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+/****************************************************************************
+**
+** Copyright (C) 2008-2012 NVIDIA Corporation.
+** Copyright (C) 2017 The Qt Company Ltd.
+** Contact: https://www.qt.io/licensing/
+**
+** This file is part of Qt 3D Studio.
+**
+** $QT_BEGIN_LICENSE:GPL$
+** 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 General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU
+** General Public License version 3 or (at your option) 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.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-3.0.html.
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+#ifndef QT3DS_LINUX_AOS_H
+#define QT3DS_LINUX_AOS_H
+
+// no includes here! this file should be included from NVcVecMath.h only!!!
+
+#if !COMPILE_VECTOR_INTRINSICS
+#error Vector intrinsics should not be included when using scalar implementation.
+#endif
+
+// only SSE compatible platforms should reach this
+// likely to be split up when we add NEON support.
+#include <xmmintrin.h>
+
+typedef union UnionM128 {
+ UnionM128() {}
+ UnionM128(__m128 in) { m128 = in; }
+
+ UnionM128(__m128i in) { m128i = in; }
+
+ operator __m128() { return m128; }
+
+ operator const __m128() const { return m128; }
+
+ float m128_f32[4];
+ __int8_t m128_i8[16];
+ __int16_t m128_i16[8];
+ __int32_t m128_i32[4];
+ __int64_t m128_i64[2];
+ __uint16_t m128_u16[8];
+ __uint32_t m128_u32[4];
+ __uint64_t m128_u64[2];
+ __m128 m128;
+ __m128i m128i;
+} UnionM128;
+
+typedef __m128 FloatV;
+typedef __m128 Vec3V;
+typedef __m128 Vec4V;
+typedef __m128 BoolV;
+typedef __m128 QuatV;
+// typedef __m128 VecU32V;
+// typedef __m128 VecI32V;
+// typedef __m128 VecU16V;
+// typedef __m128 VecI16V;
+// typedef __m128 VecU8V;
+typedef UnionM128 VecU32V;
+typedef UnionM128 VecI32V;
+typedef UnionM128 VecU16V;
+typedef UnionM128 VecI16V;
+typedef UnionM128 VecU8V;
+
+#define FloatVArg FloatV &
+#define Vec3VArg Vec3V &
+#define Vec4VArg Vec4V &
+#define BoolVArg BoolV &
+#define VecU32VArg VecU32V &
+#define VecI32VArg VecI32V &
+#define VecU16VArg VecU16V &
+#define VecI16VArg VecI16V &
+#define VecU8VArg VecU8V &
+#define QuatVArg QuatV &
+
+QT3DS_ALIGN_PREFIX(16)
+struct Mat33V
+{
+ Mat33V() {}
+ Mat33V(const Vec3V &c0, const Vec3V &c1, const Vec3V &c2)
+ : col0(c0)
+ , col1(c1)
+ , col2(c2)
+ {
+ }
+ Vec3V QT3DS_ALIGN(16, col0);
+ Vec3V QT3DS_ALIGN(16, col1);
+ Vec3V QT3DS_ALIGN(16, col2);
+} QT3DS_ALIGN_SUFFIX(16);
+
+QT3DS_ALIGN_PREFIX(16)
+struct Mat34V
+{
+ Mat34V() {}
+ Mat34V(const Vec3V &c0, const Vec3V &c1, const Vec3V &c2, const Vec3V &c3)
+ : col0(c0)
+ , col1(c1)
+ , col2(c2)
+ , col3(c3)
+ {
+ }
+ Vec3V QT3DS_ALIGN(16, col0);
+ Vec3V QT3DS_ALIGN(16, col1);
+ Vec3V QT3DS_ALIGN(16, col2);
+ Vec3V QT3DS_ALIGN(16, col3);
+} QT3DS_ALIGN_SUFFIX(16);
+
+QT3DS_ALIGN_PREFIX(16)
+struct Mat43V
+{
+ Mat43V() {}
+ Mat43V(const Vec4V &c0, const Vec4V &c1, const Vec4V &c2)
+ : col0(c0)
+ , col1(c1)
+ , col2(c2)
+ {
+ }
+ Vec4V QT3DS_ALIGN(16, col0);
+ Vec4V QT3DS_ALIGN(16, col1);
+ Vec4V QT3DS_ALIGN(16, col2);
+} QT3DS_ALIGN_SUFFIX(16);
+
+QT3DS_ALIGN_PREFIX(16)
+struct Mat44V
+{
+ Mat44V() {}
+ Mat44V(const Vec4V &c0, const Vec4V &c1, const Vec4V &c2, const Vec4V &c3)
+ : col0(c0)
+ , col1(c1)
+ , col2(c2)
+ , col3(c3)
+ {
+ }
+ Vec4V QT3DS_ALIGN(16, col0);
+ Vec4V QT3DS_ALIGN(16, col1);
+ Vec4V QT3DS_ALIGN(16, col2);
+ Vec4V QT3DS_ALIGN(16, col3);
+} QT3DS_ALIGN_SUFFIX(16);
+
+#endif // QT3DS_LINUX_AOS_H