/**************************************************************************** ** ** Copyright (C) 2016 Paul Lemire ** 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 #include #include #include #include #include #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 Q_3DCORE_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); } #if defined(__AVX2__) && defined(QT_COMPILER_SUPPORTS_AVX2) Q_3DCORE_PRIVATE_EXPORT Vector3D_SSE unproject(const Matrix4x4_AVX2 &modelView, const Matrix4x4_AVX2 &projection, const QRect &viewport) const; Q_3DCORE_PRIVATE_EXPORT Vector3D_SSE project(const Matrix4x4_AVX2 &modelView, const Matrix4x4_AVX2 &projection, const QRect &viewport) const; #else Q_3DCORE_PRIVATE_EXPORT Vector3D_SSE unproject(const Matrix4x4_SSE &modelView, const Matrix4x4_SSE &projection, const QRect &viewport) const; Q_3DCORE_PRIVATE_EXPORT Vector3D_SSE project(const Matrix4x4_SSE &modelView, const Matrix4x4_SSE &projection, const QRect &viewport) const; #endif 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 Vector4D_SSE; #if defined(__AVX2__) && defined(QT_COMPILER_SUPPORTS_AVX2) friend class Matrix4x4_AVX2; friend Vector3D_SSE operator*(const Vector3D_SSE &vector, const Matrix4x4_AVX2 &matrix); friend Vector3D_SSE operator*(const Matrix4x4_AVX2 &matrix, const Vector3D_SSE &vector); #endif friend class Matrix4x4_SSE; friend Vector3D_SSE operator*(const Vector3D_SSE &vector, const Matrix4x4_SSE &matrix); friend Vector3D_SSE operator*(const Matrix4x4_SSE &matrix, const 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 Q_3DCORE_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