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#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 <Qt3DCore/private/vector3d_p.h>
#include <QtGui/qvector4d.h>
#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