f)); -} - -PX_FORCE_INLINE Vec3V V3SetY(const Vec3V v, const FloatV f) -{ - ASSERT_ISVALIDVEC3V(v); - ASSERT_ISVALIDFLOATV(f); - return V4Sel(BTFTT(), v, vcombine_f32(f, f)); -} - -PX_FORCE_INLINE Vec3V V3SetZ(const Vec3V v, const FloatV f) -{ - ASSERT_ISVALIDVEC3V(v); - ASSERT_ISVALIDFLOATV(f); - return V4Sel(BTTFT(), v, vcombine_f32(f, f)); -} - -PX_FORCE_INLINE Vec3V V3ColX(const Vec3V a, const Vec3V b, const Vec3V c) -{ - ASSERT_ISVALIDVEC3V(a); - ASSERT_ISVALIDVEC3V(b); - ASSERT_ISVALIDVEC3V(c); - - const float32x2_t aLow = vget_low_f32(a); - const float32x2_t bLow = vget_low_f32(b); - const float32x2_t cLow = vget_low_f32(c); - const float32x2_t zero = vdup_n_f32(0.0f); - - const float32x2x2_t zipL = vzip_f32(aLow, bLow); - const float32x2x2_t zipH = vzip_f32(cLow, zero); - - return vcombine_f32(zipL.val[0], zipH.val[0]); -} - -PX_FORCE_INLINE Vec3V V3ColY(const Vec3V a, const Vec3V b, const Vec3V c) -{ - ASSERT_ISVALIDVEC3V(a); - ASSERT_ISVALIDVEC3V(b); - ASSERT_ISVALIDVEC3V(c); - - const float32x2_t aLow = vget_low_f32(a); - const float32x2_t bLow = vget_low_f32(b); - const float32x2_t cLow = vget_low_f32(c); - const float32x2_t zero = vdup_n_f32(0.0f); - - const float32x2x2_t zipL = vzip_f32(aLow, bLow); - const float32x2x2_t zipH = vzip_f32(cLow, zero); - - return vcombine_f32(zipL.val[1], zipH.val[1]); -} - -PX_FORCE_INLINE Vec3V V3ColZ(const Vec3V a, const Vec3V b, const Vec3V c) -{ - ASSERT_ISVALIDVEC3V(a); - ASSERT_ISVALIDVEC3V(b); - ASSERT_ISVALIDVEC3V(c); - - const float32x2_t aHi = vget_high_f32(a); - const float32x2_t bHi = vget_high_f32(b); - const float32x2_t cHi = vget_high_f32(c); - - const float32x2x2_t zipL = vzip_f32(aHi, bHi); - - return vcombine_f32(zipL.val[0], cHi); -} - -PX_FORCE_INLINE Vec3V V3Zero() -{ - return vdupq_n_f32(0.0f); -} - -PX_FORCE_INLINE Vec3V V3Eps() -{ - return V3Load(PX_EPS_REAL); -} - -PX_FORCE_INLINE Vec3V V3One() -{ - return V3Load(1.0f); -} - -PX_FORCE_INLINE Vec3V V3Neg(const Vec3V f) -{ - ASSERT_ISVALIDVEC3V(f); - const float32x4_t tmp = vnegq_f32(f); - return vsetq_lane_f32(0.0f, tmp, 3); -} - -PX_FORCE_INLINE Vec3V V3Add(const Vec3V a, const Vec3V b) -{ - ASSERT_ISVALIDVEC3V(a); - ASSERT_ISVALIDVEC3V(b); - return vaddq_f32(a, b); -} - -PX_FORCE_INLINE Vec3V V3Add(const Vec3V a, const FloatV b) -{ - ASSERT_ISVALIDVEC3V(a); - ASSERT_ISVALIDFLOATV(b); - return vaddq_f32(a, Vec3V_From_FloatV(b)); -} - -PX_FORCE_INLINE Vec3V V3Sub(const Vec3V a, const Vec3V b) -{ - ASSERT_ISVALIDVEC3V(a); - ASSERT_ISVALIDVEC3V(b); - return vsubq_f32(a, b); -} - -PX_FORCE_INLINE Vec3V V3Sub(const Vec3V a, const FloatV b) -{ - ASSERT_ISVALIDVEC3V(a); - ASSERT_ISVALIDFLOATV(b); - return vsubq_f32(a, Vec3V_From_FloatV(b)); -} - -PX_FORCE_INLINE Vec3V V3Scale(const Vec3V a, const FloatV b) -{ - ASSERT_ISVALIDVEC3V(a); - ASSERT_ISVALIDFLOATV(b); - const float32x4_t tmp = vmulq_lane_f32(a, b, 0); - return vsetq_lane_f32(0.0f, tmp, 3); -} - -PX_FORCE_INLINE Vec3V V3Mul(const Vec3V a, const Vec3V b) -{ - ASSERT_ISVALIDVEC3V(a); - ASSERT_ISVALIDVEC3V(b); - return vmulq_f32(a, b); -} - -PX_FORCE_INLINE Vec3V V3ScaleInv(const Vec3V a, const FloatV b) -{ - ASSERT_ISVALIDVEC3V(a); - ASSERT_ISVALIDFLOATV(b); - const float32x2_t invB = VRECIP(b); - const float32x4_t tmp = vmulq_lane_f32(a, invB, 0); - return vsetq_lane_f32(0.0f, tmp, 3); -} - -PX_FORCE_INLINE Vec3V V3Div(const Vec3V a, const Vec3V b) -{ - ASSERT_ISVALIDVEC3V(a); - ASSERT_ISVALIDVEC3V(b); - float32x4_t invB = VRECIPQ(b); - invB = vsetq_lane_f32(0.0f, invB, 3); - return vmulq_f32(a, invB); -} - -PX_FORCE_INLINE Vec3V V3ScaleInvFast(const Vec3V a, const FloatV b) -{ - ASSERT_ISVALIDVEC3V(a); - ASSERT_ISVALIDFLOATV(b); - const float32x2_t invB = VRECIPE(b); - const float32x4_t tmp = vmulq_lane_f32(a, invB, 0); - return vsetq_lane_f32(0.0f, tmp, 3); -} - -PX_FORCE_INLINE Vec3V V3DivFast(const Vec3V a, const Vec3V b) -{ - ASSERT_ISVALIDVEC3V(a); - ASSERT_ISVALIDVEC3V(b); - float32x4_t invB = VRECIPEQ(b); - invB = vsetq_lane_f32(0.0f, invB, 3); - return vmulq_f32(a, invB); -} - -PX_FORCE_INLINE Vec3V V3Recip(const Vec3V a) -{ - ASSERT_ISVALIDVEC3V(a); - const float32x4_t recipA = VRECIPQ(a); - return vsetq_lane_f32(0.0f, recipA, 3); -} - -PX_FORCE_INLINE Vec3V V3RecipFast(const Vec3V a) -{ - ASSERT_ISVALIDVEC3V(a); - const float32x4_t recipA = VRECIPEQ(a); - return vsetq_lane_f32(0.0f, recipA, 3); -} - -PX_FORCE_INLINE Vec3V V3Rsqrt(const Vec3V a) -{ - ASSERT_ISVALIDVEC3V(a); - const float32x4_t rSqrA = VRECIPSQRTQ(a); - return vsetq_lane_f32(0.0f, rSqrA, 3); -} - -PX_FORCE_INLINE Vec3V V3RsqrtFast(const Vec3V a) -{ - ASSERT_ISVALIDVEC3V(a); - const float32x4_t rSqrA = VRECIPSQRTEQ(a); - return vsetq_lane_f32(0.0f, rSqrA, 3); -} - -PX_FORCE_INLINE Vec3V V3ScaleAdd(const Vec3V a, const FloatV b, const Vec3V c) -{ - ASSERT_ISVALIDVEC3V(a); - ASSERT_ISVALIDFLOATV(b); - ASSERT_ISVALIDVEC3V(c); - - float32x4_t tmp = vmlaq_lane_f32(c, a, b, 0); - // using vsetq_lane_f32 resulted in failures, - // probably related to a compiler bug on - // ndk r9d-win32, gcc 4.8, cardhu/shield - - // code with issue - // return vsetq_lane_f32(0.0f, tmp, 3); - - // workaround - float32x2_t w_z = vget_high_f32(tmp); - float32x2_t y_x = vget_low_f32(tmp); - w_z = vset_lane_f32(0.0f, w_z, 1); - return vcombine_f32(y_x, w_z); -} - -PX_FORCE_INLINE Vec3V V3NegScaleSub(const Vec3V a, const FloatV b, const Vec3V c) -{ - ASSERT_ISVALIDVEC3V(a); - ASSERT_ISVALIDFLOATV(b); - ASSERT_ISVALIDVEC3V(c); - - float32x4_t tmp = vmlsq_lane_f32(c, a, b, 0); - // using vsetq_lane_f32 resulted in failures, - // probably related to a compiler bug on - // ndk r9d-win32, gcc 4.8, cardhu/shield - - // code with issue - // return vsetq_lane_f32(0.0f, tmp, 3); - - // workaround - float32x2_t w_z = vget_high_f32(tmp); - float32x2_t y_x = vget_low_f32(tmp); - w_z = vset_lane_f32(0.0f, w_z, 1); - return vcombine_f32(y_x, w_z); -} - -PX_FORCE_INLINE Vec3V V3MulAdd(const Vec3V a, const Vec3V b, const Vec3V c) -{ - ASSERT_ISVALIDVEC3V(a); - ASSERT_ISVALIDVEC3V(b); - ASSERT_ISVALIDVEC3V(c); - return vmlaq_f32(c, a, b); -} - -PX_FORCE_INLINE Vec3V V3NegMulSub(const Vec3V a, const Vec3V b, const Vec3V c) -{ - ASSERT_ISVALIDVEC3V(a); - ASSERT_ISVALIDVEC3V(b); - ASSERT_ISVALIDVEC3V(c); - return vmlsq_f32(c, a, b); -} - -PX_FORCE_INLINE Vec3V V3Abs(const Vec3V a) -{ - ASSERT_ISVALIDVEC3V(a); - return vabsq_f32(a); -} - -PX_FORCE_INLINE FloatV V3Dot(const Vec3V a, const Vec3V b) -{ - ASSERT_ISVALIDVEC3V(a); - ASSERT_ISVALIDVEC3V(b); - - // const uint32x2_t mask = {0xffffFFFF, 0x0}; - const float32x4_t tmp = vmulq_f32(a, b); - - const float32x2_t low = vget_low_f32(tmp); - const float32x2_t high = vget_high_f32(tmp); - // const float32x2_t high = vreinterpret_f32_u32(vand_u32(vreinterpret_u32_f32(high_), mask)); - - const float32x2_t sumTmp = vpadd_f32(low, high); // = {0+z, x+y} - const float32x2_t sum0ZYX = vpadd_f32(sumTmp, sumTmp); // = {x+y+z, x+y+z} - - return sum0ZYX; -} - -PX_FORCE_INLINE Vec3V V3Cross(const Vec3V a, const Vec3V b) -{ - ASSERT_ISVALIDVEC3V(a); - ASSERT_ISVALIDVEC3V(b); - - const uint32x2_t TF = { 0xffffFFFF, 0x0 }; - const float32x2_t ay_ax = vget_low_f32(a); // d2 - const float32x2_t aw_az = vget_high_f32(a); // d3 - const float32x2_t by_bx = vget_low_f32(b); // d4 - const float32x2_t bw_bz = vget_high_f32(b); // d5 - // Hi, Lo - const float32x2_t bz_by = vext_f32(by_bx, bw_bz, 1); // bz, by - const float32x2_t az_ay = vext_f32(ay_ax, aw_az, 1); // az, ay - - const float32x2_t azbx = vmul_f32(aw_az, by_bx); // 0, az*bx - const float32x2_t aybz_axby = vmul_f32(ay_ax, bz_by); // ay*bz, ax*by - - const float32x2_t azbxSUBaxbz = vmls_f32(azbx, bw_bz, ay_ax); // 0, az*bx-ax*bz - const float32x2_t aybzSUBazby_axbySUBaybx = vmls_f32(aybz_axby, by_bx, az_ay); // ay*bz-az*by, ax*by-ay*bx - - const float32x2_t retLow = vext_f32(aybzSUBazby_axbySUBaybx, azbxSUBaxbz, 1); // az*bx-ax*bz, ay*bz-az*by - const uint32x2_t retHigh = vand_u32(TF, vreinterpret_u32_f32(aybzSUBazby_axbySUBaybx)); // 0, ax*by-ay*bx - - return vcombine_f32(retLow, vreinterpret_f32_u32(retHigh)); -} - -PX_FORCE_INLINE VecCrossV V3PrepareCross(const Vec3V a) -{ - ASSERT_ISVALIDVEC3V(a); - return a; -} - -PX_FORCE_INLINE FloatV V3Length(const Vec3V a) -{ - ASSERT_ISVALIDVEC3V(a); - - // const uint32x2_t mask = {0xffffFFFF, 0x0}; - - const float32x4_t tmp = vmulq_f32(a, a); - const float32x2_t low = vget_low_f32(tmp); - const float32x2_t high = vget_high_f32(tmp); - // const float32x2_t high = vreinterpret_f32_u32(vand_u32(vreinterpret_u32_f32(high_), mask)); - - const float32x2_t sumTmp = vpadd_f32(low, high); // = {0+z, x+y} - const float32x2_t sum0ZYX = vpadd_f32(sumTmp, sumTmp); // = {x+y+z, x+y+z} - - return FSqrt(sum0ZYX); -} - -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); - //PX_ASSERT(!FAllEq(V4LengthSq(a), FZero())); - return V3ScaleInv(a, V3Length(a)); -} - -PX_FORCE_INLINE Vec3V V3NormalizeFast(const Vec3V a) -{ - ASSERT_ISVALIDVEC3V(a); - //PX_ASSERT(!FAllEq(V4LengthSq(a), FZero())); - return V3Scale(a, VRECIPSQRTE(V3Dot(a, a))); -} - -PX_FORCE_INLINE Vec3V V3NormalizeSafe(const Vec3V a, const Vec3V unsafeReturnValue) -{ - ASSERT_ISVALIDVEC3V(a); - const FloatV zero = vdup_n_f32(0.0f); - const FloatV length = V3Length(a); - const uint32x4_t isGreaterThanZero = FIsGrtr(length, zero); - return V3Sel(isGreaterThanZero, V3ScaleInv(a, length), unsafeReturnValue); -} - -PX_FORCE_INLINE Vec3V V3Sel(const BoolV c, const Vec3V a, const Vec3V b) -{ - ASSERT_ISVALIDVEC3V( vbslq_f32(c, a, b)); - return vbslq_f32(c, a, b); -} - -PX_FORCE_INLINE BoolV V3IsGrtr(const Vec3V a, const Vec3V b) -{ - ASSERT_ISVALIDVEC3V(a); - ASSERT_ISVALIDVEC3V(b); - return vcgtq_f32(a, b); -} - -PX_FORCE_INLINE BoolV V3IsGrtrOrEq(const Vec3V a, const Vec3V b) -{ - ASSERT_ISVALIDVEC3V(a); - ASSERT_ISVALIDVEC3V(b); - return vcgeq_f32(a, b); -} - -PX_FORCE_INLINE BoolV V3IsEq(const Vec3V a, const Vec3V b) -{ - ASSERT_ISVALIDVEC3V(a); - ASSERT_ISVALIDVEC3V(b); - return vceqq_f32(a, b); -} - -PX_FORCE_INLINE Vec3V V3Max(const Vec3V a, const Vec3V b) -{ - ASSERT_ISVALIDVEC3V(a); - ASSERT_ISVALIDVEC3V(b); - return vmaxq_f32(a, b); -} - -PX_FORCE_INLINE Vec3V V3Min(const Vec3V a, const Vec3V b) -{ - ASSERT_ISVALIDVEC3V(a); - ASSERT_ISVALIDVEC3V(b); - return vminq_f32(a, b); -} - -PX_FORCE_INLINE FloatV V3ExtractMax(const Vec3V a) -{ - ASSERT_ISVALIDVEC3V(a); - - const float32x2_t low = vget_low_f32(a); - const float32x2_t high = vget_high_f32(a); - - const float32x2_t zz = vdup_lane_f32(high, 0); - const float32x2_t max0 = vpmax_f32(zz, low); - const float32x2_t max1 = vpmax_f32(max0, max0); - - return max1; -} - -PX_FORCE_INLINE FloatV V3ExtractMin(const Vec3V a) -{ - ASSERT_ISVALIDVEC3V(a); - - const float32x2_t low = vget_low_f32(a); - const float32x2_t high = vget_high_f32(a); - - const float32x2_t zz = vdup_lane_f32(high, 0); - const float32x2_t min0 = vpmin_f32(zz, low); - const float32x2_t min1 = vpmin_f32(min0, min0); - - return min1; -} - -// return (a >= 0.0f) ? 1.0f : -1.0f; -PX_FORCE_INLINE Vec3V V3Sign(const Vec3V a) -{ - ASSERT_ISVALIDVEC3V(a); - const Vec3V zero = V3Zero(); - const Vec3V one = V3One(); - const Vec3V 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(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 internalUnitNeonSimd::BAllTrue3_R(V4IsGrtr(a, b)); -} - -PX_FORCE_INLINE PxU32 V3AllGrtrOrEq(const Vec3V a, const Vec3V b) -{ - ASSERT_ISVALIDVEC3V(a); - ASSERT_ISVALIDVEC3V(b); - return internalUnitNeonSimd::BAllTrue3_R(V4IsGrtrOrEq(a, b)); -} - -PX_FORCE_INLINE PxU32 V3AllEq(const Vec3V a, const Vec3V b) -{ - ASSERT_ISVALIDVEC3V(a); - ASSERT_ISVALIDVEC3V(b); - return internalUnitNeonSimd::BAllTrue3_R(V4IsEq(a, b)); -} - -PX_FORCE_INLINE Vec3V V3Round(const Vec3V a) -{ - ASSERT_ISVALIDVEC3V(a); - // truncate(a + (0.5f - sign(a))) - const Vec3V half = V3Load(0.5f); - const float32x4_t sign = vcvtq_f32_u32((vshrq_n_u32(vreinterpretq_u32_f32(a), 31))); - const Vec3V aPlusHalf = V3Add(a, half); - const Vec3V aRound = V3Sub(aPlusHalf, sign); - return vcvtq_f32_s32(vcvtq_s32_f32(aRound)); -} - -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 = V4Mul(a, recipTwoPi); - const Vec3V b = V3Round(tmp); - const Vec3V 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 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 = V4ScaleAdd(V3, S1, V1); - Result = V4ScaleAdd(V5, S2, Result); - Result = V4ScaleAdd(V7, S3, Result); - Result = V4ScaleAdd(V9, S4, Result); - Result = V4ScaleAdd(V11, S5, Result); - Result = V4ScaleAdd(V13, S6, Result); - Result = V4ScaleAdd(V15, S7, Result); - Result = V4ScaleAdd(V17, S8, Result); - Result = V4ScaleAdd(V19, S9, Result); - Result = V4ScaleAdd(V21, S10, Result); - Result = V4ScaleAdd(V23, S11, 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 = V4Mul(a, recipTwoPi); - const Vec3V b = V3Round(tmp); - const Vec3V 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 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 = V4ScaleAdd(V2, C1, V4One()); - Result = V4ScaleAdd(V4, C2, Result); - Result = V4ScaleAdd(V6, C3, Result); - Result = V4ScaleAdd(V8, C4, Result); - Result = V4ScaleAdd(V10, C5, Result); - Result = V4ScaleAdd(V12, C6, Result); - Result = V4ScaleAdd(V14, C7, Result); - Result = V4ScaleAdd(V16, C8, Result); - Result = V4ScaleAdd(V18, C9, Result); - Result = V4ScaleAdd(V20, C10, Result); - Result = V4ScaleAdd(V22, C11, Result); - - return V4ClearW(Result); -} - -PX_FORCE_INLINE Vec3V V3PermYZZ(const Vec3V a) -{ - ASSERT_ISVALIDVEC3V(a); - const float32x2_t xy = vget_low_f32(a); - const float32x2_t zw = vget_high_f32(a); - const float32x2_t yz = vext_f32(xy, zw, 1); - return vcombine_f32(yz, zw); -} - -PX_FORCE_INLINE Vec3V V3PermXYX(const Vec3V a) -{ - ASSERT_ISVALIDVEC3V(a); - const uint32x2_t mask = { 0xffffFFFF, 0x0 }; - - const uint32x2_t xy = vget_low_u32(vreinterpretq_u32_f32(a)); - const uint32x2_t xw = vand_u32(xy, mask); - return vreinterpretq_f32_u32(vcombine_u32(xy, xw)); -} - -PX_FORCE_INLINE Vec3V V3PermYZX(const Vec3V a) -{ - ASSERT_ISVALIDVEC3V(a); - const uint32x2_t mask = { 0xffffFFFF, 0x0 }; - - const uint32x2_t xy = vget_low_u32(vreinterpretq_u32_f32(a)); - const uint32x2_t zw = vget_high_u32(vreinterpretq_u32_f32(a)); - const uint32x2_t yz = vext_u32(xy, zw, 1); - const uint32x2_t xw = vand_u32(xy, mask); - return vreinterpretq_f32_u32(vcombine_u32(yz, xw)); -} - -PX_FORCE_INLINE Vec3V V3PermZXY(const Vec3V a) -{ - ASSERT_ISVALIDVEC3V(a); - - const uint32x2_t xy = vget_low_u32(vreinterpretq_u32_f32(a)); - const uint32x2_t zw = vget_high_u32(vreinterpretq_u32_f32(a)); - const uint32x2_t wz = vrev64_u32(zw); - - const uint32x2_t zx = vext_u32(wz, xy, 1); - const uint32x2_t yw = vext_u32(xy, wz, 1); - - return vreinterpretq_f32_u32(vcombine_u32(zx, yw)); -} - -PX_FORCE_INLINE Vec3V V3PermZZY(const Vec3V a) -{ - ASSERT_ISVALIDVEC3V(a); - - const uint32x2_t xy = vget_low_u32(vreinterpretq_u32_f32(a)); - const uint32x2_t zw = vget_high_u32(vreinterpretq_u32_f32(a)); - - const uint32x2_t wz = vrev64_u32(zw); - const uint32x2_t yw = vext_u32(xy, wz, 1); - const uint32x2_t zz = vdup_lane_u32(wz, 1); - - return vreinterpretq_f32_u32(vcombine_u32(zz, yw)); -} - -PX_FORCE_INLINE Vec3V V3PermYXX(const Vec3V a) -{ - ASSERT_ISVALIDVEC3V(a); - - const uint32x2_t mask = { 0xffffFFFF, 0x0 }; - - const uint32x2_t xy = vget_low_u32(vreinterpretq_u32_f32(a)); - const uint32x2_t yx = vrev64_u32(xy); - const uint32x2_t xw = vand_u32(xy, mask); - return vreinterpretq_f32_u32(vcombine_u32(yx, xw)); -} - -PX_FORCE_INLINE Vec3V V3Perm_Zero_1Z_0Y(const Vec3V v0, const Vec3V v1) -{ - ASSERT_ISVALIDVEC3V(v0); - ASSERT_ISVALIDVEC3V(v1); - - const uint32x2_t xy = vget_low_u32(vreinterpretq_u32_f32(v0)); - const uint32x2_t zw = vget_high_u32(vreinterpretq_u32_f32(v1)); - const uint32x2_t wz = vrev64_u32(zw); - const uint32x2_t yw = vext_u32(xy, wz, 1); - - return vreinterpretq_f32_u32(vcombine_u32(wz, yw)); -} - -PX_FORCE_INLINE Vec3V V3Perm_0Z_Zero_1X(const Vec3V v0, const Vec3V v1) -{ - ASSERT_ISVALIDVEC3V(v0); - ASSERT_ISVALIDVEC3V(v1); - - const uint32x2_t mask = { 0xffffFFFF, 0x0 }; - - const uint32x2_t zw = vget_high_u32(vreinterpretq_u32_f32(v0)); - const uint32x2_t xy = vget_low_u32(vreinterpretq_u32_f32(v1)); - const uint32x2_t xw = vand_u32(xy, mask); - - return vreinterpretq_f32_u32(vcombine_u32(zw, xw)); -} - -PX_FORCE_INLINE Vec3V V3Perm_1Y_0X_Zero(const Vec3V v0, const Vec3V v1) -{ - ASSERT_ISVALIDVEC3V(v0); - ASSERT_ISVALIDVEC3V(v1); - - const uint32x2_t axy = vget_low_u32(vreinterpretq_u32_f32(v0)); - const uint32x2_t bxy = vget_low_u32(vreinterpretq_u32_f32(v1)); - const uint32x2_t byax = vext_u32(bxy, axy, 1); - const uint32x2_t ww = vdup_n_u32(0); - - return vreinterpretq_f32_u32(vcombine_u32(byax, ww)); -} - -PX_FORCE_INLINE FloatV V3SumElems(const Vec3V a) -{ - ASSERT_ISVALIDVEC3V(a); - - // const uint32x2_t mask = {0xffffFFFF, 0x0}; - - const float32x2_t low = vget_low_f32(a); - const float32x2_t high = vget_high_f32(a); - // const float32x2_t high = vreinterpret_f32_u32(vand_u32(vreinterpret_u32_f32(high_), mask)); - - const float32x2_t sumTmp = vpadd_f32(low, high); // = {0+z, x+y} - const float32x2_t sum0ZYX = vpadd_f32(sumTmp, sumTmp); // = {x+y+z, x+y+z} - - return sum0ZYX; -} - -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 internalUnitNeonSimd::BAnyTrue3_R(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 internalUnitNeonSimd::BAllTrue4_R(c); -} - -PX_FORCE_INLINE PxU32 V3OutOfBounds(const Vec3V a, const Vec3V bounds) -{ - ASSERT_ISVALIDVEC3V(a); - ASSERT_ISVALIDVEC3V(bounds); - - const BoolV greater = V3IsGrtr(V3Abs(a), bounds); - return internalUnitNeonSimd::BAnyTrue3_R(greater); -} - -PX_FORCE_INLINE PxU32 V3InBounds(const Vec3V a, const Vec3V bounds) -{ - ASSERT_ISVALIDVEC3V(a); - ASSERT_ISVALIDVEC3V(bounds); - - const BoolV greaterOrEq = V3IsGrtrOrEq(bounds, V3Abs(a)); - return internalUnitNeonSimd::BAllTrue4_R(greaterOrEq); -} - -PX_FORCE_INLINE void V3Transpose(Vec3V& col0, Vec3V& col1, Vec3V& col2) -{ - ASSERT_ISVALIDVEC3V(col0); - ASSERT_ISVALIDVEC3V(col1); - ASSERT_ISVALIDVEC3V(col2); - - Vec3V col3 = V3Zero(); - const float32x4x2_t v0v1 = vzipq_f32(col0, col2); - const float32x4x2_t v2v3 = vzipq_f32(col1, col3); - const float32x4x2_t zip0 = vzipq_f32(v0v1.val[0], v2v3.val[0]); - const float32x4x2_t zip1 = vzipq_f32(v0v1.val[1], v2v3.val[1]); - col0 = zip0.val[0]; - col1 = zip0.val[1]; - col2 = zip1.val[0]; - // col3 = zip1.val[1]; -} - -////////////////////////////////// -// VEC4V -////////////////////////////////// - -PX_FORCE_INLINE Vec4V V4Splat(const FloatV f) -{ - ASSERT_ISVALIDFLOATV(f); - return vcombine_f32(f, 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 uint32x2_t xLow = vreinterpret_u32_f32(floatVArray[0]); - const uint32x2_t yLow = vreinterpret_u32_f32(floatVArray[1]); - const uint32x2_t zLow = vreinterpret_u32_f32(floatVArray[2]); - const uint32x2_t wLow = vreinterpret_u32_f32(floatVArray[3]); - - const uint32x2_t dLow = vext_u32(xLow, yLow, 1); - const uint32x2_t dHigh = vext_u32(zLow, wLow, 1); - - return vreinterpretq_f32_u32(vcombine_u32(dLow, dHigh)); -} - -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 uint32x2_t xLow = vreinterpret_u32_f32(x); - const uint32x2_t yLow = vreinterpret_u32_f32(y); - const uint32x2_t zLow = vreinterpret_u32_f32(z); - const uint32x2_t wLow = vreinterpret_u32_f32(w); - - const uint32x2_t dLow = vext_u32(xLow, yLow, 1); - const uint32x2_t dHigh = vext_u32(zLow, wLow, 1); - - return vreinterpretq_f32_u32(vcombine_u32(dLow, dHigh)); -} - -PX_FORCE_INLINE Vec4V V4MergeW(const Vec4VArg x, const Vec4VArg y, const Vec4VArg z, const Vec4VArg w) -{ - const float32x2_t xx = vget_high_f32(x); - const float32x2_t yy = vget_high_f32(y); - const float32x2_t zz = vget_high_f32(z); - const float32x2_t ww = vget_high_f32(w); - - const float32x2x2_t zipL = vzip_f32(xx, yy); - const float32x2x2_t zipH = vzip_f32(zz, ww); - - return vcombine_f32(zipL.val[1], zipH.val[1]); -} - -PX_FORCE_INLINE Vec4V V4MergeZ(const Vec4VArg x, const Vec4VArg y, const Vec4VArg z, const Vec4VArg w) -{ - const float32x2_t xx = vget_high_f32(x); - const float32x2_t yy = vget_high_f32(y); - const float32x2_t zz = vget_high_f32(z); - const float32x2_t ww = vget_high_f32(w); - - const float32x2x2_t zipL = vzip_f32(xx, yy); - const float32x2x2_t zipH = vzip_f32(zz, ww); - - return vcombine_f32(zipL.val[0], zipH.val[0]); -} - -PX_FORCE_INLINE Vec4V V4MergeY(const Vec4VArg x, const Vec4VArg y, const Vec4VArg z, const Vec4VArg w) -{ - const float32x2_t xx = vget_low_f32(x); - const float32x2_t yy = vget_low_f32(y); - const float32x2_t zz = vget_low_f32(z); - const float32x2_t ww = vget_low_f32(w); - - const float32x2x2_t zipL = vzip_f32(xx, yy); - const float32x2x2_t zipH = vzip_f32(zz, ww); - - return vcombine_f32(zipL.val[1], zipH.val[1]); -} - -PX_FORCE_INLINE Vec4V V4MergeX(const Vec4VArg x, const Vec4VArg y, const Vec4VArg z, const Vec4VArg w) -{ - const float32x2_t xx = vget_low_f32(x); - const float32x2_t yy = vget_low_f32(y); - const float32x2_t zz = vget_low_f32(z); - const float32x2_t ww = vget_low_f32(w); - - const float32x2x2_t zipL = vzip_f32(xx, yy); - const float32x2x2_t zipH = vzip_f32(zz, ww); - - return vcombine_f32(zipL.val[0], zipH.val[0]); -} - -PX_FORCE_INLINE Vec4V V4UnpackXY(const Vec4VArg a, const Vec4VArg b) -{ - return vzipq_f32(a, b).val[0]; -} - -PX_FORCE_INLINE Vec4V V4UnpackZW(const Vec4VArg a, const Vec4VArg b) -{ - return vzipq_f32(a, b).val[1]; -} - -PX_FORCE_INLINE Vec4V V4UnitW() -{ - const float32x2_t zeros = vreinterpret_f32_u32(vmov_n_u32(0)); - const float32x2_t ones = vmov_n_f32(1.0f); - const float32x2_t zo = vext_f32(zeros, ones, 1); - return vcombine_f32(zeros, zo); -} - -PX_FORCE_INLINE Vec4V V4UnitX() -{ - const float32x2_t zeros = vreinterpret_f32_u32(vmov_n_u32(0)); - const float32x2_t ones = vmov_n_f32(1.0f); - const float32x2_t oz = vext_f32(ones, zeros, 1); - return vcombine_f32(oz, zeros); -} - -PX_FORCE_INLINE Vec4V V4UnitY() -{ - const float32x2_t zeros = vreinterpret_f32_u32(vmov_n_u32(0)); - const float32x2_t ones = vmov_n_f32(1.0f); - const float32x2_t zo = vext_f32(zeros, ones, 1); - return vcombine_f32(zo, zeros); -} - -PX_FORCE_INLINE Vec4V V4UnitZ() -{ - const float32x2_t zeros = vreinterpret_f32_u32(vmov_n_u32(0)); - const float32x2_t ones = vmov_n_f32(1.0f); - const float32x2_t oz = vext_f32(ones, zeros, 1); - return vcombine_f32(zeros, oz); -} - -PX_FORCE_INLINE FloatV V4GetW(const Vec4V f) -{ - const float32x2_t fhigh = vget_high_f32(f); - return vdup_lane_f32(fhigh, 1); -} - -PX_FORCE_INLINE FloatV V4GetX(const Vec4V f) -{ - const float32x2_t fLow = vget_low_f32(f); - return vdup_lane_f32(fLow, 0); -} - -PX_FORCE_INLINE FloatV V4GetY(const Vec4V f) -{ - const float32x2_t fLow = vget_low_f32(f); - return vdup_lane_f32(fLow, 1); -} - -PX_FORCE_INLINE FloatV V4GetZ(const Vec4V f) -{ - const float32x2_t fhigh = vget_high_f32(f); - return vdup_lane_f32(fhigh, 0); -} - -PX_FORCE_INLINE Vec4V V4SetW(const Vec4V v, const FloatV f) -{ - ASSERT_ISVALIDFLOATV(f); - return V4Sel(BTTTF(), v, vcombine_f32(f, f)); -} - -PX_FORCE_INLINE Vec4V V4SetX(const Vec4V v, const FloatV f) -{ - ASSERT_ISVALIDFLOATV(f); - return V4Sel(BFTTT(), v, vcombine_f32(f, f)); -} - -PX_FORCE_INLINE Vec4V V4SetY(const Vec4V v, const FloatV f) -{ - ASSERT_ISVALIDFLOATV(f); - return V4Sel(BTFTT(), v, vcombine_f32(f, f)); -} - -PX_FORCE_INLINE Vec4V V4SetZ(const Vec4V v, const FloatV f) -{ - ASSERT_ISVALIDFLOATV(f); - return V4Sel(BTTFT(), v, vcombine_f32(f, f)); -} - -PX_FORCE_INLINE Vec4V V4ClearW(const Vec4V v) -{ - return V4Sel(BTTTF(), v, V4Zero()); -} - -PX_FORCE_INLINE Vec4V V4PermYXWZ(const Vec4V a) -{ - const float32x2_t xy = vget_low_f32(a); - const float32x2_t zw = vget_high_f32(a); - const float32x2_t yx = vext_f32(xy, xy, 1); - const float32x2_t wz = vext_f32(zw, zw, 1); - return vcombine_f32(yx, wz); -} - -PX_FORCE_INLINE Vec4V V4PermXZXZ(const Vec4V a) -{ - const float32x2_t xy = vget_low_f32(a); - const float32x2_t zw = vget_high_f32(a); - const float32x2x2_t xzyw = vzip_f32(xy, zw); - return vcombine_f32(xzyw.val[0], xzyw.val[0]); -} - -PX_FORCE_INLINE Vec4V V4PermYWYW(const Vec4V a) -{ - const float32x2_t xy = vget_low_f32(a); - const float32x2_t zw = vget_high_f32(a); - const float32x2x2_t xzyw = vzip_f32(xy, zw); - return vcombine_f32(xzyw.val[1], xzyw.val[1]); -} - -PX_FORCE_INLINE Vec4V V4PermYZXW(const Vec4V a) -{ - const uint32x2_t xy = vget_low_u32(vreinterpretq_u32_f32(a)); - const uint32x2_t zw = vget_high_u32(vreinterpretq_u32_f32(a)); - const uint32x2_t yz = vext_u32(xy, zw, 1); - const uint32x2_t xw = vrev64_u32(vext_u32(zw, xy, 1)); - return vreinterpretq_f32_u32(vcombine_u32(yz, xw)); -} - -template <PxU8 E0, PxU8 E1, PxU8 E2, PxU8 E3> -PX_FORCE_INLINE Vec4V V4Perm(const Vec4V V) -{ - static const uint32_t ControlElement[4] = - { -#if 1 - 0x03020100, // XM_SWIZZLE_X - 0x07060504, // XM_SWIZZLE_Y - 0x0B0A0908, // XM_SWIZZLE_Z - 0x0F0E0D0C, // XM_SWIZZLE_W -#else - 0x00010203, // XM_SWIZZLE_X - 0x04050607, // XM_SWIZZLE_Y - 0x08090A0B, // XM_SWIZZLE_Z - 0x0C0D0E0F, // XM_SWIZZLE_W -#endif - }; - - uint8x8x2_t tbl; - tbl.val[0] = vreinterpret_u8_f32(vget_low_f32(V)); - tbl.val[1] = vreinterpret_u8_f32(vget_high_f32(V)); - - uint8x8_t idx = - vcreate_u8(static_cast<uint64_t>(ControlElement[E0]) | (static_cast<uint64_t>(ControlElement[E1]) << 32)); - const uint8x8_t rL = vtbl2_u8(tbl, idx); - idx = vcreate_u8(static_cast<uint64_t>(ControlElement[E2]) | (static_cast<uint64_t>(ControlElement[E3]) << 32)); - const uint8x8_t rH = vtbl2_u8(tbl, idx); - return vreinterpretq_f32_u8(vcombine_u8(rL, rH)); -} - -// PT: this seems measurably slower than the hardcoded version -/*PX_FORCE_INLINE Vec4V V4PermYZXW(const Vec4V a) -{ - return V4Perm<1, 2, 0, 3>(a); -}*/ - -PX_FORCE_INLINE Vec4V V4Zero() -{ - return vreinterpretq_f32_u32(vmovq_n_u32(0)); - // return vmovq_n_f32(0.0f); -} - -PX_FORCE_INLINE Vec4V V4One() -{ - return vmovq_n_f32(1.0f); -} - -PX_FORCE_INLINE Vec4V V4Eps() -{ - // return vmovq_n_f32(PX_EPS_REAL); - return V4Load(PX_EPS_REAL); -} - -PX_FORCE_INLINE Vec4V V4Neg(const Vec4V f) -{ - return vnegq_f32(f); -} - -PX_FORCE_INLINE Vec4V V4Add(const Vec4V a, const Vec4V b) -{ - return vaddq_f32(a, b); -} - -PX_FORCE_INLINE Vec4V V4Sub(const Vec4V a, const Vec4V b) -{ - return vsubq_f32(a, b); -} - -PX_FORCE_INLINE Vec4V V4Scale(const Vec4V a, const FloatV b) -{ - return vmulq_lane_f32(a, b, 0); -} - -PX_FORCE_INLINE Vec4V V4Mul(const Vec4V a, const Vec4V b) -{ - return vmulq_f32(a, b); -} - -PX_FORCE_INLINE Vec4V V4ScaleInv(const Vec4V a, const FloatV b) -{ - ASSERT_ISVALIDFLOATV(b); - const float32x2_t invB = VRECIP(b); - return vmulq_lane_f32(a, invB, 0); -} - -PX_FORCE_INLINE Vec4V V4Div(const Vec4V a, const Vec4V b) -{ - const float32x4_t invB = VRECIPQ(b); - return vmulq_f32(a, invB); -} - -PX_FORCE_INLINE Vec4V V4ScaleInvFast(const Vec4V a, const FloatV b) -{ - ASSERT_ISVALIDFLOATV(b); - const float32x2_t invB = VRECIPE(b); - return vmulq_lane_f32(a, invB, 0); -} - -PX_FORCE_INLINE Vec4V V4DivFast(const Vec4V a, const Vec4V b) -{ - const float32x4_t invB = VRECIPEQ(b); - return vmulq_f32(a, invB); -} - -PX_FORCE_INLINE Vec4V V4Recip(const Vec4V a) -{ - return VRECIPQ(a); -} - -PX_FORCE_INLINE Vec4V V4RecipFast(const Vec4V a) -{ - return VRECIPEQ(a); -} - -PX_FORCE_INLINE Vec4V V4Rsqrt(const Vec4V a) -{ - return VRECIPSQRTQ(a); -} - -PX_FORCE_INLINE Vec4V V4RsqrtFast(const Vec4V a) -{ - return VRECIPSQRTEQ(a); -} - -PX_FORCE_INLINE Vec4V V4Sqrt(const Vec4V a) -{ - return V4Sel(V4IsEq(a, V4Zero()), a, V4Mul(a, VRECIPSQRTQ(a))); -} - -PX_FORCE_INLINE Vec4V V4ScaleAdd(const Vec4V a, const FloatV b, const Vec4V c) -{ - ASSERT_ISVALIDFLOATV(b); - return vmlaq_lane_f32(c, a, b, 0); -} - -PX_FORCE_INLINE Vec4V V4NegScaleSub(const Vec4V a, const FloatV b, const Vec4V c) -{ - ASSERT_ISVALIDFLOATV(b); - return vmlsq_lane_f32(c, a, b, 0); -} - -PX_FORCE_INLINE Vec4V V4MulAdd(const Vec4V a, const Vec4V b, const Vec4V c) -{ - return vmlaq_f32(c, a, b); -} - -PX_FORCE_INLINE Vec4V V4NegMulSub(const Vec4V a, const Vec4V b, const Vec4V c) -{ - return vmlsq_f32(c, a, b); -} - -PX_FORCE_INLINE Vec4V V4Abs(const Vec4V a) -{ - return vabsq_f32(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 float32x4_t tmp = vmulq_f32(a, b); - const float32x2_t low = vget_low_f32(tmp); - const float32x2_t high = vget_high_f32(tmp); - - const float32x2_t sumTmp = vpadd_f32(low, high); // = {z+w, x+y} - const float32x2_t sumWZYX = vpadd_f32(sumTmp, sumTmp); // = {x+y+z+w, x+y+z+w} - return sumWZYX; -} - -PX_FORCE_INLINE FloatV V4Dot3(const Vec4V aa, const Vec4V bb) -{ - // PT: the V3Dot code relies on the fact that W=0 so we can't reuse it as-is, we need to clear W first. - // TODO: find a better implementation that does not need to clear W. - const Vec4V a = V4ClearW(aa); - const Vec4V b = V4ClearW(bb); - - const float32x4_t tmp = vmulq_f32(a, b); - const float32x2_t low = vget_low_f32(tmp); - const float32x2_t high = vget_high_f32(tmp); - - const float32x2_t sumTmp = vpadd_f32(low, high); // = {0+z, x+y} - const float32x2_t sum0ZYX = vpadd_f32(sumTmp, sumTmp); // = {x+y+z, x+y+z} - return sum0ZYX; -} - -PX_FORCE_INLINE Vec4V V4Cross(const Vec4V a, const Vec4V b) -{ - const uint32x2_t TF = { 0xffffFFFF, 0x0 }; - const float32x2_t ay_ax = vget_low_f32(a); // d2 - const float32x2_t aw_az = vget_high_f32(a); // d3 - const float32x2_t by_bx = vget_low_f32(b); // d4 - const float32x2_t bw_bz = vget_high_f32(b); // d5 - // Hi, Lo - const float32x2_t bz_by = vext_f32(by_bx, bw_bz, 1); // bz, by - const float32x2_t az_ay = vext_f32(ay_ax, aw_az, 1); // az, ay - - const float32x2_t azbx = vmul_f32(aw_az, by_bx); // 0, az*bx - const float32x2_t aybz_axby = vmul_f32(ay_ax, bz_by); // ay*bz, ax*by - - const float32x2_t azbxSUBaxbz = vmls_f32(azbx, bw_bz, ay_ax); // 0, az*bx-ax*bz - const float32x2_t aybzSUBazby_axbySUBaybx = vmls_f32(aybz_axby, by_bx, az_ay); // ay*bz-az*by, ax*by-ay*bx - - const float32x2_t retLow = vext_f32(aybzSUBazby_axbySUBaybx, azbxSUBaxbz, 1); // az*bx-ax*bz, ay*bz-az*by - const uint32x2_t retHigh = vand_u32(TF, vreinterpret_u32_f32(aybzSUBazby_axbySUBaybx)); // 0, ax*by-ay*bx - - return vcombine_f32(retLow, vreinterpret_f32_u32(retHigh)); -} - -PX_FORCE_INLINE FloatV V4Length(const Vec4V a) -{ - const float32x4_t tmp = vmulq_f32(a, a); - const float32x2_t low = vget_low_f32(tmp); - const float32x2_t high = vget_high_f32(tmp); - - const float32x2_t sumTmp = vpadd_f32(low, high); // = {0+z, x+y} - const float32x2_t sumWZYX = vpadd_f32(sumTmp, sumTmp); // = {x+y+z, x+y+z} - return FSqrt(sumWZYX); -} - -PX_FORCE_INLINE FloatV V4LengthSq(const Vec4V a) -{ - return V4Dot(a, a); -} - -PX_FORCE_INLINE Vec4V V4Normalize(const Vec4V a) -{ - //PX_ASSERT(!FAllEq(V4LengthSq(a), FZero())); - return V4ScaleInv(a, V4Length(a)); -} - -PX_FORCE_INLINE Vec4V V4NormalizeFast(const Vec4V a) -{ - //PX_ASSERT(!FAllEq(V4LengthSq(a), FZero())); - return V4Scale(a, FRsqrtFast(V4Dot(a, a))); -} - -PX_FORCE_INLINE Vec4V V4NormalizeSafe(const Vec4V a, const Vec4V unsafeReturnValue) -{ - const FloatV zero = FZero(); - const FloatV length = V4Length(a); - const uint32x4_t isGreaterThanZero = FIsGrtr(length, zero); - return V4Sel(isGreaterThanZero, V4ScaleInv(a, length), unsafeReturnValue); -} - -PX_FORCE_INLINE BoolV V4IsEqU32(const VecU32V a, const VecU32V b) -{ - return vceqq_u32(a, b); -} - -PX_FORCE_INLINE Vec4V V4Sel(const BoolV c, const Vec4V a, const Vec4V b) -{ - return vbslq_f32(c, a, b); -} - -PX_FORCE_INLINE BoolV V4IsGrtr(const Vec4V a, const Vec4V b) -{ - return vcgtq_f32(a, b); -} - -PX_FORCE_INLINE BoolV V4IsGrtrOrEq(const Vec4V a, const Vec4V b) -{ - return vcgeq_f32(a, b); -} - -PX_FORCE_INLINE BoolV V4IsEq(const Vec4V a, const Vec4V b) -{ - return vceqq_f32(a, b); -} - -PX_FORCE_INLINE Vec4V V4Max(const Vec4V a, const Vec4V b) -{ - return vmaxq_f32(a, b); -} - -PX_FORCE_INLINE Vec4V V4Min(const Vec4V a, const Vec4V b) -{ - return vminq_f32(a, b); -} - -PX_FORCE_INLINE FloatV V4ExtractMax(const Vec4V a) -{ - const float32x2_t low = vget_low_f32(a); - const float32x2_t high = vget_high_f32(a); - - const float32x2_t max0 = vpmax_f32(high, low); - const float32x2_t max1 = vpmax_f32(max0, max0); - - return max1; -} - -PX_FORCE_INLINE FloatV V4ExtractMin(const Vec4V a) -{ - const float32x2_t low = vget_low_f32(a); - const float32x2_t high = vget_high_f32(a); - - const float32x2_t min0 = vpmin_f32(high, low); - const float32x2_t min1 = vpmin_f32(min0, min0); - - return min1; -} - -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 internalUnitNeonSimd::BAllTrue4_R(V4IsGrtr(a, b)); -} - -PX_FORCE_INLINE PxU32 V4AllGrtrOrEq(const Vec4V a, const Vec4V b) -{ - return internalUnitNeonSimd::BAllTrue4_R(V4IsGrtrOrEq(a, b)); -} - -PX_FORCE_INLINE PxU32 V4AllGrtrOrEq3(const Vec4V a, const Vec4V b) -{ - return internalUnitNeonSimd::BAllTrue3_R(V4IsGrtrOrEq(a, b)); -} - -PX_FORCE_INLINE PxU32 V4AllEq(const Vec4V a, const Vec4V b) -{ - return internalUnitNeonSimd::BAllTrue4_R(V4IsEq(a, b)); -} - -PX_FORCE_INLINE PxU32 V4AnyGrtr3(const Vec4V a, const Vec4V b) -{ - return internalUnitNeonSimd::BAnyTrue3_R(V4IsGrtr(a, b)); -} - -PX_FORCE_INLINE Vec4V V4Round(const Vec4V a) -{ - // truncate(a + (0.5f - sign(a))) - const Vec4V half = V4Load(0.5f); - const float32x4_t sign = vcvtq_f32_u32((vshrq_n_u32(vreinterpretq_u32_f32(a), 31))); - const Vec4V aPlusHalf = V4Add(a, half); - const Vec4V aRound = V4Sub(aPlusHalf, sign); - return vcvtq_f32_s32(vcvtq_s32_f32(aRound)); -} - -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 = V4ScaleAdd(V3, S1, V1); - Result = V4ScaleAdd(V5, S2, Result); - Result = V4ScaleAdd(V7, S3, Result); - Result = V4ScaleAdd(V9, S4, Result); - Result = V4ScaleAdd(V11, S5, Result); - Result = V4ScaleAdd(V13, S6, Result); - Result = V4ScaleAdd(V15, S7, Result); - Result = V4ScaleAdd(V17, S8, Result); - Result = V4ScaleAdd(V19, S9, Result); - Result = V4ScaleAdd(V21, S10, Result); - Result = V4ScaleAdd(V23, S11, Result); - - return Result; -} - -PX_FORCE_INLINE Vec4V V4Cos(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); - - // 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 = V4ScaleAdd(V2, C1, V4One()); - Result = V4ScaleAdd(V4, C2, Result); - Result = V4ScaleAdd(V6, C3, Result); - Result = V4ScaleAdd(V8, C4, Result); - Result = V4ScaleAdd(V10, C5, Result); - Result = V4ScaleAdd(V12, C6, Result); - Result = V4ScaleAdd(V14, C7, Result); - Result = V4ScaleAdd(V16, C8, Result); - Result = V4ScaleAdd(V18, C9, Result); - Result = V4ScaleAdd(V20, C10, Result); - Result = V4ScaleAdd(V22, C11, Result); - - return Result; -} - -PX_FORCE_INLINE void V4Transpose(Vec4V& col0, Vec4V& col1, Vec4V& col2, Vec4V& col3) -{ - const float32x4x2_t v0v1 = vzipq_f32(col0, col2); - const float32x4x2_t v2v3 = vzipq_f32(col1, col3); - const float32x4x2_t zip0 = vzipq_f32(v0v1.val[0], v2v3.val[0]); - const float32x4x2_t zip1 = vzipq_f32(v0v1.val[1], v2v3.val[1]); - col0 = zip0.val[0]; - col1 = zip0.val[1]; - col2 = zip1.val[0]; - col3 = zip1.val[1]; -} - -////////////////////////////////// -// VEC4V -////////////////////////////////// - -PX_FORCE_INLINE BoolV BFFFF() -{ - return vmovq_n_u32(0); -} - -PX_FORCE_INLINE BoolV BFFFT() -{ - const uint32x2_t zeros = vmov_n_u32(0); - const uint32x2_t ones = vmov_n_u32(0xffffFFFF); - const uint32x2_t zo = vext_u32(zeros, ones, 1); - return vcombine_u32(zeros, zo); -} - -PX_FORCE_INLINE BoolV BFFTF() -{ - const uint32x2_t zeros = vmov_n_u32(0); - const uint32x2_t ones = vmov_n_u32(0xffffFFFF); - const uint32x2_t oz = vext_u32(ones, zeros, 1); - return vcombine_u32(zeros, oz); -} - -PX_FORCE_INLINE BoolV BFFTT() -{ - const uint32x2_t zeros = vmov_n_u32(0); - const uint32x2_t ones = vmov_n_u32(0xffffFFFF); - return vcombine_u32(zeros, ones); -} - -PX_FORCE_INLINE BoolV BFTFF() -{ - const uint32x2_t zeros = vmov_n_u32(0); - const uint32x2_t ones = vmov_n_u32(0xffffFFFF); - const uint32x2_t zo = vext_u32(zeros, ones, 1); - return vcombine_u32(zo, zeros); -} - -PX_FORCE_INLINE BoolV BFTFT() -{ - const uint32x2_t zeros = vmov_n_u32(0); - const uint32x2_t ones = vmov_n_u32(0xffffFFFF); - const uint32x2_t zo = vext_u32(zeros, ones, 1); - return vcombine_u32(zo, zo); -} - -PX_FORCE_INLINE BoolV BFTTF() -{ - const uint32x2_t zeros = vmov_n_u32(0); - const uint32x2_t ones = vmov_n_u32(0xffffFFFF); - const uint32x2_t zo = vext_u32(zeros, ones, 1); - const uint32x2_t oz = vext_u32(ones, zeros, 1); - return vcombine_u32(zo, oz); -} - -PX_FORCE_INLINE BoolV BFTTT() -{ - const uint32x2_t zeros = vmov_n_u32(0); - const uint32x2_t ones = vmov_n_u32(0xffffFFFF); - const uint32x2_t zo = vext_u32(zeros, ones, 1); - return vcombine_u32(zo, ones); -} - -PX_FORCE_INLINE BoolV BTFFF() -{ - const uint32x2_t zeros = vmov_n_u32(0); - const uint32x2_t ones = vmov_n_u32(0xffffFFFF); - // const uint32x2_t zo = vext_u32(zeros, ones, 1); - const uint32x2_t oz = vext_u32(ones, zeros, 1); - return vcombine_u32(oz, zeros); -} - -PX_FORCE_INLINE BoolV BTFFT() -{ - const uint32x2_t zeros = vmov_n_u32(0); - const uint32x2_t ones = vmov_n_u32(0xffffFFFF); - const uint32x2_t zo = vext_u32(zeros, ones, 1); - const uint32x2_t oz = vext_u32(ones, zeros, 1); - return vcombine_u32(oz, zo); -} - -PX_FORCE_INLINE BoolV BTFTF() -{ - const uint32x2_t zeros = vmov_n_u32(0); - const uint32x2_t ones = vmov_n_u32(0xffffFFFF); - const uint32x2_t oz = vext_u32(ones, zeros, 1); - return vcombine_u32(oz, oz); -} - -PX_FORCE_INLINE BoolV BTFTT() -{ - const uint32x2_t zeros = vmov_n_u32(0); - const uint32x2_t ones = vmov_n_u32(0xffffFFFF); - const uint32x2_t oz = vext_u32(ones, zeros, 1); - return vcombine_u32(oz, ones); -} - -PX_FORCE_INLINE BoolV BTTFF() -{ - const uint32x2_t zeros = vmov_n_u32(0); - const uint32x2_t ones = vmov_n_u32(0xffffFFFF); - return vcombine_u32(ones, zeros); -} - -PX_FORCE_INLINE BoolV BTTFT() -{ - const uint32x2_t zeros = vmov_n_u32(0); - const uint32x2_t ones = vmov_n_u32(0xffffFFFF); - const uint32x2_t zo = vext_u32(zeros, ones, 1); - return vcombine_u32(ones, zo); -} - -PX_FORCE_INLINE BoolV BTTTF() -{ - const uint32x2_t zeros = vmov_n_u32(0); - const uint32x2_t ones = vmov_n_u32(0xffffFFFF); - const uint32x2_t oz = vext_u32(ones, zeros, 1); - return vcombine_u32(ones, oz); -} - -PX_FORCE_INLINE BoolV BTTTT() -{ - return vmovq_n_u32(0xffffFFFF); -} - -PX_FORCE_INLINE BoolV BXMask() -{ - return BTFFF(); -} - -PX_FORCE_INLINE BoolV BYMask() -{ - return BFTFF(); -} - -PX_FORCE_INLINE BoolV BZMask() -{ - return BFFTF(); -} - -PX_FORCE_INLINE BoolV BWMask() -{ - return BFFFT(); -} - -PX_FORCE_INLINE BoolV BGetX(const BoolV f) -{ - const uint32x2_t fLow = vget_low_u32(f); - return vdupq_lane_u32(fLow, 0); -} - -PX_FORCE_INLINE BoolV BGetY(const BoolV f) -{ - const uint32x2_t fLow = vget_low_u32(f); - return vdupq_lane_u32(fLow, 1); -} - -PX_FORCE_INLINE BoolV BGetZ(const BoolV f) -{ - const uint32x2_t fHigh = vget_high_u32(f); - return vdupq_lane_u32(fHigh, 0); -} - -PX_FORCE_INLINE BoolV BGetW(const BoolV f) -{ - const uint32x2_t fHigh = vget_high_u32(f); - return vdupq_lane_u32(fHigh, 1); -} - -PX_FORCE_INLINE BoolV BSetX(const BoolV v, const BoolV f) -{ - return vbslq_u32(BFTTT(), v, f); -} - -PX_FORCE_INLINE BoolV BSetY(const BoolV v, const BoolV f) -{ - return vbslq_u32(BTFTT(), v, f); -} - -PX_FORCE_INLINE BoolV BSetZ(const BoolV v, const BoolV f) -{ - return vbslq_u32(BTTFT(), v, f); -} - -PX_FORCE_INLINE BoolV BSetW(const BoolV v, const BoolV f) -{ - return vbslq_u32(BTTTF(), v, f); -} - -PX_FORCE_INLINE BoolV BAnd(const BoolV a, const BoolV b) -{ - return vandq_u32(a, b); -} - -PX_FORCE_INLINE BoolV BNot(const BoolV a) -{ - return vmvnq_u32(a); -} - -PX_FORCE_INLINE BoolV BAndNot(const BoolV a, const BoolV b) -{ - // return vbicq_u32(a, b); - return vandq_u32(a, vmvnq_u32(b)); -} - -PX_FORCE_INLINE BoolV BOr(const BoolV a, const BoolV b) -{ - return vorrq_u32(a, b); -} - -PX_FORCE_INLINE BoolV BAllTrue4(const BoolV a) -{ - const uint32x2_t allTrue = vmov_n_u32(0xffffFFFF); - const uint16x4_t dHigh = vget_high_u16(vreinterpretq_u16_u32(a)); - const uint16x4_t dLow = vmovn_u32(a); - uint16x8_t combined = vcombine_u16(dLow, dHigh); - const uint32x2_t finalReduce = vreinterpret_u32_u8(vmovn_u16(combined)); - const uint32x2_t result = vceq_u32(finalReduce, allTrue); - return vdupq_lane_u32(result, 0); -} - -PX_FORCE_INLINE BoolV BAnyTrue4(const BoolV a) -{ - const uint32x2_t allTrue = vmov_n_u32(0xffffFFFF); - const uint16x4_t dHigh = vget_high_u16(vreinterpretq_u16_u32(a)); - const uint16x4_t dLow = vmovn_u32(a); - uint16x8_t combined = vcombine_u16(dLow, dHigh); - const uint32x2_t finalReduce = vreinterpret_u32_u8(vmovn_u16(combined)); - const uint32x2_t result = vtst_u32(finalReduce, allTrue); - return vdupq_lane_u32(result, 0); -} - -PX_FORCE_INLINE BoolV BAllTrue3(const BoolV a) -{ - const uint32x2_t allTrue3 = vmov_n_u32(0x00ffFFFF); - const uint16x4_t dHigh = vget_high_u16(vreinterpretq_u16_u32(a)); - const uint16x4_t dLow = vmovn_u32(a); - uint16x8_t combined = vcombine_u16(dLow, dHigh); - const uint32x2_t finalReduce = vreinterpret_u32_u8(vmovn_u16(combined)); - const uint32x2_t result = vceq_u32(vand_u32(finalReduce, allTrue3), allTrue3); - return vdupq_lane_u32(result, 0); -} - -PX_FORCE_INLINE BoolV BAnyTrue3(const BoolV a) -{ - const uint32x2_t allTrue3 = vmov_n_u32(0x00ffFFFF); - const uint16x4_t dHigh = vget_high_u16(vreinterpretq_u16_u32(a)); - const uint16x4_t dLow = vmovn_u32(a); - uint16x8_t combined = vcombine_u16(dLow, dHigh); - const uint32x2_t finalReduce = vreinterpret_u32_u8(vmovn_u16(combined)); - const uint32x2_t result = vtst_u32(vand_u32(finalReduce, allTrue3), allTrue3); - return vdupq_lane_u32(result, 0); -} - -PX_FORCE_INLINE PxU32 BAllEq(const BoolV a, const BoolV b) -{ - const BoolV bTest = vceqq_u32(a, b); - return internalUnitNeonSimd::BAllTrue4_R(bTest); -} - -PX_FORCE_INLINE PxU32 BAllEqTTTT(const BoolV a) -{ - return BAllEq(a, BTTTT()); -} - -PX_FORCE_INLINE PxU32 BAllEqFFFF(const BoolV a) -{ - return BAllEq(a, BFFFF()); -} - -PX_FORCE_INLINE PxU32 BGetBitMask(const BoolV a) -{ - static PX_ALIGN(16, const PxU32) bitMaskData[4] = { 1, 2, 4, 8 }; - const uint32x4_t bitMask = *(reinterpret_cast<const uint32x4_t*>(bitMaskData)); - const uint32x4_t t0 = vandq_u32(a, bitMask); - const uint32x2_t t1 = vpadd_u32(vget_low_u32(t0), vget_high_u32(t0)); // Pairwise add (0 + 1), (2 + 3) - return PxU32(vget_lane_u32(vpadd_u32(t1, t1), 0)); -} - -////////////////////////////////// -// 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) -{ - const FloatV x = V3Dot(a.col0, b); - const FloatV y = V3Dot(a.col1, b); - const FloatV z = V3Dot(a.col2, b); - return V3Merge(x, y, z); -} - -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 M33Inverse(const Mat33V& a) -{ - const float32x2_t zeros = vreinterpret_f32_u32(vmov_n_u32(0)); - const BoolV btttf = BTTTF(); - - 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 = FRecipFast(dot); - - const float32x4x2_t merge = vzipq_f32(cross12, cross01); - const float32x4_t mergeh = merge.val[0]; - const float32x4_t mergel = merge.val[1]; - - // const Vec3V colInv0 = XMVectorPermute(mergeh,cross20,PxPermuteControl(0,4,1,7)); - const float32x4_t colInv0_xxyy = vzipq_f32(mergeh, cross20).val[0]; - const float32x4_t colInv0 = vreinterpretq_f32_u32(vandq_u32(vreinterpretq_u32_f32(colInv0_xxyy), btttf)); - - // const Vec3V colInv1 = XMVectorPermute(mergeh,cross20,PxPermuteControl(2,5,3,7)); - const float32x2_t zw0 = vget_high_f32(mergeh); - const float32x2_t xy1 = vget_low_f32(cross20); - const float32x2_t yzero1 = vext_f32(xy1, zeros, 1); - const float32x2x2_t merge1 = vzip_f32(zw0, yzero1); - const float32x4_t colInv1 = vcombine_f32(merge1.val[0], merge1.val[1]); - - // const Vec3V colInv2 = XMVectorPermute(mergel,cross20,PxPermuteControl(0,6,1,7)); - const float32x2_t x0y0 = vget_low_f32(mergel); - const float32x2_t z1w1 = vget_high_f32(cross20); - const float32x2x2_t merge2 = vzip_f32(x0y0, z1w1); - const float32x4_t colInv2 = vcombine_f32(merge2.val[0], merge2.val[1]); - - return Mat33V(vmulq_lane_f32(colInv0, invDet, 0), vmulq_lane_f32(colInv1, invDet, 0), - vmulq_lane_f32(colInv2, invDet, 0)); -} - -PX_FORCE_INLINE Mat33V M33Trnsps(const Mat33V& a) -{ - return Mat33V(V3Merge(V3GetX(a.col0), V3GetX(a.col1), V3GetX(a.col2)), - V3Merge(V3GetY(a.col0), V3GetY(a.col1), V3GetY(a.col2)), - V3Merge(V3GetZ(a.col0), V3GetZ(a.col1), V3GetZ(a.col2))); -} - -PX_FORCE_INLINE Mat33V M33Identity() -{ - return Mat33V(V3UnitX(), V3UnitY(), V3UnitZ()); -} - -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 PromoteVec3V(const Vec3V v) -{ - const BoolV bTFFF = BTFFF(); - const BoolV bFTFF = BFTFF(); - const BoolV bFFTF = BTFTF(); - - const Vec3V zero = V3Zero(); - - return Mat33V(V3Sel(bTFFF, v, zero), V3Sel(bFTFF, v, zero), V3Sel(bFFTF, v, zero)); -} - -PX_FORCE_INLINE Mat33V M33Diagonal(const Vec3VArg d) -{ - const Vec3V x = V3Mul(V3UnitX(), d); - const Vec3V y = V3Mul(V3UnitY(), d); - const Vec3V 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) -{ - const FloatV x = V3Dot(a.col0, b); - const FloatV y = V3Dot(a.col1, b); - const FloatV z = V3Dot(a.col2, b); - return V3Merge(x, y, z); -} - -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 Mat33V M34Trnsps33(const Mat34V& a) -{ - return Mat33V(V3Merge(V3GetX(a.col0), V3GetX(a.col1), V3GetX(a.col2)), - V3Merge(V3GetY(a.col0), V3GetY(a.col1), V3GetY(a.col2)), - V3Merge(V3GetZ(a.col0), V3GetZ(a.col1), V3GetZ(a.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) -{ - return V4Merge(V4Dot(a.col0, b), V4Dot(a.col1, b), V4Dot(a.col2, b), V4Dot(a.col3, b)); -} - -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) -{ - // asm volatile( - // "vzip.f32 %q0, %q2 \n\t" - // "vzip.f32 %q1, %q3 \n\t" - // "vzip.f32 %q0, %q1 \n\t" - // "vzip.f32 %q2, %q3 \n\t" - // : "+w" (a.col0), "+w" (a.col1), "+w" (a.col2), "+w" a.col3)); - - const float32x4x2_t v0v1 = vzipq_f32(a.col0, a.col2); - const float32x4x2_t v2v3 = vzipq_f32(a.col1, a.col3); - const float32x4x2_t zip0 = vzipq_f32(v0v1.val[0], v2v3.val[0]); - const float32x4x2_t zip1 = vzipq_f32(v0v1.val[1], v2v3.val[1]); - - return Mat44V(zip0.val[0], zip0.val[1], zip1.val[0], zip1.val[1]); -} - -PX_FORCE_INLINE Mat44V M44Inverse(const Mat44V& a) -{ - float32x4_t minor0, minor1, minor2, minor3; - float32x4_t row0, row1, row2, row3; - float32x4_t det, tmp1; - - tmp1 = vmovq_n_f32(0.0f); - row1 = vmovq_n_f32(0.0f); - row3 = vmovq_n_f32(0.0f); - - row0 = a.col0; - row1 = vextq_f32(a.col1, a.col1, 2); - row2 = a.col2; - row3 = vextq_f32(a.col3, a.col3, 2); - - tmp1 = vmulq_f32(row2, row3); - tmp1 = vrev64q_f32(tmp1); - minor0 = vmulq_f32(row1, tmp1); - minor1 = vmulq_f32(row0, tmp1); - tmp1 = vextq_f32(tmp1, tmp1, 2); - minor0 = vsubq_f32(vmulq_f32(row1, tmp1), minor0); - minor1 = vsubq_f32(vmulq_f32(row0, tmp1), minor1); - minor1 = vextq_f32(minor1, minor1, 2); - - tmp1 = vmulq_f32(row1, row2); - tmp1 = vrev64q_f32(tmp1); - minor0 = vaddq_f32(vmulq_f32(row3, tmp1), minor0); - minor3 = vmulq_f32(row0, tmp1); - tmp1 = vextq_f32(tmp1, tmp1, 2); - minor0 = vsubq_f32(minor0, vmulq_f32(row3, tmp1)); - minor3 = vsubq_f32(vmulq_f32(row0, tmp1), minor3); - minor3 = vextq_f32(minor3, minor3, 2); - - tmp1 = vmulq_f32(vextq_f32(row1, row1, 2), row3); - tmp1 = vrev64q_f32(tmp1); - row2 = vextq_f32(row2, row2, 2); - minor0 = vaddq_f32(vmulq_f32(row2, tmp1), minor0); - minor2 = vmulq_f32(row0, tmp1); - tmp1 = vextq_f32(tmp1, tmp1, 2); - minor0 = vsubq_f32(minor0, vmulq_f32(row2, tmp1)); - minor2 = vsubq_f32(vmulq_f32(row0, tmp1), minor2); - minor2 = vextq_f32(minor2, minor2, 2); - - tmp1 = vmulq_f32(row0, row1); - tmp1 = vrev64q_f32(tmp1); - minor2 = vaddq_f32(vmulq_f32(row3, tmp1), minor2); - minor3 = vsubq_f32(vmulq_f32(row2, tmp1), minor3); - tmp1 = vextq_f32(tmp1, tmp1, 2); - minor2 = vsubq_f32(vmulq_f32(row3, tmp1), minor2); - minor3 = vsubq_f32(minor3, vmulq_f32(row2, tmp1)); - - tmp1 = vmulq_f32(row0, row3); - tmp1 = vrev64q_f32(tmp1); - minor1 = vsubq_f32(minor1, vmulq_f32(row2, tmp1)); - minor2 = vaddq_f32(vmulq_f32(row1, tmp1), minor2); - tmp1 = vextq_f32(tmp1, tmp1, 2); - minor1 = vaddq_f32(vmulq_f32(row2, tmp1), minor1); - minor2 = vsubq_f32(minor2, vmulq_f32(row1, tmp1)); - - tmp1 = vmulq_f32(row0, row2); - tmp1 = vrev64q_f32(tmp1); - minor1 = vaddq_f32(vmulq_f32(row3, tmp1), minor1); - minor3 = vsubq_f32(minor3, vmulq_f32(row1, tmp1)); - tmp1 = vextq_f32(tmp1, tmp1, 2); - minor1 = vsubq_f32(minor1, vmulq_f32(row3, tmp1)); - minor3 = vaddq_f32(vmulq_f32(row1, tmp1), minor3); - - det = vmulq_f32(row0, minor0); - det = vaddq_f32(vextq_f32(det, det, 2), det); - det = vaddq_f32(vrev64q_f32(det), det); - det = vdupq_lane_f32(VRECIPE(vget_low_f32(det)), 0); - - minor0 = vmulq_f32(det, minor0); - minor1 = vmulq_f32(det, minor1); - minor2 = vmulq_f32(det, minor2); - minor3 = vmulq_f32(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) -{ - const float32x4_t ret = { x, y, z, w }; - return ret; -} - -/* -PX_FORCE_INLINE VecU16V V4U32PK(VecU32V a, VecU32V b) -{ - return vcombine_u16(vqmovn_u32(a), vqmovn_u32(b)); -} -*/ - -PX_FORCE_INLINE VecU32V V4U32Sel(const BoolV c, const VecU32V a, const VecU32V b) -{ - return vbslq_u32(c, a, b); -} - -PX_FORCE_INLINE VecU32V V4U32or(VecU32V a, VecU32V b) -{ - return vorrq_u32(a, b); -} - -PX_FORCE_INLINE VecU32V V4U32xor(VecU32V a, VecU32V b) -{ - return veorq_u32(a, b); -} - -PX_FORCE_INLINE VecU32V V4U32and(VecU32V a, VecU32V b) -{ - return vandq_u32(a, b); -} - -PX_FORCE_INLINE VecU32V V4U32Andc(VecU32V a, VecU32V b) -{ - // return vbicq_u32(a, b); // creates gcc compiler bug in RTreeQueries.cpp - return vandq_u32(a, vmvnq_u32(b)); -} - -/* -PX_FORCE_INLINE VecU16V V4U16Or(VecU16V a, VecU16V b) -{ - return vorrq_u16(a, b); -} -*/ - -/* -PX_FORCE_INLINE VecU16V V4U16And(VecU16V a, VecU16V b) -{ - return vandq_u16(a, b); -} -*/ -/* -PX_FORCE_INLINE VecU16V V4U16Andc(VecU16V a, VecU16V b) -{ - return vbicq_u16(a, b); -} -*/ - -PX_FORCE_INLINE VecI32V I4Load(const PxI32 i) -{ - return vdupq_n_s32(i); -} - -PX_FORCE_INLINE VecI32V I4LoadU(const PxI32* i) -{ - return vld1q_s32(i); -} - -PX_FORCE_INLINE VecI32V I4LoadA(const PxI32* i) -{ - return vld1q_s32(i); -} - -PX_FORCE_INLINE VecI32V VecI32V_Add(const VecI32VArg a, const VecI32VArg b) -{ - return vaddq_s32(a, b); -} - -PX_FORCE_INLINE VecI32V VecI32V_Sub(const VecI32VArg a, const VecI32VArg b) -{ - return vsubq_s32(a, b); -} - -PX_FORCE_INLINE BoolV VecI32V_IsGrtr(const VecI32VArg a, const VecI32VArg b) -{ - return vcgtq_s32(a, b); -} - -PX_FORCE_INLINE BoolV VecI32V_IsEq(const VecI32VArg a, const VecI32VArg b) -{ - return vceqq_s32(a, b); -} - -PX_FORCE_INLINE VecI32V V4I32Sel(const BoolV c, const VecI32V a, const VecI32V b) -{ - return vbslq_s32(c, a, b); -} - -PX_FORCE_INLINE VecI32V VecI32V_Zero() -{ - return vdupq_n_s32(0); -} - -PX_FORCE_INLINE VecI32V VecI32V_One() -{ - return vdupq_n_s32(1); -} - -PX_FORCE_INLINE VecI32V VecI32V_Two() -{ - return vdupq_n_s32(2); -} - -PX_FORCE_INLINE VecI32V VecI32V_MinusOne() -{ - return vdupq_n_s32(-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 VecShiftV VecI32V_PrepareShift(const VecI32VArg shift) -{ - return shift; -} - -PX_FORCE_INLINE VecI32V VecI32V_LeftShift(const VecI32VArg a, const VecShiftVArg count) -{ - return vshlq_s32(a, count); -} - -PX_FORCE_INLINE VecI32V VecI32V_RightShift(const VecI32VArg a, const VecShiftVArg count) -{ - return vshlq_s32(a, VecI32V_Sub(I4Load(0), count)); -} - -PX_FORCE_INLINE VecI32V VecI32V_And(const VecI32VArg a, const VecI32VArg b) -{ - return vandq_s32(a, b); -} - -PX_FORCE_INLINE VecI32V VecI32V_Or(const VecI32VArg a, const VecI32VArg b) -{ - return vorrq_s32(a, b); -} - -PX_FORCE_INLINE VecI32V VecI32V_GetX(const VecI32VArg f) -{ - const int32x2_t fLow = vget_low_s32(f); - return vdupq_lane_s32(fLow, 0); -} - -PX_FORCE_INLINE VecI32V VecI32V_GetY(const VecI32VArg f) -{ - const int32x2_t fLow = vget_low_s32(f); - return vdupq_lane_s32(fLow, 1); -} - -PX_FORCE_INLINE VecI32V VecI32V_GetZ(const VecI32VArg f) -{ - const int32x2_t fHigh = vget_high_s32(f); - return vdupq_lane_s32(fHigh, 0); -} - -PX_FORCE_INLINE VecI32V VecI32V_GetW(const VecI32VArg f) -{ - const int32x2_t fHigh = vget_high_s32(f); - return vdupq_lane_s32(fHigh, 1); -} - -PX_FORCE_INLINE VecI32V VecI32V_Sel(const BoolV c, const VecI32VArg a, const VecI32VArg b) -{ - return vbslq_s32(c, a, b); -} - -PX_FORCE_INLINE void PxI32_From_VecI32V(const VecI32VArg a, PxI32* i) -{ - *i = vgetq_lane_s32(a, 0); -} - -PX_FORCE_INLINE VecI32V VecI32V_Merge(const VecI32VArg a, const VecI32VArg b, const VecI32VArg c, const VecI32VArg d) -{ - const int32x2_t aLow = vget_low_s32(a); - const int32x2_t bLow = vget_low_s32(b); - const int32x2_t cLow = vget_low_s32(c); - const int32x2_t dLow = vget_low_s32(d); - - const int32x2_t low = vext_s32(aLow, bLow, 1); - const int32x2_t high = vext_s32(cLow, dLow, 1); - - return vcombine_s32(low, high); -} - -PX_FORCE_INLINE VecI32V VecI32V_From_BoolV(const BoolVArg a) -{ - return vreinterpretq_s32_u32(a); -} - -PX_FORCE_INLINE VecU32V VecU32V_From_BoolV(const BoolVArg a) -{ - return a; -} - -/* -template<int a> PX_FORCE_INLINE VecI32V V4ISplat() -{ - return vdupq_n_s32(a); -} - -template<PxU32 a> PX_FORCE_INLINE VecU32V V4USplat() -{ - return vdupq_n_u32(a); -} -*/ - -/* -PX_FORCE_INLINE void V4U16StoreAligned(VecU16V val, VecU16V* address) -{ - vst1q_u16((uint16_t*)address, val); -} -*/ - -PX_FORCE_INLINE void V4U32StoreAligned(VecU32V val, VecU32V* address) -{ - vst1q_u32(reinterpret_cast<uint32_t*>(address), val); -} - -PX_FORCE_INLINE Vec4V V4LoadAligned(Vec4V* addr) -{ - return vld1q_f32(reinterpret_cast<float32_t*>(addr)); -} - -PX_FORCE_INLINE Vec4V V4LoadUnaligned(Vec4V* addr) -{ - return vld1q_f32(reinterpret_cast<float32_t*>(addr)); -} - -PX_FORCE_INLINE Vec4V V4Andc(const Vec4V a, const VecU32V b) -{ - return vreinterpretq_f32_u32(V4U32Andc(vreinterpretq_u32_f32(a), b)); -} - -PX_FORCE_INLINE VecU32V V4IsGrtrV32u(const Vec4V a, const Vec4V b) -{ - return V4IsGrtr(a, b); -} - -PX_FORCE_INLINE VecU16V V4U16LoadAligned(VecU16V* addr) -{ - return vld1q_u16(reinterpret_cast<uint16_t*>(addr)); -} - -PX_FORCE_INLINE VecU16V V4U16LoadUnaligned(VecU16V* addr) -{ - return vld1q_u16(reinterpret_cast<uint16_t*>(addr)); -} - -PX_FORCE_INLINE VecU16V V4U16CompareGt(VecU16V a, VecU16V b) -{ - return vcgtq_u16(a, b); -} - -PX_FORCE_INLINE VecU16V V4I16CompareGt(VecI16V a, VecI16V b) -{ - return vcgtq_s16(a, b); -} - -PX_FORCE_INLINE Vec4V Vec4V_From_VecU32V(VecU32V a) -{ - return vcvtq_f32_u32(a); -} - -PX_FORCE_INLINE Vec4V Vec4V_From_VecI32V(VecI32V a) -{ - return vcvtq_f32_s32(a); -} - -PX_FORCE_INLINE VecI32V VecI32V_From_Vec4V(Vec4V a) -{ - return vcvtq_s32_f32(a); -} - -PX_FORCE_INLINE Vec4V Vec4V_ReinterpretFrom_VecU32V(VecU32V a) -{ - return vreinterpretq_f32_u32(a); -} - -PX_FORCE_INLINE Vec4V Vec4V_ReinterpretFrom_VecI32V(VecI32V a) -{ - return vreinterpretq_f32_s32(a); -} - -PX_FORCE_INLINE VecU32V VecU32V_ReinterpretFrom_Vec4V(Vec4V a) -{ - return vreinterpretq_u32_f32(a); -} - -PX_FORCE_INLINE VecI32V VecI32V_ReinterpretFrom_Vec4V(Vec4V a) -{ - return vreinterpretq_s32_f32(a); -} - -template <int index> -PX_FORCE_INLINE BoolV BSplatElement(BoolV a) -{ - if(index < 2) - { - return vdupq_lane_u32(vget_low_u32(a), index); - } - else if(index == 2) - { - return vdupq_lane_u32(vget_high_u32(a), 0); - } - else if(index == 3) - { - return vdupq_lane_u32(vget_high_u32(a), 1); - } -} - -template <int index> -PX_FORCE_INLINE VecU32V V4U32SplatElement(VecU32V a) -{ - if(index < 2) - { - return vdupq_lane_u32(vget_low_u32(a), index); - } - else if(index == 2) - { - return vdupq_lane_u32(vget_high_u32(a), 0); - } - else if(index == 3) - { - return vdupq_lane_u32(vget_high_u32(a), 1); - } -} - -template <int index> -PX_FORCE_INLINE Vec4V V4SplatElement(Vec4V a) -{ - if(index < 2) - { - return vdupq_lane_f32(vget_low_f32(a), index); - } - else if(index == 2) - { - return vdupq_lane_f32(vget_high_f32(a), 0); - } - else if(index == 3) - { - return vdupq_lane_f32(vget_high_f32(a), 1); - } -} - -PX_FORCE_INLINE VecU32V U4LoadXYZW(PxU32 x, PxU32 y, PxU32 z, PxU32 w) -{ - const uint32x4_t ret = { x, y, z, w }; - return ret; -} - -PX_FORCE_INLINE VecU32V U4Load(const PxU32 i) -{ - return vdupq_n_u32(i); -} - -PX_FORCE_INLINE VecU32V U4LoadU(const PxU32* i) -{ - return vld1q_u32(i); -} - -PX_FORCE_INLINE VecU32V U4LoadA(const PxU32* i) -{ - return vld1q_u32(i); -} - -PX_FORCE_INLINE Vec4V V4Ceil(const Vec4V in) -{ - const float32x4_t ones = vdupq_n_f32(1.0f); - const float32x4_t rdToZero = vcvtq_f32_s32(vcvtq_s32_f32(in)); - const float32x4_t rdToZeroPlusOne = vaddq_f32(rdToZero, ones); - const uint32x4_t gt = vcgtq_f32(in, rdToZero); - return vbslq_f32(gt, rdToZeroPlusOne, rdToZero); -} - -PX_FORCE_INLINE Vec4V V4Floor(const Vec4V in) -{ - const float32x4_t ones = vdupq_n_f32(1.0f); - const float32x4_t rdToZero = vcvtq_f32_s32(vcvtq_s32_f32(in)); - const float32x4_t rdToZeroMinusOne = vsubq_f32(rdToZero, ones); - const uint32x4_t lt = vcltq_f32(in, rdToZero); - return vbslq_f32(lt, rdToZeroMinusOne, rdToZero); -} - -PX_FORCE_INLINE VecU32V V4ConvertToU32VSaturate(const Vec4V in, PxU32 power) -{ - PX_ASSERT(power == 0 && "Non-zero power not supported in convertToU32VSaturate"); - PX_UNUSED(power); // prevent warning in release builds - - return vcvtq_u32_f32(in); -} - -PX_FORCE_INLINE void QuatGetMat33V(const QuatVArg q, Vec3V& column0, Vec3V& column1, Vec3V& column2) -{ - const FloatV one = FOne(); - const FloatV x = V4GetX(q); - const FloatV y = V4GetY(q); - const FloatV z = V4GetZ(q); - const FloatV w = V4GetW(q); - - const FloatV x2 = FAdd(x, x); - const FloatV y2 = FAdd(y, y); - const FloatV z2 = FAdd(z, z); - - const FloatV xx = FMul(x2, x); - const FloatV yy = FMul(y2, y); - const FloatV zz = FMul(z2, z); - - const FloatV xy = FMul(x2, y); - const FloatV xz = FMul(x2, z); - const FloatV xw = FMul(x2, w); - - const FloatV yz = FMul(y2, z); - const FloatV yw = FMul(y2, w); - const FloatV zw = FMul(z2, w); - - const FloatV v = FSub(one, xx); - - column0 = V3Merge(FSub(FSub(one, yy), zz), FAdd(xy, zw), FSub(xz, yw)); - column1 = V3Merge(FSub(xy, zw), FSub(v, zz), FAdd(yz, xw)); - column2 = V3Merge(FAdd(xz, yw), FSub(yz, xw), FSub(v, yy)); -} - -#endif // PSFOUNDATION_PSUNIXNEONINLINEAOS_H diff --git a/PxShared/src/foundation/include/unix/sse2/PsUnixSse2AoS.h b/PxShared/src/foundation/include/unix/sse2/PsUnixSse2AoS.h deleted file mode 100644 index 9c76438..0000000 --- a/PxShared/src/foundation/include/unix/sse2/PsUnixSse2AoS.h +++ /dev/null @@ -1,179 +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_PSUNIXSSE2AOS_H -#define PSFOUNDATION_PSUNIXSSE2AOS_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 -#if PX_EMSCRIPTEN -typedef int8_t __int8_t; -typedef int16_t __int16_t; -typedef int32_t __int32_t; -typedef int64_t __int64_t; -typedef uint16_t __uint16_t; -typedef uint32_t __uint32_t; -typedef uint64_t __uint64_t; -#endif - -typedef union UnionM128 -{ - UnionM128() - { - } - UnionM128(__m128 in) - { - m128 = in; - } - - UnionM128(__m128i in) - { - m128i = in; - } - - operator __m128() - { - return m128; - } - - operator const __m128() const - { - return m128; - } - - float m128_f32[4]; - __int8_t m128_i8[16]; - __int16_t m128_i16[8]; - __int32_t m128_i32[4]; - __int64_t m128_i64[2]; - __uint16_t m128_u16[8]; - __uint32_t m128_u32[4]; - __uint64_t m128_u64[2]; - __m128 m128; - __m128i m128i; -} UnionM128; - -typedef __m128 FloatV; -typedef __m128 Vec3V; -typedef __m128 Vec4V; -typedef __m128 BoolV; -typedef __m128 QuatV; -typedef __m128i VecI32V; -typedef UnionM128 VecU32V; -typedef UnionM128 VecU16V; -typedef UnionM128 VecI16V; -typedef UnionM128 VecU8V; - -#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 VecU8VArg VecU8V & -#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_PSUNIXSSE2AOS_H diff --git a/PxShared/src/foundation/include/unix/sse2/PsUnixSse2InlineAoS.h b/PxShared/src/foundation/include/unix/sse2/PsUnixSse2InlineAoS.h deleted file mode 100644 index cdb20fa..0000000 --- a/PxShared/src/foundation/include/unix/sse2/PsUnixSse2InlineAoS.h +++ /dev/null @@ -1,3223 +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_PSUNIXSSE2INLINEAOS_H -#define PSFOUNDATION_PSUNIXSSE2INLINEAOS_H - -#if !COMPILE_VECTOR_INTRINSICS -#error Vector intrinsics should not be included when using scalar implementation. -#endif - -#ifdef __SSE4_2__ -#include "smmintrin.h" -#endif - -#include "../../PsVecMathSSE.h" - -#define PX_FPCLASS_SNAN 0x0001 /* signaling NaN */ -#define PX_FPCLASS_QNAN 0x0002 /* quiet NaN */ -#define PX_FPCLASS_NINF 0x0004 /* negative infinity */ -#define PX_FPCLASS_PINF 0x0200 /* positive infinity */ - -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); -} - -////////////////////////////////////////////////////////////////////// -//Test that Vec3V and FloatV are legal -////////////////////////////////////////////////////////////////////// - -#define FLOAT_COMPONENTS_EQUAL_THRESHOLD 0.01f -PX_FORCE_INLINE static 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) -{ - PX_ALIGN(16, PxF32 f[4]); - V4StoreA(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(reinterpret_cast<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 - - -namespace internalUnitSSE2Simd -{ -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 ( - _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)))); -} - -#if !PX_EMSCRIPTEN -const PX_ALIGN(16, PxF32 gMaskXYZ[4]) = { physx::PxUnionCast<PxF32>(0xffffffff), physx::PxUnionCast<PxF32>(0xffffffff), - physx::PxUnionCast<PxF32>(0xffffffff), 0 }; -} -#else -// emscripten doesn't like the PxUnionCast data structure -// the following is what windows and xbox does -- using these for emscripten -const PX_ALIGN(16, PxU32 gMaskXYZ[4]) = { 0xffffffff, 0xffffffff, 0xffffffff, 0 }; } -#endif - -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 internalUnitSSE2Simd::BAllTrue4_R(VecI32V_IsEq(m128_F2I(a), m128_F2I(b))) != 0; -} - -PX_FORCE_INLINE bool allElementsEqualVecU32V(const VecU32V a, const VecU32V b) -{ - return internalUnitSSE2Simd::BAllTrue4_R(V4IsEqU32(a, b)) != 0; -} - -PX_FORCE_INLINE bool allElementsEqualVecI32V(const VecI32V a, const VecI32V b) -{ - BoolV c = m128_I2F(_mm_cmpeq_epi32(a, b)); - return internalUnitSSE2Simd::BAllTrue4_R(c) != 0; -} - -#define VECMATH_AOS_EPSILON (1e-3f) - -PX_FORCE_INLINE bool allElementsNearEqualFloatV(const FloatV a, const FloatV b) -{ - ASSERT_ISVALIDFLOATV(a); - ASSERT_ISVALIDFLOATV(b); - const FloatV c = FSub(a, b); - const FloatV minError = FLoad(-VECMATH_AOS_EPSILON); - const FloatV maxError = FLoad(VECMATH_AOS_EPSILON); - return _mm_comigt_ss(c, minError) && _mm_comilt_ss(c, maxError); -} - -PX_FORCE_INLINE bool allElementsNearEqualVec3V(const Vec3V a, const Vec3V b) -{ - const Vec3V c = V3Sub(a, b); - const Vec3V minError = V3Load(-VECMATH_AOS_EPSILON); - const Vec3V maxError = V3Load(VECMATH_AOS_EPSILON); - return (_mm_comigt_ss(_mm_shuffle_ps(c, c, _MM_SHUFFLE(0, 0, 0, 0)), minError) && - _mm_comilt_ss(_mm_shuffle_ps(c, c, _MM_SHUFFLE(0, 0, 0, 0)), maxError) && - _mm_comigt_ss(_mm_shuffle_ps(c, c, _MM_SHUFFLE(1, 1, 1, 1)), minError) && - _mm_comilt_ss(_mm_shuffle_ps(c, c, _MM_SHUFFLE(1, 1, 1, 1)), maxError) && - _mm_comigt_ss(_mm_shuffle_ps(c, c, _MM_SHUFFLE(2, 2, 2, 2)), minError) && - _mm_comilt_ss(_mm_shuffle_ps(c, c, _MM_SHUFFLE(2, 2, 2, 2)), maxError)); -} - -PX_FORCE_INLINE bool allElementsNearEqualVec4V(const Vec4V a, const Vec4V b) -{ - const Vec4V c = V4Sub(a, b); - const Vec4V minError = V4Load(-VECMATH_AOS_EPSILON); - const Vec4V maxError = V4Load(VECMATH_AOS_EPSILON); - return (_mm_comigt_ss(_mm_shuffle_ps(c, c, _MM_SHUFFLE(0, 0, 0, 0)), minError) && - _mm_comilt_ss(_mm_shuffle_ps(c, c, _MM_SHUFFLE(0, 0, 0, 0)), maxError) && - _mm_comigt_ss(_mm_shuffle_ps(c, c, _MM_SHUFFLE(1, 1, 1, 1)), minError) && - _mm_comilt_ss(_mm_shuffle_ps(c, c, _MM_SHUFFLE(1, 1, 1, 1)), maxError) && - _mm_comigt_ss(_mm_shuffle_ps(c, c, _MM_SHUFFLE(2, 2, 2, 2)), minError) && - _mm_comilt_ss(_mm_shuffle_ps(c, c, _MM_SHUFFLE(2, 2, 2, 2)), maxError) && - _mm_comigt_ss(_mm_shuffle_ps(c, c, _MM_SHUFFLE(3, 3, 3, 3)), minError) && - _mm_comilt_ss(_mm_shuffle_ps(c, c, _MM_SHUFFLE(3, 3, 3, 3)), maxError)); -} -} - -///////////////////////////////////////////////////////////////////// -////FUNCTIONS USED ONLY FOR ASSERTS IN VECTORISED IMPLEMENTATIONS -///////////////////////////////////////////////////////////////////// - -PX_FORCE_INLINE bool isFiniteFloatV(const FloatV a) -{ - PxF32 badNumber = - physx::PxUnionCast<PxF32, PxU32>(PX_FPCLASS_SNAN | PX_FPCLASS_QNAN | PX_FPCLASS_NINF | PX_FPCLASS_PINF); - const FloatV vBadNum = FLoad(badNumber); - const BoolV vMask = BAnd(vBadNum, a); - return internalUnitSSE2Simd::FiniteTestEq(vMask, BFFFF()) == 1; -} - -PX_FORCE_INLINE bool isFiniteVec3V(const Vec3V a) -{ - PxF32 badNumber = - physx::PxUnionCast<PxF32, PxU32>(PX_FPCLASS_SNAN | PX_FPCLASS_QNAN | PX_FPCLASS_NINF | PX_FPCLASS_PINF); - const Vec3V vBadNum = V3Load(badNumber); - const BoolV vMask = BAnd(BAnd(vBadNum, a), BTTTF()); - return internalUnitSSE2Simd::FiniteTestEq(vMask, BFFFF()) == 1; -} - -PX_FORCE_INLINE bool isFiniteVec4V(const Vec4V a) -{ - /*Vec4V a; - PX_ALIGN(16, PxF32 f[4]); - F32Array_Aligned_From_Vec4V(a, f); - return PxIsFinite(f[0]) - && PxIsFinite(f[1]) - && PxIsFinite(f[2]) - && PxIsFinite(f[3]);*/ - - PxF32 badNumber = - physx::PxUnionCast<PxF32, PxU32>(PX_FPCLASS_SNAN | PX_FPCLASS_QNAN | PX_FPCLASS_NINF | PX_FPCLASS_PINF); - const Vec4V vBadNum = V4Load(badNumber); - const BoolV vMask = BAnd(vBadNum, a); - - return internalUnitSSE2Simd::FiniteTestEq(vMask, BFFFF()) == 1; -} - -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())); -} - -///////////////////////////////////////////////////////////////////// -////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 = -PxI32(f); - return _mm_load1_ps(reinterpret_cast<const float*>(&i)); -} - -PX_FORCE_INLINE Vec3V V3LoadA(const PxVec3& f) -{ - ASSERT_ISALIGNED16(const_cast<PxVec3*>(&f)); -#if !PX_EMSCRIPTEN - return _mm_and_ps(reinterpret_cast<const Vec3V&>(f), V4LoadA(internalUnitSSE2Simd::gMaskXYZ)); -#else - return _mm_and_ps((Vec3V&)f, (VecI32V&)internalUnitSSE2Simd::gMaskXYZ); -#endif -} - -PX_FORCE_INLINE Vec3V V3LoadU(const PxVec3& f) -{ - return _mm_set_ps(0.0f, f.z, f.y, f.x); -} - -PX_FORCE_INLINE Vec3V V3LoadUnsafeA(const PxVec3& f) -{ - ASSERT_ISALIGNED16(const_cast<PxVec3*>(&f)); - return _mm_set_ps(0.0f, f.z, f.y, f.x); -} - -PX_FORCE_INLINE Vec3V V3LoadA(const PxF32* const f) -{ - ASSERT_ISALIGNED16(const_cast<PxF32*>(f)); -#if !PX_EMSCRIPTEN - return _mm_and_ps(V4LoadA(f), V4LoadA(internalUnitSSE2Simd::gMaskXYZ)); -#else - return _mm_and_ps((Vec3V&)*f, (VecI32V&)internalUnitSSE2Simd::gMaskXYZ); -#endif -} - -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) -{ - ASSERT_ISVALIDVEC3V(f); - return f; // ok if it is implemented as the same type. -} - -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 Vec4V_From_FloatV(FloatV f) -{ - return f; -} - -PX_FORCE_INLINE Vec3V Vec3V_From_FloatV(FloatV f) -{ - ASSERT_ISVALIDFLOATV(f); - return Vec3V_From_Vec4V(Vec4V_From_FloatV(f)); -} - -PX_FORCE_INLINE Vec3V Vec3V_From_FloatV_WUndefined(FloatV f) -{ - ASSERT_ISVALIDVEC3V(f); - return Vec3V_From_Vec4V_WUndefined(Vec4V_From_FloatV(f)); -} - -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) -{ - V3StoreU(m.col0, out.column0); - V3StoreU(m.col1, out.column1); - V3StoreU(m.col2, out.column2); -} - -PX_FORCE_INLINE Vec4V V4LoadA(const PxF32* const f) -{ - ASSERT_ISALIGNED16(const_cast<PxF32*>(f)); - return _mm_load_ps(f); -} - -PX_FORCE_INLINE void V4StoreA(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(reinterpret_cast<PxF32*>(f), a); -} - -PX_FORCE_INLINE void U4StoreA(const VecU32V uv, PxU32* u) -{ - ASSERT_ISALIGNED16(u); - _mm_store_ps(reinterpret_cast<float*>(u), uv); -} - -PX_FORCE_INLINE void I4StoreA(const VecI32V iv, PxI32* i) -{ - ASSERT_ISALIGNED16(i); - _mm_store_ps(reinterpret_cast<float*>(i), m128_I2F(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, PxI32) b[4] = { -PxI32(f[0]), -PxI32(f[1]), -PxI32(f[2]), -PxI32(f[3]) }; - return _mm_load_ps(reinterpret_cast<const 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 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 void Store_From_BoolV(const BoolV b, PxU32* b2) -{ - _mm_store_ss(reinterpret_cast<PxF32*>(b2), b); -} - -PX_FORCE_INLINE VecU32V U4Load(const PxU32 i) -{ - return _mm_load1_ps(reinterpret_cast<const PxF32*>(&i)); -} - -PX_FORCE_INLINE VecU32V U4LoadU(const PxU32* i) -{ - return _mm_loadu_ps(reinterpret_cast<const PxF32*>(i)); -} - -PX_FORCE_INLINE VecU32V U4LoadA(const PxU32* i) -{ - ASSERT_ISALIGNED16(const_cast<PxU32*>(i)); - return _mm_load_ps(reinterpret_cast<const PxF32*>(i)); -} - -////////////////////////////////// -// FLOATV -////////////////////////////////// - -PX_FORCE_INLINE FloatV FZero() -{ - return FLoad(0.0f); -} - -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(reinterpret_cast<const PxF32*>(&zero)); -} - -PX_FORCE_INLINE FloatV IOne() -{ - const PxU32 one = 1; - return _mm_load1_ps(reinterpret_cast<const PxF32*>(&one)); -} - -PX_FORCE_INLINE FloatV ITwo() -{ - const PxU32 two = 2; - return _mm_load1_ps(reinterpret_cast<const PxF32*>(&two)); -} - -PX_FORCE_INLINE FloatV IThree() -{ - const PxU32 three = 3; - return _mm_load1_ps(reinterpret_cast<const PxF32*>(&three)); -} - -PX_FORCE_INLINE FloatV IFour() -{ - PxU32 four = 4; - return _mm_load1_ps(reinterpret_cast<const 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); -/* - if(!isValidFloatV(a)) - { -assert(false); - } - if(!isValidFloatV(b)) - { -assert(false); - } -*/ - 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) -{ - ASSERT_ISVALIDFLOATV(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 PxU32) absMask[4] = { 0x7fFFffFF, 0x7fFFffFF, 0x7fFFffFF, 0x7fFFffFF }; - return _mm_and_ps(a, _mm_load_ps(reinterpret_cast<const 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 _mm_comigt_ss(a, b); -} - -PX_FORCE_INLINE PxU32 FAllGrtrOrEq(const FloatV a, const FloatV b) -{ - ASSERT_ISVALIDFLOATV(a); - ASSERT_ISVALIDFLOATV(b); - return _mm_comige_ss(a, b); -} - -PX_FORCE_INLINE PxU32 FAllEq(const FloatV a, const FloatV b) -{ - ASSERT_ISVALIDFLOATV(a); - ASSERT_ISVALIDFLOATV(b); - return _mm_comieq_ss(a, b); -} - -PX_FORCE_INLINE FloatV FRound(const FloatV a) -{ - ASSERT_ISVALIDFLOATV(a); -#ifdef __SSE4_2__ - return _mm_round_ps(a, _MM_FROUND_TO_NEAREST_INT | _MM_FROUND_NO_EXC); -#else - // 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); -#endif -} - -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 !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 = FZero(); - 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 = FZero(); - 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 V3Load(0.0f); -} - -PX_FORCE_INLINE Vec3V V3Eps() -{ - return V3Load(PX_EPS_REAL); -} -PX_FORCE_INLINE Vec3V V3One() -{ - return V3Load(1.0f); -} - -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); -#ifdef __SSE4_2__ - return _mm_dp_ps(a, b, 0x7f); -#else - 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 -#endif -} - -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 = V3Eps(); - 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); -} - -// 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(maxV); - ASSERT_ISVALIDVEC3V(minV); - return V3Max(V3Min(a, maxV), minV); -} - -PX_FORCE_INLINE PxU32 V3AllGrtr(const Vec3V a, const Vec3V b) -{ - ASSERT_ISVALIDVEC3V(a); - ASSERT_ISVALIDVEC3V(b); - return internalUnitSSE2Simd::BAllTrue3_R(V4IsGrtr(a, b)); -} - -PX_FORCE_INLINE PxU32 V3AllGrtrOrEq(const Vec3V a, const Vec3V b) -{ - ASSERT_ISVALIDVEC3V(a); - ASSERT_ISVALIDVEC3V(b); - return internalUnitSSE2Simd::BAllTrue3_R(V4IsGrtrOrEq(a, b)); -} - -PX_FORCE_INLINE PxU32 V3AllEq(const Vec3V a, const Vec3V b) -{ - ASSERT_ISVALIDVEC3V(a); - ASSERT_ISVALIDVEC3V(b); - return internalUnitSSE2Simd::BAllTrue3_R(V4IsEq(a, b)); -} - -PX_FORCE_INLINE Vec3V V3Round(const Vec3V a) -{ - ASSERT_ISVALIDVEC3V(a); -#ifdef __SSE4_2__ - return _mm_round_ps(a, _MM_FROUND_TO_NEAREST_INT | _MM_FROUND_NO_EXC); -#else - // 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); -#endif -} - -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); -#ifdef __SSE4_2__ - Vec3V r = _mm_hadd_ps(a, a); - r = _mm_hadd_ps(r, r); - return r; -#else - __m128 shuf1 = _mm_shuffle_ps(a, a, _MM_SHUFFLE(0, 0, 0, 0)); // z,y,x,w - __m128 shuf2 = _mm_shuffle_ps(a, a, _MM_SHUFFLE(1, 1, 1, 1)); // y,x,w,z - __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); -#endif -} - -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 !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 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 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 V4ClearW(const Vec4V v) -{ -#if !PX_EMSCRIPTEN - return _mm_and_ps(v, V4LoadA(internalUnitSSE2Simd::gMaskXYZ)); -#else - return _mm_and_ps(v, (VecI32V&)internalUnitSSE2Simd::gMaskXYZ); -#endif -} - -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 V4Zero() -{ - return V4Load(0.0f); -} - -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) -{ -#ifdef __SSE4_2__ - Vec4V r = _mm_hadd_ps(a, a); - r = _mm_hadd_ps(r, r); - return r; -#else - 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 -#endif -} - -PX_FORCE_INLINE FloatV V4Dot(const Vec4V a, const Vec4V b) -{ -#ifdef __SSE4_2__ - return _mm_dp_ps(a, b, 0xff); -#else - 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)); -#endif -} - -PX_FORCE_INLINE FloatV V4Dot3(const Vec4V a, const Vec4V b) -{ -#ifdef __SSE4_2__ - return _mm_dp_ps(a, b, 0x7f); -#else - const __m128 dot1 = _mm_mul_ps(a, b); // w,z,y,x - const __m128 shuf1 = _mm_shuffle_ps(dot1, dot1, _MM_SHUFFLE(0, 0, 0, 0)); // z,y,x,w - const __m128 shuf2 = _mm_shuffle_ps(dot1, dot1, _MM_SHUFFLE(1, 1, 1, 1)); // y,x,w,z - const __m128 shuf3 = _mm_shuffle_ps(dot1, dot1, _MM_SHUFFLE(2, 2, 2, 2)); // x,w,z,y - return _mm_add_ps(_mm_add_ps(shuf1, shuf2), shuf3); -#endif -} - -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 Vec3V 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 BoolV V4IsEqU32(const VecU32V a, const VecU32V b) -{ - return m128_I2F(_mm_cmpeq_epi32(m128_F2I(a), m128_F2I(b))); -} - -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 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 internalUnitSSE2Simd::BAllTrue4_R(V4IsGrtr(a, b)); -} - -PX_FORCE_INLINE PxU32 V4AllGrtrOrEq(const Vec4V a, const Vec4V b) -{ - return internalUnitSSE2Simd::BAllTrue4_R(V4IsGrtrOrEq(a, b)); -} - -PX_FORCE_INLINE PxU32 V4AllGrtrOrEq3(const Vec4V a, const Vec4V b) -{ - return internalUnitSSE2Simd::BAllTrue3_R(V4IsGrtrOrEq(a, b)); -} - -PX_FORCE_INLINE PxU32 V4AllEq(const Vec4V a, const Vec4V b) -{ - return internalUnitSSE2Simd::BAllTrue4_R(V4IsEq(a, b)); -} - -PX_FORCE_INLINE PxU32 V4AnyGrtr3(const Vec4V a, const Vec4V b) -{ - return internalUnitSSE2Simd::BAnyTrue3_R(V4IsGrtr(a, b)); -} - -PX_FORCE_INLINE Vec4V V4Round(const Vec4V a) -{ -#ifdef __SSE4_2__ - return _mm_round_ps(a, _MM_FROUND_TO_NEAREST_INT | _MM_FROUND_NO_EXC); -#else - // 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); - __m128i tmp = _mm_cvttps_epi32(aRound); - return _mm_cvtepi32_ps(tmp); -#endif -} - -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 Vec4V 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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); -} - -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 = m128_I2F(_mm_cmpeq_epi32(m128_F2I(a), m128_F2I(b))); - return internalUnitSSE2Simd::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) -{ - const FloatV x = V3Dot(a.col0, b); - const FloatV y = V3Dot(a.col1, b); - const FloatV z = V3Dot(a.col2, b); - return V3Merge(x, y, z); -} - -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 M33Inverse(const Mat33V& a) -{ - const BoolV tfft = BTFFT(); - const BoolV tttf = BTTTF(); - const FloatV zero = FZero(); - 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) -{ - return Mat33V(V3Merge(V3GetX(a.col0), V3GetX(a.col1), V3GetX(a.col2)), - V3Merge(V3GetY(a.col0), V3GetY(a.col1), V3GetY(a.col2)), - V3Merge(V3GetZ(a.col0), V3GetZ(a.col1), V3GetZ(a.col2))); -} - -PX_FORCE_INLINE Mat33V M33Identity() -{ - return Mat33V(V3UnitX(), V3UnitY(), V3UnitZ()); -} - -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 PromoteVec3V(const Vec3V v) -{ - const BoolV bTFFF = BTFFF(); - const BoolV bFTFF = BFTFF(); - const BoolV bFFTF = BTFTF(); - - const Vec3V zero = V3Zero(); - - return Mat33V(V3Sel(bTFFF, v, zero), V3Sel(bFTFF, v, zero), V3Sel(bFFTF, v, zero)); -} - -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) -{ - const FloatV x = V3Dot(a.col0, b); - const FloatV y = V3Dot(a.col1, b); - const FloatV z = V3Dot(a.col2, b); - return V3Merge(x, y, z); -} - -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 Mat33V M34Trnsps33(const Mat34V& a) -{ - return Mat33V(V3Merge(V3GetX(a.col0), V3GetX(a.col1), V3GetX(a.col2)), - V3Merge(V3GetY(a.col0), V3GetY(a.col1), V3GetY(a.col2)), - V3Merge(V3GetZ(a.col0), V3GetZ(a.col1), V3GetZ(a.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) -{ - PX_ALIGN(16, FloatV) dotProdArray[4] = { V4Dot(a.col0, b), V4Dot(a.col1, b), V4Dot(a.col2, b), V4Dot(a.col3, b) }; - return V4Merge(dotProdArray); -} - -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) -{ - const Vec4V v0 = _mm_unpacklo_ps(a.col0, a.col2); - const Vec4V v1 = _mm_unpackhi_ps(a.col0, a.col2); - const Vec4V v2 = _mm_unpacklo_ps(a.col1, a.col3); - const Vec4V v3 = _mm_unpackhi_ps(a.col1, a.col3); - return Mat44V(_mm_unpacklo_ps(v0, v2), _mm_unpackhi_ps(v0, v2), _mm_unpacklo_ps(v1, v3), _mm_unpackhi_ps(v1, v3)); -} - -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); -} - -/* -// AP: work in progress - use proper SSE intrinsics where possible -PX_FORCE_INLINE VecU16V V4U32PK(VecU32V a, VecU32V b) -{ - VecU16V result; - result.m128_u16[0] = PxU16(PxClamp<PxU32>((a).m128_u32[0], 0, 0xFFFF)); - result.m128_u16[1] = PxU16(PxClamp<PxU32>((a).m128_u32[1], 0, 0xFFFF)); - result.m128_u16[2] = PxU16(PxClamp<PxU32>((a).m128_u32[2], 0, 0xFFFF)); - result.m128_u16[3] = PxU16(PxClamp<PxU32>((a).m128_u32[3], 0, 0xFFFF)); - result.m128_u16[4] = PxU16(PxClamp<PxU32>((b).m128_u32[0], 0, 0xFFFF)); - result.m128_u16[5] = PxU16(PxClamp<PxU32>((b).m128_u32[1], 0, 0xFFFF)); - result.m128_u16[6] = PxU16(PxClamp<PxU32>((b).m128_u32[2], 0, 0xFFFF)); - result.m128_u16[7] = PxU16(PxClamp<PxU32>((b).m128_u32[3], 0, 0xFFFF)); - return result; -} -*/ - -PX_FORCE_INLINE VecU32V V4U32Sel(const BoolV c, const VecU32V a, const VecU32V b) -{ - return m128_I2F(_mm_or_si128(_mm_andnot_si128(m128_F2I(c), m128_F2I(b)), _mm_and_si128(m128_F2I(c), m128_F2I(a)))); -} - -PX_FORCE_INLINE VecU32V V4U32or(VecU32V a, VecU32V b) -{ - return m128_I2F(_mm_or_si128(m128_F2I(a), m128_F2I(b))); -} - -PX_FORCE_INLINE VecU32V V4U32xor(VecU32V a, VecU32V b) -{ - return m128_I2F(_mm_xor_si128(m128_F2I(a), m128_F2I(b))); -} - -PX_FORCE_INLINE VecU32V V4U32and(VecU32V a, VecU32V b) -{ - return m128_I2F(_mm_and_si128(m128_F2I(a), m128_F2I(b))); -} - -PX_FORCE_INLINE VecU32V V4U32Andc(VecU32V a, VecU32V b) -{ - return m128_I2F(_mm_andnot_si128(m128_F2I(b), m128_F2I(a))); -} - -/* -PX_FORCE_INLINE VecU16V V4U16Or(VecU16V a, VecU16V b) -{ - return m128_I2F(_mm_or_si128(m128_F2I(a), m128_F2I(b))); -} -*/ - -/* -PX_FORCE_INLINE VecU16V V4U16And(VecU16V a, VecU16V b) -{ - return m128_I2F(_mm_and_si128(m128_F2I(a), m128_F2I(b))); -} -*/ - -/* -PX_FORCE_INLINE VecU16V V4U16Andc(VecU16V a, VecU16V b) -{ - return m128_I2F(_mm_andnot_si128(m128_F2I(b), m128_F2I(a))); -} -*/ - -PX_FORCE_INLINE VecI32V I4Load(const PxI32 i) -{ - return m128_F2I(_mm_load1_ps(reinterpret_cast<const PxF32*>(&i))); -} - -PX_FORCE_INLINE VecI32V I4LoadU(const PxI32* i) -{ - return m128_F2I(_mm_loadu_ps(reinterpret_cast<const PxF32*>(i))); -} - -PX_FORCE_INLINE VecI32V I4LoadA(const PxI32* i) -{ - return m128_F2I(_mm_load_ps(reinterpret_cast<const PxF32*>(i))); -} - -PX_FORCE_INLINE VecI32V VecI32V_Add(const VecI32VArg a, const VecI32VArg b) -{ - return _mm_add_epi32(a, b); -} - -PX_FORCE_INLINE VecI32V VecI32V_Sub(const VecI32VArg a, const VecI32VArg b) -{ - return _mm_sub_epi32(a, b); -} - -PX_FORCE_INLINE BoolV VecI32V_IsGrtr(const VecI32VArg a, const VecI32VArg b) -{ - return m128_I2F(_mm_cmpgt_epi32(a, b)); -} - -PX_FORCE_INLINE BoolV VecI32V_IsEq(const VecI32VArg a, const VecI32VArg b) -{ - return m128_I2F(_mm_cmpeq_epi32(a, b)); -} - -PX_FORCE_INLINE VecI32V V4I32Sel(const BoolV c, const VecI32V a, const VecI32V b) -{ - return _mm_or_si128(_mm_andnot_si128(m128_F2I(c), b), _mm_and_si128(m128_F2I(c), a)); -} - -PX_FORCE_INLINE VecI32V VecI32V_Zero() -{ - return _mm_setzero_si128(); -} - -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) -{ - return _mm_or_si128(_mm_andnot_si128(m128_F2I(c), b), _mm_and_si128(m128_F2I(c), a)); -} - -PX_FORCE_INLINE VecShiftV VecI32V_PrepareShift(const VecI32VArg shift) -{ - VecShiftV s; - s.shift = VecI32V_Sel(BTFFF(), shift, VecI32V_Zero()); - return s; -} - -PX_FORCE_INLINE VecI32V VecI32V_LeftShift(const VecI32VArg a, const VecShiftVArg count) -{ - return _mm_sll_epi32(a, count.shift); -} - -PX_FORCE_INLINE VecI32V VecI32V_RightShift(const VecI32VArg a, const VecShiftVArg count) -{ - return _mm_srl_epi32(a, count.shift); -} - -PX_FORCE_INLINE VecI32V VecI32V_And(const VecI32VArg a, const VecI32VArg b) -{ - return _mm_and_si128(a, b); -} - -PX_FORCE_INLINE VecI32V VecI32V_Or(const VecI32VArg a, const VecI32VArg b) -{ - return _mm_or_si128(a, b); -} - -PX_FORCE_INLINE VecI32V VecI32V_GetX(const VecI32VArg a) -{ - return m128_F2I(_mm_shuffle_ps(m128_I2F(a), m128_I2F(a), _MM_SHUFFLE(0, 0, 0, 0))); -} - -PX_FORCE_INLINE VecI32V VecI32V_GetY(const VecI32VArg a) -{ - return m128_F2I(_mm_shuffle_ps(m128_I2F(a), m128_I2F(a), _MM_SHUFFLE(1, 1, 1, 1))); -} - -PX_FORCE_INLINE VecI32V VecI32V_GetZ(const VecI32VArg a) -{ - return m128_F2I(_mm_shuffle_ps(m128_I2F(a), m128_I2F(a), _MM_SHUFFLE(2, 2, 2, 2))); -} - -PX_FORCE_INLINE VecI32V VecI32V_GetW(const VecI32VArg a) -{ - return m128_F2I(_mm_shuffle_ps(m128_I2F(a), m128_I2F(a), _MM_SHUFFLE(3, 3, 3, 3))); -} - -PX_FORCE_INLINE void PxI32_From_VecI32V(const VecI32VArg a, PxI32* i) -{ - _mm_store_ss(reinterpret_cast<PxF32*>(i), m128_I2F(a)); -} - -PX_FORCE_INLINE VecI32V VecI32V_Merge(const VecI32VArg x, const VecI32VArg y, const VecI32VArg z, const VecI32VArg w) -{ - const __m128 xw = _mm_move_ss(m128_I2F(y), m128_I2F(x)); // y, y, y, x - const __m128 yz = _mm_move_ss(m128_I2F(z), m128_I2F(w)); // z, z, z, w - return m128_F2I(_mm_shuffle_ps(xw, yz, _MM_SHUFFLE(0, 2, 1, 0))); -} - -PX_FORCE_INLINE VecI32V VecI32V_From_BoolV(const BoolVArg a) -{ - return m128_F2I(a); -} - -PX_FORCE_INLINE VecU32V VecU32V_From_BoolV(const BoolVArg a) -{ - return a; -} - -/* -template<int a> PX_FORCE_INLINE VecI32V V4ISplat() -{ - VecI32V result; - result.m128_i32[0] = a; - result.m128_i32[1] = a; - result.m128_i32[2] = a; - result.m128_i32[3] = a; - return result; -} - -template<PxU32 a> PX_FORCE_INLINE VecU32V V4USplat() -{ - VecU32V result; - result.m128_u32[0] = a; - result.m128_u32[1] = a; - result.m128_u32[2] = a; - result.m128_u32[3] = a; - return result; -} -*/ - -/* -PX_FORCE_INLINE void V4U16StoreAligned(VecU16V val, VecU16V* address) -{ - *address = val; -} -*/ - -PX_FORCE_INLINE void V4U32StoreAligned(VecU32V val, VecU32V* address) -{ - *address = val; -} - -PX_FORCE_INLINE Vec4V V4LoadAligned(Vec4V* addr) -{ - return *addr; -} - -PX_FORCE_INLINE Vec4V V4LoadUnaligned(Vec4V* addr) -{ - return V4LoadU(reinterpret_cast<float*>(addr)); -} - -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; -} - -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(m128_F2I(a), m128_F2I(b))); - VecU16V result; - result.m128_u16[0] = (a).m128_u16[0] > (b).m128_u16[0]; - result.m128_u16[1] = (a).m128_u16[1] > (b).m128_u16[1]; - result.m128_u16[2] = (a).m128_u16[2] > (b).m128_u16[2]; - result.m128_u16[3] = (a).m128_u16[3] > (b).m128_u16[3]; - result.m128_u16[4] = (a).m128_u16[4] > (b).m128_u16[4]; - result.m128_u16[5] = (a).m128_u16[5] > (b).m128_u16[5]; - result.m128_u16[6] = (a).m128_u16[6] > (b).m128_u16[6]; - result.m128_u16[7] = (a).m128_u16[7] > (b).m128_u16[7]; - return result; -} - -PX_FORCE_INLINE VecU16V V4I16CompareGt(VecU16V a, VecU16V b) -{ - return m128_I2F(_mm_cmpgt_epi16(m128_F2I(a), 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 in) -{ - return _mm_cvtepi32_ps(in); -} - -PX_FORCE_INLINE VecI32V VecI32V_From_Vec4V(Vec4V a) -{ - return _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 m128_I2F(a); -} - -PX_FORCE_INLINE VecU32V VecU32V_ReinterpretFrom_Vec4V(Vec4V a) -{ - return VecU32V(a); -} - -PX_FORCE_INLINE VecI32V VecI32V_ReinterpretFrom_Vec4V(Vec4V a) -{ - return m128_F2I(a); -} - -/* -template<int index> PX_FORCE_INLINE BoolV BSplatElement(BoolV a) -{ - BoolV result; - result[0] = result[1] = result[2] = result[3] = a[index]; - return result; -} -*/ - -template <int index> -BoolV BSplatElement(BoolV a) -{ - float* data = reinterpret_cast<float*>(&a); - return V4Load(data[index]); -} - -template <int index> -PX_FORCE_INLINE VecU32V V4U32SplatElement(VecU32V a) -{ - VecU32V result; - result.m128_u32[0] = result.m128_u32[1] = result.m128_u32[2] = result.m128_u32[3] = a.m128_u32[index]; - return result; -} - -template <int index> -PX_FORCE_INLINE Vec4V V4SplatElement(Vec4V a) -{ - float* data = reinterpret_cast<float*>(&a); - return V4Load(data[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 V4Ceil(const Vec4V in) -{ - UnionM128 a(in); - return V4LoadXYZW(PxCeil(a.m128_f32[0]), PxCeil(a.m128_f32[1]), PxCeil(a.m128_f32[2]), PxCeil(a.m128_f32[3])); -} - -PX_FORCE_INLINE Vec4V V4Floor(const Vec4V in) -{ - UnionM128 a(in); - return V4LoadXYZW(PxFloor(a.m128_f32[0]), PxFloor(a.m128_f32[1]), PxFloor(a.m128_f32[2]), PxFloor(a.m128_f32[3])); -} - -PX_FORCE_INLINE VecU32V V4ConvertToU32VSaturate(const Vec4V in, PxU32 power) -{ - PX_ASSERT(power == 0 && "Non-zero power not supported in convertToU32VSaturate"); - PX_UNUSED(power); // prevent warning in release builds - PxF32 ffffFFFFasFloat = PxF32(0xFFFF0000); - UnionM128 a(in); - VecU32V result; - result.m128_u32[0] = PxU32(PxClamp<PxF32>((a).m128_f32[0], 0.0f, ffffFFFFasFloat)); - result.m128_u32[1] = PxU32(PxClamp<PxF32>((a).m128_f32[1], 0.0f, ffffFFFFasFloat)); - result.m128_u32[2] = PxU32(PxClamp<PxF32>((a).m128_f32[2], 0.0f, ffffFFFFasFloat)); - result.m128_u32[3] = PxU32(PxClamp<PxF32>((a).m128_f32[3], 0.0f, ffffFFFFasFloat)); - return result; -} - -#endif // PSFOUNDATION_PSUNIXSSE2INLINEAOS_H 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 |