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author | Paul Lemire <paul.lemire350@gmail.com> | 2016-09-26 08:50:22 +0200 |
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committer | Paul Lemire <paul.lemire@kdab.com> | 2017-08-10 10:30:07 +0000 |
commit | 4574b9e2c5c355374071ed67c3e380f9f370d6bb (patch) | |
tree | d31534e76aa2dd8d9d1c45a84f0808b5a4ae613e /src/core/transforms/vector3d_sse_p.h | |
parent | cbfd5bb155e59ef037740cf30f60522b9fdc5742 (diff) |
Add Vector3D simd class
Change-Id: I9a454a3b3be3ad1878eaf09cf2ff77aa2bfbe208
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
Diffstat (limited to 'src/core/transforms/vector3d_sse_p.h')
-rw-r--r-- | src/core/transforms/vector3d_sse_p.h | 391 |
1 files changed, 391 insertions, 0 deletions
diff --git a/src/core/transforms/vector3d_sse_p.h b/src/core/transforms/vector3d_sse_p.h new file mode 100644 index 000000000..bf0f2c1ac --- /dev/null +++ b/src/core/transforms/vector3d_sse_p.h @@ -0,0 +1,391 @@ +/**************************************************************************** +** +** 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_VECTOR3D_SSE_P_H +#define QT3DCORE_VECTOR3D_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 <QtCore/private/qsimd_p.h> +#include <QtCore/QtGlobal> +#include <QtGui/qvector3d.h> +#include <QDebug> +#include <math.h> + +#ifdef QT_COMPILER_SUPPORTS_SSE2 + +QT_BEGIN_NAMESPACE + +namespace Qt3DCore { + +class Matrix4x4_SSE; +class Matrix4x4_AVX2; +class Vector4D_SSE; + +class Vector3D_SSE +{ +public: + + Q_ALWAYS_INLINE Vector3D_SSE() + : m_xyzw(_mm_setzero_ps()) + { + } + + explicit Q_ALWAYS_INLINE Vector3D_SSE(Qt::Initialization) {} + + explicit Q_ALWAYS_INLINE Vector3D_SSE(float x, float y, float z) + : m_xyzw(_mm_set_ps(0.0f, z, y, x)) + { + } + + explicit Q_ALWAYS_INLINE Vector3D_SSE(QVector3D v) + : m_xyzw(_mm_set_ps(0.0f, v.z(), v.y(), v.x())) + { + } + + explicit QT3DCORE_PRIVATE_EXPORT Vector3D_SSE(const Vector4D_SSE &v); + + Q_ALWAYS_INLINE Vector3D_SSE &operator+=(Vector3D_SSE vector) + { + m_xyzw = _mm_add_ps(m_xyzw, vector.m_xyzw); + return *this; + } + + Q_ALWAYS_INLINE Vector3D_SSE &operator-=(Vector3D_SSE vector) + { + m_xyzw = _mm_sub_ps(m_xyzw, vector.m_xyzw); + return *this; + } + + Q_ALWAYS_INLINE Vector3D_SSE &operator*=(Vector3D_SSE vector) + { + m_xyzw = _mm_mul_ps(m_xyzw, vector.m_xyzw); + return *this; + } + + Q_ALWAYS_INLINE Vector3D_SSE &operator/=(Vector3D_SSE vector) + { + m_xyzw = _mm_div_ps(m_xyzw, vector.m_xyzw); + return *this; + } + + Q_ALWAYS_INLINE Vector3D_SSE &operator*=(float factor) + { + m_xyzw = _mm_mul_ps(m_xyzw, _mm_set1_ps(factor)); + return *this; + } + + Q_ALWAYS_INLINE Vector3D_SSE &operator/=(float factor) + { + m_xyzw = _mm_div_ps(m_xyzw, _mm_set1_ps(factor)); + return *this; + } + + Q_ALWAYS_INLINE bool operator==(Vector3D_SSE other) const + { + // 0b111 == 0x7 + return ((_mm_movemask_ps(_mm_cmpeq_ps(m_xyzw, other.m_xyzw)) & 0x7) == 0x7); + } + + Q_ALWAYS_INLINE bool operator!=(Vector3D_SSE other) const + { + return !(*this == other); + } + + Q_ALWAYS_INLINE QVector3D toQVector3D() const + { + return QVector3D(x(), y(), z()); + } + + Q_ALWAYS_INLINE float lengthSquared() const + { + return Qt3DCore::Vector3D_SSE::dotProduct(*this, *this); + } + + Q_ALWAYS_INLINE float length() const + { + return sqrt(Qt3DCore::Vector3D_SSE::dotProduct(*this, *this)); + } + + Q_ALWAYS_INLINE float distanceToPoint(const Vector3D_SSE &point) const + { + return (*this - point).length(); + } + + Q_ALWAYS_INLINE void normalize() + { + const float len = length(); + m_xyzw = _mm_div_ps(m_xyzw, _mm_set_ps1(len)); + } + + Q_ALWAYS_INLINE Vector3D_SSE normalized() const + { + Vector3D_SSE v = *this; + v.normalize(); + return v; + } + + Q_ALWAYS_INLINE bool isNull() const + { + // Ignore last bit + // 0b111 = 0x7 + return ((_mm_movemask_ps(_mm_cmpeq_ps(m_xyzw, _mm_set_ps1(0.0f))) & 0x7) == 0x7); + } + + 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 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 float operator[](int idx) const + { + switch (idx) { + case 0: + return x(); + case 1: + return y(); + case 2: + return z(); + default: + Q_UNREACHABLE(); + return 0.0f; + } + } + + struct DigitWrapper + { + explicit DigitWrapper(int idx, Vector3D_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(); + 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; + default: + Q_UNREACHABLE(); + } + } + + private: + Vector3D_SSE *m_vec; + const int m_idx; + }; + + Q_ALWAYS_INLINE DigitWrapper operator[](int idx) + { + return DigitWrapper(idx, this); + } + + static Q_ALWAYS_INLINE float dotProduct(Vector3D_SSE a, Vector3D_SSE b) + { +#if defined(__SSE4_1__) + // 0b01111111 = 0x7f + return _mm_cvtss_f32(_mm_dp_ps(a.m_xyzw, b.m_xyzw, 0x7f)); +#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, 0, 0, 0) + (multY, 0, 0, 0) -> (multX + multY, 0, 0, 0) + // 0b11111101 == 0xfd + const __m128 shuffled = _mm_shuffle_ps(mult, mult, 0xfd); + // (multX + multY, 0, 0, 0) + (multZ, 0, 0, 0); + // 0b11111110 == 0xfe + const __m128 shuffled2 = _mm_shuffle_ps(mult, mult, 0xfe); + const __m128 result = _mm_add_ps(_mm_add_ps(shuffled, mult), shuffled2); + return _mm_cvtss_f32(result); +#endif + } + + static Q_ALWAYS_INLINE Vector3D_SSE crossProduct(Vector3D_SSE a, Vector3D_SSE b) + { + // a.y * b.z - a.z * b.y, a.z * b.x - a.x * b.z, a.x * b.y - a.y * b.x + // (a.y, a.z, a.z, a.x, a.x, a.y) (b.z, b.y, b.x, b.z, b.y, b.x) + // (a.y, a.z, a.x) * (b.z, b.x, b.y) - (a.z, a.x, a.y) (b.y, b.z, b.x) + + // 0b11001001 == 0xc9 + const __m128 a1 = _mm_shuffle_ps(a.m_xyzw, a.m_xyzw, 0xc9); + const __m128 b2 = _mm_shuffle_ps(b.m_xyzw, b.m_xyzw, 0xc9); + // 0b11010010 == 0xd2 + const __m128 a2 = _mm_shuffle_ps(a.m_xyzw, a.m_xyzw, 0xd2); + const __m128 b1 = _mm_shuffle_ps(b.m_xyzw, b.m_xyzw, 0xd2); + + Vector3D_SSE v(Qt::Uninitialized); + v.m_xyzw = _mm_sub_ps(_mm_mul_ps(a1, b1), _mm_mul_ps(a2, b2)); + return v; + } + + friend class Matrix4x4_AVX2; + friend class Matrix4x4_SSE; + friend class Vector4D_SSE; + + friend QT3DCORE_PRIVATE_EXPORT Vector3D_SSE operator*(Vector3D_SSE vector, Matrix4x4_SSE matrix); + friend QT3DCORE_PRIVATE_EXPORT Vector3D_SSE operator*(Matrix4x4_SSE matrix, Vector3D_SSE vector); + + friend QT3DCORE_PRIVATE_EXPORT Vector3D_SSE operator*(Vector3D_SSE vector, Matrix4x4_AVX2 matrix); + friend QT3DCORE_PRIVATE_EXPORT Vector3D_SSE operator*(Matrix4x4_AVX2 matrix, Vector3D_SSE vector); + + friend Q_ALWAYS_INLINE const Vector3D_SSE operator+(Vector3D_SSE v1, Vector3D_SSE v2) { return v1 += v2; } + friend Q_ALWAYS_INLINE const Vector3D_SSE operator-(Vector3D_SSE v1, Vector3D_SSE v2) { return v1 -= v2; } + friend Q_ALWAYS_INLINE const Vector3D_SSE operator*(float factor, Vector3D_SSE vector) { return vector *= factor; } + friend Q_ALWAYS_INLINE const Vector3D_SSE operator*(Vector3D_SSE vector, float factor) { return vector *= factor; } + friend Q_ALWAYS_INLINE const Vector3D_SSE operator*(Vector3D_SSE v1, Vector3D_SSE v2) { return v1 *= v2; } + friend Q_ALWAYS_INLINE const Vector3D_SSE operator-(Vector3D_SSE vector) + { + Vector3D_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 Vector3D_SSE operator/(Vector3D_SSE vector, float divisor) { return vector /= divisor; } + friend Q_ALWAYS_INLINE const Vector3D_SSE operator/(Vector3D_SSE vector, Vector3D_SSE divisor) { return vector /= divisor; } + + friend QT3DCORE_PRIVATE_EXPORT QDebug operator<<(QDebug dbg, const Vector3D_SSE &v); + friend Q_ALWAYS_INLINE bool qFuzzyCompare(const Vector3D_SSE& v1, const Vector3D_SSE& v2) + { + return ::qFuzzyCompare(v1.x(), v2.x()) && + ::qFuzzyCompare(v1.y(), v2.y()) && + ::qFuzzyCompare(v1.z(), v2.z()); + } + +private: + // Q_DECL_ALIGN(16) float m[4];// for SSE support + __m128 m_xyzw; +}; + +} // Qt3DCore + +Q_DECLARE_TYPEINFO(Qt3DCore::Vector3D_SSE, Q_PRIMITIVE_TYPE); + +QT_END_NAMESPACE + +Q_DECLARE_METATYPE(Qt3DCore::Vector3D_SSE) + +#endif // QT_COMPILER_SUPPORTS_SSE2 + +#endif // QT3DCORE_VECTOR3D_SSE_P_H |