// // 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) 2008-2019 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 GU_SIMD_HELPERS_H #define GU_SIMD_HELPERS_H #include "foundation/PxMat33.h" #include "common/PxPhysXCommonConfig.h" #include "geometry/PxTriangle.h" #include "CmPhysXCommon.h" #include "PsVecMath.h" namespace physx { namespace Gu { //! A padded version of PxTriangle, to safely load its data using SIMD class TrianglePadded : public PxTriangle { public: PX_FORCE_INLINE TrianglePadded() {} PX_FORCE_INLINE ~TrianglePadded() {} PxU32 padding; }; // PT: wrapper helper class to make sure we can safely load a PxVec3 using SIMD loads // PT: TODO: refactor with PxVec3Pad class Vec3p : public PxVec3 { public: PX_FORCE_INLINE Vec3p() {} PX_FORCE_INLINE ~Vec3p() {} PX_FORCE_INLINE Vec3p(const PxVec3& p) : PxVec3(p) {} PX_FORCE_INLINE Vec3p(float f) : PxVec3(f) {} PxU32 padding; }; PX_COMPILE_TIME_ASSERT(sizeof(Vec3p) == 16); //! A padded version of PxMat33, to safely load its data using SIMD class PxMat33Padded : public PxMat33 { public: explicit PX_FORCE_INLINE PxMat33Padded(const PxQuat& q) { using namespace Ps::aos; const QuatV qV = V4LoadU(&q.x); Vec3V column0V, column1V, column2V; QuatGetMat33V(qV, column0V, column1V, column2V); #if defined(PX_SIMD_DISABLED) || PX_ANDROID || (PX_LINUX && (PX_ARM || PX_A64)) || (PX_UWP && (PX_ARM || PX_A64)) V3StoreU(column0V, column0); V3StoreU(column1V, column1); V3StoreU(column2V, column2); #else V4StoreU(column0V, &column0.x); V4StoreU(column1V, &column1.x); V4StoreU(column2V, &column2.x); #endif } PX_FORCE_INLINE ~PxMat33Padded() {} PX_FORCE_INLINE void operator=(const PxMat33& other) { column0 = other.column0; column1 = other.column1; column2 = other.column2; } PxU32 padding; }; } // namespace Gu } #endif