| 1 | /**************************************************************************** |
| 2 | ** |
| 3 | ** Copyright (C) 2016 Paul Lemire <paul.lemire350@gmail.com> |
| 4 | ** Contact: https://www.qt.io/licensing/ |
| 5 | ** |
| 6 | ** This file is part of the Qt3D module of the Qt Toolkit. |
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| 25 | ** GNU General Public License Usage |
| 26 | ** Alternatively, this file may be used under the terms of the GNU |
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| 38 | ****************************************************************************/ |
| 39 | |
| 40 | #ifndef QT3DCORE_VECTOR4D_SSE_P_H |
| 41 | #define QT3DCORE_VECTOR4D_SSE_P_H |
| 42 | |
| 43 | // |
| 44 | // W A R N I N G |
| 45 | // ------------- |
| 46 | // |
| 47 | // This file is not part of the Qt3D API. It exists purely as an |
| 48 | // implementation detail. This header file may change from version to |
| 49 | // version without notice, or even be removed. |
| 50 | // |
| 51 | // We mean it. |
| 52 | // |
| 53 | |
| 54 | #include <Qt3DCore/private/vector3d_p.h> |
| 55 | #include <QtGui/qvector4d.h> |
| 56 | |
| 57 | #ifdef QT_COMPILER_SUPPORTS_SSE2 |
| 58 | |
| 59 | QT_BEGIN_NAMESPACE |
| 60 | |
| 61 | namespace Qt3DCore { |
| 62 | |
| 63 | class Matrix4x4_SSE; |
| 64 | class Matrix4x4_AVX2; |
| 65 | |
| 66 | class Vector4D_SSE |
| 67 | { |
| 68 | public: |
| 69 | Q_ALWAYS_INLINE Vector4D_SSE() |
| 70 | : m_xyzw(_mm_setzero_ps()) |
| 71 | { |
| 72 | } |
| 73 | |
| 74 | explicit Q_ALWAYS_INLINE Vector4D_SSE(Qt::Initialization) {} |
| 75 | |
| 76 | explicit Q_ALWAYS_INLINE Vector4D_SSE(float x, float y, float z, float w) |
| 77 | : m_xyzw(_mm_set_ps(z: w, y: z, x: y, w: x)) |
| 78 | { |
| 79 | } |
| 80 | |
| 81 | explicit Q_ALWAYS_INLINE Vector4D_SSE(QVector4D v) |
| 82 | : m_xyzw(_mm_set_ps(z: v.w(), y: v.z(), x: v.y(), w: v.x())) |
| 83 | { |
| 84 | } |
| 85 | |
| 86 | explicit Q_ALWAYS_INLINE Vector4D_SSE(const Vector3D_SSE &vec3, float w = 0.0f) |
| 87 | : m_xyzw(vec3.m_xyzw) |
| 88 | { |
| 89 | setW(w); |
| 90 | } |
| 91 | |
| 92 | explicit Q_ALWAYS_INLINE Vector4D_SSE(QVector3D v, float w = 0.0f) |
| 93 | : m_xyzw(_mm_set_ps(z: w, y: v.z(), x: v.y(), w: v.x())) |
| 94 | { |
| 95 | } |
| 96 | |
| 97 | Q_ALWAYS_INLINE Vector4D_SSE &operator+=(Vector4D_SSE vector) |
| 98 | { |
| 99 | m_xyzw = _mm_add_ps(a: m_xyzw, b: vector.m_xyzw); |
| 100 | return *this; |
| 101 | } |
| 102 | |
| 103 | Q_ALWAYS_INLINE Vector4D_SSE &operator-=(Vector4D_SSE vector) |
| 104 | { |
| 105 | m_xyzw = _mm_sub_ps(a: m_xyzw, b: vector.m_xyzw); |
| 106 | return *this; |
| 107 | } |
| 108 | |
| 109 | Q_ALWAYS_INLINE Vector4D_SSE &operator*=(Vector4D_SSE vector) |
| 110 | { |
| 111 | m_xyzw = _mm_mul_ps(a: m_xyzw, b: vector.m_xyzw); |
| 112 | return *this; |
| 113 | } |
| 114 | |
| 115 | Q_ALWAYS_INLINE Vector4D_SSE &operator/=(Vector4D_SSE vector) |
| 116 | { |
| 117 | m_xyzw = _mm_div_ps(a: m_xyzw, b: vector.m_xyzw); |
| 118 | return *this; |
| 119 | } |
| 120 | |
| 121 | Q_ALWAYS_INLINE Vector4D_SSE &operator*=(float factor) |
| 122 | { |
| 123 | m_xyzw = _mm_mul_ps(a: m_xyzw, b: _mm_set1_ps(w: factor)); |
| 124 | return *this; |
| 125 | } |
| 126 | |
| 127 | Q_ALWAYS_INLINE Vector4D_SSE &operator/=(float factor) |
| 128 | { |
| 129 | m_xyzw = _mm_div_ps(a: m_xyzw, b: _mm_set1_ps(w: factor)); |
| 130 | return *this; |
| 131 | } |
| 132 | |
| 133 | Q_ALWAYS_INLINE bool operator==(Vector4D_SSE other) const |
| 134 | { |
| 135 | // 0b1111 == 0xf |
| 136 | return (_mm_movemask_ps(a: _mm_cmpeq_ps(a: m_xyzw, b: other.m_xyzw)) == 0xf); |
| 137 | } |
| 138 | |
| 139 | Q_ALWAYS_INLINE bool operator!=(Vector4D_SSE other) const |
| 140 | { |
| 141 | return !(*this == other); |
| 142 | } |
| 143 | |
| 144 | Q_ALWAYS_INLINE QVector4D toQVector4D() const |
| 145 | { |
| 146 | return QVector4D(x(), y(), z(), w()); |
| 147 | } |
| 148 | |
| 149 | // TODO: Uncomment when we introduce Vector3D_SSE |
| 150 | //Q_ALWAYS_INLINE Vector3D_SSE toVector3D() const { return Vector3D_SSE(*this); } |
| 151 | |
| 152 | Q_ALWAYS_INLINE float lengthSquared() const |
| 153 | { |
| 154 | return dotProduct(a: *this, b: *this); |
| 155 | } |
| 156 | |
| 157 | Q_ALWAYS_INLINE float length() const |
| 158 | { |
| 159 | return sqrt(x: dotProduct(a: *this, b: *this)); |
| 160 | } |
| 161 | |
| 162 | Q_ALWAYS_INLINE void normalize() |
| 163 | { |
| 164 | const float len = length(); |
| 165 | m_xyzw = _mm_div_ps(a: m_xyzw, b: _mm_set_ps1(w: len)); |
| 166 | } |
| 167 | |
| 168 | Q_ALWAYS_INLINE Vector4D_SSE normalized() const |
| 169 | { |
| 170 | Vector4D_SSE v = *this; |
| 171 | v.normalize(); |
| 172 | return v; |
| 173 | } |
| 174 | |
| 175 | Q_ALWAYS_INLINE bool isNull() const |
| 176 | { |
| 177 | // 0b1111 == 0xf |
| 178 | return _mm_movemask_ps(a: _mm_cmpeq_ps(a: m_xyzw, b: _mm_setzero_ps())) == 0xf; |
| 179 | } |
| 180 | |
| 181 | Q_ALWAYS_INLINE float x() const { return _mm_cvtss_f32(a: m_xyzw); } |
| 182 | |
| 183 | Q_ALWAYS_INLINE float y() const |
| 184 | { |
| 185 | // 0b01010101 = 0x55 |
| 186 | return _mm_cvtss_f32(_mm_shuffle_ps(m_xyzw, m_xyzw, 0x55)); |
| 187 | } |
| 188 | |
| 189 | Q_ALWAYS_INLINE float z() const |
| 190 | { |
| 191 | // 0b10101010 = 0xaa |
| 192 | return _mm_cvtss_f32(a: _mm_unpackhi_ps(a: m_xyzw, b: m_xyzw)); |
| 193 | } |
| 194 | |
| 195 | Q_ALWAYS_INLINE float w() const |
| 196 | { |
| 197 | // 0b11111111 = 0xff |
| 198 | return _mm_cvtss_f32(_mm_shuffle_ps(m_xyzw, m_xyzw, 0xff)); |
| 199 | } |
| 200 | |
| 201 | Q_ALWAYS_INLINE void setX(float x) |
| 202 | { |
| 203 | m_xyzw = _mm_move_ss(a: m_xyzw, b: _mm_set_ss(w: x)); |
| 204 | } |
| 205 | |
| 206 | Q_ALWAYS_INLINE void setY(float y) |
| 207 | { |
| 208 | // m_xyzw = a, b, c, d |
| 209 | |
| 210 | // y, y, y, y |
| 211 | const __m128 yVec = _mm_set_ps1(w: y); |
| 212 | |
| 213 | // y, y, a, a |
| 214 | // 0b00000000 == 0x0 |
| 215 | const __m128 yaVec = _mm_shuffle_ps(yVec, m_xyzw, 0x0); |
| 216 | |
| 217 | // a, y, c, d |
| 218 | // 0b11100010 == 0xe2 |
| 219 | m_xyzw = _mm_shuffle_ps(yaVec, m_xyzw, 0xe2); |
| 220 | } |
| 221 | |
| 222 | Q_ALWAYS_INLINE void setZ(float z) |
| 223 | { |
| 224 | // m_xyzw = a, b, c, d |
| 225 | |
| 226 | // z, z, z, z |
| 227 | const __m128 zVec = _mm_set_ps1(w: z); |
| 228 | |
| 229 | // z, z, d, d |
| 230 | // 0b11110000 == 0xf0 |
| 231 | const __m128 zdVec = _mm_shuffle_ps(zVec, m_xyzw, 0xf0); |
| 232 | |
| 233 | // a, b, z, d |
| 234 | // 0b10000100 == 0x84 |
| 235 | m_xyzw = _mm_shuffle_ps(m_xyzw, zdVec, 0x84); |
| 236 | } |
| 237 | |
| 238 | Q_ALWAYS_INLINE void setW(float w) |
| 239 | { |
| 240 | #ifdef __SSE4_1__ |
| 241 | const __m128 wVec = _mm_set_ss(w); |
| 242 | // insert element 0 of wVec into position 3 in vec3, don't zero anything |
| 243 | m_xyzw = _mm_insert_ps(m_xyzw, wVec, 0x30); |
| 244 | #else |
| 245 | // m_xyzw = a, b, c, d |
| 246 | |
| 247 | // w, w, w, w |
| 248 | const __m128 wVec = _mm_set_ps1(w: w); |
| 249 | |
| 250 | // c, c, w, w |
| 251 | const __m128 cwVec = _mm_shuffle_ps(m_xyzw, wVec, _MM_SHUFFLE(0, 0, 2, 2)); |
| 252 | |
| 253 | // a, b, c, w |
| 254 | m_xyzw = _mm_shuffle_ps(m_xyzw, cwVec, _MM_SHUFFLE(2, 0, 1, 0)); |
| 255 | #endif |
| 256 | } |
| 257 | |
| 258 | Q_ALWAYS_INLINE float operator[](int idx) const |
| 259 | { |
| 260 | Q_DECL_ALIGN(16) float vec[4]; |
| 261 | _mm_store_ps(p: vec, a: m_xyzw); |
| 262 | return vec[idx]; |
| 263 | } |
| 264 | |
| 265 | struct DigitWrapper |
| 266 | { |
| 267 | explicit DigitWrapper(int idx, Vector4D_SSE *vec) |
| 268 | : m_vec(vec) |
| 269 | , m_idx(idx) |
| 270 | {} |
| 271 | |
| 272 | operator float() const |
| 273 | { |
| 274 | switch (m_idx) { |
| 275 | case 0: |
| 276 | return m_vec->x(); |
| 277 | case 1: |
| 278 | return m_vec->y(); |
| 279 | case 2: |
| 280 | return m_vec->z(); |
| 281 | case 3: |
| 282 | return m_vec->w(); |
| 283 | default: |
| 284 | Q_UNREACHABLE(); |
| 285 | return 0.0f; |
| 286 | } |
| 287 | } |
| 288 | void operator =(float value) |
| 289 | { |
| 290 | switch (m_idx) { |
| 291 | case 0: |
| 292 | m_vec->setX(value); |
| 293 | break; |
| 294 | case 1: |
| 295 | m_vec->setY(value); |
| 296 | break; |
| 297 | case 2: |
| 298 | m_vec->setZ(value); |
| 299 | break; |
| 300 | case 3: |
| 301 | m_vec->setW(value); |
| 302 | break; |
| 303 | default: |
| 304 | Q_UNREACHABLE(); |
| 305 | } |
| 306 | } |
| 307 | |
| 308 | private: |
| 309 | Vector4D_SSE *m_vec; |
| 310 | const int m_idx; |
| 311 | }; |
| 312 | |
| 313 | Q_ALWAYS_INLINE DigitWrapper operator[](int idx) |
| 314 | { |
| 315 | return DigitWrapper(idx, this); |
| 316 | } |
| 317 | |
| 318 | static Q_ALWAYS_INLINE float dotProduct(Vector4D_SSE a, Vector4D_SSE b) |
| 319 | { |
| 320 | #if defined(__SSE4_1__) |
| 321 | // 0b11111111 = 0xff |
| 322 | return _mm_cvtss_f32(_mm_dp_ps(a.m_xyzw, b.m_xyzw, 0xff)); |
| 323 | #elif defined(__SSE3__) |
| 324 | const __m128 mult = _mm_mul_ps(a.m_xyzw, b.m_xyzw); |
| 325 | // a + b, c + d, a + d, c + d |
| 326 | const __m128 partialSum = _mm_hadd_ps(mult, mult); |
| 327 | // c + d, ...... |
| 328 | // 0x00000001 = |
| 329 | const __m128 partialSumShuffle = _mm_shuffle_ps(partialSum, partialSum, 0x1); |
| 330 | return _mm_cvtss_f32(_mm_hadd_ps(partialSum, partialSumShuffle)); |
| 331 | #else |
| 332 | const __m128 mult = _mm_mul_ps(a: a.m_xyzw, b: b.m_xyzw); |
| 333 | // (multX, multY, 0, 0) + (multZ, multW, 0, 0) -> (multX + multZ, multY + multW, 0, 0) |
| 334 | // 0b00001110 == 0xe |
| 335 | const __m128 shuffled = _mm_shuffle_ps(mult, mult, 0xe); |
| 336 | __m128 result = _mm_add_ps(a: shuffled, b: mult); |
| 337 | // (multX + multZ, 0, 0, 0) + (multY + multW, 0, 0, 0); |
| 338 | // 0b00000001 == 0x1 |
| 339 | const __m128 shuffled2 = _mm_shuffle_ps(result, result, 0x1); |
| 340 | result = _mm_add_ps(a: result, b: shuffled2); |
| 341 | return _mm_cvtss_f32(a: result); |
| 342 | #endif |
| 343 | } |
| 344 | |
| 345 | friend class Matrix4x4_SSE; |
| 346 | |
| 347 | #ifdef __AVX2__ |
| 348 | friend class Matrix4x4_AVX2; |
| 349 | friend Vector4D_SSE operator*(const Vector4D_SSE &vector, const Matrix4x4_AVX2 &matrix); |
| 350 | friend Vector4D_SSE operator*(const Matrix4x4_AVX2 &matrix, const Vector4D_SSE &vector); |
| 351 | #endif |
| 352 | |
| 353 | friend class Vector3D_SSE; |
| 354 | friend Vector4D_SSE operator*(const Vector4D_SSE &vector, const Matrix4x4_SSE &matrix); |
| 355 | friend Vector4D_SSE operator*(const Matrix4x4_SSE &matrix, const Vector4D_SSE &vector); |
| 356 | |
| 357 | friend Q_ALWAYS_INLINE const Vector4D_SSE operator+(Vector4D_SSE v1, Vector4D_SSE v2) { return v1 += v2; } |
| 358 | friend Q_ALWAYS_INLINE const Vector4D_SSE operator-(Vector4D_SSE v1, Vector4D_SSE v2) { return v1 -= v2; } |
| 359 | friend Q_ALWAYS_INLINE const Vector4D_SSE operator*(float factor, Vector4D_SSE vector) { return vector *= factor; } |
| 360 | friend Q_ALWAYS_INLINE const Vector4D_SSE operator*(Vector4D_SSE vector, float factor) { return vector *= factor; } |
| 361 | friend Q_ALWAYS_INLINE const Vector4D_SSE operator*(Vector4D_SSE v1, Vector4D_SSE v2) { return v1 *= v2; } |
| 362 | friend Q_ALWAYS_INLINE const Vector4D_SSE operator-(Vector4D_SSE vector) |
| 363 | { |
| 364 | Vector4D_SSE c(Qt::Uninitialized); |
| 365 | |
| 366 | c.m_xyzw = _mm_xor_ps(a: vector.m_xyzw, b: _mm_set1_ps(w: -0.0f)); |
| 367 | |
| 368 | return c; |
| 369 | } |
| 370 | |
| 371 | friend Q_ALWAYS_INLINE const Vector4D_SSE operator/(Vector4D_SSE vector, float divisor) { return vector /= divisor; } |
| 372 | friend Q_ALWAYS_INLINE const Vector4D_SSE operator/(Vector4D_SSE vector, Vector4D_SSE divisor) { return vector /= divisor; } |
| 373 | |
| 374 | friend Q_3DCORE_PRIVATE_EXPORT QDebug operator<<(QDebug dbg, const Vector4D_SSE &v); |
| 375 | friend Q_ALWAYS_INLINE bool qFuzzyCompare(const Vector4D_SSE& v1, const Vector4D_SSE& v2) |
| 376 | { |
| 377 | return ::qFuzzyCompare(p1: v1.x(), p2: v2.x()) && |
| 378 | ::qFuzzyCompare(p1: v1.y(), p2: v2.y()) && |
| 379 | ::qFuzzyCompare(p1: v1.z(), p2: v2.z()) && |
| 380 | ::qFuzzyCompare(p1: v1.w(), p2: v2.w()); |
| 381 | } |
| 382 | |
| 383 | private: |
| 384 | // Q_DECL_ALIGN(16) float m[4];// for SSE support |
| 385 | __m128 m_xyzw; |
| 386 | }; |
| 387 | |
| 388 | } // Qt3DCore |
| 389 | |
| 390 | Q_DECLARE_TYPEINFO(Qt3DCore::Vector4D_SSE, Q_PRIMITIVE_TYPE); |
| 391 | |
| 392 | QT_END_NAMESPACE |
| 393 | |
| 394 | Q_DECLARE_METATYPE(Qt3DCore::Vector4D_SSE) |
| 395 | |
| 396 | #endif // QT_COMPILER_SUPPORTS_SSE2 |
| 397 | |
| 398 | #endif // QT3DCORE_VECTOR4D_SSE_P_H |
| 399 | |