GRK/dependencies/physx-4.1/source/geomutils/include/GuSIMDHelpers.h
secret_dude a7bd7ecb75 master
2022-01-12 16:07:16 +01:00

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//
// Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
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// * 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
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// * 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
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//
// 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 GU_SIMD_HELPERS_H
#define GU_SIMD_HELPERS_H
#include "foundation/PxMat33.h"
#include "common/PxPhysXCommonConfig.h"
#include "geometry/PxTriangle.h"
#include "CmPhysXCommon.h"
#include "PsVecMath.h"
namespace physx
{
namespace Gu
{
//! A padded version of PxTriangle, to safely load its data using SIMD
class TrianglePadded : public PxTriangle
{
public:
PX_FORCE_INLINE TrianglePadded() {}
PX_FORCE_INLINE ~TrianglePadded() {}
PxU32 padding;
};
// PT: wrapper helper class to make sure we can safely load a PxVec3 using SIMD loads
// PT: TODO: refactor with PxVec3Pad
class Vec3p : public PxVec3
{
public:
PX_FORCE_INLINE Vec3p() {}
PX_FORCE_INLINE ~Vec3p() {}
PX_FORCE_INLINE Vec3p(const PxVec3& p) : PxVec3(p) {}
PX_FORCE_INLINE Vec3p(float f) : PxVec3(f) {}
PxU32 padding;
};
PX_COMPILE_TIME_ASSERT(sizeof(Vec3p) == 16);
//! A padded version of PxMat33, to safely load its data using SIMD
class PxMat33Padded : public PxMat33
{
public:
explicit PX_FORCE_INLINE PxMat33Padded(const PxQuat& q)
{
using namespace Ps::aos;
const QuatV qV = V4LoadU(&q.x);
Vec3V column0V, column1V, column2V;
QuatGetMat33V(qV, column0V, column1V, column2V);
#if defined(PX_SIMD_DISABLED) || PX_ANDROID || (PX_LINUX && (PX_ARM || PX_A64)) || (PX_UWP && (PX_ARM || PX_A64))
V3StoreU(column0V, column0);
V3StoreU(column1V, column1);
V3StoreU(column2V, column2);
#else
V4StoreU(column0V, &column0.x);
V4StoreU(column1V, &column1.x);
V4StoreU(column2V, &column2.x);
#endif
}
PX_FORCE_INLINE ~PxMat33Padded() {}
PX_FORCE_INLINE void operator=(const PxMat33& other)
{
column0 = other.column0;
column1 = other.column1;
column2 = other.column2;
}
PxU32 padding;
};
} // namespace Gu
}
#endif