// // Redistribution and use in source and binary forms, with or without // modification, are permitted provided that the following conditions // are met: // * Redistributions of source code must retain the above copyright // notice, this list of conditions and the following disclaimer. // * Redistributions in binary form must reproduce the above copyright // notice, this list of conditions and the following disclaimer in the // documentation and/or other materials provided with the distribution. // * Neither the name of NVIDIA CORPORATION nor the names of its // contributors may be used to endorse or promote products derived // from this software without specific prior written permission. // // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY // EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE // IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR // PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR // CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, // EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, // PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR // PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY // OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT // (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE // OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. // // Copyright (c) 2008-2019 NVIDIA Corporation. All rights reserved. // Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved. // Copyright (c) 2001-2004 NovodeX AG. All rights reserved. #ifndef PSFOUNDATION_PSWINDOWSAOS_H #define PSFOUNDATION_PSWINDOWSAOS_H // no includes here! this file should be included from PxcVecMath.h only!!! #if !COMPILE_VECTOR_INTRINSICS #error Vector intrinsics should not be included when using scalar implementation. #endif namespace physx { namespace shdfnd { namespace aos { typedef __m128 FloatV; typedef __m128 Vec3V; typedef __m128 Vec4V; typedef __m128 BoolV; typedef __m128 VecU32V; typedef __m128 VecI32V; typedef __m128 VecU16V; typedef __m128 VecI16V; typedef __m128 QuatV; #define FloatVArg FloatV & #define Vec3VArg Vec3V & #define Vec4VArg Vec4V & #define BoolVArg BoolV & #define VecU32VArg VecU32V & #define VecI32VArg VecI32V & #define VecU16VArg VecU16V & #define VecI16VArg VecI16V & #define QuatVArg QuatV & // Optimization for situations in which you cross product multiple vectors with the same vector. // Avoids 2X shuffles per product struct VecCrossV { Vec3V mL1; Vec3V mR1; }; struct VecShiftV { VecI32V shift; }; #define VecShiftVArg VecShiftV & PX_ALIGN_PREFIX(16) struct Mat33V { Mat33V() { } Mat33V(const Vec3V& c0, const Vec3V& c1, const Vec3V& c2) : col0(c0), col1(c1), col2(c2) { } Vec3V PX_ALIGN(16, col0); Vec3V PX_ALIGN(16, col1); Vec3V PX_ALIGN(16, col2); } PX_ALIGN_SUFFIX(16); PX_ALIGN_PREFIX(16) struct Mat34V { Mat34V() { } Mat34V(const Vec3V& c0, const Vec3V& c1, const Vec3V& c2, const Vec3V& c3) : col0(c0), col1(c1), col2(c2), col3(c3) { } Vec3V PX_ALIGN(16, col0); Vec3V PX_ALIGN(16, col1); Vec3V PX_ALIGN(16, col2); Vec3V PX_ALIGN(16, col3); } PX_ALIGN_SUFFIX(16); PX_ALIGN_PREFIX(16) struct Mat43V { Mat43V() { } Mat43V(const Vec4V& c0, const Vec4V& c1, const Vec4V& c2) : col0(c0), col1(c1), col2(c2) { } Vec4V PX_ALIGN(16, col0); Vec4V PX_ALIGN(16, col1); Vec4V PX_ALIGN(16, col2); } PX_ALIGN_SUFFIX(16); PX_ALIGN_PREFIX(16) struct Mat44V { Mat44V() { } Mat44V(const Vec4V& c0, const Vec4V& c1, const Vec4V& c2, const Vec4V& c3) : col0(c0), col1(c1), col2(c2), col3(c3) { } Vec4V PX_ALIGN(16, col0); Vec4V PX_ALIGN(16, col1); Vec4V PX_ALIGN(16, col2); Vec4V PX_ALIGN(16, col3); } PX_ALIGN_SUFFIX(16); } // namespace aos } // namespace shdfnd } // namespace physx #endif // PSFOUNDATION_PSWINDOWSAOS_H