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

143 lines
3.9 KiB
C++

//
// 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_PSWINDOWSAOS_H
#define PSFOUNDATION_PSWINDOWSAOS_H
// no includes here! this file should be included from PxcVecMath.h only!!!
#if !COMPILE_VECTOR_INTRINSICS
#error Vector intrinsics should not be included when using scalar implementation.
#endif
namespace physx
{
namespace shdfnd
{
namespace aos
{
typedef __m128 FloatV;
typedef __m128 Vec3V;
typedef __m128 Vec4V;
typedef __m128 BoolV;
typedef __m128 VecU32V;
typedef __m128 VecI32V;
typedef __m128 VecU16V;
typedef __m128 VecI16V;
typedef __m128 QuatV;
#define FloatVArg FloatV &
#define Vec3VArg Vec3V &
#define Vec4VArg Vec4V &
#define BoolVArg BoolV &
#define VecU32VArg VecU32V &
#define VecI32VArg VecI32V &
#define VecU16VArg VecU16V &
#define VecI16VArg VecI16V &
#define QuatVArg QuatV &
// Optimization for situations in which you cross product multiple vectors with the same vector.
// Avoids 2X shuffles per product
struct VecCrossV
{
Vec3V mL1;
Vec3V mR1;
};
struct VecShiftV
{
VecI32V shift;
};
#define VecShiftVArg VecShiftV &
PX_ALIGN_PREFIX(16)
struct Mat33V
{
Mat33V()
{
}
Mat33V(const Vec3V& c0, const Vec3V& c1, const Vec3V& c2) : col0(c0), col1(c1), col2(c2)
{
}
Vec3V PX_ALIGN(16, col0);
Vec3V PX_ALIGN(16, col1);
Vec3V PX_ALIGN(16, col2);
} PX_ALIGN_SUFFIX(16);
PX_ALIGN_PREFIX(16)
struct Mat34V
{
Mat34V()
{
}
Mat34V(const Vec3V& c0, const Vec3V& c1, const Vec3V& c2, const Vec3V& c3) : col0(c0), col1(c1), col2(c2), col3(c3)
{
}
Vec3V PX_ALIGN(16, col0);
Vec3V PX_ALIGN(16, col1);
Vec3V PX_ALIGN(16, col2);
Vec3V PX_ALIGN(16, col3);
} PX_ALIGN_SUFFIX(16);
PX_ALIGN_PREFIX(16)
struct Mat43V
{
Mat43V()
{
}
Mat43V(const Vec4V& c0, const Vec4V& c1, const Vec4V& c2) : col0(c0), col1(c1), col2(c2)
{
}
Vec4V PX_ALIGN(16, col0);
Vec4V PX_ALIGN(16, col1);
Vec4V PX_ALIGN(16, col2);
} PX_ALIGN_SUFFIX(16);
PX_ALIGN_PREFIX(16)
struct Mat44V
{
Mat44V()
{
}
Mat44V(const Vec4V& c0, const Vec4V& c1, const Vec4V& c2, const Vec4V& c3) : col0(c0), col1(c1), col2(c2), col3(c3)
{
}
Vec4V PX_ALIGN(16, col0);
Vec4V PX_ALIGN(16, col1);
Vec4V PX_ALIGN(16, col2);
Vec4V PX_ALIGN(16, col3);
} PX_ALIGN_SUFFIX(16);
} // namespace aos
} // namespace shdfnd
} // namespace physx
#endif // PSFOUNDATION_PSWINDOWSAOS_H