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