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3 | // modification, are permitted provided that the following conditions |
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5 | // * Redistributions of source code must retain the above copyright |
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7 | // * Redistributions in binary form must reproduce the above copyright |
8 | // notice, this list of conditions and the following disclaimer in the |
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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 |
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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 GU_SIMD_HELPERS_H |
31 | #define GU_SIMD_HELPERS_H |
32 | |
33 | #include "foundation/PxMat33.h" |
34 | #include "common/PxPhysXCommonConfig.h" |
35 | #include "geometry/PxTriangle.h" |
36 | #include "CmPhysXCommon.h" |
37 | #include "PsVecMath.h" |
38 | |
39 | namespace physx |
40 | { |
41 | namespace Gu |
42 | { |
43 | //! A padded version of PxTriangle, to safely load its data using SIMD |
44 | class TrianglePadded : public PxTriangle |
45 | { |
46 | public: |
47 | PX_FORCE_INLINE TrianglePadded() {} |
48 | PX_FORCE_INLINE ~TrianglePadded() {} |
49 | PxU32 padding; |
50 | }; |
51 | |
52 | // PT: wrapper helper class to make sure we can safely load a PxVec3 using SIMD loads |
53 | // PT: TODO: refactor with PxVec3Pad |
54 | class Vec3p : public PxVec3 |
55 | { |
56 | public: |
57 | PX_FORCE_INLINE Vec3p() {} |
58 | PX_FORCE_INLINE ~Vec3p() {} |
59 | PX_FORCE_INLINE Vec3p(const PxVec3& p) : PxVec3(p) {} |
60 | PX_FORCE_INLINE Vec3p(float f) : PxVec3(f) {} |
61 | PxU32 padding; |
62 | }; |
63 | PX_COMPILE_TIME_ASSERT(sizeof(Vec3p) == 16); |
64 | |
65 | //! A padded version of PxMat33, to safely load its data using SIMD |
66 | class PxMat33Padded : public PxMat33 |
67 | { |
68 | public: |
69 | explicit PX_FORCE_INLINE PxMat33Padded(const PxQuat& q) |
70 | { |
71 | using namespace Ps::aos; |
72 | const QuatV qV = V4LoadU(f: &q.x); |
73 | Vec3V column0V, column1V, column2V; |
74 | QuatGetMat33V(q: qV, column0&: column0V, column1&: column1V, column2&: column2V); |
75 | #if defined(PX_SIMD_DISABLED) || PX_ANDROID || (PX_LINUX && (PX_ARM || PX_A64)) || (PX_UWP && (PX_ARM || PX_A64)) || (PX_OSX && (PX_ARM || PX_A64)) |
76 | V3StoreU(column0V, column0); |
77 | V3StoreU(column1V, column1); |
78 | V3StoreU(column2V, column2); |
79 | #else |
80 | V4StoreU(a: column0V, f: &column0.x); |
81 | V4StoreU(a: column1V, f: &column1.x); |
82 | V4StoreU(a: column2V, f: &column2.x); |
83 | #endif |
84 | } |
85 | PX_FORCE_INLINE ~PxMat33Padded() {} |
86 | PX_FORCE_INLINE void operator=(const PxMat33& other) |
87 | { |
88 | column0 = other.column0; |
89 | column1 = other.column1; |
90 | column2 = other.column2; |
91 | } |
92 | PxU32 padding; |
93 | }; |
94 | |
95 | } // namespace Gu |
96 | } |
97 | |
98 | #endif |
99 | |