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authorPaul Lemire <paul.lemire350@gmail.com>2016-09-19 17:49:14 +0200
committerPaul Lemire <paul.lemire@kdab.com>2017-08-10 06:47:04 +0000
commitcbfd5bb155e59ef037740cf30f60522b9fdc5742 (patch)
tree401539ef3ea897aa42cdddd01e38bd61a446d277
parent966adfad5759e7643727f163d9903661a8733a76 (diff)
Add Vector4D simd class
Change-Id: Ib9e4e5f9fddcc380152bd4e167072ff815a4da30 Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
-rw-r--r--src/core/transforms/transforms.pri14
-rw-r--r--src/core/transforms/vector4d_p.h74
-rw-r--r--src/core/transforms/vector4d_sse.cpp59
-rw-r--r--src/core/transforms/vector4d_sse_p.h394
4 files changed, 539 insertions, 2 deletions
diff --git a/src/core/transforms/transforms.pri b/src/core/transforms/transforms.pri
index f76cdd289..81d4cfc1f 100644
--- a/src/core/transforms/transforms.pri
+++ b/src/core/transforms/transforms.pri
@@ -1,4 +1,3 @@
-
SOURCES += \
$$PWD/qtransform.cpp \
$$PWD/qjoint.cpp \
@@ -20,6 +19,17 @@ HEADERS += \
$$PWD/qskeletonloader.h \
$$PWD/qskeletonloader_p.h \
$$PWD/qarmature.h \
- $$PWD/qarmature_p.h
+ $$PWD/qarmature_p.h \
+ $$PWD/vector4d_p.h
INCLUDEPATH += $$PWD
+
+qtConfig(qt3d-simd-sse2) {
+ CONFIG += simd
+
+ SSE2_HEADERS += \
+ $$PWD/vector4d_sse_p.h
+
+ SSE2_SOURCES += \
+ $$PWD/vector4d_sse.cpp
+}
diff --git a/src/core/transforms/vector4d_p.h b/src/core/transforms/vector4d_p.h
new file mode 100644
index 000000000..584eb470b
--- /dev/null
+++ b/src/core/transforms/vector4d_p.h
@@ -0,0 +1,74 @@
+/****************************************************************************
+**
+** Copyright (C) 2016 Paul Lemire <paul.lemire350@gmail.com>
+** Contact: https://www.qt.io/licensing/
+**
+** This file is part of the Qt3D module of the Qt Toolkit.
+**
+** $QT_BEGIN_LICENSE:LGPL$
+** Commercial License Usage
+** Licensees holding valid commercial Qt licenses may use this file in
+** accordance with the commercial license agreement provided with the
+** Software or, alternatively, in accordance with the terms contained in
+** a written agreement between you and The Qt Company. For licensing terms
+** and conditions see https://www.qt.io/terms-conditions. For further
+** information use the contact form at https://www.qt.io/contact-us.
+**
+** GNU Lesser General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU Lesser
+** General Public License version 3 as published by the Free Software
+** Foundation and appearing in the file LICENSE.LGPL3 included in the
+** packaging of this file. Please review the following information to
+** ensure the GNU Lesser General Public License version 3 requirements
+** will be met: https://www.gnu.org/licenses/lgpl-3.0.html.
+**
+** GNU General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU
+** General Public License version 2.0 or (at your option) the GNU General
+** Public license version 3 or any later version approved by the KDE Free
+** Qt Foundation. The licenses are as published by the Free Software
+** Foundation and appearing in the file LICENSE.GPL2 and LICENSE.GPL3
+** included in the packaging of this file. Please review the following
+** information to ensure the GNU General Public License requirements will
+** be met: https://www.gnu.org/licenses/gpl-2.0.html and
+** https://www.gnu.org/licenses/gpl-3.0.html.
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+#ifndef QT3DCORE_VECTOR4D_P_H
+#define QT3DCORE_VECTOR4D_P_H
+
+//
+// W A R N I N G
+// -------------
+//
+// This file is not part of the Qt3D API. It exists purely as an
+// implementation detail. This header file may change from version to
+// version without notice, or even be removed.
+//
+// We mean it.
+//
+
+#include <private/qsimd_p.h>
+
+#if (defined(__AVX2__) || defined(__SSE2__)) && defined(QT_COMPILER_SUPPORTS_SSE2)
+
+#include <Qt3DCore/private/vector4d_sse_p.h>
+
+QT_BEGIN_NAMESPACE
+using Vector4D = Qt3DCore::Vector4D_SSE;
+QT_END_NAMESPACE
+
+#else
+
+#include <QVector4D>
+
+QT_BEGIN_NAMESPACE
+using Vector4D = QVector4D;
+QT_END_NAMESPACE
+
+#endif
+
+#endif // QT3DCORE_VECTOR4D_P_H
diff --git a/src/core/transforms/vector4d_sse.cpp b/src/core/transforms/vector4d_sse.cpp
new file mode 100644
index 000000000..c7c76a694
--- /dev/null
+++ b/src/core/transforms/vector4d_sse.cpp
@@ -0,0 +1,59 @@
+/****************************************************************************
+**
+** Copyright (C) 2017 Klaralvdalens Datakonsult AB (KDAB).
+** Contact: https://www.qt.io/licensing/
+**
+** This file is part of the Qt3D module of the Qt Toolkit.
+**
+** $QT_BEGIN_LICENSE:LGPL$
+** Commercial License Usage
+** Licensees holding valid commercial Qt licenses may use this file in
+** accordance with the commercial license agreement provided with the
+** Software or, alternatively, in accordance with the terms contained in
+** a written agreement between you and The Qt Company. For licensing terms
+** and conditions see https://www.qt.io/terms-conditions. For further
+** information use the contact form at https://www.qt.io/contact-us.
+**
+** GNU Lesser General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU Lesser
+** General Public License version 3 as published by the Free Software
+** Foundation and appearing in the file LICENSE.LGPL3 included in the
+** packaging of this file. Please review the following information to
+** ensure the GNU Lesser General Public License version 3 requirements
+** will be met: https://www.gnu.org/licenses/lgpl-3.0.html.
+**
+** GNU General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU
+** General Public License version 2.0 or (at your option) the GNU General
+** Public license version 3 or any later version approved by the KDE Free
+** Qt Foundation. The licenses are as published by the Free Software
+** Foundation and appearing in the file LICENSE.GPL2 and LICENSE.GPL3
+** included in the packaging of this file. Please review the following
+** information to ensure the GNU General Public License requirements will
+** be met: https://www.gnu.org/licenses/gpl-2.0.html and
+** https://www.gnu.org/licenses/gpl-3.0.html.
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+#include "vector4d_sse_p.h"
+#include <QDebug>
+
+#ifdef QT_COMPILER_SUPPORTS_SSE2
+
+QT_BEGIN_NAMESPACE
+
+namespace Qt3DCore {
+
+QDebug operator<<(QDebug dbg, const Vector4D_SSE &v)
+{
+ dbg.nospace() << "Vector4D_SSE(" << v.x() << ", " << v.y() << ", " << v.z() << ", " << v.w() << ") ";
+ return dbg;
+}
+
+} // Qt3DCore
+
+QT_END_NAMESPACE
+
+#endif // QT_COMPILER_SUPPORTS_SSE2
diff --git a/src/core/transforms/vector4d_sse_p.h b/src/core/transforms/vector4d_sse_p.h
new file mode 100644
index 000000000..491a62c09
--- /dev/null
+++ b/src/core/transforms/vector4d_sse_p.h
@@ -0,0 +1,394 @@
+/****************************************************************************
+**
+** Copyright (C) 2016 Paul Lemire <paul.lemire350@gmail.com>
+** Contact: https://www.qt.io/licensing/
+**
+** This file is part of the Qt3D module of the Qt Toolkit.
+**
+** $QT_BEGIN_LICENSE:LGPL$
+** Commercial License Usage
+** Licensees holding valid commercial Qt licenses may use this file in
+** accordance with the commercial license agreement provided with the
+** Software or, alternatively, in accordance with the terms contained in
+** a written agreement between you and The Qt Company. For licensing terms
+** and conditions see https://www.qt.io/terms-conditions. For further
+** information use the contact form at https://www.qt.io/contact-us.
+**
+** GNU Lesser General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU Lesser
+** General Public License version 3 as published by the Free Software
+** Foundation and appearing in the file LICENSE.LGPL3 included in the
+** packaging of this file. Please review the following information to
+** ensure the GNU Lesser General Public License version 3 requirements
+** will be met: https://www.gnu.org/licenses/lgpl-3.0.html.
+**
+** GNU General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU
+** General Public License version 2.0 or (at your option) the GNU General
+** Public license version 3 or any later version approved by the KDE Free
+** Qt Foundation. The licenses are as published by the Free Software
+** Foundation and appearing in the file LICENSE.GPL2 and LICENSE.GPL3
+** included in the packaging of this file. Please review the following
+** information to ensure the GNU General Public License requirements will
+** be met: https://www.gnu.org/licenses/gpl-2.0.html and
+** https://www.gnu.org/licenses/gpl-3.0.html.
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+#ifndef QT3DCORE_VECTOR4D_SSE_P_H
+#define QT3DCORE_VECTOR4D_SSE_P_H
+
+//
+// W A R N I N G
+// -------------
+//
+// This file is not part of the Qt3D API. It exists purely as an
+// implementation detail. This header file may change from version to
+// version without notice, or even be removed.
+//
+// We mean it.
+//
+
+#include <Qt3DCore/private/qt3dcore_global_p.h>
+#include <QtGui/qvector4d.h>
+#include <QtGui/qvector3d.h>
+#include <QtCore/QtGlobal>
+#include <QtCore/private/qsimd_p.h>
+#include <math.h>
+
+#ifdef QT_COMPILER_SUPPORTS_SSE2
+
+QT_BEGIN_NAMESPACE
+
+namespace Qt3DCore {
+
+class Matrix4x4_SSE;
+class Matrix4x4_AVX2;
+
+class Vector4D_SSE
+{
+public:
+ Q_ALWAYS_INLINE Vector4D_SSE()
+ : m_xyzw(_mm_setzero_ps())
+ {
+ }
+
+ explicit Q_ALWAYS_INLINE Vector4D_SSE(Qt::Initialization) {}
+
+ explicit Q_ALWAYS_INLINE Vector4D_SSE(float x, float y, float z, float w)
+ : m_xyzw(_mm_set_ps(w, z, y, x))
+ {
+ }
+
+ explicit Q_ALWAYS_INLINE Vector4D_SSE(QVector4D v)
+ : m_xyzw(_mm_set_ps(v.w(), v.z(), v.y(), v.x()))
+ {
+ }
+
+ explicit Q_ALWAYS_INLINE Vector4D_SSE(QVector3D v, float w = 0.0f)
+ : m_xyzw(_mm_set_ps(w, v.z(), v.y(), v.x()))
+ {
+ }
+
+ Q_ALWAYS_INLINE Vector4D_SSE &operator+=(Vector4D_SSE vector)
+ {
+ m_xyzw = _mm_add_ps(m_xyzw, vector.m_xyzw);
+ return *this;
+ }
+
+ Q_ALWAYS_INLINE Vector4D_SSE &operator-=(Vector4D_SSE vector)
+ {
+ m_xyzw = _mm_sub_ps(m_xyzw, vector.m_xyzw);
+ return *this;
+ }
+
+ Q_ALWAYS_INLINE Vector4D_SSE &operator*=(Vector4D_SSE vector)
+ {
+ m_xyzw = _mm_mul_ps(m_xyzw, vector.m_xyzw);
+ return *this;
+ }
+
+ Q_ALWAYS_INLINE Vector4D_SSE &operator/=(Vector4D_SSE vector)
+ {
+ m_xyzw = _mm_div_ps(m_xyzw, vector.m_xyzw);
+ return *this;
+ }
+
+ Q_ALWAYS_INLINE Vector4D_SSE &operator*=(float factor)
+ {
+ m_xyzw = _mm_mul_ps(m_xyzw, _mm_set1_ps(factor));
+ return *this;
+ }
+
+ Q_ALWAYS_INLINE Vector4D_SSE &operator/=(float factor)
+ {
+ m_xyzw = _mm_div_ps(m_xyzw, _mm_set1_ps(factor));
+ return *this;
+ }
+
+ Q_ALWAYS_INLINE bool operator==(Vector4D_SSE other) const
+ {
+ // 0b1111 == 0xf
+ return (_mm_movemask_ps(_mm_cmpeq_ps(m_xyzw, other.m_xyzw)) == 0xf);
+ }
+
+ Q_ALWAYS_INLINE bool operator!=(Vector4D_SSE other) const
+ {
+ return !(*this == other);
+ }
+
+ Q_ALWAYS_INLINE QVector4D toQVector4D() const
+ {
+ return QVector4D(x(), y(), z(), w());
+ }
+
+ // TODO: Uncomment when we introduce Vector3D_SSE
+ //Q_ALWAYS_INLINE Vector3D_SSE toVector3D() const { return Vector3D_SSE(*this); }
+
+ Q_ALWAYS_INLINE float lengthSquared() const
+ {
+ return dotProduct(*this, *this);
+ }
+
+ Q_ALWAYS_INLINE float length() const
+ {
+ return sqrt(dotProduct(*this, *this));
+ }
+
+ Q_ALWAYS_INLINE void normalize()
+ {
+ const float len = length();
+ m_xyzw = _mm_div_ps(m_xyzw, _mm_set_ps1(len));
+ }
+
+ Q_ALWAYS_INLINE Vector4D_SSE normalized() const
+ {
+ Vector4D_SSE v = *this;
+ v.normalize();
+ return v;
+ }
+
+ Q_ALWAYS_INLINE bool isNull() const
+ {
+ // 0b1111 == 0xf
+ return _mm_movemask_ps(_mm_cmpeq_ps(m_xyzw, _mm_setzero_ps())) == 0xf;
+ }
+
+ Q_ALWAYS_INLINE float x() const { return _mm_cvtss_f32(m_xyzw); }
+
+ Q_ALWAYS_INLINE float y() const
+ {
+ // 0b01010101 = 0x55
+ return _mm_cvtss_f32(_mm_shuffle_ps(m_xyzw, m_xyzw, 0x55));
+ }
+
+ Q_ALWAYS_INLINE float z() const
+ {
+ // 0b10101010 = 0xaa
+ return _mm_cvtss_f32(_mm_unpackhi_ps(m_xyzw, m_xyzw));
+ }
+
+ Q_ALWAYS_INLINE float w() const
+ {
+ // 0b11111111 = 0xff
+ return _mm_cvtss_f32(_mm_shuffle_ps(m_xyzw, m_xyzw, 0xff));
+ }
+
+ Q_ALWAYS_INLINE void setX(float x)
+ {
+ m_xyzw = _mm_move_ss(m_xyzw, _mm_set_ss(x));
+ }
+
+ Q_ALWAYS_INLINE void setY(float y)
+ {
+ // m_xyzw = a, b, c, d
+
+ // y, y, y, y
+ const __m128 yVec = _mm_set_ps1(y);
+
+ // y, y, a, a
+ // 0b00000000 == 0x0
+ const __m128 yaVec = _mm_shuffle_ps(yVec, m_xyzw, 0x0);
+
+ // a, y, c, d
+ // 0b11100010 == 0xe2
+ m_xyzw = _mm_shuffle_ps(yaVec, m_xyzw, 0xe2);
+ }
+
+ Q_ALWAYS_INLINE void setZ(float z)
+ {
+ // m_xyzw = a, b, c, d
+
+ // z, z, z, z
+ const __m128 zVec = _mm_set_ps1(z);
+
+ // z, z, d, d
+ // 0b11110000 == 0xf0
+ const __m128 zdVec = _mm_shuffle_ps(zVec, m_xyzw, 0xf0);
+
+ // a, b, z, d
+ // 0b10000100 == 0x84
+ m_xyzw = _mm_shuffle_ps(m_xyzw, zdVec, 0x84);
+ }
+
+ Q_ALWAYS_INLINE void setW(float w)
+ {
+#ifdef __SSE4_1__
+ const __m128 wVec = _mm_set_ss(w);
+ // insert element 0 of wVec into position 3 in vec3, don't zero anything
+ m_xyzw = _mm_insert_ps(m_xyzw, wVec, 0x30);
+#else
+ // m_xyzw = a, b, c, d
+
+ // w, w, w, w
+ const __m128 wVec = _mm_set_ps1(w);
+
+ // c, c, w, w
+ const __m128 cwVec = _mm_shuffle_ps(m_xyzw, wVec, _MM_SHUFFLE(0, 0, 2, 2));
+
+ // a, b, c, w
+ m_xyzw = _mm_shuffle_ps(m_xyzw, cwVec, _MM_SHUFFLE(2, 0, 1, 0));
+#endif
+ }
+
+ Q_ALWAYS_INLINE float operator[](int idx) const
+ {
+ Q_DECL_ALIGN(16) float vec[4];
+ _mm_store_ps(vec, m_xyzw);
+ return vec[idx];
+ }
+
+ struct DigitWrapper
+ {
+ explicit DigitWrapper(int idx, Vector4D_SSE *vec)
+ : m_vec(vec)
+ , m_idx(idx)
+ {}
+
+ operator float() const
+ {
+ switch (m_idx) {
+ case 0:
+ return m_vec->x();
+ case 1:
+ return m_vec->y();
+ case 2:
+ return m_vec->z();
+ case 3:
+ return m_vec->w();
+ default:
+ Q_UNREACHABLE();
+ return 0.0f;
+ }
+ }
+ void operator =(float value)
+ {
+ switch (m_idx) {
+ case 0:
+ m_vec->setX(value);
+ break;
+ case 1:
+ m_vec->setY(value);
+ break;
+ case 2:
+ m_vec->setZ(value);
+ break;
+ case 3:
+ m_vec->setW(value);
+ break;
+ default:
+ Q_UNREACHABLE();
+ }
+ }
+
+ private:
+ Vector4D_SSE *m_vec;
+ const int m_idx;
+ };
+
+ Q_ALWAYS_INLINE DigitWrapper operator[](int idx)
+ {
+ return DigitWrapper(idx, this);
+ }
+
+ static Q_ALWAYS_INLINE float dotProduct(Vector4D_SSE a, Vector4D_SSE b)
+ {
+#if defined(__SSE4_1__)
+ // 0b11111111 = 0xff
+ return _mm_cvtss_f32(_mm_dp_ps(a.m_xyzw, b.m_xyzw, 0xff));
+#elif defined(__SSE3__)
+ const __m128 mult = _mm_mul_ps(a.m_xyzw, b.m_xyzw);
+ // a + b, c + d, a + d, c + d
+ const __m128 partialSum = _mm_hadd_ps(mult, mult);
+ // c + d, ......
+ // 0x00000001 =
+ const __m128 partialSumShuffle = _mm_shuffle_ps(partialSum, partialSum, 0x1);
+ return _mm_cvtss_f32(_mm_hadd_ps(partialSum, partialSumShuffle));
+#else
+ const __m128 mult = _mm_mul_ps(a.m_xyzw, b.m_xyzw);
+ // (multX, multY, 0, 0) + (multZ, multW, 0, 0) -> (multX + multZ, multY + multW, 0, 0)
+ // 0b00001110 == 0xe
+ const __m128 shuffled = _mm_shuffle_ps(mult, mult, 0xe);
+ __m128 result = _mm_add_ps(shuffled, mult);
+ // (multX + multZ, 0, 0, 0) + (multY + multW, 0, 0, 0);
+ // 0b00000001 == 0x1
+ const __m128 shuffled2 = _mm_shuffle_ps(result, result, 0x1);
+ result = _mm_add_ps(result, shuffled2);
+ return _mm_cvtss_f32(result);
+#endif
+ }
+
+ friend class Matrix4x4_AVX2;
+ friend class Matrix4x4_SSE;
+ friend class Vector3D_SSE;
+
+ friend Vector4D_SSE operator*(Vector4D_SSE vector, Matrix4x4_SSE matrix);
+ friend Vector4D_SSE operator*(Matrix4x4_SSE matrix, Vector4D_SSE vector);
+
+ friend Vector4D_SSE operator*(Vector4D_SSE vector, Matrix4x4_AVX2 matrix);
+ friend Vector4D_SSE operator*(Matrix4x4_AVX2 matrix, Vector4D_SSE vector);
+
+ friend Q_ALWAYS_INLINE const Vector4D_SSE operator+(Vector4D_SSE v1, Vector4D_SSE v2) { return v1 += v2; }
+ friend Q_ALWAYS_INLINE const Vector4D_SSE operator-(Vector4D_SSE v1, Vector4D_SSE v2) { return v1 -= v2; }
+ friend Q_ALWAYS_INLINE const Vector4D_SSE operator*(float factor, Vector4D_SSE vector) { return vector *= factor; }
+ friend Q_ALWAYS_INLINE const Vector4D_SSE operator*(Vector4D_SSE vector, float factor) { return vector *= factor; }
+ friend Q_ALWAYS_INLINE const Vector4D_SSE operator*(Vector4D_SSE v1, Vector4D_SSE v2) { return v1 *= v2; }
+ friend Q_ALWAYS_INLINE const Vector4D_SSE operator-(Vector4D_SSE vector)
+ {
+ Vector4D_SSE c(Qt::Uninitialized);
+
+ c.m_xyzw = _mm_xor_ps(vector.m_xyzw, _mm_set1_ps(-0.0f));
+
+ return c;
+ }
+
+ friend Q_ALWAYS_INLINE const Vector4D_SSE operator/(Vector4D_SSE vector, float divisor) { return vector /= divisor; }
+ friend Q_ALWAYS_INLINE const Vector4D_SSE operator/(Vector4D_SSE vector, Vector4D_SSE divisor) { return vector /= divisor; }
+
+ friend QT3DCORE_PRIVATE_EXPORT QDebug operator<<(QDebug dbg, const Vector4D_SSE &v);
+ friend Q_ALWAYS_INLINE bool qFuzzyCompare(const Vector4D_SSE& v1, const Vector4D_SSE& v2)
+ {
+ return ::qFuzzyCompare(v1.x(), v2.x()) &&
+ ::qFuzzyCompare(v1.y(), v2.y()) &&
+ ::qFuzzyCompare(v1.z(), v2.z()) &&
+ ::qFuzzyCompare(v1.w(), v2.w());
+ }
+
+private:
+ // Q_DECL_ALIGN(16) float m[4];// for SSE support
+ __m128 m_xyzw;
+};
+
+} // Qt3DCore
+
+Q_DECLARE_TYPEINFO(Qt3DCore::Vector4D_SSE, Q_PRIMITIVE_TYPE);
+
+QT_END_NAMESPACE
+
+Q_DECLARE_METATYPE(Qt3DCore::Vector4D_SSE)
+
+#endif // QT_COMPILER_SUPPORTS_SSE2
+
+#endif // QT3DCORE_VECTOR4D_SSE_P_H