// 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) 2008-2018 NVIDIA Corporation. All rights reserved. // Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved. // Copyright (c) 2001-2004 NovodeX AG. All rights reserved. #ifndef PSFOUNDATION_PSWINDOWSAOS_H #define PSFOUNDATION_PSWINDOWSAOS_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 typedef __m128 FloatV; typedef __m128 Vec3V; typedef __m128 Vec4V; typedef __m128 BoolV; typedef __m128 VecU32V; typedef __m128 VecI32V; typedef __m128 VecU16V; typedef __m128 VecI16V; typedef __m128 QuatV; #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 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_PSWINDOWSAOS_H