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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) 2008-2018 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_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
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