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//
// 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 <typename>
struct Gather;
#if NVMATH_SIMD
template <>
struct Gather<Simd4i>
{
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
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