diff options
| 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 /PxShared/src/foundation/include/unix | |
| 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 'PxShared/src/foundation/include/unix')
9 files changed, 7489 insertions, 0 deletions
diff --git a/PxShared/src/foundation/include/unix/PsUnixAoS.h b/PxShared/src/foundation/include/unix/PsUnixAoS.h new file mode 100644 index 00000000..a40ddb73 --- /dev/null +++ b/PxShared/src/foundation/include/unix/PsUnixAoS.h @@ -0,0 +1,47 @@ +// 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 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 new file mode 100644 index 00000000..db1acc6d --- /dev/null +++ b/PxShared/src/foundation/include/unix/PsUnixFPU.h @@ -0,0 +1,66 @@ +// 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 PSFOUNDATION_PSUNIXFPU_H +#define PSFOUNDATION_PSUNIXFPU_H + +#include "foundation/PxPreprocessor.h" + +#if PX_LINUX || PX_PS4 || PX_OSX + +#if PX_X86 || PX_X64 +#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 new file mode 100644 index 00000000..1ba626e8 --- /dev/null +++ b/PxShared/src/foundation/include/unix/PsUnixInlineAoS.h @@ -0,0 +1,48 @@ +// 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 PSFOUNDATION_PSUNIXINLINEAOS_H +#define PSFOUNDATION_PSUNIXINLINEAOS_H + +#if !COMPILE_VECTOR_INTRINSICS +#error Vector intrinsics should not be included when using scalar implementation. +#endif + +// Remove this define when all platforms use simd solver. +#define PX_SUPPORT_SIMD + +#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 new file mode 100644 index 00000000..1b738518 --- /dev/null +++ b/PxShared/src/foundation/include/unix/PsUnixIntrinsics.h @@ -0,0 +1,153 @@ +// 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 PSFOUNDATION_PSUNIXINTRINSICS_H +#define PSFOUNDATION_PSUNIXINTRINSICS_H + +#include "Ps.h" +#include "foundation/PxAssert.h" +#include <math.h> + +#if PX_ANDROID +#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 new file mode 100644 index 00000000..f742e293 --- /dev/null +++ b/PxShared/src/foundation/include/unix/PsUnixTrigConstants.h @@ -0,0 +1,82 @@ +// 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 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 new file mode 100644 index 00000000..3a3a02e1 --- /dev/null +++ b/PxShared/src/foundation/include/unix/neon/PsUnixNeonAoS.h @@ -0,0 +1,129 @@ +// 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 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 new file mode 100644 index 00000000..a4f820ea --- /dev/null +++ b/PxShared/src/foundation/include/unix/neon/PsUnixNeonInlineAoS.h @@ -0,0 +1,3577 @@ +// 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 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> +#define VRECIP recip_newton<4> +#define VRECIPSQRTQ rsqrtq_newton<4> +#define VRECIPSQRT rsqrt_newton<4> + +#define VECMATH_AOS_EPSILON (1e-3f) + +// Remove this define when all platforms use simd solver. +#define PX_SUPPORT_SIMD + +////////////////////////////////////////////////////////////////////// +//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 new file mode 100644 index 00000000..54c622f6 --- /dev/null +++ b/PxShared/src/foundation/include/unix/sse2/PsUnixSse2AoS.h @@ -0,0 +1,179 @@ +// 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 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 +#ifdef __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 new file mode 100644 index 00000000..4503c80e --- /dev/null +++ b/PxShared/src/foundation/include/unix/sse2/PsUnixSse2InlineAoS.h @@ -0,0 +1,3208 @@ +// 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 PSFOUNDATION_PSUNIXSSE2INLINEAOS_H +#define PSFOUNDATION_PSUNIXSSE2INLINEAOS_H + +#if !COMPILE_VECTOR_INTRINSICS +#error Vector intrinsics should not be included when using scalar implementation. +#endif + +// Remove this define when all platforms use simd solver. +#define PX_SUPPORT_SIMD + +#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)))); +} + +const PX_ALIGN(16, PxF32 gMaskXYZ[4]) = { physx::PxUnionCast<PxF32>(0xffffffff), physx::PxUnionCast<PxF32>(0xffffffff), + physx::PxUnionCast<PxF32>(0xffffffff), 0 }; +} + +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)); + return _mm_and_ps(reinterpret_cast<const Vec3V&>(f), V4LoadA(internalUnitSSE2Simd::gMaskXYZ)); +} + +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)); + return _mm_and_ps(V4LoadA(f), V4LoadA(internalUnitSSE2Simd::gMaskXYZ)); +} + +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) +{ + return _mm_and_ps(v, V4LoadA(internalUnitSSE2Simd::gMaskXYZ)); +} + +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 |