mirror of
https://github.com/HandmadeMath/HandmadeMath.git
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Add Neon implementations for all but Quaternion multiply
This commit is contained in:
204
HandmadeMath.h
204
HandmadeMath.h
@@ -105,10 +105,15 @@
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# define ASSERT_COVERED(a)
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#endif
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#ifdef HANDMADE_MATH_NO_SSE
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# warning "HANDMADE_MATH_NO_SSE is depricated, use HANDMADE_MATH_NO_SIMD instead"
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# define HANDMADE_MATH_NO_SIMD
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#endif
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/* let's figure out if SSE is really available (unless disabled anyway)
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(it isn't on non-x86/x86_64 platforms or even x86 without explicit SSE support)
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=> only use "#ifdef HANDMADE_MATH__USE_SSE" to check for SSE support below this block! */
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#ifndef HANDMADE_MATH_NO_SSE
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#ifndef HANDMADE_MATH_NO_SIMD
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# ifdef _MSC_VER /* MSVC supports SSE in amd64 mode or _M_IX86_FP >= 1 (2 means SSE2) */
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# if defined(_M_AMD64) || ( defined(_M_IX86_FP) && _M_IX86_FP >= 1 )
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# define HANDMADE_MATH__USE_SSE 1
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@@ -118,7 +123,10 @@
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# define HANDMADE_MATH__USE_SSE 1
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# endif /* __SSE__ */
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# endif /* not _MSC_VER */
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#endif /* #ifndef HANDMADE_MATH_NO_SSE */
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# ifdef __ARM_NEON
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# define HANDMADE_MATH__USE_NEON 1
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# endif /* NEON Supported */
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#endif /* #ifndef HANDMADE_MATH_NO_SIMD */
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#if (!defined(__cplusplus) && defined(__STDC_VERSION__) && __STDC_VERSION__ >= 201112L)
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# define HANDMADE_MATH__USE_C11_GENERICS 1
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@@ -128,6 +136,10 @@
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# include <xmmintrin.h>
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#endif
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#ifdef HANDMADE_MATH__USE_NEON
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# include <arm_neon.h>
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#endif
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#ifdef _MSC_VER
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#pragma warning(disable:4201)
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#endif
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@@ -354,6 +366,10 @@ typedef union HMM_Vec4
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__m128 SSE;
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#endif
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#ifdef HANDMADE_MATH__USE_NEON
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float32x4_t NEON;
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#endif
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#ifdef __cplusplus
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inline float &operator[](int Index) { return Elements[Index]; }
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inline const float &operator[](int Index) const { return Elements[Index]; }
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@@ -414,6 +430,9 @@ typedef union HMM_Quat
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#ifdef HANDMADE_MATH__USE_SSE
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__m128 SSE;
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#endif
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#ifdef HANDMADE_MATH__USE_NEON
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float32x4_t NEON;
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#endif
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} HMM_Quat;
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typedef signed int HMM_Bool;
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@@ -503,6 +522,10 @@ static inline float HMM_SqrtF(float Float)
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__m128 In = _mm_set_ss(Float);
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__m128 Out = _mm_sqrt_ss(In);
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Result = _mm_cvtss_f32(Out);
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#elif HANDMADE_MATH__USE_NEON
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float32x4_t In = vdupq_n_f32(Float);
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float32x4_t Out = vsqrtq_f32(In);
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Result = vgetq_lane_f32(Out, 0);
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#else
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Result = HMM_SQRTF(Float);
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#endif
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@@ -593,6 +616,9 @@ static inline HMM_Vec4 HMM_V4(float X, float Y, float Z, float W)
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#ifdef HANDMADE_MATH__USE_SSE
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Result.SSE = _mm_setr_ps(X, Y, Z, W);
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#elif HANDMADE_MATH__USE_NEON
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float32x4_t v = {X, Y, Z, W};
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Result.NEON = v;
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#else
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Result.X = X;
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Result.Y = Y;
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@@ -612,6 +638,9 @@ static inline HMM_Vec4 HMM_V4V(HMM_Vec3 Vector, float W)
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#ifdef HANDMADE_MATH__USE_SSE
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Result.SSE = _mm_setr_ps(Vector.X, Vector.Y, Vector.Z, W);
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#elif HANDMADE_MATH__USE_NEON
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float32x4_t v = {Vector.X, Vector.Y, Vector.Z, W};
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Result.NEON = v;
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#else
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Result.XYZ = Vector;
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Result.W = W;
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@@ -659,6 +688,8 @@ static inline HMM_Vec4 HMM_AddV4(HMM_Vec4 Left, HMM_Vec4 Right)
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#ifdef HANDMADE_MATH__USE_SSE
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Result.SSE = _mm_add_ps(Left.SSE, Right.SSE);
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#elif HANDMADE_MATH__USE_NEON
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Result.NEON = vaddq_f32(Left.NEON, Right.NEON);
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#else
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Result.X = Left.X + Right.X;
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Result.Y = Left.Y + Right.Y;
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@@ -703,6 +734,8 @@ static inline HMM_Vec4 HMM_SubV4(HMM_Vec4 Left, HMM_Vec4 Right)
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#ifdef HANDMADE_MATH__USE_SSE
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Result.SSE = _mm_sub_ps(Left.SSE, Right.SSE);
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#elif HANDMADE_MATH__USE_NEON
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Result.NEON = vsubq_f32(Left.NEON, Right.NEON);
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#else
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Result.X = Left.X - Right.X;
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Result.Y = Left.Y - Right.Y;
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@@ -772,6 +805,8 @@ static inline HMM_Vec4 HMM_MulV4(HMM_Vec4 Left, HMM_Vec4 Right)
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#ifdef HANDMADE_MATH__USE_SSE
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Result.SSE = _mm_mul_ps(Left.SSE, Right.SSE);
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#elif HANDMADE_MATH__USE_NEON
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Result.NEON = vmulq_f32(Left.NEON, Right.NEON);
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#else
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Result.X = Left.X * Right.X;
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Result.Y = Left.Y * Right.Y;
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@@ -792,6 +827,8 @@ static inline HMM_Vec4 HMM_MulV4F(HMM_Vec4 Left, float Right)
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#ifdef HANDMADE_MATH__USE_SSE
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__m128 Scalar = _mm_set1_ps(Right);
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Result.SSE = _mm_mul_ps(Left.SSE, Scalar);
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#elif HANDMADE_MATH__USE_NEON
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Result.NEON = vmulq_n_f32(Left.NEON, Right);
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#else
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Result.X = Left.X * Right;
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Result.Y = Left.Y * Right;
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@@ -861,6 +898,8 @@ static inline HMM_Vec4 HMM_DivV4(HMM_Vec4 Left, HMM_Vec4 Right)
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#ifdef HANDMADE_MATH__USE_SSE
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Result.SSE = _mm_div_ps(Left.SSE, Right.SSE);
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#elif HANDMADE_MATH__USE_NEON
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Result.NEON = vdivq_f32(Left.NEON, Right.NEON);
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#else
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Result.X = Left.X / Right.X;
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Result.Y = Left.Y / Right.Y;
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@@ -881,6 +920,9 @@ static inline HMM_Vec4 HMM_DivV4F(HMM_Vec4 Left, float Right)
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#ifdef HANDMADE_MATH__USE_SSE
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__m128 Scalar = _mm_set1_ps(Right);
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Result.SSE = _mm_div_ps(Left.SSE, Scalar);
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#elif HANDMADE_MATH__USE_NEON
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float32x4_t Scalar = vdupq_n_f32(Right);
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Result.NEON = vdivq_f32(Left.NEON, Scalar);
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#else
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Result.X = Left.X / Right;
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Result.Y = Left.Y / Right;
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@@ -943,6 +985,11 @@ static inline float HMM_DotV4(HMM_Vec4 Left, HMM_Vec4 Right)
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SSEResultTwo = _mm_shuffle_ps(SSEResultOne, SSEResultOne, _MM_SHUFFLE(0, 1, 2, 3));
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SSEResultOne = _mm_add_ps(SSEResultOne, SSEResultTwo);
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_mm_store_ss(&Result, SSEResultOne);
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#elif HANDMADE_MATH__USE_NEON
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float32x4_t NEONMultiplyResult = vmulq_f32(Left.NEON, Right.NEON);
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float32x4_t NEONHalfAdd = vpaddq_f32(NEONMultiplyResult, NEONMultiplyResult);
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float32x4_t NEONFullAdd = vpaddq_f32(NEONHalfAdd, NEONHalfAdd);
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Result = vgetq_lane_f32(NEONFullAdd, 0);
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#else
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Result = ((Left.X * Right.X) + (Left.Z * Right.Z)) + ((Left.Y * Right.Y) + (Left.W * Right.W));
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#endif
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@@ -1071,6 +1118,11 @@ static inline HMM_Vec4 HMM_LinearCombineV4M4(HMM_Vec4 Left, HMM_Mat4 Right)
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Result.SSE = _mm_add_ps(Result.SSE, _mm_mul_ps(_mm_shuffle_ps(Left.SSE, Left.SSE, 0x55), Right.Columns[1].SSE));
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Result.SSE = _mm_add_ps(Result.SSE, _mm_mul_ps(_mm_shuffle_ps(Left.SSE, Left.SSE, 0xaa), Right.Columns[2].SSE));
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Result.SSE = _mm_add_ps(Result.SSE, _mm_mul_ps(_mm_shuffle_ps(Left.SSE, Left.SSE, 0xff), Right.Columns[3].SSE));
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#elif HANDMADE_MATH__USE_NEON
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Result.NEON = vmulq_laneq_f32(Right.Columns[0].NEON, Left.NEON, 0);
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Result.NEON = vfmaq_laneq_f32(Result.NEON, Right.Columns[1].NEON, Left.NEON, 1);
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Result.NEON = vfmaq_laneq_f32(Result.NEON, Right.Columns[2].NEON, Left.NEON, 2);
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Result.NEON = vfmaq_laneq_f32(Result.NEON, Right.Columns[3].NEON, Left.NEON, 3);
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#else
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Result.X = Left.Elements[0] * Right.Columns[0].X;
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Result.Y = Left.Elements[0] * Right.Columns[0].Y;
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@@ -1468,6 +1520,18 @@ static inline HMM_Mat4 HMM_TransposeM4(HMM_Mat4 Matrix)
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HMM_Mat4 Result = Matrix;
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#ifdef HANDMADE_MATH__USE_SSE
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_MM_TRANSPOSE4_PS(Result.Columns[0].SSE, Result.Columns[1].SSE, Result.Columns[2].SSE, Result.Columns[3].SSE);
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#elif HANDMADE_MATH__USE_NEON
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// Based on Fabian's article on SIMD Transposes, although he says that the interleave32 is
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// a VUZP instruction, its actually a VZIP instruction
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// https://fgiesen.wordpress.com/2013/07/09/simd-transposes-1/
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float32x4x2_t B0B2 = vzipq_f32(Result.Columns[0].NEON, Result.Columns[2].NEON);
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float32x4x2_t B1B3 = vzipq_f32(Result.Columns[1].NEON, Result.Columns[3].NEON);
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float32x4x2_t XY = vzipq_f32(B0B2.val[0], B1B3.val[0]);
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float32x4x2_t ZW = vzipq_f32(B0B2.val[1], B1B3.val[1]);
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Result.Columns[0].NEON = XY.val[0];
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Result.Columns[1].NEON = XY.val[1];
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Result.Columns[2].NEON = ZW.val[0];
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Result.Columns[3].NEON = ZW.val[1];
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#else
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Result.Elements[0][1] = Matrix.Elements[1][0];
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Result.Elements[0][2] = Matrix.Elements[2][0];
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@@ -1493,29 +1557,10 @@ static inline HMM_Mat4 HMM_AddM4(HMM_Mat4 Left, HMM_Mat4 Right)
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HMM_Mat4 Result;
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#ifdef HANDMADE_MATH__USE_SSE
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Result.Columns[0].SSE = _mm_add_ps(Left.Columns[0].SSE, Right.Columns[0].SSE);
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Result.Columns[1].SSE = _mm_add_ps(Left.Columns[1].SSE, Right.Columns[1].SSE);
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Result.Columns[2].SSE = _mm_add_ps(Left.Columns[2].SSE, Right.Columns[2].SSE);
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Result.Columns[3].SSE = _mm_add_ps(Left.Columns[3].SSE, Right.Columns[3].SSE);
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#else
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Result.Elements[0][0] = Left.Elements[0][0] + Right.Elements[0][0];
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Result.Elements[0][1] = Left.Elements[0][1] + Right.Elements[0][1];
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Result.Elements[0][2] = Left.Elements[0][2] + Right.Elements[0][2];
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Result.Elements[0][3] = Left.Elements[0][3] + Right.Elements[0][3];
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Result.Elements[1][0] = Left.Elements[1][0] + Right.Elements[1][0];
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Result.Elements[1][1] = Left.Elements[1][1] + Right.Elements[1][1];
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Result.Elements[1][2] = Left.Elements[1][2] + Right.Elements[1][2];
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Result.Elements[1][3] = Left.Elements[1][3] + Right.Elements[1][3];
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Result.Elements[2][0] = Left.Elements[2][0] + Right.Elements[2][0];
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Result.Elements[2][1] = Left.Elements[2][1] + Right.Elements[2][1];
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Result.Elements[2][2] = Left.Elements[2][2] + Right.Elements[2][2];
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Result.Elements[2][3] = Left.Elements[2][3] + Right.Elements[2][3];
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Result.Elements[3][0] = Left.Elements[3][0] + Right.Elements[3][0];
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Result.Elements[3][1] = Left.Elements[3][1] + Right.Elements[3][1];
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Result.Elements[3][2] = Left.Elements[3][2] + Right.Elements[3][2];
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Result.Elements[3][3] = Left.Elements[3][3] + Right.Elements[3][3];
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#endif
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Result.Columns[0] = HMM_AddV4(Left.Columns[0], Right.Columns[0]);
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Result.Columns[1] = HMM_AddV4(Left.Columns[1], Right.Columns[1]);
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Result.Columns[2] = HMM_AddV4(Left.Columns[2], Right.Columns[2]);
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Result.Columns[3] = HMM_AddV4(Left.Columns[3], Right.Columns[3]);
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return Result;
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}
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@@ -1527,29 +1572,10 @@ static inline HMM_Mat4 HMM_SubM4(HMM_Mat4 Left, HMM_Mat4 Right)
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HMM_Mat4 Result;
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#ifdef HANDMADE_MATH__USE_SSE
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Result.Columns[0].SSE = _mm_sub_ps(Left.Columns[0].SSE, Right.Columns[0].SSE);
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Result.Columns[1].SSE = _mm_sub_ps(Left.Columns[1].SSE, Right.Columns[1].SSE);
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Result.Columns[2].SSE = _mm_sub_ps(Left.Columns[2].SSE, Right.Columns[2].SSE);
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Result.Columns[3].SSE = _mm_sub_ps(Left.Columns[3].SSE, Right.Columns[3].SSE);
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#else
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Result.Elements[0][0] = Left.Elements[0][0] - Right.Elements[0][0];
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Result.Elements[0][1] = Left.Elements[0][1] - Right.Elements[0][1];
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Result.Elements[0][2] = Left.Elements[0][2] - Right.Elements[0][2];
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Result.Elements[0][3] = Left.Elements[0][3] - Right.Elements[0][3];
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Result.Elements[1][0] = Left.Elements[1][0] - Right.Elements[1][0];
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Result.Elements[1][1] = Left.Elements[1][1] - Right.Elements[1][1];
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Result.Elements[1][2] = Left.Elements[1][2] - Right.Elements[1][2];
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Result.Elements[1][3] = Left.Elements[1][3] - Right.Elements[1][3];
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Result.Elements[2][0] = Left.Elements[2][0] - Right.Elements[2][0];
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Result.Elements[2][1] = Left.Elements[2][1] - Right.Elements[2][1];
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Result.Elements[2][2] = Left.Elements[2][2] - Right.Elements[2][2];
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Result.Elements[2][3] = Left.Elements[2][3] - Right.Elements[2][3];
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Result.Elements[3][0] = Left.Elements[3][0] - Right.Elements[3][0];
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Result.Elements[3][1] = Left.Elements[3][1] - Right.Elements[3][1];
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Result.Elements[3][2] = Left.Elements[3][2] - Right.Elements[3][2];
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Result.Elements[3][3] = Left.Elements[3][3] - Right.Elements[3][3];
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#endif
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Result.Columns[0] = HMM_SubV4(Left.Columns[0], Right.Columns[0]);
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Result.Columns[1] = HMM_SubV4(Left.Columns[1], Right.Columns[1]);
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Result.Columns[2] = HMM_SubV4(Left.Columns[2], Right.Columns[2]);
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Result.Columns[3] = HMM_SubV4(Left.Columns[3], Right.Columns[3]);
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return Result;
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}
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@@ -1574,7 +1600,8 @@ static inline HMM_Mat4 HMM_MulM4F(HMM_Mat4 Matrix, float Scalar)
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ASSERT_COVERED(HMM_MulM4F);
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HMM_Mat4 Result;
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#ifdef HANDMADE_MATH__USE_SSE
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__m128 SSEScalar = _mm_set1_ps(Scalar);
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Result.Columns[0].SSE = _mm_mul_ps(Matrix.Columns[0].SSE, SSEScalar);
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@@ -1582,22 +1609,13 @@ static inline HMM_Mat4 HMM_MulM4F(HMM_Mat4 Matrix, float Scalar)
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Result.Columns[2].SSE = _mm_mul_ps(Matrix.Columns[2].SSE, SSEScalar);
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Result.Columns[3].SSE = _mm_mul_ps(Matrix.Columns[3].SSE, SSEScalar);
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#else
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Result.Elements[0][0] = Matrix.Elements[0][0] * Scalar;
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Result.Elements[0][1] = Matrix.Elements[0][1] * Scalar;
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Result.Elements[0][2] = Matrix.Elements[0][2] * Scalar;
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Result.Elements[0][3] = Matrix.Elements[0][3] * Scalar;
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Result.Elements[1][0] = Matrix.Elements[1][0] * Scalar;
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Result.Elements[1][1] = Matrix.Elements[1][1] * Scalar;
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Result.Elements[1][2] = Matrix.Elements[1][2] * Scalar;
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Result.Elements[1][3] = Matrix.Elements[1][3] * Scalar;
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Result.Elements[2][0] = Matrix.Elements[2][0] * Scalar;
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Result.Elements[2][1] = Matrix.Elements[2][1] * Scalar;
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Result.Elements[2][2] = Matrix.Elements[2][2] * Scalar;
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Result.Elements[2][3] = Matrix.Elements[2][3] * Scalar;
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Result.Elements[3][0] = Matrix.Elements[3][0] * Scalar;
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Result.Elements[3][1] = Matrix.Elements[3][1] * Scalar;
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Result.Elements[3][2] = Matrix.Elements[3][2] * Scalar;
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Result.Elements[3][3] = Matrix.Elements[3][3] * Scalar;
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// NOTE(jack) In neon we dont need to do an equivalent to _mm_set1_ps
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// so we can fall back on the MulV4F calls without the extra setting
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// being done
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Result.Columns[0] = HMM_MulV4F(Matrix.Columns[0], Scalar);
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Result.Columns[1] = HMM_MulV4F(Matrix.Columns[1], Scalar);
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Result.Columns[2] = HMM_MulV4F(Matrix.Columns[2], Scalar);
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Result.Columns[3] = HMM_MulV4F(Matrix.Columns[3], Scalar);
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#endif
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return Result;
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@@ -1623,23 +1641,17 @@ static inline HMM_Mat4 HMM_DivM4F(HMM_Mat4 Matrix, float Scalar)
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Result.Columns[1].SSE = _mm_div_ps(Matrix.Columns[1].SSE, SSEScalar);
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Result.Columns[2].SSE = _mm_div_ps(Matrix.Columns[2].SSE, SSEScalar);
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Result.Columns[3].SSE = _mm_div_ps(Matrix.Columns[3].SSE, SSEScalar);
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#elif HANDMADE_MATH__USE_NEON
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float32x4_t NEONScalar = vdupq_n_f32(Scalar);
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Result.Columns[0].NEON = vdivq_f32(Matrix.Columns[0].NEON, NEONScalar);
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Result.Columns[1].NEON = vdivq_f32(Matrix.Columns[1].NEON, NEONScalar);
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Result.Columns[2].NEON = vdivq_f32(Matrix.Columns[2].NEON, NEONScalar);
|
||||
Result.Columns[3].NEON = vdivq_f32(Matrix.Columns[3].NEON, NEONScalar);
|
||||
#else
|
||||
Result.Elements[0][0] = Matrix.Elements[0][0] / Scalar;
|
||||
Result.Elements[0][1] = Matrix.Elements[0][1] / Scalar;
|
||||
Result.Elements[0][2] = Matrix.Elements[0][2] / Scalar;
|
||||
Result.Elements[0][3] = Matrix.Elements[0][3] / Scalar;
|
||||
Result.Elements[1][0] = Matrix.Elements[1][0] / Scalar;
|
||||
Result.Elements[1][1] = Matrix.Elements[1][1] / Scalar;
|
||||
Result.Elements[1][2] = Matrix.Elements[1][2] / Scalar;
|
||||
Result.Elements[1][3] = Matrix.Elements[1][3] / Scalar;
|
||||
Result.Elements[2][0] = Matrix.Elements[2][0] / Scalar;
|
||||
Result.Elements[2][1] = Matrix.Elements[2][1] / Scalar;
|
||||
Result.Elements[2][2] = Matrix.Elements[2][2] / Scalar;
|
||||
Result.Elements[2][3] = Matrix.Elements[2][3] / Scalar;
|
||||
Result.Elements[3][0] = Matrix.Elements[3][0] / Scalar;
|
||||
Result.Elements[3][1] = Matrix.Elements[3][1] / Scalar;
|
||||
Result.Elements[3][2] = Matrix.Elements[3][2] / Scalar;
|
||||
Result.Elements[3][3] = Matrix.Elements[3][3] / Scalar;
|
||||
Result.Columns[0] = HMM_DivV4F(Matrix.Columns[0], Scalar);
|
||||
Result.Columns[1] = HMM_DivV4F(Matrix.Columns[1], Scalar);
|
||||
Result.Columns[2] = HMM_DivV4F(Matrix.Columns[2], Scalar);
|
||||
Result.Columns[3] = HMM_DivV4F(Matrix.Columns[3], Scalar);
|
||||
#endif
|
||||
|
||||
return Result;
|
||||
@@ -2065,6 +2077,9 @@ static inline HMM_Quat HMM_Q(float X, float Y, float Z, float W)
|
||||
|
||||
#ifdef HANDMADE_MATH__USE_SSE
|
||||
Result.SSE = _mm_setr_ps(X, Y, Z, W);
|
||||
#elif HANDMADE_MATH__USE_NEON
|
||||
float32x4_t v = { X, Y, Z, W };
|
||||
Result.NEON = v;
|
||||
#else
|
||||
Result.X = X;
|
||||
Result.Y = Y;
|
||||
@@ -2084,6 +2099,8 @@ static inline HMM_Quat HMM_QV4(HMM_Vec4 Vector)
|
||||
|
||||
#ifdef HANDMADE_MATH__USE_SSE
|
||||
Result.SSE = Vector.SSE;
|
||||
#elif HANDMADE_MATH__USE_NEON
|
||||
Result.NEON = Vector.NEON;
|
||||
#else
|
||||
Result.X = Vector.X;
|
||||
Result.Y = Vector.Y;
|
||||
@@ -2103,6 +2120,8 @@ static inline HMM_Quat HMM_AddQ(HMM_Quat Left, HMM_Quat Right)
|
||||
|
||||
#ifdef HANDMADE_MATH__USE_SSE
|
||||
Result.SSE = _mm_add_ps(Left.SSE, Right.SSE);
|
||||
#elif HANDMADE_MATH__USE_NEON
|
||||
Result.NEON = vaddq_f32(Left.NEON, Right.NEON);
|
||||
#else
|
||||
|
||||
Result.X = Left.X + Right.X;
|
||||
@@ -2123,6 +2142,8 @@ static inline HMM_Quat HMM_SubQ(HMM_Quat Left, HMM_Quat Right)
|
||||
|
||||
#ifdef HANDMADE_MATH__USE_SSE
|
||||
Result.SSE = _mm_sub_ps(Left.SSE, Right.SSE);
|
||||
#elif HANDMADE_MATH__USE_NEON
|
||||
Result.NEON = vsubq_f32(Left.NEON, Right.NEON);
|
||||
#else
|
||||
Result.X = Left.X - Right.X;
|
||||
Result.Y = Left.Y - Right.Y;
|
||||
@@ -2157,6 +2178,10 @@ static inline HMM_Quat HMM_MulQ(HMM_Quat Left, HMM_Quat Right)
|
||||
SSEResultTwo = _mm_shuffle_ps(Right.SSE, Right.SSE, _MM_SHUFFLE(3, 2, 1, 0));
|
||||
Result.SSE = _mm_add_ps(SSEResultThree, _mm_mul_ps(SSEResultTwo, SSEResultOne));
|
||||
#else
|
||||
# if HANDMADE_MATH__USE_NEON
|
||||
// TOOD (jack): go look up how quaternion multiplication works and implment it in neon, we don't have xor.
|
||||
# warning "Vectorized Quaternion Multiply not yet implemented in NEON"
|
||||
# endif
|
||||
Result.X = Right.Elements[3] * +Left.Elements[0];
|
||||
Result.Y = Right.Elements[2] * -Left.Elements[0];
|
||||
Result.Z = Right.Elements[1] * +Left.Elements[0];
|
||||
@@ -2191,6 +2216,8 @@ static inline HMM_Quat HMM_MulQF(HMM_Quat Left, float Multiplicative)
|
||||
#ifdef HANDMADE_MATH__USE_SSE
|
||||
__m128 Scalar = _mm_set1_ps(Multiplicative);
|
||||
Result.SSE = _mm_mul_ps(Left.SSE, Scalar);
|
||||
#elif HANDMADE_MATH__USE_NEON
|
||||
Result.NEON = vmulq_n_f32(Left.NEON, Multiplicative);
|
||||
#else
|
||||
Result.X = Left.X * Multiplicative;
|
||||
Result.Y = Left.Y * Multiplicative;
|
||||
@@ -2211,6 +2238,9 @@ static inline HMM_Quat HMM_DivQF(HMM_Quat Left, float Divnd)
|
||||
#ifdef HANDMADE_MATH__USE_SSE
|
||||
__m128 Scalar = _mm_set1_ps(Divnd);
|
||||
Result.SSE = _mm_div_ps(Left.SSE, Scalar);
|
||||
#elif HANDMADE_MATH__USE_NEON
|
||||
float32x4_t Scalar = vdupq_n_f32(Divnd);
|
||||
Result.NEON = vdivq_f32(Left.NEON, Scalar);
|
||||
#else
|
||||
Result.X = Left.X / Divnd;
|
||||
Result.Y = Left.Y / Divnd;
|
||||
@@ -2235,6 +2265,11 @@ static inline float HMM_DotQ(HMM_Quat Left, HMM_Quat Right)
|
||||
SSEResultTwo = _mm_shuffle_ps(SSEResultOne, SSEResultOne, _MM_SHUFFLE(0, 1, 2, 3));
|
||||
SSEResultOne = _mm_add_ps(SSEResultOne, SSEResultTwo);
|
||||
_mm_store_ss(&Result, SSEResultOne);
|
||||
#elif HANDMADE_MATH__USE_NEON
|
||||
float32x4_t NEONMultiplyResult = vmulq_f32(Left.NEON, Right.NEON);
|
||||
float32x4_t NEONHalfAdd = vpaddq_f32(NEONMultiplyResult, NEONMultiplyResult);
|
||||
float32x4_t NEONFullAdd = vpaddq_f32(NEONHalfAdd, NEONHalfAdd);
|
||||
Result = vgetq_lane_f32(NEONFullAdd, 0);
|
||||
#else
|
||||
Result = ((Left.X * Right.X) + (Left.Z * Right.Z)) + ((Left.Y * Right.Y) + (Left.W * Right.W));
|
||||
#endif
|
||||
@@ -2278,6 +2313,10 @@ static inline HMM_Quat _HMM_MixQ(HMM_Quat Left, float MixLeft, HMM_Quat Right, f
|
||||
__m128 SSEResultOne = _mm_mul_ps(Left.SSE, ScalarLeft);
|
||||
__m128 SSEResultTwo = _mm_mul_ps(Right.SSE, ScalarRight);
|
||||
Result.SSE = _mm_add_ps(SSEResultOne, SSEResultTwo);
|
||||
#elif HANDMADE_MATH__USE_NEON
|
||||
float32x4_t ScaledLeft = vmulq_n_f32(Left.NEON, MixLeft);
|
||||
float32x4_t ScaledRight = vmulq_n_f32(Right.NEON, MixRight);
|
||||
Result.NEON = vaddq_f32(ScaledLeft, ScaledRight);
|
||||
#else
|
||||
Result.X = Left.X*MixLeft + Right.X*MixRight;
|
||||
Result.Y = Left.Y*MixLeft + Right.Y*MixRight;
|
||||
@@ -3695,6 +3734,9 @@ static inline HMM_Vec4 operator-(HMM_Vec4 In)
|
||||
HMM_Vec4 Result;
|
||||
#if HANDMADE_MATH__USE_SSE
|
||||
Result.SSE = _mm_xor_ps(In.SSE, _mm_set1_ps(-0.0f));
|
||||
#elif HANDMADE_MATH__USE_NEON
|
||||
float32x4_t Zero = vdupq_n_f32(0.0f);
|
||||
Result.NEON = vsubq_f32(Zero, In.NEON);
|
||||
#else
|
||||
Result.X = -In.X;
|
||||
Result.Y = -In.Y;
|
||||
|
||||
Reference in New Issue
Block a user