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-rw-r--r--PxShared/src/foundation/include/unix/PsUnixAoS.h47
-rw-r--r--PxShared/src/foundation/include/unix/PsUnixFPU.h69
-rw-r--r--PxShared/src/foundation/include/unix/PsUnixInlineAoS.h45
-rw-r--r--PxShared/src/foundation/include/unix/PsUnixIntrinsics.h153
-rw-r--r--PxShared/src/foundation/include/unix/PsUnixTrigConstants.h82
-rw-r--r--PxShared/src/foundation/include/unix/neon/PsUnixNeonAoS.h129
-rw-r--r--PxShared/src/foundation/include/unix/neon/PsUnixNeonInlineAoS.h3579
-rw-r--r--PxShared/src/foundation/include/unix/sse2/PsUnixSse2AoS.h179
-rw-r--r--PxShared/src/foundation/include/unix/sse2/PsUnixSse2InlineAoS.h3223
9 files changed, 0 insertions, 7506 deletions
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