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authorPaul Lemire <paul.lemire350@gmail.com>2016-09-26 08:50:22 +0200
committerPaul Lemire <paul.lemire@kdab.com>2017-08-10 10:30:07 +0000
commit4574b9e2c5c355374071ed67c3e380f9f370d6bb (patch)
treed31534e76aa2dd8d9d1c45a84f0808b5a4ae613e /src/core/transforms/vector3d_sse_p.h
parentcbfd5bb155e59ef037740cf30f60522b9fdc5742 (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.h391
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
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+/****************************************************************************
+**
+** 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