// // 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_PSUNIXNEONINLINEAOS_H #define PSFOUNDATION_PSUNIXNEONINLINEAOS_H #if !COMPILE_VECTOR_INTRINSICS #error Vector intrinsics should not be included when using scalar implementation. #endif namespace physx { namespace shdfnd { namespace aos { // improved estimates #define VRECIPEQ recipq_newton<1> #define VRECIPE recip_newton<1> #define VRECIPSQRTEQ rsqrtq_newton<1> #define VRECIPSQRTE rsqrt_newton<1> // "exact" #define VRECIPQ recipq_newton<4> #if PX_SWITCH // StabilizationTests.AveragePoint needs more precision to succeed. #define VRECIP recip_newton<5> #else #define VRECIP recip_newton<4> #endif #define VRECIPSQRTQ rsqrtq_newton<4> #define VRECIPSQRT rsqrt_newton<4> #define VECMATH_AOS_EPSILON (1e-3f) ////////////////////////////////////////////////////////////////////// //Test that Vec3V and FloatV are legal ////////////////////////////////// #define FLOAT_COMPONENTS_EQUAL_THRESHOLD 0.01f PX_FORCE_INLINE bool isValidFloatV(const FloatV a) { /* PX_ALIGN(16, PxF32) data[4]; vst1_f32(reinterpret_cast(data), a); return PxU32* intData = reinterpret_cast(data); return intData[0] == intData[1]; */ PX_ALIGN(16, PxF32) data[4]; vst1_f32(reinterpret_cast(data), a); const float32_t x = data[0]; const float32_t y = data[1]; if (PxAbs(x - y) < FLOAT_COMPONENTS_EQUAL_THRESHOLD) { return true; } if (PxAbs((x - y) / x) < FLOAT_COMPONENTS_EQUAL_THRESHOLD) { return true; } return false; } PX_FORCE_INLINE bool isValidVec3V(const Vec3V a) { const float32_t w = vgetq_lane_f32(a, 3); return (0.0f == w); //const PxU32* intData = reinterpret_cast(&w); //return *intData == 0; } PX_FORCE_INLINE bool isAligned16(const void* a) { return(0 == (size_t(a) & 0x0f)); } #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(static_cast(a))) #else #define ASSERT_ISVALIDVEC3V(a) #define ASSERT_ISVALIDFLOATV(a) #define ASSERT_ISALIGNED16(a) #endif namespace internalUnitNeonSimd { PX_FORCE_INLINE PxU32 BAllTrue4_R(const BoolV a) { const uint16x4_t dHigh = vget_high_u16(vreinterpretq_u16_u32(a)); const uint16x4_t dLow = vmovn_u32(a); const uint16x8_t combined = vcombine_u16(dLow, dHigh); const uint32x2_t finalReduce = vreinterpret_u32_u8(vmovn_u16(combined)); return PxU32(vget_lane_u32(finalReduce, 0) == 0xffffFFFF); } PX_FORCE_INLINE PxU32 BAllTrue3_R(const BoolV a) { const uint16x4_t dHigh = vget_high_u16(vreinterpretq_u16_u32(a)); const uint16x4_t dLow = vmovn_u32(a); const uint16x8_t combined = vcombine_u16(dLow, dHigh); const uint32x2_t finalReduce = vreinterpret_u32_u8(vmovn_u16(combined)); return PxU32((vget_lane_u32(finalReduce, 0) & 0xffFFff) == 0xffFFff); } PX_FORCE_INLINE PxU32 BAnyTrue4_R(const BoolV a) { const uint16x4_t dHigh = vget_high_u16(vreinterpretq_u16_u32(a)); const uint16x4_t dLow = vmovn_u32(a); const uint16x8_t combined = vcombine_u16(dLow, dHigh); const uint32x2_t finalReduce = vreinterpret_u32_u8(vmovn_u16(combined)); return PxU32(vget_lane_u32(finalReduce, 0) != 0x0); } PX_FORCE_INLINE PxU32 BAnyTrue3_R(const BoolV a) { const uint16x4_t dHigh = vget_high_u16(vreinterpretq_u16_u32(a)); const uint16x4_t dLow = vmovn_u32(a); const uint16x8_t combined = vcombine_u16(dLow, dHigh); const uint32x2_t finalReduce = vreinterpret_u32_u8(vmovn_u16(combined)); return PxU32((vget_lane_u32(finalReduce, 0) & 0xffFFff) != 0); } } namespace _VecMathTests { // PT: this function returns an invalid Vec3V (W!=0.0f) just for unit-testing 'isValidVec3V' PX_FORCE_INLINE Vec3V getInvalidVec3V() { PX_ALIGN(16, PxF32) data[4] = { 1.0f, 1.0f, 1.0f, 1.0f }; return V4LoadA(data); } PX_FORCE_INLINE bool allElementsEqualFloatV(const FloatV a, const FloatV b) { ASSERT_ISVALIDFLOATV(a); ASSERT_ISVALIDFLOATV(b); return vget_lane_u32(vceq_f32(a, b), 0) != 0; } PX_FORCE_INLINE bool allElementsEqualVec3V(const Vec3V a, const Vec3V b) { ASSERT_ISVALIDVEC3V(a); ASSERT_ISVALIDVEC3V(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 internalUnitNeonSimd::BAllTrue4_R(vceqq_u32(a, b)) != 0; } PX_FORCE_INLINE PxU32 V4U32AllEq(const VecU32V a, const VecU32V b) { return internalUnitNeonSimd::BAllTrue4_R(V4IsEqU32(a, b)); } PX_FORCE_INLINE bool allElementsEqualVecU32V(const VecU32V a, const VecU32V b) { return V4U32AllEq(a, b) != 0; } PX_FORCE_INLINE BoolV V4IsEqI32(const VecI32V a, const VecI32V b) { return vceqq_s32(a, b); } PX_FORCE_INLINE PxU32 V4I32AllEq(const VecI32V a, const VecI32V b) { return internalUnitNeonSimd::BAllTrue4_R(V4IsEqI32(a, b)); } PX_FORCE_INLINE bool allElementsEqualVecI32V(const VecI32V a, const VecI32V b) { return V4I32AllEq(a, b) != 0; } PX_FORCE_INLINE bool allElementsNearEqualFloatV(const FloatV a, const FloatV b) { ASSERT_ISVALIDFLOATV(a); ASSERT_ISVALIDFLOATV(b); const float32x2_t c = vsub_f32(a, b); const float32x2_t error = vdup_n_f32(VECMATH_AOS_EPSILON); // absolute compare abs(error) > abs(c) #if PX_UWP const uint32x2_t greater = vacgt_f32(error, c); #else const uint32x2_t greater = vcagt_f32(error, c); #endif const uint32x2_t min = vpmin_u32(greater, greater); return vget_lane_u32(min, 0) != 0x0; } PX_FORCE_INLINE bool allElementsNearEqualVec3V(const Vec3V a, const Vec3V b) { ASSERT_ISVALIDVEC3V(a); ASSERT_ISVALIDVEC3V(b); const float32x4_t c = vsubq_f32(a, b); const float32x4_t error = vdupq_n_f32(VECMATH_AOS_EPSILON); // absolute compare abs(error) > abs(c) #if PX_UWP const uint32x4_t greater = vacgtq_f32(error, c); #else const uint32x4_t greater = vcagtq_f32(error, c); #endif return internalUnitNeonSimd::BAllTrue3_R(greater) != 0; } PX_FORCE_INLINE bool allElementsNearEqualVec4V(const Vec4V a, const Vec4V b) { const float32x4_t c = vsubq_f32(a, b); const float32x4_t error = vdupq_n_f32(VECMATH_AOS_EPSILON); // absolute compare abs(error) > abs(c) #if PX_UWP const uint32x4_t greater = vacgtq_f32(error, c); #else const uint32x4_t greater = vcagtq_f32(error, c); #endif return internalUnitNeonSimd::BAllTrue4_R(greater) != 0x0; } } #if 0 // debugging printfs #include PX_FORCE_INLINE void printVec(const float32x4_t& v, const char* name) { PX_ALIGN(16, float32_t) data[4]; vst1q_f32(data, v); printf("%s: (%f, %f, %f, %f)\n", name, data[0], data[1], data[2], data[3]); } PX_FORCE_INLINE void printVec(const float32x2_t& v, const char* name) { PX_ALIGN(16, float32_t) data[2]; vst1_f32(data, v); printf("%s: (%f, %f)\n", name, data[0], data[1]); } PX_FORCE_INLINE void printVec(const uint32x4_t& v, const char* name) { PX_ALIGN(16, uint32_t) data[4]; vst1q_u32(data, v); printf("%s: (0x%x, 0x%x, 0x%x, 0x%x)\n", name, data[0], data[1], data[2], data[3]); } PX_FORCE_INLINE void printVec(const uint16x8_t& v, const char* name) { PX_ALIGN(16, uint16_t) data[8]; vst1q_u16(data, v); printf("%s: (0x%x, 0x%x, 0x%x, 0x%x, 0x%x, 0x%x, 0x%x, 0x%x)\n", name, data[0], data[1], data[2], data[3], data[4], data[5], data[6], data[7]); } PX_FORCE_INLINE void printVec(const int32x4_t& v, const char* name) { PX_ALIGN(16, int32_t) data[4]; vst1q_s32(data, v); printf("%s: (0x%x, 0x%x, 0x%x, 0x%x)\n", name, data[0], data[1], data[2], data[3]); } PX_FORCE_INLINE void printVec(const int16x8_t& v, const char* name) { PX_ALIGN(16, int16_t) data[8]; vst1q_s16(data, v); printf("%s: (0x%x, 0x%x, 0x%x, 0x%x, 0x%x, 0x%x, 0x%x, 0x%x)\n", name, data[0], data[1], data[2], data[3], data[4], data[5], data[6], data[7]); } PX_FORCE_INLINE void printVec(const uint16x4_t& v, const char* name) { PX_ALIGN(16, uint16_t) data[4]; vst1_u16(data, v); printf("%s: (0x%x, 0x%x, 0x%x, 0x%x)\n", name, data[0], data[1], data[2], data[3]); } PX_FORCE_INLINE void printVec(const uint32x2_t& v, const char* name) { PX_ALIGN(16, uint32_t) data[2]; vst1_u32(data, v); printf("%s: (0x%x, 0x%x)\n", name, data[0], data[1]); } PX_FORCE_INLINE void printVar(const PxU32 v, const char* name) { printf("%s: 0x%x\n", name, v); } PX_FORCE_INLINE void printVar(const PxF32 v, const char* name) { printf("%s: %f\n", name, v); } #define PRINT_VAR(X) printVar((X), #X) #define PRINT_VEC(X) printVec((X), #X) #define PRINT_VEC_TITLE(TITLE, X) printVec((X), TITLE #X) #endif // debugging printf ///////////////////////////////////////////////////////////////////// ////FUNCTIONS USED ONLY FOR ASSERTS IN VECTORISED IMPLEMENTATIONS ///////////////////////////////////////////////////////////////////// PX_FORCE_INLINE bool isFiniteFloatV(const FloatV a) { PX_ALIGN(16, PxF32) data[4]; vst1_f32(reinterpret_cast(data), a); return PxIsFinite(data[0]) && PxIsFinite(data[1]); } PX_FORCE_INLINE bool isFiniteVec3V(const Vec3V a) { PX_ALIGN(16, PxF32) data[4]; vst1q_f32(reinterpret_cast(data), a); return PxIsFinite(data[0]) && PxIsFinite(data[1]) && PxIsFinite(data[2]); } PX_FORCE_INLINE bool isFiniteVec4V(const Vec4V a) { PX_ALIGN(16, PxF32) data[4]; vst1q_f32(reinterpret_cast(data), a); return PxIsFinite(data[0]) && PxIsFinite(data[1]) && PxIsFinite(data[2]) && PxIsFinite(data[3]); } PX_FORCE_INLINE bool hasZeroElementinFloatV(const FloatV a) { ASSERT_ISVALIDFLOATV(a); return vget_lane_u32(vreinterpret_u32_f32(a), 0) == 0; } PX_FORCE_INLINE bool hasZeroElementInVec3V(const Vec3V a) { const uint32x2_t dLow = vget_low_u32(vreinterpretq_u32_f32(a)); const uint32x2_t dMin = vpmin_u32(dLow, dLow); return vget_lane_u32(dMin, 0) == 0 || vgetq_lane_u32(vreinterpretq_u32_f32(a), 2) == 0; } PX_FORCE_INLINE bool hasZeroElementInVec4V(const Vec4V a) { const uint32x2_t dHigh = vget_high_u32(vreinterpretq_u32_f32(a)); const uint32x2_t dLow = vget_low_u32(vreinterpretq_u32_f32(a)); const uint32x2_t dMin = vmin_u32(dHigh, dLow); const uint32x2_t pairMin = vpmin_u32(dMin, dMin); return vget_lane_u32(pairMin, 0) == 0; } ///////////////////////////////////////////////////////////////////// ////VECTORISED FUNCTION IMPLEMENTATIONS ///////////////////////////////////////////////////////////////////// PX_FORCE_INLINE FloatV FLoad(const PxF32 f) { return vdup_n_f32(reinterpret_cast(f)); } PX_FORCE_INLINE FloatV FLoadA(const PxF32* const f) { ASSERT_ISALIGNED16(f); return vld1_f32(reinterpret_cast(f)); } PX_FORCE_INLINE Vec3V V3Load(const PxF32 f) { PX_ALIGN(16, PxF32) data[4] = { f, f, f, 0.0f }; return V4LoadA(data); } PX_FORCE_INLINE Vec4V V4Load(const PxF32 f) { return vdupq_n_f32(reinterpret_cast(f)); } PX_FORCE_INLINE BoolV BLoad(const bool f) { const PxU32 i = static_cast(-(static_cast(f))); return vdupq_n_u32(i); } PX_FORCE_INLINE Vec3V V3LoadA(const PxVec3& f) { ASSERT_ISALIGNED16(&f); PX_ALIGN(16, PxF32) data[4] = { f.x, f.y, f.z, 0.0f }; return V4LoadA(data); } PX_FORCE_INLINE Vec3V V3LoadU(const PxVec3& f) { PX_ALIGN(16, PxF32) data[4] = { f.x, f.y, f.z, 0.0f }; return V4LoadA(data); } PX_FORCE_INLINE Vec3V V3LoadUnsafeA(const PxVec3& f) { ASSERT_ISALIGNED16(&f); PX_ALIGN(16, PxF32) data[4] = { f.x, f.y, f.z, 0.0f }; return V4LoadA(data); } PX_FORCE_INLINE Vec3V V3LoadA(const PxF32* f) { ASSERT_ISALIGNED16(f); PX_ALIGN(16, PxF32) data[4] = { f[0], f[1], f[2], 0.0f }; return V4LoadA(data); } PX_FORCE_INLINE Vec3V V3LoadU(const PxF32* f) { PX_ALIGN(16, PxF32) data[4] = { f[0], f[1], f[2], 0.0f }; return V4LoadA(data); } PX_FORCE_INLINE Vec3V Vec3V_From_Vec4V(Vec4V v) { return vsetq_lane_f32(0.0f, v, 3); } PX_FORCE_INLINE Vec3V Vec3V_From_Vec4V_WUndefined(Vec4V v) { return v; } PX_FORCE_INLINE Vec4V Vec4V_From_Vec3V(Vec3V f) { return f; // ok if it is implemented as the same type. } PX_FORCE_INLINE Vec4V Vec4V_From_FloatV(FloatV f) { return vcombine_f32(f, f); } PX_FORCE_INLINE Vec3V Vec3V_From_FloatV(FloatV f) { return Vec3V_From_Vec4V(Vec4V_From_FloatV(f)); } PX_FORCE_INLINE Vec3V Vec3V_From_FloatV_WUndefined(FloatV f) { return Vec3V_From_Vec4V_WUndefined(Vec4V_From_FloatV(f)); } PX_FORCE_INLINE Vec4V Vec4V_From_PxVec3_WUndefined(const PxVec3& f) { PX_ALIGN(16, PxF32) data[4] = { f.x, f.y, f.z, 0.0f }; return V4LoadA(data); } 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(f); return vld1q_f32(reinterpret_cast(f)); } PX_FORCE_INLINE void V4StoreA(Vec4V a, PxF32* f) { ASSERT_ISALIGNED16(f); vst1q_f32(reinterpret_cast(f), a); } PX_FORCE_INLINE void V4StoreU(const Vec4V a, PxF32* f) { PX_ALIGN(16, PxF32) f2[4]; vst1q_f32(reinterpret_cast(f2), a); f[0] = f2[0]; f[1] = f2[1]; f[2] = f2[2]; f[3] = f2[3]; } PX_FORCE_INLINE void BStoreA(const BoolV a, PxU32* u) { ASSERT_ISALIGNED16(u); vst1q_u32(reinterpret_cast(u), a); } PX_FORCE_INLINE void U4StoreA(const VecU32V uv, PxU32* u) { ASSERT_ISALIGNED16(u); vst1q_u32(reinterpret_cast(u), uv); } PX_FORCE_INLINE void I4StoreA(const VecI32V iv, PxI32* i) { ASSERT_ISALIGNED16(i); vst1q_s32(reinterpret_cast(i), iv); } PX_FORCE_INLINE Vec4V V4LoadU(const PxF32* const f) { return vld1q_f32(reinterpret_cast(f)); } PX_FORCE_INLINE BoolV BLoad(const bool* const f) { const PX_ALIGN(16, PxU32) b[4] = { static_cast(-static_cast(f[0])), static_cast(-static_cast(f[1])), static_cast(-static_cast(f[2])), static_cast(-static_cast(f[3])) }; return vld1q_u32(b); } PX_FORCE_INLINE void FStore(const FloatV a, PxF32* PX_RESTRICT f) { ASSERT_ISVALIDFLOATV(a); // vst1q_lane_f32(f, a, 0); // causes vst1 alignment bug *f = vget_lane_f32(a, 0); } PX_FORCE_INLINE void Store_From_BoolV(const BoolV a, PxU32* PX_RESTRICT f) { *f = vget_lane_u32(vget_low_u32(a), 0); } PX_FORCE_INLINE void V3StoreA(const Vec3V a, PxVec3& f) { ASSERT_ISALIGNED16(&f); PX_ALIGN(16, PxF32) f2[4]; vst1q_f32(reinterpret_cast(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]; vst1q_f32(reinterpret_cast(f2), a); f = PxVec3(f2[0], f2[1], f2[2]); } ////////////////////////////////// // 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() { return vreinterpret_f32_u32(vdup_n_u32(0)); } PX_FORCE_INLINE FloatV IOne() { return vreinterpret_f32_u32(vdup_n_u32(1)); } PX_FORCE_INLINE FloatV ITwo() { return vreinterpret_f32_u32(vdup_n_u32(2)); } PX_FORCE_INLINE FloatV IThree() { return vreinterpret_f32_u32(vdup_n_u32(3)); } PX_FORCE_INLINE FloatV IFour() { return vreinterpret_f32_u32(vdup_n_u32(4)); } PX_FORCE_INLINE FloatV FNeg(const FloatV f) { ASSERT_ISVALIDFLOATV(f); return vneg_f32(f); } PX_FORCE_INLINE FloatV FAdd(const FloatV a, const FloatV b) { ASSERT_ISVALIDFLOATV(a); ASSERT_ISVALIDFLOATV(b); return vadd_f32(a, b); } PX_FORCE_INLINE FloatV FSub(const FloatV a, const FloatV b) { ASSERT_ISVALIDFLOATV(a); ASSERT_ISVALIDFLOATV(b); return vsub_f32(a, b); } PX_FORCE_INLINE FloatV FMul(const FloatV a, const FloatV b) { ASSERT_ISVALIDFLOATV(a); ASSERT_ISVALIDFLOATV(b); return vmul_f32(a, b); } template PX_FORCE_INLINE float32x2_t recip_newton(const float32x2_t& in) { float32x2_t recip = vrecpe_f32(in); for(int i = 0; i < n; ++i) recip = vmul_f32(recip, vrecps_f32(in, recip)); return recip; } template PX_FORCE_INLINE float32x4_t recipq_newton(const float32x4_t& in) { float32x4_t recip = vrecpeq_f32(in); for(int i = 0; i < n; ++i) recip = vmulq_f32(recip, vrecpsq_f32(recip, in)); return recip; } template PX_FORCE_INLINE float32x2_t rsqrt_newton(const float32x2_t& in) { float32x2_t rsqrt = vrsqrte_f32(in); for(int i = 0; i < n; ++i) rsqrt = vmul_f32(rsqrt, vrsqrts_f32(vmul_f32(rsqrt, rsqrt), in)); return rsqrt; } template PX_FORCE_INLINE float32x4_t rsqrtq_newton(const float32x4_t& in) { float32x4_t rsqrt = vrsqrteq_f32(in); for(int i = 0; i < n; ++i) rsqrt = vmulq_f32(rsqrt, vrsqrtsq_f32(vmulq_f32(rsqrt, rsqrt), in)); return rsqrt; } PX_FORCE_INLINE FloatV FDiv(const FloatV a, const FloatV b) { ASSERT_ISVALIDFLOATV(a); ASSERT_ISVALIDFLOATV(b); return vmul_f32(a, VRECIP(b)); } PX_FORCE_INLINE FloatV FDivFast(const FloatV a, const FloatV b) { ASSERT_ISVALIDFLOATV(a); ASSERT_ISVALIDFLOATV(b); return vmul_f32(a, VRECIPE(b)); } PX_FORCE_INLINE FloatV FRecip(const FloatV a) { ASSERT_ISVALIDFLOATV(a); return VRECIP(a); } PX_FORCE_INLINE FloatV FRecipFast(const FloatV a) { ASSERT_ISVALIDFLOATV(a); return VRECIPE(a); } PX_FORCE_INLINE FloatV FRsqrt(const FloatV a) { ASSERT_ISVALIDFLOATV(a); return VRECIPSQRT(a); } PX_FORCE_INLINE FloatV FSqrt(const FloatV a) { ASSERT_ISVALIDFLOATV(a); return FSel(FIsEq(a, FZero()), a, vmul_f32(a, VRECIPSQRT(a))); } PX_FORCE_INLINE FloatV FRsqrtFast(const FloatV a) { ASSERT_ISVALIDFLOATV(a); return VRECIPSQRTE(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 vmla_f32(c, a, b); } PX_FORCE_INLINE FloatV FNegScaleSub(const FloatV a, const FloatV b, const FloatV c) { ASSERT_ISVALIDFLOATV(a); ASSERT_ISVALIDFLOATV(b); ASSERT_ISVALIDFLOATV(c); return vmls_f32(c, a, b); } PX_FORCE_INLINE FloatV FAbs(const FloatV a) { ASSERT_ISVALIDFLOATV(a); return vabs_f32(a); } 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(vbsl_f32(vget_low_u32(c), a, b)); return vbsl_f32(vget_low_u32(c), a, b); } PX_FORCE_INLINE BoolV FIsGrtr(const FloatV a, const FloatV b) { ASSERT_ISVALIDFLOATV(a); ASSERT_ISVALIDFLOATV(b); return vdupq_lane_u32(vcgt_f32(a, b), 0); } PX_FORCE_INLINE BoolV FIsGrtrOrEq(const FloatV a, const FloatV b) { ASSERT_ISVALIDFLOATV(a); ASSERT_ISVALIDFLOATV(b); return vdupq_lane_u32(vcge_f32(a, b), 0); } PX_FORCE_INLINE BoolV FIsEq(const FloatV a, const FloatV b) { ASSERT_ISVALIDFLOATV(a); ASSERT_ISVALIDFLOATV(b); return vdupq_lane_u32(vceq_f32(a, b), 0); } PX_FORCE_INLINE FloatV FMax(const FloatV a, const FloatV b) { //ASSERT_ISVALIDFLOATV(a); //ASSERT_ISVALIDFLOATV(b); return vmax_f32(a, b); } PX_FORCE_INLINE FloatV FMin(const FloatV a, const FloatV b) { //ASSERT_ISVALIDFLOATV(a); //ASSERT_ISVALIDFLOATV(b); return vmin_f32(a, b); } PX_FORCE_INLINE FloatV FClamp(const FloatV a, const FloatV minV, const FloatV maxV) { ASSERT_ISVALIDFLOATV(minV); ASSERT_ISVALIDFLOATV(maxV); return vmax_f32(vmin_f32(a, maxV), minV); } PX_FORCE_INLINE PxU32 FAllGrtr(const FloatV a, const FloatV b) { ASSERT_ISVALIDFLOATV(a); ASSERT_ISVALIDFLOATV(b); return vget_lane_u32(vcgt_f32(a, b), 0); } PX_FORCE_INLINE PxU32 FAllGrtrOrEq(const FloatV a, const FloatV b) { ASSERT_ISVALIDFLOATV(a); ASSERT_ISVALIDFLOATV(b); return vget_lane_u32(vcge_f32(a, b), 0); } PX_FORCE_INLINE PxU32 FAllEq(const FloatV a, const FloatV b) { ASSERT_ISVALIDFLOATV(a); ASSERT_ISVALIDFLOATV(b); return vget_lane_u32(vceq_f32(a, b), 0); } PX_FORCE_INLINE FloatV FRound(const FloatV a) { ASSERT_ISVALIDFLOATV(a); // truncate(a + (0.5f - sign(a))) const float32x2_t half = vdup_n_f32(0.5f); const float32x2_t sign = vcvt_f32_u32((vshr_n_u32(vreinterpret_u32_f32(a), 31))); const float32x2_t aPlusHalf = vadd_f32(a, half); const float32x2_t aRound = vsub_f32(aPlusHalf, sign); int32x2_t tmp = vcvt_s32_f32(aRound); return vcvt_f32_s32(tmp); } 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 = FLoadA(g_PXReciprocalTwoPi.f); const FloatV twoPi = FLoadA(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 = FLoadA(g_PXReciprocalTwoPi.f); const FloatV twoPi = FLoadA(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, FOne()); 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 PxU32(!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 PxU32(BAllEqTTTT(c)); } PX_FORCE_INLINE PxU32 FOutOfBounds(const FloatV a, const FloatV bounds) { ASSERT_ISVALIDFLOATV(a); ASSERT_ISVALIDFLOATV(bounds); #if PX_UWP const uint32x2_t greater = vacgt_f32(a, bounds); #else const uint32x2_t greater = vcagt_f32(a, bounds); #endif return vget_lane_u32(greater, 0); } PX_FORCE_INLINE PxU32 FInBounds(const FloatV a, const FloatV bounds) { ASSERT_ISVALIDFLOATV(a); ASSERT_ISVALIDFLOATV(bounds); #if PX_UWP const uint32x2_t geq = vacge_f32(bounds, a); #else const uint32x2_t geq = vcage_f32(bounds, a); #endif return vget_lane_u32(geq, 0); } ////////////////////////////////// // VEC3V ////////////////////////////////// PX_FORCE_INLINE Vec3V V3Splat(const FloatV f) { ASSERT_ISVALIDFLOATV(f); #if PX_UWP const uint32x2_t mask = { 0x00000000ffffFFFFULL }; #else const uint32x2_t mask = { 0xffffFFFF, 0x0 }; #endif const uint32x2_t uHigh = vreinterpret_u32_f32(f); const float32x2_t dHigh = vreinterpret_f32_u32(vand_u32(uHigh, mask)); return vcombine_f32(f, dHigh); } PX_FORCE_INLINE Vec3V V3Merge(const FloatVArg x, const FloatVArg y, const FloatVArg z) { ASSERT_ISVALIDFLOATV(x); ASSERT_ISVALIDFLOATV(y); ASSERT_ISVALIDFLOATV(z); #if PX_UWP const uint32x2_t mask = { 0x00000000ffffFFFFULL }; #else const uint32x2_t mask = { 0xffffFFFF, 0x0 }; #endif const uint32x2_t dHigh = vand_u32(vreinterpret_u32_f32(z), mask); const uint32x2_t dLow = vext_u32(vreinterpret_u32_f32(x), vreinterpret_u32_f32(y), 1); return vreinterpretq_f32_u32(vcombine_u32(dLow, dHigh)); } PX_FORCE_INLINE Vec3V V3UnitX() { #if PX_UWP const float32x4_t x = { 0x000000003f800000ULL, 0x0ULL}; #else const float32x4_t x = { 1.0f, 0.0f, 0.0f, 0.0f }; #endif return x; } PX_FORCE_INLINE Vec3V V3UnitY() { #if PX_UWP const float32x4_t y = { 0x3f80000000000000ULL, 0x0ULL}; #else const float32x4_t y = { 0, 1.0f, 0, 0 }; #endif return y; } PX_FORCE_INLINE Vec3V V3UnitZ() { #if PX_UWP const float32x4_t z = { 0x0ULL, 0x000000003f800000ULL }; #else const float32x4_t z = { 0, 0, 1.0f, 0 }; #endif return z; } PX_FORCE_INLINE FloatV V3GetX(const Vec3V f) { ASSERT_ISVALIDVEC3V(f); const float32x2_t fLow = vget_low_f32(f); return vdup_lane_f32(fLow, 0); } PX_FORCE_INLINE FloatV V3GetY(const Vec3V f) { ASSERT_ISVALIDVEC3V(f); const float32x2_t fLow = vget_low_f32(f); return vdup_lane_f32(fLow, 1); } PX_FORCE_INLINE FloatV V3GetZ(const Vec3V f) { ASSERT_ISVALIDVEC3V(f); const float32x2_t fhigh = vget_high_f32(f); return vdup_lane_f32(fhigh, 0); } PX_FORCE_INLINE Vec3V V3SetX(const Vec3V v, const FloatV f) { ASSERT_ISVALIDVEC3V(v); ASSERT_ISVALIDFLOATV(f); return V4Sel(BFTTT(), v, vcombine_f32(f, f)); } PX_FORCE_INLINE Vec3V V3SetY(const Vec3V v, const FloatV f) { ASSERT_ISVALIDVEC3V(v); ASSERT_ISVALIDFLOATV(f); return V4Sel(BTFTT(), v, vcombine_f32(f, f)); } PX_FORCE_INLINE Vec3V V3SetZ(const Vec3V v, const FloatV f) { ASSERT_ISVALIDVEC3V(v); ASSERT_ISVALIDFLOATV(f); return V4Sel(BTTFT(), v, vcombine_f32(f, f)); } PX_FORCE_INLINE Vec3V V3ColX(const Vec3V a, const Vec3V b, const Vec3V c) { ASSERT_ISVALIDVEC3V(a); ASSERT_ISVALIDVEC3V(b); ASSERT_ISVALIDVEC3V(c); const float32x2_t aLow = vget_low_f32(a); const float32x2_t bLow = vget_low_f32(b); const float32x2_t cLow = vget_low_f32(c); const float32x2_t zero = vdup_n_f32(0.0f); const float32x2x2_t zipL = vzip_f32(aLow, bLow); const float32x2x2_t zipH = vzip_f32(cLow, zero); return vcombine_f32(zipL.val[0], zipH.val[0]); } PX_FORCE_INLINE Vec3V V3ColY(const Vec3V a, const Vec3V b, const Vec3V c) { ASSERT_ISVALIDVEC3V(a); ASSERT_ISVALIDVEC3V(b); ASSERT_ISVALIDVEC3V(c); const float32x2_t aLow = vget_low_f32(a); const float32x2_t bLow = vget_low_f32(b); const float32x2_t cLow = vget_low_f32(c); const float32x2_t zero = vdup_n_f32(0.0f); const float32x2x2_t zipL = vzip_f32(aLow, bLow); const float32x2x2_t zipH = vzip_f32(cLow, zero); return vcombine_f32(zipL.val[1], zipH.val[1]); } PX_FORCE_INLINE Vec3V V3ColZ(const Vec3V a, const Vec3V b, const Vec3V c) { ASSERT_ISVALIDVEC3V(a); ASSERT_ISVALIDVEC3V(b); ASSERT_ISVALIDVEC3V(c); const float32x2_t aHi = vget_high_f32(a); const float32x2_t bHi = vget_high_f32(b); const float32x2_t cHi = vget_high_f32(c); const float32x2x2_t zipL = vzip_f32(aHi, bHi); return vcombine_f32(zipL.val[0], cHi); } PX_FORCE_INLINE Vec3V V3Zero() { return vdupq_n_f32(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); const float32x4_t tmp = vnegq_f32(f); return vsetq_lane_f32(0.0f, tmp, 3); } PX_FORCE_INLINE Vec3V V3Add(const Vec3V a, const Vec3V b) { ASSERT_ISVALIDVEC3V(a); ASSERT_ISVALIDVEC3V(b); return vaddq_f32(a, b); } PX_FORCE_INLINE Vec3V V3Add(const Vec3V a, const FloatV b) { ASSERT_ISVALIDVEC3V(a); ASSERT_ISVALIDFLOATV(b); return vaddq_f32(a, Vec3V_From_FloatV(b)); } PX_FORCE_INLINE Vec3V V3Sub(const Vec3V a, const Vec3V b) { ASSERT_ISVALIDVEC3V(a); ASSERT_ISVALIDVEC3V(b); return vsubq_f32(a, b); } PX_FORCE_INLINE Vec3V V3Sub(const Vec3V a, const FloatV b) { ASSERT_ISVALIDVEC3V(a); ASSERT_ISVALIDFLOATV(b); return vsubq_f32(a, Vec3V_From_FloatV(b)); } PX_FORCE_INLINE Vec3V V3Scale(const Vec3V a, const FloatV b) { ASSERT_ISVALIDVEC3V(a); ASSERT_ISVALIDFLOATV(b); const float32x4_t tmp = vmulq_lane_f32(a, b, 0); return vsetq_lane_f32(0.0f, tmp, 3); } PX_FORCE_INLINE Vec3V V3Mul(const Vec3V a, const Vec3V b) { ASSERT_ISVALIDVEC3V(a); ASSERT_ISVALIDVEC3V(b); return vmulq_f32(a, b); } PX_FORCE_INLINE Vec3V V3ScaleInv(const Vec3V a, const FloatV b) { ASSERT_ISVALIDVEC3V(a); ASSERT_ISVALIDFLOATV(b); const float32x2_t invB = VRECIP(b); const float32x4_t tmp = vmulq_lane_f32(a, invB, 0); return vsetq_lane_f32(0.0f, tmp, 3); } PX_FORCE_INLINE Vec3V V3Div(const Vec3V a, const Vec3V b) { ASSERT_ISVALIDVEC3V(a); ASSERT_ISVALIDVEC3V(b); float32x4_t invB = VRECIPQ(b); invB = vsetq_lane_f32(0.0f, invB, 3); return vmulq_f32(a, invB); } PX_FORCE_INLINE Vec3V V3ScaleInvFast(const Vec3V a, const FloatV b) { ASSERT_ISVALIDVEC3V(a); ASSERT_ISVALIDFLOATV(b); const float32x2_t invB = VRECIPE(b); const float32x4_t tmp = vmulq_lane_f32(a, invB, 0); return vsetq_lane_f32(0.0f, tmp, 3); } PX_FORCE_INLINE Vec3V V3DivFast(const Vec3V a, const Vec3V b) { ASSERT_ISVALIDVEC3V(a); ASSERT_ISVALIDVEC3V(b); float32x4_t invB = VRECIPEQ(b); invB = vsetq_lane_f32(0.0f, invB, 3); return vmulq_f32(a, invB); } PX_FORCE_INLINE Vec3V V3Recip(const Vec3V a) { ASSERT_ISVALIDVEC3V(a); const float32x4_t recipA = VRECIPQ(a); return vsetq_lane_f32(0.0f, recipA, 3); } PX_FORCE_INLINE Vec3V V3RecipFast(const Vec3V a) { ASSERT_ISVALIDVEC3V(a); const float32x4_t recipA = VRECIPEQ(a); return vsetq_lane_f32(0.0f, recipA, 3); } PX_FORCE_INLINE Vec3V V3Rsqrt(const Vec3V a) { ASSERT_ISVALIDVEC3V(a); const float32x4_t rSqrA = VRECIPSQRTQ(a); return vsetq_lane_f32(0.0f, rSqrA, 3); } PX_FORCE_INLINE Vec3V V3RsqrtFast(const Vec3V a) { ASSERT_ISVALIDVEC3V(a); const float32x4_t rSqrA = VRECIPSQRTEQ(a); return vsetq_lane_f32(0.0f, rSqrA, 3); } PX_FORCE_INLINE Vec3V V3ScaleAdd(const Vec3V a, const FloatV b, const Vec3V c) { ASSERT_ISVALIDVEC3V(a); ASSERT_ISVALIDFLOATV(b); ASSERT_ISVALIDVEC3V(c); float32x4_t tmp = vmlaq_lane_f32(c, a, b, 0); // using vsetq_lane_f32 resulted in failures, // probably related to a compiler bug on // ndk r9d-win32, gcc 4.8, cardhu/shield // code with issue // return vsetq_lane_f32(0.0f, tmp, 3); // workaround float32x2_t w_z = vget_high_f32(tmp); float32x2_t y_x = vget_low_f32(tmp); w_z = vset_lane_f32(0.0f, w_z, 1); return vcombine_f32(y_x, w_z); } PX_FORCE_INLINE Vec3V V3NegScaleSub(const Vec3V a, const FloatV b, const Vec3V c) { ASSERT_ISVALIDVEC3V(a); ASSERT_ISVALIDFLOATV(b); ASSERT_ISVALIDVEC3V(c); float32x4_t tmp = vmlsq_lane_f32(c, a, b, 0); // using vsetq_lane_f32 resulted in failures, // probably related to a compiler bug on // ndk r9d-win32, gcc 4.8, cardhu/shield // code with issue // return vsetq_lane_f32(0.0f, tmp, 3); // workaround float32x2_t w_z = vget_high_f32(tmp); float32x2_t y_x = vget_low_f32(tmp); w_z = vset_lane_f32(0.0f, w_z, 1); return vcombine_f32(y_x, w_z); } PX_FORCE_INLINE Vec3V V3MulAdd(const Vec3V a, const Vec3V b, const Vec3V c) { ASSERT_ISVALIDVEC3V(a); ASSERT_ISVALIDVEC3V(b); ASSERT_ISVALIDVEC3V(c); return vmlaq_f32(c, a, b); } PX_FORCE_INLINE Vec3V V3NegMulSub(const Vec3V a, const Vec3V b, const Vec3V c) { ASSERT_ISVALIDVEC3V(a); ASSERT_ISVALIDVEC3V(b); ASSERT_ISVALIDVEC3V(c); return vmlsq_f32(c, a, b); } PX_FORCE_INLINE Vec3V V3Abs(const Vec3V a) { ASSERT_ISVALIDVEC3V(a); return vabsq_f32(a); } PX_FORCE_INLINE FloatV V3Dot(const Vec3V a, const Vec3V b) { ASSERT_ISVALIDVEC3V(a); ASSERT_ISVALIDVEC3V(b); // const uint32x2_t mask = {0xffffFFFF, 0x0}; const float32x4_t tmp = vmulq_f32(a, b); const float32x2_t low = vget_low_f32(tmp); const float32x2_t high = vget_high_f32(tmp); // const float32x2_t high = vreinterpret_f32_u32(vand_u32(vreinterpret_u32_f32(high_), mask)); const float32x2_t sumTmp = vpadd_f32(low, high); // = {0+z, x+y} const float32x2_t sum0ZYX = vpadd_f32(sumTmp, sumTmp); // = {x+y+z, x+y+z} return sum0ZYX; } PX_FORCE_INLINE Vec3V V3Cross(const Vec3V a, const Vec3V b) { ASSERT_ISVALIDVEC3V(a); ASSERT_ISVALIDVEC3V(b); #if PX_UWP const uint32x2_t TF = { 0x00000000ffffFFFFULL }; #else const uint32x2_t TF = { 0xffffFFFF, 0x0 }; #endif const float32x2_t ay_ax = vget_low_f32(a); // d2 const float32x2_t aw_az = vget_high_f32(a); // d3 const float32x2_t by_bx = vget_low_f32(b); // d4 const float32x2_t bw_bz = vget_high_f32(b); // d5 // Hi, Lo const float32x2_t bz_by = vext_f32(by_bx, bw_bz, 1); // bz, by const float32x2_t az_ay = vext_f32(ay_ax, aw_az, 1); // az, ay const float32x2_t azbx = vmul_f32(aw_az, by_bx); // 0, az*bx const float32x2_t aybz_axby = vmul_f32(ay_ax, bz_by); // ay*bz, ax*by const float32x2_t azbxSUBaxbz = vmls_f32(azbx, bw_bz, ay_ax); // 0, az*bx-ax*bz const float32x2_t aybzSUBazby_axbySUBaybx = vmls_f32(aybz_axby, by_bx, az_ay); // ay*bz-az*by, ax*by-ay*bx const float32x2_t retLow = vext_f32(aybzSUBazby_axbySUBaybx, azbxSUBaxbz, 1); // az*bx-ax*bz, ay*bz-az*by const uint32x2_t retHigh = vand_u32(TF, vreinterpret_u32_f32(aybzSUBazby_axbySUBaybx)); // 0, ax*by-ay*bx return vcombine_f32(retLow, vreinterpret_f32_u32(retHigh)); } PX_FORCE_INLINE VecCrossV V3PrepareCross(const Vec3V a) { ASSERT_ISVALIDVEC3V(a); return a; } PX_FORCE_INLINE FloatV V3Length(const Vec3V a) { ASSERT_ISVALIDVEC3V(a); // const uint32x2_t mask = {0xffffFFFF, 0x0}; const float32x4_t tmp = vmulq_f32(a, a); const float32x2_t low = vget_low_f32(tmp); const float32x2_t high = vget_high_f32(tmp); // const float32x2_t high = vreinterpret_f32_u32(vand_u32(vreinterpret_u32_f32(high_), mask)); const float32x2_t sumTmp = vpadd_f32(low, high); // = {0+z, x+y} const float32x2_t sum0ZYX = vpadd_f32(sumTmp, sumTmp); // = {x+y+z, x+y+z} return FSqrt(sum0ZYX); } 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); //PX_ASSERT(!FAllEq(V4LengthSq(a), FZero())); return V3ScaleInv(a, V3Length(a)); } PX_FORCE_INLINE Vec3V V3NormalizeFast(const Vec3V a) { ASSERT_ISVALIDVEC3V(a); //PX_ASSERT(!FAllEq(V4LengthSq(a), FZero())); return V3Scale(a, VRECIPSQRTE(V3Dot(a, a))); } PX_FORCE_INLINE Vec3V V3NormalizeSafe(const Vec3V a, const Vec3V unsafeReturnValue) { ASSERT_ISVALIDVEC3V(a); const FloatV zero = vdup_n_f32(0.0f); const FloatV length = V3Length(a); const uint32x4_t isGreaterThanZero = FIsGrtr(length, zero); return V3Sel(isGreaterThanZero, V3ScaleInv(a, length), unsafeReturnValue); } PX_FORCE_INLINE Vec3V V3Sel(const BoolV c, const Vec3V a, const Vec3V b) { ASSERT_ISVALIDVEC3V( vbslq_f32(c, a, b)); return vbslq_f32(c, a, b); } PX_FORCE_INLINE BoolV V3IsGrtr(const Vec3V a, const Vec3V b) { ASSERT_ISVALIDVEC3V(a); ASSERT_ISVALIDVEC3V(b); return vcgtq_f32(a, b); } PX_FORCE_INLINE BoolV V3IsGrtrOrEq(const Vec3V a, const Vec3V b) { ASSERT_ISVALIDVEC3V(a); ASSERT_ISVALIDVEC3V(b); return vcgeq_f32(a, b); } PX_FORCE_INLINE BoolV V3IsEq(const Vec3V a, const Vec3V b) { ASSERT_ISVALIDVEC3V(a); ASSERT_ISVALIDVEC3V(b); return vceqq_f32(a, b); } PX_FORCE_INLINE Vec3V V3Max(const Vec3V a, const Vec3V b) { ASSERT_ISVALIDVEC3V(a); ASSERT_ISVALIDVEC3V(b); return vmaxq_f32(a, b); } PX_FORCE_INLINE Vec3V V3Min(const Vec3V a, const Vec3V b) { ASSERT_ISVALIDVEC3V(a); ASSERT_ISVALIDVEC3V(b); return vminq_f32(a, b); } PX_FORCE_INLINE FloatV V3ExtractMax(const Vec3V a) { ASSERT_ISVALIDVEC3V(a); const float32x2_t low = vget_low_f32(a); const float32x2_t high = vget_high_f32(a); const float32x2_t zz = vdup_lane_f32(high, 0); const float32x2_t max0 = vpmax_f32(zz, low); const float32x2_t max1 = vpmax_f32(max0, max0); return max1; } PX_FORCE_INLINE FloatV V3ExtractMin(const Vec3V a) { ASSERT_ISVALIDVEC3V(a); const float32x2_t low = vget_low_f32(a); const float32x2_t high = vget_high_f32(a); const float32x2_t zz = vdup_lane_f32(high, 0); const float32x2_t min0 = vpmin_f32(zz, low); const float32x2_t min1 = vpmin_f32(min0, min0); return min1; } // return (a >= 0.0f) ? 1.0f : -1.0f; PX_FORCE_INLINE Vec3V V3Sign(const Vec3V a) { ASSERT_ISVALIDVEC3V(a); const Vec3V zero = V3Zero(); const Vec3V one = V3One(); const Vec3V 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(minV); ASSERT_ISVALIDVEC3V(maxV); return V3Max(V3Min(a, maxV), minV); } PX_FORCE_INLINE PxU32 V3AllGrtr(const Vec3V a, const Vec3V b) { ASSERT_ISVALIDVEC3V(a); ASSERT_ISVALIDVEC3V(b); return internalUnitNeonSimd::BAllTrue3_R(V4IsGrtr(a, b)); } PX_FORCE_INLINE PxU32 V3AllGrtrOrEq(const Vec3V a, const Vec3V b) { ASSERT_ISVALIDVEC3V(a); ASSERT_ISVALIDVEC3V(b); return internalUnitNeonSimd::BAllTrue3_R(V4IsGrtrOrEq(a, b)); } PX_FORCE_INLINE PxU32 V3AllEq(const Vec3V a, const Vec3V b) { ASSERT_ISVALIDVEC3V(a); ASSERT_ISVALIDVEC3V(b); return internalUnitNeonSimd::BAllTrue3_R(V4IsEq(a, b)); } PX_FORCE_INLINE Vec3V V3Round(const Vec3V a) { ASSERT_ISVALIDVEC3V(a); // truncate(a + (0.5f - sign(a))) const Vec3V half = V3Load(0.5f); const float32x4_t sign = vcvtq_f32_u32((vshrq_n_u32(vreinterpretq_u32_f32(a), 31))); const Vec3V aPlusHalf = V3Add(a, half); const Vec3V aRound = V3Sub(aPlusHalf, sign); return vcvtq_f32_s32(vcvtq_s32_f32(aRound)); } 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 = V4Mul(a, recipTwoPi); const Vec3V b = V3Round(tmp); const Vec3V 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 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 = V4ScaleAdd(V3, S1, V1); Result = V4ScaleAdd(V5, S2, Result); Result = V4ScaleAdd(V7, S3, Result); Result = V4ScaleAdd(V9, S4, Result); Result = V4ScaleAdd(V11, S5, Result); Result = V4ScaleAdd(V13, S6, Result); Result = V4ScaleAdd(V15, S7, Result); Result = V4ScaleAdd(V17, S8, Result); Result = V4ScaleAdd(V19, S9, Result); Result = V4ScaleAdd(V21, S10, Result); Result = V4ScaleAdd(V23, S11, 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 = V4Mul(a, recipTwoPi); const Vec3V b = V3Round(tmp); const Vec3V 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 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 = V4ScaleAdd(V2, C1, V4One()); Result = V4ScaleAdd(V4, C2, Result); Result = V4ScaleAdd(V6, C3, Result); Result = V4ScaleAdd(V8, C4, Result); Result = V4ScaleAdd(V10, C5, Result); Result = V4ScaleAdd(V12, C6, Result); Result = V4ScaleAdd(V14, C7, Result); Result = V4ScaleAdd(V16, C8, Result); Result = V4ScaleAdd(V18, C9, Result); Result = V4ScaleAdd(V20, C10, Result); Result = V4ScaleAdd(V22, C11, Result); return V4ClearW(Result); } PX_FORCE_INLINE Vec3V V3PermYZZ(const Vec3V a) { ASSERT_ISVALIDVEC3V(a); const float32x2_t xy = vget_low_f32(a); const float32x2_t zw = vget_high_f32(a); const float32x2_t yz = vext_f32(xy, zw, 1); return vcombine_f32(yz, zw); } PX_FORCE_INLINE Vec3V V3PermXYX(const Vec3V a) { ASSERT_ISVALIDVEC3V(a); #if PX_UWP const uint32x2_t mask = { 0x00000000ffffFFFFULL }; #else const uint32x2_t mask = { 0xffffFFFF, 0x0 }; #endif const uint32x2_t xy = vget_low_u32(vreinterpretq_u32_f32(a)); const uint32x2_t xw = vand_u32(xy, mask); return vreinterpretq_f32_u32(vcombine_u32(xy, xw)); } PX_FORCE_INLINE Vec3V V3PermYZX(const Vec3V a) { ASSERT_ISVALIDVEC3V(a); #if PX_UWP const uint32x2_t mask = { 0x00000000ffffFFFFULL }; #else const uint32x2_t mask = { 0xffffFFFF, 0x0 }; #endif const uint32x2_t xy = vget_low_u32(vreinterpretq_u32_f32(a)); const uint32x2_t zw = vget_high_u32(vreinterpretq_u32_f32(a)); const uint32x2_t yz = vext_u32(xy, zw, 1); const uint32x2_t xw = vand_u32(xy, mask); return vreinterpretq_f32_u32(vcombine_u32(yz, xw)); } PX_FORCE_INLINE Vec3V V3PermZXY(const Vec3V a) { ASSERT_ISVALIDVEC3V(a); const uint32x2_t xy = vget_low_u32(vreinterpretq_u32_f32(a)); const uint32x2_t zw = vget_high_u32(vreinterpretq_u32_f32(a)); const uint32x2_t wz = vrev64_u32(zw); const uint32x2_t zx = vext_u32(wz, xy, 1); const uint32x2_t yw = vext_u32(xy, wz, 1); return vreinterpretq_f32_u32(vcombine_u32(zx, yw)); } PX_FORCE_INLINE Vec3V V3PermZZY(const Vec3V a) { ASSERT_ISVALIDVEC3V(a); const uint32x2_t xy = vget_low_u32(vreinterpretq_u32_f32(a)); const uint32x2_t zw = vget_high_u32(vreinterpretq_u32_f32(a)); const uint32x2_t wz = vrev64_u32(zw); const uint32x2_t yw = vext_u32(xy, wz, 1); const uint32x2_t zz = vdup_lane_u32(wz, 1); return vreinterpretq_f32_u32(vcombine_u32(zz, yw)); } PX_FORCE_INLINE Vec3V V3PermYXX(const Vec3V a) { ASSERT_ISVALIDVEC3V(a); #if PX_UWP const uint32x2_t mask = { 0x00000000ffffFFFFULL }; #else const uint32x2_t mask = { 0xffffFFFF, 0x0 }; #endif const uint32x2_t xy = vget_low_u32(vreinterpretq_u32_f32(a)); const uint32x2_t yx = vrev64_u32(xy); const uint32x2_t xw = vand_u32(xy, mask); return vreinterpretq_f32_u32(vcombine_u32(yx, xw)); } PX_FORCE_INLINE Vec3V V3Perm_Zero_1Z_0Y(const Vec3V v0, const Vec3V v1) { ASSERT_ISVALIDVEC3V(v0); ASSERT_ISVALIDVEC3V(v1); const uint32x2_t xy = vget_low_u32(vreinterpretq_u32_f32(v0)); const uint32x2_t zw = vget_high_u32(vreinterpretq_u32_f32(v1)); const uint32x2_t wz = vrev64_u32(zw); const uint32x2_t yw = vext_u32(xy, wz, 1); return vreinterpretq_f32_u32(vcombine_u32(wz, yw)); } PX_FORCE_INLINE Vec3V V3Perm_0Z_Zero_1X(const Vec3V v0, const Vec3V v1) { ASSERT_ISVALIDVEC3V(v0); ASSERT_ISVALIDVEC3V(v1); #if PX_UWP const uint32x2_t mask = { 0x00000000ffffFFFFULL }; #else const uint32x2_t mask = { 0xffffFFFF, 0x0 }; #endif const uint32x2_t zw = vget_high_u32(vreinterpretq_u32_f32(v0)); const uint32x2_t xy = vget_low_u32(vreinterpretq_u32_f32(v1)); const uint32x2_t xw = vand_u32(xy, mask); return vreinterpretq_f32_u32(vcombine_u32(zw, xw)); } PX_FORCE_INLINE Vec3V V3Perm_1Y_0X_Zero(const Vec3V v0, const Vec3V v1) { ASSERT_ISVALIDVEC3V(v0); ASSERT_ISVALIDVEC3V(v1); const uint32x2_t axy = vget_low_u32(vreinterpretq_u32_f32(v0)); const uint32x2_t bxy = vget_low_u32(vreinterpretq_u32_f32(v1)); const uint32x2_t byax = vext_u32(bxy, axy, 1); const uint32x2_t ww = vdup_n_u32(0); return vreinterpretq_f32_u32(vcombine_u32(byax, ww)); } PX_FORCE_INLINE FloatV V3SumElems(const Vec3V a) { ASSERT_ISVALIDVEC3V(a); // const uint32x2_t mask = {0xffffFFFF, 0x0}; const float32x2_t low = vget_low_f32(a); const float32x2_t high = vget_high_f32(a); // const float32x2_t high = vreinterpret_f32_u32(vand_u32(vreinterpret_u32_f32(high_), mask)); const float32x2_t sumTmp = vpadd_f32(low, high); // = {0+z, x+y} const float32x2_t sum0ZYX = vpadd_f32(sumTmp, sumTmp); // = {x+y+z, x+y+z} return sum0ZYX; } 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 internalUnitNeonSimd::BAnyTrue3_R(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 internalUnitNeonSimd::BAllTrue4_R(c); } PX_FORCE_INLINE PxU32 V3OutOfBounds(const Vec3V a, const Vec3V bounds) { ASSERT_ISVALIDVEC3V(a); ASSERT_ISVALIDVEC3V(bounds); const BoolV greater = V3IsGrtr(V3Abs(a), bounds); return internalUnitNeonSimd::BAnyTrue3_R(greater); } PX_FORCE_INLINE PxU32 V3InBounds(const Vec3V a, const Vec3V bounds) { ASSERT_ISVALIDVEC3V(a); ASSERT_ISVALIDVEC3V(bounds); const BoolV greaterOrEq = V3IsGrtrOrEq(bounds, V3Abs(a)); return internalUnitNeonSimd::BAllTrue4_R(greaterOrEq); } PX_FORCE_INLINE void V3Transpose(Vec3V& col0, Vec3V& col1, Vec3V& col2) { ASSERT_ISVALIDVEC3V(col0); ASSERT_ISVALIDVEC3V(col1); ASSERT_ISVALIDVEC3V(col2); Vec3V col3 = V3Zero(); const float32x4x2_t v0v1 = vzipq_f32(col0, col2); const float32x4x2_t v2v3 = vzipq_f32(col1, col3); const float32x4x2_t zip0 = vzipq_f32(v0v1.val[0], v2v3.val[0]); const float32x4x2_t zip1 = vzipq_f32(v0v1.val[1], v2v3.val[1]); col0 = zip0.val[0]; col1 = zip0.val[1]; col2 = zip1.val[0]; // col3 = zip1.val[1]; } ////////////////////////////////// // VEC4V ////////////////////////////////// PX_FORCE_INLINE Vec4V V4Splat(const FloatV f) { ASSERT_ISVALIDFLOATV(f); return vcombine_f32(f, 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 uint32x2_t xLow = vreinterpret_u32_f32(floatVArray[0]); const uint32x2_t yLow = vreinterpret_u32_f32(floatVArray[1]); const uint32x2_t zLow = vreinterpret_u32_f32(floatVArray[2]); const uint32x2_t wLow = vreinterpret_u32_f32(floatVArray[3]); const uint32x2_t dLow = vext_u32(xLow, yLow, 1); const uint32x2_t dHigh = vext_u32(zLow, wLow, 1); return vreinterpretq_f32_u32(vcombine_u32(dLow, dHigh)); } 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 uint32x2_t xLow = vreinterpret_u32_f32(x); const uint32x2_t yLow = vreinterpret_u32_f32(y); const uint32x2_t zLow = vreinterpret_u32_f32(z); const uint32x2_t wLow = vreinterpret_u32_f32(w); const uint32x2_t dLow = vext_u32(xLow, yLow, 1); const uint32x2_t dHigh = vext_u32(zLow, wLow, 1); return vreinterpretq_f32_u32(vcombine_u32(dLow, dHigh)); } PX_FORCE_INLINE Vec4V V4MergeW(const Vec4VArg x, const Vec4VArg y, const Vec4VArg z, const Vec4VArg w) { const float32x2_t xx = vget_high_f32(x); const float32x2_t yy = vget_high_f32(y); const float32x2_t zz = vget_high_f32(z); const float32x2_t ww = vget_high_f32(w); const float32x2x2_t zipL = vzip_f32(xx, yy); const float32x2x2_t zipH = vzip_f32(zz, ww); return vcombine_f32(zipL.val[1], zipH.val[1]); } PX_FORCE_INLINE Vec4V V4MergeZ(const Vec4VArg x, const Vec4VArg y, const Vec4VArg z, const Vec4VArg w) { const float32x2_t xx = vget_high_f32(x); const float32x2_t yy = vget_high_f32(y); const float32x2_t zz = vget_high_f32(z); const float32x2_t ww = vget_high_f32(w); const float32x2x2_t zipL = vzip_f32(xx, yy); const float32x2x2_t zipH = vzip_f32(zz, ww); return vcombine_f32(zipL.val[0], zipH.val[0]); } PX_FORCE_INLINE Vec4V V4MergeY(const Vec4VArg x, const Vec4VArg y, const Vec4VArg z, const Vec4VArg w) { const float32x2_t xx = vget_low_f32(x); const float32x2_t yy = vget_low_f32(y); const float32x2_t zz = vget_low_f32(z); const float32x2_t ww = vget_low_f32(w); const float32x2x2_t zipL = vzip_f32(xx, yy); const float32x2x2_t zipH = vzip_f32(zz, ww); return vcombine_f32(zipL.val[1], zipH.val[1]); } PX_FORCE_INLINE Vec4V V4MergeX(const Vec4VArg x, const Vec4VArg y, const Vec4VArg z, const Vec4VArg w) { const float32x2_t xx = vget_low_f32(x); const float32x2_t yy = vget_low_f32(y); const float32x2_t zz = vget_low_f32(z); const float32x2_t ww = vget_low_f32(w); const float32x2x2_t zipL = vzip_f32(xx, yy); const float32x2x2_t zipH = vzip_f32(zz, ww); return vcombine_f32(zipL.val[0], zipH.val[0]); } PX_FORCE_INLINE Vec4V V4UnpackXY(const Vec4VArg a, const Vec4VArg b) { return vzipq_f32(a, b).val[0]; } PX_FORCE_INLINE Vec4V V4UnpackZW(const Vec4VArg a, const Vec4VArg b) { return vzipq_f32(a, b).val[1]; } PX_FORCE_INLINE Vec4V V4UnitW() { const float32x2_t zeros = vreinterpret_f32_u32(vmov_n_u32(0)); const float32x2_t ones = vmov_n_f32(1.0f); const float32x2_t zo = vext_f32(zeros, ones, 1); return vcombine_f32(zeros, zo); } PX_FORCE_INLINE Vec4V V4UnitX() { const float32x2_t zeros = vreinterpret_f32_u32(vmov_n_u32(0)); const float32x2_t ones = vmov_n_f32(1.0f); const float32x2_t oz = vext_f32(ones, zeros, 1); return vcombine_f32(oz, zeros); } PX_FORCE_INLINE Vec4V V4UnitY() { const float32x2_t zeros = vreinterpret_f32_u32(vmov_n_u32(0)); const float32x2_t ones = vmov_n_f32(1.0f); const float32x2_t zo = vext_f32(zeros, ones, 1); return vcombine_f32(zo, zeros); } PX_FORCE_INLINE Vec4V V4UnitZ() { const float32x2_t zeros = vreinterpret_f32_u32(vmov_n_u32(0)); const float32x2_t ones = vmov_n_f32(1.0f); const float32x2_t oz = vext_f32(ones, zeros, 1); return vcombine_f32(zeros, oz); } PX_FORCE_INLINE FloatV V4GetW(const Vec4V f) { const float32x2_t fhigh = vget_high_f32(f); return vdup_lane_f32(fhigh, 1); } PX_FORCE_INLINE FloatV V4GetX(const Vec4V f) { const float32x2_t fLow = vget_low_f32(f); return vdup_lane_f32(fLow, 0); } PX_FORCE_INLINE FloatV V4GetY(const Vec4V f) { const float32x2_t fLow = vget_low_f32(f); return vdup_lane_f32(fLow, 1); } PX_FORCE_INLINE FloatV V4GetZ(const Vec4V f) { const float32x2_t fhigh = vget_high_f32(f); return vdup_lane_f32(fhigh, 0); } PX_FORCE_INLINE Vec4V V4SetW(const Vec4V v, const FloatV f) { ASSERT_ISVALIDFLOATV(f); return V4Sel(BTTTF(), v, vcombine_f32(f, f)); } PX_FORCE_INLINE Vec4V V4SetX(const Vec4V v, const FloatV f) { ASSERT_ISVALIDFLOATV(f); return V4Sel(BFTTT(), v, vcombine_f32(f, f)); } PX_FORCE_INLINE Vec4V V4SetY(const Vec4V v, const FloatV f) { ASSERT_ISVALIDFLOATV(f); return V4Sel(BTFTT(), v, vcombine_f32(f, f)); } PX_FORCE_INLINE Vec4V V4SetZ(const Vec4V v, const FloatV f) { ASSERT_ISVALIDFLOATV(f); return V4Sel(BTTFT(), v, vcombine_f32(f, f)); } PX_FORCE_INLINE Vec4V V4ClearW(const Vec4V v) { return V4Sel(BTTTF(), v, V4Zero()); } PX_FORCE_INLINE Vec4V V4PermYXWZ(const Vec4V a) { const float32x2_t xy = vget_low_f32(a); const float32x2_t zw = vget_high_f32(a); const float32x2_t yx = vext_f32(xy, xy, 1); const float32x2_t wz = vext_f32(zw, zw, 1); return vcombine_f32(yx, wz); } PX_FORCE_INLINE Vec4V V4PermXZXZ(const Vec4V a) { const float32x2_t xy = vget_low_f32(a); const float32x2_t zw = vget_high_f32(a); const float32x2x2_t xzyw = vzip_f32(xy, zw); return vcombine_f32(xzyw.val[0], xzyw.val[0]); } PX_FORCE_INLINE Vec4V V4PermYWYW(const Vec4V a) { const float32x2_t xy = vget_low_f32(a); const float32x2_t zw = vget_high_f32(a); const float32x2x2_t xzyw = vzip_f32(xy, zw); return vcombine_f32(xzyw.val[1], xzyw.val[1]); } PX_FORCE_INLINE Vec4V V4PermYZXW(const Vec4V a) { const uint32x2_t xy = vget_low_u32(vreinterpretq_u32_f32(a)); const uint32x2_t zw = vget_high_u32(vreinterpretq_u32_f32(a)); const uint32x2_t yz = vext_u32(xy, zw, 1); const uint32x2_t xw = vrev64_u32(vext_u32(zw, xy, 1)); return vreinterpretq_f32_u32(vcombine_u32(yz, xw)); } PX_FORCE_INLINE Vec4V V4PermZWXY(const Vec4V a) { const float32x2_t low = vget_low_f32(a); const float32x2_t high = vget_high_f32(a); return vcombine_f32(high, low); } template PX_FORCE_INLINE Vec4V V4Perm(const Vec4V V) { static const uint32_t ControlElement[4] = { #if 1 0x03020100, // XM_SWIZZLE_X 0x07060504, // XM_SWIZZLE_Y 0x0B0A0908, // XM_SWIZZLE_Z 0x0F0E0D0C, // XM_SWIZZLE_W #else 0x00010203, // XM_SWIZZLE_X 0x04050607, // XM_SWIZZLE_Y 0x08090A0B, // XM_SWIZZLE_Z 0x0C0D0E0F, // XM_SWIZZLE_W #endif }; uint8x8x2_t tbl; tbl.val[0] = vreinterpret_u8_f32(vget_low_f32(V)); tbl.val[1] = vreinterpret_u8_f32(vget_high_f32(V)); uint8x8_t idx = vcreate_u8(static_cast(ControlElement[E0]) | (static_cast(ControlElement[E1]) << 32)); const uint8x8_t rL = vtbl2_u8(tbl, idx); idx = vcreate_u8(static_cast(ControlElement[E2]) | (static_cast(ControlElement[E3]) << 32)); const uint8x8_t rH = vtbl2_u8(tbl, idx); return vreinterpretq_f32_u8(vcombine_u8(rL, rH)); } // PT: this seems measurably slower than the hardcoded version /*PX_FORCE_INLINE Vec4V V4PermYZXW(const Vec4V a) { return V4Perm<1, 2, 0, 3>(a); }*/ PX_FORCE_INLINE Vec4V V4Zero() { return vreinterpretq_f32_u32(vmovq_n_u32(0)); // return vmovq_n_f32(0.0f); } PX_FORCE_INLINE Vec4V V4One() { return vmovq_n_f32(1.0f); } PX_FORCE_INLINE Vec4V V4Eps() { // return vmovq_n_f32(PX_EPS_REAL); return V4Load(PX_EPS_REAL); } PX_FORCE_INLINE Vec4V V4Neg(const Vec4V f) { return vnegq_f32(f); } PX_FORCE_INLINE Vec4V V4Add(const Vec4V a, const Vec4V b) { return vaddq_f32(a, b); } PX_FORCE_INLINE Vec4V V4Sub(const Vec4V a, const Vec4V b) { return vsubq_f32(a, b); } PX_FORCE_INLINE Vec4V V4Scale(const Vec4V a, const FloatV b) { return vmulq_lane_f32(a, b, 0); } PX_FORCE_INLINE Vec4V V4Mul(const Vec4V a, const Vec4V b) { return vmulq_f32(a, b); } PX_FORCE_INLINE Vec4V V4ScaleInv(const Vec4V a, const FloatV b) { ASSERT_ISVALIDFLOATV(b); const float32x2_t invB = VRECIP(b); return vmulq_lane_f32(a, invB, 0); } PX_FORCE_INLINE Vec4V V4Div(const Vec4V a, const Vec4V b) { const float32x4_t invB = VRECIPQ(b); return vmulq_f32(a, invB); } PX_FORCE_INLINE Vec4V V4ScaleInvFast(const Vec4V a, const FloatV b) { ASSERT_ISVALIDFLOATV(b); const float32x2_t invB = VRECIPE(b); return vmulq_lane_f32(a, invB, 0); } PX_FORCE_INLINE Vec4V V4DivFast(const Vec4V a, const Vec4V b) { const float32x4_t invB = VRECIPEQ(b); return vmulq_f32(a, invB); } PX_FORCE_INLINE Vec4V V4Recip(const Vec4V a) { return VRECIPQ(a); } PX_FORCE_INLINE Vec4V V4RecipFast(const Vec4V a) { return VRECIPEQ(a); } PX_FORCE_INLINE Vec4V V4Rsqrt(const Vec4V a) { return VRECIPSQRTQ(a); } PX_FORCE_INLINE Vec4V V4RsqrtFast(const Vec4V a) { return VRECIPSQRTEQ(a); } PX_FORCE_INLINE Vec4V V4Sqrt(const Vec4V a) { return V4Sel(V4IsEq(a, V4Zero()), a, V4Mul(a, VRECIPSQRTQ(a))); } PX_FORCE_INLINE Vec4V V4ScaleAdd(const Vec4V a, const FloatV b, const Vec4V c) { ASSERT_ISVALIDFLOATV(b); return vmlaq_lane_f32(c, a, b, 0); } PX_FORCE_INLINE Vec4V V4NegScaleSub(const Vec4V a, const FloatV b, const Vec4V c) { ASSERT_ISVALIDFLOATV(b); return vmlsq_lane_f32(c, a, b, 0); } PX_FORCE_INLINE Vec4V V4MulAdd(const Vec4V a, const Vec4V b, const Vec4V c) { return vmlaq_f32(c, a, b); } PX_FORCE_INLINE Vec4V V4NegMulSub(const Vec4V a, const Vec4V b, const Vec4V c) { return vmlsq_f32(c, a, b); } PX_FORCE_INLINE Vec4V V4Abs(const Vec4V a) { return vabsq_f32(a); } PX_FORCE_INLINE FloatV V4SumElements(const Vec4V a) { 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 } PX_FORCE_INLINE FloatV V4Dot(const Vec4V a, const Vec4V b) { const float32x4_t tmp = vmulq_f32(a, b); const float32x2_t low = vget_low_f32(tmp); const float32x2_t high = vget_high_f32(tmp); const float32x2_t sumTmp = vpadd_f32(low, high); // = {z+w, x+y} const float32x2_t sumWZYX = vpadd_f32(sumTmp, sumTmp); // = {x+y+z+w, x+y+z+w} return sumWZYX; } PX_FORCE_INLINE FloatV V4Dot3(const Vec4V aa, const Vec4V bb) { // PT: the V3Dot code relies on the fact that W=0 so we can't reuse it as-is, we need to clear W first. // TODO: find a better implementation that does not need to clear W. const Vec4V a = V4ClearW(aa); const Vec4V b = V4ClearW(bb); const float32x4_t tmp = vmulq_f32(a, b); const float32x2_t low = vget_low_f32(tmp); const float32x2_t high = vget_high_f32(tmp); const float32x2_t sumTmp = vpadd_f32(low, high); // = {0+z, x+y} const float32x2_t sum0ZYX = vpadd_f32(sumTmp, sumTmp); // = {x+y+z, x+y+z} return sum0ZYX; } PX_FORCE_INLINE Vec4V V4Cross(const Vec4V a, const Vec4V b) { #if PX_UWP const uint32x2_t TF = { 0x00000000ffffFFFFULL }; #else const uint32x2_t TF = { 0xffffFFFF, 0x0 }; #endif const float32x2_t ay_ax = vget_low_f32(a); // d2 const float32x2_t aw_az = vget_high_f32(a); // d3 const float32x2_t by_bx = vget_low_f32(b); // d4 const float32x2_t bw_bz = vget_high_f32(b); // d5 // Hi, Lo const float32x2_t bz_by = vext_f32(by_bx, bw_bz, 1); // bz, by const float32x2_t az_ay = vext_f32(ay_ax, aw_az, 1); // az, ay const float32x2_t azbx = vmul_f32(aw_az, by_bx); // 0, az*bx const float32x2_t aybz_axby = vmul_f32(ay_ax, bz_by); // ay*bz, ax*by const float32x2_t azbxSUBaxbz = vmls_f32(azbx, bw_bz, ay_ax); // 0, az*bx-ax*bz const float32x2_t aybzSUBazby_axbySUBaybx = vmls_f32(aybz_axby, by_bx, az_ay); // ay*bz-az*by, ax*by-ay*bx const float32x2_t retLow = vext_f32(aybzSUBazby_axbySUBaybx, azbxSUBaxbz, 1); // az*bx-ax*bz, ay*bz-az*by const uint32x2_t retHigh = vand_u32(TF, vreinterpret_u32_f32(aybzSUBazby_axbySUBaybx)); // 0, ax*by-ay*bx return vcombine_f32(retLow, vreinterpret_f32_u32(retHigh)); } PX_FORCE_INLINE FloatV V4Length(const Vec4V a) { const float32x4_t tmp = vmulq_f32(a, a); const float32x2_t low = vget_low_f32(tmp); const float32x2_t high = vget_high_f32(tmp); const float32x2_t sumTmp = vpadd_f32(low, high); // = {0+z, x+y} const float32x2_t sumWZYX = vpadd_f32(sumTmp, sumTmp); // = {x+y+z, x+y+z} return FSqrt(sumWZYX); } PX_FORCE_INLINE FloatV V4LengthSq(const Vec4V a) { return V4Dot(a, a); } PX_FORCE_INLINE Vec4V V4Normalize(const Vec4V a) { //PX_ASSERT(!FAllEq(V4LengthSq(a), FZero())); return V4ScaleInv(a, V4Length(a)); } PX_FORCE_INLINE Vec4V V4NormalizeFast(const Vec4V a) { //PX_ASSERT(!FAllEq(V4LengthSq(a), FZero())); return V4Scale(a, FRsqrtFast(V4Dot(a, a))); } PX_FORCE_INLINE Vec4V V4NormalizeSafe(const Vec4V a, const Vec4V unsafeReturnValue) { const FloatV zero = FZero(); const FloatV length = V4Length(a); const uint32x4_t isGreaterThanZero = FIsGrtr(length, zero); return V4Sel(isGreaterThanZero, V4ScaleInv(a, length), unsafeReturnValue); } PX_FORCE_INLINE BoolV V4IsEqU32(const VecU32V a, const VecU32V b) { return vceqq_u32(a, b); } PX_FORCE_INLINE Vec4V V4Sel(const BoolV c, const Vec4V a, const Vec4V b) { return vbslq_f32(c, a, b); } PX_FORCE_INLINE BoolV V4IsGrtr(const Vec4V a, const Vec4V b) { return vcgtq_f32(a, b); } PX_FORCE_INLINE BoolV V4IsGrtrOrEq(const Vec4V a, const Vec4V b) { return vcgeq_f32(a, b); } PX_FORCE_INLINE BoolV V4IsEq(const Vec4V a, const Vec4V b) { return vceqq_f32(a, b); } PX_FORCE_INLINE Vec4V V4Max(const Vec4V a, const Vec4V b) { return vmaxq_f32(a, b); } PX_FORCE_INLINE Vec4V V4Min(const Vec4V a, const Vec4V b) { return vminq_f32(a, b); } PX_FORCE_INLINE FloatV V4ExtractMax(const Vec4V a) { const float32x2_t low = vget_low_f32(a); const float32x2_t high = vget_high_f32(a); const float32x2_t max0 = vpmax_f32(high, low); const float32x2_t max1 = vpmax_f32(max0, max0); return max1; } PX_FORCE_INLINE FloatV V4ExtractMin(const Vec4V a) { const float32x2_t low = vget_low_f32(a); const float32x2_t high = vget_high_f32(a); const float32x2_t min0 = vpmin_f32(high, low); const float32x2_t min1 = vpmin_f32(min0, min0); return min1; } 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 internalUnitNeonSimd::BAllTrue4_R(V4IsGrtr(a, b)); } PX_FORCE_INLINE PxU32 V4AllGrtrOrEq(const Vec4V a, const Vec4V b) { return internalUnitNeonSimd::BAllTrue4_R(V4IsGrtrOrEq(a, b)); } PX_FORCE_INLINE PxU32 V4AllGrtrOrEq3(const Vec4V a, const Vec4V b) { return internalUnitNeonSimd::BAllTrue3_R(V4IsGrtrOrEq(a, b)); } PX_FORCE_INLINE PxU32 V4AllEq(const Vec4V a, const Vec4V b) { return internalUnitNeonSimd::BAllTrue4_R(V4IsEq(a, b)); } PX_FORCE_INLINE PxU32 V4AnyGrtr3(const Vec4V a, const Vec4V b) { return internalUnitNeonSimd::BAnyTrue3_R(V4IsGrtr(a, b)); } PX_FORCE_INLINE Vec4V V4Round(const Vec4V a) { // truncate(a + (0.5f - sign(a))) const Vec4V half = V4Load(0.5f); const float32x4_t sign = vcvtq_f32_u32((vshrq_n_u32(vreinterpretq_u32_f32(a), 31))); const Vec4V aPlusHalf = V4Add(a, half); const Vec4V aRound = V4Sub(aPlusHalf, sign); return vcvtq_f32_s32(vcvtq_s32_f32(aRound)); } 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 = V4ScaleAdd(V3, S1, V1); Result = V4ScaleAdd(V5, S2, Result); Result = V4ScaleAdd(V7, S3, Result); Result = V4ScaleAdd(V9, S4, Result); Result = V4ScaleAdd(V11, S5, Result); Result = V4ScaleAdd(V13, S6, Result); Result = V4ScaleAdd(V15, S7, Result); Result = V4ScaleAdd(V17, S8, Result); Result = V4ScaleAdd(V19, S9, Result); Result = V4ScaleAdd(V21, S10, Result); Result = V4ScaleAdd(V23, S11, 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 = V4ScaleAdd(V2, C1, V4One()); Result = V4ScaleAdd(V4, C2, Result); Result = V4ScaleAdd(V6, C3, Result); Result = V4ScaleAdd(V8, C4, Result); Result = V4ScaleAdd(V10, C5, Result); Result = V4ScaleAdd(V12, C6, Result); Result = V4ScaleAdd(V14, C7, Result); Result = V4ScaleAdd(V16, C8, Result); Result = V4ScaleAdd(V18, C9, Result); Result = V4ScaleAdd(V20, C10, Result); Result = V4ScaleAdd(V22, C11, Result); return Result; } PX_FORCE_INLINE void V4Transpose(Vec4V& col0, Vec4V& col1, Vec4V& col2, Vec4V& col3) { const float32x4x2_t v0v1 = vzipq_f32(col0, col2); const float32x4x2_t v2v3 = vzipq_f32(col1, col3); const float32x4x2_t zip0 = vzipq_f32(v0v1.val[0], v2v3.val[0]); const float32x4x2_t zip1 = vzipq_f32(v0v1.val[1], v2v3.val[1]); col0 = zip0.val[0]; col1 = zip0.val[1]; col2 = zip1.val[0]; col3 = zip1.val[1]; } ////////////////////////////////// // VEC4V ////////////////////////////////// PX_FORCE_INLINE BoolV BFFFF() { return vmovq_n_u32(0); } PX_FORCE_INLINE BoolV BFFFT() { const uint32x2_t zeros = vmov_n_u32(0); const uint32x2_t ones = vmov_n_u32(0xffffFFFF); const uint32x2_t zo = vext_u32(zeros, ones, 1); return vcombine_u32(zeros, zo); } PX_FORCE_INLINE BoolV BFFTF() { const uint32x2_t zeros = vmov_n_u32(0); const uint32x2_t ones = vmov_n_u32(0xffffFFFF); const uint32x2_t oz = vext_u32(ones, zeros, 1); return vcombine_u32(zeros, oz); } PX_FORCE_INLINE BoolV BFFTT() { const uint32x2_t zeros = vmov_n_u32(0); const uint32x2_t ones = vmov_n_u32(0xffffFFFF); return vcombine_u32(zeros, ones); } PX_FORCE_INLINE BoolV BFTFF() { const uint32x2_t zeros = vmov_n_u32(0); const uint32x2_t ones = vmov_n_u32(0xffffFFFF); const uint32x2_t zo = vext_u32(zeros, ones, 1); return vcombine_u32(zo, zeros); } PX_FORCE_INLINE BoolV BFTFT() { const uint32x2_t zeros = vmov_n_u32(0); const uint32x2_t ones = vmov_n_u32(0xffffFFFF); const uint32x2_t zo = vext_u32(zeros, ones, 1); return vcombine_u32(zo, zo); } PX_FORCE_INLINE BoolV BFTTF() { const uint32x2_t zeros = vmov_n_u32(0); const uint32x2_t ones = vmov_n_u32(0xffffFFFF); const uint32x2_t zo = vext_u32(zeros, ones, 1); const uint32x2_t oz = vext_u32(ones, zeros, 1); return vcombine_u32(zo, oz); } PX_FORCE_INLINE BoolV BFTTT() { const uint32x2_t zeros = vmov_n_u32(0); const uint32x2_t ones = vmov_n_u32(0xffffFFFF); const uint32x2_t zo = vext_u32(zeros, ones, 1); return vcombine_u32(zo, ones); } PX_FORCE_INLINE BoolV BTFFF() { const uint32x2_t zeros = vmov_n_u32(0); const uint32x2_t ones = vmov_n_u32(0xffffFFFF); // const uint32x2_t zo = vext_u32(zeros, ones, 1); const uint32x2_t oz = vext_u32(ones, zeros, 1); return vcombine_u32(oz, zeros); } PX_FORCE_INLINE BoolV BTFFT() { const uint32x2_t zeros = vmov_n_u32(0); const uint32x2_t ones = vmov_n_u32(0xffffFFFF); const uint32x2_t zo = vext_u32(zeros, ones, 1); const uint32x2_t oz = vext_u32(ones, zeros, 1); return vcombine_u32(oz, zo); } PX_FORCE_INLINE BoolV BTFTF() { const uint32x2_t zeros = vmov_n_u32(0); const uint32x2_t ones = vmov_n_u32(0xffffFFFF); const uint32x2_t oz = vext_u32(ones, zeros, 1); return vcombine_u32(oz, oz); } PX_FORCE_INLINE BoolV BTFTT() { const uint32x2_t zeros = vmov_n_u32(0); const uint32x2_t ones = vmov_n_u32(0xffffFFFF); const uint32x2_t oz = vext_u32(ones, zeros, 1); return vcombine_u32(oz, ones); } PX_FORCE_INLINE BoolV BTTFF() { const uint32x2_t zeros = vmov_n_u32(0); const uint32x2_t ones = vmov_n_u32(0xffffFFFF); return vcombine_u32(ones, zeros); } PX_FORCE_INLINE BoolV BTTFT() { const uint32x2_t zeros = vmov_n_u32(0); const uint32x2_t ones = vmov_n_u32(0xffffFFFF); const uint32x2_t zo = vext_u32(zeros, ones, 1); return vcombine_u32(ones, zo); } PX_FORCE_INLINE BoolV BTTTF() { const uint32x2_t zeros = vmov_n_u32(0); const uint32x2_t ones = vmov_n_u32(0xffffFFFF); const uint32x2_t oz = vext_u32(ones, zeros, 1); return vcombine_u32(ones, oz); } PX_FORCE_INLINE BoolV BTTTT() { return vmovq_n_u32(0xffffFFFF); } PX_FORCE_INLINE BoolV BXMask() { return BTFFF(); } PX_FORCE_INLINE BoolV BYMask() { return BFTFF(); } PX_FORCE_INLINE BoolV BZMask() { return BFFTF(); } PX_FORCE_INLINE BoolV BWMask() { return BFFFT(); } PX_FORCE_INLINE BoolV BGetX(const BoolV f) { const uint32x2_t fLow = vget_low_u32(f); return vdupq_lane_u32(fLow, 0); } PX_FORCE_INLINE BoolV BGetY(const BoolV f) { const uint32x2_t fLow = vget_low_u32(f); return vdupq_lane_u32(fLow, 1); } PX_FORCE_INLINE BoolV BGetZ(const BoolV f) { const uint32x2_t fHigh = vget_high_u32(f); return vdupq_lane_u32(fHigh, 0); } PX_FORCE_INLINE BoolV BGetW(const BoolV f) { const uint32x2_t fHigh = vget_high_u32(f); return vdupq_lane_u32(fHigh, 1); } PX_FORCE_INLINE BoolV BSetX(const BoolV v, const BoolV f) { return vbslq_u32(BFTTT(), v, f); } PX_FORCE_INLINE BoolV BSetY(const BoolV v, const BoolV f) { return vbslq_u32(BTFTT(), v, f); } PX_FORCE_INLINE BoolV BSetZ(const BoolV v, const BoolV f) { return vbslq_u32(BTTFT(), v, f); } PX_FORCE_INLINE BoolV BSetW(const BoolV v, const BoolV f) { return vbslq_u32(BTTTF(), v, f); } PX_FORCE_INLINE BoolV BAnd(const BoolV a, const BoolV b) { return vandq_u32(a, b); } PX_FORCE_INLINE BoolV BNot(const BoolV a) { return vmvnq_u32(a); } PX_FORCE_INLINE BoolV BAndNot(const BoolV a, const BoolV b) { // return vbicq_u32(a, b); return vandq_u32(a, vmvnq_u32(b)); } PX_FORCE_INLINE BoolV BOr(const BoolV a, const BoolV b) { return vorrq_u32(a, b); } PX_FORCE_INLINE BoolV BAllTrue4(const BoolV a) { const uint32x2_t allTrue = vmov_n_u32(0xffffFFFF); const uint16x4_t dHigh = vget_high_u16(vreinterpretq_u16_u32(a)); const uint16x4_t dLow = vmovn_u32(a); uint16x8_t combined = vcombine_u16(dLow, dHigh); const uint32x2_t finalReduce = vreinterpret_u32_u8(vmovn_u16(combined)); const uint32x2_t result = vceq_u32(finalReduce, allTrue); return vdupq_lane_u32(result, 0); } PX_FORCE_INLINE BoolV BAnyTrue4(const BoolV a) { const uint32x2_t allTrue = vmov_n_u32(0xffffFFFF); const uint16x4_t dHigh = vget_high_u16(vreinterpretq_u16_u32(a)); const uint16x4_t dLow = vmovn_u32(a); uint16x8_t combined = vcombine_u16(dLow, dHigh); const uint32x2_t finalReduce = vreinterpret_u32_u8(vmovn_u16(combined)); const uint32x2_t result = vtst_u32(finalReduce, allTrue); return vdupq_lane_u32(result, 0); } PX_FORCE_INLINE BoolV BAllTrue3(const BoolV a) { const uint32x2_t allTrue3 = vmov_n_u32(0x00ffFFFF); const uint16x4_t dHigh = vget_high_u16(vreinterpretq_u16_u32(a)); const uint16x4_t dLow = vmovn_u32(a); uint16x8_t combined = vcombine_u16(dLow, dHigh); const uint32x2_t finalReduce = vreinterpret_u32_u8(vmovn_u16(combined)); const uint32x2_t result = vceq_u32(vand_u32(finalReduce, allTrue3), allTrue3); return vdupq_lane_u32(result, 0); } PX_FORCE_INLINE BoolV BAnyTrue3(const BoolV a) { const uint32x2_t allTrue3 = vmov_n_u32(0x00ffFFFF); const uint16x4_t dHigh = vget_high_u16(vreinterpretq_u16_u32(a)); const uint16x4_t dLow = vmovn_u32(a); uint16x8_t combined = vcombine_u16(dLow, dHigh); const uint32x2_t finalReduce = vreinterpret_u32_u8(vmovn_u16(combined)); const uint32x2_t result = vtst_u32(vand_u32(finalReduce, allTrue3), allTrue3); return vdupq_lane_u32(result, 0); } PX_FORCE_INLINE PxU32 BAllEq(const BoolV a, const BoolV b) { const BoolV bTest = vceqq_u32(a, b); return internalUnitNeonSimd::BAllTrue4_R(bTest); } PX_FORCE_INLINE PxU32 BAllEqTTTT(const BoolV a) { return BAllEq(a, BTTTT()); } PX_FORCE_INLINE PxU32 BAllEqFFFF(const BoolV a) { return BAllEq(a, BFFFF()); } PX_FORCE_INLINE PxU32 BGetBitMask(const BoolV a) { static PX_ALIGN(16, const PxU32) bitMaskData[4] = { 1, 2, 4, 8 }; const uint32x4_t bitMask = *(reinterpret_cast(bitMaskData)); const uint32x4_t t0 = vandq_u32(a, bitMask); const uint32x2_t t1 = vpadd_u32(vget_low_u32(t0), vget_high_u32(t0)); // Pairwise add (0 + 1), (2 + 3) return PxU32(vget_lane_u32(vpadd_u32(t1, t1), 0)); } ////////////////////////////////// // 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 float32x2_t zeros = vreinterpret_f32_u32(vmov_n_u32(0)); const BoolV btttf = BTTTF(); 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 = FRecipFast(dot); const float32x4x2_t merge = vzipq_f32(cross12, cross01); const float32x4_t mergeh = merge.val[0]; const float32x4_t mergel = merge.val[1]; // const Vec3V colInv0 = XMVectorPermute(mergeh,cross20,PxPermuteControl(0,4,1,7)); const float32x4_t colInv0_xxyy = vzipq_f32(mergeh, cross20).val[0]; const float32x4_t colInv0 = vreinterpretq_f32_u32(vandq_u32(vreinterpretq_u32_f32(colInv0_xxyy), btttf)); // const Vec3V colInv1 = XMVectorPermute(mergeh,cross20,PxPermuteControl(2,5,3,7)); const float32x2_t zw0 = vget_high_f32(mergeh); const float32x2_t xy1 = vget_low_f32(cross20); const float32x2_t yzero1 = vext_f32(xy1, zeros, 1); const float32x2x2_t merge1 = vzip_f32(zw0, yzero1); const float32x4_t colInv1 = vcombine_f32(merge1.val[0], merge1.val[1]); // const Vec3V colInv2 = XMVectorPermute(mergel,cross20,PxPermuteControl(0,6,1,7)); const float32x2_t x0y0 = vget_low_f32(mergel); const float32x2_t z1w1 = vget_high_f32(cross20); const float32x2x2_t merge2 = vzip_f32(x0y0, z1w1); const float32x4_t colInv2 = vcombine_f32(merge2.val[0], merge2.val[1]); return Mat33V(vmulq_lane_f32(colInv0, invDet, 0), vmulq_lane_f32(colInv1, invDet, 0), vmulq_lane_f32(colInv2, invDet, 0)); } 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 Vec3V x = V3Mul(V3UnitX(), d); const Vec3V y = V3Mul(V3UnitY(), d); const Vec3V 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) { return V4Merge(V4Dot(a.col0, b), V4Dot(a.col1, b), V4Dot(a.col2, b), V4Dot(a.col3, b)); } 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) { // asm volatile( // "vzip.f32 %q0, %q2 \n\t" // "vzip.f32 %q1, %q3 \n\t" // "vzip.f32 %q0, %q1 \n\t" // "vzip.f32 %q2, %q3 \n\t" // : "+w" (a.col0), "+w" (a.col1), "+w" (a.col2), "+w" a.col3)); const float32x4x2_t v0v1 = vzipq_f32(a.col0, a.col2); const float32x4x2_t v2v3 = vzipq_f32(a.col1, a.col3); const float32x4x2_t zip0 = vzipq_f32(v0v1.val[0], v2v3.val[0]); const float32x4x2_t zip1 = vzipq_f32(v0v1.val[1], v2v3.val[1]); return Mat44V(zip0.val[0], zip0.val[1], zip1.val[0], zip1.val[1]); } PX_FORCE_INLINE Mat44V M44Inverse(const Mat44V& a) { float32x4_t minor0, minor1, minor2, minor3; float32x4_t row0, row1, row2, row3; float32x4_t det, tmp1; tmp1 = vmovq_n_f32(0.0f); row1 = vmovq_n_f32(0.0f); row3 = vmovq_n_f32(0.0f); row0 = a.col0; row1 = vextq_f32(a.col1, a.col1, 2); row2 = a.col2; row3 = vextq_f32(a.col3, a.col3, 2); tmp1 = vmulq_f32(row2, row3); tmp1 = vrev64q_f32(tmp1); minor0 = vmulq_f32(row1, tmp1); minor1 = vmulq_f32(row0, tmp1); tmp1 = vextq_f32(tmp1, tmp1, 2); minor0 = vsubq_f32(vmulq_f32(row1, tmp1), minor0); minor1 = vsubq_f32(vmulq_f32(row0, tmp1), minor1); minor1 = vextq_f32(minor1, minor1, 2); tmp1 = vmulq_f32(row1, row2); tmp1 = vrev64q_f32(tmp1); minor0 = vaddq_f32(vmulq_f32(row3, tmp1), minor0); minor3 = vmulq_f32(row0, tmp1); tmp1 = vextq_f32(tmp1, tmp1, 2); minor0 = vsubq_f32(minor0, vmulq_f32(row3, tmp1)); minor3 = vsubq_f32(vmulq_f32(row0, tmp1), minor3); minor3 = vextq_f32(minor3, minor3, 2); tmp1 = vmulq_f32(vextq_f32(row1, row1, 2), row3); tmp1 = vrev64q_f32(tmp1); row2 = vextq_f32(row2, row2, 2); minor0 = vaddq_f32(vmulq_f32(row2, tmp1), minor0); minor2 = vmulq_f32(row0, tmp1); tmp1 = vextq_f32(tmp1, tmp1, 2); minor0 = vsubq_f32(minor0, vmulq_f32(row2, tmp1)); minor2 = vsubq_f32(vmulq_f32(row0, tmp1), minor2); minor2 = vextq_f32(minor2, minor2, 2); tmp1 = vmulq_f32(row0, row1); tmp1 = vrev64q_f32(tmp1); minor2 = vaddq_f32(vmulq_f32(row3, tmp1), minor2); minor3 = vsubq_f32(vmulq_f32(row2, tmp1), minor3); tmp1 = vextq_f32(tmp1, tmp1, 2); minor2 = vsubq_f32(vmulq_f32(row3, tmp1), minor2); minor3 = vsubq_f32(minor3, vmulq_f32(row2, tmp1)); tmp1 = vmulq_f32(row0, row3); tmp1 = vrev64q_f32(tmp1); minor1 = vsubq_f32(minor1, vmulq_f32(row2, tmp1)); minor2 = vaddq_f32(vmulq_f32(row1, tmp1), minor2); tmp1 = vextq_f32(tmp1, tmp1, 2); minor1 = vaddq_f32(vmulq_f32(row2, tmp1), minor1); minor2 = vsubq_f32(minor2, vmulq_f32(row1, tmp1)); tmp1 = vmulq_f32(row0, row2); tmp1 = vrev64q_f32(tmp1); minor1 = vaddq_f32(vmulq_f32(row3, tmp1), minor1); minor3 = vsubq_f32(minor3, vmulq_f32(row1, tmp1)); tmp1 = vextq_f32(tmp1, tmp1, 2); minor1 = vsubq_f32(minor1, vmulq_f32(row3, tmp1)); minor3 = vaddq_f32(vmulq_f32(row1, tmp1), minor3); det = vmulq_f32(row0, minor0); det = vaddq_f32(vextq_f32(det, det, 2), det); det = vaddq_f32(vrev64q_f32(det), det); det = vdupq_lane_f32(VRECIPE(vget_low_f32(det)), 0); minor0 = vmulq_f32(det, minor0); minor1 = vmulq_f32(det, minor1); minor2 = vmulq_f32(det, minor2); minor3 = vmulq_f32(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) { #if PX_UWP PX_ALIGN(16,PxF32) r[4] = {x, y, z ,w}; return vld1q_f32((const float32_t*)r); #else const float32x4_t ret = { x, y, z, w }; return ret; #endif } /* PX_FORCE_INLINE VecU16V V4U32PK(VecU32V a, VecU32V b) { return vcombine_u16(vqmovn_u32(a), vqmovn_u32(b)); } */ PX_FORCE_INLINE VecU32V V4U32Sel(const BoolV c, const VecU32V a, const VecU32V b) { return vbslq_u32(c, a, b); } PX_FORCE_INLINE VecU32V V4U32or(VecU32V a, VecU32V b) { return vorrq_u32(a, b); } PX_FORCE_INLINE VecU32V V4U32xor(VecU32V a, VecU32V b) { return veorq_u32(a, b); } PX_FORCE_INLINE VecU32V V4U32and(VecU32V a, VecU32V b) { return vandq_u32(a, b); } PX_FORCE_INLINE VecU32V V4U32Andc(VecU32V a, VecU32V b) { // return vbicq_u32(a, b); // creates gcc compiler bug in RTreeQueries.cpp return vandq_u32(a, vmvnq_u32(b)); } /* PX_FORCE_INLINE VecU16V V4U16Or(VecU16V a, VecU16V b) { return vorrq_u16(a, b); } */ /* PX_FORCE_INLINE VecU16V V4U16And(VecU16V a, VecU16V b) { return vandq_u16(a, b); } */ /* PX_FORCE_INLINE VecU16V V4U16Andc(VecU16V a, VecU16V b) { return vbicq_u16(a, b); } */ PX_FORCE_INLINE VecI32V I4Load(const PxI32 i) { return vdupq_n_s32(i); } PX_FORCE_INLINE VecI32V I4LoadU(const PxI32* i) { return vld1q_s32(i); } PX_FORCE_INLINE VecI32V I4LoadA(const PxI32* i) { return vld1q_s32(i); } PX_FORCE_INLINE VecI32V VecI32V_Add(const VecI32VArg a, const VecI32VArg b) { return vaddq_s32(a, b); } PX_FORCE_INLINE VecI32V VecI32V_Sub(const VecI32VArg a, const VecI32VArg b) { return vsubq_s32(a, b); } PX_FORCE_INLINE BoolV VecI32V_IsGrtr(const VecI32VArg a, const VecI32VArg b) { return vcgtq_s32(a, b); } PX_FORCE_INLINE BoolV VecI32V_IsEq(const VecI32VArg a, const VecI32VArg b) { return vceqq_s32(a, b); } PX_FORCE_INLINE VecI32V V4I32Sel(const BoolV c, const VecI32V a, const VecI32V b) { return vbslq_s32(c, a, b); } PX_FORCE_INLINE VecI32V VecI32V_Zero() { return vdupq_n_s32(0); } PX_FORCE_INLINE VecI32V VecI32V_One() { return vdupq_n_s32(1); } PX_FORCE_INLINE VecI32V VecI32V_Two() { return vdupq_n_s32(2); } PX_FORCE_INLINE VecI32V VecI32V_MinusOne() { return vdupq_n_s32(-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 VecShiftV VecI32V_PrepareShift(const VecI32VArg shift) { return shift; } PX_FORCE_INLINE VecI32V VecI32V_LeftShift(const VecI32VArg a, const VecShiftVArg count) { return vshlq_s32(a, count); } PX_FORCE_INLINE VecI32V VecI32V_RightShift(const VecI32VArg a, const VecShiftVArg count) { return vshlq_s32(a, VecI32V_Sub(I4Load(0), count)); } PX_FORCE_INLINE VecI32V VecI32V_And(const VecI32VArg a, const VecI32VArg b) { return vandq_s32(a, b); } PX_FORCE_INLINE VecI32V VecI32V_Or(const VecI32VArg a, const VecI32VArg b) { return vorrq_s32(a, b); } PX_FORCE_INLINE VecI32V VecI32V_GetX(const VecI32VArg f) { const int32x2_t fLow = vget_low_s32(f); return vdupq_lane_s32(fLow, 0); } PX_FORCE_INLINE VecI32V VecI32V_GetY(const VecI32VArg f) { const int32x2_t fLow = vget_low_s32(f); return vdupq_lane_s32(fLow, 1); } PX_FORCE_INLINE VecI32V VecI32V_GetZ(const VecI32VArg f) { const int32x2_t fHigh = vget_high_s32(f); return vdupq_lane_s32(fHigh, 0); } PX_FORCE_INLINE VecI32V VecI32V_GetW(const VecI32VArg f) { const int32x2_t fHigh = vget_high_s32(f); return vdupq_lane_s32(fHigh, 1); } PX_FORCE_INLINE VecI32V VecI32V_Sel(const BoolV c, const VecI32VArg a, const VecI32VArg b) { return vbslq_s32(c, a, b); } PX_FORCE_INLINE void PxI32_From_VecI32V(const VecI32VArg a, PxI32* i) { *i = vgetq_lane_s32(a, 0); } PX_FORCE_INLINE VecI32V VecI32V_Merge(const VecI32VArg a, const VecI32VArg b, const VecI32VArg c, const VecI32VArg d) { const int32x2_t aLow = vget_low_s32(a); const int32x2_t bLow = vget_low_s32(b); const int32x2_t cLow = vget_low_s32(c); const int32x2_t dLow = vget_low_s32(d); const int32x2_t low = vext_s32(aLow, bLow, 1); const int32x2_t high = vext_s32(cLow, dLow, 1); return vcombine_s32(low, high); } PX_FORCE_INLINE VecI32V VecI32V_From_BoolV(const BoolVArg a) { return vreinterpretq_s32_u32(a); } PX_FORCE_INLINE VecU32V VecU32V_From_BoolV(const BoolVArg a) { return a; } /* template PX_FORCE_INLINE VecI32V V4ISplat() { return vdupq_n_s32(a); } template PX_FORCE_INLINE VecU32V V4USplat() { return vdupq_n_u32(a); } */ /* PX_FORCE_INLINE void V4U16StoreAligned(VecU16V val, VecU16V* address) { vst1q_u16((uint16_t*)address, val); } */ PX_FORCE_INLINE void V4U32StoreAligned(VecU32V val, VecU32V* address) { vst1q_u32(reinterpret_cast(address), val); } PX_FORCE_INLINE Vec4V V4LoadAligned(Vec4V* addr) { return vld1q_f32(reinterpret_cast(addr)); } PX_FORCE_INLINE Vec4V V4LoadUnaligned(Vec4V* addr) { return vld1q_f32(reinterpret_cast(addr)); } PX_FORCE_INLINE Vec4V V4Andc(const Vec4V a, const VecU32V b) { return vreinterpretq_f32_u32(V4U32Andc(vreinterpretq_u32_f32(a), b)); } PX_FORCE_INLINE VecU32V V4IsGrtrV32u(const Vec4V a, const Vec4V b) { return V4IsGrtr(a, b); } PX_FORCE_INLINE VecU16V V4U16LoadAligned(VecU16V* addr) { return vld1q_u16(reinterpret_cast(addr)); } PX_FORCE_INLINE VecU16V V4U16LoadUnaligned(VecU16V* addr) { return vld1q_u16(reinterpret_cast(addr)); } PX_FORCE_INLINE VecU16V V4U16CompareGt(VecU16V a, VecU16V b) { return vcgtq_u16(a, b); } PX_FORCE_INLINE VecU16V V4I16CompareGt(VecI16V a, VecI16V b) { return vcgtq_s16(a, b); } PX_FORCE_INLINE Vec4V Vec4V_From_VecU32V(VecU32V a) { return vcvtq_f32_u32(a); } PX_FORCE_INLINE Vec4V Vec4V_From_VecI32V(VecI32V a) { return vcvtq_f32_s32(a); } PX_FORCE_INLINE VecI32V VecI32V_From_Vec4V(Vec4V a) { return vcvtq_s32_f32(a); } PX_FORCE_INLINE Vec4V Vec4V_ReinterpretFrom_VecU32V(VecU32V a) { return vreinterpretq_f32_u32(a); } PX_FORCE_INLINE Vec4V Vec4V_ReinterpretFrom_VecI32V(VecI32V a) { return vreinterpretq_f32_s32(a); } PX_FORCE_INLINE VecU32V VecU32V_ReinterpretFrom_Vec4V(Vec4V a) { return vreinterpretq_u32_f32(a); } PX_FORCE_INLINE VecI32V VecI32V_ReinterpretFrom_Vec4V(Vec4V a) { return vreinterpretq_s32_f32(a); } template PX_FORCE_INLINE BoolV BSplatElement(BoolV a) { if(index < 2) { return vdupq_lane_u32(vget_low_u32(a), index); } else if(index == 2) { return vdupq_lane_u32(vget_high_u32(a), 0); } else if(index == 3) { return vdupq_lane_u32(vget_high_u32(a), 1); } } template PX_FORCE_INLINE VecU32V V4U32SplatElement(VecU32V a) { if(index < 2) { return vdupq_lane_u32(vget_low_u32(a), index); } else if(index == 2) { return vdupq_lane_u32(vget_high_u32(a), 0); } else if(index == 3) { return vdupq_lane_u32(vget_high_u32(a), 1); } } template PX_FORCE_INLINE Vec4V V4SplatElement(Vec4V a) { #if PX_UWP if(index == 0) { return vdupq_lane_f32(vget_low_f32(a), 0); } else if (index == 1) { return vdupq_lane_f32(vget_low_f32(a), 1); } #else if(index < 2) { return vdupq_lane_f32(vget_low_f32(a), index); } #endif else if(index == 2) { return vdupq_lane_f32(vget_high_f32(a), 0); } else if(index == 3) { return vdupq_lane_f32(vget_high_f32(a), 1); } } PX_FORCE_INLINE VecU32V U4LoadXYZW(PxU32 x, PxU32 y, PxU32 z, PxU32 w) { #if PX_UWP PX_ALIGN(16,PxU32) r[4] = {x, y, z ,w}; return vld1q_u32((const uint32_t*)r); #else const uint32x4_t ret = { x, y, z, w }; return ret; #endif } PX_FORCE_INLINE VecU32V U4Load(const PxU32 i) { return vdupq_n_u32(i); } PX_FORCE_INLINE VecU32V U4LoadU(const PxU32* i) { return vld1q_u32(i); } PX_FORCE_INLINE VecU32V U4LoadA(const PxU32* i) { return vld1q_u32(i); } PX_FORCE_INLINE Vec4V V4Ceil(const Vec4V in) { const float32x4_t ones = vdupq_n_f32(1.0f); const float32x4_t rdToZero = vcvtq_f32_s32(vcvtq_s32_f32(in)); const float32x4_t rdToZeroPlusOne = vaddq_f32(rdToZero, ones); const uint32x4_t gt = vcgtq_f32(in, rdToZero); return vbslq_f32(gt, rdToZeroPlusOne, rdToZero); } PX_FORCE_INLINE Vec4V V4Floor(const Vec4V in) { const float32x4_t ones = vdupq_n_f32(1.0f); const float32x4_t rdToZero = vcvtq_f32_s32(vcvtq_s32_f32(in)); const float32x4_t rdToZeroMinusOne = vsubq_f32(rdToZero, ones); const uint32x4_t lt = vcltq_f32(in, rdToZero); return vbslq_f32(lt, rdToZeroMinusOne, rdToZero); } 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 return vcvtq_u32_f32(in); } PX_FORCE_INLINE void QuatGetMat33V(const QuatVArg q, Vec3V& column0, Vec3V& column1, Vec3V& column2) { const FloatV one = FOne(); const FloatV x = V4GetX(q); const FloatV y = V4GetY(q); const FloatV z = V4GetZ(q); const FloatV w = V4GetW(q); const FloatV x2 = FAdd(x, x); const FloatV y2 = FAdd(y, y); const FloatV z2 = FAdd(z, z); const FloatV xx = FMul(x2, x); const FloatV yy = FMul(y2, y); const FloatV zz = FMul(z2, z); const FloatV xy = FMul(x2, y); const FloatV xz = FMul(x2, z); const FloatV xw = FMul(x2, w); const FloatV yz = FMul(y2, z); const FloatV yw = FMul(y2, w); const FloatV zw = FMul(z2, w); const FloatV v = FSub(one, xx); column0 = V3Merge(FSub(FSub(one, yy), zz), FAdd(xy, zw), FSub(xz, yw)); column1 = V3Merge(FSub(xy, zw), FSub(v, zz), FAdd(yz, xw)); column2 = V3Merge(FAdd(xz, yw), FSub(yz, xw), FSub(v, yy)); } } // namespace aos } // namespace shdfnd } // namespace physx #endif // PSFOUNDATION_PSUNIXNEONINLINEAOS_H