99 lines
3.4 KiB
C++
99 lines
3.4 KiB
C++
//
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// Redistribution and use in source and binary forms, with or without
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// modification, are permitted provided that the following conditions
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// are met:
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// * Redistributions of source code must retain the above copyright
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// notice, this list of conditions and the following disclaimer.
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// * Redistributions in binary form must reproduce the above copyright
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// notice, this list of conditions and the following disclaimer in the
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// documentation and/or other materials provided with the distribution.
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// * Neither the name of NVIDIA CORPORATION nor the names of its
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// contributors may be used to endorse or promote products derived
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// from this software without specific prior written permission.
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//
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// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY
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// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
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// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
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// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
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// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
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// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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//
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// Copyright (c) 2008-2019 NVIDIA Corporation. All rights reserved.
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// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
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// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
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#ifndef GU_SIMD_HELPERS_H
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#define GU_SIMD_HELPERS_H
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#include "foundation/PxMat33.h"
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#include "common/PxPhysXCommonConfig.h"
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#include "geometry/PxTriangle.h"
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#include "CmPhysXCommon.h"
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#include "PsVecMath.h"
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namespace physx
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{
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namespace Gu
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{
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//! A padded version of PxTriangle, to safely load its data using SIMD
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class TrianglePadded : public PxTriangle
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{
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public:
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PX_FORCE_INLINE TrianglePadded() {}
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PX_FORCE_INLINE ~TrianglePadded() {}
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PxU32 padding;
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};
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// PT: wrapper helper class to make sure we can safely load a PxVec3 using SIMD loads
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// PT: TODO: refactor with PxVec3Pad
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class Vec3p : public PxVec3
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{
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public:
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PX_FORCE_INLINE Vec3p() {}
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PX_FORCE_INLINE ~Vec3p() {}
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PX_FORCE_INLINE Vec3p(const PxVec3& p) : PxVec3(p) {}
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PX_FORCE_INLINE Vec3p(float f) : PxVec3(f) {}
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PxU32 padding;
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};
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PX_COMPILE_TIME_ASSERT(sizeof(Vec3p) == 16);
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//! A padded version of PxMat33, to safely load its data using SIMD
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class PxMat33Padded : public PxMat33
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{
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public:
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explicit PX_FORCE_INLINE PxMat33Padded(const PxQuat& q)
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{
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using namespace Ps::aos;
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const QuatV qV = V4LoadU(&q.x);
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Vec3V column0V, column1V, column2V;
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QuatGetMat33V(qV, column0V, column1V, column2V);
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#if defined(PX_SIMD_DISABLED) || PX_ANDROID || (PX_LINUX && (PX_ARM || PX_A64)) || (PX_UWP && (PX_ARM || PX_A64))
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V3StoreU(column0V, column0);
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V3StoreU(column1V, column1);
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V3StoreU(column2V, column2);
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#else
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V4StoreU(column0V, &column0.x);
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V4StoreU(column1V, &column1.x);
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V4StoreU(column2V, &column2.x);
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#endif
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}
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PX_FORCE_INLINE ~PxMat33Padded() {}
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PX_FORCE_INLINE void operator=(const PxMat33& other)
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{
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column0 = other.column0;
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column1 = other.column1;
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column2 = other.column2;
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}
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PxU32 padding;
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};
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} // namespace Gu
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}
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#endif
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