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| author | git perforce import user <a@b> | 2016-10-25 12:29:14 -0600 |
|---|---|---|
| committer | Sheikh Dawood Abdul Ajees <Sheikh Dawood Abdul Ajees> | 2016-10-25 18:56:37 -0500 |
| commit | 3dfe2108cfab31ba3ee5527e217d0d8e99a51162 (patch) | |
| tree | fa6485c169e50d7415a651bf838f5bcd0fd3bfbd /PhysX_3.4/Source/GeomUtils/headers/GuSIMDHelpers.h | |
| download | physx-3.4-3dfe2108cfab31ba3ee5527e217d0d8e99a51162.tar.xz physx-3.4-3dfe2108cfab31ba3ee5527e217d0d8e99a51162.zip | |
Initial commit:
PhysX 3.4.0 Update @ 21294896
APEX 1.4.0 Update @ 21275617
[CL 21300167]
Diffstat (limited to 'PhysX_3.4/Source/GeomUtils/headers/GuSIMDHelpers.h')
| -rw-r--r-- | PhysX_3.4/Source/GeomUtils/headers/GuSIMDHelpers.h | 98 |
1 files changed, 98 insertions, 0 deletions
diff --git a/PhysX_3.4/Source/GeomUtils/headers/GuSIMDHelpers.h b/PhysX_3.4/Source/GeomUtils/headers/GuSIMDHelpers.h new file mode 100644 index 00000000..2aada303 --- /dev/null +++ b/PhysX_3.4/Source/GeomUtils/headers/GuSIMDHelpers.h @@ -0,0 +1,98 @@ +// 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) 2008-2016 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 GU_SIMD_HELPERS_H +#define GU_SIMD_HELPERS_H + +#include "PxPhysXCommonConfig.h" +#include "CmPhysXCommon.h" +#include "geometry/PxTriangle.h" +#include "foundation/PxMat33.h" +#include "PsVecMath.h" + +namespace physx +{ +namespace Gu +{ + //! A padded version of PxTriangle, to safely load its data using SIMD + class TrianglePadded : public PxTriangle + { + public: + PX_FORCE_INLINE TrianglePadded() {} + PX_FORCE_INLINE ~TrianglePadded() {} + PxU32 padding; + }; + + // PT: wrapper helper class to make sure we can safely load a PxVec3 using SIMD loads + // PT: TODO: refactor with PxVec3Pad + class Vec3p : public PxVec3 + { + public: + PX_FORCE_INLINE Vec3p() {} + PX_FORCE_INLINE ~Vec3p() {} + PX_FORCE_INLINE Vec3p(const PxVec3& p) : PxVec3(p) {} + PX_FORCE_INLINE Vec3p(float f) : PxVec3(f) {} + PxU32 padding; + }; + PX_COMPILE_TIME_ASSERT(sizeof(Vec3p) == 16); + + //! A padded version of PxMat33, to safely load its data using SIMD + class PxMat33Padded : public PxMat33 + { + public: + explicit PX_FORCE_INLINE PxMat33Padded(const PxQuat& q) + { + using namespace Ps::aos; + const QuatV qV = V4LoadU(&q.x); + Vec3V column0V, column1V, column2V; + QuatGetMat33V(qV, column0V, column1V, column2V); +#if PX_ANDROID || (PX_LINUX && PX_ARM) + V3StoreU(column0V, column0); + V3StoreU(column1V, column1); + V3StoreU(column2V, column2); +#else + V4StoreU(column0V, &column0.x); + V4StoreU(column1V, &column1.x); + V4StoreU(column2V, &column2.x); +#endif + } + PX_FORCE_INLINE ~PxMat33Padded() {} + PX_FORCE_INLINE void operator=(const PxMat33& other) + { + column0 = other.column0; + column1 = other.column1; + column2 = other.column2; + } + PxU32 padding; + }; + +} // namespace Gu +} + +#endif |