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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 |