// // Redistribution and use in source and binary forms, with or without // modification, are permitted provided that the following conditions // are met: // * Redistributions of source code must retain the above copyright // notice, this list of conditions and the following disclaimer. // * Redistributions in binary form must reproduce the above copyright // notice, this list of conditions and the following disclaimer in the // documentation and/or other materials provided with the distribution. // * Neither the name of NVIDIA CORPORATION nor the names of its // contributors may be used to endorse or promote products derived // from this software without specific prior written permission. // // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY // EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE // IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR // PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR // CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, // EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, // PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR // PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY // OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT // (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE // OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. // // Copyright (c) 2018 NVIDIA Corporation. All rights reserved. // Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved. // Copyright (c) 2001-2004 NovodeX AG. All rights reserved. #pragma once #include "Simd4i.h" // platform specific helpers namespace nvidia { namespace cloth { inline uint32_t findBitSet(uint32_t mask); // intFloor(-1.0f) returns -2 on SSE and NEON! inline Simd4i intFloor(const Simd4f& v); inline Simd4i horizontalOr(Simd4i mask); template struct Gather; #if NVMATH_SIMD template <> struct Gather { inline Gather(const Simd4i& index); inline Simd4i operator()(const Simd4i*) const; #if NVMATH_SSE2 Simd4i mSelectQ, mSelectD, mSelectW; static const Simd4i sIntSignBit; static const Simd4i sSignedMask; #elif NVMATH_NEON Simd4i mPermute; static const Simd4i sPack; static const Simd4i sOffset; static const Simd4i sShift; static const Simd4i sMask; #endif Simd4i mOutOfRange; }; #endif } // namespace cloth } // namespace nvidia #if NVMATH_SSE2 #include "sse2/SwCollisionHelpers.h" #elif NVMATH_NEON #include "neon/SwCollisionHelpers.h" #endif #if NVMATH_SCALAR #include "scalar/SwCollisionHelpers.h" #endif