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diff --git a/PxShared/src/foundation/include/unix/sse2/PsUnixSse2AoS.h b/PxShared/src/foundation/include/unix/sse2/PsUnixSse2AoS.h
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+// 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