| 1 | // |
| 2 | // Redistribution and use in source and binary forms, with or without |
| 3 | // modification, are permitted provided that the following conditions |
| 4 | // are met: |
| 5 | // * Redistributions of source code must retain the above copyright |
| 6 | // notice, this list of conditions and the following disclaimer. |
| 7 | // * Redistributions in binary form must reproduce the above copyright |
| 8 | // notice, this list of conditions and the following disclaimer in the |
| 9 | // documentation and/or other materials provided with the distribution. |
| 10 | // * Neither the name of NVIDIA CORPORATION nor the names of its |
| 11 | // contributors may be used to endorse or promote products derived |
| 12 | // from this software without specific prior written permission. |
| 13 | // |
| 14 | // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY |
| 15 | // EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE |
| 16 | // IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR |
| 17 | // PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR |
| 18 | // CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, |
| 19 | // EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, |
| 20 | // PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR |
| 21 | // PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY |
| 22 | // OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT |
| 23 | // (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE |
| 24 | // OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
| 25 | // |
| 26 | // Copyright (c) 2008-2021 NVIDIA Corporation. All rights reserved. |
| 27 | // Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved. |
| 28 | // Copyright (c) 2001-2004 NovodeX AG. All rights reserved. |
| 29 | |
| 30 | #ifndef PSFOUNDATION_PSUNIXSSE2AOS_H |
| 31 | #define PSFOUNDATION_PSUNIXSSE2AOS_H |
| 32 | |
| 33 | // no includes here! this file should be included from PxcVecMath.h only!!! |
| 34 | |
| 35 | #if !COMPILE_VECTOR_INTRINSICS |
| 36 | #error Vector intrinsics should not be included when using scalar implementation. |
| 37 | #endif |
| 38 | |
| 39 | namespace physx |
| 40 | { |
| 41 | namespace shdfnd |
| 42 | { |
| 43 | namespace aos |
| 44 | { |
| 45 | |
| 46 | #if PX_EMSCRIPTEN || PX_SSE2 |
| 47 | typedef int8_t __int8_t; |
| 48 | typedef int16_t __int16_t; |
| 49 | typedef int32_t __int32_t; |
| 50 | typedef int64_t __int64_t; |
| 51 | typedef uint16_t __uint16_t; |
| 52 | typedef uint32_t __uint32_t; |
| 53 | typedef uint64_t __uint64_t; |
| 54 | #endif |
| 55 | |
| 56 | typedef union UnionM128 |
| 57 | { |
| 58 | UnionM128() |
| 59 | { |
| 60 | } |
| 61 | UnionM128(__m128 in) |
| 62 | { |
| 63 | m128 = in; |
| 64 | } |
| 65 | |
| 66 | UnionM128(__m128i in) |
| 67 | { |
| 68 | m128i = in; |
| 69 | } |
| 70 | |
| 71 | operator __m128() |
| 72 | { |
| 73 | return m128; |
| 74 | } |
| 75 | |
| 76 | operator const __m128() const |
| 77 | { |
| 78 | return m128; |
| 79 | } |
| 80 | |
| 81 | float m128_f32[4]; |
| 82 | __int8_t m128_i8[16]; |
| 83 | __int16_t m128_i16[8]; |
| 84 | __int32_t m128_i32[4]; |
| 85 | __int64_t m128_i64[2]; |
| 86 | __uint16_t m128_u16[8]; |
| 87 | __uint32_t m128_u32[4]; |
| 88 | __uint64_t m128_u64[2]; |
| 89 | __m128 m128; |
| 90 | __m128i m128i; |
| 91 | } UnionM128; |
| 92 | |
| 93 | typedef __m128 FloatV; |
| 94 | typedef __m128 Vec3V; |
| 95 | typedef __m128 Vec4V; |
| 96 | typedef __m128 BoolV; |
| 97 | typedef __m128 QuatV; |
| 98 | typedef __m128i VecI32V; |
| 99 | typedef UnionM128 VecU32V; |
| 100 | typedef UnionM128 VecU16V; |
| 101 | typedef UnionM128 VecI16V; |
| 102 | typedef UnionM128 VecU8V; |
| 103 | |
| 104 | #define FloatVArg FloatV & |
| 105 | #define Vec3VArg Vec3V & |
| 106 | #define Vec4VArg Vec4V & |
| 107 | #define BoolVArg BoolV & |
| 108 | #define VecU32VArg VecU32V & |
| 109 | #define VecI32VArg VecI32V & |
| 110 | #define VecU16VArg VecU16V & |
| 111 | #define VecI16VArg VecI16V & |
| 112 | #define VecU8VArg VecU8V & |
| 113 | #define QuatVArg QuatV & |
| 114 | |
| 115 | // Optimization for situations in which you cross product multiple vectors with the same vector. |
| 116 | // Avoids 2X shuffles per product |
| 117 | struct VecCrossV |
| 118 | { |
| 119 | Vec3V mL1; |
| 120 | Vec3V mR1; |
| 121 | }; |
| 122 | |
| 123 | struct VecShiftV |
| 124 | { |
| 125 | VecI32V shift; |
| 126 | }; |
| 127 | #define VecShiftVArg VecShiftV & |
| 128 | |
| 129 | PX_ALIGN_PREFIX(16) |
| 130 | struct Mat33V |
| 131 | { |
| 132 | Mat33V() |
| 133 | { |
| 134 | } |
| 135 | Mat33V(const Vec3V& c0, const Vec3V& c1, const Vec3V& c2) : col0(c0), col1(c1), col2(c2) |
| 136 | { |
| 137 | } |
| 138 | Vec3V PX_ALIGN(16, col0); |
| 139 | Vec3V PX_ALIGN(16, col1); |
| 140 | Vec3V PX_ALIGN(16, col2); |
| 141 | } PX_ALIGN_SUFFIX(16); |
| 142 | |
| 143 | PX_ALIGN_PREFIX(16) |
| 144 | struct Mat34V |
| 145 | { |
| 146 | Mat34V() |
| 147 | { |
| 148 | } |
| 149 | Mat34V(const Vec3V& c0, const Vec3V& c1, const Vec3V& c2, const Vec3V& c3) : col0(c0), col1(c1), col2(c2), col3(c3) |
| 150 | { |
| 151 | } |
| 152 | Vec3V PX_ALIGN(16, col0); |
| 153 | Vec3V PX_ALIGN(16, col1); |
| 154 | Vec3V PX_ALIGN(16, col2); |
| 155 | Vec3V PX_ALIGN(16, col3); |
| 156 | } PX_ALIGN_SUFFIX(16); |
| 157 | |
| 158 | PX_ALIGN_PREFIX(16) |
| 159 | struct Mat43V |
| 160 | { |
| 161 | Mat43V() |
| 162 | { |
| 163 | } |
| 164 | Mat43V(const Vec4V& c0, const Vec4V& c1, const Vec4V& c2) : col0(c0), col1(c1), col2(c2) |
| 165 | { |
| 166 | } |
| 167 | Vec4V PX_ALIGN(16, col0); |
| 168 | Vec4V PX_ALIGN(16, col1); |
| 169 | Vec4V PX_ALIGN(16, col2); |
| 170 | } PX_ALIGN_SUFFIX(16); |
| 171 | |
| 172 | PX_ALIGN_PREFIX(16) |
| 173 | struct Mat44V |
| 174 | { |
| 175 | Mat44V() |
| 176 | { |
| 177 | } |
| 178 | Mat44V(const Vec4V& c0, const Vec4V& c1, const Vec4V& c2, const Vec4V& c3) : col0(c0), col1(c1), col2(c2), col3(c3) |
| 179 | { |
| 180 | } |
| 181 | Vec4V PX_ALIGN(16, col0); |
| 182 | Vec4V PX_ALIGN(16, col1); |
| 183 | Vec4V PX_ALIGN(16, col2); |
| 184 | Vec4V PX_ALIGN(16, col3); |
| 185 | } PX_ALIGN_SUFFIX(16); |
| 186 | |
| 187 | } // namespace aos |
| 188 | } // namespace shdfnd |
| 189 | } // namespace physx |
| 190 | |
| 191 | #endif // PSFOUNDATION_PSUNIXSSE2AOS_H |
| 192 | |