Projekt_Grafika/dependencies/physx-4.1/source/foundation/include/unix/sse2/PsUnixSse2InlineAoS.h
Jakub Adamski f5087ee7b6 new repo
2021-01-29 17:02:11 +01:00

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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) 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 PSFOUNDATION_PSUNIXSSE2INLINEAOS_H
#define PSFOUNDATION_PSUNIXSSE2INLINEAOS_H
#if !COMPILE_VECTOR_INTRINSICS
#error Vector intrinsics should not be included when using scalar implementation.
#endif
#ifdef __SSE4_2__
#include "smmintrin.h"
#endif
#include "../../PsVecMathSSE.h"
namespace physx
{
namespace shdfnd
{
namespace aos
{
#define PX_FPCLASS_SNAN 0x0001 /* signaling NaN */
#define PX_FPCLASS_QNAN 0x0002 /* quiet NaN */
#define PX_FPCLASS_NINF 0x0004 /* negative infinity */
#define PX_FPCLASS_PINF 0x0200 /* positive infinity */
PX_FORCE_INLINE __m128 m128_I2F(__m128i n)
{
return _mm_castsi128_ps(n);
}
PX_FORCE_INLINE __m128i m128_F2I(__m128 n)
{
return _mm_castps_si128(n);
}
//////////////////////////////////////////////////////////////////////
//Test that Vec3V and FloatV are legal
//////////////////////////////////////////////////////////////////////
#define FLOAT_COMPONENTS_EQUAL_THRESHOLD 0.01f
PX_FORCE_INLINE static bool isValidFloatV(const FloatV a)
{
const PxF32 x = V4ReadX(a);
const PxF32 y = V4ReadY(a);
const PxF32 z = V4ReadZ(a);
const PxF32 w = V4ReadW(a);
if (
(PxAbs(x - y) < FLOAT_COMPONENTS_EQUAL_THRESHOLD) &&
(PxAbs(x - z) < FLOAT_COMPONENTS_EQUAL_THRESHOLD) &&
(PxAbs(x - w) < FLOAT_COMPONENTS_EQUAL_THRESHOLD)
)
{
return true;
}
if (
(PxAbs((x - y) / x) < FLOAT_COMPONENTS_EQUAL_THRESHOLD) &&
(PxAbs((x - z) / x) < FLOAT_COMPONENTS_EQUAL_THRESHOLD) &&
(PxAbs((x - w) / x) < FLOAT_COMPONENTS_EQUAL_THRESHOLD)
)
{
return true;
}
return false;
}
PX_FORCE_INLINE bool isValidVec3V(const Vec3V a)
{
PX_ALIGN(16, PxF32 f[4]);
V4StoreA(a, f);
return (f[3] == 0.0f);
}
PX_FORCE_INLINE bool isFiniteLength(const Vec3V a)
{
return !FAllEq(V4LengthSq(a), FZero());
}
PX_FORCE_INLINE bool isAligned16(void* a)
{
return(0 == (size_t(a) & 0x0f));
}
//ASSERT_FINITELENGTH is deactivated because there is a lot of code that calls a simd normalisation function with zero length but then ignores the result.
#if PX_DEBUG
#define ASSERT_ISVALIDVEC3V(a) PX_ASSERT(isValidVec3V(a))
#define ASSERT_ISVALIDFLOATV(a) PX_ASSERT(isValidFloatV(a))
#define ASSERT_ISALIGNED16(a) PX_ASSERT(isAligned16(reinterpret_cast<void*>(a)))
#define ASSERT_ISFINITELENGTH(a) //PX_ASSERT(isFiniteLength(a))
#else
#define ASSERT_ISVALIDVEC3V(a)
#define ASSERT_ISVALIDFLOATV(a)
#define ASSERT_ISALIGNED16(a)
#define ASSERT_ISFINITELENGTH(a)
#endif
namespace internalUnitSSE2Simd
{
PX_FORCE_INLINE PxU32 BAllTrue4_R(const BoolV a)
{
const PxI32 moveMask = _mm_movemask_ps(a);
return PxU32(moveMask == 0xf);
}
PX_FORCE_INLINE PxU32 BAllTrue3_R(const BoolV a)
{
const PxI32 moveMask = _mm_movemask_ps(a);
return PxU32((moveMask & 0x7) == 0x7);
}
PX_FORCE_INLINE PxU32 BAnyTrue4_R(const BoolV a)
{
const PxI32 moveMask = _mm_movemask_ps(a);
return PxU32(moveMask != 0x0);
}
PX_FORCE_INLINE PxU32 BAnyTrue3_R(const BoolV a)
{
const PxI32 moveMask = _mm_movemask_ps(a);
return PxU32((moveMask & 0x7) != 0x0);
}
PX_FORCE_INLINE PxU32 FiniteTestEq(const Vec4V a, const Vec4V b)
{
// This is a bit of a bodge.
//_mm_comieq_ss returns 1 if either value is nan so we need to re-cast a and b with true encoded as a non-nan
// number.
// There must be a better way of doing this in sse.
const BoolV one = FOne();
const BoolV zero = FZero();
const BoolV a1 = V4Sel(a, one, zero);
const BoolV b1 = V4Sel(b, one, zero);
return (
_mm_comieq_ss(a1, b1) &&
_mm_comieq_ss(_mm_shuffle_ps(a1, a1, _MM_SHUFFLE(1, 1, 1, 1)), _mm_shuffle_ps(b1, b1, _MM_SHUFFLE(1, 1, 1, 1))) &&
_mm_comieq_ss(_mm_shuffle_ps(a1, a1, _MM_SHUFFLE(2, 2, 2, 2)), _mm_shuffle_ps(b1, b1, _MM_SHUFFLE(2, 2, 2, 2))) &&
_mm_comieq_ss(_mm_shuffle_ps(a1, a1, _MM_SHUFFLE(3, 3, 3, 3)), _mm_shuffle_ps(b1, b1, _MM_SHUFFLE(3, 3, 3, 3))));
}
#if !PX_EMSCRIPTEN
const PX_ALIGN(16, PxF32 gMaskXYZ[4]) = { physx::PxUnionCast<PxF32>(0xffffffff), physx::PxUnionCast<PxF32>(0xffffffff),
physx::PxUnionCast<PxF32>(0xffffffff), 0 };
#else
// emscripten doesn't like the PxUnionCast data structure
// the following is what windows and xbox does -- using these for emscripten
const PX_ALIGN(16, PxU32 gMaskXYZ[4]) = { 0xffffffff, 0xffffffff, 0xffffffff, 0 }; }
#endif
}
namespace _VecMathTests
{
// PT: this function returns an invalid Vec3V (W!=0.0f) just for unit-testing 'isValidVec3V'
PX_FORCE_INLINE Vec3V getInvalidVec3V()
{
const float f = 1.0f;
return _mm_load1_ps(&f);
}
PX_FORCE_INLINE bool allElementsEqualFloatV(const FloatV a, const FloatV b)
{
ASSERT_ISVALIDFLOATV(a);
ASSERT_ISVALIDFLOATV(b);
return _mm_comieq_ss(a, b) != 0;
}
PX_FORCE_INLINE bool allElementsEqualVec3V(const Vec3V a, const Vec3V b)
{
return V3AllEq(a, b) != 0;
}
PX_FORCE_INLINE bool allElementsEqualVec4V(const Vec4V a, const Vec4V b)
{
return V4AllEq(a, b) != 0;
}
PX_FORCE_INLINE bool allElementsEqualBoolV(const BoolV a, const BoolV b)
{
return internalUnitSSE2Simd::BAllTrue4_R(VecI32V_IsEq(m128_F2I(a), m128_F2I(b))) != 0;
}
PX_FORCE_INLINE bool allElementsEqualVecU32V(const VecU32V a, const VecU32V b)
{
return internalUnitSSE2Simd::BAllTrue4_R(V4IsEqU32(a, b)) != 0;
}
PX_FORCE_INLINE bool allElementsEqualVecI32V(const VecI32V a, const VecI32V b)
{
BoolV c = m128_I2F(_mm_cmpeq_epi32(a, b));
return internalUnitSSE2Simd::BAllTrue4_R(c) != 0;
}
#define VECMATH_AOS_EPSILON (1e-3f)
PX_FORCE_INLINE bool allElementsNearEqualFloatV(const FloatV a, const FloatV b)
{
ASSERT_ISVALIDFLOATV(a);
ASSERT_ISVALIDFLOATV(b);
const FloatV c = FSub(a, b);
const FloatV minError = FLoad(-VECMATH_AOS_EPSILON);
const FloatV maxError = FLoad(VECMATH_AOS_EPSILON);
return _mm_comigt_ss(c, minError) && _mm_comilt_ss(c, maxError);
}
PX_FORCE_INLINE bool allElementsNearEqualVec3V(const Vec3V a, const Vec3V b)
{
const Vec3V c = V3Sub(a, b);
const Vec3V minError = V3Load(-VECMATH_AOS_EPSILON);
const Vec3V maxError = V3Load(VECMATH_AOS_EPSILON);
return (_mm_comigt_ss(_mm_shuffle_ps(c, c, _MM_SHUFFLE(0, 0, 0, 0)), minError) &&
_mm_comilt_ss(_mm_shuffle_ps(c, c, _MM_SHUFFLE(0, 0, 0, 0)), maxError) &&
_mm_comigt_ss(_mm_shuffle_ps(c, c, _MM_SHUFFLE(1, 1, 1, 1)), minError) &&
_mm_comilt_ss(_mm_shuffle_ps(c, c, _MM_SHUFFLE(1, 1, 1, 1)), maxError) &&
_mm_comigt_ss(_mm_shuffle_ps(c, c, _MM_SHUFFLE(2, 2, 2, 2)), minError) &&
_mm_comilt_ss(_mm_shuffle_ps(c, c, _MM_SHUFFLE(2, 2, 2, 2)), maxError));
}
PX_FORCE_INLINE bool allElementsNearEqualVec4V(const Vec4V a, const Vec4V b)
{
const Vec4V c = V4Sub(a, b);
const Vec4V minError = V4Load(-VECMATH_AOS_EPSILON);
const Vec4V maxError = V4Load(VECMATH_AOS_EPSILON);
return (_mm_comigt_ss(_mm_shuffle_ps(c, c, _MM_SHUFFLE(0, 0, 0, 0)), minError) &&
_mm_comilt_ss(_mm_shuffle_ps(c, c, _MM_SHUFFLE(0, 0, 0, 0)), maxError) &&
_mm_comigt_ss(_mm_shuffle_ps(c, c, _MM_SHUFFLE(1, 1, 1, 1)), minError) &&
_mm_comilt_ss(_mm_shuffle_ps(c, c, _MM_SHUFFLE(1, 1, 1, 1)), maxError) &&
_mm_comigt_ss(_mm_shuffle_ps(c, c, _MM_SHUFFLE(2, 2, 2, 2)), minError) &&
_mm_comilt_ss(_mm_shuffle_ps(c, c, _MM_SHUFFLE(2, 2, 2, 2)), maxError) &&
_mm_comigt_ss(_mm_shuffle_ps(c, c, _MM_SHUFFLE(3, 3, 3, 3)), minError) &&
_mm_comilt_ss(_mm_shuffle_ps(c, c, _MM_SHUFFLE(3, 3, 3, 3)), maxError));
}
}
/////////////////////////////////////////////////////////////////////
////FUNCTIONS USED ONLY FOR ASSERTS IN VECTORISED IMPLEMENTATIONS
/////////////////////////////////////////////////////////////////////
PX_FORCE_INLINE bool isFiniteFloatV(const FloatV a)
{
PxF32 badNumber =
physx::PxUnionCast<PxF32, PxU32>(PX_FPCLASS_SNAN | PX_FPCLASS_QNAN | PX_FPCLASS_NINF | PX_FPCLASS_PINF);
const FloatV vBadNum = FLoad(badNumber);
const BoolV vMask = BAnd(vBadNum, a);
return internalUnitSSE2Simd::FiniteTestEq(vMask, BFFFF()) == 1;
}
PX_FORCE_INLINE bool isFiniteVec3V(const Vec3V a)
{
PxF32 badNumber =
physx::PxUnionCast<PxF32, PxU32>(PX_FPCLASS_SNAN | PX_FPCLASS_QNAN | PX_FPCLASS_NINF | PX_FPCLASS_PINF);
const Vec3V vBadNum = V3Load(badNumber);
const BoolV vMask = BAnd(BAnd(vBadNum, a), BTTTF());
return internalUnitSSE2Simd::FiniteTestEq(vMask, BFFFF()) == 1;
}
PX_FORCE_INLINE bool isFiniteVec4V(const Vec4V a)
{
/*Vec4V a;
PX_ALIGN(16, PxF32 f[4]);
F32Array_Aligned_From_Vec4V(a, f);
return PxIsFinite(f[0])
&& PxIsFinite(f[1])
&& PxIsFinite(f[2])
&& PxIsFinite(f[3]);*/
PxF32 badNumber =
physx::PxUnionCast<PxF32, PxU32>(PX_FPCLASS_SNAN | PX_FPCLASS_QNAN | PX_FPCLASS_NINF | PX_FPCLASS_PINF);
const Vec4V vBadNum = V4Load(badNumber);
const BoolV vMask = BAnd(vBadNum, a);
return internalUnitSSE2Simd::FiniteTestEq(vMask, BFFFF()) == 1;
}
PX_FORCE_INLINE bool hasZeroElementinFloatV(const FloatV a)
{
ASSERT_ISVALIDFLOATV(a);
return _mm_comieq_ss(_mm_shuffle_ps(a, a, _MM_SHUFFLE(0, 0, 0, 0)), FZero()) ? true : false;
}
PX_FORCE_INLINE bool hasZeroElementInVec3V(const Vec3V a)
{
return (_mm_comieq_ss(_mm_shuffle_ps(a, a, _MM_SHUFFLE(0, 0, 0, 0)), FZero()) ||
_mm_comieq_ss(_mm_shuffle_ps(a, a, _MM_SHUFFLE(1, 1, 1, 1)), FZero()) ||
_mm_comieq_ss(_mm_shuffle_ps(a, a, _MM_SHUFFLE(2, 2, 2, 2)), FZero()));
}
PX_FORCE_INLINE bool hasZeroElementInVec4V(const Vec4V a)
{
return (_mm_comieq_ss(_mm_shuffle_ps(a, a, _MM_SHUFFLE(0, 0, 0, 0)), FZero()) ||
_mm_comieq_ss(_mm_shuffle_ps(a, a, _MM_SHUFFLE(1, 1, 1, 1)), FZero()) ||
_mm_comieq_ss(_mm_shuffle_ps(a, a, _MM_SHUFFLE(2, 2, 2, 2)), FZero()) ||
_mm_comieq_ss(_mm_shuffle_ps(a, a, _MM_SHUFFLE(3, 3, 3, 3)), FZero()));
}
/////////////////////////////////////////////////////////////////////
////VECTORISED FUNCTION IMPLEMENTATIONS
/////////////////////////////////////////////////////////////////////
PX_FORCE_INLINE FloatV FLoad(const PxF32 f)
{
return _mm_load1_ps(&f);
}
PX_FORCE_INLINE Vec3V V3Load(const PxF32 f)
{
return _mm_set_ps(0.0f, f, f, f);
}
PX_FORCE_INLINE Vec4V V4Load(const PxF32 f)
{
return _mm_load1_ps(&f);
}
PX_FORCE_INLINE BoolV BLoad(const bool f)
{
const PxU32 i = -PxI32(f);
return _mm_load1_ps(reinterpret_cast<const float*>(&i));
}
PX_FORCE_INLINE Vec3V V3LoadA(const PxVec3& f)
{
ASSERT_ISALIGNED16(const_cast<PxVec3*>(&f));
#if !PX_EMSCRIPTEN
return _mm_and_ps(reinterpret_cast<const Vec3V&>(f), V4LoadA(internalUnitSSE2Simd::gMaskXYZ));
#else
return _mm_and_ps((Vec3V&)f, (VecI32V&)internalUnitSSE2Simd::gMaskXYZ);
#endif
}
PX_FORCE_INLINE Vec3V V3LoadU(const PxVec3& f)
{
return _mm_set_ps(0.0f, f.z, f.y, f.x);
}
PX_FORCE_INLINE Vec3V V3LoadUnsafeA(const PxVec3& f)
{
ASSERT_ISALIGNED16(const_cast<PxVec3*>(&f));
return _mm_set_ps(0.0f, f.z, f.y, f.x);
}
PX_FORCE_INLINE Vec3V V3LoadA(const PxF32* const f)
{
ASSERT_ISALIGNED16(const_cast<PxF32*>(f));
#if !PX_EMSCRIPTEN
return _mm_and_ps(V4LoadA(f), V4LoadA(internalUnitSSE2Simd::gMaskXYZ));
#else
return _mm_and_ps((Vec3V&)*f, (VecI32V&)internalUnitSSE2Simd::gMaskXYZ);
#endif
}
PX_FORCE_INLINE Vec3V V3LoadU(const PxF32* const i)
{
return _mm_set_ps(0.0f, i[2], i[1], i[0]);
}
PX_FORCE_INLINE Vec3V Vec3V_From_Vec4V(Vec4V v)
{
return V4ClearW(v);
}
PX_FORCE_INLINE Vec3V Vec3V_From_Vec4V_WUndefined(const Vec4V v)
{
return v;
}
PX_FORCE_INLINE Vec4V Vec4V_From_Vec3V(Vec3V f)
{
ASSERT_ISVALIDVEC3V(f);
return f; // ok if it is implemented as the same type.
}
PX_FORCE_INLINE Vec4V Vec4V_From_PxVec3_WUndefined(const PxVec3& f)
{
return _mm_set_ps(0.0f, f.z, f.y, f.x);
}
PX_FORCE_INLINE Vec4V Vec4V_From_FloatV(FloatV f)
{
return f;
}
PX_FORCE_INLINE Vec3V Vec3V_From_FloatV(FloatV f)
{
ASSERT_ISVALIDFLOATV(f);
return Vec3V_From_Vec4V(Vec4V_From_FloatV(f));
}
PX_FORCE_INLINE Vec3V Vec3V_From_FloatV_WUndefined(FloatV f)
{
ASSERT_ISVALIDVEC3V(f);
return Vec3V_From_Vec4V_WUndefined(Vec4V_From_FloatV(f));
}
PX_FORCE_INLINE Mat33V Mat33V_From_PxMat33(const PxMat33& m)
{
return Mat33V(V3LoadU(m.column0), V3LoadU(m.column1), V3LoadU(m.column2));
}
PX_FORCE_INLINE void PxMat33_From_Mat33V(const Mat33V& m, PxMat33& out)
{
V3StoreU(m.col0, out.column0);
V3StoreU(m.col1, out.column1);
V3StoreU(m.col2, out.column2);
}
PX_FORCE_INLINE Vec4V V4LoadA(const PxF32* const f)
{
ASSERT_ISALIGNED16(const_cast<PxF32*>(f));
return _mm_load_ps(f);
}
PX_FORCE_INLINE void V4StoreA(Vec4V a, PxF32* f)
{
ASSERT_ISALIGNED16(f);
_mm_store_ps(f, a);
}
PX_FORCE_INLINE void V4StoreU(const Vec4V a, PxF32* f)
{
_mm_storeu_ps(f, a);
}
PX_FORCE_INLINE void BStoreA(const BoolV a, PxU32* f)
{
ASSERT_ISALIGNED16(f);
_mm_store_ps(reinterpret_cast<PxF32*>(f), a);
}
PX_FORCE_INLINE void U4StoreA(const VecU32V uv, PxU32* u)
{
ASSERT_ISALIGNED16(u);
_mm_store_ps(reinterpret_cast<float*>(u), uv);
}
PX_FORCE_INLINE void I4StoreA(const VecI32V iv, PxI32* i)
{
ASSERT_ISALIGNED16(i);
_mm_store_ps(reinterpret_cast<float*>(i), m128_I2F(iv));
}
PX_FORCE_INLINE Vec4V V4LoadU(const PxF32* const f)
{
return _mm_loadu_ps(f);
}
PX_FORCE_INLINE BoolV BLoad(const bool* const f)
{
const PX_ALIGN(16, PxI32) b[4] = { -PxI32(f[0]), -PxI32(f[1]), -PxI32(f[2]), -PxI32(f[3]) };
return _mm_load_ps(reinterpret_cast<const float*>(&b));
}
PX_FORCE_INLINE void FStore(const FloatV a, PxF32* PX_RESTRICT f)
{
ASSERT_ISVALIDFLOATV(a);
_mm_store_ss(f, a);
}
PX_FORCE_INLINE void V3StoreA(const Vec3V a, PxVec3& f)
{
ASSERT_ISALIGNED16(&f);
PX_ALIGN(16, PxF32) f2[4];
_mm_store_ps(f2, a);
f = PxVec3(f2[0], f2[1], f2[2]);
}
PX_FORCE_INLINE void V3StoreU(const Vec3V a, PxVec3& f)
{
PX_ALIGN(16, PxF32) f2[4];
_mm_store_ps(f2, a);
f = PxVec3(f2[0], f2[1], f2[2]);
}
PX_FORCE_INLINE void Store_From_BoolV(const BoolV b, PxU32* b2)
{
_mm_store_ss(reinterpret_cast<PxF32*>(b2), b);
}
PX_FORCE_INLINE VecU32V U4Load(const PxU32 i)
{
return _mm_load1_ps(reinterpret_cast<const PxF32*>(&i));
}
PX_FORCE_INLINE VecU32V U4LoadU(const PxU32* i)
{
return _mm_loadu_ps(reinterpret_cast<const PxF32*>(i));
}
PX_FORCE_INLINE VecU32V U4LoadA(const PxU32* i)
{
ASSERT_ISALIGNED16(const_cast<PxU32*>(i));
return _mm_load_ps(reinterpret_cast<const PxF32*>(i));
}
//////////////////////////////////
// FLOATV
//////////////////////////////////
PX_FORCE_INLINE FloatV FZero()
{
return FLoad(0.0f);
}
PX_FORCE_INLINE FloatV FOne()
{
return FLoad(1.0f);
}
PX_FORCE_INLINE FloatV FHalf()
{
return FLoad(0.5f);
}
PX_FORCE_INLINE FloatV FEps()
{
return FLoad(PX_EPS_REAL);
}
PX_FORCE_INLINE FloatV FEps6()
{
return FLoad(1e-6f);
}
PX_FORCE_INLINE FloatV FMax()
{
return FLoad(PX_MAX_REAL);
}
PX_FORCE_INLINE FloatV FNegMax()
{
return FLoad(-PX_MAX_REAL);
}
PX_FORCE_INLINE FloatV IZero()
{
const PxU32 zero = 0;
return _mm_load1_ps(reinterpret_cast<const PxF32*>(&zero));
}
PX_FORCE_INLINE FloatV IOne()
{
const PxU32 one = 1;
return _mm_load1_ps(reinterpret_cast<const PxF32*>(&one));
}
PX_FORCE_INLINE FloatV ITwo()
{
const PxU32 two = 2;
return _mm_load1_ps(reinterpret_cast<const PxF32*>(&two));
}
PX_FORCE_INLINE FloatV IThree()
{
const PxU32 three = 3;
return _mm_load1_ps(reinterpret_cast<const PxF32*>(&three));
}
PX_FORCE_INLINE FloatV IFour()
{
PxU32 four = 4;
return _mm_load1_ps(reinterpret_cast<const PxF32*>(&four));
}
PX_FORCE_INLINE FloatV FNeg(const FloatV f)
{
ASSERT_ISVALIDFLOATV(f);
return _mm_sub_ps(_mm_setzero_ps(), f);
}
PX_FORCE_INLINE FloatV FAdd(const FloatV a, const FloatV b)
{
ASSERT_ISVALIDFLOATV(a);
ASSERT_ISVALIDFLOATV(b);
/*
if(!isValidFloatV(a))
{
assert(false);
}
if(!isValidFloatV(b))
{
assert(false);
}
*/
return _mm_add_ps(a, b);
}
PX_FORCE_INLINE FloatV FSub(const FloatV a, const FloatV b)
{
ASSERT_ISVALIDFLOATV(a);
ASSERT_ISVALIDFLOATV(b);
return _mm_sub_ps(a, b);
}
PX_FORCE_INLINE FloatV FMul(const FloatV a, const FloatV b)
{
ASSERT_ISVALIDFLOATV(a);
ASSERT_ISVALIDFLOATV(b);
return _mm_mul_ps(a, b);
}
PX_FORCE_INLINE FloatV FDiv(const FloatV a, const FloatV b)
{
ASSERT_ISVALIDFLOATV(a);
ASSERT_ISVALIDFLOATV(b);
return _mm_div_ps(a, b);
}
PX_FORCE_INLINE FloatV FDivFast(const FloatV a, const FloatV b)
{
ASSERT_ISVALIDFLOATV(a);
ASSERT_ISVALIDFLOATV(b);
return _mm_mul_ps(a, _mm_rcp_ps(b));
}
PX_FORCE_INLINE FloatV FRecip(const FloatV a)
{
ASSERT_ISVALIDFLOATV(a);
return _mm_div_ps(FOne(), a);
}
PX_FORCE_INLINE FloatV FRecipFast(const FloatV a)
{
ASSERT_ISVALIDFLOATV(a);
return _mm_rcp_ps(a);
}
PX_FORCE_INLINE FloatV FRsqrt(const FloatV a)
{
ASSERT_ISVALIDFLOATV(a);
return _mm_div_ps(FOne(), _mm_sqrt_ps(a));
}
PX_FORCE_INLINE FloatV FSqrt(const FloatV a)
{
ASSERT_ISVALIDFLOATV(a);
return _mm_sqrt_ps(a);
}
PX_FORCE_INLINE FloatV FRsqrtFast(const FloatV a)
{
ASSERT_ISVALIDFLOATV(a);
return _mm_rsqrt_ps(a);
}
PX_FORCE_INLINE FloatV FScaleAdd(const FloatV a, const FloatV b, const FloatV c)
{
ASSERT_ISVALIDFLOATV(a);
ASSERT_ISVALIDFLOATV(b);
ASSERT_ISVALIDFLOATV(c);
return FAdd(FMul(a, b), c);
}
PX_FORCE_INLINE FloatV FNegScaleSub(const FloatV a, const FloatV b, const FloatV c)
{
ASSERT_ISVALIDFLOATV(a);
ASSERT_ISVALIDFLOATV(b);
ASSERT_ISVALIDFLOATV(c);
return FSub(c, FMul(a, b));
}
PX_FORCE_INLINE FloatV FAbs(const FloatV a)
{
ASSERT_ISVALIDFLOATV(a);
PX_ALIGN(16, const PxU32) absMask[4] = { 0x7fFFffFF, 0x7fFFffFF, 0x7fFFffFF, 0x7fFFffFF };
return _mm_and_ps(a, _mm_load_ps(reinterpret_cast<const PxF32*>(absMask)));
}
PX_FORCE_INLINE FloatV FSel(const BoolV c, const FloatV a, const FloatV b)
{
PX_ASSERT(_VecMathTests::allElementsEqualBoolV(c,BTTTT()) ||
_VecMathTests::allElementsEqualBoolV(c,BFFFF()));
ASSERT_ISVALIDFLOATV(_mm_or_ps(_mm_andnot_ps(c, b), _mm_and_ps(c, a)));
return _mm_or_ps(_mm_andnot_ps(c, b), _mm_and_ps(c, a));
}
PX_FORCE_INLINE BoolV FIsGrtr(const FloatV a, const FloatV b)
{
ASSERT_ISVALIDFLOATV(a);
ASSERT_ISVALIDFLOATV(b);
return _mm_cmpgt_ps(a, b);
}
PX_FORCE_INLINE BoolV FIsGrtrOrEq(const FloatV a, const FloatV b)
{
ASSERT_ISVALIDFLOATV(a);
ASSERT_ISVALIDFLOATV(b);
return _mm_cmpge_ps(a, b);
}
PX_FORCE_INLINE BoolV FIsEq(const FloatV a, const FloatV b)
{
ASSERT_ISVALIDFLOATV(a);
ASSERT_ISVALIDFLOATV(b);
return _mm_cmpeq_ps(a, b);
}
PX_FORCE_INLINE FloatV FMax(const FloatV a, const FloatV b)
{
ASSERT_ISVALIDFLOATV(a);
ASSERT_ISVALIDFLOATV(b);
return _mm_max_ps(a, b);
}
PX_FORCE_INLINE FloatV FMin(const FloatV a, const FloatV b)
{
ASSERT_ISVALIDFLOATV(a);
ASSERT_ISVALIDFLOATV(b);
return _mm_min_ps(a, b);
}
PX_FORCE_INLINE FloatV FClamp(const FloatV a, const FloatV minV, const FloatV maxV)
{
ASSERT_ISVALIDFLOATV(minV);
ASSERT_ISVALIDFLOATV(maxV);
return _mm_max_ps(_mm_min_ps(a, maxV), minV);
}
PX_FORCE_INLINE PxU32 FAllGrtr(const FloatV a, const FloatV b)
{
ASSERT_ISVALIDFLOATV(a);
ASSERT_ISVALIDFLOATV(b);
return _mm_comigt_ss(a, b);
}
PX_FORCE_INLINE PxU32 FAllGrtrOrEq(const FloatV a, const FloatV b)
{
ASSERT_ISVALIDFLOATV(a);
ASSERT_ISVALIDFLOATV(b);
return _mm_comige_ss(a, b);
}
PX_FORCE_INLINE PxU32 FAllEq(const FloatV a, const FloatV b)
{
ASSERT_ISVALIDFLOATV(a);
ASSERT_ISVALIDFLOATV(b);
return _mm_comieq_ss(a, b);
}
PX_FORCE_INLINE FloatV FRound(const FloatV a)
{
ASSERT_ISVALIDFLOATV(a);
#ifdef __SSE4_2__
return _mm_round_ps(a, _MM_FROUND_TO_NEAREST_INT | _MM_FROUND_NO_EXC);
#else
// return _mm_round_ps(a, 0x0);
const FloatV half = FLoad(0.5f);
const __m128 signBit = _mm_cvtepi32_ps(_mm_srli_epi32(_mm_cvtps_epi32(a), 31));
const FloatV aRound = FSub(FAdd(a, half), signBit);
__m128i tmp = _mm_cvttps_epi32(aRound);
return _mm_cvtepi32_ps(tmp);
#endif
}
PX_FORCE_INLINE FloatV FSin(const FloatV a)
{
ASSERT_ISVALIDFLOATV(a);
// Modulo the range of the given angles such that -XM_2PI <= Angles < XM_2PI
const FloatV recipTwoPi = V4LoadA(g_PXReciprocalTwoPi.f);
const FloatV twoPi = V4LoadA(g_PXTwoPi.f);
const FloatV tmp = FMul(a, recipTwoPi);
const FloatV b = FRound(tmp);
const FloatV V1 = FNegScaleSub(twoPi, b, a);
// sin(V) ~= V - V^3 / 3! + V^5 / 5! - V^7 / 7! + V^9 / 9! - V^11 / 11! + V^13 / 13! -
// V^15 / 15! + V^17 / 17! - V^19 / 19! + V^21 / 21! - V^23 / 23! (for -PI <= V < PI)
const FloatV V2 = FMul(V1, V1);
const FloatV V3 = FMul(V2, V1);
const FloatV V5 = FMul(V3, V2);
const FloatV V7 = FMul(V5, V2);
const FloatV V9 = FMul(V7, V2);
const FloatV V11 = FMul(V9, V2);
const FloatV V13 = FMul(V11, V2);
const FloatV V15 = FMul(V13, V2);
const FloatV V17 = FMul(V15, V2);
const FloatV V19 = FMul(V17, V2);
const FloatV V21 = FMul(V19, V2);
const FloatV V23 = FMul(V21, V2);
const Vec4V sinCoefficients0 = V4LoadA(g_PXSinCoefficients0.f);
const Vec4V sinCoefficients1 = V4LoadA(g_PXSinCoefficients1.f);
const Vec4V sinCoefficients2 = V4LoadA(g_PXSinCoefficients2.f);
const FloatV S1 = V4GetY(sinCoefficients0);
const FloatV S2 = V4GetZ(sinCoefficients0);
const FloatV S3 = V4GetW(sinCoefficients0);
const FloatV S4 = V4GetX(sinCoefficients1);
const FloatV S5 = V4GetY(sinCoefficients1);
const FloatV S6 = V4GetZ(sinCoefficients1);
const FloatV S7 = V4GetW(sinCoefficients1);
const FloatV S8 = V4GetX(sinCoefficients2);
const FloatV S9 = V4GetY(sinCoefficients2);
const FloatV S10 = V4GetZ(sinCoefficients2);
const FloatV S11 = V4GetW(sinCoefficients2);
FloatV Result;
Result = FScaleAdd(S1, V3, V1);
Result = FScaleAdd(S2, V5, Result);
Result = FScaleAdd(S3, V7, Result);
Result = FScaleAdd(S4, V9, Result);
Result = FScaleAdd(S5, V11, Result);
Result = FScaleAdd(S6, V13, Result);
Result = FScaleAdd(S7, V15, Result);
Result = FScaleAdd(S8, V17, Result);
Result = FScaleAdd(S9, V19, Result);
Result = FScaleAdd(S10, V21, Result);
Result = FScaleAdd(S11, V23, Result);
return Result;
}
PX_FORCE_INLINE FloatV FCos(const FloatV a)
{
ASSERT_ISVALIDFLOATV(a);
// Modulo the range of the given angles such that -XM_2PI <= Angles < XM_2PI
const FloatV recipTwoPi = V4LoadA(g_PXReciprocalTwoPi.f);
const FloatV twoPi = V4LoadA(g_PXTwoPi.f);
const FloatV tmp = FMul(a, recipTwoPi);
const FloatV b = FRound(tmp);
const FloatV V1 = FNegScaleSub(twoPi, b, a);
// cos(V) ~= 1 - V^2 / 2! + V^4 / 4! - V^6 / 6! + V^8 / 8! - V^10 / 10! + V^12 / 12! -
// V^14 / 14! + V^16 / 16! - V^18 / 18! + V^20 / 20! - V^22 / 22! (for -PI <= V < PI)
const FloatV V2 = FMul(V1, V1);
const FloatV V4 = FMul(V2, V2);
const FloatV V6 = FMul(V4, V2);
const FloatV V8 = FMul(V4, V4);
const FloatV V10 = FMul(V6, V4);
const FloatV V12 = FMul(V6, V6);
const FloatV V14 = FMul(V8, V6);
const FloatV V16 = FMul(V8, V8);
const FloatV V18 = FMul(V10, V8);
const FloatV V20 = FMul(V10, V10);
const FloatV V22 = FMul(V12, V10);
const Vec4V cosCoefficients0 = V4LoadA(g_PXCosCoefficients0.f);
const Vec4V cosCoefficients1 = V4LoadA(g_PXCosCoefficients1.f);
const Vec4V cosCoefficients2 = V4LoadA(g_PXCosCoefficients2.f);
const FloatV C1 = V4GetY(cosCoefficients0);
const FloatV C2 = V4GetZ(cosCoefficients0);
const FloatV C3 = V4GetW(cosCoefficients0);
const FloatV C4 = V4GetX(cosCoefficients1);
const FloatV C5 = V4GetY(cosCoefficients1);
const FloatV C6 = V4GetZ(cosCoefficients1);
const FloatV C7 = V4GetW(cosCoefficients1);
const FloatV C8 = V4GetX(cosCoefficients2);
const FloatV C9 = V4GetY(cosCoefficients2);
const FloatV C10 = V4GetZ(cosCoefficients2);
const FloatV C11 = V4GetW(cosCoefficients2);
FloatV Result;
Result = FScaleAdd(C1, V2, V4One());
Result = FScaleAdd(C2, V4, Result);
Result = FScaleAdd(C3, V6, Result);
Result = FScaleAdd(C4, V8, Result);
Result = FScaleAdd(C5, V10, Result);
Result = FScaleAdd(C6, V12, Result);
Result = FScaleAdd(C7, V14, Result);
Result = FScaleAdd(C8, V16, Result);
Result = FScaleAdd(C9, V18, Result);
Result = FScaleAdd(C10, V20, Result);
Result = FScaleAdd(C11, V22, Result);
return Result;
}
PX_FORCE_INLINE PxU32 FOutOfBounds(const FloatV a, const FloatV min, const FloatV max)
{
ASSERT_ISVALIDFLOATV(a);
ASSERT_ISVALIDFLOATV(min);
ASSERT_ISVALIDFLOATV(max);
const BoolV c = BOr(FIsGrtr(a, max), FIsGrtr(min, a));
return !BAllEqFFFF(c);
}
PX_FORCE_INLINE PxU32 FInBounds(const FloatV a, const FloatV min, const FloatV max)
{
ASSERT_ISVALIDFLOATV(a);
ASSERT_ISVALIDFLOATV(min);
ASSERT_ISVALIDFLOATV(max)
const BoolV c = BAnd(FIsGrtrOrEq(a, min), FIsGrtrOrEq(max, a));
return BAllEqTTTT(c);
}
PX_FORCE_INLINE PxU32 FOutOfBounds(const FloatV a, const FloatV bounds)
{
ASSERT_ISVALIDFLOATV(a);
ASSERT_ISVALIDFLOATV(bounds);
return FOutOfBounds(a, FNeg(bounds), bounds);
}
PX_FORCE_INLINE PxU32 FInBounds(const FloatV a, const FloatV bounds)
{
ASSERT_ISVALIDFLOATV(a);
ASSERT_ISVALIDFLOATV(bounds);
return FInBounds(a, FNeg(bounds), bounds);
}
//////////////////////////////////
// VEC3V
//////////////////////////////////
PX_FORCE_INLINE Vec3V V3Splat(const FloatV f)
{
ASSERT_ISVALIDFLOATV(f);
const __m128 zero = FZero();
const __m128 fff0 = _mm_move_ss(f, zero);
return _mm_shuffle_ps(fff0, fff0, _MM_SHUFFLE(0, 1, 2, 3));
}
PX_FORCE_INLINE Vec3V V3Merge(const FloatVArg x, const FloatVArg y, const FloatVArg z)
{
ASSERT_ISVALIDFLOATV(x);
ASSERT_ISVALIDFLOATV(y);
ASSERT_ISVALIDFLOATV(z);
// static on zero causes compiler crash on x64 debug_opt
const __m128 zero = FZero();
const __m128 xy = _mm_move_ss(x, y);
const __m128 z0 = _mm_move_ss(zero, z);
return _mm_shuffle_ps(xy, z0, _MM_SHUFFLE(1, 0, 0, 1));
}
PX_FORCE_INLINE Vec3V V3UnitX()
{
const PX_ALIGN(16, PxF32) x[4] = { 1.0f, 0.0f, 0.0f, 0.0f };
const __m128 x128 = _mm_load_ps(x);
return x128;
}
PX_FORCE_INLINE Vec3V V3UnitY()
{
const PX_ALIGN(16, PxF32) y[4] = { 0.0f, 1.0f, 0.0f, 0.0f };
const __m128 y128 = _mm_load_ps(y);
return y128;
}
PX_FORCE_INLINE Vec3V V3UnitZ()
{
const PX_ALIGN(16, PxF32) z[4] = { 0.0f, 0.0f, 1.0f, 0.0f };
const __m128 z128 = _mm_load_ps(z);
return z128;
}
PX_FORCE_INLINE FloatV V3GetX(const Vec3V f)
{
ASSERT_ISVALIDVEC3V(f);
return _mm_shuffle_ps(f, f, _MM_SHUFFLE(0, 0, 0, 0));
}
PX_FORCE_INLINE FloatV V3GetY(const Vec3V f)
{
ASSERT_ISVALIDVEC3V(f)
return _mm_shuffle_ps(f, f, _MM_SHUFFLE(1, 1, 1, 1));
}
PX_FORCE_INLINE FloatV V3GetZ(const Vec3V f)
{
ASSERT_ISVALIDVEC3V(f);
return _mm_shuffle_ps(f, f, _MM_SHUFFLE(2, 2, 2, 2));
}
PX_FORCE_INLINE Vec3V V3SetX(const Vec3V v, const FloatV f)
{
ASSERT_ISVALIDVEC3V(v);
ASSERT_ISVALIDFLOATV(f);
return V4Sel(BFTTT(), v, f);
}
PX_FORCE_INLINE Vec3V V3SetY(const Vec3V v, const FloatV f)
{
ASSERT_ISVALIDVEC3V(v);
ASSERT_ISVALIDFLOATV(f);
return V4Sel(BTFTT(), v, f);
}
PX_FORCE_INLINE Vec3V V3SetZ(const Vec3V v, const FloatV f)
{
ASSERT_ISVALIDVEC3V(v);
ASSERT_ISVALIDFLOATV(f);
return V4Sel(BTTFT(), v, f);
}
PX_FORCE_INLINE Vec3V V3ColX(const Vec3V a, const Vec3V b, const Vec3V c)
{
ASSERT_ISVALIDVEC3V(a);
ASSERT_ISVALIDVEC3V(b);
ASSERT_ISVALIDVEC3V(c);
Vec3V r = _mm_shuffle_ps(a, c, _MM_SHUFFLE(3, 0, 3, 0));
return V3SetY(r, V3GetX(b));
}
PX_FORCE_INLINE Vec3V V3ColY(const Vec3V a, const Vec3V b, const Vec3V c)
{
ASSERT_ISVALIDVEC3V(a);
ASSERT_ISVALIDVEC3V(b);
ASSERT_ISVALIDVEC3V(c)
Vec3V r = _mm_shuffle_ps(a, c, _MM_SHUFFLE(3, 1, 3, 1));
return V3SetY(r, V3GetY(b));
}
PX_FORCE_INLINE Vec3V V3ColZ(const Vec3V a, const Vec3V b, const Vec3V c)
{
ASSERT_ISVALIDVEC3V(a);
ASSERT_ISVALIDVEC3V(b);
ASSERT_ISVALIDVEC3V(c);
Vec3V r = _mm_shuffle_ps(a, c, _MM_SHUFFLE(3, 2, 3, 2));
return V3SetY(r, V3GetZ(b));
}
PX_FORCE_INLINE Vec3V V3Zero()
{
return V3Load(0.0f);
}
PX_FORCE_INLINE Vec3V V3Eps()
{
return V3Load(PX_EPS_REAL);
}
PX_FORCE_INLINE Vec3V V3One()
{
return V3Load(1.0f);
}
PX_FORCE_INLINE Vec3V V3Neg(const Vec3V f)
{
ASSERT_ISVALIDVEC3V(f);
return _mm_sub_ps(_mm_setzero_ps(), f);
}
PX_FORCE_INLINE Vec3V V3Add(const Vec3V a, const Vec3V b)
{
ASSERT_ISVALIDVEC3V(a);
ASSERT_ISVALIDVEC3V(b);
return _mm_add_ps(a, b);
}
PX_FORCE_INLINE Vec3V V3Sub(const Vec3V a, const Vec3V b)
{
ASSERT_ISVALIDVEC3V(a);
ASSERT_ISVALIDVEC3V(b);
return _mm_sub_ps(a, b);
}
PX_FORCE_INLINE Vec3V V3Scale(const Vec3V a, const FloatV b)
{
ASSERT_ISVALIDVEC3V(a);
ASSERT_ISVALIDFLOATV(b);
return _mm_mul_ps(a, b);
}
PX_FORCE_INLINE Vec3V V3Mul(const Vec3V a, const Vec3V b)
{
ASSERT_ISVALIDVEC3V(a);
ASSERT_ISVALIDVEC3V(b);
return _mm_mul_ps(a, b);
}
PX_FORCE_INLINE Vec3V V3ScaleInv(const Vec3V a, const FloatV b)
{
ASSERT_ISVALIDVEC3V(a);
ASSERT_ISVALIDFLOATV(b);
return _mm_div_ps(a, b);
}
PX_FORCE_INLINE Vec3V V3Div(const Vec3V a, const Vec3V b)
{
ASSERT_ISVALIDVEC3V(a);
ASSERT_ISVALIDVEC3V(b);
return V4ClearW(_mm_div_ps(a, b));
}
PX_FORCE_INLINE Vec3V V3ScaleInvFast(const Vec3V a, const FloatV b)
{
ASSERT_ISVALIDVEC3V(a);
ASSERT_ISVALIDFLOATV(b);
return _mm_mul_ps(a, _mm_rcp_ps(b));
}
PX_FORCE_INLINE Vec3V V3DivFast(const Vec3V a, const Vec3V b)
{
ASSERT_ISVALIDVEC3V(a);
ASSERT_ISVALIDVEC3V(b);
return V4ClearW(_mm_mul_ps(a, _mm_rcp_ps(b)));
}
PX_FORCE_INLINE Vec3V V3Recip(const Vec3V a)
{
ASSERT_ISVALIDVEC3V(a);
const __m128 zero = V3Zero();
const __m128 tttf = BTTTF();
const __m128 recipA = _mm_div_ps(V3One(), a);
return V4Sel(tttf, recipA, zero);
}
PX_FORCE_INLINE Vec3V V3RecipFast(const Vec3V a)
{
ASSERT_ISVALIDVEC3V(a);
const __m128 zero = V3Zero();
const __m128 tttf = BTTTF();
const __m128 recipA = _mm_rcp_ps(a);
return V4Sel(tttf, recipA, zero);
}
PX_FORCE_INLINE Vec3V V3Rsqrt(const Vec3V a)
{
ASSERT_ISVALIDVEC3V(a);
const __m128 zero = V3Zero();
const __m128 tttf = BTTTF();
const __m128 recipA = _mm_div_ps(V3One(), _mm_sqrt_ps(a));
return V4Sel(tttf, recipA, zero);
}
PX_FORCE_INLINE Vec3V V3RsqrtFast(const Vec3V a)
{
ASSERT_ISVALIDVEC3V(a);
const __m128 zero = V3Zero();
const __m128 tttf = BTTTF();
const __m128 recipA = _mm_rsqrt_ps(a);
return V4Sel(tttf, recipA, zero);
}
PX_FORCE_INLINE Vec3V V3ScaleAdd(const Vec3V a, const FloatV b, const Vec3V c)
{
ASSERT_ISVALIDVEC3V(a);
ASSERT_ISVALIDFLOATV(b);
ASSERT_ISVALIDVEC3V(c);
return V3Add(V3Scale(a, b), c);
}
PX_FORCE_INLINE Vec3V V3NegScaleSub(const Vec3V a, const FloatV b, const Vec3V c)
{
ASSERT_ISVALIDVEC3V(a);
ASSERT_ISVALIDFLOATV(b);
ASSERT_ISVALIDVEC3V(c);
return V3Sub(c, V3Scale(a, b));
}
PX_FORCE_INLINE Vec3V V3MulAdd(const Vec3V a, const Vec3V b, const Vec3V c)
{
ASSERT_ISVALIDVEC3V(a);
ASSERT_ISVALIDVEC3V(b);
ASSERT_ISVALIDVEC3V(c);
return V3Add(V3Mul(a, b), c);
}
PX_FORCE_INLINE Vec3V V3NegMulSub(const Vec3V a, const Vec3V b, const Vec3V c)
{
ASSERT_ISVALIDVEC3V(a);
ASSERT_ISVALIDVEC3V(b);
ASSERT_ISVALIDVEC3V(c);
return V3Sub(c, V3Mul(a, b));
}
PX_FORCE_INLINE Vec3V V3Abs(const Vec3V a)
{
ASSERT_ISVALIDVEC3V(a);
return V3Max(a, V3Neg(a));
}
PX_FORCE_INLINE FloatV V3Dot(const Vec3V a, const Vec3V b)
{
ASSERT_ISVALIDVEC3V(a);
ASSERT_ISVALIDVEC3V(b);
#ifdef __SSE4_2__
return _mm_dp_ps(a, b, 0x7f);
#else
const __m128 t0 = _mm_mul_ps(a, b); // aw*bw | az*bz | ay*by | ax*bx
const __m128 t1 = _mm_shuffle_ps(t0, t0, _MM_SHUFFLE(1,0,3,2)); // ay*by | ax*bx | aw*bw | az*bz
const __m128 t2 = _mm_add_ps(t0, t1); // ay*by + aw*bw | ax*bx + az*bz | aw*bw + ay*by | az*bz + ax*bx
const __m128 t3 = _mm_shuffle_ps(t2, t2, _MM_SHUFFLE(2,3,0,1)); // ax*bx + az*bz | ay*by + aw*bw | az*bz + ax*bx | aw*bw + ay*by
return _mm_add_ps(t3, t2); // ax*bx + az*bz + ay*by + aw*bw
// ay*by + aw*bw + ax*bx + az*bz
// az*bz + ax*bx + aw*bw + ay*by
// aw*bw + ay*by + az*bz + ax*bx
#endif
}
PX_FORCE_INLINE Vec3V V3Cross(const Vec3V a, const Vec3V b)
{
ASSERT_ISVALIDVEC3V(a);
ASSERT_ISVALIDVEC3V(b);
const __m128 r1 = _mm_shuffle_ps(a, a, _MM_SHUFFLE(3, 1, 0, 2)); // z,x,y,w
const __m128 r2 = _mm_shuffle_ps(b, b, _MM_SHUFFLE(3, 0, 2, 1)); // y,z,x,w
const __m128 l1 = _mm_shuffle_ps(a, a, _MM_SHUFFLE(3, 0, 2, 1)); // y,z,x,w
const __m128 l2 = _mm_shuffle_ps(b, b, _MM_SHUFFLE(3, 1, 0, 2)); // z,x,y,w
return _mm_sub_ps(_mm_mul_ps(l1, l2), _mm_mul_ps(r1, r2));
}
PX_FORCE_INLINE VecCrossV V3PrepareCross(const Vec3V a)
{
ASSERT_ISVALIDVEC3V(a);
VecCrossV v;
v.mR1 = _mm_shuffle_ps(a, a, _MM_SHUFFLE(3, 1, 0, 2)); // z,x,y,w
v.mL1 = _mm_shuffle_ps(a, a, _MM_SHUFFLE(3, 0, 2, 1)); // y,z,x,w
return v;
}
PX_FORCE_INLINE Vec3V V3Cross(const VecCrossV& a, const Vec3V b)
{
ASSERT_ISVALIDVEC3V(b);
const __m128 r2 = _mm_shuffle_ps(b, b, _MM_SHUFFLE(3, 0, 2, 1)); // y,z,x,w
const __m128 l2 = _mm_shuffle_ps(b, b, _MM_SHUFFLE(3, 1, 0, 2)); // z,x,y,w
return _mm_sub_ps(_mm_mul_ps(a.mL1, l2), _mm_mul_ps(a.mR1, r2));
}
PX_FORCE_INLINE Vec3V V3Cross(const Vec3V a, const VecCrossV& b)
{
ASSERT_ISVALIDVEC3V(a);
const __m128 r2 = _mm_shuffle_ps(a, a, _MM_SHUFFLE(3, 0, 2, 1)); // y,z,x,w
const __m128 l2 = _mm_shuffle_ps(a, a, _MM_SHUFFLE(3, 1, 0, 2)); // z,x,y,w
return _mm_sub_ps(_mm_mul_ps(b.mR1, r2), _mm_mul_ps(b.mL1, l2));
}
PX_FORCE_INLINE Vec3V V3Cross(const VecCrossV& a, const VecCrossV& b)
{
return _mm_sub_ps(_mm_mul_ps(a.mL1, b.mR1), _mm_mul_ps(a.mR1, b.mL1));
}
PX_FORCE_INLINE FloatV V3Length(const Vec3V a)
{
ASSERT_ISVALIDVEC3V(a);
return _mm_sqrt_ps(V3Dot(a, a));
}
PX_FORCE_INLINE FloatV V3LengthSq(const Vec3V a)
{
ASSERT_ISVALIDVEC3V(a);
return V3Dot(a, a);
}
PX_FORCE_INLINE Vec3V V3Normalize(const Vec3V a)
{
ASSERT_ISVALIDVEC3V(a);
ASSERT_ISFINITELENGTH(a);
return V3ScaleInv(a, _mm_sqrt_ps(V3Dot(a, a)));
}
PX_FORCE_INLINE Vec3V V3NormalizeFast(const Vec3V a)
{
ASSERT_ISVALIDVEC3V(a);
ASSERT_ISFINITELENGTH(a);
return V3Scale(a, _mm_rsqrt_ps(V3Dot(a, a)));
}
PX_FORCE_INLINE Vec3V V3NormalizeSafe(const Vec3V a, const Vec3V unsafeReturnValue)
{
ASSERT_ISVALIDVEC3V(a);
const __m128 eps = V3Eps();
const __m128 length = V3Length(a);
const __m128 isGreaterThanZero = FIsGrtr(length, eps);
return V3Sel(isGreaterThanZero, V3ScaleInv(a, length), unsafeReturnValue);
}
PX_FORCE_INLINE Vec3V V3Sel(const BoolV c, const Vec3V a, const Vec3V b)
{
ASSERT_ISVALIDVEC3V(_mm_or_ps(_mm_andnot_ps(c, b), _mm_and_ps(c, a)));
return _mm_or_ps(_mm_andnot_ps(c, b), _mm_and_ps(c, a));
}
PX_FORCE_INLINE BoolV V3IsGrtr(const Vec3V a, const Vec3V b)
{
ASSERT_ISVALIDVEC3V(a);
ASSERT_ISVALIDVEC3V(b);
return _mm_cmpgt_ps(a, b);
}
PX_FORCE_INLINE BoolV V3IsGrtrOrEq(const Vec3V a, const Vec3V b)
{
ASSERT_ISVALIDVEC3V(a);
ASSERT_ISVALIDVEC3V(b);
return _mm_cmpge_ps(a, b);
}
PX_FORCE_INLINE BoolV V3IsEq(const Vec3V a, const Vec3V b)
{
ASSERT_ISVALIDVEC3V(a);
ASSERT_ISVALIDVEC3V(b);
return _mm_cmpeq_ps(a, b);
}
PX_FORCE_INLINE Vec3V V3Max(const Vec3V a, const Vec3V b)
{
ASSERT_ISVALIDVEC3V(a);
ASSERT_ISVALIDVEC3V(b);
return _mm_max_ps(a, b);
}
PX_FORCE_INLINE Vec3V V3Min(const Vec3V a, const Vec3V b)
{
ASSERT_ISVALIDVEC3V(a);
ASSERT_ISVALIDVEC3V(b);
return _mm_min_ps(a, b);
}
PX_FORCE_INLINE FloatV V3ExtractMax(const Vec3V a)
{
ASSERT_ISVALIDVEC3V(a);
const __m128 shuf1 = _mm_shuffle_ps(a, a, _MM_SHUFFLE(0, 0, 0, 0));
const __m128 shuf2 = _mm_shuffle_ps(a, a, _MM_SHUFFLE(1, 1, 1, 1));
const __m128 shuf3 = _mm_shuffle_ps(a, a, _MM_SHUFFLE(2, 2, 2, 2));
return _mm_max_ps(_mm_max_ps(shuf1, shuf2), shuf3);
}
PX_FORCE_INLINE FloatV V3ExtractMin(const Vec3V a)
{
ASSERT_ISVALIDVEC3V(a);
const __m128 shuf1 = _mm_shuffle_ps(a, a, _MM_SHUFFLE(0, 0, 0, 0));
const __m128 shuf2 = _mm_shuffle_ps(a, a, _MM_SHUFFLE(1, 1, 1, 1));
const __m128 shuf3 = _mm_shuffle_ps(a, a, _MM_SHUFFLE(2, 2, 2, 2));
return _mm_min_ps(_mm_min_ps(shuf1, shuf2), shuf3);
}
// return (a >= 0.0f) ? 1.0f : -1.0f;
PX_FORCE_INLINE Vec3V V3Sign(const Vec3V a)
{
ASSERT_ISVALIDVEC3V(a);
const __m128 zero = V3Zero();
const __m128 one = V3One();
const __m128 none = V3Neg(one);
return V3Sel(V3IsGrtrOrEq(a, zero), one, none);
}
PX_FORCE_INLINE Vec3V V3Clamp(const Vec3V a, const Vec3V minV, const Vec3V maxV)
{
ASSERT_ISVALIDVEC3V(maxV);
ASSERT_ISVALIDVEC3V(minV);
return V3Max(V3Min(a, maxV), minV);
}
PX_FORCE_INLINE PxU32 V3AllGrtr(const Vec3V a, const Vec3V b)
{
ASSERT_ISVALIDVEC3V(a);
ASSERT_ISVALIDVEC3V(b);
return internalUnitSSE2Simd::BAllTrue3_R(V4IsGrtr(a, b));
}
PX_FORCE_INLINE PxU32 V3AllGrtrOrEq(const Vec3V a, const Vec3V b)
{
ASSERT_ISVALIDVEC3V(a);
ASSERT_ISVALIDVEC3V(b);
return internalUnitSSE2Simd::BAllTrue3_R(V4IsGrtrOrEq(a, b));
}
PX_FORCE_INLINE PxU32 V3AllEq(const Vec3V a, const Vec3V b)
{
ASSERT_ISVALIDVEC3V(a);
ASSERT_ISVALIDVEC3V(b);
return internalUnitSSE2Simd::BAllTrue3_R(V4IsEq(a, b));
}
PX_FORCE_INLINE Vec3V V3Round(const Vec3V a)
{
ASSERT_ISVALIDVEC3V(a);
#ifdef __SSE4_2__
return _mm_round_ps(a, _MM_FROUND_TO_NEAREST_INT | _MM_FROUND_NO_EXC);
#else
// return _mm_round_ps(a, 0x0);
const Vec3V half = V3Load(0.5f);
const __m128 signBit = _mm_cvtepi32_ps(_mm_srli_epi32(_mm_cvtps_epi32(a), 31));
const Vec3V aRound = V3Sub(V3Add(a, half), signBit);
__m128i tmp = _mm_cvttps_epi32(aRound);
return _mm_cvtepi32_ps(tmp);
#endif
}
PX_FORCE_INLINE Vec3V V3Sin(const Vec3V a)
{
ASSERT_ISVALIDVEC3V(a);
// Modulo the range of the given angles such that -XM_2PI <= Angles < XM_2PI
const Vec4V recipTwoPi = V4LoadA(g_PXReciprocalTwoPi.f);
const Vec4V twoPi = V4LoadA(g_PXTwoPi.f);
const Vec3V tmp = V3Scale(a, recipTwoPi);
const Vec3V b = V3Round(tmp);
const Vec3V V1 = V3NegScaleSub(b, twoPi, a);
// sin(V) ~= V - V^3 / 3! + V^5 / 5! - V^7 / 7! + V^9 / 9! - V^11 / 11! + V^13 / 13! -
// V^15 / 15! + V^17 / 17! - V^19 / 19! + V^21 / 21! - V^23 / 23! (for -PI <= V < PI)
const Vec3V V2 = V3Mul(V1, V1);
const Vec3V V3 = V3Mul(V2, V1);
const Vec3V V5 = V3Mul(V3, V2);
const Vec3V V7 = V3Mul(V5, V2);
const Vec3V V9 = V3Mul(V7, V2);
const Vec3V V11 = V3Mul(V9, V2);
const Vec3V V13 = V3Mul(V11, V2);
const Vec3V V15 = V3Mul(V13, V2);
const Vec3V V17 = V3Mul(V15, V2);
const Vec3V V19 = V3Mul(V17, V2);
const Vec3V V21 = V3Mul(V19, V2);
const Vec3V V23 = V3Mul(V21, V2);
const Vec4V sinCoefficients0 = V4LoadA(g_PXSinCoefficients0.f);
const Vec4V sinCoefficients1 = V4LoadA(g_PXSinCoefficients1.f);
const Vec4V sinCoefficients2 = V4LoadA(g_PXSinCoefficients2.f);
const FloatV S1 = V4GetY(sinCoefficients0);
const FloatV S2 = V4GetZ(sinCoefficients0);
const FloatV S3 = V4GetW(sinCoefficients0);
const FloatV S4 = V4GetX(sinCoefficients1);
const FloatV S5 = V4GetY(sinCoefficients1);
const FloatV S6 = V4GetZ(sinCoefficients1);
const FloatV S7 = V4GetW(sinCoefficients1);
const FloatV S8 = V4GetX(sinCoefficients2);
const FloatV S9 = V4GetY(sinCoefficients2);
const FloatV S10 = V4GetZ(sinCoefficients2);
const FloatV S11 = V4GetW(sinCoefficients2);
Vec3V Result;
Result = V3ScaleAdd(V3, S1, V1);
Result = V3ScaleAdd(V5, S2, Result);
Result = V3ScaleAdd(V7, S3, Result);
Result = V3ScaleAdd(V9, S4, Result);
Result = V3ScaleAdd(V11, S5, Result);
Result = V3ScaleAdd(V13, S6, Result);
Result = V3ScaleAdd(V15, S7, Result);
Result = V3ScaleAdd(V17, S8, Result);
Result = V3ScaleAdd(V19, S9, Result);
Result = V3ScaleAdd(V21, S10, Result);
Result = V3ScaleAdd(V23, S11, Result);
ASSERT_ISVALIDVEC3V(Result);
return Result;
}
PX_FORCE_INLINE Vec3V V3Cos(const Vec3V a)
{
ASSERT_ISVALIDVEC3V(a);
// Modulo the range of the given angles such that -XM_2PI <= Angles < XM_2PI
const Vec4V recipTwoPi = V4LoadA(g_PXReciprocalTwoPi.f);
const Vec4V twoPi = V4LoadA(g_PXTwoPi.f);
const Vec3V tmp = V3Scale(a, recipTwoPi);
const Vec3V b = V3Round(tmp);
const Vec3V V1 = V3NegScaleSub(b, twoPi, a);
// cos(V) ~= 1 - V^2 / 2! + V^4 / 4! - V^6 / 6! + V^8 / 8! - V^10 / 10! + V^12 / 12! -
// V^14 / 14! + V^16 / 16! - V^18 / 18! + V^20 / 20! - V^22 / 22! (for -PI <= V < PI)
const Vec3V V2 = V3Mul(V1, V1);
const Vec3V V4 = V3Mul(V2, V2);
const Vec3V V6 = V3Mul(V4, V2);
const Vec3V V8 = V3Mul(V4, V4);
const Vec3V V10 = V3Mul(V6, V4);
const Vec3V V12 = V3Mul(V6, V6);
const Vec3V V14 = V3Mul(V8, V6);
const Vec3V V16 = V3Mul(V8, V8);
const Vec3V V18 = V3Mul(V10, V8);
const Vec3V V20 = V3Mul(V10, V10);
const Vec3V V22 = V3Mul(V12, V10);
const Vec4V cosCoefficients0 = V4LoadA(g_PXCosCoefficients0.f);
const Vec4V cosCoefficients1 = V4LoadA(g_PXCosCoefficients1.f);
const Vec4V cosCoefficients2 = V4LoadA(g_PXCosCoefficients2.f);
const FloatV C1 = V4GetY(cosCoefficients0);
const FloatV C2 = V4GetZ(cosCoefficients0);
const FloatV C3 = V4GetW(cosCoefficients0);
const FloatV C4 = V4GetX(cosCoefficients1);
const FloatV C5 = V4GetY(cosCoefficients1);
const FloatV C6 = V4GetZ(cosCoefficients1);
const FloatV C7 = V4GetW(cosCoefficients1);
const FloatV C8 = V4GetX(cosCoefficients2);
const FloatV C9 = V4GetY(cosCoefficients2);
const FloatV C10 = V4GetZ(cosCoefficients2);
const FloatV C11 = V4GetW(cosCoefficients2);
Vec3V Result;
Result = V3ScaleAdd(V2, C1, V3One());
Result = V3ScaleAdd(V4, C2, Result);
Result = V3ScaleAdd(V6, C3, Result);
Result = V3ScaleAdd(V8, C4, Result);
Result = V3ScaleAdd(V10, C5, Result);
Result = V3ScaleAdd(V12, C6, Result);
Result = V3ScaleAdd(V14, C7, Result);
Result = V3ScaleAdd(V16, C8, Result);
Result = V3ScaleAdd(V18, C9, Result);
Result = V3ScaleAdd(V20, C10, Result);
Result = V3ScaleAdd(V22, C11, Result);
ASSERT_ISVALIDVEC3V(Result);
return Result;
}
PX_FORCE_INLINE Vec3V V3PermYZZ(const Vec3V a)
{
ASSERT_ISVALIDVEC3V(a);
return _mm_shuffle_ps(a, a, _MM_SHUFFLE(3, 2, 2, 1));
}
PX_FORCE_INLINE Vec3V V3PermXYX(const Vec3V a)
{
ASSERT_ISVALIDVEC3V(a);
return _mm_shuffle_ps(a, a, _MM_SHUFFLE(3, 0, 1, 0));
}
PX_FORCE_INLINE Vec3V V3PermYZX(const Vec3V a)
{
ASSERT_ISVALIDVEC3V(a);
return _mm_shuffle_ps(a, a, _MM_SHUFFLE(3, 0, 2, 1));
}
PX_FORCE_INLINE Vec3V V3PermZXY(const Vec3V a)
{
ASSERT_ISVALIDVEC3V(a);
return _mm_shuffle_ps(a, a, _MM_SHUFFLE(3, 1, 0, 2));
}
PX_FORCE_INLINE Vec3V V3PermZZY(const Vec3V a)
{
ASSERT_ISVALIDVEC3V(a);
return _mm_shuffle_ps(a, a, _MM_SHUFFLE(3, 1, 2, 2));
}
PX_FORCE_INLINE Vec3V V3PermYXX(const Vec3V a)
{
ASSERT_ISVALIDVEC3V(a);
return _mm_shuffle_ps(a, a, _MM_SHUFFLE(3, 0, 0, 1));
}
PX_FORCE_INLINE Vec3V V3Perm_Zero_1Z_0Y(const Vec3V v0, const Vec3V v1)
{
ASSERT_ISVALIDVEC3V(v0);
ASSERT_ISVALIDVEC3V(v1);
return _mm_shuffle_ps(v1, v0, _MM_SHUFFLE(3, 1, 2, 3));
}
PX_FORCE_INLINE Vec3V V3Perm_0Z_Zero_1X(const Vec3V v0, const Vec3V v1)
{
ASSERT_ISVALIDVEC3V(v0);
ASSERT_ISVALIDVEC3V(v1);
return _mm_shuffle_ps(v0, v1, _MM_SHUFFLE(3, 0, 3, 2));
}
PX_FORCE_INLINE Vec3V V3Perm_1Y_0X_Zero(const Vec3V v0, const Vec3V v1)
{
ASSERT_ISVALIDVEC3V(v0);
ASSERT_ISVALIDVEC3V(v1);
// There must be a better way to do this.
Vec3V v2 = V3Zero();
FloatV y1 = V3GetY(v1);
FloatV x0 = V3GetX(v0);
v2 = V3SetX(v2, y1);
return V3SetY(v2, x0);
}
PX_FORCE_INLINE FloatV V3SumElems(const Vec3V a)
{
ASSERT_ISVALIDVEC3V(a);
#ifdef __SSE4_2__
Vec3V r = _mm_hadd_ps(a, a);
r = _mm_hadd_ps(r, r);
return r;
#else
__m128 shuf1 = _mm_shuffle_ps(a, a, _MM_SHUFFLE(0, 0, 0, 0)); // z,y,x,w
__m128 shuf2 = _mm_shuffle_ps(a, a, _MM_SHUFFLE(1, 1, 1, 1)); // y,x,w,z
__m128 shuf3 = _mm_shuffle_ps(a, a, _MM_SHUFFLE(2, 2, 2, 2)); // x,w,z,y
return _mm_add_ps(_mm_add_ps(shuf1, shuf2), shuf3);
#endif
}
PX_FORCE_INLINE PxU32 V3OutOfBounds(const Vec3V a, const Vec3V min, const Vec3V max)
{
ASSERT_ISVALIDVEC3V(a);
ASSERT_ISVALIDVEC3V(min);
ASSERT_ISVALIDVEC3V(max);
const BoolV c = BOr(V3IsGrtr(a, max), V3IsGrtr(min, a));
return !BAllEqFFFF(c);
}
PX_FORCE_INLINE PxU32 V3InBounds(const Vec3V a, const Vec3V min, const Vec3V max)
{
ASSERT_ISVALIDVEC3V(a);
ASSERT_ISVALIDVEC3V(min);
ASSERT_ISVALIDVEC3V(max);
const BoolV c = BAnd(V3IsGrtrOrEq(a, min), V3IsGrtrOrEq(max, a));
return BAllEqTTTT(c);
}
PX_FORCE_INLINE PxU32 V3OutOfBounds(const Vec3V a, const Vec3V bounds)
{
ASSERT_ISVALIDVEC3V(a);
ASSERT_ISVALIDVEC3V(bounds);
return V3OutOfBounds(a, V3Neg(bounds), bounds);
}
PX_FORCE_INLINE PxU32 V3InBounds(const Vec3V a, const Vec3V bounds)
{
ASSERT_ISVALIDVEC3V(a);
ASSERT_ISVALIDVEC3V(bounds)
return V3InBounds(a, V3Neg(bounds), bounds);
}
PX_FORCE_INLINE void V3Transpose(Vec3V& col0, Vec3V& col1, Vec3V& col2)
{
ASSERT_ISVALIDVEC3V(col0);
ASSERT_ISVALIDVEC3V(col1);
ASSERT_ISVALIDVEC3V(col2);
const Vec3V col3 = _mm_setzero_ps();
Vec3V tmp0 = _mm_unpacklo_ps(col0, col1);
Vec3V tmp2 = _mm_unpacklo_ps(col2, col3);
Vec3V tmp1 = _mm_unpackhi_ps(col0, col1);
Vec3V tmp3 = _mm_unpackhi_ps(col2, col3);
col0 = _mm_movelh_ps(tmp0, tmp2);
col1 = _mm_movehl_ps(tmp2, tmp0);
col2 = _mm_movelh_ps(tmp1, tmp3);
}
//////////////////////////////////
// VEC4V
//////////////////////////////////
PX_FORCE_INLINE Vec4V V4Splat(const FloatV f)
{
ASSERT_ISVALIDFLOATV(f);
// return _mm_shuffle_ps(f, f, _MM_SHUFFLE(0,0,0,0));
return f;
}
PX_FORCE_INLINE Vec4V V4Merge(const FloatV* const floatVArray)
{
ASSERT_ISVALIDFLOATV(floatVArray[0]);
ASSERT_ISVALIDFLOATV(floatVArray[1]);
ASSERT_ISVALIDFLOATV(floatVArray[2]);
ASSERT_ISVALIDFLOATV(floatVArray[3]);
const __m128 xw = _mm_move_ss(floatVArray[1], floatVArray[0]); // y, y, y, x
const __m128 yz = _mm_move_ss(floatVArray[2], floatVArray[3]); // z, z, z, w
return _mm_shuffle_ps(xw, yz, _MM_SHUFFLE(0, 2, 1, 0));
}
PX_FORCE_INLINE Vec4V V4Merge(const FloatVArg x, const FloatVArg y, const FloatVArg z, const FloatVArg w)
{
ASSERT_ISVALIDFLOATV(x);
ASSERT_ISVALIDFLOATV(y);
ASSERT_ISVALIDFLOATV(z);
ASSERT_ISVALIDFLOATV(w);
const __m128 xw = _mm_move_ss(y, x); // y, y, y, x
const __m128 yz = _mm_move_ss(z, w); // z, z, z, w
return _mm_shuffle_ps(xw, yz, _MM_SHUFFLE(0, 2, 1, 0));
}
PX_FORCE_INLINE Vec4V V4MergeW(const Vec4VArg x, const Vec4VArg y, const Vec4VArg z, const Vec4VArg w)
{
const Vec4V xz = _mm_unpackhi_ps(x, z);
const Vec4V yw = _mm_unpackhi_ps(y, w);
return _mm_unpackhi_ps(xz, yw);
}
PX_FORCE_INLINE Vec4V V4MergeZ(const Vec4VArg x, const Vec4VArg y, const Vec4VArg z, const Vec4VArg w)
{
const Vec4V xz = _mm_unpackhi_ps(x, z);
const Vec4V yw = _mm_unpackhi_ps(y, w);
return _mm_unpacklo_ps(xz, yw);
}
PX_FORCE_INLINE Vec4V V4MergeY(const Vec4VArg x, const Vec4VArg y, const Vec4VArg z, const Vec4VArg w)
{
const Vec4V xz = _mm_unpacklo_ps(x, z);
const Vec4V yw = _mm_unpacklo_ps(y, w);
return _mm_unpackhi_ps(xz, yw);
}
PX_FORCE_INLINE Vec4V V4MergeX(const Vec4VArg x, const Vec4VArg y, const Vec4VArg z, const Vec4VArg w)
{
const Vec4V xz = _mm_unpacklo_ps(x, z);
const Vec4V yw = _mm_unpacklo_ps(y, w);
return _mm_unpacklo_ps(xz, yw);
}
PX_FORCE_INLINE Vec4V V4UnpackXY(const Vec4VArg a, const Vec4VArg b)
{
return _mm_unpacklo_ps(a, b);
}
PX_FORCE_INLINE Vec4V V4UnpackZW(const Vec4VArg a, const Vec4VArg b)
{
return _mm_unpackhi_ps(a, b);
}
PX_FORCE_INLINE Vec4V V4UnitW()
{
const PX_ALIGN(16, PxF32) w[4] = { 0.0f, 0.0f, 0.0f, 1.0f };
const __m128 w128 = _mm_load_ps(w);
return w128;
}
PX_FORCE_INLINE Vec4V V4UnitX()
{
const PX_ALIGN(16, PxF32) x[4] = { 1.0f, 0.0f, 0.0f, 0.0f };
const __m128 x128 = _mm_load_ps(x);
return x128;
}
PX_FORCE_INLINE Vec4V V4UnitY()
{
const PX_ALIGN(16, PxF32) y[4] = { 0.0f, 1.0f, 0.0f, 0.0f };
const __m128 y128 = _mm_load_ps(y);
return y128;
}
PX_FORCE_INLINE Vec4V V4UnitZ()
{
const PX_ALIGN(16, PxF32) z[4] = { 0.0f, 0.0f, 1.0f, 0.0f };
const __m128 z128 = _mm_load_ps(z);
return z128;
}
PX_FORCE_INLINE FloatV V4GetW(const Vec4V f)
{
return _mm_shuffle_ps(f, f, _MM_SHUFFLE(3, 3, 3, 3));
}
PX_FORCE_INLINE FloatV V4GetX(const Vec4V f)
{
return _mm_shuffle_ps(f, f, _MM_SHUFFLE(0, 0, 0, 0));
}
PX_FORCE_INLINE FloatV V4GetY(const Vec4V f)
{
return _mm_shuffle_ps(f, f, _MM_SHUFFLE(1, 1, 1, 1));
}
PX_FORCE_INLINE FloatV V4GetZ(const Vec4V f)
{
return _mm_shuffle_ps(f, f, _MM_SHUFFLE(2, 2, 2, 2));
}
PX_FORCE_INLINE Vec4V V4SetW(const Vec4V v, const FloatV f)
{
ASSERT_ISVALIDFLOATV(f);
return V4Sel(BTTTF(), v, f);
}
PX_FORCE_INLINE Vec4V V4SetX(const Vec4V v, const FloatV f)
{
ASSERT_ISVALIDFLOATV(f);
return V4Sel(BFTTT(), v, f);
}
PX_FORCE_INLINE Vec4V V4SetY(const Vec4V v, const FloatV f)
{
ASSERT_ISVALIDFLOATV(f);
return V4Sel(BTFTT(), v, f);
}
PX_FORCE_INLINE Vec4V V4SetZ(const Vec4V v, const FloatV f)
{
ASSERT_ISVALIDFLOATV(f);
return V4Sel(BTTFT(), v, f);
}
PX_FORCE_INLINE Vec4V V4ClearW(const Vec4V v)
{
#if !PX_EMSCRIPTEN
return _mm_and_ps(v, V4LoadA(internalUnitSSE2Simd::gMaskXYZ));
#else
return _mm_and_ps(v, (VecI32V&)internalUnitSSE2Simd::gMaskXYZ);
#endif
}
PX_FORCE_INLINE Vec4V V4PermYXWZ(const Vec4V a)
{
return _mm_shuffle_ps(a, a, _MM_SHUFFLE(2, 3, 0, 1));
}
PX_FORCE_INLINE Vec4V V4PermXZXZ(const Vec4V a)
{
return _mm_shuffle_ps(a, a, _MM_SHUFFLE(2, 0, 2, 0));
}
PX_FORCE_INLINE Vec4V V4PermYWYW(const Vec4V a)
{
return _mm_shuffle_ps(a, a, _MM_SHUFFLE(3, 1, 3, 1));
}
PX_FORCE_INLINE Vec4V V4PermYZXW(const Vec4V a)
{
return _mm_shuffle_ps(a, a, _MM_SHUFFLE(3, 0, 2, 1));
}
PX_FORCE_INLINE Vec4V V4PermZWXY(const Vec4V a)
{
return _mm_shuffle_ps(a, a, _MM_SHUFFLE(1, 0, 3, 2));
}
template <PxU8 x, PxU8 y, PxU8 z, PxU8 w>
PX_FORCE_INLINE Vec4V V4Perm(const Vec4V a)
{
return _mm_shuffle_ps(a, a, _MM_SHUFFLE(w, z, y, x));
}
PX_FORCE_INLINE Vec4V V4Zero()
{
return V4Load(0.0f);
}
PX_FORCE_INLINE Vec4V V4One()
{
return V4Load(1.0f);
}
PX_FORCE_INLINE Vec4V V4Eps()
{
return V4Load(PX_EPS_REAL);
}
PX_FORCE_INLINE Vec4V V4Neg(const Vec4V f)
{
return _mm_sub_ps(_mm_setzero_ps(), f);
}
PX_FORCE_INLINE Vec4V V4Add(const Vec4V a, const Vec4V b)
{
return _mm_add_ps(a, b);
}
PX_FORCE_INLINE Vec4V V4Sub(const Vec4V a, const Vec4V b)
{
return _mm_sub_ps(a, b);
}
PX_FORCE_INLINE Vec4V V4Scale(const Vec4V a, const FloatV b)
{
return _mm_mul_ps(a, b);
}
PX_FORCE_INLINE Vec4V V4Mul(const Vec4V a, const Vec4V b)
{
return _mm_mul_ps(a, b);
}
PX_FORCE_INLINE Vec4V V4ScaleInv(const Vec4V a, const FloatV b)
{
ASSERT_ISVALIDFLOATV(b);
return _mm_div_ps(a, b);
}
PX_FORCE_INLINE Vec4V V4Div(const Vec4V a, const Vec4V b)
{
return _mm_div_ps(a, b);
}
PX_FORCE_INLINE Vec4V V4ScaleInvFast(const Vec4V a, const FloatV b)
{
ASSERT_ISVALIDFLOATV(b);
return _mm_mul_ps(a, _mm_rcp_ps(b));
}
PX_FORCE_INLINE Vec4V V4DivFast(const Vec4V a, const Vec4V b)
{
return _mm_mul_ps(a, _mm_rcp_ps(b));
}
PX_FORCE_INLINE Vec4V V4Recip(const Vec4V a)
{
return _mm_div_ps(V4One(), a);
}
PX_FORCE_INLINE Vec4V V4RecipFast(const Vec4V a)
{
return _mm_rcp_ps(a);
}
PX_FORCE_INLINE Vec4V V4Rsqrt(const Vec4V a)
{
return _mm_div_ps(V4One(), _mm_sqrt_ps(a));
}
PX_FORCE_INLINE Vec4V V4RsqrtFast(const Vec4V a)
{
return _mm_rsqrt_ps(a);
}
PX_FORCE_INLINE Vec4V V4Sqrt(const Vec4V a)
{
return _mm_sqrt_ps(a);
}
PX_FORCE_INLINE Vec4V V4ScaleAdd(const Vec4V a, const FloatV b, const Vec4V c)
{
ASSERT_ISVALIDFLOATV(b);
return V4Add(V4Scale(a, b), c);
}
PX_FORCE_INLINE Vec4V V4NegScaleSub(const Vec4V a, const FloatV b, const Vec4V c)
{
ASSERT_ISVALIDFLOATV(b);
return V4Sub(c, V4Scale(a, b));
}
PX_FORCE_INLINE Vec4V V4MulAdd(const Vec4V a, const Vec4V b, const Vec4V c)
{
return V4Add(V4Mul(a, b), c);
}
PX_FORCE_INLINE Vec4V V4NegMulSub(const Vec4V a, const Vec4V b, const Vec4V c)
{
return V4Sub(c, V4Mul(a, b));
}
PX_FORCE_INLINE Vec4V V4Abs(const Vec4V a)
{
return V4Max(a, V4Neg(a));
}
PX_FORCE_INLINE FloatV V4SumElements(const Vec4V a)
{
#ifdef __SSE4_2__
Vec4V r = _mm_hadd_ps(a, a);
r = _mm_hadd_ps(r, r);
return r;
#else
const Vec4V xy = V4UnpackXY(a, a); // x,x,y,y
const Vec4V zw = V4UnpackZW(a, a); // z,z,w,w
const Vec4V xz_yw = V4Add(xy, zw); // x+z,x+z,y+w,y+w
const FloatV xz = V4GetX(xz_yw); // x+z
const FloatV yw = V4GetZ(xz_yw); // y+w
return FAdd(xz, yw); // sum
#endif
}
PX_FORCE_INLINE FloatV V4Dot(const Vec4V a, const Vec4V b)
{
#ifdef __SSE4_2__
return _mm_dp_ps(a, b, 0xff);
#else
const __m128 dot1 = _mm_mul_ps(a, b); // x,y,z,w
const __m128 shuf1 = _mm_shuffle_ps(dot1, dot1, _MM_SHUFFLE(2, 1, 0, 3)); // w,x,y,z
const __m128 shuf2 = _mm_shuffle_ps(dot1, dot1, _MM_SHUFFLE(1, 0, 3, 2)); // z,w,x,y
const __m128 shuf3 = _mm_shuffle_ps(dot1, dot1, _MM_SHUFFLE(0, 3, 2, 1)); // y,z,w,x
return _mm_add_ps(_mm_add_ps(shuf2, shuf3), _mm_add_ps(dot1, shuf1));
#endif
}
PX_FORCE_INLINE FloatV V4Dot3(const Vec4V a, const Vec4V b)
{
#ifdef __SSE4_2__
return _mm_dp_ps(a, b, 0x7f);
#else
const __m128 dot1 = _mm_mul_ps(a, b); // w,z,y,x
const __m128 shuf1 = _mm_shuffle_ps(dot1, dot1, _MM_SHUFFLE(0, 0, 0, 0)); // z,y,x,w
const __m128 shuf2 = _mm_shuffle_ps(dot1, dot1, _MM_SHUFFLE(1, 1, 1, 1)); // y,x,w,z
const __m128 shuf3 = _mm_shuffle_ps(dot1, dot1, _MM_SHUFFLE(2, 2, 2, 2)); // x,w,z,y
return _mm_add_ps(_mm_add_ps(shuf1, shuf2), shuf3);
#endif
}
PX_FORCE_INLINE Vec4V V4Cross(const Vec4V a, const Vec4V b)
{
const __m128 r1 = _mm_shuffle_ps(a, a, _MM_SHUFFLE(3, 1, 0, 2)); // z,x,y,w
const __m128 r2 = _mm_shuffle_ps(b, b, _MM_SHUFFLE(3, 0, 2, 1)); // y,z,x,w
const __m128 l1 = _mm_shuffle_ps(a, a, _MM_SHUFFLE(3, 0, 2, 1)); // y,z,x,w
const __m128 l2 = _mm_shuffle_ps(b, b, _MM_SHUFFLE(3, 1, 0, 2)); // z,x,y,w
return _mm_sub_ps(_mm_mul_ps(l1, l2), _mm_mul_ps(r1, r2));
}
PX_FORCE_INLINE FloatV V4Length(const Vec4V a)
{
return _mm_sqrt_ps(V4Dot(a, a));
}
PX_FORCE_INLINE FloatV V4LengthSq(const Vec4V a)
{
return V4Dot(a, a);
}
PX_FORCE_INLINE Vec4V V4Normalize(const Vec4V a)
{
ASSERT_ISFINITELENGTH(a);
return V4ScaleInv(a, _mm_sqrt_ps(V4Dot(a, a)));
}
PX_FORCE_INLINE Vec4V V4NormalizeFast(const Vec4V a)
{
ASSERT_ISFINITELENGTH(a);
return V4ScaleInvFast(a, _mm_sqrt_ps(V4Dot(a, a)));
}
PX_FORCE_INLINE Vec4V V4NormalizeSafe(const Vec4V a, const Vec3V unsafeReturnValue)
{
const __m128 eps = V3Eps();
const __m128 length = V4Length(a);
const __m128 isGreaterThanZero = V4IsGrtr(length, eps);
return V4Sel(isGreaterThanZero, V4ScaleInv(a, length), unsafeReturnValue);
}
PX_FORCE_INLINE BoolV V4IsEqU32(const VecU32V a, const VecU32V b)
{
return m128_I2F(_mm_cmpeq_epi32(m128_F2I(a), m128_F2I(b)));
}
PX_FORCE_INLINE Vec4V V4Sel(const BoolV c, const Vec4V a, const Vec4V b)
{
return _mm_or_ps(_mm_andnot_ps(c, b), _mm_and_ps(c, a));
}
PX_FORCE_INLINE BoolV V4IsGrtr(const Vec4V a, const Vec4V b)
{
return _mm_cmpgt_ps(a, b);
}
PX_FORCE_INLINE BoolV V4IsGrtrOrEq(const Vec4V a, const Vec4V b)
{
return _mm_cmpge_ps(a, b);
}
PX_FORCE_INLINE BoolV V4IsEq(const Vec4V a, const Vec4V b)
{
return _mm_cmpeq_ps(a, b);
}
PX_FORCE_INLINE Vec4V V4Max(const Vec4V a, const Vec4V b)
{
return _mm_max_ps(a, b);
}
PX_FORCE_INLINE Vec4V V4Min(const Vec4V a, const Vec4V b)
{
return _mm_min_ps(a, b);
}
PX_FORCE_INLINE FloatV V4ExtractMax(const Vec4V a)
{
const __m128 shuf1 = _mm_shuffle_ps(a, a, _MM_SHUFFLE(2, 1, 0, 3));
const __m128 shuf2 = _mm_shuffle_ps(a, a, _MM_SHUFFLE(1, 0, 3, 2));
const __m128 shuf3 = _mm_shuffle_ps(a, a, _MM_SHUFFLE(0, 3, 2, 1));
return _mm_max_ps(_mm_max_ps(a, shuf1), _mm_max_ps(shuf2, shuf3));
}
PX_FORCE_INLINE FloatV V4ExtractMin(const Vec4V a)
{
const __m128 shuf1 = _mm_shuffle_ps(a, a, _MM_SHUFFLE(2, 1, 0, 3));
const __m128 shuf2 = _mm_shuffle_ps(a, a, _MM_SHUFFLE(1, 0, 3, 2));
const __m128 shuf3 = _mm_shuffle_ps(a, a, _MM_SHUFFLE(0, 3, 2, 1));
return _mm_min_ps(_mm_min_ps(a, shuf1), _mm_min_ps(shuf2, shuf3));
}
PX_FORCE_INLINE Vec4V V4Clamp(const Vec4V a, const Vec4V minV, const Vec4V maxV)
{
return V4Max(V4Min(a, maxV), minV);
}
PX_FORCE_INLINE PxU32 V4AllGrtr(const Vec4V a, const Vec4V b)
{
return internalUnitSSE2Simd::BAllTrue4_R(V4IsGrtr(a, b));
}
PX_FORCE_INLINE PxU32 V4AllGrtrOrEq(const Vec4V a, const Vec4V b)
{
return internalUnitSSE2Simd::BAllTrue4_R(V4IsGrtrOrEq(a, b));
}
PX_FORCE_INLINE PxU32 V4AllGrtrOrEq3(const Vec4V a, const Vec4V b)
{
return internalUnitSSE2Simd::BAllTrue3_R(V4IsGrtrOrEq(a, b));
}
PX_FORCE_INLINE PxU32 V4AllEq(const Vec4V a, const Vec4V b)
{
return internalUnitSSE2Simd::BAllTrue4_R(V4IsEq(a, b));
}
PX_FORCE_INLINE PxU32 V4AnyGrtr3(const Vec4V a, const Vec4V b)
{
return internalUnitSSE2Simd::BAnyTrue3_R(V4IsGrtr(a, b));
}
PX_FORCE_INLINE Vec4V V4Round(const Vec4V a)
{
#ifdef __SSE4_2__
return _mm_round_ps(a, _MM_FROUND_TO_NEAREST_INT | _MM_FROUND_NO_EXC);
#else
// return _mm_round_ps(a, 0x0);
const Vec4V half = V4Load(0.5f);
const __m128 signBit = _mm_cvtepi32_ps(_mm_srli_epi32(_mm_cvtps_epi32(a), 31));
const Vec4V aRound = V4Sub(V4Add(a, half), signBit);
__m128i tmp = _mm_cvttps_epi32(aRound);
return _mm_cvtepi32_ps(tmp);
#endif
}
PX_FORCE_INLINE Vec4V V4Sin(const Vec4V a)
{
const Vec4V recipTwoPi = V4LoadA(g_PXReciprocalTwoPi.f);
const Vec4V twoPi = V4LoadA(g_PXTwoPi.f);
const Vec4V tmp = V4Mul(a, recipTwoPi);
const Vec4V b = V4Round(tmp);
const Vec4V V1 = V4NegMulSub(twoPi, b, a);
// sin(V) ~= V - V^3 / 3! + V^5 / 5! - V^7 / 7! + V^9 / 9! - V^11 / 11! + V^13 / 13! -
// V^15 / 15! + V^17 / 17! - V^19 / 19! + V^21 / 21! - V^23 / 23! (for -PI <= V < PI)
const Vec4V V2 = V4Mul(V1, V1);
const Vec4V V3 = V4Mul(V2, V1);
const Vec4V V5 = V4Mul(V3, V2);
const Vec4V V7 = V4Mul(V5, V2);
const Vec4V V9 = V4Mul(V7, V2);
const Vec4V V11 = V4Mul(V9, V2);
const Vec4V V13 = V4Mul(V11, V2);
const Vec4V V15 = V4Mul(V13, V2);
const Vec4V V17 = V4Mul(V15, V2);
const Vec4V V19 = V4Mul(V17, V2);
const Vec4V V21 = V4Mul(V19, V2);
const Vec4V V23 = V4Mul(V21, V2);
const Vec4V sinCoefficients0 = V4LoadA(g_PXSinCoefficients0.f);
const Vec4V sinCoefficients1 = V4LoadA(g_PXSinCoefficients1.f);
const Vec4V sinCoefficients2 = V4LoadA(g_PXSinCoefficients2.f);
const FloatV S1 = V4GetY(sinCoefficients0);
const FloatV S2 = V4GetZ(sinCoefficients0);
const FloatV S3 = V4GetW(sinCoefficients0);
const FloatV S4 = V4GetX(sinCoefficients1);
const FloatV S5 = V4GetY(sinCoefficients1);
const FloatV S6 = V4GetZ(sinCoefficients1);
const FloatV S7 = V4GetW(sinCoefficients1);
const FloatV S8 = V4GetX(sinCoefficients2);
const FloatV S9 = V4GetY(sinCoefficients2);
const FloatV S10 = V4GetZ(sinCoefficients2);
const FloatV S11 = V4GetW(sinCoefficients2);
Vec4V Result;
Result = V4MulAdd(S1, V3, V1);
Result = V4MulAdd(S2, V5, Result);
Result = V4MulAdd(S3, V7, Result);
Result = V4MulAdd(S4, V9, Result);
Result = V4MulAdd(S5, V11, Result);
Result = V4MulAdd(S6, V13, Result);
Result = V4MulAdd(S7, V15, Result);
Result = V4MulAdd(S8, V17, Result);
Result = V4MulAdd(S9, V19, Result);
Result = V4MulAdd(S10, V21, Result);
Result = V4MulAdd(S11, V23, Result);
return Result;
}
PX_FORCE_INLINE Vec4V V4Cos(const Vec4V a)
{
const Vec4V recipTwoPi = V4LoadA(g_PXReciprocalTwoPi.f);
const Vec4V twoPi = V4LoadA(g_PXTwoPi.f);
const Vec4V tmp = V4Mul(a, recipTwoPi);
const Vec4V b = V4Round(tmp);
const Vec4V V1 = V4NegMulSub(twoPi, b, a);
// cos(V) ~= 1 - V^2 / 2! + V^4 / 4! - V^6 / 6! + V^8 / 8! - V^10 / 10! + V^12 / 12! -
// V^14 / 14! + V^16 / 16! - V^18 / 18! + V^20 / 20! - V^22 / 22! (for -PI <= V < PI)
const Vec4V V2 = V4Mul(V1, V1);
const Vec4V V4 = V4Mul(V2, V2);
const Vec4V V6 = V4Mul(V4, V2);
const Vec4V V8 = V4Mul(V4, V4);
const Vec4V V10 = V4Mul(V6, V4);
const Vec4V V12 = V4Mul(V6, V6);
const Vec4V V14 = V4Mul(V8, V6);
const Vec4V V16 = V4Mul(V8, V8);
const Vec4V V18 = V4Mul(V10, V8);
const Vec4V V20 = V4Mul(V10, V10);
const Vec4V V22 = V4Mul(V12, V10);
const Vec4V cosCoefficients0 = V4LoadA(g_PXCosCoefficients0.f);
const Vec4V cosCoefficients1 = V4LoadA(g_PXCosCoefficients1.f);
const Vec4V cosCoefficients2 = V4LoadA(g_PXCosCoefficients2.f);
const FloatV C1 = V4GetY(cosCoefficients0);
const FloatV C2 = V4GetZ(cosCoefficients0);
const FloatV C3 = V4GetW(cosCoefficients0);
const FloatV C4 = V4GetX(cosCoefficients1);
const FloatV C5 = V4GetY(cosCoefficients1);
const FloatV C6 = V4GetZ(cosCoefficients1);
const FloatV C7 = V4GetW(cosCoefficients1);
const FloatV C8 = V4GetX(cosCoefficients2);
const FloatV C9 = V4GetY(cosCoefficients2);
const FloatV C10 = V4GetZ(cosCoefficients2);
const FloatV C11 = V4GetW(cosCoefficients2);
Vec4V Result;
Result = V4MulAdd(C1, V2, V4One());
Result = V4MulAdd(C2, V4, Result);
Result = V4MulAdd(C3, V6, Result);
Result = V4MulAdd(C4, V8, Result);
Result = V4MulAdd(C5, V10, Result);
Result = V4MulAdd(C6, V12, Result);
Result = V4MulAdd(C7, V14, Result);
Result = V4MulAdd(C8, V16, Result);
Result = V4MulAdd(C9, V18, Result);
Result = V4MulAdd(C10, V20, Result);
Result = V4MulAdd(C11, V22, Result);
return Result;
}
PX_FORCE_INLINE void V4Transpose(Vec4V& col0, Vec4V& col1, Vec4V& col2, Vec4V& col3)
{
Vec4V tmp0 = _mm_unpacklo_ps(col0, col1);
Vec4V tmp2 = _mm_unpacklo_ps(col2, col3);
Vec4V tmp1 = _mm_unpackhi_ps(col0, col1);
Vec4V tmp3 = _mm_unpackhi_ps(col2, col3);
col0 = _mm_movelh_ps(tmp0, tmp2);
col1 = _mm_movehl_ps(tmp2, tmp0);
col2 = _mm_movelh_ps(tmp1, tmp3);
col3 = _mm_movehl_ps(tmp3, tmp1);
}
//////////////////////////////////
// BoolV
//////////////////////////////////
PX_FORCE_INLINE BoolV BFFFF()
{
return _mm_setzero_ps();
}
PX_FORCE_INLINE BoolV BFFFT()
{
/*const PX_ALIGN(16, PxU32 f[4])={0,0,0,0xFFFFFFFF};
const __m128 ffft=_mm_load_ps((float*)&f);
return ffft;*/
return m128_I2F(_mm_set_epi32(-1, 0, 0, 0));
}
PX_FORCE_INLINE BoolV BFFTF()
{
/*const PX_ALIGN(16, PxU32 f[4])={0,0,0xFFFFFFFF,0};
const __m128 fftf=_mm_load_ps((float*)&f);
return fftf;*/
return m128_I2F(_mm_set_epi32(0, -1, 0, 0));
}
PX_FORCE_INLINE BoolV BFFTT()
{
/*const PX_ALIGN(16, PxU32 f[4])={0,0,0xFFFFFFFF,0xFFFFFFFF};
const __m128 fftt=_mm_load_ps((float*)&f);
return fftt;*/
return m128_I2F(_mm_set_epi32(-1, -1, 0, 0));
}
PX_FORCE_INLINE BoolV BFTFF()
{
/*const PX_ALIGN(16, PxU32 f[4])={0,0xFFFFFFFF,0,0};
const __m128 ftff=_mm_load_ps((float*)&f);
return ftff;*/
return m128_I2F(_mm_set_epi32(0, 0, -1, 0));
}
PX_FORCE_INLINE BoolV BFTFT()
{
/*const PX_ALIGN(16, PxU32 f[4])={0,0xFFFFFFFF,0,0xFFFFFFFF};
const __m128 ftft=_mm_load_ps((float*)&f);
return ftft;*/
return m128_I2F(_mm_set_epi32(-1, 0, -1, 0));
}
PX_FORCE_INLINE BoolV BFTTF()
{
/*const PX_ALIGN(16, PxU32 f[4])={0,0xFFFFFFFF,0xFFFFFFFF,0};
const __m128 fttf=_mm_load_ps((float*)&f);
return fttf;*/
return m128_I2F(_mm_set_epi32(0, -1, -1, 0));
}
PX_FORCE_INLINE BoolV BFTTT()
{
/*const PX_ALIGN(16, PxU32 f[4])={0,0xFFFFFFFF,0xFFFFFFFF,0xFFFFFFFF};
const __m128 fttt=_mm_load_ps((float*)&f);
return fttt;*/
return m128_I2F(_mm_set_epi32(-1, -1, -1, 0));
}
PX_FORCE_INLINE BoolV BTFFF()
{
// const PX_ALIGN(16, PxU32 f[4])={0xFFFFFFFF,0,0,0};
// const __m128 tfff=_mm_load_ps((float*)&f);
// return tfff;
return m128_I2F(_mm_set_epi32(0, 0, 0, -1));
}
PX_FORCE_INLINE BoolV BTFFT()
{
/*const PX_ALIGN(16, PxU32 f[4])={0xFFFFFFFF,0,0,0xFFFFFFFF};
const __m128 tfft=_mm_load_ps((float*)&f);
return tfft;*/
return m128_I2F(_mm_set_epi32(-1, 0, 0, -1));
}
PX_FORCE_INLINE BoolV BTFTF()
{
/*const PX_ALIGN(16, PxU32 f[4])={0xFFFFFFFF,0,0xFFFFFFFF,0};
const __m128 tftf=_mm_load_ps((float*)&f);
return tftf;*/
return m128_I2F(_mm_set_epi32(0, -1, 0, -1));
}
PX_FORCE_INLINE BoolV BTFTT()
{
/*const PX_ALIGN(16, PxU32 f[4])={0xFFFFFFFF,0,0xFFFFFFFF,0xFFFFFFFF};
const __m128 tftt=_mm_load_ps((float*)&f);
return tftt;*/
return m128_I2F(_mm_set_epi32(-1, -1, 0, -1));
}
PX_FORCE_INLINE BoolV BTTFF()
{
/*const PX_ALIGN(16, PxU32 f[4])={0xFFFFFFFF,0xFFFFFFFF,0,0};
const __m128 ttff=_mm_load_ps((float*)&f);
return ttff;*/
return m128_I2F(_mm_set_epi32(0, 0, -1, -1));
}
PX_FORCE_INLINE BoolV BTTFT()
{
/*const PX_ALIGN(16, PxU32 f[4])={0xFFFFFFFF,0xFFFFFFFF,0,0xFFFFFFFF};
const __m128 ttft=_mm_load_ps((float*)&f);
return ttft;*/
return m128_I2F(_mm_set_epi32(-1, 0, -1, -1));
}
PX_FORCE_INLINE BoolV BTTTF()
{
/*const PX_ALIGN(16, PxU32 f[4])={0xFFFFFFFF,0xFFFFFFFF,0xFFFFFFFF,0};
const __m128 tttf=_mm_load_ps((float*)&f);
return tttf;*/
return m128_I2F(_mm_set_epi32(0, -1, -1, -1));
}
PX_FORCE_INLINE BoolV BTTTT()
{
/*const PX_ALIGN(16, PxU32 f[4])={0xFFFFFFFF,0xFFFFFFFF,0xFFFFFFFF,0xFFFFFFFF};
const __m128 tttt=_mm_load_ps((float*)&f);
return tttt;*/
return m128_I2F(_mm_set_epi32(-1, -1, -1, -1));
}
PX_FORCE_INLINE BoolV BXMask()
{
/*const PX_ALIGN(16, PxU32 f[4])={0xFFFFFFFF,0,0,0};
const __m128 tfff=_mm_load_ps((float*)&f);
return tfff;*/
return m128_I2F(_mm_set_epi32(0, 0, 0, -1));
}
PX_FORCE_INLINE BoolV BYMask()
{
/*const PX_ALIGN(16, PxU32 f[4])={0,0xFFFFFFFF,0,0};
const __m128 ftff=_mm_load_ps((float*)&f);
return ftff;*/
return m128_I2F(_mm_set_epi32(0, 0, -1, 0));
}
PX_FORCE_INLINE BoolV BZMask()
{
/*const PX_ALIGN(16, PxU32 f[4])={0,0,0xFFFFFFFF,0};
const __m128 fftf=_mm_load_ps((float*)&f);
return fftf;*/
return m128_I2F(_mm_set_epi32(0, -1, 0, 0));
}
PX_FORCE_INLINE BoolV BWMask()
{
/*const PX_ALIGN(16, PxU32 f[4])={0,0,0,0xFFFFFFFF};
const __m128 ffft=_mm_load_ps((float*)&f);
return ffft;*/
return m128_I2F(_mm_set_epi32(-1, 0, 0, 0));
}
PX_FORCE_INLINE BoolV BGetX(const BoolV f)
{
return _mm_shuffle_ps(f, f, _MM_SHUFFLE(0, 0, 0, 0));
}
PX_FORCE_INLINE BoolV BGetY(const BoolV f)
{
return _mm_shuffle_ps(f, f, _MM_SHUFFLE(1, 1, 1, 1));
}
PX_FORCE_INLINE BoolV BGetZ(const BoolV f)
{
return _mm_shuffle_ps(f, f, _MM_SHUFFLE(2, 2, 2, 2));
}
PX_FORCE_INLINE BoolV BGetW(const BoolV f)
{
return _mm_shuffle_ps(f, f, _MM_SHUFFLE(3, 3, 3, 3));
}
PX_FORCE_INLINE BoolV BSetX(const BoolV v, const BoolV f)
{
return V4Sel(BFTTT(), v, f);
}
PX_FORCE_INLINE BoolV BSetY(const BoolV v, const BoolV f)
{
return V4Sel(BTFTT(), v, f);
}
PX_FORCE_INLINE BoolV BSetZ(const BoolV v, const BoolV f)
{
return V4Sel(BTTFT(), v, f);
}
PX_FORCE_INLINE BoolV BSetW(const BoolV v, const BoolV f)
{
return V4Sel(BTTTF(), v, f);
}
PX_FORCE_INLINE BoolV BAnd(const BoolV a, const BoolV b)
{
return _mm_and_ps(a, b);
}
PX_FORCE_INLINE BoolV BNot(const BoolV a)
{
const BoolV bAllTrue(BTTTT());
return _mm_xor_ps(a, bAllTrue);
}
PX_FORCE_INLINE BoolV BAndNot(const BoolV a, const BoolV b)
{
return _mm_andnot_ps(b, a);
}
PX_FORCE_INLINE BoolV BOr(const BoolV a, const BoolV b)
{
return _mm_or_ps(a, b);
}
PX_FORCE_INLINE BoolV BAllTrue4(const BoolV a)
{
const BoolV bTmp =
_mm_and_ps(_mm_shuffle_ps(a, a, _MM_SHUFFLE(0, 1, 0, 1)), _mm_shuffle_ps(a, a, _MM_SHUFFLE(2, 3, 2, 3)));
return _mm_and_ps(_mm_shuffle_ps(bTmp, bTmp, _MM_SHUFFLE(0, 0, 0, 0)),
_mm_shuffle_ps(bTmp, bTmp, _MM_SHUFFLE(1, 1, 1, 1)));
}
PX_FORCE_INLINE BoolV BAnyTrue4(const BoolV a)
{
const BoolV bTmp =
_mm_or_ps(_mm_shuffle_ps(a, a, _MM_SHUFFLE(0, 1, 0, 1)), _mm_shuffle_ps(a, a, _MM_SHUFFLE(2, 3, 2, 3)));
return _mm_or_ps(_mm_shuffle_ps(bTmp, bTmp, _MM_SHUFFLE(0, 0, 0, 0)),
_mm_shuffle_ps(bTmp, bTmp, _MM_SHUFFLE(1, 1, 1, 1)));
}
PX_FORCE_INLINE BoolV BAllTrue3(const BoolV a)
{
const BoolV bTmp =
_mm_and_ps(_mm_shuffle_ps(a, a, _MM_SHUFFLE(0, 1, 0, 1)), _mm_shuffle_ps(a, a, _MM_SHUFFLE(2, 2, 2, 2)));
return _mm_and_ps(_mm_shuffle_ps(bTmp, bTmp, _MM_SHUFFLE(0, 0, 0, 0)),
_mm_shuffle_ps(bTmp, bTmp, _MM_SHUFFLE(1, 1, 1, 1)));
}
PX_FORCE_INLINE BoolV BAnyTrue3(const BoolV a)
{
const BoolV bTmp =
_mm_or_ps(_mm_shuffle_ps(a, a, _MM_SHUFFLE(0, 1, 0, 1)), _mm_shuffle_ps(a, a, _MM_SHUFFLE(2, 2, 2, 2)));
return _mm_or_ps(_mm_shuffle_ps(bTmp, bTmp, _MM_SHUFFLE(0, 0, 0, 0)),
_mm_shuffle_ps(bTmp, bTmp, _MM_SHUFFLE(1, 1, 1, 1)));
}
PX_FORCE_INLINE PxU32 BAllEq(const BoolV a, const BoolV b)
{
const BoolV bTest = m128_I2F(_mm_cmpeq_epi32(m128_F2I(a), m128_F2I(b)));
return internalUnitSSE2Simd::BAllTrue4_R(bTest);
}
PX_FORCE_INLINE PxU32 BAllEqTTTT(const BoolV a)
{
return PxU32(_mm_movemask_ps(a)==15);
}
PX_FORCE_INLINE PxU32 BAllEqFFFF(const BoolV a)
{
return PxU32(_mm_movemask_ps(a)==0);
}
PX_FORCE_INLINE PxU32 BGetBitMask(const BoolV a)
{
return PxU32(_mm_movemask_ps(a));
}
//////////////////////////////////
// MAT33V
//////////////////////////////////
PX_FORCE_INLINE Vec3V M33MulV3(const Mat33V& a, const Vec3V b)
{
const FloatV x = V3GetX(b);
const FloatV y = V3GetY(b);
const FloatV z = V3GetZ(b);
const Vec3V v0 = V3Scale(a.col0, x);
const Vec3V v1 = V3Scale(a.col1, y);
const Vec3V v2 = V3Scale(a.col2, z);
const Vec3V v0PlusV1 = V3Add(v0, v1);
return V3Add(v0PlusV1, v2);
}
PX_FORCE_INLINE Vec3V M33TrnspsMulV3(const Mat33V& a, const Vec3V b)
{
const FloatV x = V3Dot(a.col0, b);
const FloatV y = V3Dot(a.col1, b);
const FloatV z = V3Dot(a.col2, b);
return V3Merge(x, y, z);
}
PX_FORCE_INLINE Vec3V M33MulV3AddV3(const Mat33V& A, const Vec3V b, const Vec3V c)
{
const FloatV x = V3GetX(b);
const FloatV y = V3GetY(b);
const FloatV z = V3GetZ(b);
Vec3V result = V3ScaleAdd(A.col0, x, c);
result = V3ScaleAdd(A.col1, y, result);
return V3ScaleAdd(A.col2, z, result);
}
PX_FORCE_INLINE Mat33V M33MulM33(const Mat33V& a, const Mat33V& b)
{
return Mat33V(M33MulV3(a, b.col0), M33MulV3(a, b.col1), M33MulV3(a, b.col2));
}
PX_FORCE_INLINE Mat33V M33Add(const Mat33V& a, const Mat33V& b)
{
return Mat33V(V3Add(a.col0, b.col0), V3Add(a.col1, b.col1), V3Add(a.col2, b.col2));
}
PX_FORCE_INLINE Mat33V M33Scale(const Mat33V& a, const FloatV& b)
{
return Mat33V(V3Scale(a.col0, b), V3Scale(a.col1, b), V3Scale(a.col2, b));
}
PX_FORCE_INLINE Mat33V M33Inverse(const Mat33V& a)
{
const BoolV tfft = BTFFT();
const BoolV tttf = BTTTF();
const FloatV zero = FZero();
const Vec3V cross01 = V3Cross(a.col0, a.col1);
const Vec3V cross12 = V3Cross(a.col1, a.col2);
const Vec3V cross20 = V3Cross(a.col2, a.col0);
const FloatV dot = V3Dot(cross01, a.col2);
const FloatV invDet = _mm_rcp_ps(dot);
const Vec3V mergeh = _mm_unpacklo_ps(cross12, cross01);
const Vec3V mergel = _mm_unpackhi_ps(cross12, cross01);
Vec3V colInv0 = _mm_unpacklo_ps(mergeh, cross20);
colInv0 = _mm_or_ps(_mm_andnot_ps(tttf, zero), _mm_and_ps(tttf, colInv0));
const Vec3V zppd = _mm_shuffle_ps(mergeh, cross20, _MM_SHUFFLE(3, 0, 0, 2));
const Vec3V pbwp = _mm_shuffle_ps(cross20, mergeh, _MM_SHUFFLE(3, 3, 1, 0));
const Vec3V colInv1 = _mm_or_ps(_mm_andnot_ps(BTFFT(), pbwp), _mm_and_ps(BTFFT(), zppd));
const Vec3V xppd = _mm_shuffle_ps(mergel, cross20, _MM_SHUFFLE(3, 0, 0, 0));
const Vec3V pcyp = _mm_shuffle_ps(cross20, mergel, _MM_SHUFFLE(3, 1, 2, 0));
const Vec3V colInv2 = _mm_or_ps(_mm_andnot_ps(tfft, pcyp), _mm_and_ps(tfft, xppd));
return Mat33V(_mm_mul_ps(colInv0, invDet), _mm_mul_ps(colInv1, invDet), _mm_mul_ps(colInv2, invDet));
}
PX_FORCE_INLINE Mat33V M33Trnsps(const Mat33V& a)
{
return Mat33V(V3Merge(V3GetX(a.col0), V3GetX(a.col1), V3GetX(a.col2)),
V3Merge(V3GetY(a.col0), V3GetY(a.col1), V3GetY(a.col2)),
V3Merge(V3GetZ(a.col0), V3GetZ(a.col1), V3GetZ(a.col2)));
}
PX_FORCE_INLINE Mat33V M33Identity()
{
return Mat33V(V3UnitX(), V3UnitY(), V3UnitZ());
}
PX_FORCE_INLINE Mat33V M33Sub(const Mat33V& a, const Mat33V& b)
{
return Mat33V(V3Sub(a.col0, b.col0), V3Sub(a.col1, b.col1), V3Sub(a.col2, b.col2));
}
PX_FORCE_INLINE Mat33V M33Neg(const Mat33V& a)
{
return Mat33V(V3Neg(a.col0), V3Neg(a.col1), V3Neg(a.col2));
}
PX_FORCE_INLINE Mat33V M33Abs(const Mat33V& a)
{
return Mat33V(V3Abs(a.col0), V3Abs(a.col1), V3Abs(a.col2));
}
PX_FORCE_INLINE Mat33V PromoteVec3V(const Vec3V v)
{
const BoolV bTFFF = BTFFF();
const BoolV bFTFF = BFTFF();
const BoolV bFFTF = BTFTF();
const Vec3V zero = V3Zero();
return Mat33V(V3Sel(bTFFF, v, zero), V3Sel(bFTFF, v, zero), V3Sel(bFFTF, v, zero));
}
PX_FORCE_INLINE Mat33V M33Diagonal(const Vec3VArg d)
{
const FloatV x = V3Mul(V3UnitX(), d);
const FloatV y = V3Mul(V3UnitY(), d);
const FloatV z = V3Mul(V3UnitZ(), d);
return Mat33V(x, y, z);
}
//////////////////////////////////
// MAT34V
//////////////////////////////////
PX_FORCE_INLINE Vec3V M34MulV3(const Mat34V& a, const Vec3V b)
{
const FloatV x = V3GetX(b);
const FloatV y = V3GetY(b);
const FloatV z = V3GetZ(b);
const Vec3V v0 = V3Scale(a.col0, x);
const Vec3V v1 = V3Scale(a.col1, y);
const Vec3V v2 = V3Scale(a.col2, z);
const Vec3V v0PlusV1 = V3Add(v0, v1);
const Vec3V v0PlusV1Plusv2 = V3Add(v0PlusV1, v2);
return V3Add(v0PlusV1Plusv2, a.col3);
}
PX_FORCE_INLINE Vec3V M34Mul33V3(const Mat34V& a, const Vec3V b)
{
const FloatV x = V3GetX(b);
const FloatV y = V3GetY(b);
const FloatV z = V3GetZ(b);
const Vec3V v0 = V3Scale(a.col0, x);
const Vec3V v1 = V3Scale(a.col1, y);
const Vec3V v2 = V3Scale(a.col2, z);
const Vec3V v0PlusV1 = V3Add(v0, v1);
return V3Add(v0PlusV1, v2);
}
PX_FORCE_INLINE Vec3V M34TrnspsMul33V3(const Mat34V& a, const Vec3V b)
{
const FloatV x = V3Dot(a.col0, b);
const FloatV y = V3Dot(a.col1, b);
const FloatV z = V3Dot(a.col2, b);
return V3Merge(x, y, z);
}
PX_FORCE_INLINE Mat34V M34MulM34(const Mat34V& a, const Mat34V& b)
{
return Mat34V(M34Mul33V3(a, b.col0), M34Mul33V3(a, b.col1), M34Mul33V3(a, b.col2), M34MulV3(a, b.col3));
}
PX_FORCE_INLINE Mat33V M34MulM33(const Mat34V& a, const Mat33V& b)
{
return Mat33V(M34Mul33V3(a, b.col0), M34Mul33V3(a, b.col1), M34Mul33V3(a, b.col2));
}
PX_FORCE_INLINE Mat33V M34Mul33MM34(const Mat34V& a, const Mat34V& b)
{
return Mat33V(M34Mul33V3(a, b.col0), M34Mul33V3(a, b.col1), M34Mul33V3(a, b.col2));
}
PX_FORCE_INLINE Mat34V M34Add(const Mat34V& a, const Mat34V& b)
{
return Mat34V(V3Add(a.col0, b.col0), V3Add(a.col1, b.col1), V3Add(a.col2, b.col2), V3Add(a.col3, b.col3));
}
PX_FORCE_INLINE Mat33V M34Trnsps33(const Mat34V& a)
{
return Mat33V(V3Merge(V3GetX(a.col0), V3GetX(a.col1), V3GetX(a.col2)),
V3Merge(V3GetY(a.col0), V3GetY(a.col1), V3GetY(a.col2)),
V3Merge(V3GetZ(a.col0), V3GetZ(a.col1), V3GetZ(a.col2)));
}
//////////////////////////////////
// MAT44V
//////////////////////////////////
PX_FORCE_INLINE Vec4V M44MulV4(const Mat44V& a, const Vec4V b)
{
const FloatV x = V4GetX(b);
const FloatV y = V4GetY(b);
const FloatV z = V4GetZ(b);
const FloatV w = V4GetW(b);
const Vec4V v0 = V4Scale(a.col0, x);
const Vec4V v1 = V4Scale(a.col1, y);
const Vec4V v2 = V4Scale(a.col2, z);
const Vec4V v3 = V4Scale(a.col3, w);
const Vec4V v0PlusV1 = V4Add(v0, v1);
const Vec4V v0PlusV1Plusv2 = V4Add(v0PlusV1, v2);
return V4Add(v0PlusV1Plusv2, v3);
}
PX_FORCE_INLINE Vec4V M44TrnspsMulV4(const Mat44V& a, const Vec4V b)
{
PX_ALIGN(16, FloatV) dotProdArray[4] = { V4Dot(a.col0, b), V4Dot(a.col1, b), V4Dot(a.col2, b), V4Dot(a.col3, b) };
return V4Merge(dotProdArray);
}
PX_FORCE_INLINE Mat44V M44MulM44(const Mat44V& a, const Mat44V& b)
{
return Mat44V(M44MulV4(a, b.col0), M44MulV4(a, b.col1), M44MulV4(a, b.col2), M44MulV4(a, b.col3));
}
PX_FORCE_INLINE Mat44V M44Add(const Mat44V& a, const Mat44V& b)
{
return Mat44V(V4Add(a.col0, b.col0), V4Add(a.col1, b.col1), V4Add(a.col2, b.col2), V4Add(a.col3, b.col3));
}
PX_FORCE_INLINE Mat44V M44Trnsps(const Mat44V& a)
{
const Vec4V v0 = _mm_unpacklo_ps(a.col0, a.col2);
const Vec4V v1 = _mm_unpackhi_ps(a.col0, a.col2);
const Vec4V v2 = _mm_unpacklo_ps(a.col1, a.col3);
const Vec4V v3 = _mm_unpackhi_ps(a.col1, a.col3);
return Mat44V(_mm_unpacklo_ps(v0, v2), _mm_unpackhi_ps(v0, v2), _mm_unpacklo_ps(v1, v3), _mm_unpackhi_ps(v1, v3));
}
PX_FORCE_INLINE Mat44V M44Inverse(const Mat44V& a)
{
__m128 minor0, minor1, minor2, minor3;
__m128 row0, row1, row2, row3;
__m128 det, tmp1;
tmp1 = V4Zero();
row1 = V4Zero();
row3 = V4Zero();
row0 = a.col0;
row1 = _mm_shuffle_ps(a.col1, a.col1, _MM_SHUFFLE(1, 0, 3, 2));
row2 = a.col2;
row3 = _mm_shuffle_ps(a.col3, a.col3, _MM_SHUFFLE(1, 0, 3, 2));
tmp1 = _mm_mul_ps(row2, row3);
tmp1 = _mm_shuffle_ps(tmp1, tmp1, 0xB1);
minor0 = _mm_mul_ps(row1, tmp1);
minor1 = _mm_mul_ps(row0, tmp1);
tmp1 = _mm_shuffle_ps(tmp1, tmp1, 0x4E);
minor0 = _mm_sub_ps(_mm_mul_ps(row1, tmp1), minor0);
minor1 = _mm_sub_ps(_mm_mul_ps(row0, tmp1), minor1);
minor1 = _mm_shuffle_ps(minor1, minor1, 0x4E);
tmp1 = _mm_mul_ps(row1, row2);
tmp1 = _mm_shuffle_ps(tmp1, tmp1, 0xB1);
minor0 = _mm_add_ps(_mm_mul_ps(row3, tmp1), minor0);
minor3 = _mm_mul_ps(row0, tmp1);
tmp1 = _mm_shuffle_ps(tmp1, tmp1, 0x4E);
minor0 = _mm_sub_ps(minor0, _mm_mul_ps(row3, tmp1));
minor3 = _mm_sub_ps(_mm_mul_ps(row0, tmp1), minor3);
minor3 = _mm_shuffle_ps(minor3, minor3, 0x4E);
tmp1 = _mm_mul_ps(_mm_shuffle_ps(row1, row1, 0x4E), row3);
tmp1 = _mm_shuffle_ps(tmp1, tmp1, 0xB1);
row2 = _mm_shuffle_ps(row2, row2, 0x4E);
minor0 = _mm_add_ps(_mm_mul_ps(row2, tmp1), minor0);
minor2 = _mm_mul_ps(row0, tmp1);
tmp1 = _mm_shuffle_ps(tmp1, tmp1, 0x4E);
minor0 = _mm_sub_ps(minor0, _mm_mul_ps(row2, tmp1));
minor2 = _mm_sub_ps(_mm_mul_ps(row0, tmp1), minor2);
minor2 = _mm_shuffle_ps(minor2, minor2, 0x4E);
tmp1 = _mm_mul_ps(row0, row1);
tmp1 = _mm_shuffle_ps(tmp1, tmp1, 0xB1);
minor2 = _mm_add_ps(_mm_mul_ps(row3, tmp1), minor2);
minor3 = _mm_sub_ps(_mm_mul_ps(row2, tmp1), minor3);
tmp1 = _mm_shuffle_ps(tmp1, tmp1, 0x4E);
minor2 = _mm_sub_ps(_mm_mul_ps(row3, tmp1), minor2);
minor3 = _mm_sub_ps(minor3, _mm_mul_ps(row2, tmp1));
tmp1 = _mm_mul_ps(row0, row3);
tmp1 = _mm_shuffle_ps(tmp1, tmp1, 0xB1);
minor1 = _mm_sub_ps(minor1, _mm_mul_ps(row2, tmp1));
minor2 = _mm_add_ps(_mm_mul_ps(row1, tmp1), minor2);
tmp1 = _mm_shuffle_ps(tmp1, tmp1, 0x4E);
minor1 = _mm_add_ps(_mm_mul_ps(row2, tmp1), minor1);
minor2 = _mm_sub_ps(minor2, _mm_mul_ps(row1, tmp1));
tmp1 = _mm_mul_ps(row0, row2);
tmp1 = _mm_shuffle_ps(tmp1, tmp1, 0xB1);
minor1 = _mm_add_ps(_mm_mul_ps(row3, tmp1), minor1);
minor3 = _mm_sub_ps(minor3, _mm_mul_ps(row1, tmp1));
tmp1 = _mm_shuffle_ps(tmp1, tmp1, 0x4E);
minor1 = _mm_sub_ps(minor1, _mm_mul_ps(row3, tmp1));
minor3 = _mm_add_ps(_mm_mul_ps(row1, tmp1), minor3);
det = _mm_mul_ps(row0, minor0);
det = _mm_add_ps(_mm_shuffle_ps(det, det, 0x4E), det);
det = _mm_add_ss(_mm_shuffle_ps(det, det, 0xB1), det);
tmp1 = _mm_rcp_ss(det);
#if 0
det = _mm_sub_ss(_mm_add_ss(tmp1, tmp1), _mm_mul_ss(det, _mm_mul_ss(tmp1, tmp1)));
det = _mm_shuffle_ps(det, det, 0x00);
#else
det = _mm_shuffle_ps(tmp1, tmp1, _MM_SHUFFLE(0, 0, 0, 0));
#endif
minor0 = _mm_mul_ps(det, minor0);
minor1 = _mm_mul_ps(det, minor1);
minor2 = _mm_mul_ps(det, minor2);
minor3 = _mm_mul_ps(det, minor3);
Mat44V invTrans(minor0, minor1, minor2, minor3);
return M44Trnsps(invTrans);
}
PX_FORCE_INLINE Vec4V V4LoadXYZW(const PxF32& x, const PxF32& y, const PxF32& z, const PxF32& w)
{
return _mm_set_ps(w, z, y, x);
}
/*
// AP: work in progress - use proper SSE intrinsics where possible
PX_FORCE_INLINE VecU16V V4U32PK(VecU32V a, VecU32V b)
{
VecU16V result;
result.m128_u16[0] = PxU16(PxClamp<PxU32>((a).m128_u32[0], 0, 0xFFFF));
result.m128_u16[1] = PxU16(PxClamp<PxU32>((a).m128_u32[1], 0, 0xFFFF));
result.m128_u16[2] = PxU16(PxClamp<PxU32>((a).m128_u32[2], 0, 0xFFFF));
result.m128_u16[3] = PxU16(PxClamp<PxU32>((a).m128_u32[3], 0, 0xFFFF));
result.m128_u16[4] = PxU16(PxClamp<PxU32>((b).m128_u32[0], 0, 0xFFFF));
result.m128_u16[5] = PxU16(PxClamp<PxU32>((b).m128_u32[1], 0, 0xFFFF));
result.m128_u16[6] = PxU16(PxClamp<PxU32>((b).m128_u32[2], 0, 0xFFFF));
result.m128_u16[7] = PxU16(PxClamp<PxU32>((b).m128_u32[3], 0, 0xFFFF));
return result;
}
*/
PX_FORCE_INLINE VecU32V V4U32Sel(const BoolV c, const VecU32V a, const VecU32V b)
{
return m128_I2F(_mm_or_si128(_mm_andnot_si128(m128_F2I(c), m128_F2I(b)), _mm_and_si128(m128_F2I(c), m128_F2I(a))));
}
PX_FORCE_INLINE VecU32V V4U32or(VecU32V a, VecU32V b)
{
return m128_I2F(_mm_or_si128(m128_F2I(a), m128_F2I(b)));
}
PX_FORCE_INLINE VecU32V V4U32xor(VecU32V a, VecU32V b)
{
return m128_I2F(_mm_xor_si128(m128_F2I(a), m128_F2I(b)));
}
PX_FORCE_INLINE VecU32V V4U32and(VecU32V a, VecU32V b)
{
return m128_I2F(_mm_and_si128(m128_F2I(a), m128_F2I(b)));
}
PX_FORCE_INLINE VecU32V V4U32Andc(VecU32V a, VecU32V b)
{
return m128_I2F(_mm_andnot_si128(m128_F2I(b), m128_F2I(a)));
}
/*
PX_FORCE_INLINE VecU16V V4U16Or(VecU16V a, VecU16V b)
{
return m128_I2F(_mm_or_si128(m128_F2I(a), m128_F2I(b)));
}
*/
/*
PX_FORCE_INLINE VecU16V V4U16And(VecU16V a, VecU16V b)
{
return m128_I2F(_mm_and_si128(m128_F2I(a), m128_F2I(b)));
}
*/
/*
PX_FORCE_INLINE VecU16V V4U16Andc(VecU16V a, VecU16V b)
{
return m128_I2F(_mm_andnot_si128(m128_F2I(b), m128_F2I(a)));
}
*/
PX_FORCE_INLINE VecI32V I4Load(const PxI32 i)
{
return m128_F2I(_mm_load1_ps(reinterpret_cast<const PxF32*>(&i)));
}
PX_FORCE_INLINE VecI32V I4LoadU(const PxI32* i)
{
return m128_F2I(_mm_loadu_ps(reinterpret_cast<const PxF32*>(i)));
}
PX_FORCE_INLINE VecI32V I4LoadA(const PxI32* i)
{
return m128_F2I(_mm_load_ps(reinterpret_cast<const PxF32*>(i)));
}
PX_FORCE_INLINE VecI32V VecI32V_Add(const VecI32VArg a, const VecI32VArg b)
{
return _mm_add_epi32(a, b);
}
PX_FORCE_INLINE VecI32V VecI32V_Sub(const VecI32VArg a, const VecI32VArg b)
{
return _mm_sub_epi32(a, b);
}
PX_FORCE_INLINE BoolV VecI32V_IsGrtr(const VecI32VArg a, const VecI32VArg b)
{
return m128_I2F(_mm_cmpgt_epi32(a, b));
}
PX_FORCE_INLINE BoolV VecI32V_IsEq(const VecI32VArg a, const VecI32VArg b)
{
return m128_I2F(_mm_cmpeq_epi32(a, b));
}
PX_FORCE_INLINE VecI32V V4I32Sel(const BoolV c, const VecI32V a, const VecI32V b)
{
return _mm_or_si128(_mm_andnot_si128(m128_F2I(c), b), _mm_and_si128(m128_F2I(c), a));
}
PX_FORCE_INLINE VecI32V VecI32V_Zero()
{
return _mm_setzero_si128();
}
PX_FORCE_INLINE VecI32V VecI32V_One()
{
return I4Load(1);
}
PX_FORCE_INLINE VecI32V VecI32V_Two()
{
return I4Load(2);
}
PX_FORCE_INLINE VecI32V VecI32V_MinusOne()
{
return I4Load(-1);
}
PX_FORCE_INLINE VecU32V U4Zero()
{
return U4Load(0);
}
PX_FORCE_INLINE VecU32V U4One()
{
return U4Load(1);
}
PX_FORCE_INLINE VecU32V U4Two()
{
return U4Load(2);
}
PX_FORCE_INLINE VecI32V VecI32V_Sel(const BoolV c, const VecI32VArg a, const VecI32VArg b)
{
return _mm_or_si128(_mm_andnot_si128(m128_F2I(c), b), _mm_and_si128(m128_F2I(c), a));
}
PX_FORCE_INLINE VecShiftV VecI32V_PrepareShift(const VecI32VArg shift)
{
VecShiftV s;
s.shift = VecI32V_Sel(BTFFF(), shift, VecI32V_Zero());
return s;
}
PX_FORCE_INLINE VecI32V VecI32V_LeftShift(const VecI32VArg a, const VecShiftVArg count)
{
return _mm_sll_epi32(a, count.shift);
}
PX_FORCE_INLINE VecI32V VecI32V_RightShift(const VecI32VArg a, const VecShiftVArg count)
{
return _mm_srl_epi32(a, count.shift);
}
PX_FORCE_INLINE VecI32V VecI32V_And(const VecI32VArg a, const VecI32VArg b)
{
return _mm_and_si128(a, b);
}
PX_FORCE_INLINE VecI32V VecI32V_Or(const VecI32VArg a, const VecI32VArg b)
{
return _mm_or_si128(a, b);
}
PX_FORCE_INLINE VecI32V VecI32V_GetX(const VecI32VArg a)
{
return m128_F2I(_mm_shuffle_ps(m128_I2F(a), m128_I2F(a), _MM_SHUFFLE(0, 0, 0, 0)));
}
PX_FORCE_INLINE VecI32V VecI32V_GetY(const VecI32VArg a)
{
return m128_F2I(_mm_shuffle_ps(m128_I2F(a), m128_I2F(a), _MM_SHUFFLE(1, 1, 1, 1)));
}
PX_FORCE_INLINE VecI32V VecI32V_GetZ(const VecI32VArg a)
{
return m128_F2I(_mm_shuffle_ps(m128_I2F(a), m128_I2F(a), _MM_SHUFFLE(2, 2, 2, 2)));
}
PX_FORCE_INLINE VecI32V VecI32V_GetW(const VecI32VArg a)
{
return m128_F2I(_mm_shuffle_ps(m128_I2F(a), m128_I2F(a), _MM_SHUFFLE(3, 3, 3, 3)));
}
PX_FORCE_INLINE void PxI32_From_VecI32V(const VecI32VArg a, PxI32* i)
{
_mm_store_ss(reinterpret_cast<PxF32*>(i), m128_I2F(a));
}
PX_FORCE_INLINE VecI32V VecI32V_Merge(const VecI32VArg x, const VecI32VArg y, const VecI32VArg z, const VecI32VArg w)
{
const __m128 xw = _mm_move_ss(m128_I2F(y), m128_I2F(x)); // y, y, y, x
const __m128 yz = _mm_move_ss(m128_I2F(z), m128_I2F(w)); // z, z, z, w
return m128_F2I(_mm_shuffle_ps(xw, yz, _MM_SHUFFLE(0, 2, 1, 0)));
}
PX_FORCE_INLINE VecI32V VecI32V_From_BoolV(const BoolVArg a)
{
return m128_F2I(a);
}
PX_FORCE_INLINE VecU32V VecU32V_From_BoolV(const BoolVArg a)
{
return a;
}
/*
template<int a> PX_FORCE_INLINE VecI32V V4ISplat()
{
VecI32V result;
result.m128_i32[0] = a;
result.m128_i32[1] = a;
result.m128_i32[2] = a;
result.m128_i32[3] = a;
return result;
}
template<PxU32 a> PX_FORCE_INLINE VecU32V V4USplat()
{
VecU32V result;
result.m128_u32[0] = a;
result.m128_u32[1] = a;
result.m128_u32[2] = a;
result.m128_u32[3] = a;
return result;
}
*/
/*
PX_FORCE_INLINE void V4U16StoreAligned(VecU16V val, VecU16V* address)
{
*address = val;
}
*/
PX_FORCE_INLINE void V4U32StoreAligned(VecU32V val, VecU32V* address)
{
*address = val;
}
PX_FORCE_INLINE Vec4V V4LoadAligned(Vec4V* addr)
{
return *addr;
}
PX_FORCE_INLINE Vec4V V4LoadUnaligned(Vec4V* addr)
{
return V4LoadU(reinterpret_cast<float*>(addr));
}
PX_FORCE_INLINE Vec4V V4Andc(const Vec4V a, const VecU32V b)
{
VecU32V result32(a);
result32 = V4U32Andc(result32, b);
return Vec4V(result32);
}
PX_FORCE_INLINE VecU32V V4IsGrtrV32u(const Vec4V a, const Vec4V b)
{
return V4IsGrtr(a, b);
}
PX_FORCE_INLINE VecU16V V4U16LoadAligned(VecU16V* addr)
{
return *addr;
}
PX_FORCE_INLINE VecU16V V4U16LoadUnaligned(VecU16V* addr)
{
return *addr;
}
PX_FORCE_INLINE VecU16V V4U16CompareGt(VecU16V a, VecU16V b)
{
// _mm_cmpgt_epi16 doesn't work for unsigned values unfortunately
// return m128_I2F(_mm_cmpgt_epi16(m128_F2I(a), m128_F2I(b)));
VecU16V result;
result.m128_u16[0] = (a).m128_u16[0] > (b).m128_u16[0];
result.m128_u16[1] = (a).m128_u16[1] > (b).m128_u16[1];
result.m128_u16[2] = (a).m128_u16[2] > (b).m128_u16[2];
result.m128_u16[3] = (a).m128_u16[3] > (b).m128_u16[3];
result.m128_u16[4] = (a).m128_u16[4] > (b).m128_u16[4];
result.m128_u16[5] = (a).m128_u16[5] > (b).m128_u16[5];
result.m128_u16[6] = (a).m128_u16[6] > (b).m128_u16[6];
result.m128_u16[7] = (a).m128_u16[7] > (b).m128_u16[7];
return result;
}
PX_FORCE_INLINE VecU16V V4I16CompareGt(VecU16V a, VecU16V b)
{
return m128_I2F(_mm_cmpgt_epi16(m128_F2I(a), m128_F2I(b)));
}
PX_FORCE_INLINE Vec4V Vec4V_From_VecU32V(VecU32V a)
{
Vec4V result = V4LoadXYZW(PxF32(a.m128_u32[0]), PxF32(a.m128_u32[1]), PxF32(a.m128_u32[2]), PxF32(a.m128_u32[3]));
return result;
}
PX_FORCE_INLINE Vec4V Vec4V_From_VecI32V(VecI32V in)
{
return _mm_cvtepi32_ps(in);
}
PX_FORCE_INLINE VecI32V VecI32V_From_Vec4V(Vec4V a)
{
return _mm_cvttps_epi32(a);
}
PX_FORCE_INLINE Vec4V Vec4V_ReinterpretFrom_VecU32V(VecU32V a)
{
return Vec4V(a);
}
PX_FORCE_INLINE Vec4V Vec4V_ReinterpretFrom_VecI32V(VecI32V a)
{
return m128_I2F(a);
}
PX_FORCE_INLINE VecU32V VecU32V_ReinterpretFrom_Vec4V(Vec4V a)
{
return VecU32V(a);
}
PX_FORCE_INLINE VecI32V VecI32V_ReinterpretFrom_Vec4V(Vec4V a)
{
return m128_F2I(a);
}
/*
template<int index> PX_FORCE_INLINE BoolV BSplatElement(BoolV a)
{
BoolV result;
result[0] = result[1] = result[2] = result[3] = a[index];
return result;
}
*/
template <int index>
BoolV BSplatElement(BoolV a)
{
float* data = reinterpret_cast<float*>(&a);
return V4Load(data[index]);
}
template <int index>
PX_FORCE_INLINE VecU32V V4U32SplatElement(VecU32V a)
{
VecU32V result;
result.m128_u32[0] = result.m128_u32[1] = result.m128_u32[2] = result.m128_u32[3] = a.m128_u32[index];
return result;
}
template <int index>
PX_FORCE_INLINE Vec4V V4SplatElement(Vec4V a)
{
float* data = reinterpret_cast<float*>(&a);
return V4Load(data[index]);
}
PX_FORCE_INLINE VecU32V U4LoadXYZW(PxU32 x, PxU32 y, PxU32 z, PxU32 w)
{
VecU32V result;
result.m128_u32[0] = x;
result.m128_u32[1] = y;
result.m128_u32[2] = z;
result.m128_u32[3] = w;
return result;
}
PX_FORCE_INLINE Vec4V V4Ceil(const Vec4V in)
{
UnionM128 a(in);
return V4LoadXYZW(PxCeil(a.m128_f32[0]), PxCeil(a.m128_f32[1]), PxCeil(a.m128_f32[2]), PxCeil(a.m128_f32[3]));
}
PX_FORCE_INLINE Vec4V V4Floor(const Vec4V in)
{
UnionM128 a(in);
return V4LoadXYZW(PxFloor(a.m128_f32[0]), PxFloor(a.m128_f32[1]), PxFloor(a.m128_f32[2]), PxFloor(a.m128_f32[3]));
}
PX_FORCE_INLINE VecU32V V4ConvertToU32VSaturate(const Vec4V in, PxU32 power)
{
PX_ASSERT(power == 0 && "Non-zero power not supported in convertToU32VSaturate");
PX_UNUSED(power); // prevent warning in release builds
PxF32 ffffFFFFasFloat = PxF32(0xFFFF0000);
UnionM128 a(in);
VecU32V result;
result.m128_u32[0] = PxU32(PxClamp<PxF32>((a).m128_f32[0], 0.0f, ffffFFFFasFloat));
result.m128_u32[1] = PxU32(PxClamp<PxF32>((a).m128_f32[1], 0.0f, ffffFFFFasFloat));
result.m128_u32[2] = PxU32(PxClamp<PxF32>((a).m128_f32[2], 0.0f, ffffFFFFasFloat));
result.m128_u32[3] = PxU32(PxClamp<PxF32>((a).m128_f32[3], 0.0f, ffffFFFFasFloat));
return result;
}
} // namespace aos
} // namespace shdfnd
} // namespace physx
#endif // PSFOUNDATION_PSUNIXSSE2INLINEAOS_H