/**************************************************************************** ** ** 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_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 #include #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(const Vector3D_SSE &vec3, float w = 0.0f) : m_xyzw(vec3.m_xyzw) { setW(w); } 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_SSE; #ifdef __AVX2__ friend class Matrix4x4_AVX2; friend Vector4D_SSE operator*(const Vector4D_SSE &vector, const Matrix4x4_AVX2 &matrix); friend Vector4D_SSE operator*(const Matrix4x4_AVX2 &matrix, const Vector4D_SSE &vector); #endif friend class Vector3D_SSE; friend Vector4D_SSE operator*(const Vector4D_SSE &vector, const Matrix4x4_SSE &matrix); friend Vector4D_SSE operator*(const Matrix4x4_SSE &matrix, const 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 Q_3DCORE_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